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Unisystem Sci-Fi

Take some bits from Andromeda, add Mecha, add more Alien races (possibly some from
other books, etc), add espionage elements, add mercenary elements, mix well, and get the
rules, setting, etc from that. (Expand this, as this will be the iatus game)
(T!"!#
Thinking about possibly including some disruptors (powerful, but energy crystal takes $
minute to charge for a second shot, thinking might be interesting for both spaceships and
hand weaponry).
Add in %iotechnology (for &ectoids) rules other then mere upgrades.
Make rules in here for emophages from 'ltra(iolet ("!)E).
Make rules for Aliens from the Aliens mo(ie.
Also make rules for the *erg,
'pdate +la(our texts for races. Add in &ectoids. Add in ,i-ardmen (the bioweapons) and
.mmune knockout/sleep.
)eed to make, communication 0ammers, gap 0ump interdictors)
Table of Contents
Table of 1ontents........................................................................................................................$
&etting.......................................................................................................................................$$
.ntergalactic istory.............................................................................................................$$
2ap "ri(e +unctionality...................................................................................................$$
.nterstellar istory E(ents................................................................................................$$
.nterstellar 3olitical ,andscape............................................................................................$4
&tar5map and 1ommon 6ump distances...............................................................................$4
&tar Map...........................................................................................................................$7
Map ,egend......................................................................................................................$7
&tar &ystem ,ist...............................................................................................................$8
1ommonwealth....................................................................................................................49
umans.............................................................................................................................49
:itrians.............................................................................................................................49
&aurus...............................................................................................................................49
1ho50a...............................................................................................................................49
1ommonwealth ;orlds....................................................................................................4$
1ommonwealth +leet.......................................................................................................4$
1ommonwealth ,aws/1ustoms........................................................................................4$
1ommonwealth A. ,aws..................................................................................................4$
Empire..................................................................................................................................4$
umans (Empire).............................................................................................................44
Empire ;orlds..................................................................................................................44
Empire +leet.....................................................................................................................44
Empire ,aws/1ustoms.....................................................................................................44
Empire A. ,aws................................................................................................................44
Alkari +ederation..................................................................................................................44
Alkari................................................................................................................................44
Alkari ;orlds...................................................................................................................47
Alkari +leet.......................................................................................................................47
Alkari ,aws/1ustoms.......................................................................................................47
Alkari A. ,aws.................................................................................................................47
,eague..................................................................................................................................47
sktskt..............................................................................................................................47
3iranites............................................................................................................................47
,eague ;orlds..................................................................................................................48
,eague +leet.....................................................................................................................48
,eague ,aws/1ustoms.....................................................................................................48
,eague A. ,aws................................................................................................................48
Andromedan +ederation.......................................................................................................48
Andromedan.....................................................................................................................48
Andromedan ;orlds.........................................................................................................48
Andromedan +leet............................................................................................................48
Andromedan ,aws/1ustoms............................................................................................4<
Andromedan A. ,aws......................................................................................................4<
A. +ederation........................................................................................................................4<
A.......................................................................................................................................4<
=obots...............................................................................................................................4<
A. ;orlds.........................................................................................................................4<
A. +leet.............................................................................................................................4<
A. ,aws/1ustoms.............................................................................................................4<
A. ,aws............................................................................................................................4<
'naligned =aces...................................................................................................................4>
A(ariel..............................................................................................................................4>
%ulrathi.............................................................................................................................4>
1rynisti.............................................................................................................................4>
adenman.........................................................................................................................4>
ar(esters.........................................................................................................................4>
umans (Animal +eatures)..............................................................................................4?
:rai...................................................................................................................................4?
,upines.............................................................................................................................4?
,yrans...............................................................................................................................4@
Mictok..............................................................................................................................4@
)ebari...............................................................................................................................4@
)ietch-ean........................................................................................................................4A
)ox...................................................................................................................................4A
3rotoss..............................................................................................................................4A
&ilicoids............................................................................................................................79
&pace 3irates.........................................................................................................................79
%ackstory..........................................................................................................................79
The !thers............................................................................................................................79
%ackstory..........................................................................................................................79
+leet..................................................................................................................................79
=aces........................................................................................................................................7$
%asic point rules...................................................................................................................7$
A...........................................................................................................................................7$
Alkari....................................................................................................................................74
Alkari =acial Buality........................................................................................................74
Andromedan.........................................................................................................................74
Andromedan =acial Buality.............................................................................................74
A(ariel..................................................................................................................................74
A(ariel =acial Buality......................................................................................................74
%ulrathi.................................................................................................................................77
%ulrathi =acial Buality.....................................................................................................77
1ho50a...................................................................................................................................77
1ho50a =acial Buality.......................................................................................................77
1rynisti.................................................................................................................................78
1rynisti =acial Buality.....................................................................................................78
adenman.............................................................................................................................78
adenman =acial Buality................................................................................................78
ar(esters.............................................................................................................................78
ar(esters =acial Buality.................................................................................................78
+lesh 3uppet.................................................................................................................7<
sktskt..................................................................................................................................7<
sktskt =acial Buality......................................................................................................7<
umans.................................................................................................................................7>
umans =acial Buality....................................................................................................7>
umans (Animal 2enetic Modifications)............................................................................7>
umans (Animal 2enetic Modifications) =acial Buality................................................7>
umans (1ommonwealth Military).....................................................................................7>
umans (1ommonwealth Military) =acial Buality.........................................................7>
umans (Empire).................................................................................................................7>
umans (Empire) =acial Buality.....................................................................................7>
:itrians.................................................................................................................................7?
:itrians =acial Buality.....................................................................................................7?
:rai.......................................................................................................................................7?
:rai =acial Buality...........................................................................................................7?
,upines.................................................................................................................................7@
,upines =acial Buality.....................................................................................................7@
,yrans...................................................................................................................................7@
,yrans =acial Buality.......................................................................................................7@
Mictok..................................................................................................................................7@
Mictok =acial Buality......................................................................................................7@
)ebari...................................................................................................................................7A
)ebari =acial Buality.......................................................................................................7A
)ietch-ean............................................................................................................................7A
)ietch-ean =acial Buality................................................................................................7A
)ox.......................................................................................................................................89
)ox =acial Buality...........................................................................................................89
3iranites................................................................................................................................89
3iranites =acial Buality....................................................................................................89
3lanetaurs.............................................................................................................................89
%ase 3lanetaurs.................................................................................................................89
Ad(antages...................................................................................................................89
"isad(antages...............................................................................................................8$
Titan..................................................................................................................................8$
Ad(antages...................................................................................................................8$
,i(ing 3lanet 3lanetaurs...................................................................................................8$
Ad(antages...................................................................................................................8$
"isad(antages...............................................................................................................84
"ead 3lanet 3lanetaurs.....................................................................................................84
"isad(antages...............................................................................................................84
&olar 3lanetaur.................................................................................................................87
Ad(antages...................................................................................................................87
"isad(antages...............................................................................................................87
3rotoss..................................................................................................................................87
3rotoss =acial Buality......................................................................................................87
&aurus...................................................................................................................................88
&aurus =acial Buality.......................................................................................................88
&ilicoids................................................................................................................................88
&ilicoids =acial Buality....................................................................................................88
emophage...........................................................................................................................8<
emophage =acial Buality..............................................................................................8<
+urions..................................................................................................................................8<
+urions =acial Buality......................................................................................................8<
+urion =age......................................................................................................................8<
&ectoid..................................................................................................................................8>
&ectoid =acial Buality......................................................................................................8>
&mall biotech....................................................................................................................8>
Medium biotech................................................................................................................8>
,arge biotech....................................................................................................................8?
&kills.........................................................................................................................................8?
ea(y ;eapons (Type)........................................................................................................8?
3ilot (Type)...........................................................................................................................8?
&ys !ps (Type).....................................................................................................................8?
Engineering (Type)...............................................................................................................8?
Cenology (Type)...................................................................................................................8?
,anguage (Type)...................................................................................................................8?
1yber5doc.............................................................................................................................8?
2enetic Engineering.............................................................................................................8?
)ano5Technology.................................................................................................................8@
Tactics (Type).......................................................................................................................8@
1omputer acking...............................................................................................................8@
acking A. Table..........................................................................................................8@
Enhancements...........................................................................................................................8A
Ma0or 'ses and 1ommon "rawbacks..................................................................................8A
1ybernetics.......................................................................................................................8A
Ad(antages...................................................................................................................8A
"rawbacks....................................................................................................................8A
%ioengineering.................................................................................................................8A
Ad(antages...................................................................................................................8A
"rawbacks....................................................................................................................8A
)ano5Technology.............................................................................................................8A
Ad(antages...................................................................................................................8A
"rawbacks....................................................................................................................8A
%ase Bualities.......................................................................................................................8A
%ioengineered...................................................................................................................8A
1yberware........................................................................................................................<9
)anotech...........................................................................................................................<9
3owered Armour, light battle armour (as base model).....................................................<9
=obot................................................................................................................................<9
Artificial .ntelligence.......................................................................................................<9
3owers..................................................................................................................................<$
Accelerated Mo(ement.....................................................................................................<$
Adapti(e )ano5Technology.............................................................................................<$
ADuatic Treatment............................................................................................................<$
Autonomous 3oint "efense &ystem.................................................................................<4
A(atar...............................................................................................................................<4
%attery 3ower...................................................................................................................<4
1loaking "e(ice...............................................................................................................<7
1ombat &peed...................................................................................................................<7
"ata 6ack..........................................................................................................................<7
Energy &hielding..............................................................................................................<7
+light &ystem....................................................................................................................<8
2host in the &hell.............................................................................................................<8
.mpro(ed 3owercore........................................................................................................<<
.mmunity (type)................................................................................................................<<
.ntegrated Armor..............................................................................................................<<
.ntegrated ;eapons..........................................................................................................<<
.nternal 3owercore...........................................................................................................<>
ardened 1hassis/1ortosis Treatment..............................................................................<>
.ron 2rip...........................................................................................................................<>
,eaping.............................................................................................................................<>
Mental &upplement &ystems............................................................................................<?
)anite !rganism...............................................................................................................<?
!ptical &ystems................................................................................................................<?
3hysical &upplement &ystems......................................................................................<@
=anged %ioengineered ;eapons......................................................................................<A
=anged ;eapon "efense &ystem.....................................................................................<A
=edundant &ystems..........................................................................................................>9
=egeneration.....................................................................................................................>9
=epair &ubroutines...........................................................................................................>9
&ynthetic Bualities/"rawbacks........................................................................................>9
Target ,ink aka Auto5Target Assist..................................................................................>$
'ni(ersal ;eapons &oftware...........................................................................................>$
Eocabulator.......................................................................................................................>$
Eulcan Treatment.............................................................................................................>$
;all51rawler....................................................................................................................>$
!nboard Autonomous .ntelligence...................................................................................>4
"rawbacks............................................................................................................................>4
"rug "ependency.............................................................................................................>4
1ommand ;ords..............................................................................................................>4
acking............................................................................................................................>7
3ower 'sage.....................................................................................................................>7
=obot 1onstruction =ules........................................................................................................>8
3sionics.....................................................................................................................................><
Mindcurrent..........................................................................................................................><
'sing Mindcurrent...........................................................................................................>>
Mindcurrent &trength Table..........................................................................................>>
'sing Mindcurrent "efensi(ely.......................................................................................>?
Mindhack..............................................................................................................................>@
'sing Mindhack...............................................................................................................>@
Mindhack Art Table......................................................................................................>@
Mindhack &trength Table.............................................................................................?9
'sing Mindhack "efensi(ely...........................................................................................?9
Mindblade.............................................................................................................................?9
'sing Mindblade..............................................................................................................?$
Mindblade Effect Table................................................................................................?$
'sing Mindblade "efensi(ely..........................................................................................?4
Mindspace............................................................................................................................?4
'sing Mindspace..............................................................................................................?4
Mindspace &trength Table............................................................................................?4
'sing Mindspace "efensi(ely..........................................................................................?7
Andromedan &pecial 3owers....................................................................................................?7
%olt of Energy......................................................................................................................?7
+orce +ield............................................................................................................................?7
;a(e of +orce......................................................................................................................?7
+ield %lade...........................................................................................................................?8
Manifestations..........................................................................................................................?8
;hy canFt Titans use manifestationsG..................................................................................?8
)on53lanetaurs.....................................................................................................................?8
Mind.....................................................................................................................................?8
3sychic ,imbs..................................................................................................................?8
"ecay................................................................................................................................?8
1ombat ;isdom...............................................................................................................?8
&agacity............................................................................................................................?<
&ense Truth.......................................................................................................................?<
&oul &ight.........................................................................................................................?<
;ise 1hoice......................................................................................................................?<
"isco(er the 2uilty..........................................................................................................?<
2ift of Tongues.................................................................................................................?>
Enhanced .ntelligence......................................................................................................?>
3rodigy.............................................................................................................................?>
'nlock..............................................................................................................................?>
;ays of ;ar.....................................................................................................................?>
%ody.....................................................................................................................................?>
%eauty...............................................................................................................................??
%ounding ,eap.................................................................................................................??
Enhanced &trength............................................................................................................??
.ron Muscles.....................................................................................................................??
1ombat &peed...................................................................................................................??
Enhanced "exterity..........................................................................................................??
+leetness of +oot..............................................................................................................??
Enhanced 1onstitution.....................................................................................................?@
,ife +orce.........................................................................................................................?@
=eco(ery...........................................................................................................................?@
&oul.......................................................................................................................................?@
2lory of the will...............................................................................................................?@
Emotion turning................................................................................................................?@
3ro(idence........................................................................................................................?@
&troke of ,uck..................................................................................................................?A
Eisions..............................................................................................................................?A
Touch of ,ife....................................................................................................................?A
'nbending ;ill................................................................................................................?A
,ust...................................................................................................................................?A
3assion..............................................................................................................................?A
+eat of 2lory....................................................................................................................@9
+eat of 2lory Table.......................................................................................................@9
'niDue Manifestations.........................................................................................................@9
,i(ing...............................................................................................................................@9
)urture 2rowth............................................................................................................@9
&trength of the Earth.....................................................................................................@9
"ead..................................................................................................................................@9
Eclipse..........................................................................................................................@9
1entreFs ,ight...............................................................................................................@$
&un....................................................................................................................................@$
%linding ,ight..............................................................................................................@$
1all 'pon the &un........................................................................................................@$
,ight %olt.....................................................................................................................@$
=adiance.......................................................................................................................@$
;eapons...................................................................................................................................@$
2uns.....................................................................................................................................@$
Military .ssue....................................................................................................................@4
,aser.................................................................................................................................@4
3lasma..............................................................................................................................@4
.on.....................................................................................................................................@4
2auss................................................................................................................................@4
3si.....................................................................................................................................@4
&entry 2un........................................................................................................................@7
andguns..........................................................................................................................@7
=ifles/&hotguns................................................................................................................@7
Assault =ifles...................................................................................................................@7
Machine 2uns/ea(y ;eapons.......................................................................................@7
&entry 2uns......................................................................................................................@7
"art...................................................................................................................................@8
2renades...........................................................................................................................@8
+ragmentation...............................................................................................................@8
.ncendiary.....................................................................................................................@<
&moke...........................................................................................................................@<
&tun...............................................................................................................................@<
Tear 2as........................................................................................................................@<
,asegun............................................................................................................................@<
,aserifle............................................................................................................................@>
3ulse ,aserifle..................................................................................................................@>
,asecannon.......................................................................................................................@>
3lasma 2un......................................................................................................................@>
3lasma =ifle.....................................................................................................................@>
3lasma 1annon.................................................................................................................@>
2auss 2un........................................................................................................................@>
2auss =ifle.......................................................................................................................@?
2auss Mortar 1annon.......................................................................................................@?
&mart &cattergun..............................................................................................................@?
Assault ,auncher..............................................................................................................@?
3ulse =ifle........................................................................................................................@?
&mart 2un........................................................................................................................@?
Melee ;eapons (Cychotic)..................................................................................................@@
igh +reDuency................................................................................................................@@
:ni(es...............................................................................................................................@@
&words..............................................................................................................................@@
!ther.................................................................................................................................@@
&tun %aton........................................................................................................................@@
3oint of 3ercussion...........................................................................................................@@
Monofilament Edge..........................................................................................................@A
3lasma &words.................................................................................................................@A
&lashing............................................................................................................................@A
"irk...................................................................................................................................@A
Armour.....................................................................................................................................@A
Armour.................................................................................................................................@A
+orce +ields..........................................................................................................................A9
3owered Armour..................................................................................................................A9
EDuipment................................................................................................................................A$
:hadrian 1rystal...................................................................................................................A$
&paceships, Eehicle and Mecha................................................................................................A4
&i-e Table.............................................................................................................................A4
Eehicle =ules........................................................................................................................A4
2round Eehicle 1ombat...................................................................................................A4
&hooting +rom Eehicle.....................................................................................................A7
'sing Eehicle5Mounted ;eapons....................................................................................A7
"odging............................................................................................................................A7
Air 1ombat.......................................................................................................................A7
"og fighting.....................................................................................................................A7
3laying 1hicken...............................................................................................................A7
&pace 1ombat...................................................................................................................A7
&i-e =ules for Accuracy...................................................................................................A7
+iring ;eaponry...............................................................................................................A8
Module =ules.......................................................................................................................A8
&pecial =ules....................................................................................................................A8
&ystems.............................................................................................................................A8
&peed and andling..........................................................................................................A8
"etecting 1loaked/'ncloaked &hips................................................................................A<
3reliminary Era &lider......................................................................................................A<
&hield =echarge rate.........................................................................................................A>
&hields and A3.................................................................................................................A>
Mecha...............................................................................................................................A>
Motorcycles......................................................................................................................A>
&mall 1ars (&i-e 9)...........................................................................................................A>
All other Eehicles (&i-e $H).............................................................................................A>
%asic EDuipment 3oint 1osts...........................................................................................A>
Modules........................................................................................................................A>
1hassis..........................................................................................................................A>
Armour rules....................................................................................................................A>
%asic ;eapon Types.........................................................................................................A?
%asic ;eapon =anges......................................................................................................A?
&pecial ;eapon 'pgrades#...............................................................................................A@
Modules................................................................................................................................AA
;eapons...........................................................................................................................AA
1omputers.......................................................................................................................$$9
Miscellaneous =ooms.....................................................................................................$$9
3oint "efence.................................................................................................................$$$
1ontrol &ystems..............................................................................................................$$$
&ensors............................................................................................................................$$7
3owercore.......................................................................................................................$$8
Engine.............................................................................................................................$$8
2ap "ri(e.......................................................................................................................$$<
Eehicle Engine................................................................................................................$$>
Mecha 'pgrades.............................................................................................................$$>
&hields............................................................................................................................$$>
Tractor %eam..................................................................................................................$4$
1loaking "e(ices...........................................................................................................$44
=eactors..........................................................................................................................$44
"ocking 3orts/%ays........................................................................................................$47
.nterstellar 1ommunications..........................................................................................$4<
&paceship 1hassis...............................................................................................................$4<
1ommonwealth..............................................................................................................$4<
"agger 1lass +ighter..................................................................................................$4<
,ongsword 1lass +ighter...........................................................................................$4<
1laymore 1lass %omber.............................................................................................$4>
)exus 1lass +reighter................................................................................................$4>
:atana 1lass "ropship...............................................................................................$4>
2riffin 1lass +rigate...................................................................................................$4>
Anderson 1lass +rigate..............................................................................................$4?
2ateway 1lass +reighter............................................................................................$4?
Mecha 1hassis....................................................................................................................$4?
1ommonwealth..............................................................................................................$4?
,ight Mecha...............................................................................................................$4?
Medium Mecha...........................................................................................................$4@
ea(y Mecha..............................................................................................................$4@
Assault Mecha............................................................................................................$4A
Eehicles 1hassis.................................................................................................................$4A
1ommonwealth..............................................................................................................$4A
A31............................................................................................................................$4A
&ample &paceships.............................................................................................................$7$
1ommonwealth..............................................................................................................$7$
&tiletto +ighter............................................................................................................$7$
"irk +ighter................................................................................................................$7$
)exus 1lass +reighter................................................................................................$74
:atana 1lass "ropship...............................................................................................$74
2riffin 1lass +rigate...................................................................................................$77
Anderson 1lass +rigate..............................................................................................$78
2ateway 1lass +reighter............................................................................................$7<
&ample Mecha....................................................................................................................$7<
1ommonwealth..............................................................................................................$7<
&ample Eehicle...................................................................................................................$7<
1ommonwealth..............................................................................................................$7<
A31............................................................................................................................$7<
Setting
Intergalactic History
Gap Drive Functionality
The 2ap dri(e functions by mo(ing the ship into another dimension and tra(elling through it
to a desired location. owe(er for anything other then short 2ap 0umps long calculations are
reDuired to determine speed and (ector of the 2ap 0ump to arri(e at the desired location.
;ithout this calculation youFd be 0umping blind, youFd either need to do the calculation after
the 0ump to determine your resulting location or if your really lucky youFll end up in a known
position and be able to tra(el onward. The calculations reDuire pretty exact knowledge of
your current location and the location of certain stellar ob0ects that bend and ward 2ap space.
Interstellar History Events
21 $99# 2ap "ri(e in(ented by Alkari and Andromedans
21 $<9# 2ap "ri(e in(ented by 1ho50a
21 $>9# 2ap "ri(e in(ented by sktskt, ,yrans, &aurus, :itrians
21 $?<# 2ap "ri(e in(ented by 3rotoss, )ebari
21 499# sktskt attack and ensla(e se(eral minor species.
21 44<# 2ap "ri(e is now widely known to most species bar umans and ar(esters.
21 4<9# umans achie(ed limited &pace +light (sent first sleeper colony ship from earth to
another planet).
21 4>9# umans met 1ho50a.
21 4><# uman colony attacked by sktskt, repelled by 0oint uman and 1ho50a forces.
21 4?9# umans and 1ho50a achie(e a closer relationship and the 1ho50a teaches the
umans how to make 2ap "ri(es.
21 799# :itrians, umans and 1ho50a formed 1ommonwealth, Cenophobic humans split off
to form the Empire.
21 79<# )ietch-ean people left the 1ommonwealth for their own planets.
21 7$9# The ,eague was formed and attacked the &aurus.
21 7$4# The &aurus 0oined the 1ommonwealth, which soundly beat the ,eagueFs forces.
21 7$<# +irst A.Fs were createdI Alkari +ederation was disco(ered and had a minor war with
the ,eague.
21 7$># +irst A.Fs left the 1ommonwealth and formed the A. +ederationI A. +ederation and
Alkari +ederation handed the ,eague their second defeat.
21 7$A# Andromedan +ederation introduced itself to the other interstellar groups and starting
trading with them.
21 749# ar(esters acDuire knowledge of 2ap "ri(e from a crashed ,yran scout (essel.
21 74$# 1ommonwealth starts the standard augmentation of all its human military personal.
21 744# Empire attacked the Andromedan +ederation.
21 747# adenman separated from the Empire and assisted the Andromedan +ederation, the
A.Fs also 0oined in.
21 748# A.Fs and 1ommonwealth forces helped repel the Empire from the Andromedan
+ederation.
21 74<# +irst sighting of the 3rotoss by the Empire deemed dangerous and attacked but the
3rotoss managed to repeal the attack with help from the A.Fs.
21 74># ,yrans, )ebari, and :rai disco(ered.
21 74@# Mictok, &ilicoids, 1rynisti, and A(ariel disco(ered.
21 779# +irst sighting of the !thers.
21 77<# Tensions between the 1ommonwealth and the ,eague grow, but outright war has not
yet broke out, skirmishes are howe(er common.
21 77># Empire attacked the ,yrans.
21 77@# Empire forces forced to withdraw as the 1ommonwealth and the A. +ederation ga(e
their assistance to the ,yrans.
21 789# ar(esters (essel disco(ered at first they were thought to be the !thers, but the ship
designs donFt match and the ar(ester (essels are no better then anyone elseFs.
21 784# %lood Moon 3irates start their rampage.
21 78<# ,upines, %ulrathi and +urions disco(ered
21 78@# The )ox were disco(ered and the %ulrathi begun a war with the 3rotoss.
21 78A# The !thers sacked the +urions planetI %lood Moon 3irates build their %attleship by
fusing multiple (essels. The 3rotoss and the %ulrathi declare a ceasefire.
21 7<9# 1urrent JearI &kirmishes between the 1ommonwealth and the ,eague are commonI
the Empire seems to be gearing up for war with some alien speciesI The A. +ederation and
the 1ommonwealth ha(e signed a mutual defence pactI 1ommonwealth patrols for the %lood
Moon 3irates ha(e increasedI The !thers are still unknown and e(eryone is wondering where
they will hit nextI The Andromedan +ederation and the Alkari +ederation are on the brink of
war but no5one is too sure whyI the 1ommonwealth is currently in negotiations with the
A(ariel and 1rynisti about them 0oiningI The )ebari and the )ietch-eans are on the brink of
open war and skirmishes ha(e caused losses on both sidesI The 3rotoss and the %ulrathi are
currently in the middle of their ceasefire.
(%ackstory, interstellar tra(el method descriptions, and worlds)
Interstellar Political Landscape
(3olitical landscape, inter5empire corporations (ones in 0ust one empire should be listing in
the appropriate empire), inter5empire organi-ations (ones in 0ust one empire should be listing
in the appropriate empire), etc)
Star-map and Common Jump distances
(Map, and table of planet names, descriptions, etc and 0ump distances)
Star Map

10 pixels roughly equals 1 parsec (4 light years), star map is roughly 220x320 light-years
Map Legend
1ommonwealth# 47 ("ark %lue) (?,<9) ($4,<9) ($<,<4) ($@,<7) (?,<8) (49,<<) ($9,<?) ($<,<?)
($A,<?) (44,<?) (?,<@) (44,<A) ($A,>9) ($>,>$) ($$,>4) (44,>4) (@,>7) ($$,>8) ($>,>8) (49,><)
($7,>>) ($8,>>) ($@,>?)
Empire# $< ("ark =ed) (4<,<9) (4A,<4) (4@,<8) (74,<8) (4<,<>) (4@,<?) (78,<?) (7?,<@)
(4>,>9) (79,>$) (7<,>4) (74,>7) (7?,>8) (79,><) (84,>>)
Alkari# > ("ark 2reen) ($A,89) (48,8$) (4?,8$) (7$,84) (48,88) (4A,88)
,eague# @ ("ark 3urple) (7>,8$) (7A,87) (7>,88) (7A,8>) (7<,8@) (7A,8A) (7<,<4) (7?,<4)
Andromedan# 8 ("ark %rown) (87,<4) (8>,<7) (89,<<) (8$,>9)
A.# > (,ight 2rey) (77,8<) (4A,8>) (4>,8?) (7$,8?) (4$,8@) (7$,<9)
,yran# 4 (,ight %lue) (@,>>) ($9,>?)
:rai# 8 (,ight 2reen) ($9,84) (?,8>) ($9,8@) (<,<9)
Mictok# 4 (3ale Teal) (>,8$) ($4,89)
&ilicoid# 49 (%lack) (>>,88) (>A,8>) (><,8?) (>@,<9) (>7,<$) (>>,<7) (<?,<<) (>7,<>) (>@,<>)
(<A,<?) (>@,<@) (<@,>9) (><,>9) (>4,>4) (>@,>4) (<7,>7) (<@,>8) (>>,><) (<8,>?) (>4,>?)
1rynisti# 7 (Jellow) (<@,<9) (>9,8A) (>$,8?)
A(ariel# 7 (3ink) (4?,>>) (47,>@) (4?,>A)
ar(esters# )one known
)ebari# 8 (Teal/1yan) (<<,<4) (<7,<8) (<4,<?) (<7,<A)
)ox# $ (%lue/2rey) (<4,<$)
3rotoss# 8 (!range) (8@,87) (<9,8<) (<7,8>) (<9,8@)
%ulrathi# < (2reen) (8>,8$) (87,87) (87,8@) (8>,8A) (8@,<$)
,upines# > (,ight 3urple) (8>,<<) (8>,<@) (8@,<A) (8>,>4) (8?,>4) (8<,>8)
)ietch-ean# < (,ight =ed) ($<,84) ($A,88) ($7,8<) ($?,8@) (44,<7)
umans (Animal +eatures)# 4 (3urple) (<,>8) (<,>9)
adenman# 4 (3ale !range) (<,>A) ($4,>A)
+urion# $ (.s 'ninhabited now and hence ;hite) (<<,88)
.nhabited Total# $4<
'ninhabited# 77
Total# $<@
Star System List
1olonies on the below table are from top to bottom and from left to right.
)ame Aligned 3opulation
(Millions)
&
%
3lanets Map
,oc
Terra 1ommonwealth <,499 (A<K
uman)
M 7 .nhabited,
> Empty
(?, <9)
1ho50a 1ommonwealth @,999 (AAK
1ho50a)
1 8 .nhabited,
9 Empty
($4,
<9)
&irius 1ommonwealth 4,999 (>9K
uman, 79K
:itrian)
1 7 .nhabited,
7 Empty
($<,
<4)
)ew "en(er 1ommonwealth 4,999 (<9K
uman, 79K
:itrian, $<K
1ho50a)
1 4 .nhabited,
@ Empty
($@,
<7)
)ew Melbourne 1ommonwealth 4,<99 (@9K
uman, $<K
:itrian)
1 < .nhabited,
$ Empty
(?, <8)
1entauri 3rime 1ommonwealth <,999 (>9K
1ho50a, 49K
uman, 49K
:itrian)
1 $ .nhabited,
7 Empty
(49,
<<)
:itria 1ommonwealth 4,999 ($99K
:itrian)
1 8 .nhabited,
4 Empty
($9,
<?)
A(ery 1ommonwealth >,999 (@9K
1ho50a, $<K
uman)
1 8 .nhabited,
7 Empty
($<,
<?)
"el(in 1ommonwealth $,<99 (<9K
uman, 89K
:itrian)
1 4 .nhabited,
7 Empty
($A,
<?)
%rooks 1ommonwealth 7,999 (@9K
uman, $<K
:itrian)
1 8 .nhabited,
8 Empty
(44,
<?)
Argalon 1ommonwealth 8,999 (>9K
uman, 79K
:itrian)
M 7 .nhabited,
7 Empty
(?, <@)
Jorin 1ommonwealth 4,999 (>9K
uman, 79K
:itrian)
1 4 .nhabited,
8 Empty
(44,
<A)
E(ans 1ommonwealth 4,999 (>9K
uman, 79K
:itrian)
1 $ .nhabited,
A Empty
($@,
>9)
Atmore 1ommonwealth 4,999 (>9K
uman, 79K
:itrian)
1 4 .nhabited,
$ Empty
($>,
>$)
Midway 1ommonwealth 4,999 (>9K
uman, 79K
:itrian)
1 4 .nhabited,
8 Empty
($$,
>4)
;estgate 1ommonwealth 4,999 (>9K
uman, 79K
:itrian)
1 4 .nhabited,
@ Empty
(44,
>4)
Eastgate 1ommonwealth 4,999 (>9K
uman, 79K
:itrian)
1 4 .nhabited,
4 Empty
(@, >7)
Armis 1ommonwealth 4,999 (>9K
uman, 79K
:itrian)
1 7 .nhabited,
7 Empty
($$,
>8)
:lamir 1ommonwealth 4,999 (>9K
uman, 79K
:itrian)
1 8 .nhabited,
7 Empty
($>,
>8)
Eor 1ommonwealth 4,999 (>9K
uman, 79K
:itrian)
M 4 .nhabited,
$ Empty
(49,
><)
alsey 1ommonwealth 4,999 (>9K
uman, 79K
:itrian)
1 4 .nhabited,
$ Empty
($7,
>>)
+arin 3rime 1ommonwealth 4,999 (>9K
uman, 79K
:itrian)
1 7 .nhabited,
7 Empty
($8,
>>)
Mc1affrey 1ommonwealth 4,999 (>9K
uman, 79K
:itrian)
1 $ .nhabited,
> Empty
($@,
>?)
,ionstone Empire 7,999 ($99K
uman)
M 7 .nhabited,
7 Empty
(4<,
<9)
"eathstalker Empire 4,999 ($99K
uman)
M 4 .nhabited,
8 Empty
(4A,
<4)
&ummerisle Empire $,<99 ($99K
uman)
M 7 .nhabited,
< Empty
(4@,
<8)
;olfe Empire $,999 ($99K
uman)
M 8 .nhabited,
7 Empty
(74,
<8)
1ampbell Empire 4,999 ($99K
uman)
M 7 .nhabited,
8 Empty
(4<,
<>)
"urendal Empire 4,<99 ($99K
uman)
M $ .nhabited,
8 Empty
(4@,
<?)
%eckett Empire 4,999 ($99K
uman)
M 7 .nhabited,
7 Empty
(78,
<?)
&hreck Empire 4,999 ($99K
uman)
M 7 .nhabited,
< Empty
(7?,
<@)
&kye Empire $,<99 ($99K
uman)
M 7 .nhabited,
> Empty
(4>,
>9)
&il(erstri Empire 4,999 ($99K M < .nhabited, (79,
uman) < Empty >$)
1ho0iro Empire 4,999 ($99K
uman)
M 8 .nhabited,
< Empty
(7<,
>4)
Eirimonde Empire 4,499 ($99K
uman)
M $ .nhabited,
> Empty
(74,
>7)
Technos Empire $,@99 ($99K
uman)
M @ .nhabited,
@ Empty
(7?,
>8)
,oki Empire 4,899 ($99K
uman)
M 7 .nhabited,
7 Empty
(79,
><)
"FArk Empire $,A99 ($99K
uman)
M 4 .nhabited,
? Empty
(84,
>>)
Altair Alkari $,<99 ($99K
Alkari)
&
+
4 .nhabited,
> Empty
($A,
89)
=yila5:ei Alkari $,899 ($99K
Alkari)
5 $ .nhabited,
8 Empty
(48,
8$)
iuym Alkari $,499 ($99K
Alkari)
5 4 .nhabited,
> Empty
(4?,
8$)
Eu0ea Alkari $,499 ($99K
Alkari)
5 $ .nhabited,
> Empty
(7$,
84)
3olaris Alkari $,799 ($99K
Alkari)
5 4 .nhabited,
7 Empty
(48,
88)
Amarilla Alkari 4,<99 ($99K
Alkari)
5 7 .nhabited,
< Empty
(4A,
88)
'topia ,eague 4,<99 (<9K
sktskt, 8<K
&la(es, <K
3iranites)
M 7 .nhabited,
8 Empty
(7>,
8$)
&uerte ,eague 4,<99 (<9K
sktskt, 8<K
&la(es, <K
3iranites)
M < .nhabited,
8 Empty
(7A,
87)
)ew %erlin ,eague 7,<99 (<9K
sktskt, 8<K
&la(es, <K
3iranites)
5 7 .nhabited,
< Empty
(7>,
88)
Mistica ,eague $,<99 (<9K
sktskt, 8<K
&la(es, <K
3iranites)
5 $ .nhabited,
8 Empty
(7A,
8>)
)ew 2ettysburg ,eague 4,999 (<9K
sktskt, 8<K
&la(es, <K
3iranites)
5 4 .nhabited,
7 Empty
(7<,
8@)
Manira ,eague 7,999 (<9K
sktskt, 8<K
&la(es, <K
3iranites)
5 7 .nhabited,
< Empty
(7A,
8A)
sktskt ,eague <,999 (<<K
sktskt, 8<K
5 7 .nhabited,
8 Empty
(7<,
<4)
&la(es)
3iran ,eague <,999 (?9K
&la(es, 79K
3iranites)
5 $ .nhabited,
8 Empty
(7?,
<4)
Andromeda Andromedan $,999 ($99K
Andromedan)
1 $ .nhabited,
8 Empty
(87,
<4)
Arcturus Andromedan @99 ($99K
Andromedan)
1 $ .nhabited,
> Empty
(8>,
<7)
Eidoloni Andromedan <99 ($99K
Andromedan)
1 $ .nhabited,
@ Empty
(89,
<<)
Altara Andromedan >99 ($99K
Andromedan)
1 $ .nhabited,
$4 Empty
(8$,
>9)
M574$5) A. 4,999 ($99K
A.)
M > .nhabited,
9 Empty
(77,
8<)
=58945) A. 4,999 ($99K
A.)
M < .nhabited,
9 Empty
(4A,
8>)
M54975) A. 4,999 ($99K
A.)
M A .nhabited,
9 Empty
(4>,
8?)
=57485. A. 4,999 ($99K
A.)
M @ .nhabited,
9 Empty
(7$,
8?)
!5$$<5= A. 4,999 ($99K
A.)
M 7 .nhabited,
9 Empty
(4$,
8@)
M5@$>5) A. 4,999 ($99K
A.)
M > .nhabited,
9 Empty
(7$,
<9)
,yrana ,yran 7,999 ($99K
,yran)
1 7 .nhabited,
A Empty
(@, >>)
Taldren ,yran $,999 ($99K
,yran)
5 4 .nhabited,
< Empty
($9,
>?)
:rai :rai 4,<99 ($99K
:rai)
1 7 .nhabited,
4 Empty
($9,
84)
:ymner :rai $,<99 ($99K
:rai)
5 4 .nhabited,
> Empty
(?, 8>)
Minbar :rai $,999 ($99K
:rai)
5 $ .nhabited,
? Empty
($9,
8@)
&yreen :rai $,499 ($99K
:rai)
5 $ .nhabited,
< Empty
(<, <9)
Mictok Mictok 7,999 ($99K
Mictok)
1 4 .nhabited,
8 Empty
(>, 8$)
,omak Mictok 4,999 ($99K
:rai)
5 4 .nhabited,
7 Empty
($4,
89)
&ilica $ &ilicoid 8,999 ($99K
&ilicoid)
1 8 .nhabited,
7 Empty
(>>,
88)
&ilica 4 &ilicoid 7,999 ($99K
&ilicoid)
1 7 .nhabited,
8 Empty
(>A,
8>)
&ilica 7 &ilicoid 7,999 ($99K
&ilicoid)
1 7 .nhabited,
8 Empty
(><,
8?)
&ilica 8 &ilicoid 7,999 ($99K
&ilicoid)
1 7 .nhabited,
> Empty
(>@,
<9)
&ilica < &ilicoid 7,999 ($99K 5 7 .nhabited, (>7,
&ilicoid) > Empty <$)
&ilica > &ilicoid 7,999 ($99K
&ilicoid)
5 7 .nhabited,
> Empty
(>>,
<7)
&ilica ? &ilicoid 7,999 ($99K
&ilicoid)
5 7 .nhabited,
> Empty
(<?,
<<)
&ilica @ &ilicoid 4,<99 ($99K
&ilicoid)
5 7 .nhabited,
> Empty
(>7,
<>)
&ilica A &ilicoid 4,<99 ($99K
&ilicoid)
5 7 .nhabited,
< Empty
(>@,
<>)
&ilica $9 &ilicoid 4,<99 ($99K
&ilicoid)
5 4 .nhabited,
7 Empty
(<A,
<?)
&ilica $$ &ilicoid 4,<99 ($99K
&ilicoid)
5 7 .nhabited,
> Empty
(>@,
<@)
&ilica $4 &ilicoid 4,<99 ($99K
&ilicoid)
5 7 .nhabited,
> Empty
(<@,
>9)
&ilica $7 &ilicoid 4,<99 ($99K
&ilicoid)
5 7 .nhabited,
> Empty
(><,
>9)
&ilica $8 &ilicoid 4,<99 ($99K
&ilicoid)
5 4 .nhabited,
7 Empty
(>4,
>4)
&ilica $< &ilicoid 4,<99 ($99K
&ilicoid)
5 4 .nhabited,
A Empty
(>@,
>4)
&ilica $> &ilicoid 4,999 ($99K
&ilicoid)
5 $ .nhabited,
? Empty
(<7,
>7)
&ilica $? &ilicoid 4,999 ($99K
&ilicoid)
5 $ .nhabited,
7 Empty
(<@,
>8)
&ilica $@ &ilicoid 4,999 ($99K
&ilicoid)
5 $ .nhabited,
> Empty
(>>,
><)
&ilica $A &ilicoid 4,999 ($99K
&ilicoid)
5 4 .nhabited,
> Empty
(<8,
>?)
&ilica 49 &ilicoid 4,999 ($99K
&ilicoid)
5 4 .nhabited,
> Empty
(>4,
>?)
1rynia 1rynisti 7,999 ($99K
1rynisti)
1 4 .nhabited,
8 Empty
(<@,
<9)
&apphire 1rynisti $,@99 ($99K
1rynisti)
5 $ .nhabited,
7 Empty
(>9,
8A)
,apis 1rynisti 4,499 ($99K
1rynisti)
5 4 .nhabited,
< Empty
(>$,
8?)
Aerie A(ariel 4,999 ($99K
A(ariel)
1 $ .nhabited,
8 Empty
(4?,
>>)
.caria A(ariel $,499 ($99K
A(ariel)
5 $ .nhabited,
8 Empty
(>9,
8A)
Elandinai A(ariel $,799 ($99K
A(ariel)
5 $ .nhabited,
> Empty
(>$,
8?)
)ebari 3rime )ebari 7,999 ($99K
)ebari, est.)
1 $ .nhabited,
8 Empty
(<<,
<4)
Eendel )ebari 4,<99 ($99K
)ebari, est.)
1 $ .nhabited,
< Empty
(<7,
<8)
,ethnine )ebari 4,999 ($99K
)ebari, est.)
1 $ .nhabited,
7 Empty
(<4,
<?)
!rlian )ebari 4,999 ($99K
)ebari, est.)
1 $ .nhabited,
@ Empty
(<7,
<A)
)ox )ox <9 ($99K )ox) 5 $ .nhabited,
9 Empty
(<4,
<$)
Auir 3rotoss 7,999 ($99K
3rotoss)
1 4 .nhabited,
8 Empty
(8@,
87)
Adun 3rotoss 4,<99 ($99K
3rotoss)
1 4 .nhabited,
> Empty
(<9,
8<)
&hakuras 3rotoss 4,999 ($99K
3rotoss)
5 4 .nhabited,
7 Empty
(<7,
8>)
Telematros 3rotoss 4,999 ($99K
3rotoss)
5 $ .nhabited,
8 Empty
(<9,
8@)
'rsa %ulrathi 4,999 ($99K
%ulrathi)
1 4 .nhabited,
8 Empty
(8>,
8$)
:ochab %ulrathi $,899 ($99K
%ulrathi)
5 4 .nhabited,
< Empty
(87,
87)
Aster %ulrathi $,@99 ($99K
%ulrathi)
5 4 .nhabited,
? Empty
(87,
8@)
Malayanus %ulrathi $,499 ($99K
%ulrathi)
5 $ .nhabited,
8 Empty
(8>,
8A)
Arth %ulrathi $,>99 ($99K
%ulrathi)
5 $ .nhabited,
7 Empty
(8@,
<$)
,una ,upines 4,499 ($99K
,upines)
1 4 .nhabited,
8 Empty
(8>,
<<)
Eu(wrr ,upines 4,499 ($99K
,upines)
1 4 .nhabited,
8 Empty
(8>,
<@)
&oruwu ,upines $,<99 ($99K
,upines)
5 $ .nhabited,
< Empty
(8@,
<A)
&elene ,upines 4,999 ($99K
,upines)
5 $ .nhabited,
? Empty
(8>,
>4)
:athwrr ,upines $,@99 ($99K
,upines)
5 4 .nhabited,
8 Empty
(8?,
>4)
:ithara ,upines $,499 ($99K
,upines)
5 $ .nhabited,
A Empty
(8<,
>8)
"raco :a-o( )ietch-ean $,499 ($99K
)ietch-ean)
M $ .nhabited,
8 Empty
($<,
84)
!rca )ietch-ean $,999 ($99K
)ietch-ean)
5 $ .nhabited,
? Empty
($A,
88)
&abra )ietch-ean @99 ($99K
)ietch-ean)
5 $ .nhabited,
> Empty
($7,
8<)
6aguar )ietch-ean A99 ($99K
)ietch-ean)
5 $ .nhabited,
< Empty
($?,
8@)
Atreus )ietch-ean >99 ($99K
)ietch-ean)
5 $ .nhabited,
7 Empty
(44,
<7)
Mistworld umans (A+) 4,@99 (@9K
uman (A+))
5 $ .nhabited,
7 Empty
(<, >8)
=igel .E umans (A+) $,<99 (A9K
uman (A+))
5 $ .nhabited,
? Empty
(<, >9)
aden adenman 4,<99 (A9K 5 4 .nhabited, (<, >A)
adenman) < Empty
)olen .E adenman $,@99 (A9K
adenman)
5 $ .nhabited,
A Empty
($4,
>A)
Commonwealth
1ommonwealth contains se(eral races, uman, :itrians (cat people), &aurus (li-ard people),
and 1ho50a (bug people).
Humans
1ommonwealth humans resemble modern humans in a lot of ways. They share a similarly
wide (ariety of cultures and customs mostly based on the existing ones. They ha(e similar
attitudes of speech as humans from that geographical region would ha(e, they do howe(er
also ha(e a significantly larger number of humans with more mixed traits from multiple
customs, cultures and speech patterns. The humans cycle the planet the 1ommonwealth
representati(e comes from and ha(e the humans of that world (ote on him/her.
Kitrians
The :itrians are a race of cat people that 0oined the human 1ommonwealth early in its
creation. They know all about the humanFs fascination with LfurriesM and take ad(antage of
this fact whene(er they ha(e a complaint they need to bring to the 1ommonwealth. !n their
own they normally donFt act Duite so catlike but some ha(e been acting the part so long they
find themsel(es doing it e(en when not in the presence of humans. The :itrians do ha(e one
commonality with human cats they are both extremely curious. The :itrians normally ha(e
white, grey or black fur, their eye colour (aries between human eye colours and those
normally found only on cats and the all ha(e retractable claws, they rarely use them though
except when threatened. The a(erage :itrian is a little shorter then the a(erage human
(<F>M5>F9M). The :itrians ha(e adopted most of the human customs for their own they do
ha(e some of their own customs that they still follow but they rarely discuss these with other
species. The :itrian representati(e to the council is always a female :itrian chosen by the
:itrians hereditary monarch. :itrians would look a lot like slender humans in cat suits, they
do ha(e the tail though
Saurus
The &aurus are a li-ard5like peopleI they are normally green or grey skinned with extensi(e
scales that pro(ide them some protection from hostile attacks, they are normally bigger then
the a(erage human (>F5?F9M). &aurus look a lot like Nraptors. 'nlike most li-ard5like species
the &aurus are actually warm5blooded and donFt suffer problems in cold weather, well no
more then humans do anyway. They also ha(e claws which they as a race started with but
rarely use nowadays, they do ha(e a martial art that takes into account both their claws and
their scales, masters of this art are (ery difficult to handle. The &aurus rarely bring complaints
to the 1ommonwealth council preferring to handle their problems pri(ately. They would
howe(er call in the 1ommonwealth if they were attacked by something they couldnFt handle
on their own. The &aurus as a people (ote to decide on their species representati(e.
Cho-a
The 1ho50a are an insect like people they stand about <F5<F>M inch tall, and ha(e four arms
and two legs. They look a huge amount like large insects. Their arms all ha(e bladed
forearmFs making them lethal in combat. They ha(e tough carapaces that can take Duite a bit
of damage. They are also highly manoeu(rable. They ha(e a martial art that takes ad(antage
of all their abilities including the four arms. They are a communal species and you rarely find
them alone. All 1ho50a contain the ability to telepathically communicate with other members
of their species at close range, with effort and training they can extend this range and e(en
contact other telepathic species. Their communal nature means they rarely handle their own
problems and always inform the 1ommonwealth council of any issues. They also rarely go
against the councilFs final decision e(en if they (oted the other way. The 1ho50a ne(er ha(e
difficulty coming up with a representati(e for the 1ommonwealth council, they always ha(e a
consensus on whom to send.
Common!ealth "orlds
The 1ommonwealth is Duite large spanning o(er twenty worlds. &ome of the worlds contain
all four 1ommonwealth speciesI others contain only one or two of them. As always the
1ommonwealth is in constant negotiations with some of the unaligned races in order to bring
them into the 1ommonwealth.
Common!ealth Fleet
The 1ommonwealth +leet is fairly large containing 7 large military starbases at key systems,
as well as smaller ci(ilian ones at each of the worlds. The entire 1ommonwealth military
consists of four main fleets, each containing a battleship, two or three cruisers, six to eight
destroyers and about twenty frigates, plus any fighters launchable by these starship. Each
system also has a small system defence fleet of two frigates plus any fighters launchable by
the starbases and planet as well as any 1ommonwealth merchant ships in the systems. The
1ommonwealth ground based military forces include hundreds of thousands of troops, tanks,
and mecha.
Common!ealth La!s#Customs
The 1ommonwealth is lead by a council with a representati(e from e(ery world in the
1ommonwealth ((oted on by the population of that planet), plus an additional representati(e
for e(ery species (either chosen by that species or a representati(e for the monarch if the
species had one, etc). This means the council at the moment has a little o(er 48 members. The
1ommonwealth council decides when the 1ommonwealth armed forces go to war as well as
making ,aws that are to be enforced throughout the 1ommonwealth. The 1ommonwealth
laws are pretty much as to be expected no real surprises.
Common!ealth $I La!s
.n the 1ommonwealth A.Fs need to take a intelligence and reasoning test, assuming they pass
said test they are gi(en the same rights and pri(ileges of any citi-en. .t is (ery hard to create
an A. that is as smart as a human that is incapable of passing this test. owe(er there are
many A.Fs that are created that arenFt smart enough to pass (4 or less .ntelligence, and some
mental drawbacks).
Empire
1ontains extremist humans that are xenophobic, in the same way the ones in the "eathstalker
books.
Humans %Empire&
The humans in the Empire in general hate and fear any alien species they cannot controlI a
hereditary monarch and a council of ,ords rule the Empire. The lords come from multiple
different backgrounds, each of they rules their own house and world as they see fit. The
monarch rules the capital world of the Empire and has the rarely exercised power to punish
any of the other lords, howe(er this power is exercised rarely as the lords combined are more
powerful then the monarch.
Empire "orlds
The Empire contains fifteen worlds the capital and the worlds of each of the fourteen lords.
The lord that owns it rules the worlds, but occasionally the Emperor/Empress will gi(e a
global decree, which the lords mostly follow. &ome of the world had nati(e intelligent species
these ha(e mostly either been destroyed or ensla(ed by the Empire. The Empire is always
looking to expand howe(er none of the lords is powerful enough on their own to do so, they
keep looking for the opportunity though as if they get powerful enough they can o(erthrow
the monarch and replace him/her.
Empire Fleet
Each of the lords has their own personal fleet of a cruiser, a light cruiser, four destroyers, and
fifteen frigates, plus theyFre personal starbase at each planet. The monarch has a larger fleet
of a battleship, three cruisers, six destroyers, and twenty frigates as well as his larger starbase.
;hile this may seems like a small fleet combined the entire EmpireFs fleet is Duite large ($
battleship, $? cruisers, $8 light cruisers, >9 destroyers, 479 frigates) e(en if most of the
indi(idual ships are relati(ely small.
Empire La!s#Customs
The Empire treats all aliens as second5class citi-ens whether local or not. They also rarely
appreciate negati(e comments on their ruler5ship. Each of the lords has the ability and right to
o(ersee 0ustice on his planet this makes it Duite risky as you can be killed or imprisoned on a
whim on some worlds. The Empire is a risky place to (isit particularly for aliens. Extensi(e
genetic engineering is forbidden in the Empire, howe(er minor changes and enhancements
are still legal.
Empire $I La!s
.n the Empire A.Fs are treated like machines, they are ne(er gi(en citi-enship regardless of
intelligence, all A.Fs constructed by them ha(e loyalty programming this stops most but not
all of them from lea(ing the Empire.
Alari Federation
"espite being a +ederation in le(el of power and si-e only contains the Alkari (bird people).
$l'ari
The Alkari are a pterodactyl5like race they are superb na(igators and seem to be able to make
0ump calculations in a fraction of the time of most other species. The Alkari ha(e grey skin,
bird5like faces and leathery grey wings that are rarely used nowadays, the wings ha(e hands
wings roughly in the middle, they are also smaller then the a(erage human (<F9M5<F>M). The
Alkari are a pri(ate species and rarely share much of their culture or customs with other
species but it is known that they do ha(e a couple of languages that they refuse to teach to
other species.
$l'ari "orlds
The Alkari +ederation numbers six worlds all populated by Alkari and a handful of
immigrants from other species.
$l'ari Fleet
The Alkari ha(e what would be termed a top5hea(y fleet, $ dreadnaught, 4 battleships, $9
cruisers and 49 light cruisers. They also ha(e $ more light cruiser per system that pro(ide
system defence duty. The AlkariFs only ha(e one starbase and it is the largest one anywhere in
the known galaxy. The AlkariFs rarely use fighters in their fleet, they do howe(er ha(e a
couple of small scout type (essels e(en these are bigger then normal scout ships. E(en Alkari
merchantmen tend to be bigger and more hea(ily armed than similar ships of other species.
$l'ari La!s#Customs
Alkari in spite of being a pri(ate species, accept immigrants from other species when they
can be useful, they do not howe(er allow these immigrants to 0oin the Alkari fleet. All Alkari
appear to ha(e trust issues and are often Duite paranoid and donFt like sudden mo(ements.
$l'ari $I La!s
The Alkari laws are somewhat similar to the 1ommonwealth, howe(er the Alkari rarely
produce many A.FsI they prefer to do the work themsel(es.
League
1ontains the sktskt (li-ard people), the 3iranites (crystalline race).
Hs'ts't
The sktskt are a green skinned li-ard5like peopleI they Duite surprisingly ha(e an additional
set of arms and are a little smaller then humans (<F5>F). The sktskt like most li-ard5like
races ha(e scales and claws. Their heads are (ery different from human ones look a lot like
li-ard ones. The sktskt are like most li-ard5like races cold5blooded this makes it harder for
them to act when exposed to cold temperatures. The sktskt as notorious sla(ers, and will
ensla(e (irtually any species they can. !ne of the sktsktFs fa(ourite pastimes is pitting
(arious sla(es against each other in an arena. sktskt bet extensi(ely on such fights and some
e(en own the gladiators and pit them against others only for huge bets of money or e(en
occasionally fa(ours.
(iranites
)ot Duite as much of a sla(ing race as the sktskt the 3iranites are a crystalline species, they
are ama-ingly resilient to damage and may e(en be immune to some forms of weaponry.
3iranites come in many colours howe(er they are all about >F4M in height when fully grown.
The 3iranites howe(er find it difficult to mo(e around Duickly because of their weird
crystalline structure. %ecause of this it forces them to rely on sla(e labour for much of their
workforce hence the alliance with the sktskt. The 3iranites rarely talk much about their
culture, howe(er it is known that they ha(e a ceremony honouring slain 3iranites on a yearly
basis. ;hy a yearly basis and not indi(idual funerals is unknown but researchers are sure
there is a reason.
League "orlds
The ,eague is made up of eight worlds, two coloni-ed by 3iranites and their sla(es and six
populated by the sktskt and their sla(es.
League Fleet
The ,eague +leet is nominally weak until you count the sla(ing ships. The actual formal
,eague fleet is estimated at 4 battleships, 4 cruisers, 8 destroyers and 79 frigates, plus the
85frigate system defence fleet for each of the systems. The sla(ers are estimated to ha(e at
least 49 light cruisers, and 499 smaller (essels. They ,eague has two starbases one at a
3iranite colony and one at an sktskt one.
League La!s#Customs
The ,eague laws include sla(ery as a punishment for many crimes, howe(er it also pro(ides
protection to any ,eague citi-en from being made a sla(e without proper trial, this is
punished by deal of the sla(ers and the gi(ing of all the own to the illegally made sla(es.
League $I La!s
.n the ,eague like in the Empire A.Fs are treated like machines, they are ne(er gi(en
citi-enship regardless of intelligence, all A.Fs constructed by them ha(e loyalty programming
this stops most but not all of them from lea(ing the ,eague.
Andromedan Federation
"espite being a +ederation in le(el of power and si-e only contains the Andromedans (a race
of energy beings that still ha(e a somewhat coherent form somehow).
$ndromedan
The Andromedans are a mysterious race. The first mystery is their appearance they seem to
be a race of coherent energy beings are yet seem solid enough to pick up most ob0ects.
Andromedans often ha(e different colours and about human si-ed (<F>M5>F>M) and are able to
speak in spite of not seeming to ha(e any mouths or (ocal cords. ;hen seemingly killed
Andromedan corpses merely fade away. As yet it is impossible to determine whether they
e(en actually die. They do seem resistant to at least some weaponry. Their culture and
customs are e(en more of a mystery. 3eople suspect that an Andromedans body indicates his
emotions by changing colour howe(er they donFt seem to do so like normal human
expectations (i.e. red doesnFt seem to indicate angry).
$ndromedan "orlds
The Andromedans only ha(e four worlds howe(er each of these worlds is well populated and
defended.
$ndromedan Fleet
The Andromedan fleet is Duite large for the number of colonies, the fleet is normally split into
fi(e parts each containing a battleship, a cruiser, two light cruisers, four destroyers, and ten
frigates. Each system has itFs own small starbase.
$ndromedan La!s#Customs
Andromedans while Duite tolerant of (isitors and traders, they do not allow immigration onto
their worlds and only allow a handful of people to actually (isit the surface of the planet. Any
crimes committed on the planet are punished with either immediate deportation to your home
system or death based upon seriousness of the crime. Andromedan laws may be different for
citi-ens howe(er this is impossible to determine.
$ndromedan $I La!s
.n the Andromedan +ederation, construction of any artificial life form is forbidden. owe(er
all such life forms are treated as citi-ens.
AI Federation
This Empire is made up entirely of A.Fs and robots, some created by humans most created by
other A.Fs and =obots.
$I
A.Fs are Artificial .ntelligences, housed somewhere other then a human or humanoid body.
They include the A.Fs that are the ones in charge of the A. +ederation, which are housed in
se(eral computer complexes on each of the A. worlds.
)o*ots
These are the A.Fs that ha(e human or humanoid bodies, they are normally used to spy on
other ci(ilisations by using bodies customised to blend in, or for policing duties on the
starbases and (isitor areas. They strictly police duty robots tend to be ob(iously robots with
metal bodies and are up to @ feet tall. The spy robots tend to match the species they are
duplicating in si-e and appearance but are normally much tougher physically.
$I "orlds
The A. +ederation is a collection of six worlds, each of them populated by A.Fs and robots of
(arious types.
$I Fleet
Each of the A. worlds has a starbase, and itFs own small fleet of 4 light cruisers, 8 destroyers
and @ frigates. The A.Fs also ha(e a main fleet of $4 cruisers, 48 light cruisers and 8@
destroyers. &hip for ship the A.Fs normally ha(e an ad(antage in spite of their ships being
slightly smaller.
$I La!s#Customs
The A. laws are relati(ely straight forward and logical, there is little room for appeal as the
A.Fs rarely make mistakes, howe(er a couple of appeals ha(e been fought and won in cases
where the first trial was mishandled by the defence.
$I La!s
.n the A. +ederation all A.Fs ha(e citi-enship and are assigned work based upon their
abilities. !f course in the end all the A.Fs ha(e free will and can choose to perform other
forms of work either by being modified to be able to perform it or simply picking another 0ob
reDuiring the same skill set.
Unaligned !aces
The 'naligned =aces are the term for all the races that are not part of some interstellar
powerbase, these races are smaller or in some way not as powerful as the interstellar
powerhouses mentioned in the sections abo(e. The reasons for not being aligned with one of
the powers abo(e (ary greatly from not wanting to get in(ol(ed in interstellar conflicts, not
ha(ing been asked, or e(en that now of the powers want their help.
$variel
The A(ariel are a humanoid species resembling humans only about <F5<F>M with either black
or white5feathered wings. The A(ariel are easy to mistake for humans if you canFt see their
wings and ignore their height.
The A(ariel are also limited to 7 worlds and ha(e a large but relati(ely weak fleet (79
destroyers, 499 frigates), their fleet is howe(er highly manoeu(rable and they use that to their
ad(antage. The 1ommonwealth is currently in negotiations with them about 0oining. The
A(ariel laws on A.Fs are identical to the 1ommonwealths.
+ulrathi
The %ulrathi are a huge furry species around @F5AF tall. They are stronger and tougher then
most species thanks to their large si-e, and make exceptional ground troopsI they are howe(er
not normally as good when it comes to space5based combat. The %ulrathi are a Duite
aggressi(e species and seem to lo(e fighting both for sport and for conDuest.
The %ulrathi ha(e < planets and ha(e mostly larger ships (8 battleship and about $4 cruisers).
The %ulrathi rarely use smaller (essels because they always seem cramped to them. The
%ulrathi respect A.Fs but ha(e no use for them in their own society.
Crynisti
The 1rynisti are a strange race they are a crystalline race, but are considered by most to be
Duite a beautiful one, they are normally purple in colour but there are occasionally some blue,
green and red ones. 1rynisti unlike the other crystalline species are as manoeu(rable as more
traditional species, and still ha(e some resistance to most energy5based weaponry.
They only ha(e 7 worlds but their fleet is Duite large (a battleship, 8 cruisers, and <9 lesser
(essels), making them a species not to be trifled with. The 1ommonwealth is currently in
negotiations with them about 0oining. The 1rynisti laws on A.Fs are identical to the
1ommonwealths.
Hadenman
These are humans that are so hea(ily modified cybernetically that they are (irtually a whole
new species based upon maximising the benefits of their cybernetic and biological
components.
They ha(e a couple of worlds and a handful of ships to call their own but mostly they li(e in
other ci(ilisations like the 1ommonwealth. A. laws are as per the 1ommonwealth.
Harvesters
The ar(esters are a strange speciesI 3ale skinned, creepy looking tentacled creature. ,ooks
like a cross between an octopus, sDuid, and cuttlefish. ;ith tentacles splayed, it has a
diameter of 4 ft. ;hen extended, itFs about $ ft long and > inches around. Each ma0or tentacle
is also $ ft long. .tFs in(ertebrate and hermaphroditic. They naturally communicate with one
another with rapid clicking and chirping, but they can control the (ocal systems of their hosts.
They are a sDuid5like being in their natural form about 4 feet in diameter with the legs spread
out. They take control of the recently dead bodies of other species by entering them. !nce
this is accomplished the ar(esters abilities allow the body to take extreme punishment
before falling. The ar(esters often board (essels with their young and kill and capture most
if not all of the crew.
ar(esters are intelligent but instinctual. Their racial modus operandi is to enter corpse, use
corpse to procreate, do stuff while in corpse, then eat their way out and go do it all o(er
again. They ha(e since figured that fresher bodies last longer, benefit more, and can e(en be
used more easily in the presence of the still li(ing. &pace tra(el merely amounts to allowing
them to reach greater areas. They do not de(elop technology of their own. They are parasitic
organisms and their psychology matches that of someone that only e(er uses what someone
else in(ents
The ar(esters worldFs locations and numbers are unknownI the ar(esters fleet si-e is
estimated to be at least 79 cruiser class (essels, maybe e(en more. )o known ar(ester ships
larger then a cruiser exist howe(er they may ha(e them. )o knowledge is known about
ar(ester laws on sentient beings at all let alone A.Fs, they donFt seem to ha(e any use for
them though.
Humans %$nimal Features&
These are humans that ha(e modified themsel(es to be so animal5like they can essentially be
classed a new species. They may or may not act like the animal they ha(e genetically
engineered themsel(es to be similar to.
They ha(e a couple of worlds and a handful of ships to call their own but mostly they li(e in
other ci(ilisations like the 1ommonwealth. A. laws are as per the 1ommonwealth.
Krai
:rai are a li-ard like species about <M5<F>M with bluish5green scales and (ery sharp claws and
a small tail, which they can use as a weapon. They ha(e a cobra5like head with neck frills.
Their most notable habit is the fact they will eat pretty much anything, their body can in fact
tolerate most toxins and can digest (irtually any form of food. The :rai like most li-ard5like
species suffer in cold temperatures due to their cold5blood.
:rai control four worlds and ha(e a decent si-ed fleet (about 8 cruisers plus 79 lesser
(essels). :rai attitudes to A.Fs are in general warm, but they rarely construct them themsel(es
and instead buy them from 1ommonwealth manufactories.
Lupines
The ,upines are a hea(ily built and furry race roughly human si-ed (<F>M5>F>M). They are
Duite strong and physically powerful. They are a honourable species and (ery rarely go back
on any of their bargains. They are fairly aggressi(e in nature to people they donFt know but
once you get to know them they are Duite kind and gentle as well.
The ,upines ha(e a small handful of planets > and ha(e a fairly large fleet (4 battleships, >
cruiser, 49 destroyers). ,upines use the same law as the 1ommonwealth when it comes to
A.Fs.
Lyrans
,yrans are another catlike species unlike the :itrians they see no need to pander to the
humanFs image of them. !n a(erage a ,yran is about the same si-e as a human (<F>M5>F>M)
but mass up to twice as much almost all of it muscle. ,yrans come in pretty much any fur
colour, and their eye colours are most often green or yellow. ,yrans are often reckless and
impatient howe(er they are also honourable and whene(er they make a deal they almost
always stick to it. ,yrans often surprise humans with un5catlike beha(iour howe(er ,yrans do
ha(e some specifically catlike tendencies.
,yrans control only a couple of worlds and only ha(e a relati(ely small fleet (about 4 cruisers
plus $> lesser (essels), but they are often underestimated, they are (ery dangerous in
hand5to5hand combat due to their incredible strength and agility. ,yrans refuse to use A.Fs
and ha(e no laws go(erning their status on ,yran worlds in general though they would
probably be treated as sentient beings.
Micto'
Mictok are an @5legged spider5like race they ha(e tough black carapaces but often paint
themsel(es with paint for decoration and to indicate ranks. The Mictok are capable of seeing
into the infra5red and can use any of their @ legs as arms they makes them extremely Duick at
performing certain task, howe(er few Mictoks can use more then two or three legs as arms at
a time. Their legs contain small claws allowing them to climb most surfaces easily. The
Mictok are normally ha(e a < foot long body that is about 4 foot in diameter and o(al shaped
with their small head at one end. Their legs are normally about 7 foot long.
The Mictok are a relati(ely peaceful race and as such only ha(e two worlds and a small but
focussed fleet (4 battleships and 8 cruisers). The Mictok ha(e an interesting set of rules
go(erning A.Fs. %ecause of the cost of construction A.Fs are classed as indebted to the
corporation that made them at their construction cost (which is fixed by the go(ernment), this
cost is paid off at a rate determined by consultation of a table the go(ernment created for the
paying off of debts, it can take anywhere between $ and $9 years depending on the type and
use of the A. for it to pay of itFs debts after that it is treated as a full citi-en. The constructing
corporation can of course wai(e this debt on the A. and free it immediately this is howe(er a
rare occurrence.
,e*ari
The )ebari are a humanoid species with grey skin about the same si-e as a normal human
(<F>M5>M>M), they are surprisingly resistant to most forms of mental control, torture, and
drugging. The )ebari culture and customs are pretty much unknown as they donFt let
outsiders land on their planets, they ha(e a starbase where all commercial transactions take
place. .t is thought that all )ebari not on their planets ha(e been exiled for some reason but
none of them talk about it.
The )ebari ha(e four planets and a Duite powerful fleet to protect them (8 battleships, $4
cruisers, 89 destroyers). )ebari laws on A.Fs are unknown.
,ietch-ean
)ietch-eans are a (ariant of humans that ha(e genetically engineered themsel(es. The
)ietch-eans ha(e only one real goal in life sur(i(al of them, of their family, and of their clan,
normally in that order. )ietch-eans are normally stronger, faster, tougher, and more resilient
to toxins and poisons then the a(erage human. They also all ha(e bone spines on their arms.
Any male )ietch-ean has pretty much one goal pro(e to a female )ietch-ean that he is
worthy, so he can start a family and become a father leading to his sur(i(al beyond his
current life. "onFt think this means the female )ietch-eans are in anyway weak or inferior in
anyway, they are as good as any male )ietch-ean and they normally go into battle side by
side. 'ntil the time when he is married a male )ietch-eanFs life is based upon being the best
at e(erything, once he is married his life is based upon the protection of his wife and children
e(en if that means the loss of his own life.
The )ietch-eans ha(e fi(e worlds and an exceptional fleet (< battleships, 49 cruisers, $99
destroyers, 899 frigates) particularly for such a small number of planets. The )ietch-eans do
belie(e they are superior beings and constantly consider conDuering known space but as long
as they can ha(e others do the dying for them they are willing to merely hold on to what they
ha(e. The )ietch-eans share the Mictok ha(e interesting set of rules go(erning A.Fs. %ecause
of the cost of construction A.Fs are classed as indebted to the corporation that made them at
their construction cost (which is fixed by the go(ernment), this cost is paid off at a rate
determined by consultation of a table the go(ernment created for the paying off of debts, it
can take anywhere between $ and $9 years depending on the type and use of the A. for it to
pay of itFs debts after that it is treated as a full citi-en. The constructing corporation can of
course wai(e this debt on the A. and free it immediately this is howe(er a rare occurrence.
,o.
The )ox are a highly ad(anced species, they are totally pacifistic with a human5like
appearance and are about <F5<F>M, howe(er that doesnFt endanger them as there doesnFt seem
to be any limits to the abilities of )ox technology.
The )ox ha(e one planet and while they seem to ha(e no fleet they ha(e ne(er been
successfully attacked. The )ox donFt seem to need or want A.Fs, they are howe(er treated as
sentient beings.
(rotoss
The 3rotoss are a highly psionic species they ha(e bluish skin and are about >F>M to ?F>M.
Buite a bit of their technology is based on their psionic abilities making the de(ices (irtually
worthless to anyone other then another psionic. As far as can be determined e(ery 3rotoss is
psionic. The 3rotoss ha(e a warrior culture and are always ready for (but not eager for) a
fight if it happens to turn up.
The 3rotoss ha(e 8 planets and ha(e $ dreadnaught and $4 cruisers as their fleet. The
dreadnaught has a special weapon that seems to combine, focus and pro0ect the 3rotossFs
psionic abilities across incredible distances. The specifics of the weapon are unknown but the
3rotoss ha(e ne(er been beaten in any battle where they used it. The 3rotoss use A.Fs in some
areas, they are always treated well and 3rotoss law defines them as sentient beings.
Silicoids
The &ilicoids are a silicon based life5form they are considered by most species to be Duite
ugly but since they dislike most other species this doesnFt really bother them, they normally
attack most other space5faring species and arenFt (ery welcoming to (isitors to their worlds.
They ha(e 49 worlds but only a small fleet to protect it ($9 cruisers, and 89 frigates), the only
reason they ha(enFt lot any worlds yet is that the &ilicoids are remarkably resistant to most
energy based weaponry so ground based battles often result in their (ictory. Also the &ilicoid
often li(e on worlds where no other species could sur(i(e e(en if they wanted to. The
&ilicoid ha(e little use for complex A.Fs and therefore treat all A.Fs as machines under their
laws.
Space Pirates
+ac'story
As always there are some people that 0ust refuse to obey the law, or are forced through
circumstances to not obey it. This group only includes the formerI the latter are 0ust normal
people of their species, culture that happen to need to break the law occasionally. &mugglers
arenFt exactly 3irates, mainly because they a(oid (iolence where(er possible while &pace
3irates are in general highly (iolent and brutal people.
The largest group of these 3irates is a mixed band of human and alien species called the
%lood Moon clan, they ha(e multiple frigates, destroyers, a couple of cruisers and e(en a
battleship eDui(alent (about a do-en lesser ships welded together to form a misshapen but
Duite large (essel).
"he #thers
+ac'story
,ittle is known about the !thers, they started randomly attacking ships in space roughly 49
years ago. At this stage the location of their planets (if they e(en ha(e any) are unknown it is
presumed that they exist outside of known space. Their ships seem to be tougher, and ha(e
better weapons then eDui(alent (essels used by the other races. Although some ships ha(e
sur(i(ed being attacked by the !thers, no one has e(er actually seen what exactly they look
like.
=ecently (about a year ago) the !thers attacked and utterly wiped out (irtually the entire
population of a minor unaligned species that was limited to one planet. This race was known
as the +urions.
Fleet
!nly snippets are know about the !thers fleet in general in it made up of frigates, destroyers
and light cruisers, no cruiser or larger ships ha(e e(er been spotted howe(er with their better
armour and weaponry odds are anyone that did see such a ship would probably get
themsel(es blown up in short order.
Races
$asic point rules
TypeI AttributesI BualitiesI &killsI Metaphysics
MundaneI 4<I 49I 7<I 9
3oweredI 49I $<I 79I $<
.nhumanI $<I $<I 4<I 4<
Ad(ancement is done by $<5point increments each $< points gi(ing $ attribute point, and $8
points for use in 3owered Abilities, Bualities, and &kills.
AI
'se .nhuman point totals.
Artifical .ntelligence
2et 5< Attribute points# 5<
1annot purchase physical attributes and has no physical body (&tr, "ex, 1on, ,3, E3,
&pd)# 5$
1an increase mental attributes with 3owered points as if using "rawback points# $
"ata 6ack (considered 0acked while in the anchor)# 4
=estricted 3owers (restricted to A. specific Artificial 3owers)# 5$
"atacore (single neural network processor core is the true location of the A., and itFll li(e
unless thatFs destroyed)# 8
Must take one of two powers# Anchor, A(atar, or &hip (these are all exclusi(e)# 57, 8, 7
Anchor
Eariable Eulnerability
3rereDuisites# Artificial .ntelligence
Jou exist in a locali-ed area from which you cannot lea(e. At least, not until you get an
a(atar or installed as the operating sentience inside of a ship.
The base (alue of this Eulnerability is $ points. This assumes that your direct presence
does not extend past your anchored area. .f you are limited to a single computer or operating
room, this is worth an additional < points. ,arger areas are worth fewer points. E(en your
drones are strictly controlled in this area.
A(atar
Eariable 3ower
3rereDuisites# Artificial .ntelligence
Jou ha(e a robot body that you inhabit and control.
+or 8 points, you ha(e a robot body with the following features# all features of the =obot
Duality, $9 Attribute points (only used to buy &tr, "ex, 1on, and 3erception), and two weak
points# batteries and datacore (5>). E(ery additional character point spent for this Duality
eDuates to < more points to purchase 3owers and Bualities for the robot body. +or e(ery C3
spent on this Duality, you get 4 character points to purchase 3owers and Bualities.
&hip
Eariable 3ower
3rereDuisites# Artificial .ntelligence
Jour anchor is a ship, and you ha(e a great deal of control o(er it. Jou often ha(e an
organic captain to help keep a human side to your decisions.
+or e(ery point you spend on this power, you get < &hip points (or, howe(er many the
standard unit). Jou can take some drawbacks that can get you a better deal on some ship
points without actually gathering other drawbacks.
Alari
'se Mundane or 3owered point totals.
$l'ari )acial /uality
85pt Duality
7d calculations and piloting rolls O4P
+light O<P
3aranoid O54P
AlkariFs ha(e se(eral ad(antages o(er humans, being able to fly themsel(es they ha(e
the innate ability to perform 7" calculations faster then humans, and they ha(e the ability to
fly at their ground speed. They are naturally paranoid as a species (as per the drawback). .n
order to buy powered enhancements they need to buy an appropriate Duality.
Andromedan
'se .nhuman point totals.
$ndromedan )acial /uality
$? pt Duality
" H4 (@), 3 H$ (@) O7P
&pd# ("H1)x7, flight O@P
Energy/Eital Essence# sum H> O7P
Manifested &pirit 1reature O<P# exists in Energy and Eital EssenceI senses reality in the form
of EM fieldsI takes $/$9
th
Energy Essence damage from entirely physical sources (bullets,
swords, etc.)I energy damage (lasers, plasma, etc.) damages Eital Essence, "TM ne(er
appliesI cannot affect physical ob0ects
)atural ;eapons O4P# $d>x1, electricity, only happens through contact with non5energon
Metaphysics =estriction O54P# restricted to racial powers and psionicsI can buy certain
artifical augs as normal powers
Andromedans are an energy5based species and ha(e the ability to ignore the damage
multiplier of weapons due to type or targeting factors. Andromedans physical attributes due
to their energy5based state are at H4 (&T, "C and 1)), they also ha(e a H4 to ;illpower. The
Andromedans take half damage from pro0ectile and kinetic based weaponry because of their
energy based nature. The Andromedans cannot buy powered enhancementsI any remaining
metaphysics points should be spent on psychic or Andromedan abilities. Essence regeneration
for the Andromedans is $ per minute rather then ;illpower per hour.
A%ariel
'se Mundane or 3owered point totals.
$variel )acial /uality
<5pt Duality
" H$ (?) O$P
&pd# flight x4 O?P
Attracti(eness H$ O$P# good looking by all normal standards
"elusions of 2randeur O54P# they think they are superior to all non5flying races and treat
them in a condescending manner
The A(ariel are (ery capable fliers, capable of flying really Duickly they are also
naturally agile both in the air and on the ground. A(ariel because of their elf5like features are
more attracti(e then a(erage species. .n order to buy powered enhancements they need to buy
the appropriate Duality. A(ariel consider themsel(es superior to all races incapably of flying
and often underestimate other species (as per delusions worth 4pts).
$ulrathi
'se Mundane or 3owered point totals.
+ulrathi )acial /uality
A5pt Duality
& H8 ($8), 1 H$ (@) O<P
,3# (&H1)x8H89 O7P
E3# O&H1H;)x7H49 O9P
&pd# ("H1)x4H< O$P
AE# (&H1) O7P
)egati(e %uoyancy O5$P# Jou donQt float, therefore, you sink like a stone.
The %ulrathi because of their huge si-e are relati(ely easy to hit howe(er they are also
stronger and tougher then smaller species. The %ulrathi species si-e does ha(e a disad(antage
they tend to 0ust sink when they are in water.
Cho-&a
'se Mundane or 3owered point totals.
Cho-a )acial /uality
>5pt Duality
&pd# ("H1)x4H$9 O4P
AE# ("8H8)x1 O8P
)atural ;eapons O$P# ">x&, slashing/stabbing
Extra ,imbs O7P# has two extra limbs with opposable digits, get H4 to actions in which
multiple arms matters, other capacities
Ambidexterity O7P# can get one extra action per Turn with an offhand
Emotional &uppression O54P# cannot understand most human emotions, get 5$ to social
interactions
Talentless O54P# remarkably incapable of artistic or impro(isational creati(ity
i(e Mind O4P# $9 yd per ;illpowerI know the location of all 1ho56a in range, can
communicate telepathically with any other 1ho56a in range
The 1ho50a ha(e 8 arms and are (ery capable of using them for different tasks, they
also ha(e a carapace pro(iding protection against most forms of damage, and sharpened
forearms on e(ery one of their arms. The 1ho50a, ha(e a communal mind and are in constant
communication with any relati(ely close members of their species. The 1ho50a as a species
tend to untalented artistically, the 1ho50a also tend to care less about their own li(es then that
of the 1ho50a species or whate(er other group they are a part of. .n order to buy powered
enhancements they need to buy the appropriate Duality.
Crynisti
'se Mundane or 3owered point totals.
Crynisti )acial /uality
A5pt Duality
& H$ (@), 1 H$ (@) O4P
,3# (&H1)x8H49 O$P
E3# (&H1H;)x7H$9 O9P
AE# 1 O$P
)atural ;eapons O$P# $d>x&, blunt or stabbing
Energy =esistance O4P# take R damage from energy damage sources
Attracti(eness H$ O$P# considered beautiful by most standards
"amage =esistance O<P# does not take location specific damage
Metaphysical =estriction O54P# restricted to psionics
The 1rynisti like all crystalline races are resistant to energy weapon fire of all types,
unlike other crystalline beings their structure tends to be (iewed as (ery pretty by most
species due no doubt to the pretty colours the light makes when it reflects of their structure.
Their crystalline structure is somewhat tougher from non5energy attacks as well. .n order to
buy powered enhancements they need to buy the appropriate Duality.
Hadenman
'se the 3owered uman points
Hadenman )acial /uality
8 pts Duality
Cybernetics (0)
Ghost in the hell (!)
They Dualify for additional powered upgrades (ia 1yberneticsI they also gain all
benefits of the 1ybernetic and 2host in the &hell Duality. 'nlike all other creatures
adenmen need not ha(e the 8 1onstitution reDuired by the 2host in the &hell Duality.
Har%esters
'se .nhuman point totals.
Harvesters )acial /uality
> pt racial Duality
Constitution "2 (4)
#erception "1 (2)
i$e -2 (0) (%eing small has a balance& array o' innate bene'its an& (ulnerabilities, namely,
you ta)e &ouble &amage 'rom human scale *eapons)
+atural ,eapons- bite, &4x, slashing, range 0 (0)
+atural ,eapons, tentacle grab, , blunt, grapple "2, range 0.1 (1)
/lternate enses (3)- har(esters sense heat, bioelectricity, carbon &ioxi&e emissions 'rom
li(ing creatures, li)e a cross bet*een shar) an& tic)
/ttracti(eness -2 (-2)- natural appearance o' har(esters is outright hi&eous
tigma -4 (-4)- har(esters are (ie*e& as parasitic monsters an& the (ast ma0ority o' races )ill
them on sight, some on suspicion
1egeneration (1)- har(esters regenerate Con2hr
3isease 4mmunity (3)- har(esters are immune to most &iseases that a''lict host bo&ies,
namely the 'lesh eating bacteria
5lesh #uppet (2)- can in'ect recently &ea& bo&y (be'ore rigor mortis)- must be organic,
cannot in'ect crystalline, energy, nanite, or cybernetic organisms6 cannot ha(e ta)en more
than 200 &amage 'rom slashing or 100 &amage 'rom plasma or large scale energy7
ar(esters are small beings, with se(eral forms of natural attacks, immunity to most diseases,
ugly, (iewed with distrust by most species, capable of minor regeneration, and taking o(er
dead bodies. The ar(esters can see with a different means then normal species.
Flesh (uppet
Eariable &ocial Buality
(rere0uisites1 ar(ester race
Jou ha(e taken o(er a fresh, human si-ed body. Jou are in complete control.
The cost of this Duality eDuals the (alue of the attributes and physical Dualities of the
host, including bioengineering powers, di(ided by fi(e. The body is conspicuously pale with
a greasy sheen and dull eyes. Jou pick your location, from among the following# lung, li(er,
small intestine, one half of the large intestine, li(er, kidney, or spine. Jou are the weak spot of
the corpse.
The body has a "amage 1apacity of 499. "amage type multipliers do not apply
normally. 3lasma and large scale energy based damage like fire or acid deals x4 (and has a
good chance of hurting you)I slashing and frangible/explosi(e ballistic damage deals x$
(frangible and explosi(e ballistics deal $/<
th
damage to you), blunt deals /<,
piercing/ballistic/energy/concussion deals /$9 it locations are irrele(ant unless they hit you,
except that you will lose most sensory input if the head of your host is lost until you re(eal
your location so as to pilot the corpse on your own.
The body stops functioning when damage sustained would reduce its li(ing ,3 total to
589. )ote that the body does regenerate at a rate of yours or its 1onstitution (whiche(er is
lower) per Turn (which is $4 x 1on per minute).
.t takes < minutes and a "ifficult .ntelligence Test to become accustomed to piloting a
new body, success is automatic after half an hour. .t takes $ minute and a "ifficult
.ntelligence Test to take basic motor control, during which time the body functions as if it had
54 "ex, &tr and 3er, and half speed. Jou can stay in the body for $ month per 1onstitution of
the body.
Taking 49 pts of damage (before di(isor or multiplier) to the torso knocks the flesh
puppet prone. That damage, after di(isor/multiplier applied to a leg, arm, or the neck se(ers
the associated body part.
)ormal and ultra(iolet (ision re(eal the ar(esterFs location with a 3erception H
)otice 5$9. .nfra(ision re(eals the ar(esterFs location instantly, but, if the host is wearing
some sort of armor, a 3erception H )otice Task is reDuired. C5=ay (ision reDuires a
3erception H )otice 5<, or .ntelligence or 3erception H Medicine 54, it wonFt work through
armor as the ar(esters are in(ertebrates and in(isible to higher powered x5ray optics.
Hstst
'se Mundane or 3owered point totals.
Hs'ts't )acial /uality
75pt Duality
& H4 ($9), 1 H$ (@) O7P
AE# (&H1) O4P
)atural ;eapons O$P# ">x&, slashing
Extra ,imbs O7P# has two extra limbs with opposable digits, get H4 to actions in which
multiple arms matters, other capacities
1old %looded O54P# gets 57 to resist cold en(ironments, accelerates negati(e effects as if one
step worse, nati(e situation is warm
1ruel $ O5$P# does not acknowledge the humanity of any entity they belie(e to be their lesser
&tigma 54 O54P# most races are aware of the racial sla(e trading and treat all sktskt with
disdain, treat like &tatus 54
The sktskt ha(e 8 arms, howe(er they are no better at using all of them at once then
humans are. The sktskt ha(e a small ability to absorb damage thanks to their scales and the
ability to deal it thanks to their rather sharp claws. The sktskt are cold blooded meaning
they suffer drastically in colder weather. The sktskt are tougher then most species
physically. All sktskt suffer from cruelty (the le(el $ (ersion) from a lack of empathy with
other beings and because of their races notorious sla(ing often recei(e poor welcomes in
most places. .n order to buy powered enhancements they need to buy the appropriate Duality.
Humans
'se Mundane or 3owered point totals.
Humans )acial /uality
95pt Duality
umans are a(erage in all skills and abilities. .n order to buy powered enhancements
they need to buy the appropriate Duality.
Humans 'Animal (enetic )odi*ications+
'se 3owered point totals.
Humans %$nimal Genetic Modi2ications& )acial /uality
85pt Duality
%ioengineere& (!)
3ick the desired Animal =ace type and duplicate it using Dualities from the genetic
engineering section. They Dualify for additional powered upgrades and get all bonuses as per
the %ioengineered Duality.
Humans 'Commonwealth )ilitary+
'se 3owered point totals.
Humans %Common!ealth Military& )acial /uality
45pt Duality
%ioengineere& (!)- 8he points 'rom this go into1 each into the physical attributes
9a0or :bligation (Common*ealth) (-2)
The 1ommonwealth disco(ered pretty early on that the a(erage human is less
effecti(e physically then most alien species, because of this all umans who enter the
1ommonwealth military are boosted with genetic engineering technologies to be on a more
e(en footing. They also Dualify for additional powered upgrades as per %ioengineered. They
get all bonuses for %ioengineered.
Humans 'Empire+
'se the 3owered uman point totals
Humans %Empire& )acial /uality
45pt Duality
3ata ;ac) (2)
Cybernetic (0)
All humans in the Empire ha(e at least a few 1ybernetic upgrades, data50acks, in
addition to any personal upgrades. They Dualify for additional cybernetic upgrades and gain
all bonuses from the cybernetic Duality.
,itrians
'se Mundane or 3owered point totals.
Kitrians )acial /uality
@5pt Duality
" H4 (@), 3 H$ (@) O>P
&pd# H< mph O$P
)atural weapons# retractable, "8x&, slashing O$P
Attracti(eness H$ O$P# considered Scute and adorableS by most standards
1ruel $ O5$P# innate feline superiority makes them cruel to their lessers (like prey)
1uriosity O5$P# intensely curious and seek to know how things work, as per minor obsession
when confronted with the unknown
&tarlight Eision O$P# can see fine in reduced light conditions, but can be da--led by sudden
bright light
)atural 2race O4P# reduce damage multiplier from falling by "exterity, but only if they can
freely mo(e
:itrians ha(e se(eral physical ad(antages o(er the umans, they are (ery agile, and
their senses are slightly better on a(erage then humans. They ha(e retractable claws, and are
generally found to be attracti(e by most species (H4 Attracti(eness). :itrians ha(e a few
catlike traits innately like, minor selfishness (1ruel $), as well as an intense curiosity. :itrians
also ha(e better night (ision then humans on the order of what cats natural ha(e. .n order to
get powered upgrades :itrians must purchase one of the powered Dualities.
,rai
'se Mundane or 3owered point totals.
Krai )acial /uality
@5pt Duality
& H$ (@), 1 H$ (?) O4P
AE# (&H1) O4P
)atural ;eapons O$P# ">x&, slashing
1old %looded O54P# gets 57 to resist cold en(ironments, accelerates negati(e effects as if one
step worse, nati(e situation is warm
&cent Tracking O7P# can track things by scent, recogni-es scents the way humans recogni-e
sights
.mmunity (special) O8P# immune to practically all ingested, organic pathogens
The :rai are tougher then humans, and ha(e scales combined this means they tend to
take more punishment then the a(erage human before falling, the :rai also ha(e Duite wicked
looking claws. The :rai are a cold5blooded species and find it difficult to deal with cold
weather of any kind. The :rai species is immune to most ingestible toxins and poisons and
can eat (irtually anything safely. They ha(e a tail but rarely use it as a weapon. The life of a
sca(enger has gi(en the :rai especially keen senses and the ability to recognise beings by
scent not 0ust sight.
Lupines
'se Mundane or 3owered point totals.
Lupines )acial /uality
$95pt Duality
& H7 ($4), " H$ (?), 1 H$ (?), . 5$ (<), 3 H4 (@) O?P
,3# (&H1)x8H79 O4P
E3# (&H1H;)x7H$< O9P
&pd# ("H1)x4H$9 O4P
)atural ;eapons O4P# bite, $d@x&, slashing/stabbing
&cent Tracking O7P# can track things by scent, recogni-es scents the way humans recogni-e
sights
=egeneration O$P# regenerate ,3 at 1on/hour
1arni(orous O5$P# reacts (iolently under stress
onorable 4 O54P# they are still pack hunters by nature and are innately loyal to their pack
and ha(e since de(eloped a code
3artial %iped (5$)# Mo(e at $/4 speed on two legs, and full speed on four.
The ,upines are a physically powerful, and Duite agile species. They ha(e the nearly
uniDue ability to naturally regenerate damage. As a species they tend to by loyal and as such
tend not to break their word. They also ha(e enhanced senses compared to mere humans.
,upines ha(e a slumped o(er posture and tra(el faster on all fours then on two legs.
Lyrans
'se Mundane or 3owered point totals.
Lyrans )acial /uality
?5pt Duality
& H4 O$9P, " H$ O?P, 3 H$ O?P O8P
,3# (&H1)x8H79 O4P
E3# (&H1H;)x7H$< O9P
&pd# ("H1)x4H$9 O4P
)atural ;eapons O$P# $d>x&, slashing/stabbing
&tarlight Eision O$P# can see comfortably in (ery low5light conditions, but can be blinded by
sudden exposure to normal light
1ruel $ O5$P# doesnFt acknowledge the humanity of anything that it considers its inferior
The ,yrans like the :itrians are a catlike species, the ,yrans howe(er are more
tiger5like than housecat5like, they are physically more powerful then the :itrians, but they
tend to weigh more and thus be slightly less agile. ,yrans ha(e a few catlike traits innately
like minor selfishness. ,yrans also ha(e better night (ision (as per the genetic engineering).
.n order to get powered upgrades ,yrans must purchase one of the powered Dualities.
)icto
'se Mundane or 3owered point totals.
Micto' )acial /uality
$<5pt Duality
& H$ (@), " H$ (?), 1 H$ (?), 3 H$ (@) O8P
,3# (&H1)x8H49 O$P
E3# (&H1H;)x7H$9 O9T
&pd# ("H1)x4, climbing O8P
AE# "8H8x(15$), minimum "8H8 O8P
)atural ;eapons O$P# claws, ">x&, stabbing
.nfra(ision O7P# can sense its surroundings through heat
Extra ,imbs O7P# has two extra limbs with opposable digits, get H4 to actions in which
multiple arms matters, other capacities
)egati(e %uoyancy O5$P# Jou donQt float, therefore, you sink like a stone.
The Mictok are a spider5based species with @ legs, normally at most four of them can
be used as arms at a time, and e(en then without training not (ery well. The Mictok ha(e a
tough carapace pro(iding protection against most forms of attack, and claws. %etween their @
legs and claws they can climb most walls with relati(e ease. The Mictok also ha(e the ability
to see into the infrared gi(ing them the eDui(alent of infrared (ision.
-e.ari
'se Mundane or 3owered point totals.
,e*ari )acial /uality
?5pt Duality
; H$ O$P
,3# (&H1)x8H49 O$P
E3# (&H1H;)x7H$9 O9T
Mental %lock O8P# get H8 to resist pain, retain consciousness, and any other situation where
;illpower is used for defense or resistance
)er(es of &teel O7P# practically incapable of experience the sort of fear that other species can
The )ebari as a species only really ha(e one ad(antage to humans they are highly
resistant to mental control, torture, and similar techniDues. .n order to get powered upgrades
)ebari must purchase one of the powered Dualities.
-ietch/ean
'se 3owered uman point totals
,ietch-ean )acial /uality
@5pt Duality
& H9 (@), " H9 (?), 1 H$ (@), . H9 (?), 3 H$ (@), ; H$ (@) O7P
Attributes, H< pts O<P
,3# (&H1)x8H49 O$P
E3# (&H1H;)x7H$9 O9P
)atural ;eapons O4P# bone spurs, ">x&, slashing/stabbing, retractable
Attracti(eness H4 O4P# they are engineered to be the ideal of humanity, and they look it
1ruel $ O5$P# treats all concei(ed inferiors with condescension, including people that get the
LstrangerM engineering traits
!bsession O54P# obsessed with being the best of the best, creating a family, and protecting
that family, while remaining the best
)ietch-eans ha(e many ad(antages o(er normal humans, howe(er they are cruel (as
per the le(el $ drawback), and they are also as a species obsessed with pro(ing themsel(es
worthy (as the !bsession drawback). The )ietch-eans also ha(e bone spines built in to their
forearms to be used as weapons.
-o0
'se Mundane or 3owered point totals.
,o. )acial /uality
$>5pt Duality ($9H45858, 8)
<igh 8echnology (20) =C:345> %?+45?8 /+3 1?C:8@
#aci'ists (-4)
4ntelligence "2 (4)
+o #o*ere& ?nhancements (-4)
The )ox are an extremely ad(anced species, they ha(e access to technology abo(e
and beyond the other races. They howe(er are unwilling to hurt any li(ing being directly e(en
to sa(e their own li(es. The )ox as a species are smarter then most the other races in the
galaxy by a long margin. The )ox neither need nor want genetic engineering or another other
form of enhancements.
Piranites
'se Mundane or 3owered point totals.
(iranites )acial /uality
>5pt Duality
& H4 ($9), " 5$ (8), 1 H$ (@) O7P
,3# (&H1)x8H49 O$P
E3# (&H1H;)x7H$9 O9P
&pd# ("H1) O54P
AE# (&H1) O4P
Energy =esistance O4P# take R damage from energy damage sources
"amage =esistance O<P# does not take location specific damage
Metaphysics =estriction O54P# cannot take any metaphysics except powered armor
&tigma 54 O54P# most races are aware of the racial sla(e trading and treat all 3iranites with
disdain, treat like &tatus 54
The 3iranites like all crystalline races are resistant to energy weapon fire of all types,
the 3iranites crystalline structure gi(es them great ad(antages in strength and resistance to
most forms of attack. The 3iranites structure is such that they are much slower then normal
beings, and by extension less agile.
Planetaurs
'se .nhuman point totals.
+ase (lanetaurs
@5pts
$dvantages
.mmortal# There is no known way to actually slay a 3lanetaur. !nce dissipated they return to
the their source and recollect their energies until they can one day return. )ote that this
ad(antage does not ha(e any mechanical effect as it takes o(er millennia for them to reform
but does gi(e insight into some of the 3lanetaurs personalities.
Age# 3lanetaurs are not ageless, but they effecti(ely li(e for a thousand years before their
energies dissipate and they must return to the source.
Attributes# H4 &trength, 1onstitution, and "exterity (H$4)
Disadvantages
3erfected form# A 3lanetaur is perfect in his/her own regard, no machine or genetic
manipulation could e(er impro(e upon them. Thusly they re0ect all %ioengineering,
1ybernetics, and )ano5bot attempts to impro(e them. This howe(er does not stop anotherFs
attempt to heal them (ia )ano5bots though. (58 point)
UException# 3lanet 3lanetaurs can take %ioengineered powers at the start respectfully to make
them a sensible form, not a super powered one.
3sionically .ncapable# A 3lanetaur takes much focus to manipulate his energies. "oing so
makes them impossible to de(elop psionics. A Titan could learn 3sionics if it is a base
ad(antage for their species.
3itan
$?5$@ pts
The uni(ersal energies often pick a species that they feel is the epitome of their ideals. They
are rare in themsel(es for they are considered, e(en by the Titans themsel(es, to be much
weaker then any other 3lanetaur. They usually take on an ideali-ed form of the species they
take the form of. Titans ne(er form o(er species without access to space tra(el or without any
influence o(er the galaxy as well they must be perfectly sentient and at least ha(e
rudimentary aspects of morality ()o species that only seeks destruction will e(er get a Titan).
Also, )o Titan can e(er be a robot or formed from a %ioengineered species (Must ha(e a
natural birth). Titans show the often irresistible pull that species exhibitI Titans gi(e up great
power to epitomi-e those that they idoli-e.
)umbers# At most there will be ten of these for any ma0or figure in such as humans. +or
minor species they might get one. These numbers are low due to their popularity, as most
3lanetaurs would prefer power o(er raw idealism.
$dvantages
These powers are in addition to the base 3lanetaur abilities that they all share. The Titans are
split up into three types# The Mind think that the species is of superior mind and thusly show
a perfected form of them, the body shows ideali-ed prowess o(er athletics and physiDue, and
soul for pure force of li(ing and going.
Mind# H4 intelligence, H4 perception, Eidetic Memory ($9)
%ody# H4 &trength, H4 1onstitution, H$ "exterity ($9)
&oul# H4 ;illpower, H4 1onstitution, ,uck H$ (A)
Living (lanet (lanetaurs
@ pt
The uni(ersal energies ha(e chosen a planet that sustains life. These 3lanetaurs are the mean
and unlike their cousins they are not naturally pulled by their planetFs influences and thusly
they are mostly stable. They take the form of their planet often with skin tones that of their
planet such as green and blue fur. They come in many shapes and si-es but they tend not to be
o(erly plain or o(erly absurd in appearance. Their manifestations are in the &oul and %ody.
$dvantages
Manifestations# &oul and %ody
En(ironmental immunities# A 3lanetaur has no problem li(ing on the planet they manifested
from. They are granted any amount of immunities needed in order to sur(i(e in total comfort.
owe(er e(en a solar cannot sur(i(e on their sun but could for example sur(i(e in the
extreme heat of their own sun. %ecause this includes only one planet in the whole uni(erse
this gains no ad(antage.
Disadvantages
&oul &hatter# .f a 3lanetaurFs link is destroyed (Titans are immune to this effect) their soul is
destroyed they effecti(ely ha(e 9 willpower and are catatonic. They can be cured if they are
brought to an unmanifested planet (in a &olarFs case a planet with a sun) because of this, they
cannot
3lanet Empathy# A 3lanetaur ne(er wants to ha(e their planet change for this (ery reason (not
e(en a dead planet wishes their planet be populated no matter how much they learn to respect
life). .f a 3lanet changes type (li(ing to dead, or dead to li(ing) a 3lanetaur will suffer from a
mental flaw chosen by the "M and will be unable to access one of their manifestations
(,i(ingV&oul, "eadVMind) this lasts a month or until the planet is restored to normality.
(note# it takes a million occupants for a dead planet to be considered li(ing).
Dead (lanet (lanetaurs
$95pt
The uni(ersal energies ha(e chosen a dead planet such as a moon, asteroid, or ice ball. These
3lanetaurs are effecti(ely dead inside and thusly ha(e little emotion and instead rely purely
on logic. A stupid "ead 3lanet is like a sail without wind and thusly they all are proficient in
intellectual endea(ors. "ead 3lanet A(atars appearance can (ary wildly but not matter how
beautiful their appearance, it is at best a cold sterile beauty like that of a statue. .n fact their
appearance defies their attributes as a slim "ead may ha(e great strength or an unhealthy
dead may look perfectly fine. Their manifestations are in the Mind and %ody.
$dvantages
Manifestations# Mind and %ody
H4 .ntelligence (H8)
En(ironmental immunities# A 3lanetaur has no problem li(ing on the planet they manifested
from. They are granted any amount of immunities needed in order to sur(i(e in total comfort.
owe(er e(en a solar cannot sur(i(e on their sun but could for example sur(i(e in the
extreme heat of their own sun. %ecause this includes only one planet in the whole uni(erse
this gains no ad(antage.
Disadvantages
umorless
&oul &hatter# .f a 3lanetaurFs link is destroyed (Titans are immune to this effect) their soul is
destroyed they effecti(ely ha(e 9 willpower and are catatonic. They can be cured if they are
brought to an unmanifested planet (in a &olarFs case a planet with a sun) because of this, they
cannot
3lanet Empathy# A 3lanetaur ne(er wants to ha(e their planet change for this (ery reason (not
e(en a dead planet wishes their planet be populated no matter how much they learn to respect
life). .f a 3lanet changes type (li(ing to dead, or dead to li(ing) a 3lanetaur will suffer from a
mental flaw chosen by the "M and will be unable to access one of their manifestations
(,i(ingV&oul, "eadVMind) this lasts a month or until the planet is restored to normality.
(note# it takes a million occupants for a dead planet to be considered li(ing).
Solar (lanetaur
@5pt
The uni(ersal energies ha(e chosen a sun or star. These 3lanetaurs are more emotional and a
prone to instinct. They can tend to be either glorious or empathic though keeping in mind that
most 3lantaurFs are co(ert. Their appearances tends to be almost glowing white, blue, yellow,
or orange to match their planet in light colors, they tend to ha(e features that stand out such
as a o(ersi-ed tail, ripping muscles, a large mane, rolling gut, or e(en some like a seducti(e
walk. .n fact their appearance defies their capabilities, a horrendously fat &olar may be
perfectly healthy and a solar looking like the hulk may 0ust be moderately strong. Their
manifestations match their life gi(ing glory and brilliant light as such they ha(e access to the
&oul and Mind.
$dvantages
Manifestations# &oul and Mind
En(ironmental immunities# A 3lanetaur has no problem li(ing on the planet they manifested
from. They are granted any amount of immunities needed in order to sur(i(e in total comfort.
owe(er e(en a solar cannot sur(i(e on their sun but could for example sur(i(e in the
extreme heat of their own sun. %ecause this includes only one planet in the whole uni(erse
this gains no ad(antage.
Disadvantages
May take 1lown or Emotional "ependency
&oul &hatter# .f a 3lanetaurFs link is destroyed (Titans are immune to this effect) their soul is
destroyed they effecti(ely ha(e 9 willpower and are catatonic. They can be cured if they are
brought to an unmanifested planet (in a &olarFs case a planet with a sun) because of this, they
cannot
3lanet Empathy# A 3lanetaur ne(er wants to ha(e their planet change for this (ery reason (not
e(en a dead planet wishes their planet be populated no matter how much they learn to respect
life). .f a 3lanet changes type (li(ing to dead, or dead to li(ing) a 3lanetaur will suffer from a
mental flaw chosen by the "M and will be unable to access one of their manifestations
(,i(ingV&oul, "eadVMind) this lasts a month or until the planet is restored to normality.
(note# it takes a million occupants for a dead planet to be considered li(ing).
Protoss
'se 3owered point totals.
(rotoss )acial /uality
$45pt Duality
; H4 ($9) O4P
Ess# sum H< O$P
3sionic O4P# innately psionic creatures
Telepathy O8P# can communicate without speaking with any sentient it can locate, also counts
as ha(ing Mindtalk for gestalts
Essence 1hanneling O>P# can channel your ;illpower in Essence per Turn
The 3rotoss ha(e se(eral ad(antages, unlike most other species they are naturally
psionic, this gi(es them many ad(antages in that they tend to be more powerful with psionic
abilities. 3rotoss tend to be a fairly loyal and militaristic bunch. .n order to buy powered
enhancements they need to buy the appropriate Duality. 3rotoss can communicate
telepathically by sending messages, and recei(e thoughts that are thought at them (not
reading minds though) with any being.
Saurus
'se Mundane or 3owered point totals.
Saurus )acial /uality
$<5pt Duality
& H4 ($9), " H$ (?), 1 H$ (@), 3 H$ (@) O<P
,3# (&H1)x8H49 O$P
E3# (&H1H;)x7H$9 O9P
&pd# ("H1)x4H$9 O4P
AE# (&H1)x$.< O7P
)atural ;eapons O9P# claw, $d8x&, slashing
)atural ;eapons O$P# talon, $d>x&, slashing
)atural ;eapons O4P# bite, $d@x&, slashing/stabbing
,eaping O>P# 0ump at x8 times human normal
onorable $ O5$P# as a race, they ha(e instated a code of conduct
The &aurus are a extremely tough species compared to humans, as well as physically
powerful, agile. As a species they ha(e se(eral innate weapons which they use (ery often to
lethal effect. The &aurus ha(e a code of honour. .n order to buy powered enhancements they
need to buy the appropriate Duality.
Silicoids
'se Mundane or 3owered point totals.
Silicoids )acial /uality
$95pt Duality
& H4 ($9), 1 H4 (@) O8P
Attracti(eness 57 O57P# considered hideous by most standards
3re0udice (other species) 4 O54P# are disdainful of all other species because of their typical
reactions to such a hideous creature
Energy =esistance O4P# take R damage from energy damage sources
"amage =esistance O<P# does not take location specific damage
Metaphysics =estriction O54P# cannot take any metaphysics except powered armor
En(ironmental .mmunity O8P# immune to ha-ardous en(ironmental conditions, including
(olcanic atmosphere conditions, maximum comfortable temperature is $<9 +
The &ilicoids like all crystalline races are resistant to energy weapon fire of all types,
howe(er unlike the 1rynisti the &ilicoids, look like mobile rocks and are Duite unattracti(e
lookingI as a result the &ilicoids tend to be less then courteous with other species. Their
crystalline structure does gi(e them some ad(antages in strength and resistance to most forms
of attack. .n order to buy powered enhancements they need to buy the appropriate Duality.
Hemophage
'se the 3owered point totals
Hemophage )acial /uality
$<5pt Duality
& H4 ($9), " H4 ($9), 1 H4 ($9), 3 H$ (@)O?P
,3# (&H1)x8H49 O$P
E3# (&H1H;)x7H$9 O9P
&pd# ("H1)x4H$9 O4P
,eaping O7P# 0ump at x4 times human normal
.nfectious (%lood5borne) O9P# !nce infected you roll &imple 1on e(ery hour (with a 5$ per
additional hour) until you are treated to cure it, or you fail and become a emophage.
"ark Eision O$P# =educe "arkness penalties by $ step, emophage become da--led if they
suddenly step into normal light.
=egeneration O4P# 1on per Turn in addition to any other regeneration, but only if ha(e drunk
blood in the last minute
%lood Thirst O58P# Must drink blood e(ery day to sur(i(e, if goes without blood more then $4
hours needs to make ;illpower checks e(ery hour at 5$ or go into a blood fren-y until they
ha(e feed (once they ha(e feed they make an additional ;illpower test at a penalty of 5$ for
e(ery hour in the fren-y (max 5<), if in fren-y more then 8@ hours cannot reco(er from it)
additionally can smell blood (especially from open wounds), and track using it.
1laws O$P# "8x&T, slashing, retractable
+angs O9P# "8x&T, piercing
1ombat &peed O<P# $ additional action with no multi5action penalty, but costing as per the
bioengineering of the same name.
emophages look like a member of their normal species but ha(e blood red eyes and
elongated canines. emophages can acDuire se(eral bioengineering Dualities (additional
speed, and combat speed, impro(ed dark (ision, impro(ed leaping, extra life points, and
regeneration) up to standard bioengineering limits, without needing bioengineering.
Furions
'se Mundane or 3owered point totals.
Furions )acial /uality
@5pt Duality
& H$ (?), " H9 (?), 1 H$ (@)O4P
,3# (&H1)x8H$9 O9P
E3# (&H1H;)x7H< O9P
&pd# ("H1)x4 O9P
+urion =age O@P
+urions are a species defined by their seething core of rage. This rage makes them
dreadfully effecti(e fighters and ruthless enemies, but also makes it difficult for them to ha(e
normal relationships with people at least without keeping their rage safely bottled up.
Furion )age
$9 pt 3ower
+urions can enter a ;arrior Trance, a state in which their physical strength, reflexes, and
combat skills are greatly enhanced. Entering the Trance reDuires a Turn of concentration, a
successful &imple ;illpower Task, and the expenditure of eight Essence 3oints. The Trance
lasts for the duration of a fight, or until the +urion decides that he would like to return to
normal (this howe(er reDuires an additional &imple ;illpower Task if he fails the trance
continues unabated). The Essence spent is not regained until the power is no longer acti(e.
Entranced +urions narrow their focus only to possible threats and ways to deal with those
threats. They gain H4 to all 3erception5based Tests or Tasks to detect mo(ement or noises that
might be dangerous (it is not a good idea to try to sneak up to a +urion, e(en if you are his
friend). Also, they temporarily gain a H4 to &trength, H$ to "exterity, and H7 to any combat
skills they know (this &trength increase does not affect their ,ife 3oints, howe(er). ;hile in
the trance they also gain a H8 to resist mental effects that try to control their minds and
pre(ent them attacking. Most poisons and tranDuili-ers are ineffecti(e against a +urion in a
;arrior Trance, howe(er once the trance is ended they take their full effect.
The down side to the Trance is the total concentration on combat and danger, which makes it
difficult for the +urions to deal with anything else. 3eople are grouped into allies and possible
or definite enemies. The first group is ignored (unless they mo(e threateningly) and the
second is dealt with summarily. All Tasks and Tests not directly related to combat or detecting
enemies ha(e a 57 penalty. Also the +urion risks lashing out at innocents, if somebody makes
a sudden mo(e within $9 feet (7 meters), the entranced +urion must pass a ;illpower and
3erception (unmodified by the +urion =age bonuses) Test, or he attacks that person, if the
+urion doesnFt attack the person they immediately exit the trance.
Sectoid
'se 3owered point totals.
Sectoid )acial /uality
$9 pt Duality
. H$ (?), ; H$ (@)O4P
3sionic O4P# &ectoids are naturally psionic
%iotech O@P# The &ectoid species ha(e &tandard Tech ,e(el H$ biotechI all &ectoids ha(e a
basic ability to use and create this technology. Any &ectoid can remotely control biotech
ob0ects up to $9 times ;illpower yards awayI multiple de(ices can be controlled this way, but
would generate MA3s. &ectoids can wrestle control of any bioengineered de(ice off its user
with a &imple ;illpower test opposed by the other parties acti(ation roll (in the case of no
acti(ation roll the other party also resists with a &imple ;illpower test).
&ectoids are an interesting speciesI they are small (around 858.< feet tall) with grey
skin and large black eyes. They ha(e an affinity for biologically constructed technology and
can control it mentally. .n addition they are powerful and skilled psychics.
Small *iotech
This skill allows you to create hand weaponry, and small handheld biotech de(ices.
Medium *iotech
This skill allows you to create rifles and larger infantry weaponry, as well as biotech de(ices
up to around 4x4x4 feet.
Large *iotech
This skill allows you to create &hips, &hip weapons, and large biotech de(ices.
Skills
Hea%y 1eapons '"ype+
Allows for the firing of weapons in (ehicles other then starships. Types are Mecha, and
Eehicle.
Pilot '"ype+
Allows for the piloting of (ehicle &pace +ighter (&i-e 957 ship), &paceship (si-e 8H ship), or
Mecha. ;hen flying a (essel of si-e 7 or less any system can be used with either a piloting
roll or &ys !ps (&ystem) whiche(er is the higher.
Sys #ps '"ype+
Allows the use of the 1onsoles to control certain ship functions. The Types a(ailable of this
skill are )a(igation, 1loaking, ;eaponry, and &ensors.
Engineering '"ype+
This co(ers the design, construction, repair and modification of a specific type of ob0ect or
system. .t does not howe(er co(er the design, repair or modification of the components of
these systems (for that you normally use Mechanics and Electronics). Types include Eehicle,
Mecha, &paceship, ;eapon &ystems, =obotics, 1loaking, &hields, Engines, 2ap "ri(es, etc.
2enology '"ype+
Cenology is a combination of Cenobiology, Cenoanthropology and Cenopsychology. Jou
can use this on similar species at a W4 to W8 penalty depending on similarity.
Language '"ype+
Allow you to speak a gi(en language. All species get their nati(e language and 2alactic Trade
as free languages all others must be bought as &kills.
Cy.er-doc
'sed for the design and implementation of 1ybernetic Technology. "esign is typically much
harder then implementation.
(enetic Engineering
'sed for the design and implementation of 2enetic Enhancements. "esign is typically much
harder then implementation.
-ano-"echnology
'sed for the design and implementation of )ano5Technology. "esign is typically much
harder then implementation.
"actics '"ype+
Tactics allows for a person to take stock of his tactical situation and determine an appropriate
response. Tactics co(er many areas small unit, platoon, company, and battalion, as well as
-ero5g, spaceship/spacestation, urban, 0ungle, forest, space combat (single ship), space
combat (small unit), space combat (fleet). Mechanically a 3erception H Tactics of the
appropriate type roll can determine depending on success le(els the enemy tactics, and
.ntelligence H Tactics again of the appropriate type can be used to acDuire hints from the 2M
as to some possible actions. This ad(ice will normally be like this# with a small unit (s. forces
this si-e fighting from defensi(e positions is preferred (small unit tactics roll (s. a large
enemy force), or urban buildingFs windows pro(ide excellent fire positions with a good
combination of co(er and flexibility (urban). Additionally in space battles with more then one
ship on a side and adeDuate communications, the highest tactics on that side can make a
.ntelligence H Tactics (&pace combat of appropriate ship numbers) roll as a action to get a H$
bonus per success le(el (max of H7 for a gi(en ship, and is splitable among multiple ships) to
attack or defence rolls (but not both) for one turn. .f one side has better communications they
get a H4 bonus to their tactics rolls (by being able to better adapt to the other tactics).
Computer Hacing
As ;itchcraft core plus acking attempts performed on A.Fs are done with the attacker
rolling .ntelligence H 1omputer acking H bonuses for .mplant/"ata 6ack (ersus &imple
;illpower H 7 or ;illpower H 1omputer acking H 7 whiche(er is higher. &uccess ,e(els on
the acking task allow for minor access to the A.Fs systems at low success le(els going up to
full access at high success le(els.
Hac'ing $I 3a*le
acking &uccess ,e(els Access
$ Minor access to peripheral systems, reduce A. rolls for
systems, etc by 4 for $ minute
4 Ma0or access to peripheral systems, reduce A. rolls for
systems, etc by 8 for $ minute
7 Extreme access to peripheral systems, reduce A. rolls for
systems, etc by > for $ minute, != can gi(e the A. a
simple instruction that it will follow for $ turn.
8 Minor access to core systems# can reduce A. rolls for
systems, etc by @ for $ minute, != can gi(e the A. a
simple instruction that it will follow for $ minute.
<H Ma0or access to core systems# can reduce A. rolls for
systems, etc by @ for $ minute, != can gi(e the A.
complex instruction that it will follow for $ minute.
acking encrypted files/systems, you take a W$ per grade of the encryption used to encrypt
the file (made with .ntelligence H 1omputer 3rogramming) this penalty can be a(oided if the
encryption method was designed and coded by the person trying to hack it, and W$ per
success le(el on the .ntelligence H 1omputer task to encrypt the file.
acking unencrypted systems reDuires a normal hacking roll with the possibility though rare
of a penalty for any minor blocks put in the way to pre(ent access to the system.
Enhancements
)a&or Uses and Common 3raw.acs
Cy*ernetics
$dvantages
&mall mechanical de(ices implanted (both weapons and non5weapons), bones replaces with
steel or stronger metals, on5board computers for accessing/storing data, and similar things.
Dra!*ac's
,arger cybernetic de(ices often need external power supplies to functionI cybernetic de(ices
may be designed to be (ulnerable to hackingI cybernetic de(ices may ha(e pre5programmed
commands that cause them to kill/stun/or simply not work.
+ioengineering
$dvantages
This could be modification at the genetic le(el or it could be integration of biological
enhancements of other kinds. The types of enhancements you can get include weaponry and
eDuipment, wings, denser/lighter bones, limited regeneration, and similar.
Dra!*ac's
2enetic modification ha(e many risks during the installation procedure tailored (irus could
also be added or e(en unintentional flaws may exist that could cause death/comas without
proper medication, command words could be implanted to trigger poison sacks or other
mechanisms.
,ano-3echnology
$dvantages
1an pro(ide =egeneration (all) and poison immunity/resistance, as well as things that are not
accomplishable by the either of the other two methods.
Dra!*ac's
)ano5Technology can pro(ide many risks, the nano5bots could be remotely controllable and
thus cause problems or fail on command or similar.
$ase 4ualities
+ioengineered
< pt
2et H7 Attribute 3oints, maximums modified as such# & H4. " H$, 1 H$, . H$, 3 H4, ;
H$# 8 pt
1an use 3owered points to increase attributes as if using drawback points, can get
more than $ increase with C3# $ pt
Cy*er!are
9 pt
2et 3ower capacity ($9 pt, regen at $ 3ower/1on/hour, can still take power from
outside sources)# 8 pt
1osts 3ower to function# awake and functional ($ 3/4 hr), dormant ($ 3/@ hrs),
reacti(ate after going offline (4 3)# 54 pt
Eulnerable to Electricity/.on (applies to x$ to ,3 and x$ to 3ower)# 57 pt
1an use Metaphysics points like "rawback points to impro(e 3rimary Attributes# $ pt
,anotech
8 pt
1annot take any physical drawbacks that are not part of this Duality# 5$ pt
2et H$ to all Attributes, maximum (alue H$# > pt
1an use Metaphysics points like "rawback points to impro(e 3rimary Attributes# $ pt
Eulnerable to Electricity/.on (applies to x$ to ,3 and x$ to Endurance)# 57 pt
=egenerate ,3 at a rate of 1onstitution per hour# $ pt
(o!ered $rmour4 light *attle armour %as *ase model&
< pt
2et 3ower capacity ($< pt, must take power from outside sources)# $ pt
1osts 3ower to li(e# awake and functional ($ 3/7 hr), dormant ($ 3/$4 hrs), reacti(ate
after going offline (4 3)# 5$ pt
=educe Armour Encumbrance by $ while acti(e# $ pt
1osts based on Armour, $ per $9 a(er AE ($d$9x8H49)# 8 pt
3owered Armour cannot pro(ide .nt or ;ill upgrade powers
)o*ot
4 pt
)o 3ain# 4 pt
)o Endurance# 4 pt
1annot heal damage normally# 5$ pt
)o Emotion of any sort# 9 pt (Emotionless 4 H )er(es of &teel)
)o +orce/Essence, treated as ob0ect against supernatural powers# 5$ pt
2et 3ower capacity (3ower# $<, must take power from outside sources)# $ pt
)o damage type multiplier# < pt
Eulnerable to Electricity/.on (applies x4 to ,3 and x$ to 3ower)# 5< pt
1osts 3ower to li(e# awake and functional ($ 3/4 hr), dormant ($ 3/@ hrs), reacti(ate
after going offline (4 3)# 54 pt
1an use Metaphysics points like "rawback points to impro(e 3rimary Attributes# $ pt
$rti2icial Intelligence
5> pt
2et 5< attribute points# 5< pt
)o physical form (no physical attributes)# 9 pt
)o Emotion of any sort (Emotionless 4 H )er(es of &teel)# 9 pt
)o +orce/Essence, treated as ob0ect against supernatural powers# 5$ pt
Always 0acked into all systems as part of your anchor# 4 pt
AnchorU (integrated into a specific ob0ect, you ha(e a R block of immediate and
present influence)# 54 pt
Powers
An explanation of the prereDuisites is listed below.
1ybernetics, 1yberware, 1yber# =eDuires the 1ybernetic Duality either purchased or gained
through your =acial 3ackage.
%io, %ioengineered, Engineered, %iotech# =eDuires the %ioengineered Duality either
purchased or gained through your =acial 3ackage.
)ano5Tech, )ano, )anites, )ano5Technology# =eDuired the )ano5Augmented Duality either
purchased or gained through your =acial 3ackage.
3owered Armour# =eDuires a suit of 3owered Armour this 3ower will only apply while
wearing that 3owered Armour.
"roid, =obot, Android, and &ynthetic# This Duality is specific to a =obot body should you
lose said body you lose the benefit of this power as well. =eDuires the A. =acial Duality and a
=obot body.
A.# This Duality applies to the A. inside a robot/spaceship/etc and is not lost if the A.Fs
current body is. =eDuires the A. =acial Duality.
$ccelerated Movement
$5pt per le(el
(rere0uisites1 %ioengineered
Jou get H< to your &peed. This is usually a modification to your legs. +or e(ery H49
to your speed, you get a H$ to "odge Tasks.
%ioengineere& beings ha(e can acquire a maximum o' "40 spee& (ia this quality7
$daptive ,ano-3echnology
45pt per le(el Duality
(rere0uisites1 )ano5Tech
This Duality indicates your )ano5Technology is capable of reprogramming itself to
handle additional e(ent without outside inter(ention. This allows you to pick up )ano5Tech
Dualities at any time, up to a (alue of $ per le(el of this Duality. ;hile these abilities are
acti(e, you burn 4 Endurance points per minute.
$0uatic 3reatment
45pt 3ower
(rere0uisites1 %ioengineered, 1yberware, )anotech, 3owered Armor, or =obot
Jou ha(e been modified to function at full capacity while in a liDuid en(ironment. This
includes mo(ing, fighting, and percei(ing in and around the en(ironment. %ioengineered and
)anotech characters undergo alterations that make them similar to organic aDuatic creatures#
gills, webbed limbs, sealed or modified ears, mucus coating, and a second eyelid that
functions like goggles. 1yberware, 3owered Armor, and =obot characters undergo alternate
modifications# the body is sealed or insulated against the en(ironment, air tanks and
rebreathers keep the cyborgs and powered armor wearers breathing, all come with a special
coating that keeps them mo(ing freely in water as well as getting propulsion systems that
keep them on par with their normal mo(ement abilities.
Jou swim at your normal land speed, and can see underwater as if wearing goggles
(lighting and murkiness conditions apply). 1yberware alterations and 3owered Armor
characters with innate scent based powers cannot use them while underwater. %ioengineered,
)anotech, and =obot characters can function indefinitely underwater. 1yberware and
3owered Armor characters come with air tanks that keep them functional for 8 hours of calm
acti(ity, additional time is acDuired as eDuipment (not as a 3ower).
$utonomous (oint De2ense System
>5pt 3ower
(rere0uisites1 1yberware, )anotech, 3owered Armor, or =obot
Jou ha(e sophisticated tracking and response systems designed to deal with incoming
ranged attacks. The response system is autonomous and thoroughly integrated into your
body/chassis.
;hen you are targeted by a ranged attack that you are aware of, you automatically
attempt to 3arry without e(en reDuiring any thought on your part. The 3arry Task is the same
as always# "ex H and ;eapon/Martial Arts, but there is a penalty based on the attacks tra(el
means/propulsion method. Manual thrown weapons like rocks and kni(es get H7, manual or
LslowM pro0ectile weapons like slings and arrows get W$, and ballistic or LfastM weapons like
guns and lasers get W<. Each of these 3arry Tasks functions at your existing MA3, but none of
them gather a MA3 for your other actions.
.t costs < 3ower per minute to use this power.
$vatar
Eariable 3ower
(rere0uisites1 Artificial .ntelligence
Jou ha(e a robot body that you can take control of and operate from.
The basic robot body costs $9 points and gets $9 Attribute points (which can only be
spent on &trength, "exterity, 1onstitution, and 3erception, it has your .ntelligence and
;illpower), all the features of a robot, and has two weak points# the datacore (head) and
powercore/battery. The rest of your body has a "amage 1apacity of 499# plasma,
electricity/ion and large scale energy damage like fire or acid deal x4, slashing or explosi(e
shells deal x$, piercing, blunt, concussion, and energy deals $/$9
th
damage to your "amage
1apacity.
E(ery 4 additional points (or $9 Experience 3oints) spent on this power gi(es you $9
more points to spend on 3owers and Bualities a(ailable to =obots. +or < points, the a(atar
can be its own entity that you can take control of at willXwhile you ha(e control, the a(atarFs
own intelligence operates solely as an obser(er.
+attery (o!er
$5pt/le(el 3ower
(rere0uisites1 1yberware, 3owered Armor, or =obot
Jou ha(e a built in battery that is designed to keep you functional for a limited period of
time without external recharging. "uring earlier technological eras, this is the only power
option a(ailable.
+or e(ery le(el in this 3ower, you gain a 3ower 1apacity of $<. owe(er, this bonus does
not recharge without external power. .t takes 7 3ower and $ minute to recharge $ 3ower to
your battery if using the 3owercore or some other source similarly categori-ed. Jour %attery
has AE 89, "1 $<, and called shots get a 58 to &trike Tasks. .f the %attery is reduced to "1 9,
this 3ower 1apacity is reduced to 9. .f itFs the only source of 3ower, you automatically go
offline.
Cloa'ing Device
Eariable 3ower
(rere0uisites1 1yberware, )anotech, 3owered Armor, or =obot
Jou ha(e an optical cloaking de(ice built into your body. The specific features of this
power (ary by the existing technology le(el. At the early stages, only robots and powered
armor can easily become camouflaged as the technology only applies to the surface of the
sub0ect, forcing cyborgs and nanotech characters to go nude to take ad(antage of this power.
,ater technology can ad(ance the cloaking de(ice to create a short range optical field around
your body, allowing you to wear clothes and still remain camouflaged.
.t costs $ pt for e(ery H$ to &tealth and &ur(eillance Tasks, though the maximum bonus is
H>. ;hile you are standing still or mo(ing extremely slowly, it reDuires a )otice H 3erception
(or "ifficult 3erception) with a penalty eDual to the bonus of this power to simply see you. .t
is also difficult to target you, so attackers get a penalty eDual to half your bonus to their &trike
Tasks (round in the attackerFs fa(or). This power costs < 3ower per minute to keep acti(e.
Com*at Speed
<5pt, $95pt, 495pt, or 7<5pt 3ower
(rere0uisites1 %ioengineered, 1yberware, )anotech, 3owered Armor, or =obot
;ith this power, youF(e been programmed to engage in ultra5efficient combat. Jou can
do more, faster, and with greater efficacy than normal people can hope to do.
This power gi(es you the opportunity to take extra physical actions in a single 1ombat
Turn. These actions do not count for the Multiple Action 3enalty, nor do they count against
the limit of 7 acti(e actions per Turn. They are used first, for any physical acti(e or defensi(e
actions, and you are allowed to perform two actions simultaneously in a single step. Jou get $
extra action for < pts, 4 extra actions for $9 pts, 7 extra actions for 49 pts, and 8 extra actions
for 7< pts.
.t costs $ 3ower per extra action per Turn to use this power. .n the case of %ioengineered
and )anotech characters, this price is paid in Endurance 3oints.
Data 5ac'
45pt 3ower
(rere0uisites1 1yberware or =obot
Jou ha(e a port that connects your brain or datacore directly to computer systems. This
lets you use computers at the speed of thought as well as allowing you access to any (irtual
reality programs, like the Matrix. !n rare occasions, this feature is also made wireless, in
which case you can access anything that allows wireless accessXmore freDuently, a store
bought module can be connected to the port that offers wireless capability..
Jou can plug into 6acked eDuipment, including most computers, ships, and some
weapons. Jou get a H4 bonus to all Tasks/Tests associated with software or direct
manipulation of hardware (ia software (like &ystem !perations (weapons) while on a large
ship). +or wireless systems, you must be within $9 yards of the recei(er, and you can actually
ha(e people hack into your mind or track your location due to your wireless signal.
Energy Shielding
Eariable 3ower
(rere0uisites1 1yberware, 3owered Armor, or =obot
Jou ha(e an integrated ablati(e shield built into your chassis. .t has the uniDue ability to
soak up damaging forces, including kinetic energy and high temperature effects, including
plasma and lasers. owe(er, the generator can only take so much before it shuts down to cool
off and recalibrate.
Ablati(e energy shielding has an Armor Ealue and a "amage 1apacity. .t costs $
character point for e(ery 7 AE or $9 "1, though the maximum number of points spent to
acDuire AE is three times your 1onstitution. Most damage sources apply against the shielding
before your armor and personXincluding bullets, explosions, and lasersXbut certain attacks
may be able to bypass the shielding or be particularly ineffecti(e. ;hen your "amage
1apacity is exhausted, the shield collapses. The "1 is regenerated at a rate of $ per minute
while online, or < per minute while offlineI you can pay double the 3ower maintenance cost
to regenerate "1 while online.
"eflecti(e energy shielding reduces the energy of an incoming attack by reducing damage
die si-e and "amage Multiplier. .t costs 4 character points per le(el. Each le(el in this Duality
reduces the die si-e of the incoming attack by one step (down to d>), each le(el beyond that
reduces the "amage Multiplier by one step. ,ike the basic energy shielding, certain attacks
may be able to bypass the shielding or be particularly ineffecti(e.
3assi(e energy shielding has an Armor Ealue and consumes power to duplicate "amage
1apacity. .t costs $ point for e(ery 7 Armor Ealue. .t costs $ point to absorb damage at the
rate of $ 3ower for 7 damageI 7 points to absorb at the rate of $ 3ower for < damageI and <
points to absorb at the rate of $ 3ower for ? damage. There is no way to bypass this armor
until the 3ower is exhausted.
.t takes $9 3ower to acti(ate the shielding, and 4 3ower per minute thereafter. 3assi(e
energy shielding consumes 4 3ower for e(ery hour, and if depleted, consumes 4 3ower to
reacti(ate.
Flight System
<5pt 3ower
(rere0uisites1 1yberware, 3owered Armor, or =obot
Jou ha(e an ad(anced flight system integrated into your body, and this is usually a 0et or
rocket pack. The specifics of this flight system (ary depending on the technology le(el of the
setting in which it is acDuired. owe(er, they are usually fueled by their own system, or ha(e
use an existing power source. ,ater technologies might e(en ha(e some form of gra(itic
induction.
;hile this flight system is acti(e, you can fly at a speed eDual to your 1onstitution x 49
mph. owe(er, it costs < 3ower per minute of flight, making this impractical for long
distance flying.
Ghost in the Shell
<5pt 3ower
(rere0uisites1 1yberware, 1onstitution 8
Jou ha(e undergone such extensi(e cybernetic modification that the only organic parts
remaining in your body is your ner(ous system. .n effect, you ha(e become a wetwired robot.
Jou gain all the features of being a robot, except that you retain your emotions and
instead of losing all Essence, it is reduced by the sum of your &trength, "exterity,
1onstitution, and 3erception (only .ntelligence and ;illpower count for your Essence 3ool).
.n addition to that, your body is largely independent# only your brain, spine, and powercore
are weak spots. The rest of your body has a "amage 1apacity of 499# plasma, electricity/ion
and large scale energy damage like fire or acid deal x4, slashing or explosi(e shells deal x$,
piercing, blunt, concussion, and energy deals $/$9
th
damage to your "amage 1apacity. .f you
go offline for more than 7 minutes you die as your brain suffocates.
Improved (o!ercore
$5pt/le(el 3ower
(rere0uisites1 .nternal 3owercore and 1yberware, 3owered Armor, or =obot
Jou ha(e additional power generation and capacity specifications for your 3owercore.
Jour rechargeable 3ower 1apacity, as granted by your 3owercore, is increase by <.
Immunity %type&
85pt 3ower
(rere0uisites1 %ioengineered or )anotech
Jou are immune to the effects of certain ad(erse conditions. .n the rare occasion that you
are somehow not immune to a certain specific sample, one instance of nonfatal exposure
renders you permanently immune.
#oison- Jou are immune to practically all poisons, including corrosi(e toxins. +or those
rare poisons that you are not immune to, you still get H8 to resist them, and if you sur(i(e,
you are henceforth immune.
3isease- Jou are immune to practically all diseases. +or those rare diseases that you are
not already immune to, you still get H8 to resist them, and if you sur(i(e, you are henceforth
immune. This also applies against parasitic organisms but does not work against radiation
sickness.
Integrated $rmor
Eariable 3ower
(rere0uisites1 %ioengineered, 1yberware, )anotech, or =obot
Jou ha(e armor built into your body or chassis. This can be sub5dermal plating or
anything else you can think of.
This power is priced at $ pt for 7 a(erage AE. Jou are free to assign yourself whate(er
dice (alues you please, but the a(erage AE should match what was purchased. Jou can only
spend a number of points in this Duality eDual to the sum of your &trength and 1onstitution.
%ioengineered armor is treated as archaic armor (all technology beyond normal swords gets
A3 H$), nanotech is treated as ballistic armor (all technology beyond chemical ballistics gets
A3 H$), cyberware and robot armor is treated as if it matched the times (no A3 modifiers).
Integrated "eapons
Eariable 3ower
(rere0uisites1 %ioengineered, 1yberware, 3owered Armor, or =obot
Jou ha(e built5in weapons as part of your body.
Jou canFt be disarmed of these weapons. Melee weapons are automatically assumed to be
&lashing/&tabbing weapons. The point (aluations are presented below. )ote that in all cases,
the a(ailable integrated ranged weapon depends on the tech le(el of the pro(ider. Early
integrated weapons might amount to one shot -ip guns whereas later weapons might be
shoulder mounted plasma pistols. %ioengineered characters cannot ha(e ranged weapons.
Melee "eapons %automatically
Slashing#Sta**ing&
)anged "eapons %modular depending on
tech level&
Si-e %value& Cost Damage Si-e %value& Cost E.ample
&mall ($) 9 $d8x&tr &mall ($) $ *ip5gun/derringer
Medium (4) $ $d>x&tr Medium (4) 7 'p to desert eagle
,arge (7) 4 $d@x&tr ,arge (7) < 'p to assault rifle
uge (8) 7 $d$9x&tr uge (8) ? 'p to rocket launcher
Modifications to base integrated weaponI 1ost
=etractable/allows limb usage (for arm mounted guns or armblades, or e(en shoulder
mounted weapons)I H$
%lunt damageI 5$ (minimum 9)
Melee weapon with ranged capacity (bioengineered characters can take this feature)I H$ x
&i-e
Melee weapon with A3 ($Hx)I H$#$
Melee weapon with bonus damage (die roll or multiplier)I H$#$
&elf5recharging ranged weapon (energy weapons only)I H4
3ower con(ersion weapon (energy weapons onlyI con(erts $ 3ower into x shots)I H$#7I H7#<I
H<#?
Internal (o!ercore
45pt 3ower
(rere0uisites1 1yberware, 3owered Armor, or =obot
Jou ha(e a stable and self5charging powercore. This de(ice pro(ides you with consistent
power, usually in the form of two powerful cells in a large containment chamber in your
chest.
Jou ha(e a 3ower 1apacity of <. Jou reco(er 3ower at a rate of 1onstitution per 4 hours
while acti(e, or double that while dormant or offline. Jour 3owercore has AE 89, "1 $<, and
called shots get a W8 to the &trike Task. .f your 3owercore is reduced to "1 9, your 3ower
1apacity is reduced to 9 and you automatically go offline. .f you ha(e %attery 3ower, you can
come back online immediately after, if not, then some outside force has to pro(ide you with
power again.
Hardened Chassis#Cortosis 3reatment
45pt, <5pt, $95pt 3ower
(rere0uisites1 1yberware and .ntegrated Armor, or 3owered Armor, or =obot
Jou ha(e been treated to be resistant to most forms of energy, namely temperature
extremes and corrosi(es. owe(er, this treatment offers no protection against electrical or ion
attacks.
The 4 point (ersion reduces incoming energy (fire, cold, laser, energy, plasma, etc.)
damage by half. The < point (ersion reduces it to $/<
th
, and the $9 point (ersion reduces it to
$/$9
th
.
Iron Grip
45pt 3ower
(rere0uisites1 1yberware, 3owered Armor, or =obot
Jour hand and arm structure is reinforced and incredibly powerful.
Jour grip functions as if you had &trength $9 (or H4 if you already ha(e &trength $9 or
greater). Jour hand and arm do not ha(e any autonomous (ibration.
Leaping
75pt/le(el 3ower
(rere0uisites1 %ioengineered, 1yberware, )anotech, 3owered Armor, or =obot
Jou ha(e the ability to easily 0ump distances far greater than normal for your body.
)ormally, people canFt 0ump much higher than a few feet or further than a few yardsI with
this 3ower, you can 0ump a great deal farther.
%ioengineered and )anotech only allows two le(els in this 3owerI 1yberware, 3owered
Armor, and =obot allows 7 le(els. Each le(el doubles the pre(ious 0umping measures. The
first le(el doubles the normal 0umping measures, i.e. (ertical 0umps can safely reach &trength
x49 inches and broad 0umps safely reach &trength x4 yards. The second le(el Duadruples the
normal 0umping measures. And the third le(el allows you to 0ump @ times your normal
distances.
Mental Supplement Systems
Eariable 3ower
(rere0uisites1 1yberware, )anotech, or =obot
Jou ha(e special supplemental systems integrated into your datacore and processing
centers that allow you to use higher le(els of power for highly impro(ed processing power.
These in(ol(e more software than hardware.
Aogic Bpgra&e- The systems integrated into your brain/datacore are designed to facilitate
logical processes by a huge degree, including collation and memory usage. This upgrade
costs 4 points for e(ery H$ to .ntelligence.
ensory Bpgra&e- The systems integrated into your brain/datacore and sensory systems
take on more acute sensiti(ity and are matched with complex recognition and comparison
programs. This upgrade costs 4 points for e(ery H$ 3erception.
agacity Bpgra&e- The systems integrated into your brain/datacore are carefully designed
to maintain and supplement clear focus and control in otherwise stressful situations. This
upgrade costs 4 points for e(ery H$ ;illpower.
This power is categori-ed and (aluated depending on the upgrades. .t costs < 3ower to
acti(ate one supplemental system, and 4 more 3ower for e(ery additional system also
acti(ated, and that is enough power for $ minute of nonstop functionality. .n the case of
)anotech, this consumes Endurance instead of 3ower and is characteri-ed by fatigue and
headaches.
,anite 6rganism
$95pt 3ower
(rere0uisites1 )anotech, =egeneration 7
The colony of nanites in your body has exceeded the organic cell presence. Jou are no
longer human, you are not a robot, or a cyborg. Jou are a nanite organism.
Jou are immune to "amage Type Multipliers based on weapon type or location. Jour
body has a "amage 1apacity of 799# plasma, electricity/ion and large scale energy damage
like fire or acid deal x4, slashing or explosi(e shells deal x$, piercing, blunt, concussion, and
energy deals $/$9
th
damage to your "amage 1apacity. &hould you be reduced to 9 "1, you
ha(e lost so much cohesion and resources that you cannot reco(er. At $99 "1 or less, you
ha(e lost so much structure that you cannot function as if conscious. This power also offers
the ability to acDuire whole new powers that cannot be acDuired by any other augmentation.
6ptical Systems
Eariable 3ower
(rere0uisites1 (aries
Jou ha(e built in optical systems that go abo(e and beyond what is normally a(ailable to
you. .n many cases, these systems are normally a(ailable on the market, these particular
systems go abo(e and beyond market (ersions and often pro(ide additional benefits.
tarlight Cision (1 pt)- Jou can see perfectly well in (ery low5light conditions, and your
eyes ad0ust immediately to being plunged into such conditions. owe(er, being suddenly
exposed to (ery bright light can blind you for $d8x4 Turns, a &imple 1onstitution Test a(oids
blindness, but you still suffer from colored spots and disorientation for the duration you
would ha(e been blinded (5$ to all actions). (rere0uisites1 )one.
3ar)(ision (2 pt)- This is 0ust like starlight (ision, except you ad0ust immediately to
sudden changes in light, going from dark to bright or (ice (ersa without ill effect. owe(er,
this does not protect you from weapons like flashbangs. (rere0uisites1 1yberware,
)anotech, 3owered Armor, or =obot
4n'ra(ision (3 pt)- Jou (isually detect heat signatures. The filters of your system offer a
great deal of nighttime and darkness functionality, but the nature of this system make you
(ulnerable to blinding from sudden high5temperature exposure. .n normal conditions, you can
see out to your 3erception le(el x $9 yards. The precise details of this (ision can range from a
gray or red scale, occasionally with regular colors superimposed on the image, to a rainbow
scale with red5black being cold and blue5white being hot. This optic system is often (ery
effecti(e against cloaking de(ices. (rere0uisites1 1yberware, )anotech, 3owered Armor, or
=obot.
D-ray Cision (3-pt)- Jou see in the high end electromagnetic spectrum out to your
3erception le(el x $9 yards. This in(ol(es an additional C5ray source, and all images are
rendered in grayscale indicating density. Jou can see through 7 ft of any material that is not
as dense or denser than lead. This optic system is rarely able to detect cloaking systems.
Eiewing organics often appears like seeing a skeleton in armor. (rere0uisites1 1yberware,
3owered Armor, or =obot.
?9 :ptics (3-pt)- Jou ha(e a uniDue sensory system that actually detects electromagnetic
fields out to your 3erception le(el x $9 yards. .t is similar to C5=ay (ision, except the focus is
electrical acti(ity like that found in computers and e(en mo(ing organic creatures (it rarely
applies to plants). Eiewing organics is like looking at a ner(ous system with a faint display of
muscle tissue as it is stimulated. (rere0uisites1 1yberware, )anotech, 3owered Armor, or
=obot.
(hysical Supplement Systems
Eariable 3ower
(rere0uisites1 1yberware, )anotech, 3owered Armor, or =obot
Jou ha(e special supplemental systems integrated into your body that pro(ide increased
faculties for practically all physical function, howe(er, they usually stay offline and the
3ower consumption rate of ha(ing these supplemental systems acti(e is extremely high.
#recision Bpgra&e- The systems integrated into your body supplement reaction time,
precision, and Lhand5eyeM coordination. This upgrade costs 4 pts for e(ery H$ to "exterity.
This upgrade applies to the &peed secondary attribute.
#o*er Bpgra&e- The systems integrated into your body supplement physical power,
allowing you to lift incredible amounts or apply force far greater than normal. This upgrade
costs $ pt for e(ery H$ to &trength. This upgrade applies to the ,ife and Endurance 3oints
secondary attributes.
8oughness Bpgra&e- The systems integrated into your body are almost entirely redundant,
they ser(e to duplicate all other functions and preser(e continued online functionality. This
upgrade costs 4 pts for e(ery H$ to 1onstitution. This upgrade applies to the ,ife and
Endurance 3oints secondary attributes.
pee& Bpgra&e- The systems integrated into your body are designed for the express
purpose of facilitating your mo(ement rates. This upgrade costs $ pt for e(ery H< mph to
&peed. +or e(ery H49 mph gained from this upgrade, you also gain a H$ to "odge "efense
Tasks.
This power is categori-ed and (aluated depending on the upgrades. .t costs < 3ower to
acti(ate one supplemental system, and 4 more 3ower for e(ery additional system also
acti(ated, and that is enough power for $ minute of nonstop functionality. .n the case of
)anotech, this consumes Endurance instead of 3ower and is characteri-ed by fatigue and
extreme hunger.
)anged +ioengineered "eapons
Eariable 3ower
(rere0uisites1 %ioengineered
Jou ha(e built5in weapons as part of your body.
>ou canEt be &isarme& o' these *eapons7 9elee *eapons are automatically assume&
to be lashing2tabbing *eapons7 8he point (aluations are presente& belo*7
)anged "eapons %modular depending on tech level&
Si-e %value& Cost E.ample
&mall ($) $ &mall spine (d8x1on, uses base ranges, 1on uses per hour)
Medium (4) 7 Medium spine (d>x1on, uses base ranges, 1on uses per hour)
,arge (7) < ,arge spine (d@x1on, uses base ranges, 1on uses per hour)
uge (8) ? uge spine (d$9x1on, uses base ranges, 1on uses per hour)
%ase 1anges
#oint %lan)- trength-2
hort- trength
9e&ium- trength x 2
Aong- trength x 3
?xtreme- trength x !
9o&i'ications to base integrate& *eapon6 Cost
trength "2 'or &etermining range6 1
1ange& *eapon *ith bonus &amage (&ie roll or multiplier)6 "1-1(max o' "3 to each)
1eplace Constitution *ith trength 'or &amage purposes (1equires it to be a pro0ectile o'
some sort)6 0
Bse laser pistol ranges (1equires Aaser type)6 2
1etractable2allo*s limb usage ('or arm mounte& guns, or e(en shoul&er mounte& *eapons)6
"1
%lunt &amage6 -1 (minimum 0)
/ci& 3amage6 "2
Aaser25ire 3amage6 "2
/# (1"x)6 "1-1 (max /#3)
9il& %ioengineere& #aralytic (requires imple Con tests e(ery minute, on a 'ailure you are
incapacitate& 'or 1&4 minutes, each test is at a cumulati(e -1 penalty, this poison can be
cure& *ith any *ell equippe& me&ical )it an& a 4ntelligence " 9e&icine roll)6 "2 per use per
hour
9il& %ioengineere& Cenom (requires imple Con tests e(ery hour, on a 'ailure you &ie each
test is at a cumulati(e -1 penalty, this poison can be cure& *ith any *ell equippe& me&ical )it
an& a 4ntelligence " 9e&icine roll)6 "2 per use per hour
9a0or %ioengineere& Cenom (requires imple Con tests e(ery minute, on a 'ailure you &ie
each test is at a cumulati(e -1 penalty, this poison can be cure& *ith any *ell equippe&
me&ical )it an& a 4ntelligence " 9e&icine roll)6 "4 per use per hour
4n'inite Bses6 "2
)anged "eapon De2ense System
45pt/le(el 3ower
(rere0uisites1 1yberware, )anotech, 3owered Armor, or =obot
Jou ha(e fairly sophisticated tracking and response systems designed to defend your
person against incoming ranged attacks. The response system is usually meant as a
supplement for the Autonomous 3oint "efense &ystem, and makes it easier to a(oid or parry
incoming ranged attacks.
+or e(ery le(el in this power, you get H7 to "efense Tasks against ranged attacks. Jou
can only get < le(els in this power.
)edundant Systems
$5pt/le(el 3ower
(rere0uisites1 %ioengineered, 1yberware, )anotech, or =obot
.n order to safeguard your continued function, you ha(e additional systems inserted that
duplicate the existing systems as well as support other systems. The point of the redundancies
is to keep you functional e(en as you lose otherwise (ital parts. .n the case of nanites and
bioengineered characters, this not only offers duplicate organs, it also offers more efficient
bodily function.
%ioengineered can take 7 le(els in this power, )anotech and 1yberware can take <, and
=obots can take $9. +or e(ery le(el in this power, you get H$9 ,3 and H< E3.
)egeneration
$5pt, 45pt, or <5pt 3ower
(rere0uisites1 %ioengineered or )anotech
Jou ha(e the remarkable ability to repair damage to your body at an incredible rate well
beyond what is normally organically possible.
The $5pt (ersion, which all )anotech characters get automatically, allows you to
regenerate ,3 at a rate of your 1onstitution le(el per hour. The 45pt (ersion allows you to
regenerate $ ,3 per 1onstitution le(el per minute, and impro(es your "eath Threshold to 579,
instead of 5$9. The < pt (ersion, which is only a(ailable to )anotech characters, allows you to
regenerate $ ,3 per 1onstitution le(el per Turn (< seconds) and impro(es your "eath
Threshold to 5$99. )ote that characters undergoing extensi(e regeneration often also become
o(erwhelmed with hunger as their internal stores are Duickly depleted. Also, nanotech
regeneration may continue to rebuild the body to return to mint condition, e(en though it has
already died.
)epair Su*routines
$5pt, 75pt, or >5pt
(rere0uisites1 =obot
=obots normally do not heal damage they must be repaired. Jou ha(e uniDue repair
routines that will put you back together if you take nonfatal damage.
+or $ pt, you reco(er $ ,3 per 1onstitution le(el per day. +or 7 pt, you reco(er 4 ,3 per
1onstitution per day. +or > pt, you reco(er $ ,3 per 1onstitution le(el per hour.
Synthetic /ualities#Dra!*ac's
Eariable 3ower/Eulnerability
Jou ha(e synthetic (ersions of normal Bualities or "rawbacks. +or instance, ner(es and
synapses can be heightened or supplemented to duplicate +ast =eaction Time, or special
contingencies can be programmed to enforce !bligations. 1yborgs and =obots generally
automatically fail any chances to resist their "rawbacks. 3owered Armor is meant to augment
the wearer and shouldnFt include drawbacks of any sort except perhaps as failsafes for the
designers.
Each Duality or drawback is (alued the same as per normal acDuisition. )ote that
practically any drawback is (iable because it can be programmed into a cyborgFs or robotFs
datacore. 3owered armor is less likely to support most mental drawbacks unless it has remote
access or has its own A..
3arget Lin' a'a $uto-3arget $ssist
75pt 3ower
(rere0uisites1 3owered Armor and .ntegrated ;eapons != 1yberware and "ata 6ack !=
"roid and "ata 6ack
Jour weapon, whether 0acked in for cyborgs and droids or built in for powered armor, has
built in rangefinders and processors that supplement your firing capability. This allows you to
achie(e greater range and accuracy with your weapons.
=educe the &trike Task penalties by one stage at e(ery range category. Jou get H$ to
attack with the weapons. Jou also get H7 to Aiming tasks.
7niversal "eapons So2t!are
@5pt 3ower
(rere0uisites1 %ioengineering, 1yberware, )anotech, 3owered Armor, or =obot
Jou ha(e weapons training software implanted directly into your mind, or simply
function through synthetic muscle memory in the case of 3owered Armor. E(en those that
ha(e bioengineering stand to ha(e the distinct possibility of ha(ing ad(anced memory
implantation of weapons training.
Jou automatically ha(e 7 ranks in each and e(ery weapon that your programmers could
imagine. +or most humans, this in(ol(es e(ery hand weapon, gun, artillery, demolitions, ship
based weapons, and e(en e(ery martial arts style that could be analy-ed and included. .f you
get this power after you already ha(e specific combat training, the skill is either upgraded to
le(el 7, or you get H$ to the skill.
8oca*ulator
<5pt 3ower
(rer0uisites1 1yberware, 3owered Armor, or =obot
Jou ha(e a colossal database of languages, in fact, you ha(e e(ery language that your
programmers could possibly find stored in your datacore. Jou can speak, write, and e(en
understand social idioms of e(ery language youF(e encountered, as well as the ability to
further expand your knowledge through exposure to new languages.
Jou are considered to ha(e < le(els in e(ery language known to your programmersI this
often includes a full suite of computer languages and other 0argon. Jou can add a pre(iously
unknown language to your datacore after 8@ hrs of translatable exposure and a &imple
.ntelligence Test.
8ulcan 3reatment
45pt, <5pt, or $95pt 3ower
(rere0uisites1 1yberware, )anotech, 3owered Armor, or =obot
Jou ha(e specially treated internal workings and redundant systems that make you
unusually resistant to electrical and ion attacks.
The two point (ersion reduces incoming electricity or ion damage by half. The < point
(ersion reduces it to $/<
th
, and the $9 point (ersion reduces it to $/$9
th
.
"all-Cra!ler
85pt 3ower
(rere0uisites1 %ioengineered, 1yberware, )anotech, 3owered Armor, or =obot
Jou are able to climb practically any surface while mo(ing and functioning as if on a
normal hori-ontal surface.
%ioengineered and )anotech characters can climb on any surface except for a surface that
doesnFt ha(e hand5 or footholds and is coated in a lubricant of some sort (oil or mucus, but
not water). 1yberware, 3owered Armor, or =obot characters can climb on anything that they
can dig their claws into, which is usually no tougher than granite, or any surface with hand5
or footholds. ;hile climbing, you function entirely normally, including being able to dodge
and make attacks.
6n*oard $utonomous Intelligence
<5pt, $95pt or $<5pt
(rere0uisites1 1yberware, 3owered Armour
Jou ha(e an onboard simple A. that allows you to multitask purely mental actions or
mildly physical actions. This allows you to perform additional actions beyond your
immediate physical capacities like hack a computer (ia data 0ack/implant, operate remote
de(ices, or fire integrated/supplemental weapons (like shoulder mounted guns or point
defence systems).
8he onboar& /4 has /ttributes equal to 2 ('or the ! pt), 3 ('or the 10 pt) or 4 ('or the
1! pt) (ersion o' this po*er an& has 10, 1! or 20 s)ill points to &istribute among the s)ills it
can use, the le(el o' these s)ills is maxe& at 2 ('or the ! pt), 3 'or the (10 pt) an& 4 ('or the 1!
pt)7
3raw.acs
"rawbacks can only be used to remo(e R the cost of your powered upgrades of the
appropriate type.
Drug Dependency
Earies
(rere0uisites1 %ioengineered
Jou reDuire a medicine of some sort the (alue of this drawback is dependant of the
conseDuences of not taking the drug and how rare/obscure it is. +or the inability to heal,
regenerate and regain endurance points without the medication it gi(es one point, for a coma
lasting $ week or so an then death two points, for death if you donFt get a dose of the drug
e(ery day four points. +or common drugs, add no additional points, for uncommon but still
a(ailable ones add one point, for rare drugs add two points. These are all based on needing a
daily dose of the drug, for drugs you need doses of less often the point total is less, 5$ for
needing one dose e(ery 4 days, 58 for one e(ery week. +or those you need it more often H$
for 4 doses a day, and H4 for four doses a day.
Command "ords
Earies
(rere0uisites1 %ioengineered, "roid, 1ybernetic, )ano5Tech
These command words can be either spoken or in some cases transmitted directly to
the de(ice using some sort of transmitter. These command words could ha(e (irtually any
effect the cost is totally dependent on the effect. +or command words that merely disable
your upgrades it is 4 points, for those that knock you unconscious in &imple 1onstitution roll
rounds 7 points, for instant knock out < points, for instant death $9 points. !ther effects are
possible.
Hac'ing
Earies
(rere0uisites1 "roid, 1ybernetic, )ano5Tech
Jour components are particularly (ulnerable to hackingI this is a $5point per
component it applies to Duality if it reDuires a "ata 6ack connection, 45point per component if
the components can be hacked/controlled (ia an .mplant.
(o!er 7sage
Earies
(rere0uisites1 "roid, 1ybernetic
A gi(en component reDuires power in order to operation gi(es $ point if it uses an
additional $ power per hour it is in use. 4 points for $ power per minute the de(ice is in use. <
points for $ power per turn the de(ice is in use. This only works for de(ices/powers that are
normally usable constantly.
Robot Construction Rules
Artificial .ntelligence
They do not ha(e a body, nor will they e(er encounter any other foe that might possibly
ha(e a body. &o, in effect, they ha(e 54 &, 54 ", 54 1. &ince all A.s start with the attribute
points, it would make sense to reduce the attribute point allotment, by >. %ut, thatFs a little
harsh. &o, the reduction should be 5<.
The A. is a computer entity, and reDuires a computer system from which to operate. This
computer system would be the central location of the A., and if it loses power, the A. ceases
to be until it regains power. The area that it can normally affect is restricted to the intranet of
the site that contains its core system. This area is probably something like a business park.
%eyond that, it is entirely capable of operating remote drones, though it must concentrate.
owe(er, because itFs a computer, it should be able to process a lot more simultaneously than
a normal person. They should ha(e an anchor, a core location to which it is entirely bound.
owe(er, it should be reali-ed that, although it cannot actually lea(e that location, it does
ha(e freedom on par with a housebound person with complete internet and communications
freedom. This makes the drawback of ha(ing an anchor not Duite as se(ere as it could be. .t
probably e(en has a (isual a(atar of its own choosing or creation to represent itself as it
explores the internet. This e(en allows the A. the ability to hack other locations, but only
from its anchor. This will probably pre(ent it from getting into certain secure intranets that
must be accessed by hacking a hard line. 2ranted, most A.s would ha(e enough knowledge to
create proxy ser(ers and other sorts of location baffling tricks to a(oid immediate detection,
or learn to do so fairly Duickly. This also assumes that the A. in Duestion has internet access.
The standard A. is not programmed to ha(e emotions of any sort, and, despite the neural
network functionality of the A., it doesnFt come with any innate sense of fear. &o, it would be
Emotionless and ha(e )er(es of &teelI though not e(en supernatural horror would be enough
to in(oke any sort of actual fear. They should, howe(er, be able to be artistically creati(e, so .
donFt need to integrate the Talentless drawback, though it might be said that they cannot
include the same LsoulM that a true artist can. .n fact, they probably couldnFt take the Artistic
Talent Duality.
&ince they ha(e no body, they also donFt ha(e ,3, E3, or &peed, and since they are
artificial sentiences, they also donFt get Essence. )or can they acDuire or learn special powers
like psionics or cybernetic upgrades. They can only affect the outside world with remotes or
(ia internet. !f course, they might acDuire an A(atar, in which case they are able to mo(e
about and lea(e their anchor, but are entirely trapped in the body of the A(atar. !r, more
accurately, they cannot go anywhere that their datacore cannot go. And, if the datacore is left
freely exposed, itFs also possible for a talented programmer to tinker with it.
Artifical .ntelligence
2et 5< Attribute points# 5<
1annot purchase physical attributes and has no physical body (&tr, "ex, 1on, ,3, E3,
&pd)# 5$
1an increase mental attributes with 3owered points as if using "rawback points# $
"ata 6ack (considered 0acked while in the anchor)# 4
=estricted 3owers (restricted to A. specific Artificial 3owers)# 5$
"atacore (single neural network processor core is the true location of the A., and itFll li(e
unless thatFs destroyed)# 8
Must take one of two powers# Anchor, A(atar, or &hip (these are all exclusi(e)# 57, 8, 7
Anchor
Eariable Eulnerability
3rereDuisites# Artificial .ntelligence
Jou exist in a locali-ed area from which you cannot lea(e. At least, not until you get an
a(atar or installed as the operating sentience inside of a ship.
The base (alue of this Eulnerability is $ points. This assumes that your direct presence
does not extend past your anchored area. .f you are limited to a single computer or operating
room, this is worth an additional < points. ,arger areas are worth fewer points. E(en your
drones are strictly controlled in this area.
A(atar
Eariable 3ower
3rereDuisites# Artificial .ntelligence
Jou ha(e a robot body that you inhabit and control.
+or 8 points, you ha(e a robot body with the following features# all features of the =obot
Duality, $9 Attribute points (only used to buy &tr, "ex, 1on, and 3erception), and two weak
points# batteries and datacore (5>). E(ery additional character point spent for this Duality
eDuates to < more points to purchase 3owers and Bualities for the robot body. +or e(ery C3
spent on this Duality, you get 4 character points to purchase 3owers and Bualities.
&hip
Eariable 3ower
3rereDuisites# Artificial .ntelligence
Jour anchor is a ship, and you ha(e a great deal of control o(er it. Jou often ha(e an
organic captain to help keep a human side to your decisions.
+or e(ery point you spend on this power, you get < &hip points (or, howe(er many the
standard unit). Jou can take some drawbacks that can get you a better deal on some ship
points without actually gathering other drawbacks.
Psionics
As per ;itchcraft core book howe(er with two changes first an additional rule is in place# All
psychic powers are concentration based and therefore suffer a cumulati(e W$ for each
currently acti(e psychic power as well as other penalties should the character is somehow
incapable of fully concentrating. &hould a psychic power roll fail all currently acti(e psychic
powers must be re5rolled at the current penalty, any that fail are no longer acti(e. &econd, no
race can pick up Essence 1hannelling. 3sionic Buality 1osts 4 points, no need to buy the full
gifted (ersion. Additional 3sionic powers exist and are listed below.
)indcurrent
This power (also known as electrokinesis) con(erts the inner strength of the sub0ect into
electrical energy. The psychic character may then attempt to power an electrical de(ice, fry
sensiti(e electronics, fire off a bolt of lightning, or create a protecti(e sheath of electrical
energy around his body. 1ontrolling such an unpredictable force as raw electricity is always
dangerous, and the electrokinetic character must beware of failed Task rolls, lest they cause
an unwanted effect or e(en backlash against himY
7sing Mindcurrent
Mindcurrent Tasks use ;illpower and the Mindcurrent Art. .f the Task is successful, the
psychic can choose whether to charge/empower, magnetise/disrupt or -ap (with a lightning
bolt) a target within line of sight. .f the Task fails, the character must make a simple
;illpower Test, subtracting the amount by which the Task failed (i.e. A minus the modified
Task roll). .f the Test succeeds, the desired effect simply does not manifestI if it fails, roll a
"> to see which effect actually occurs ($54 V charge/empower, 758 V magnetise/disrupt, <5> V
-ap). .f the result is the same as that intended by the &eer, then the nearest alternati(e target
(which might be himself) is the recipient of the effect instead.
Mindcurrent Strength 3a*le
&trength Abilities
$ "amage# $ point
1harge period# $ minute
Arc/bolt range# ;illpower H Mindcurrent &trength in yards (metres)
"odge modifier# H4
Empower# Able to power a battery dri(en de(ice.
Magnetise# ,ight metal ob0ects will stick to or are repelled by the target for
the charge period.
"isrupt# ;ipe/scramble the data on a floppy diskette
4 "amage# "8 (4)
1harge period# $ minute per success le(el
Arc/bolt range# (;illpower H Mindcurrent &trength) x 4 in yards (metres)
"odge modifier# H$
"isrupt# ;ipe/scramble the data on a computer hard disk or flash card.
7 Empower# Able to power normal household de(ices.
Magnetise# .f set to repel metal, the target gains an Armour Ealue of $ per
Mindcurrent &trength against bullets and metallic weapons. .f set to attract
metal, such weapons inflict an additional point of damage (before the
multiplier) to the target.
8 "amage# "> (7)
1harge period# 4 minutes per success le(el
Arc/bolt range# (;illpower H Mindcurrent &trength) x < in yards (metres)
"odge modifier# 9
"isrupt# ;ipe/scramble =ead5!nly Memory (=!M W but not 1"Fs or
"E"Fs which are optical in nature) and damage sensiti(e electrical
components (circuit boards, computer 13'Fs, etc.)
< "amage# "8 (4) per Mindcurrent &trength le(el
1harge period# 7 minutes per success le(el
Arc/bolt range# (;illpower H Mindcurrent &trength) x $9 in yards (metres)
Magnetise# .f set to repel metal, the target gains an Armour Ealue of 4 per
Mindcurrent &trength against bullets and metallic weapons. .f set to attract
metal, such weapons inflict an additional 4 points of damage (before the
multiplier) to the target.
"isrupt# 1ause most household de(ices to temporarily cease working for
the charge period. "estroy weakly5shielded computer systems.
> 1harge period# < minutes per success le(el
Empower# Able to power industrial strength de(ices
"isrupt# 1reate an Electromagnetic 3ulse (EM3), with a radius of $ yard
(metre) per le(el of Mindcurrent &trength, which will cause all electrical
de(ices hit by it to cease functioning for the charge period. ,ighter
electrical de(ices and all computer systems will be permanently destroyed
or damaged by this.
? "amage# "@ (8) per Mindcurrent &trength
"odge modifier# 5$
@ 1harge period# $9 minutes per success le(el
Magnetise# .f set to repel metal, the target gains an Armour Ealue of 7 per
Mindcurrent &trength against bullets and metallic weapons. .f set to attract
metal, such weapons inflict an additional 7 points of damage (before the
multiplier) to the target.
A Empower# Able to power any electrical de(ice
"isrupt# 1ause any electrical de(ice to temporarily cease functioning for
the charge period. All non5 military grade electrical de(ices will be
permanently disabled by this effect.
$9H ,ightning storm engulfs area of radius $ yard per ;illpower le(el. All
creatures and ob0ects within that area take damage. "odging is not an
option.
.f an ob0ect or person is charged with electricity, then anyone touching the target, either
directly or with an electrical conductor, during the charge period, will take the listed amount
of electrical damage, which drains the charge from the ob0ect/person. An attempt to charge an
electrical de(ice will cause the electricity to flow into the de(iceFs operation instead, possibly
powering it in the absence of any other power source, for the listed charge period.
.f an ob0ect/person is magnetised as the result of a successful Mindcurrent Task, then the
psychic character can determine whether the magnetism causes attraction or repulsion of
metal. .f the effect occurs as a result of a Mindcurrent Task failure, then the 1hronicler should
roll randomly or toss a coin to see whether attraction or repulsion results. An attempt to
magnetise an electrical de(ice will cause the magnetic energy to drain into the de(iceFs
circuitry, (ery probably causing temporary disruption or permanent damage.
Arcs of electrical energy or lightning bolts inflict the listed damage if they succeed in hitting
the target using a Mindcurrent Art H "exterity Task, which can be dodged. Armour protects
against these attacks with only half (alue, or not at all in the case of metal armour.
7sing Mindcurrent De2ensively
The seer can surround himself with a sheath of electrical energy that repels bullets, shocks
anyone trying to touch the psychic, and deflects other energy attacks. ;hile this ability is
acti(ated, no other uses of Mindcurrent are possible. This Lelectro5sheathM reduces the
"amage Multiplier from any energy attack by $ (if reduced to 9, no damage is inflicted) for
e(ery le(el of Mindcurrent &trength. .t also has an Armour Ealue the same as what using
Mindcurrent to Magnetise would pro(ide the seer. +inally anybody coming within $ yard
(metre) of the character will suffer the arc damage of the psychic in electrical damage (up to a
max of "> (7) times the Mindcurrent &trength le(el). Mindcurrent does not protect against
Essence5based attacks.
)indhac
1omputer hacking is a skill in its own right. Mindhack enhances the skill of the hacker both
by pro(iding intuiti(e shortcuts (e.g. guessing the correct password from 4<,999 possible
combinations) and by forming a bridge to systems that are physically impossible to reach by
con(entional means. Mindhackers may often not e(en be consciously aware of their gift but
will nonetheless ha(e the reputation among their peers as LeliteM and as ha(ing a natural
talent for hacking.
7sing Mindhac'
A Mindhacker adds his Mindhack Art le(el to his 1omputer acking skill when attempting
any feat of computer hacking, pro(ided the system targeted is within the range dictated by his
Mindhack &trength le(el. 1omputer hacking tasks can be unresisted, passi(ely resisted or
acti(ely resisted.
'nresisted is where the system targeted is Lout of the boxM, with standard configurations and
such protections as are routinely supplied with it. ackers take such measures in their stride
since their specifications are so widely known. 3assi(ely resisted is where there has been an
effort to pro(ide further protection to the system, in the form of either a sysadmin
strengthening the security configuration or the installation an Loff5the5shelfM security product.
3assi(e resistance allows for the sysadmin or system owner to resist the hacking attempt
using half his .ntelligence H 1omputer acking (or those of the creator in the case of a
purchased security product). Mindhack cannot enhance the effecti(eness of passi(e
resistance.
Acti(ely resisted is where a sysadmin is acti(ely using the system at the time that the hacking
attempt takes place. +irstly the sysadmin is entitled to a roll to resist the hackerFs attempt to
go undetected. .f alerted, the sysadmin is then able to acti(ely resist all further efforts of the
hacker and can e(en attempt to counter5hack (i.e. trace the hacker back to its source and/or
compromise the system from which the hacking attempt arose).
!f course, the sysadmin could 0ust choose to switch off or disconnect the targeted system, but
there are times when this is not practical (e.g. a ma0or go(ernment database or finance
system) and times when the sysadmin may be hoping to identify the intruder by keeping him
online. A sysadmin with Mindhack can add his Mindhack Art le(el to his 1omputer acking
skill le(el when resisting hacking attempts but can only use Mindhacking to counter5hack if
the intruderFs home system is within the range dictated by his Mindhack &trength le(el.
Mindhac' $rt 3a*le
Task &uccess ,e(el =eDuired
(or 3enalty)
Mindhack &trength
reDuired
"etermining network
address of remote
computer
!ne (54) )one
"etermining approximate
physical location of remote
computer
Two (58) )one
"etermining exact
physical location of remote
computer
Three (5>) )one
1racking simple password
(alphabetical only)
Two (58) )one
1racking complex
password (mixed character
set)
Three (5>) )one
1racking lengthy access
code/encryption
+our (5@) )one
3enetrating firewall +i(e (5$9) )one
1racking military strength
security/encryption
&ix (5$4) )one
Accessing shared files !ne (54) )one
Accessing unshared files Two (58) )one
.nstalling remote program Three (5>) )one
Eiewing remote screen
and/or taking control of
keyboard and mouse
Three (5>) )one
2aining input from
connected peripherals such
as microphone or web5cam
when not configured for
such access
+our (5@) )one
1ontrolling remote printer,
tape dri(e or similar
peripheral
+our (5@) )one
1hanging contents of
remote database
Two (58) )one
.ntercepting traffic to and
from remote computer
Three (5>) )one
3rogramming remote
system
+our (5@) )one
)ot alerting acti(e
sysadmin to hacking
attempt
Two (58) )one
)ot lea(ing traces of
hacking in system logs
+our (5@) )one
+inding files by keyword
or text search
!ne (54) )one
+inding files by sub0ect,
intent or user rather than
by keyword or text searchU
Three (5>) !ne
+inding remote computer
by network identity or
contents
Two (58) )one
+inding remote computer
by location or user
identityU
+our (5@) Two
Accessing computer with
wired network connection
or acti(e modem
!ne (54) )one
Accessing computer with
wireless network
connection
Three (5>) )one
Accessing computer with
inacti(e modem onlyU
+i(e (5$9) Three
Accessing computer with
no network connection or
modemU
&ix (5$4) +i(e
&witching on or off remote
computerU
&e(en (5$8) &ix
Accessing computer with
no network connection or
connection to mains power
outletU
Eight (5$>) Eight
U=eDuires one or more le(els of Mindhack &trength
Mindhac' Strength 3a*le
&trength Abilities
$ Mindhack can only be used on a system that the character is physically
accessing.
4 Target system must be within the same room as character
7 Target system must be within the same building as character
< Target system must be within same town or city as character
> 1haracter can interface with a computer without the usual peripherals (i.e.
keyboard, mouse and monitor) if he is touching it
? Target system must be within the same state, pro(ince or region as
character. 1haracter can interface with a computer without the usual
peripherals if it is within the same room and he has a line of sight to it.
A 1haracter can interface with a computer without the usual peripherals up to
a range of 4 yards per point of ;illpower and Mindhack &trength, pro(ided
he has a line of sight to it.
$9 Target system must be within the same country or continent as character
$4 1haracter can interface with a computer without the usual peripherals up to
a range of $9 yards per point of ;illpower and Mindhack &trength. ,ine of
sight is no longer necessary
$<H Target system must be on same planet and &ephiroth as character
7sing Mindhac' De2ensively
Mindhack can be used to resist the attempt of someone else to hack into a system that the
character is acti(ely guarding. !therwise it has no defensi(e application.
)ind.lade
The seer learns how to summon his own Essence to create a destructi(e blade that extends
from his hand. This blade is a manifestation of the seers most destructi(e feelings gi(en form
and purpose. This power displays the (ery rare ability to actually bend negati(e feelings to
ser(e diligently.
7sing Mind*lade
Jou must create the mindblade with a successful Mindblade Art and ;illpower Task, this
normally takes an action, but 8 or more success le(els allows you to draw/create the
mindblade as part of another action. The mindblade lasts for $ minute per &uccess ,e(el,
after that duration, a new Task is reDuired to maintain it.
%asic manifestation creates a small weapon, no bigger than a dagger or baton ("8x&tr
slashing or ">x&tr blunt). !ptionally, the seer can create a shield, again no bigger than a
target shield or buckler at first (H$ to parry attempts with &hield 'se or Mindblade Art). The
mindblade is entirely protean, allowing the user to shift itQs form from weapon to weapon or
weapon to shield and back as his will demands. Jou can also throw the weapon, with the
following range increments# </$9/49/89/@9 (the weapon reappears on your person after it hits
or reaches maximum range).
'sing the Mindblade reDuires the appropriate and ;eapon, Martial Arts, or &hield 'se skill
and "exterity, or Mindblade Art and "exterity. &ince it is part of you, no one else may use
your mindblade, though you could concei(ably co(er yourself in mindblade protrusions.
The mindblade is formed and empowered in a fairly customisable manner. The creator is
SexpendsS his Mindblade &trength to SpurchaseS aspects of the mindblade. Examples are
detailed in the table below. Although the mindblade can change shape, certain powers are
immutable once created and are noted as such. ;ith a Mindblade Art of $57 you can ha(e $
Mindblade acti(e at a time, with Mindblade Art of 85> you can ha(e 4 Mindblades acti(e,
with ?5A you can ha(e 7 Mindblades acti(e, for each additional 7 Mind Art you can ha(e
another acti(e Mindblade (this also allows you to get around the dispel penalty). E(en if you
ha(e the full 7 Mindblades this will only count as $ effect for the purposes of 1oncentration.
&tarting at Mindblade &trength <, you can create a mindblade storm, which is like a
whirlwind of ra-or sharp essence blades that whirl around you for an instant, shredding
anyone within range. This effect can be resisted with a "exterity and "odge Task. This
effects causes deal "> x Mindblade &trength slashing to all targets with $5yard per
;illpower, with Mindblade Art 7 or higher you can mo(e Mindblade &trength from damage
to add an additional $5yard to range per Mindblade &trength mo(ed.
A mindblade has AE eDual to double the weapon it is duplicating, and has < "1 per
Mindblade &trength le(el. owe(er it can only be damaged with essence attacks or extremely
powerful weaponry. .n shield form, it has < AE per Mindblade &trength ,e(el and <9 "1 per
Mindblade &trength ,e(el, but it is (ulnerable to all damaging effects. !nce destroyed a
gi(en Mindblade canFt be recreated for $ minute.
Mind*lade E22ect 3a*le
1ost 3ower
$ %asic physical formU# ">x&tr blunt, "8x&tr &lashing/&tabbing, H$
&hield
$ .ncrease damage die by one grade (ex d85d> or d@5d$9)I increases si-e
$ .ncrease Attack or 3arry bonus (includes &hield %onus) (Max H<)
$ 'pgrade "amage from %ashing to &lashing or 3iercing
$ A3 (di(ide armour (alue by $HA3 (alue)
8 "estroy Armour
$ 'pgrade "amage from &lashing to +ire (=eDuires Mindfire &T 4 and
Art 7)
$ "ouble the range increments per le(el (maximum of 4 le(els)
$ .mpro(e "amage Multiplier (Max H<)
7sing Mind*lade De2ensively
A physical mindblade can be used to parry as if with the weapon it represents, or e(en as an
otherwise mundane shield.
)indspace
This power grants the seer the ability to teleport. owe(er, this power is exceptionally rare
and its use is exhausting.
7sing Mindspace
The intended application of Mindspace is instantaneous mo(ement, teleportation. The seer
must decide on a new location, either one he already knows (his apartmentFs li(ing room) or
can calculate (4 yards beyond the safe door)Xif that distance is within his range, a successful
.ntelligence and Mindrelati(ity Art Task gets him there, burning "@ Endurance and Essence
3oints in the process (e(ery &uccess ,e(el beyond the first reduces damage by one).
Attempting to tra(el further than your LsafeM distance is dangerous, each &uccess ,e(el
beyond the first increases your range by one increment, but also increases the Endurance and
Essence loss by 4 points. .t is rare, but a weak5hearted seer has been known to almost die
because he tried to teleport himself farther than he could with an already weak body.
At high le(els 49H the seer can tra(el through yperspace merely by willing it. This
functions (irtually identically to teleportation except you burn "@ Endurance and Essence
3oints per light5year (e(ery &uccess ,e(el beyond the first reduces total damage to each by
one). Although he can tra(el these immense distances merely by willing it he canFt sur(i(e in
space without a space suit or some other similar eDuipment or ability and therefore needs to
be careful where he desires to go. .f he fails the teleportation task for his yperspace 0ump he
still teleports but his location will not be exactly where he wished, he may e(en appear in the
middle of space at the 1hroniclers discretion.
To mo(e additional people reduce effecti(e strength by $ per 4 additional people to be
mo(ed. 3erson si-e ob0ects take the sameI smaller ob0ects add no additional reDuirement. +or
larger ob0ects e(ery $4< cubic feet reduces effecti(e &T by $, round up.
Mindspace Strength 3a*le
&trength Abilities
$ 1an teleport a distance of up to $ yard.
4 1an teleport a distance of up to $ yard for each le(el of ;illpower and
Mindspace &trength.
7 Teleportation range increases to < yards (meters) for each le(el of ;illpower
and Mindspace &trength.
8 Teleportation range increases to $9 yards (meters) for each le(el of
;illpower and Mindspace &trength.
< Teleportation range increases to <9 yards (meters) for each le(el of
;illpower and Mindspace &trength.
> Teleportation range increases to $99 yards (meters) for each le(el of
;illpower and Mindspace &trength.
? Teleportation range increases to 899 yards (meters) for each le(el of
;illpower and Mindspace &trength.
@ Teleportation range increases to $ mile ($.< kilometres) for each le(el of
;illpower and Mindspace &trength.
$9 Teleportation range increases to 8 mile (> kilometres) for each le(el of
;illpower and Mindspace &trength.
$< Teleportation range increases to 49 miles (79 kilometres) for each le(el of
;illpower and Mindspace &trength.
49H &eer can now perform hyperspace 0umps by burning "@ Endurance and
Essence per light5year to be tra(elled.
7sing Mindspace De2ensively
Mindspace Art and .ntelligence Tasks can replace "exterity and "odge tasks in combat by
teleporting small distances to relocate and a(oid attacksI this is howe(er exhausting as
normal teleportation penalties apply.
Andromedan Special Powers
Andromedans because of their special structure can perform numerous effects once they learn
how to do them.
$olt o* Energy
@5point 3ower
The power allows the character to throw bolts of energy that inflict "@ (8) points of
energy damage for e(ery Essence 3oint released (maximum of ;illpower essence can be
released per turn safely, up to double that can be released but reDuired a ;illpower and +ield
1ontrol Test at W$ per extra essence to close the field up properly, e(ery round this task fails
4U;illpower essence is channelled into a bolt of energy against a target of the Andromedans
choice up until he kills himself through essence loss). =ange is $9/<9/$<9/>99/$999. A
;illpower and +ield 1ontrol Task is necessary to hit.
Force Field
85point 3ower
This power strengthens the field surrounding the Andromedan, gi(ing a W8 to all +ield
1ontrol Tasks and tests, but gi(ing an effecti(e $< AE (ersus all attacks. This effect doesnFt
cost essence and reDuires no roll.
1a%e o* Force
>5point 3ower
This power strikes a target enemy for "8 (4)U$ damage, additional damage can be
acDuired at $ essence per multiplierI additional targets can be effected by spending < essence
per additional target. All enemies affected by this wa(e are additionally treated as if hit by a
&ho(e task with an effecti(e &trength of the damage multiplier, and an effecti(e &ho(e le(el
of the +ield 1ontrol skill of the Andromedan.
Field $lade
75point 3ower
This power manifests a blade made of the field of the Andromedan, this blade deals
"@U&T damage per swing. The blade cannot be destroyed as long as the Andromedan
sur(i(es and it remains in contact with his hand, howe(er a successful disarm task will cause
it to fade into nothing. This power reDuires no essence or roll to use.
Manifestations
1hy can5t "itans use mani*estations6
;hen a 3lanetaur chooses to be a Titan they gi(e up a being capable of using these.
3lanetaurs use their planet as large focus for their manifestations and a Titan only has their
own body.
-on-Planetaurs
)on53lanetaur can in theory create these. owe(er they reDuire knowledge of phenomenon
far outside the scope of known science.
)ind
Mind manifestations take ad(antage of knowledge, undoing, and sometimes e(en the sheer
power of the mind.
(sychic Lim*s
< points
The 3lanetaur uses the sheer power of the mind to create an extension of themsel(es in the
form of psychic limbs that are fully (isible. (owe(er their appearance is up to the 3lanetaur
itself). The limbs ha(e a &trength eDual to the amount of essence put into them (maximum of
three times the Manifestation skill le(el of the character). They can reach out up to three
yards (meters) per ;illpower le(el. .f used to strike, they inflict "8 (4) x limb &trength points
of damageI attacks are resol(ed using "exterity and the Manifestation &kill. +or all reasons
this is counted as a psychic skill and thus can be suppressed or seen remotely using methods
that work on psychic powers.
Decay
>5point 3ower
This power causes inanimate matter to break down. .t inflicts "$9 (<) points of damage per
Essence 3oint spent to an ob0ect. The range of this attack is 49 yards (meters) times the
3erception and ;illpower of the character. The damage manifests itself as accelerated wear
and tear, crumbling or rusting. A machine or engine that loses one half of its "amage
1apacity from this attack ceases to function, as enough critical components ha(e been
damaged or destroyed to pre(ent it from working properly. .f enough damage is inflicted to
destroy the ob0ect, it crumbles into dust. The power has no effect on li(ing beings.
Com*at "isdom
<5point 3ower
%y obser(ing an enemy with a critical eye, the 3lanetaur can disco(er weaknesses in his
defenses that may be exploited. This ability works best in hand5to5hand combat. After two
Turns of combat, the character can try to gauge the enemyFs strengths and shortcomings. This
costs $9 Essence 3oints and uses a 3erception and Manifestation &kill Task. Each &uccess
,e(el gi(es the character a H4 to all attack and defense Tasks against that particular enemy,
for the duration of the fight.
Sagacity
Eariable 3ower
3rereDuisite# 1ombat ;isdom, &ense Truth, &oul &ight, or ;ise 1hoice
The characterFs 3erception is raised to inhuman le(els. This is reflected as a bonus to
3erception, which is used only when the Aspect of "iscernment is assumed. Assuming the
Aspect costs fi(e Essence 3oint per minute (which cannot be regained until the Aspect is
dropped). This power costs double the bonus (alue (i.e., H$ to 3erception costs two character
points, H4 costs four points, and so on).
Sense 3ruth
75point 3ower
This power costs fi(e Essence 3oints to acti(ate and lasts one minute per &uccess ,e(el in the
Task. ;hen triggered, it grants a H< bonus to any Task made to detect falsehood or see
through someoneFs story. .nterrogation and )otice Tasks benefit from this power.
Soul Sight
>5point 3ower
1haracters with this power can read the minds of others. This powers shares a number of
characteristics with Mindsight (see p. 47$), but is not identical. To use &oul &ight, the
character must make eye contact, and spend two Essence 3oints per le(el of ;illpower of the
sub0ect (i.e., trying to see the thoughts of a character with a ;illpower 8 would cost eight
points). A 3erception and Manifestation &kill Task is attemptedI use the Mindsight Art Table
(see p. 474) to determine how much information the character can glean in an attempt.
3rolonged mind reading is possible, but the Essence cost must be paid, and the Task
attempted, e(ery Turn. The &uccess ,e(els of those Tasks can be combined to pro(ide for
deeper examination of the sub0ect. .f one Task is failed, howe(er, the &uccess ,e(els from all
pre(ious Tasks are lost and the character has to start o(er. This power is resisted 0ust like
Mindsight.
"ise Choice
45point 3ower
&ometimes, when someone is about to make a mistake, an inner (oice warns them 0ust in
time. .t may take a while to figure out what the characterFs instincts are saying, but once he
does he rarely faults his own 0udgment. The 1hronicler takes on the role of the characterFs
instincts, warning him of a possible error or dangerous choice. The player then needs to
figure out what the problem is, although the 1hronicler might add a few hints (extra
experience should be awarded to players who can figure things out with no help). The
warning drains the character of $ Essence 3oint, but no
Task is necessary.
Discover the Guilty
75point 3ower
The character can use this power to disco(er the guilty party of a specific crime. The culprit
must be in the presence of the character. This Task costs fi(e Essence 3oints to acti(ate, and
uses 3erception and the Manifestation &kill. The guilty, if mundane, resists with a &imple
;illpower Test. 3sychics ha(e a H7 bonus to the Test, or can use appropriate powers that
resists in(asion of their minds, also with a H7 bonus. .f successful, the character sees the
guilty party or parties surrounded by a black aura, (isible only to him.
Gi2t o2 3ongues
85point 3ower
This power allows the character to understand e(ery language e(er spoken on Earth, from
English to igh Atlantean. This knowledge comes unbidden whene(er somebody uses a
particular language in the characterFs presence. This power pro(ides an effecti(e skill of fi(e
in any and all languages spoken. .t costs fi(e Essence 3oints to acti(ate, and lasts for one
minute per &uccess ,e(el in the Task.
Enhanced Intelligence
Eariable 3ower
3rereDuisite# 2ift of Tongues, or 3rodigy
The character can focus his mind and perform tasks with genius5le(el intelligence. This
enhanced .ntelligence only manifests when the character assumes his Aspect# this costs fi(e
Essence 3oints per minute (which cannot be regained until the Aspect is dropped). The
character point cost of this power is double the bonus (alue pro(ided (i.e., H$ to .ntelligence
costs two points, H4 costs four points, etc.).
(rodigy
<5point 3ower
The character can temporarily learn skills, 0ust by obser(ing them. This ability costs <
Essence 3oints, and the effect lasts for $ hour per &uccess ,e(el. The character must obser(e
the performance of the &kill for at least one hour. Temporary skills ha(e a le(el eDual to the
characterFs .ntelligence Attribute, or the skill le(el being obser(ed, whiche(er is lower.
7nloc'
Eariable 3ower
This power adds a bonus to any ,ock 3icking (normal or electronic), acking, or Escapism
Tasks the character performs. Acti(ating the power costs one Essence 3oint per minute,
which cannot be regained until the character finishes the attempt. This power costs one
character point per H$ bonus, to a maximum bonus of H>.
"ays o2 "ar
@5point 3ower
;eapons and tactics come naturally to this character. .f it can be used to kill people, he can
use it. The character instincti(ely knows how to use and care for any weapon imaginable. e
has an effecti(e skill of three with all weapons, from kni(es to artillery pieces. .f the
character already knows the skill, he gains a H7 bonus to it.
$ody
%ody Manifestations augment and impro(e the bodies of the planetaur making them faster,
stronger, and healthier.
+eauty
Eariable 3ower
This ability increases the Attracti(eness and 1harisma of the character. ,e(els abo(e H< are
unearthly beautiful, and (iewers are emotionally affected by the character e(en if he is doing
nothing in particular. The character point cost of this power is eDual to the le(els of 1harisma
and Attracti(eness is grants.
+ounding Leap
75point 3ower
The 3lanetaur can leap great distances. This power costs fi(e Essence 3oints per use. .t
allows a high 0ump of one5yard (meter) times the characterFs &trength plus any &uccess ,e(el
in a "exterity and Acrobatics Task (or a &imple "exterity Test, whiche(er is higher). Also,
the character can broad 0ump fi(e yards (meters) times his &trength plus any &uccess ,e(el in
a "exterity and Acrobatics Task (or a &imple "exterity Test, whiche(er is higher).
Enhanced Strength
Eariable 3ower
3lanetaurs with this power can increase their &trength to ama-ing le(els. This enhanced
strength only appears when the character assumes his AspectI this costs fi(e Essence 3oints
per minute (which cannot be regained until the Aspect is dropped). The power costs one point
per H$ bonus to &trength. The maximum bonus is eDual to the characterFs normal &trength x 4
(i.e., a character with a base &trength of < can gain a maximum bonus of H$9, for a total
&trength of $< when he assumes the Aspect). This &trength bonus affects the characterFs ,ife
and Endurance 3oints, but not his Essence 3ool.
Iron Muscles
Eariable 3ower
The 3lanetaurs flesh and skin are unnaturally hard. 1haracters with this power ha(e an innate
Armor Ealue, cumulati(e with any body armor worn by the character. +or example, a
character with .ron Muscles that pro(ides an Armor Ealue >, wearing a (est of 1lass . armor
(Armor Ealue "> (7) H ?) has a total AE of "> (7) H $7. This power costs one point per 4
Armor Ealue le(el. The maximum Armor Ealue allowed is eDual to (&trength and
1onstitution) times two.
Com*at Speed
<5, $95, 495, or 7<5point 3ower
The character can take additional physical actions in a Turn without suffering penalties. This
costs fi(e points for one extra attack, $9 points for two, 49 points for three, and 7< points for
four extra actions (fi(e actions per Turn total). )o further actions per turn are a(ailable.
Enhanced De.terity
Eariable 3ower
The characterFs "exterity is increased to inhuman le(els. This bonus only appears when the
character assumes his Aspect, which costs < Essence 3oints per minute (those points cannot
be regained until the Aspect is dropped). The character point cost is double the bonus (alue
(i.e., H$ to "exterity costs two points, H4 costs four points, and so on).
Fleetness o2 Foot
Eariable 3ower
This power increases the characterFs ground speed. E(ery H49 bonus to &peed grants a H$
bonus to "odge Tasks. ,ike Enhanced "exterity, this power reDuires the character to assume
his Aspect, at the cost of fi(e Essence 3oints per minute (which cannot be regained until the
Aspect is dropped). The cost is one character point per H< bonus to the &peed Attribute.
Enhanced Constitution
Eariable 3ower
The character can gain a bonus to the 1onstitution Attribute, which is applied only while this
power is acti(ate. This costs fi(e Essence 3oint per minute (which cannot be regained for as
long as the power is maintained). The maximum bonus is eDual to the characterFs base
1onstitution, doubled (i.e., a character with 1onstitution 8 could ha(e a maximum bonus of
H@, for a total 1onstitution $4). The bonus affects ,ife and Endurance 3oints, but not Essence
3ool. This power costs one character point per point of the bonus.
Li2e Force
Eariable 3ower
The character can temporarily increase his ability to withstand in0ury. Acti(ating this power
costs three Essence 3oints per minute, which cannot be regained as long as the power is
acti(e. The power costs one5character point for e(ery 49 ,ife 3oints gained.
)ecovery
Eariable 3ower
This power allows the character to increase his ability to reco(er from in0ury. The character
can regenerate damage almost as fast as it is inflicted. This reco(ery is cumulati(e with any
other regenerati(e powers possessed. The power costs one character point to regenerate one
,ife 3oint per Turn, H$ character point per additional ,ife 3oint per Turn.
Soul
&oul Manifestations deal with empathic, luck, and unrelenting force of will.
Glory o2 the !ill
@ point 3ower
The 3lanetaur o(erwhelms their targets with their own willpower forcing them to beat
witness to it. Acti(ating this power costs three Essence points and it lasts for one minute per
&uccess ,e(el. .ntelligent beings that can see the 3lanetaur will feel the pure force of its will
unless they succeed at a "ifficult will sa(e or be unable to mo(e.
Emotion turning
Eariable 3ower
The 3lanetaur can inspire one emotion from its intended target. The typical range is one yard
per willpower. The (ictim will be o(ercome by this emotion unless they succeed at a difficult
will sa(e. ;hen buying this power each emotions controlled costs < points and for $ point
one can increase the range by fi(e yards
(rovidence
>5point 3ower
This power is identical to the 3ro(idence ability of the &eraphim (see p. 4<< of Armageddon).
Stro'e o2 Luc'
>5point 3ower
This powers works like the %lessing .n(ocation (see p. 4$9), but it uses the Manifestation
&kill and has an effecti(e Essence 1hanneling le(el eDual to the ;illpower of the character.
8isions
>5point 3ower
The character can get a glimpse of the most likely future. The character must formulate a
Duestion in his mind, concentrate, and spend $9 Essence 3oints. The character goes into a
trance, and sees a series of images related to the Duestion. The more successful the Task, the
clearer the (ision will be. !n a Eery 2ood or better result, the characterFs (ision is crystal
clear. !n anything else, the (ision may be more ambiguous and open to interpretation. Also,
the future in the (ision represents only the most likely possibility. .t can be changed, but
sometimes it takes place in unexpected (and unpleasant ways), especially if the character is
careless about the way to pre(ent or alter the outcome of the (ision.
3ouch o2 Li2e
<5point 3ower
This power heals one ,ife 3oint times the TaskFs &uccess ,e(els for e(ery Essence 3oint
spent. .t can also cure disease# fi(e Essence points for Mild diseases, $9 points for Moderate
ones, 49 points for &erious, and $99 points and a permanent sacrifice of 4 Essence 3oints for
Terminal diseases.
7n*ending "ill
Eariable 3ower
1haracters with this power gain a bonus to ;illpower when the Aspect of 6udgment is
assumed. Assuming the Aspect costs fi(e Essence 3oint per minute (which cannot be
regained until the Aspect is dropped). This power costs double the bonus (alue (i.e., H$ to
;illpower costs two points, H4 costs four points, and so on).
Lust
45point 3ower
This power can inflame a personFs lust for another. .t costs fi(e Essence 3oints, and lasts for
one hour per &uccess ,e(el. The (ictims can resist with a &imple ;illpower Test (2ifted and
&upernatural characters gain a H7 bonus). .f the character is successful, the (ictim feels a
strong attraction towards the other personI his reactions (ary depending on his personality. A
shy person may 0ust ho(er constantly around the ob0ect of his affection, while a (iolent
criminal might try to satisfy his urges immediately, by force if necessary. .f the character uses
the power successfully on both sides of the relationship, the consummation of the affair is
almost ine(itable. 3eople with good reasons to resist (such as being in lo(e with another, or
ha(ing a different sexual preference) may a(oid acting on their impulses by passing a
"ifficult ;illpower Test with a H$ to H8 bonus, at the 1hroniclerFs discretion.
(assion
85point 3ower
This effect makes a person feel lo(e (or at least a strong infatuation) for another. The affected
person will try to make their Llo(eM happyI how well they succeed depends on their
personality, intelligence, and resourcefulness. "uration and resistance are the same as per
,ust. The Essence 3oint cost is $<.
Feat o2 Glory
@5point 3ower
The 3lanetaur can perform impossible combat actions. e might be able to shoot down a 0et
aircraft with an assault rifle, or kill ten men with ten shots from an automatic fire burst. The
more unlikely the e(ent is, the more Essence needed. The action attempted must be (at least
barely) within the realm of the possible. The target must be within the weaponFs theoretical
range (e(en if it is the extreme range). 'se the +eat of 2lory Table to determine the Essence
cost of the action.
Feat o2 Glory 3a*le
/ction6 ?ssence Cost
Eliminate =ange ModifiersI 7
'nlikely +eat (hit with all rounds in a burst)I 8
it multiple targets with same attackI 7 per additional target U
Extraordinary +eat (hit a far5off, fast5mo(ing target, like a 0et aircraft)I $<
U .f the attack is a burst of automatic fire, all targets take damage as if they were hit by an
indi(idual burst, as long as there are enough bullets to hit them all. .f only one
blow/bullet/thrown weapon is being used, each subseDuent target takes two less points of
damage from the attackFs initial resultI if this reduces the attackQs damage to -ero, the attack
has spent all its energy.
Uni7ue )ani*estations
Each type of 3lanetaur has its own array of powers as well.
Living
,urture Gro!th
75point 3ower
The deity can accelerate the growth of any plant, e(en in places where a plant should be
unable to sur(i(e, let alone thri(e. A seed can be turned into a full5fledged plant in a matter of
seconds (one Turn). This Aspect Task reDuires an expenditure of Essence based on the si-e of
the plant in Duestion. A do-en blades of grass or a small flower costs one Essence, a foot5tall
plant costs two Essence, a shrub or small tree costs four Essence, a medium5si-ed tree costs
eight Essence, and a large tree costs $< Essence. 2iant trees like seDuoias or baobabs cost 79
Essence 3oints to force5grow. 2rowing trees can tear through concrete and cement.
Strength o2 the Earth
85point 3ower
;hile standing on earth or dirt (but not concrete or any man5made structure where plants do
not grow), this power calls upon the power of life within the Earth for strength and (itality.
Acti(ation costs fi(e Essence 3oints and lasts one minute per &uccess ,e(el. "uring this
time, the character gains H8 to &trength and H49 ,ife 3oints. +urthermore, as long as his feet
are in direct contact with the earth, the character regenerates damage at twice the normal rate.
Dead
Eclipse
8 points
The "ead 3lanet 3lanetaur is capable of blotting out the light with eDual capabilities as the
moon can blot out the sun. The "ead 3lanet 3lanetaur pays essence to darken the area around
them (it is suggested they get some form of night (ision before they learn this manifestation).
The Time this lasts is eDual to the 3lanetaurFs &uccess le(els per minute. The area costs $
essence per yard and a alternating cost depending on what the attempt is to do# Turning a
starry night into total darkness costs two EssenceI candle5 or torch5light can be dimmed for
four. A well5lit room, or a cloudy afternoon, can be darkened for eight Essence, and
darkening daylight costs $4.
Centre9s Light
$ point
The "ark 3lanet 3lanetaur can see in perfect darkness and is fully capable of making out
colours and shapes and thusly they are ne(er affected by it. owe(er they are aware of it.
Sun
+linding Light
75point 3ower
3rereDuisite# =adiance
The character can create a globe of light intense enough to temporarily blind people or e(en
cause some eye damage. This power costs fi(e Essence to summon, and lasts for one Turn.
3eople staring at the light must pass a &imple 1onstitution Test or be blinded for two Turns.
.f the light was summoned at night, the Test suffers a 58 penalty.
Call 7pon the Sun
75point 3ower
3rereDuisite# =adiance
True sunlight can be created under any conditions. 3lants are able to use photosynthesis under
that light, and creatures that take damage from sunlight suffer those effects. The light appears
to come from a globe abo(e the character. This power costs three Essence 3oints and lasts
one Turn per &uccess ,e(el. .f 49 Essence 3oints are spent, the duration is one hour per
&uccess le(el.
Light +olt
$45point 3ower
This power fires a bolt of pure sunlight, with the intensity of a laser beam. "amage is "> (7)
times the Essence spent, and range is $9/<9/$<9/>99/$999. The light bolt is armor piercingX
di(ide any Armor Ealue or %arrier Ealue protecting the target by twoXand does double
damage after penetration. 'se ;illpower and Manifestation &kill to hit the target.
)adiance
$5point 3ower
This ability increases the light le(el around the character. Essence cost range from one (weak
candlelight) to $9 (da--ling brilliance).
Weapons
(uns
1aliber designations are Cychotic ha(ing fun with techno babble.
Military Issue
Military issue weapons often ha(e fibre optic cameras that allow the soldier to aim without
exposing his head. The more sophisticated the tech le(el, the more thorough the upgrades.
E(entually, soldiers will ha(e an entire '" regarding their weapon, surroundings,
e(erything.
Laser
All laser weapons default with A3 4 and "amage Type Multiplier ("TM) of x4. The %last of
,ight 3rimal 3ower set this precedent in Armageddon. +or descripti(e purposes, . usually say
that the laser beam is high enough energy to make the atmosphere turn to plasma for a
fraction of a second, gi(ing the laser the signature %5mo(ie contrail, though it still tra(els at
light speed.
(lasma
3lasma weapons ha(e A3 7, "TM x7I also, energy shields are triply effecti(e against plasma.
"ue to my understanding of plasma, they ha(e high damage and short range. .n effect, they
are often the shotguns of the future. )ote that plasma weapons firing in automatic actually
fire beams of plasma, e(ery success le(el in a burst fire or rock NnF roll shot counts as 4 hits.
A friend of mine indicated that plasma has a penchant for not staying together like a laser
beam it loses cohesion (ery Duickly. &o, it must be launched at relati(istic speeds to get any
range, and e(en then, the range is pitiful. &o, thatFs what . did.
Ion
.on weapons fire streams of energi-ed particles hugely detrimental to electronic systems. The
weapon has A3 < against metallic armours (not particularly common, except among droid
plating), but the damage that gets through to the target (aries widely. .on damage deals half
damage in subdual damage to organics, x4 lethal damage to cyber people, x7K to energy
capacity of gear, and x8 lethal to droids.
Gauss
2auss weapons ha(e A3 8 and "TM x4. These are not going anywhere near 1, mostly
staying at Mach ? or around that speed.
(si
These weapons ha(e a special de(ice allowing psionics to transfer power into the weapon
allowing it to fire. All 3si weapons reDuire either $ Essence per burst for ranged weapons and
$ Essence per turn for melee weapons. :hadrian 1rystals exist nati(ely on the 3rotoss
homeworld and can be charged with essence they are howe(er unknown anywhere else in the
galaxy. 3aying an extra $ essence per use (burst or turn depending on type) can boost all 3si
weaponryI this will gi(e a H$ to the damage multiplier (&T for melee or the x< for the rifle)
for the attack (s) (max of the existing multiplier additional damage can be added). The 3si
pistol can fire 7 shots per essence and get the bonus from essence boosting on a 75shot basis.
The 3si rifle has multiple effects that it can produce (these are listed after the 3si =ifle in the
weapon list). The bonus for essence boosting can be used on any of these modes howe(er it
costs twice as much to effect the autofire attack.
Sentry Gun
.tQs pretty basic cost for the &entry gun would decide on the to5hit dice roll, this would (ary
from H4 to H$< or so, the damage would depend on the type of sentry gun and would match
the rifle (ersion of that weapon. igher weapon classes can also be made sentry but would
cost more. ;eights also based on rifle (ersion but would be about 7 times as large, ammo
capacities would also be 75< times are large. The higher5class &entry guns may not be
a(ailable on all worlds or in all tech le(elsI the cost will also (ary depending upon planet.
Handguns
,eapon6 &amage6 range6 rate o' 'ire6 capacity6 ?C6 /#6 3896 )ill
$9mm ,asegunI "@x<I $9/<9/$<9/>99/$999I &I $9Z<9I $/$I 4I x4I 3istol
49mm 3lasma gunI "$9x>I ?/89/></$<9/4<9I &, >, AI >Z48I $/$I 7I x7I 3istol
<mm 2auss pistolI "@x<I $9/<9/$<9/>99/$999I &I <Z79I 4/$I 8I x4I 3istol
$9mm 3istolI ">x<I $9/8</$99/799/<99I &I <Z79I 4/$I 4I x4I 3istol
$9mm 3si 3istolI "@x<I $9/<9/$<9/>99/$999I &I )AI $/$I 4I x4I 3istol
)i2les#Shotguns
,eapon6 &amage6 range6 rate o' 'ire6 capacity6 ?C6 /#6 3896 )ill
$<mm ,aserifleI "$9x<I $</?</44</A99/$499I &I >Z89I $9/<I 4I x4I =ifle
>mm 2auss rifleI "$9x<I $</?</4<9/$499/<999I &I 8Z79I $8/?I 8I x4I =ifle
$4 gauge &mart scattergunI "@x>I $9/?</44</A99/$499I &I 4Z$9I @/8I 7I x4I =ifle
49mm Assault launcherI 49mmI $9U/$99/799/$999/7999I &I $Z$<I $4/>I 4I x4I ea(y
49mm 'nderbarrel ,auncherI 49mmI $9U/<9/$99/499/799I &I $I H8/H4I 4I x4I ea(y
.on =ifleI "@x<I $</?</44</A99/$499I &I >Z89I $9/<I 7I .on/x$I =ifle
"art =ifleI "artI $9/<9/$99/499/799I &I <I @/8I $I x$I =ifle
$ssault )i2les
,eapon6 &amage6 range6 rate o' 'ire6 capacity6 ?C6 /#6 3896 )ill
79mm 3lasma rifleI "$4x>I $9/<9/$99/499/799I &, >, AI >Z48I $9/<I 7I x7I Auto
$<mm 3ulse laserifleI "$9x<I $</?</44</A99/$499I 7, AI $4Z7>I $4/<I 7I x4I Auto
$9mm 3ulse rifleI "@x>I $</?</4<9/A99/$499I &, <, AI $99I $9/<I 4I x4I Auto
3si5=ifle (each S(olleyS costs $ Essence, you only need one gun)
$d$9x@I $</$99/799/$999/7999I &emi5autoI )AI $9/<I 4I x4I Auto
$d$9x<I $</?</44</A99/$499I 75shotI )AI $9/<I 4I x4I Auto
$d@x<I $9/<9/$<9/>99/$999I AutoI )AI $9/<I 4I x4I Auto
2renade effect, as 49mm grenadeI $9U/<9/$99/499/799I $5shotI )AI $9/<I 4I x$I ea(y
Machine Guns#Heavy "eapons
,eapon6 &amage6 range6 rate o' 'ire6 capacity6 ?C6 /#6 3896 )ill
$$9mm ,asecannonI "$9x$4I $9/$<9/799/$999/8999I &I $Z<9I 48/$4I 4I x$I ea(y
$<9mm 3lasma cannonI "$9x4<I $9/<9/$<9/799/<99I $I $Z4<I 78/$?I 7I x$I ea(y
89mm 2auss mortar cannonI 89mmI 79U/499/899/4999/>999I $I $Z<I 4@/$8I 8I x$I ea(y
@.8mm EA3+&"& &mart gunI "@x@I $</?</4<9/A99/$499I $9, AI <9Z499I 48/$4I 4I x7I
Auto
,A; ,auncherI ,A;I $9/<9/$<9/>99/$999I $I $I $9/<I ,A;I x4I ea(y
Sentry Guns
,eapon6 &amage6 range6 rate o' 'ire6 capacity6 ?C6 /#6 3896 (to-hit range)
$<mm ,aser &entryI "$9x<I $</?</44</A99/$499I &I $@Z499I 79/$<I 4I x4I (to5hit H4 to H$<)
>mm 2auss &entryI "$9x<I $</?</44</A99/$499I &I $4Z$<9I 79/$<I 4I x4I (to5hit H4 to H$<)
49mm Assault ,auncher &entryI 49mmI $9U/$99/799/$999/7999I &I 7Z?<I 7>/$@I 4I x4I
(to5hit H4 to H$<)
.on &entryI "@x<I $</?</44</A99/$499I &I $@Z499I 79/$<I .onI x$I (to5hit H4 to H$<)
79mm 3lasma &entryI "$4x>I $9/<9/$99/499/799I &, >, AI $<Z$99I 79/$<I 7I x7I (to5hit H4 to
H$<)
$<mm 3ulse ,aser &entryI "$9x<I $</?</44</A99/$499I 7, AI 7>Z$@9I 7>/$@I 7I x4I (to5hit
H4 to H$<)
$9mm 3ulse =ifle &entryI "@x>I $</?</4<9/A99/$499I <, AI 799Z<99I 79/$<I 4I x4I (to5hit H4
to H$<)
@.8mm EA3+&"& &mart &entryI "@x@I $</?</4<9/A99/$499I $9, AI $<9Z$999I ?4/7>I 4I
x7I (to5hit H4 to H$<)
$$9mm ,asecannon &entryI "$9x$4I $9/$<9/799/$999/8999I &I 7Z4<9I ?4/7>I 4I x$I (to5hit
H4 to H$<)
$<9mm 3lascannon &entryI "$9x4<I $9/<9/$<9/799/<99I $I 7Z$4<I $94/<$I 7I x$I (to5hit H4
to H$<)
89mm 2auss Mortar &entryI 89mmI 79U/499/899/4999/>999I $I 7Z4<I @8/84I 8I x$I (to5hit
H4 to H$<)
,A; &entryI ,A;I $9/<9/$<9/>99/$999I $I 7Z<I 79/$<I <I x4I (to5hit H4 to H$<)
Dart
3art 8ype ?''ect
3oison Applies the poison on the dart to the target (poison effects (ary)
&trong TranDuilliser reDuires &imple 1on tests e(ery minute, on a failure you are
incapacitated for $d8 minutes, each test is at a cumulati(e W$ penalty,
this poison can be cured with any well eDuipped medical kit and a
.ntelligence H Medicine roll
;eak TranDuilliser reDuires &imple 1on tests e(ery minute, on a failure you are
incapacitated for $d8 minutes, each test is at the same roll, this poison
can be cured with any well eDuipped medical kit and a .ntelligence H
Medicine roll
Explosi(e "oes $d>x@ damage, A3$, "TM 4
3iercing "oes $d>x8 damage, A34, "TM 4
Grenades
,eapon 8ype Groun& Fero General ?''ect 9aximum 1ange
49mm "> x $4(7>)/4 "> x $9(79)/ > "> x 8($4)/ $9
49mm A3 "$9 x > (79)U/$ "> x < ($<)/8 "> x 7 (A)/>
49mm E3" "$9 x > (79)/$ "> x @ (48)/> "> x 8 ($4)/$9
89mm "@ x $8(<>)/4 "@ x $9(89)/ > "@ x 8($>)/ $9
89mm A3 "$4 x @ (8@)U/$ "@ x < (49)/8 "@ x 7 ($4)/>
89mm E3" "$4 x @ (8@)/$ "@ x @ (74)/> "@ x 8 ($>)/$9
,A; "$9 x $9 (<9)U/$ "> x > ($@)/4 "8 x > ($4)/<
U "i(ide targetFs AE by < before applying damage
[ "i(ide targetFs AE by 4 before applying damage
\ "amage that penetrates armour is tripled.
and52renades can ha(e normal timed, remote detonation or proximity triggers.
Fragmentation
The outer shell of the frag grenade is prescored and lined with notched
wire designed to fll the blast radius with metal shrapnel. Use the use the
49mm damages.
Incendiary
These grenades are primarily used to destroy equipment rather than
personnel. When the grenade ignites, it heats up to 4,! " for 4
seconds, more than enough to burn through half an inch of steel and fuse
any mo#ing metal parts together. $t also ignites %ammables within a
two&yard radius and ignites anything in contact with it, including armour.
$ncendiary grenades produce their own o'ygen and will burn underwater.
Smo'e
(mo)e grenades release a large cloud of coloured smo)e. The speed at
which the smo)e is blown around depends on the strength of the wind.
*ssuming at most a light bree+e, the grenade will form a thic) cloud of
smo)e , to ,- yards long in about f#e Turns. This grenade is used for
signalling and for creating co#er. $ts e.ecti#eness is se#erely reduced with
#ery strong winds. $n a windless situation, as inside a building, the smo)e
will rapidly fll the enclosed area, ma)ing #ision nearly impossible and
breathing di/cult.
Stun
*lso )nown as %ash&bang grenades, these small e'plosi#es produce a
brilliant %ash of light and a deafening bang. *nyone within three yards 0,
yards in an enclosed area1 of the impact must ma)e a 2onsciousness Test
with a 34 modifer or become disoriented, su.ering a 35 penalty to all
actions for 64 041 Turns. Ta)ing precautions, such as loo)ing away or
co#ering ears, may grant a 78 to 74 bonus. 2ombustibles within the
immediate area may be ignited. "lash&bangs are usually cylindrical in
shape to allow them to be rolled into a room or down a hallway.
3ear Gas
There are se#eral #ariations, but most of them immediately cause
coughing, cho)ing, and a burning sensation in the eyes and sensiti#e
tissues of the sub9ect. :ach canister;grenade dispenses enough gas to
a.ect e#eryone within a f#e&yard radius. *nyone within must hold their
breath and close their eyes. (u.ocation rules are used< if the gas is
inhaled, they ta)e 6, 0-1 points damage per Turn 0to :ndurance =oints1
until unconscious.
Lasegun
The standard lasegun design is 49 cm long, with a $9 cm handle. The battery pack slides into
the grip like the maga-ine in more archaic chemical ballistic weapons. Tech le(el usually
determines ammo capacity. At the beginning stages, it e(en reDuires people to wear bulky
battery packs on their backs. As energy storage e(ol(es, the power pack shrinks.
Laseri2le
The laserifle is the shortest rifle of the future series, demonstrating the ability to miniaturi-e
weapon capability. The gun is about the si-e of an archaic carbine and is known to ha(e itFs
own power pack, or e(en a double pack that uses the same batteries as laseguns.
(ulse Laseri2le
The laser pulse rifle is $@9 cm long and a little hea(ier than the laserifle. This gun is the
model weapon used by the military. .t fires Ldouble shotsM, a super high intensity beam that
penetrates armour, and a secondary, lower intensity beam that disrupts all manner of matter. .
like to describe this is a shimmering beam. .tFs not actually a stream like the plasma guns, but
the rate of fire makes it look like it.
Lasecannon
,asecannons are usually (ehicle5mounted assemblies that reDuire a huge amount of power to
fire high intensity beams on par with archaic tank weapons. ,asecannons that are mounted on
(ehicles often has fibre optic guidance systems, or at least a camera to allow the operator to
aim the gun freely. The thing that makes ,asecannons the fa(oured weapon is that they fire
the fastest of the future series cannons. 3ortable (ersion often includes a strap and
counterweight system to allow the soldiers to fire, and almost in(ariably include fibre optic
aiming systems connecting to the soldierFs helmet and (isor.
(lasma Gun
The plasma gun design has a 4< cm length, with a $4.< cm handle. There is a flash/splash
guard 0ust behind the mu--le in case of plasma and coolant splashes. The power pack clips
along the back angle, where the hammer would be in an archaic gun, into the entire grip
assembly, and halfway across the barrel length. The power pack is mostly fla(our, . try to
make it seem like it needs more energy. !f course, feel free to simply make the power packs
uni(ersal.
(lasma )i2le
The plasma rifle is $@@ cm in length and sports a large splash guard and sophisticated sight
mechanism. )one of the plasma weapons e(er ha(e infrared cameras due to the interference
of the plasma round itself.
(lasma Cannon
,ike the ,asecannon, the plasma cannon is usually mounted on (ehicles. owe(er, more
often than not, plasma cannons are mounted on powered armour and (ery small mecha for
Lclose DuartersM combat, usually in urban en(ironments. The portable (ersion also en0oys
counterweights, splashguard, fibre5optic aiming systems and the whole nine yards.
.ncidentally, e(eryone seems to ha(e forgotten, in the future, what that phrase means.
Gauss Gun
The gauss gun is the largest of the handguns at 89 cm in length with a $? cm handle. The
Lmaga-ineM is inserted through the bottom of the handle and sports an ingenious battery pack
built in to fuel the accelerators. This inno(ation came about largely because there was no
need for a propellant charge, though earlier models did ha(e a small amount to get the
pro0ectile mo(ing.
Gauss )i2le
"espite the superior penetrating power of gauss weaponry, the pistol is usually the only
weapon used by soldiers in any army. The accelerators in the rifle reDuire an immense
amount of space for futuristic weapons, demanding a $@A cm gun length, $>< cm of which is
barrel length. The weapon is fairly light, howe(er, considering its immense si-e. The sheer
length of the weapon relegates it to sniper and sharpshooter usage. The power and ammo
packs are usually used separately for this gun, as a power pack can fuel around $99 shots,
whereas the maga-ine usually contains around 49 fin5stabili-ed, discarding sabot bullets.
Gauss Mortar Cannon
Again, demonstrating the problem with gauss weapons, the sheer length of the gauss mortar
cannon exceeds practical portable usage. .t is easily 4@9 cm long and reDuires a hea(y battery
and coil system to fire the immensely thick 89mm mortars that it uses. +ortunately, the
counterweight system does its 0ob well, allowing it to be used with impunity in areas that
offer the wielder the freedom to mo(e. +or fla(our, this baby is bolt actionY +eel free to
change it to anything else, of course. Also note that if the mortar hits something before point
blank range, it will not detonate.
Smart Scattergun
There is something about shotguns that makes people lo(e them, especially when they launch
buckshot shells at gauss speeds that detonate a fraction of a second before impact, affording
the shell the precision and power of a bullet with the terrifying reality of buckshot. The gun
fires a smart round with a built in rangefinder that primes the shell to detonate before it hits
the target. This allows the gun to ha(e the best of shotguns and rifles. &ome models are
drum5fedI others sport internal and external maga-ines.
$ssault Launcher
This grenade launching system fires 49mm grenades (with all the power of a 89mm grenade)
in the handy drum5fed shotgun shape. )eedless to say, itFs e(ery effecti(e at filing an area
with any (ariety of grenades, as well as making a (ery cruel, direct fire, weapon. The gauss
launching system generally fires shells at much slower (elocity than the other weapons. Also,
the gun sports a rangefinder that allows the shooter to preset the distance that the shell will
detonate, allowing the shooter to simply fire in the general area of a target and still maintain
combat effecti(eness.
(ulse )i2le
This beast of a weapon fires EA3+&"& (high explosi(e, armour piercing, fin stabili-ed,
discarding sabotT smart, caseless rounds. .tFs the only chemical ballistic weapon used and the
propellant is a nano5engineered chemical that affords the rounds superior stability and
firepower. The latest and greatest recoil management systems make the 3ulse =ifle one of the
scariest weapons around. 3ulse =ifles almost always ha(e an underbarrel grenade launcher
mounted on them.
Smart Gun
This beast of a weapon fires EA3+&"& (high explosi(e, armour piercing, fin stabili-ed,
discarding sabotT smart, caseless rounds. .tFs the only chemical ballistic weapon used and the
propellant is a nano5engineered chemical that affords the rounds superior stability and
firepower. The latest and greatest recoil management systems make the &mart 2un one of the
scariest weapons around. The delay timer on the bullets is designed to penetrate armour and
detonate 0ust within flesh, or pass through a significant amount of meat before detonating.
"ue to the LsmartM aspect of the bullets and gun itself, the wielder gets H4 to &trike Tasks
when using the &mart 2un. E(ery &uccess ,e(el indicates 4 bullets hit, instead of the normal
single hit.
)elee 1eapons '2ychotic+
High Fre0uency
The weapon has ultrasonic (ibration generators in the hilt that allow the sword to ha(e
impro(ed cutting power. ;hen itFs on, the weapons ha(e their designated A3 (alue and the
bonus to &T for damage. .f the blade is turned off, then it only has the bonus to the damage
die for superior craftsmanship (no &T bonus, no A3).
Knives
,eapon6 &amage6 ?C6 /#6 3896
+ L"irkMI ($d8H$) x (&T H$)I $/$I 4I x4I
+& L;aki-ashiMI ($d@H$) x (&T H4)I 4/$I 4I x4I
S!ords
,eapon6 &amage6 ?C6 /#6 3896
+3o3 L2ladiusMI ($d>H$) x (&T H$)I 8/4I 7I x4I
+3o3 L&pathaMI ($d@H$) x (&T H$)I >/4I 7I x4I
+& L:atanaMI ($d$9H$) x (&T H4)I 8/4I 4I x4I
+& L%attle AxeMI ($d@H$) x (&T H7)I 8/4I 4I x4I
3si %ladesI ($d@H4) x (&TH4)I 4/$I 4I x4I
3lasma &wordI ($d$9) x (&TH8)I >/4I 7I x7I
3lasma AxeI ($d$9) x (&TH<)I >/4I 7I x7I
Monofilament Edged &wordI ($d@H$) x (&TH$)I >/4I .gnores ArmourI x4I
Monofilament Edged AxeI ($d@H$) x (&TH4)I >/4I .gnores ArmourI x4I
6ther
,eapon6 &amage6 ?C6 /#6 3896
&tun %atonI &pecialI 8/4I )AI x$I
%atonI $d>x(&T)I 8/4I $I x$I
Stun +aton
A hand stunner is a small self5defense weapon that deli(ers an electrical shock through
contact with the two small metal probes. The intended (ictim must make a "ifficult
1onstitution Test to a(oid being stunnedI if stunned, she remains so for as long as the weapon
is in contact and "> (7) additional Turns. The hand stunner is powered by an integral
rechargeable batteryI essentially, it has unlimited ammo.
(oint o2 (ercussion
The Lpoint of percussionM designator refers to the cyclic motion of the ultrasonic generators.
The motion of the (ibrations is perpendicular to the blade, gi(ing it a 0ackhammer effect.
;hen combined with a hea(ier weapon, this allows the + swords the ability to clea(e
through armour with superior efficacy to the LslasherM series. They take their names from the
=oman weapons. The design element, in this case, was to increase A3, but otherwise keep the
original weapon inspiration (with H$ to the damage die and H$ to &T).
Mono2ilament Edge
This special blade has a power5cell that when acti(ated makes the edge of the blade a single
atom wideI this allows it to cut through (irtually any armour, shields howe(er are still
effecti(e. =eDuires $ power per turn it is in acti(ation common power cells hold between 49
and $99 power.
(lasma S!ords
These swords when acti(ated ha(e blades of pure plasma this allows them to cause a lot of
damage unfortunately their power cells are depleted Duite rapidly and last between < and 4<
turns. These ha(e a higher dice class then high freDuency weapons of the same type as well as
A37 and an x7 "amage Type Modifier.
Slashing
The LslashingM designator refers to the cyclic motion of the ultrasonic generators. The motion
of the (ibrations is parallel to the blade, gi(ing it a wicked chain saw cutting power. The
design of the L&lasherM series generally matches scimitar and katana due to the cur(e and the
pro(en efficacy of it in weapons across history. The design element, in this case, was to
increase the die type and the &T bonus. (The katana didnFt change because . couldnFt 0ustify
dealing d$4 with it. %ut the waki-ashi does deal more damage than it otherwise should.)
Arguably, one could insist that the A3 should match the 3o3 series if the weapon is used for a
piercing attack.
Dir'
!ne of the older models of the igh +reDuency weapons is the Ldirk.M Though not exactly an
accurate moniker, it sees a great deal of use as a tool. The cyclic motion of the blade is
necessarily parallel to the blade. The blade point is determines the precise nature of the
weaponFs purpose, LstilettoM model supports superior armour piercing ability though deals
little damage, whereas the LtantoM series has a sharp, chisel point and sees a great deal of
usage as a tool that combines the efficacy of 3o3 and &lasher series, at the cost of being
somewhat impractical in combat.
Armour
Armour
'nlike in Armageddon most of these armours are full body, you can use only (est (ersions of
them howe(er should you wish something easier to conceal.
/rmour 8ype /rmour Calue ?C Concealable
+light &uit $d$9U$H< ($9) $/$ Jes
,ight 3ersonal Armour $d$9U$H$9 ($<) 7/4 Jes
,ight Ablati(e Armour $d$9U$H$9 ($<)] 7/4 Jes
,ight 1ombat Armour $d$9U4H$9 (49) 8/4 Jes
Electro5reacti(e Mark . $d>U4H$8 (49) 8/4 Jes
Medium Ablati(e ArmourZ $d$9U4H$9 (49)] @/8[ Eest !nly
Medium 1ombat ArmourZ $d$9U7H$< (79) @/8[ Eest !nly
Electro5reacti(e Mark ..Z $d>U7H4$ (79) @/8[ Eest !nly
ea(y Ablati(e ArmourZ $d$9U8H49 (89)] $9/<\ )o
ea(y 1ombat ArmourZ $d$9U<H4< (<9) $9/<\ )o
Electro5reacti(e Mark ...Z $d$9U8H79 (<9) $9/<\ )o
[ =egardless of EE, this item lightly encumbers a character when worn.
\ =egardless of EE, this item moderately encumbers a character when worn.
K =egardless of EE, this item hea(ily encumbers a character when worn.
^ =egardless of EE, this item extra hea(ily encumbers a character when worn.
Z 1i(ilians ha(e a hard time getting these armours they are normally restricted to military personal.
] Armour doubles AE (ersus Energy ;eapons (,aser, 3lasma)
Force Fields
+orce +ields regenerate at a rate of $ "1 per turn ($4 per minute) while they are running, and
$9 "1 per turn ($49 per minute) while turned off, as long as power is being used to recharge
them. &pending extra essence can boost 3sionic force fieldsI each 4 extra essence spent on the
shield raises the effecti(e willpower by $ for the next minute. Jou may also spend < extra
essence points to upgrade the shield recharge to the passi(e rate (you may only do this if the
shield is acti(e and has not been hit in the last minute), or to double the shield recharge rate,
both these effects last for the next minute.
5iel& 8ype /C 3C 3uration ?C
&mall +ield 2enerator $9 <9 $9 Minutes 4/$
Medium +ield 2enerator 49 $99 $9 Minutes 8/4
,arge +ield 2enerator 79 $<9 $9 Minutes @/8
2roup +ield 2eneratorU 79 <99 $9 Minutes $>/@
, 2roup +ield 2eneratorU 79 4999 $9 Minutes 74/$>
3si &hield 8U; 4<U; < Essence per Minute 8/4
2roup 3si &hieldU <U; $99U;49 Essence per Min $>/@
U +ield &hields a $95foot radius circle for the gi(en "uration
Powered Armour
3owered Armour EE is 4/$ per "$9H< armour, max armour is "$9U@H89 (@9), costs $ Duality
points per le(el, encumbrance is light at >/7, medium at $9/< (note the armour costs for
3ower Armour are cheaper then for robot/dermal armour, this is because 3owered Armour is
not and canFt be always on, and it pro(ides encumbrance unlike robotic or dermal armour).
3owered Armour can gi(e attribute bonuses max H7 &T and H4 "C, costs 4 Duality points per
bonus. 3owered Armour can ha(e some cybernetic upgrades built5in, costs the costs of the
upgrade in Duality points for the bonus. 3owered Armour can ha(e reduced encumbrance, $
Duality point per 4/$ EE reduction. 3owered Armour can ha(e built5in +orce +ieldI cost is 4
for a &mall +ield 2enerator and 8 for a Medium +ield 2enerator, duration of these is infinite,
but they drain $ power per turn of operation from the 3owered Armour power supply.
3owered Armour has a base of a 4< point power supply if itFs AE is "$9U<H4< or less and <9
for all AE numbers greater then that.
#/ 8ype /C /bilities ?C Cost
Military "$9U8H49 H$ &T. H$ "C @/8[ @
&pec !ps "$9U>H79 H$ &T, H$ "C, ;eaponry (@) @/8[ 49
.n order to buy the powered armour at character creation, you need to use Duality points or
powered points. Jou may be able to acDuire it in game without reDuiring such an expenditure
of points but it may be extremely difficult.
Equipment
(.nclude the usual list of high5technology gear, including power supplies, high tech
eDuipment to do tasks that normally you can get cybernetic and genetic upgrades for, things
like that.)
4tem ?''ect ?C
)ight Eision 2oggles As per night (ision power $/9
1loaking +ield 45yard radius, 57 to (isual (sensor and normal) notice checks, battery
life one hour. 8/4
+irst Aid kit Allows use of the first aid skill 4/$
Medical kit Allows use of the Medicine skill for basis healing >/7
Tool kit Tools for a (ariety of purposes >/7
"atapad ;orks like a modern 3"A but with more storage $/9
1omm "e(ice allows you to communicate with others at long5range $/9
:hadrian 1rystal holds a (ariable but fixed amount of essence up to 89 $/9
.nfrared 2oggles As per infrared power $/9
,hadrian Crystal
:hadrian crystals, $ point for e(ery $9 essence that can be stored in them, e(en the best
Duality crystal can hold an absolute maximum of 89 essence points. To fill a crystal you need
to go into a trance state for an hour, and let the essence drain from you into the crystal. !nly
3rotoss can enter the appropriate state to let essence flow into the crystal. =etrie(ing essence
from the crystal is easier and merely reDuires you to use Essence 1hanneling to tap it as if it
were your own essence.
Spaceships !ehicle and Mecha
.n order to create a ship you need to select one of the chassis types, and the modules you are
putting into it (you can lea(e modules empty).
Modules are all based around a base of a <x<x< blockI most modules ha(e multiples of these
depending on the actual si-e of it.
+or cube like ob0ect dimensions would be#
$<x$<x$< for &i-e 4
49x49x49 for &i-e 8
79x79x79 for &i-e >
7<x7<x7< for &i-e ?
<9x<9x<9 for &i-e @
?<x?<x?< for &i-e $9
$99x$99x$99 for &i-e $4
$4<x$4<x$4< for &i-e $8
$8<x$8<x$8< for &i-e $<
Si/e "a.le
Si-e
Class
+loc's +ase
DC
Dimensions 3ype
: _8 $<9 _$9x$9x< Motorbike, 1ar, "rones
; $4 <99 $<x$9x$9 &nub +ighter, 6eep, um(ee
< 79 $999 4<x$<x$9 +ighter, ,ight/Medium Tank
= 8@ $<99 89x$<x$9 &huttle/%omber, ea(y Tank
> ?< 4<99 7<x49x$< &mall 1argo &hip
? $49 8999 79x4<x49 +rigate
@ 4<9 >999 <9x4<x4< Medium 1argo &hip
A <99 $9999 $99x4<x4< "estroyer
B $999 $<999 ><x<9x89 ,arge 1argo &hip/,ight 1ruiser
C 4<99 49999 $9<x>9x<9 1ruiser
;: <999 79999 $4<x$99x<9 %attleship/%attle 1ruiser
;; ?<99 89999 $4<x$99x?< 1arrier
;< $9999 <9999 $4<x$99x$99 &mall &tarbase/"readnaught
;= $<999 ?9999 $4<x$4<x$49 Medium &tarbase
;> 49999 A9999 $>9x$4<x$4< ,arge &tarbase
;? 4<999 $99999 499x$4<x$4< &tar +ortress
8ehicle !ules
Ground 8ehicle Com*at
Most (ehicle combat (with the rare exception of ramming attacks) in(ol(es ranged weapons.
These attacks range from people with guns firing from the inside of a (ehicle to complex
weapon systems like missiles or laser5aimed cannon.
Shooting From 8ehicle
+iring from a mo(ing platform with hand weapons has a base penalty of 57, with another 54 if
the (ehicle is mo(ing faster than 79 mph (8< kph).
7sing 8ehicle-Mounted "eapons
+iring weapons from all (ehicles ha(e a penalty of W4 if the (ehicle is mo(ing o(er 79 mph
(8< kph), otherwise there in no penalty. This doesnFt count for (essels engage in combat in
space.
Dodging
Most military (ehicles cannot dodge attacksI they are too big and too slow. ,ighter (ehicles
such as motorcycles and car5si-ed targets may attempt to dri(e fast enough to a(oid an attack.
This is treated like a =esisted Task, with the targetFs "exterity and "ri(ing/3iloting skill plus
the (ehicles andling (ersus the attackerFs "exterity and ;eapon skill plus Accuracy (if the
weapon has some form of Accuracy bonus). !ccasionally ;eapon skill may be replaced by a
fixed bonus if you let a targeting computer do your aiming for you.
$ir Com*at
Air combat in(ol(es a highly complex set of manoeu(res, where the ability to see or sense
the target is as important as the ability to destroy it. To reflect air combat accurately would
reDuire so many rules as to make the game pretty much impossible to play. .nstead, we
present a few cinematic rules for fast and furious air combat.
Dog 2ighting
This type of combat was a lot more common in the days before guided missiles, when pilots
were able to see the enemy through their gun sights. .n the age of smart weapons and
fire5and5forget missiles, aerobatics at close range is pretty much a lost art. "og5fighting
combat is a =esisted Task, using the "exterity and 3iloting &kill of the two combatants. .f
one aircraft has a higher andling rating than the other, add the difference between the two to
the more manoeu(rable (essel. &ituational Awareness adds H4 to the TaskI +ast =eaction
Time adds H$. The winner manages to get on the targetFs LsixM (six oFclock, right behind it)
and can shoot it.
(laying Chic'en
This occurs when two aircraft fly at each other, firing and seeing who turns away (or is
destroyed) first. The two aircraft can fire at each other for one or two Turns, depending on
their speed and weapon range. .f neither ship is destroyed, the two characters engage in a
=esisted ;illpower TestI )er(es of &teel bonuses apply. The loser turns away, and the winner
can now engage him with impunity for one Turn.
Space Com*at
&pace combat is resol(ed as per Air 1ombat, the only exception one or both the ships can
extend the 3laying 1hicken by not mo(ing their ship, this howe(er gi(es them a W4 for dodge
rolls. They can extend it e(en further by mo(ing backwards at half speed, this will reduce the
penalty to W$ for dodge rolls.
Si-e )ules 2or $ccuracy
%igger ob0ects are easier to hit. &i-e 9 and smaller ob0ects ha(e a W4 to hit with ship5mounted
weaponry. &i-e $54 gi(e a H9 bonus to attack rolls to hit the craft but only while trying to hit
the craft as a hole, targeted shot do not get this bonus and further may ha(e a penalty eDual to
the si-e of the target attempting to be hit. &i-e 75< gi(e a H$, &i-e >5@ gi(es H4, &i-e A5$9
gi(es H7, &i-e $$5$4 gi(es H8, &i-e $7H gi(es H<.
Firing "eaponry
umans, and Aliens roll "exterity H ea(y ;eapons (Mecha), ea(y ;eapons (Eehicle), or
&ys !p (;eaponry) ("epending on type of (ehicle being used). A. on the other hand lacking
a "exterity attribute rolls the same but substitute 3erception for "exterity.
)odule !ules
Special )ules
Module &i-e for all Modules listed in the Module section is in blocks in the format ,ength
blocks x ;idth blocks x eight blocks.
Jou can make any small weapon module ($x$x$) external but this makes them extremely
(ulnerable to enemy fire (and for missile weapons which are explosi(e dangerous for you).
Mechanically, you can take a W7 and target the weapon instead, the damage capacity of small
modules is $99 therefore that much damage will destroy the weapon. .f it is (olatile it will
explode causing its full damage to the craft. A similar rule to this exists for Mecha with hands
that wield weapons.
!nce a proper scan has been performed you can target a specific component. Mechanically,
you can take a W7 and target the system instead, the damage capacity of modules is $99 per
block (unless otherwise stated) therefore that much damage will cripple the system. .f it is
(olatile it may explode causing its full damage to the craft. Additional damage o(er the "1 of
the system is applied to the "1 of the (essel.
Systems
+or the purposes of determining what is a system the following all count, basic sensors, more
ad(anced sensors, shields, dri(es (yes, each dri(e counts indi(idually), weapons, reactors,
cloaking de(ices, 2ap dri(es (yes, each dri(e counts indi(idually). +or A.Fs basic sensors
donFt count as a system, howe(er all other systems still count.
Speed and Handling
andling bonus for Engines is 9 for Effecti(e Thrust eDual to $I e(ery additional H$ gi(es a
H$ to andling. 3enalties are 5$ for an effecti(e thrust of .<, and 54 for an effecti(e thrust of .
4<.
Effecti(e ThrustU$9 is $999Fs of km per minute tra(elled by the (essel in space. Effecti(e
ThrustU$9/$4 (.@77) eDuals $999Fs of km per turn tra(elled by the (essel. This makes
Effecti(e Thrust $ eDual to 9.@77 km per turn, makes Effecti(e Thrust 4 eDual to $.>? km per
turn and makes Effecti(e Thrust 7 eDual 4.< km per turn,
.f interstellar speed of a ship is greater then or eDual to $, then the ship is capable of
interstellar tra(el. .t can tra(el 8 light5years x interstellar speed per 0ump. .t takes a base of $
hour to make a 0ump calculationI success le(els of the task and specialist na(igational
abilities/computers reduce this. (Alternati(ely you could use &lipstream based 0umps, in
which case 0umps take no time to calculate, howe(er each 0ump reDuires a roll
$d$9H"exH&lipstream 3iloting (replaces )a(igation skill), you take a cumulati(e W$ penalty
to each 0ump after the first, until the pilot rests for an hour. Each success le(el on the
&lipstream roll gi(es an additional $ light5year per 0ump. &lipstream 0umps allow anyone to
follow after you as long as they get to your &lip portal before it closes ($d8U7 turns or $<5>9
seconds))
.nterstellar 0umps can be made short range with a much higher degree of success and no need
to calculate the 0ump. Jou can also do emergency 0umps, but then you need to calculate the
pre(ious and next 0umps.
A &hip can carry other ships with it if they are docked in a docking hatch (rumour has it the
docking itself is unnecessary as long as the two ships are close enough together and the
2ap5capable ship extends his field to include the other ship). The 0ump calculations for this
kind of 0ump takes twice as long and gi(es a W4 penalty to the )a(igation roll. The 0ump is
also shorterI add the 2ap5capable ships blocks, plus all the non52ap5capable ships blocks
times by 4 (if docked and @ if not). Jou then factor this in as the new block total and get from
it the new 0ump distance per 0ump (e(en if this number is _$ the 0ump is still possible as long
as the base .nterstellar speed was $ or more).
Detecting Cloa'ed#7ncloa'ed Ships
To detect a cloaked ship you roll, $d$9 H 3erception H &ensor skill, at a W4 for basic sensors,
at H9 for ad(anced or better plus any bonuses from the sensor itself. Add situational modifiers
for distance to the roll (using the below table). The cloaked ship rolls $d$9 H .ntelligence H
1loaking &kill H 1loaking de(ice bonus (H &tealth Armour bonus if any). .f the ship trying to
detect wins the resisted task it picks up the cloaked ship, howe(er all attack rolls are still at
W4 til the cloaking de(ice is turned off. +or uncloaked ships the rolls are slightly different to
detect the ship roll $d$9 H 3erception H &ensor skill, at a 9 for basic sensors, at H4 for
ad(anced or better plus any bonuses from the sensor itself. Add situational modifiers for
distance to the roll (using the below table). The ship trying to hide rolls $d$9 (H &tealth
Armour bonus if any), additional bonuses should be applied for any situational modifiers
such as high background radiation le(el, asteroid fields, etc. Again if the ship trying to detect
wins it detects the ship attempting to hide, all attack rolls are performed as normal.
"istance (kmFs) "etection Modifier
799 H4
$999 H$
4999 9
8999 9
>999 5$
$9,999 54
$9,999H 5(4 H $ per extra $9,999)
Jou can also perform a scan on a ship (but only one that you ha(e already detected). This
takes an additional W7 to the sensor roll but if successful gi(es you a list of all systems the
enemy ship contains and allows for the targeting of them.
(reliminary Era Slider
H$ A3 factor per Era higher or 5$ per Era lower (if goes _$ goes R $/7 ` $/)), H$ to all
special modifiers to rolls per Era higher or 5$ per Era lower.
Shield )echarge rate
&hield recharge rate for "1, is $ per turn per block of "1 shield at normal power usage, 4 per
turn per block of "1 shield at $.<Unormal power usage and < per turn per block of "1 shield
at 4Unormal power usage. .f a &hield falls, it takes 4 turns before it can be raised again.
Shields and $(
Explain how A3 and shields functions or doesnFt function.
Mecha
Mecha are similar to ships and are built on the same principle howe(er they donFt need
dri(es, or cockpits as these are built in to the chassis. They also arenFt allowed gap dri(es.
%ase handling for all Mecha is $ minus armour. This can be upgraded using the +oot slots,
!= you can use the foot slots for 0ump 0ets. All Mechas ha(e base speed of 79 mphI this can
be impro(ed by using leg slots.
Motorcycles
Motorcycles contain room for up to two people to ride (7 with a side car), no weapon slots ($
small5medium infantry weapon can be mounted on a side car), and a andling of 4 and &peed
of $<9mph, or a andling of 7 and &peed of $99 mph (5$ andling if it has a sidecar).
Motorcycles canFt be armoured.
Small Cars %Si-e :&
as room for up to < people to ride inside, no mounted weapons (but anyone not too busy can
fire out windows) with a base andling of $ and &peed of $99mph.
$ll other 8ehicles %Si-e ;D&
Eehicles can hold $ person per block of cockpit space, these people ha(e control stations to
allow them to control weapons, dri(e, etc, the (ehicles each person can only use up to 7
systems and these systems take se(eral minutes to transfer from station to station. Eehicles
can also buy trunk space using the same rules for 1argo bay. Eehicles can by A31 space for
men at 4 men per block.
+asic E0uipment (oint Costs
Modules
4.< per block for a simple component (,i(ing Buarters, %arracks, Armoury, Ammo)
< per block for common components (;eapons, &ensors, etc)
$9 per block for complex components (A. systems, 1omputers to assist tasks, etc)
Chassis
< per block a(ailable
49 per foot of armour
H$9 for Mecha for built5in cockpit
$rmour rules
)ormal Armour#
$99 AE H $49 per foot
<99 "1 per foot H 1hassis "1
E(ery foot of armour decreases (ehicle dodge modifier by $.
Anti5)eutron 1oated Armour#
$99 AE H $99 per foot
<99 "1 per foot H 1hassis "1
E(ery foot of armour decreases (ehicle dodge modifier by $.
%locks )eutron effect.
Ablati(e Armour#
$99 AE H >9 per foot
4<9 "1 per foot H 1hassis "1
E(ery foot of armour decreases (ehicle dodge modifier by $.
A3 of ,aser/3lasma weapons is W4, if this makes it _$ goes R $/7 ` $/)
:inetic Armour#
$99 AE H >9 per foot
4<9 "1 per foot H 1hassis "1
E(ery foot of armour decreases (ehicle dodge modifier by $.
A3 of %allistic/:inetic weapons is W4, if this makes it _$ goes R $/7 ` $/)
&tealth Armour#
$99 AE H >9 per foot (H$49 per foot when &tealth cap reached)
4<9 "1 per foot H 1hassis "1 (H<99 per foot when &tealth cap reached)
E(ery foot of armour decreases (ehicle dodge modifier by $.
H$ Modifier to &tealth per foot (up to 7)
+asic "eapon 3ypes
,asers, d$9x$9 damage per $x$x$, A3 4 (energy), costs $ points of power per block per shot,
autofire
2auss, d$9x$9 damage per $x$x$, A3 8 (kinetic), costs $ points of power per 4 blocks per
shot, 499 rounds per 2auss si-e space, autofire
3lasma, d$9x49 damage per $x$x$, A3 7 (plasma) cost 4 points of power per block per shot,
normally extremely short range, and autofire
%allistic, d$9x$99 per $x$x$, A3 < (ballistic), cost 9 power, only $ shot, homing (H7
Accuracy)
,auncher, d$9x4< per $x$x$, A3 < (ballistic), cost 9 power, 49 shots per launcher si-e of
missiles, homing (H7 Accuracy)
Auto5cannon, d$9x$9 damage per $x$x$, A3 4 (ballistic), $99 rounds per Auto5cannon si-e,
autofire
"isrupter, d$9x$99 damage per $x$x$, A3 4 (energy) costs $< points of power per block per
shot, normal range, single fire, and reloading takes $ minute ($4 Turns).
=am, H$9 to multiplier for your damage per $x$x$, A3 4 (kinetic), costs 9 power, range point
blank. ()ormal ramming damage "$9U((($995$9Uyour si-eH$9Uhis si-e)U1ombined
Thrust)Ulargest ship si-e))
3ulsar, "$9U< damage per $x$x$ 7>95degree, A3 4 (energy) costs $9 points of power per
block, use short range increments ,damage is hal(ed at each range increment after short.
+asic "eapon )anges
(oint-+lan' )ange1 H$ to &trike Tasks, and add $ to the "amage Multiplier.
Short )ange1 )o modifier.
Medium )ange1 5$ to &trike Tasks.
Long )ange1 57 to &trike Tasks, and reduce "amage Multiplier by $.
E.treme )ange1 5> to &trike Tasks, and reduce "amage Multiplier by 4.
Short1 499/$999/4999/7999/8999H (kmFs)
,ormal1 799/$<99/7<99/8<99/>999H (kmFs)
Long1 <99/4<99/<999/?<99/$9999H (kmFs)
Special "eapon 7pgrades1
Turret Mounted# )eeds a H4<K (minimum $) to blocks to make a weapon turret mounted
otherwise it is fixed at firing in a chosen $495degree arc.
&hield 3iercing (3lasma, ,aser) (only for high eras), double weapon si-e and energy costs per
shot, all shots now go right through shields, nothing else is increased.
)eutron (,aser only), weapon deals $K damage after AE subtraction, as ,3 damage to all
occupants of the ship on any hits to the hull, needs H4<K blocks (minimum $).
Armour 3iercing (Autocannon, 2auss)# H4 to A3 factor, H4<K blocks (minimum $).
3roximity +use (,auncher/%allistic)# H4 to Accuracy, ?<K damage.
EM3 ;arhead (,auncher/%allistic)# "rain <K damage roll power from target ship on impact.
&ensors on the target ship get a W4 penalty for $ minute per $9 power drained (minimum $
minute). )o hull damage is inflicted.
Additional 'pgrades probably exist
)odules
"eapons
Small Laser Cannon1
+orward firing laser cannon
Accuracy# 9
3ower 'sage# $
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x$9I Armour
3iercing +actor# 4 (energy)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# $x$x$
1ost# <
3urret Mounted Small Laser Cannon1
Turret Mounted &mall ,aser 1annon, 7>95degree rotation with $@95degree angle
Accuracy# 9
3ower 'sage# $
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x$9I Armour
3iercing +actor# 4 (energy)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# $x$x4
1ost# 49
Medium Laser Cannon1
+orward firing laser cannon
Accuracy# 9
3ower 'sage# 8
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x89I Armour
3iercing +actor# 4 (energy)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# 4x4x$
1ost# 49
3urret Mounted Medium Laser Cannon1
Turret Mounted Medium ,aser 1annon, 7>95degree rotation with $@95degree angle
Accuracy# 9
3ower 'sage# 7
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x<9I Armour
3iercing +actor# 7 (energy)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# 4x7x$
1ost# 79
Large Laser Cannon1
+orward firing laser cannon
Accuracy# 9
3ower 'sage# >
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x>9I Armour
3iercing +actor# 4 (energy)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# 7x4x$
1ost# 79
3urret Mounted Large Laser Cannon1
Turret Mounted Medium ,aser 1annon, 7>95degree rotation with $@95degree angle
Accuracy# 9
3ower 'sage# <
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x>9I Armour
3iercing +actor# 7 (energy)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# 8x4x$
1ost# 89
Frigate Laser Cannon1
+orward firing laser cannon
Accuracy# 9
3ower 'sage# $9
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x$99I Armour
3iercing +actor# 4 (energy)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# <x4x$
1ost# <9
3urret Mounted Frigate Laser Cannon1
Turret Mounted Medium ,aser 1annon, 7>95degree rotation with $@95degree angle
Accuracy# 9
3ower 'sage# <
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9xA9I Armour
3iercing +actor# 7 (energy)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# >x4x$
1ost# >9
Destroyer Laser Cannon1
+orward firing laser cannon
Accuracy# 9
3ower 'sage# 49
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x499I Armour
3iercing +actor# 4 (energy)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# $9x4x$
1ost# $99
Cruiser Laser Cannon1
+orward firing laser cannon
Accuracy# 9
3ower 'sage# 89
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x899I Armour
3iercing +actor# 4 (energy)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# 49x4x$
1ost# 499
+attleship Laser Cannon1
+orward firing laser cannon
Accuracy# 9
3ower 'sage# @9
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x@99I Armour
3iercing +actor# 4 (energy)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# 89x4x$
1ost# 899
Mecha Laser (istol1
+orward firing laser cannon
Accuracy# 9
3ower 'sage# 4
3ower &upply# $99
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x49I Armour
3iercing +actor# 4 (energy)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# 7x$x$
1ost# $<
Mecha Laser )i2le1
+orward firing laser cannon
Accuracy# 9
3ower 'sage# $9
3ower &upply# >99
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x$99I Armour
3iercing +actor# 4 (energy)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# 8x4x4
1ost# @9
Small Gauss Cannon1
+orward firing 2auss cannon
Accuracy# 9
3ower 'sage# $
&hots# 9 H 499 per 4x$x$
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x$9I Armour
3iercing +actor# 8 (kinetic)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# 4x$x$
1ost# $9 (< for ammo)
Medium Gauss Cannon1
+orward firing 2auss cannon
Accuracy# 9
3ower 'sage# 4
&hots# 9 H 499 per 4x4x$
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x89I Armour
3iercing +actor# 8 (kinetic)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# 4x4x$
1ost# 49 ($9 for ammo)
Large Gauss Cannon1
+orward firing 2auss cannon
Accuracy# 9
3ower 'sage# 8
&hots# 9 H 499 per 8x4x$
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x@9I Armour
3iercing +actor# 8 (kinetic)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# 8x4x$
1ost# 89 (49 for ammo)
Frigate Gauss Cannon1
+orward firing 2auss cannon
Accuracy# 9
3ower 'sage# @
&hots# 9 H 499 per $9x4x$
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x499I Armour
3iercing +actor# 8 (kinetic)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# $9x4x$
1ost# $99 (<9 for ammo)
Destroyer Gauss Cannon1
+orward firing 2auss cannon
Accuracy# 9
3ower 'sage# $>
&hots# 9 H 499 per 49x4x$
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x899I Armour
3iercing +actor# 8 (kinetic)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# 49x4x$
1ost# 499 ($99 for ammo)
Cruiser Gauss Cannon1
+orward firing 2auss cannon
Accuracy# 9
3ower 'sage# 74
&hots# 9 H 499 per 89x4x$
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x@99I Armour
3iercing +actor# 8 (kinetic)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# 89x4x$
1ost# 899 (499 for ammo)
+attleship Gauss Cannon1
+orward firing 2auss cannon
Accuracy# 9
3ower 'sage# >8
&hots# 9 H 499 per @9x4x$
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x$>99I
Armour 3iercing +actor# 8 (kinetic)I "amage Modifier# x$I =ange#
799/$<99/7<99/8<99/>999H
Module &i-e# @9x4x$
1ost# @99 (899 for ammo)
Mecha Gauss (istol1
+orward firing 2auss cannon
Accuracy# 9
3ower 'sage# $/4
3ower &upply $99
&hots# 499
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x$9I Armour
3iercing +actor# 8 (kinetic)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# 7x$x$
1ost# $4
Mecha Gauss )i2le1
+orward firing 2auss cannon
Accuracy# 9
3ower 'sage# 8
3ower &upply 899
&hots# $99
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x@9I Armour
3iercing +actor# 8 (kinetic)I "amage Modifier# x$I =ange# 799/$<99/7<99/8<99/>999H
Module &i-e# 8x4x4
1ost# ?9
Small (lasma Cannon1
+orward firing plasma cannon
Accuracy# 9
3ower 'sage# 4
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x49I Armour
3iercing +actor# 7 (plasma)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# $x$x$
1ost# <
Medium (lasma Cannon1
+orward firing plasma cannon
Accuracy# 9
3ower 'sage# @
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x@9I Armour
3iercing +actor# 7 (plasma)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# 4x4x$
1ost# 49
Large (lasma Cannon1
+orward firing plasma cannon
Accuracy# 9
3ower 'sage# $>
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x$>9I Armour
3iercing +actor# 7 (plasma)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# 4x4x4
1ost# 89
Frigate (lasma Cannon1
+orward firing plasma cannon
Accuracy# 9
3ower 'sage# 74
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x749I Armour
3iercing +actor# 7 (plasma)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# 8x4x4
1ost# @9
Destroyer (lasma Cannon1
+orward firing plasma cannon
Accuracy# 9
3ower 'sage# >8
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x>89I Armour
3iercing +actor# 7 (plasma)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# @x4x4
1ost# $>9
Cruiser (lasma Cannon1
+orward firing plasma cannon
Accuracy# 9
3ower 'sage# $4@
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x$4@9I
Armour 3iercing +actor# 7 (plasma)I "amage Modifier# x$I =ange#
499/$999/4999/7999/8999H
Module &i-e# $>x4x4
1ost# 749
+attleship (lasma Cannon1
+orward firing plasma cannon
Accuracy# 9
3ower 'sage# 4<>
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x4<>9I
Armour 3iercing +actor# 7 (plasma)I "amage Modifier# x$I =ange#
499/$999/4999/7999/8999H
Module &i-e# 74x4x4
1ost# >89
Mecha (lasma (istol1
+orward firing plasma cannon
Accuracy# 9
3ower 'sage# 8
3ower &upply# $99
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x89I Armour
3iercing +actor# 7 (plasma)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# 7x$x$
1ost# $<
Mecha (lasma )i2le1
+orward firing plasma cannon
Accuracy# 9
3ower 'sage# 49
3ower &upply# >99
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x499I Armour
3iercing +actor# 7 (plasma)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# 8x4x4
1ost# @9
Mecha (lasma Cannon1
+orward firing plasma cannon
Accuracy# 9
3ower 'sage# 79
3ower &upply# >99
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x799I Armour
3iercing +actor# 7 (plasma)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# <x4x4
1ost# $99
Small $nti-Ship Missile1
+orward firing missile
Accuracy# 7 (oming)
&hots# $
=ate of +ire# $. "amage# "$9x$99I Armour 3iercing +actor# < (ballistic)I "amage Modifier#
x$I =ange# <99/4<99/<999/?<99/$9999H
Module &i-e# $x$x$
1ost# <
Medium $nti-Ship Missile1
+orward firing missile
Accuracy# 7 (oming)
&hots# $
=ate of +ire# $. "amage# "$9x499I Armour 3iercing +actor# < (ballistic)I "amage Modifier#
x$I =ange# <99/4<99/<999/?<99/$9999H
Module &i-e# 4x$x$
1ost# $9
Large $nti-Ship Missile1
+orward firing missile
Accuracy# 7 (oming)
&hots# $
=ate of +ire# $. "amage# "$9x899I Armour 3iercing +actor# < (ballistic)I "amage Modifier#
x$I =ange# <99/4<99/<999/?<99/$9999H
Module &i-e# 4x4x$
1ost# 49
Frigate $nti-Ship Missile1
+orward firing missile
Accuracy# 7 (oming)
&hots# $
=ate of +ire# $. "amage# "$9x$999I Armour 3iercing +actor# < (ballistic)I "amage Modifier#
x$I =ange# <99/4<99/<999/?<99/$9999H
Module &i-e# <x4x$
1ost# <9
Destroyer $nti-Ship Missile1
+orward firing missile
Accuracy# 7 (oming)
&hots# $
=ate of +ire# $. "amage# "$9x4999I Armour 3iercing +actor# < (ballistic)I "amage Modifier#
x$I =ange# <99/4<99/<999/?<99/$9999H
Module &i-e# $9x4x$
1ost# $99
Small Missile Launcher1
+orward firing missile
Accuracy# 7 (oming)
&hots# 9 H 49 per ($x$x$)
=ate of +ire# $. "amage# "$9x4<I Armour 3iercing +actor# < (ballistic)I "amage Modifier#
x$I =ange# <99/4<99/<999/?<99/$9999H
Module &i-e# $x$x$
1ost# < (4.< per ammo)
Medium Missile Launcher1
+orward firing missile
Accuracy# 7 (oming)
&hots# 9 H 49 per (4x4x$)
=ate of +ire# $. "amage# "$9x$99I Armour 3iercing +actor# < (ballistic)I "amage Modifier#
x$I =ange# <99/4<99/<999/?<99/$9999H
Module &i-e# 4x4x$
1ost# 49 ($9 per ammo)
Large Missile Launcher1
+orward firing missile
Accuracy# 7 (oming)
&hots# 9 H 49 per (7x4x$)
=ate of +ire# $. "amage# "$9x$<9I Armour 3iercing +actor# < (ballistic)I "amage Modifier#
x$I =ange# <99/4<99/<999/?<99/$9999H
Module &i-e# 7x4x$
1ost# 79 ($< per ammo)
Frigate Missile Launcher1
+orward firing missile
Accuracy# 7 (oming)
&hots# 9 H 49 per (>x4x$)
=ate of +ire# $. "amage# "$9x799I Armour 3iercing +actor# < (ballistic)I "amage Modifier#
x$I =ange# <99/4<99/<999/?<99/$9999H
Module &i-e# >x4x$
1ost# >9 (79 per ammo)
Destroyer Missile Launcher1
+orward firing missile
Accuracy# 7 (oming)
&hots# 9 H 49 per ($4x4x$)
=ate of +ire# $. "amage# "$9x>99I Armour 3iercing +actor# < (ballistic)I "amage Modifier#
x$I =ange# <99/4<99/<999/?<99/$9999H
Module &i-e# $4x4x$
1ost# $49 (>9 per ammo)
Cruiser Missile Launcher1
+orward firing missile
Accuracy# 7 (oming)
&hots# 9 H 49 per (4<x4x$)
=ate of +ire# $. "amage# "$9x$4<9I Armour 3iercing +actor# < (ballistic)I "amage Modifier#
x$I =ange# <99/4<99/<999/?<99/$9999H
Module &i-e# 4<x4x$
1ost# 4<9 ($4< per ammo)
+attleship Missile Launcher1
+orward firing missile
Accuracy# 7 (oming)
&hots# 9 H 49 per (<9x4x$)
=ate of +ire# $. "amage# "$9x4<99I Armour 3iercing +actor# < (ballistic)I "amage Modifier#
x$I =ange# <99/4<99/<999/?<99/$9999H
Module &i-e# <9x4x$
1ost# <99 (4<9 per ammo)
Mecha Missile Launcher1
+orward firing missile
Accuracy# 7 (oming)
&hots# 49
=ate of +ire# $. "amage# "$9x499I Armour 3iercing +actor# < (ballistic)I "amage Modifier#
x$I =ange# <99/4<99/<999/?<99/$9999H
Module &i-e# 8x4x4
1ost# >9
Small $uto-cannon1
+orward firing Auto5cannon
Accuracy# 9
&hots# 9H$99 (per $x$x$)
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x$9I Armour
3iercing +actor# 4 (ballistic)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# $x$x$
1ost# < (4.< per ammo)
Medium $uto-cannon1
+orward firing Auto5cannon
Accuracy# 9
&hots# 9H$99 (per 4x4x$)
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x89I Armour
3iercing +actor# 4 (ballistic)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# 4x4x$
1ost# 49 ($9 per ammo)
Large $uto-cannon1
+orward firing Auto5cannon
Accuracy# 9
&hots# 9H$99 (per 7x4x$)
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x>9I Armour
3iercing +actor# 4 (ballistic)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# 7x4x$
1ost# 79 ($< per ammo)
Mecha $uto-(istol1
+orward firing Auto5cannon
Accuracy# 9
&hots# $99
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x$9I Armour
3iercing +actor# 4 (ballistic)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# $x$x4
1ost# ?
Mecha $uto-ri2le1
+orward firing Auto5cannon
Accuracy# 9
&hots# $99
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x@9I Armour
3iercing +actor# 4 (ballistic)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# 8x4x4
1ost# >9
Mecha $uto-cannon1
+orward firing Auto5cannon
Accuracy# 9
&hots# $99
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x$99I Armour
3iercing +actor# 4 (ballistic)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# <x4x4
1ost# ?<
Mecha S!ord1
,arge metal sword
Accuracy# 9
=ate of +ire# $ "amage# "$9x79I Armour 3iercing +actor# 4 (ballistic)I "amage Modifier#
x$I =ange# 3oint %lank
Module &i-e# 7x$x$
1ost# $<
Large Mecha S!ord1
,arge metal sword
Accuracy# 9
=ate of +ire# $ "amage# "$9x89I Armour 3iercing +actor# 4 (ballistic)I "amage Modifier#
x$I =ange# 3oint %lank
Module &i-e# 8x$x$
1ost# 49
Small (si Cannon1
+orward firing 1annon that pro0ects 3sionic energy
Accuracy# 9
3ower# =eDuires $9 Essence points to be pushed into it from psionics to fire one shot
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x89I Armour
3iercing +actor# 7 (energy)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# 4x$x$
1ost# 49
Frigate (si Cannon1
+orward firing 1annon that pro0ects 3sionic energy
Accuracy# 9
3ower# =eDuires 4< Essence points to be pushed into it from psionics to fire one shot
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x$99I Armour
3iercing +actor# 7 (energy)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# <x$x$
1ost# 89
Destroyer (si Cannon1
+orward firing 1annon that pro0ects 3sionic energy
Accuracy# 9
3ower# =eDuires <9 Essence points to be pushed into it from psionics to fire one shot
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x499I Armour
3iercing +actor# 7 (energy)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# <x4x$
1ost# @9
Cruiser (si Cannon1
+orward firing 1annon that pro0ects 3sionic energy
Accuracy# 9
3ower# =eDuires $99 Essence points to be pushed into it from psionics to fire one shot
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x899I Armour
3iercing +actor# 7 (energy)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# <x4x4
1ost# $>9
+attleship (si Cannon1
+orward firing 1annon that pro0ects 3sionic energy
Accuracy# 9
3ower# =eDuires $<9 Essence points to be pushed into it from psionics to fire one shot
=ate of +ire# $ round, 7 round or <5round bursts, or full autofire. "amage# "$9x>99I Armour
3iercing +actor# 7 (energy)I "amage Modifier# x$I =ange# 499/$999/4999/7999/8999H
Module &i-e# <x7x4
1ost# 489
(si $mpli2ier1
1ombines and focuses psionic powers allowing them to be used at interstellar ranges. This
can be Duite de(astating particularly when used with Mindrule, Mindhands, or Mindfire. .ts
main flaw is its short range unless you ha(e a large or powerful group of psychics using it, so
it is mainly used on massi(e (essel like "readnaughts. Jou need a combined &T of at least
499 or higher to get ranges similar to most other ship based weapons.
Accuracy# 9
3ower# Earies (reDuires 4 essence per psionic in(ol(ed in the effect H < more essence per foot
to turn a single person power into area effect (mind rule for example) or add an additional
foot of area to a area effect power H < to add < to 1ombined &T for determining range (and
only range) of the effect H of course any essence channelling)
=ate of +ire# $ psionic power per turn. "amage# )AI Armour 3iercing +actor# )AI "amage
Modifier# )AI =ange# 1ombined &T/4U1ombined &T /<U1ombined &T /$9U1ombined &T /
$<U1ombined &T H
Module &i-e# <x<x<
1ost# $4<9
Computers
Small 3argeting Computer1
2i(es an effecti(e weapon skill of 4 for up to 8 weapons mounted on the ship.
Module &i-e# $x$x$
1ost# $9
Medium 3argeting Computer1
2i(es an effecti(e weapon skill of < for up to 8 weapons mounted on the ship.
Module &i-e# 4x4x$
1ost# 89
Large 3argeting Computer1
2i(es an effecti(e weapon skill of < for up to @ weapons mounted on the ship.
Module &i-e# 4x4x4
1ost# @9
,avigation Computer1
al(es the time 0ump calculations take to perform.
Module &i-e# 4x4x4
1ost# @9
Miscellaneous )ooms
Small $rmoury1
<x$9x$9 si-ed armoury can contain a pretty extensi(e array of weapons.
Module &i-e# $x4x4
1ost# $9
Medium $rmoury1
$9x$9x$9 si-ed armoury can contain a pretty extensi(e array of weapons (double the small
one).
Module &i-e# 4x4x4
1ost# 49
Large $rmoury1
$9x49x49 si-ed armoury can contain a pretty extensi(e array of weapons (four times the
medium one).
Module &i-e# 4x8x8
1ost# @9
Small +arrac's1
<x<x$9 can contain up to 4 people with bunks.
Module &i-e# $x$x4
1ost# <
Medium +arrac's1
$9x$9x$9 can contain up to @ people with bunks.
Module &i-e# 4x4x4
1ost# 49
Large +arrac's1
49x49x$9 can contain up to 74 people with bunks.
Module &i-e# 8x8x4
1ost# @9
Small Living /uarters1
<x<x$9 can contain $ person with a great deal of comfort.
Module &i-e# $x$x4
1ost# <
Medium Living /uarters1
$9x$9x$9 can contain 8 people with a great deal of comfort.
Module &i-e# 4x4x4
1ost# 49
Large Living /uarters1
49x$9x$9 can contain @ people with a great deal of comfort.
Module &i-e# 8x4x4
1ost# 89
Medical +ay
$9x$9x$9, suitable for treating 4 people at a time, contains an Auto"oc (H4 to Medicine
Tasks using the shipQs onboard systems and supplies).
Module &i-e# 4x4x4
1ost# 89
(oint De2ence
Small (oint De2ence System1
&mall lasers and matched sensors attack small ob0ects like asteroids and missiles that come
near, granting H$/&i-e to "efence tasks against small ob0ects.
Module &i-e# $x$x$
1ost# <
Medium (oint De2ence System1
&mall lasers and matched sensors attack small ob0ects like asteroids and missiles that come
near, granting H8/&i-e to "efence tasks against small ob0ects.
Module &i-e# 4x4x$
1ost# 49
Control Systems
Coc'pit1
2i(es the pilot of a small (essel the ability to control all the (essels systems from the one
control position. !nly allowed on &paceships of &i-e 7 or less. .ncludes basic sensors.
Module &i-e# 4x$x$
1ost# $9
Small +ridge1
The bridge is $9x$9x$9 feet, and contains room for up to 7 control panels (each of which can
control a maximum of 8 systems), which can be customised as to which of the ship tasks they
perform. Most common configuration is piloting at one, sensors and na(igation at another,
weapons and shields at the third. 3eople with a "ata 6ack can plug in and get H7 to all ship
related tasks. !nly allowed on &paceships of &i-e 85>. .ncludes basic sensors.
Module &i-e# 4x4x4
1ost# 89
Medium +ridge1
The bridge is 49x49x$9 feet, and contains room for up to @ control panels (each of which can
control a maximum of 8 systems), which can be customised as to which of the ship tasks they
perform. Most common configuration is piloting at one, sensors and na(igation at another,
weapons, cloaking and shields at the rest. 3eople with a "ata 6ack can plug in and get H7 to
all ship related tasks. !nly allowed on &paceships of &i-e >5@. .ncludes basic sensors.
Module &i-e# 8x8x4
1ost# $>9
Large +ridge1
The bridge is 79x79x$9 feet, and contains room for up to $4 control panels (each of which
can control a maximum of 8 systems), which can be customised as to which of the ship tasks
they perform. Most common configuration is piloting at one, sensors and na(igation at
another, weapons and shields at the rest. 3eople with a "ata 6ack can plug in and get H7 to all
ship related tasks. !nly allowed on &paceships of &i-e @5$9. .ncludes basic sensors.
Module &i-e# >x>x4
1ost# 7>9
Massive +ridge1
The bridge is 89x89x$9 feet, and contains room for up to 49 control panels (each of which
can control a maximum of 8 systems), which can be customised as to which of the ship tasks
they perform. Most common configuration is piloting at one, sensors and na(igation at
another, weapons and shields at the rest. 3eople with a "ata 6ack can plug in and get H7 to all
ship related tasks. !nly allowed on &paceships of &i-e $5$9H. .ncludes basic sensors.
Module &i-e# @x@x4
1ost# >89
$utomation System1
2i(es the ship the ability to fly itself, following limited instructions gi(en to it by its parent
ship. !nly allowed on &paceships of &i-e 9. .ncludes basic sensors.
Module &i-e# $x$x$
1ost# <
+asic Fighter $I1
H9 to ship si-e before you need a larger bridge, you also need to also buy/ha(e an A. to
download into this system otherwise it is worthless. The A. can control up to 8 &ystems at a
time. This can also run a ship on itFs own as long as it can control enough components.
.ncludes basic sensors.
Module &i-e# $x$x$
1ost# $9
+asic Ship $I1
H$ to ship si-e before you need a larger bridge, you also need to also buy/ha(e an A. to
download into this system otherwise it is worthless. The A. can control up to @ &ystems at a
time. This can also run a ship on itFs own as long as it can control enough components.
.ncludes basic sensors.
Module &i-e# $x$x4
1ost# 49
$dvanced Ship $I1
H4 to ship si-e before you need a larger bridge, you also need to also buy/ha(e an A. to
download into this system otherwise it is worthless. The A. can control up to $> &ystems at a
time. This can also run a ship on itFs own as long as it can control enough components.
.ncludes basic sensors.
Module &i-e# $x4x4
1ost# 89
Superior Ship $I1
H4 to ship si-e before you need a larger bridge, you also need to also buy/ha(e an A. to
download into this system otherwise it is worthless. The A. can control up to 74 &ystems at a
time. This can also run a ship on itFs own as long as it can control enough components.
.ncludes basic sensors.
Module &i-e# 4x4x4
1ost# @9
Sensors
+asic Sensor1
Allows the spaceship to detect other spaceships, also allows you to detect large ob0ect inside
an atmosphere.
Module &i-e# $x$x$
1ost# <
$dvanced Sensor1
Allows the spaceship to detect other spaceships, also allows you to detect large ob0ect inside
an atmosphere. This also allows the ship a chance to detect cloaked or otherwise obscured
spaceships (&olar flares, &tealth Armour, etc).
Module &i-e# 4x4x$
1ost# 49
3achyon Sensors1
Allows the spaceship to detect other spaceships, also allows you to detect large ob0ect inside
an atmosphere. This also allows the ship a chance to detect cloaked or otherwise obscured
spaceships (&olar flares, etc) at a H8.
Module &i-e# 4x4x4
1ost# 89
(o!ercore
Fighter (o!ercore1
3ro(ides a small amount of power, to all systems. .s capable of solar recharge to 4<K of its
maximum power le(el.
3ro(ides $99 units of power.
Module &i-e# $x$x$
1ost# <
Frigate (o!ercore1
3ro(ides a medium amount of power, to all systems. .s capable of solar recharge to 4<K of its
maximum power le(el.
3ro(ides @99 units of power.
Module &i-e# 4x4x4
1ost# 89
Destroyer (o!ercore1
3ro(ides a large amount of power, to all systems. .s capable of solar recharge to 4<K of its
maximum power le(el.
3ro(ides >899 units of power.
Module &i-e# 8x8x8
1ost# 749
Cruiser (o!ercore1
3ro(ides a large amount of power, to all systems. .s capable of solar recharge to 4<K of its
maximum power le(el.
3ro(ides $4,<99 units of power.
Module &i-e# <x<x<
1ost# >4<
+attleship (o!ercore1
3ro(ides a large amount of power, to all systems. .s capable of solar recharge to 4<K of its
maximum power le(el.
3ro(ides $99,999 units of power.
Module &i-e# $9x$9x$9
1ost# <999
Engine
Fighter Engine1
Allows (>99U49/%locks) mph atmosphere tra(el with the spacecraft. Effecti(e thrust in space
is 49/%locks. !nly allowed on &paceships.
Module &i-e# $x$x$
3ower 'sage# $ per hour, $ per minute in combat
1ost# <
Frigate Engine1
Allows (>99U$49/%locks) mph atmosphere tra(el with the spacecraft. Effecti(e thrust in
space is $49/%locks. !nly allowed on &paceships.
Module &i-e# 7x4x$
3ower 'sage# > per hour, > per minute in combat
1ost# 79
Destroyer Engine1
Allows (>99U<99/%locks) mph atmosphere tra(el with the spacecraft. Effecti(e thrust in
space is <99/%locks. !nly allowed on &paceships.
Module &i-e# <x<x$
3ower 'sage# 4< per hour, 4< per minute in combat
1ost# $4<
Light Cruiser Engine1
Allows (>99U$999/%locks) mph atmosphere tra(el with the spacecraft. Effecti(e thrust in
space is $999/%locks. !nly allowed on &paceships.
Module &i-e# <x<x4
3ower 'sage# <9 per hour, <9 per minute in combat
1ost# 4<9
Cruiser Engine1
Allows (>99U4<99/%locks) mph atmosphere spacecrafts. Effecti(e thrust in space is
4<99/%locks. !nly allowed on &paceships.
Module &i-e# <x<x<
3ower 'sage# $4< per hour, $4< per minute in combat
1ost# >4<
+attleship Engine1
Allows (>99U<999/%locks) mph atmosphere spacecrafts. Effecti(e thrust in space is
<999/%locks. !nly allowed on &paceships.
Module &i-e# $9x<x<
3ower 'sage# 4<9 per hour, 4<9 per minute in combat
1ost# $4<9
Gap Drive
Small Gap Drive1
2rants interstellar speed 49/%locks. !nly allowed on &paceships.
Module &i-e# $x$x$
3ower 'sage# $9 per 0ump
1ost# $9
Medium Gap Drive1
2rants interstellar speed $49/%locks. !nly allowed on &paceships.
Module &i-e# 7x4x$
3ower 'sage# >9 per 0ump
1ost# >9
Large Gap Drive1
2rants interstellar speed <99/%locks. !nly allowed on &paceships.
Module &i-e# <x<x$
3ower 'sage# 4<9 per 0ump
1ost# 4<9
Massi(e 2ap "ri(e#
2rants interstellar speed 4999/%locks. !nly allowed on &paceships.
Module &i-e# <x<x8
3ower 'sage# $999 per 0ump
1ost# $999
8ehicle Engine
8ehicle Engine1
2rants land speed of $99/%locks mph. Also grants effecti(e handling of H$ per <9 mph of
speed.
Module &i-e# $x$x$
1ost# $9
Mecha 7pgrades
Mecha Speed 7pgrade1
2rants H$<9/%locks speed, and H$</blocks handling.
Module &i-e# $x$x$
1ost# <
Mecha 5ump 5ets1
.f you ha(e at least one 0ump 0et you get, %ase speed H (799/%locksU number of 0ump 0ets)
0umping speed. This allows the Mecha to fly limited distances.
Module &i-e# $x$x$
3ower 'sage# $ per minute per 0ump 0et
1ost# <
Small Mecha Hand1
Allows the Mecha to wield $ handed Mecha weapons, a weapon is one handed for a Mecha if
it is less then or eDual to R Mecha height long, and less then or eDual to a Mecha height wide
and high. .f a Mecha has 4 hands it can wield 4 handed Mecha weapons these are any weapon
less then or eDual to 8/< Mecha height long and less then or eDual to 4/< Mecha height wide
and high. +or example a 4<5foot Mecha can wield a $9x<x< foot or smaller weapon in one
hand, and 49x$9x$9 foot or smaller weapon in both. A 7<5foot Mecha can wield a $<x<x<
foot or smaller weapon in one hand, and 4<x$9x$9 foot or smaller weapon in both.
Module &i-e# $x$x$
1ost# <
Shields
Small $*sorptive Shield1
3ro(ides "1 for the &hield once this expires all shields on this face will fall except for
"eflectors.
"1# 899
1reation 3ower# 4
3ower 'sage# $ per turn
Module &i-e# $x$x$
1ost# <
Small (hased $*sorptive Shield1
3ro(ides "1 for the &hield once this expires all shields on this face will fall except for
"eflectors.
"1# @99
1reation 3ower# >
3ower 'sage# 7 per turn
Module &i-e# $x$x$
1ost# $9
Small Gravitic $*sorptive Shield1
3ro(ides "1 for the &hield once this expires all shields on this face will fall except for
"eflectors.
"1# $>99
1reation 3ower# $@
3ower 'sage# A per turn
Module &i-e# $x$x$
1ost# 49
Small De2lective Shield1
3ro(ides AE for the &hield once this expires all shields on this face will fall except for
"eflectors.
AE# 89
1reation 3ower# 8
3ower 'sage# 4 per turn
Module &i-e# $x$x$
1ost# <
Small (hased De2lective Shield1
3ro(ides AE for the &hield once this expires all shields on this face will fall except for
"eflectors.
AE# @9
1reation 3ower# $4
3ower 'sage# > per turn
Module &i-e# $x$x$
1ost# $9
Small Gravitic De2lective Shield1
3ro(ides AE for the &hield once this expires all shields on this face will fall except for
"eflectors.
AE# $>9
1reation 3ower# 7>
3ower 'sage# $@ per turn
Module &i-e# $x$x$
1ost# 49
Small De2lector1
=educes "amage Multiplier of any damage.
"M# 58
1reation 3ower# 8
3ower 'sage# 4 per turn
Module &i-e# $x$x$
1ost# <
Small (hased De2lector1
=educes "amage Multiplier of any damage.
"M# 5@
1reation 3ower# $4
3ower 'sage# > per turn
Module &i-e# $x$x$
1ost# $9
Small Gravitic De2lector1
=educes "amage Multiplier of any damage.
"M# 5$>
1reation 3ower# 7>
3ower 'sage# $@ per turn
Module &i-e# $x$x$
1ost# 49
Medium $*sorptive Shield1
3ro(ides "1 for the &hield once this expires all shields on this face will fall except for
"eflectors.
"1# 7499
1reation 3ower# $>
3ower 'sage# @ per turn
Module &i-e# 4x4x4
1ost# 89
Medium (hased $*sorptive Shield1
3ro(ides "1 for the &hield once this expires all shields on this face will fall except for
"eflectors.
"1# >899
1reation 3ower# 8@
3ower 'sage# 48 per turn
Module &i-e# 4x4x4
1ost# @9
Medium Gravitic $*sorptive Shield1
3ro(ides "1 for the &hield once this expires all shields on this face will fall except for
"eflectors.
"1# $4@99
1reation 3ower# $88
3ower 'sage# ?4 per turn
Module &i-e# 4x4x4
1ost# $>9
Medium De2lective Shield1
3ro(ides AE for the &hield once this expires all shields on this face will fall except for
"eflectors.
AE# 749
1reation 3ower# 74
3ower 'sage# $> per turn
Module &i-e# 4x4x4
1ost# 89
Medium (hased De2lective Shield1
3ro(ides AE for the &hield once this expires all shields on this face will fall except for
"eflectors.
AE# >89
1reation 3ower# A>
3ower 'sage# 8@ per turn
Module &i-e# 4x4x4
1ost# @9
Medium Gravitic De2lective Shield1
3ro(ides AE for the &hield once this expires all shields on this face will fall except for
"eflectors.
AE# $4@9
1reation 3ower# 4@@
3ower 'sage# $88 per turn
Module &i-e# 4x4x4
1ost# $>9
Medium De2lector1
=educes "amage Multiplier of any damage.
"M# 574
1reation 3ower# 74
3ower 'sage# $> per turn
Module &i-e# 4x4x4
1ost# 89
Medium (hased De2lector1
=educes "amage Multiplier of any damage.
"M# 5>8
1reation 3ower# A>
3ower 'sage# 8@ per turn
Module &i-e# 4x4x4
1ost# @9
Medium Gravitic De2lector1
=educes "amage Multiplier of any damage.
"M# 5$4@
1reation 3ower# 4@@
3ower 'sage# $88 per turn
Module &i-e# 4x4x4
1ost# $>9
Large $*sorptive Shield1
3ro(ides "1 for the &hield once this expires all shields on this face will fall except for
"eflectors.
"1# $9@99
1reation 3ower# <8
3ower 'sage# 4? per turn
Module &i-e# 7x7x7
1ost# $7<
Large (hased $*sorptive Shield1
3ro(ides "1 for the &hield once this expires all shields on this face will fall except for
"eflectors.
"1# 4$>99
1reation 3ower# $>4
3ower 'sage# @$ per turn
Module &i-e# 7x7x7
1ost# 4?9
Large Gravitic $*sorptive Shield1
3ro(ides "1 for the &hield once this expires all shields on this face will fall except for
"eflectors.
"1# 87499
1reation 3ower# 8@>
3ower 'sage# 487 per turn
Module &i-e# 7x7x7
1ost# <89
Large De2lective Shield1
3ro(ides AE for the &hield once this expires all shields on this face will fall except for
"eflectors.
AE# $9@9
1reation 3ower# $9@
3ower 'sage# <8 per turn
Module &i-e# 7x7x7
1ost# $7<
Large (hased De2lective Shield1
3ro(ides AE for the &hield once this expires all shields on this face will fall except for
"eflectors.
AE# 4$>9
1reation 3ower# 748
3ower 'sage# $>4 per turn
Module &i-e# 7x7x7
1ost# 4?9
Large Gravitic De2lective Shield1
3ro(ides AE for the &hield once this expires all shields on this face will fall except for
"eflectors.
AE# 8749
1reation 3ower# A?4
3ower 'sage# 8@> per turn
Module &i-e# 7x7x7
1ost# <89
Large De2lector1
=educes "amage Multiplier of any damage.
"M# 5$9@
1reation 3ower# $9@
3ower 'sage# <8 per turn
Module &i-e# 7x7x7
1ost# $7<
Large (hased De2lector1
=educes "amage Multiplier of any damage.
"M# 54$>
1reation 3ower# 748
3ower 'sage# $>4 per turn
Module &i-e# 7x7x7
1ost# 4?9
Large Gravitic De2lector1
=educes "amage Multiplier of any damage.
"M# 5874
1reation 3ower# A?4
3ower 'sage# 8@> per turn
Module &i-e# 7x7x7
1ost# <89
3ractor +eam
Small 3ractor +eam1
1an drag immobile ob0ects of 49/%lock effecti(e thrust, or reduce the speed of one that can
mo(e by 49/%lock effecti(e thrust.
3ower 'sage# $ per turn
Module &i-e# $x$x$
1ost# $9
Medium 3ractor +eam1
1an drag immobile ob0ects of @9/%lock effecti(e thrust, or reduce the speed of one that can
mo(e by @9/%lock effecti(e thrust.
3ower 'sage# 8 per turn
Module &i-e# $x4x4
1ost# 89
Frigate 3ractor +eam1
1an drag immobile ob0ects of $49/%lock effecti(e thrust, or reduce the speed of one that can
mo(e by $49/%lock effecti(e thrust.
3ower 'sage# > per turn
Module &i-e# 7x4x$
1ost# >9
Destroyer 3ractor +eam1
1an drag immobile ob0ects of <99/%lock effecti(e thrust, or reduce the speed of one that can
mo(e by <99/%lock effecti(e thrust.
3ower 'sage# 4< per turn
Module &i-e# <x<x$
1ost# 4<9
Cruiser 3ractor +eam1
1an drag immobile ob0ects of 4<99/%lock effecti(e thrust, or reduce the speed of one that can
mo(e by 4<99/%lock effecti(e thrust.
3ower 'sage# $4< per turn
Module &i-e# <x<x<
1ost# $4<9
Cloa'ing Devices
Fighter Cloa'ing Device1
Make it harder to detect this (essel, gi(es 49/%lock cloaking modifier, when acti(e. E(en if
detected gi(es a W4 to all fire
3ower 'sage# $ per turn
Module &i-e# $x$x$
1ost# $9
Frigate Cloa'ing Device1
Make it harder to detect this (essel, gi(es $49/%lock cloaking modifier, when acti(e. E(en if
detected gi(es a W4 to all fire
3ower 'sage# > per turn
Module &i-e# 7x4x$
1ost# >9
Destroyer Cloa'ing Device1
Make it harder to detect this (essel, gi(es <99/%lock cloaking modifier, when acti(e. E(en if
detected gi(es a W4 to all fire
3ower 'sage# 4< per turn
Module &i-e# <x<x$
1ost# 4<9
Light Cruiser Cloa'ing Device1
Make it harder to detect this (essel, gi(es $999/%lock cloaking modifier, when acti(e. E(en if
detected gi(es a W4 to all fire
3ower 'sage# <9 per turn
Module &i-e# <x<x4
1ost# <99
Cruiser Cloa'ing Device1
Make it harder to detect this (essel, gi(es 4<99/%lock cloaking modifier, when acti(e. E(en if
detected gi(es a W4 to all fire
3ower 'sage# $4< per turn
Module &i-e# <x<x<
1ost# $4<9
)eactors
Small )eactor1
Turns hydrogen into additional power for your power cores. 1on(erts at a ratio of $ units of
power per cubic foot of hydrogen. 1on(erts 4? cubic foot of hydrogen per minute.
Module &i-e# 7x7x7
1ost# $7<
Medium )eactor1
Turns hydrogen into additional power for your power cores. 1on(erts at a ratio of $ units of
power per cubic foot of hydrogen. 1on(erts $4< cubic foot of hydrogen per minute.
Module &i-e# <x<x<
1ost# >4<
Large )eactor1
Turns hydrogen into additional power for your power cores. 1on(erts at a ratio of $ units of
power per cubic foot of hydrogen. 1on(erts $999 cubic foot of hydrogen per minute.
Module &i-e# $9x$9x$9
1ost# <999
Elerium-;;? )eactor1
Turns Elerium5$$< into additional power for your power cores. 1on(erts at a ratio of $99
units of power per cubic foot of Elerium5$$<. 1on(erts $ cubic foot of Elerium5$$< per
minute.
Module &i-e# <x<x<
1ost# $4<9
Crystal )eactor1
Turns Matinite crystal into additional power for your power cores. 1on(erts at a ratio of <9
units of power per cubic foot of Matinite crystal. 1on(erts $ cubic foot of Matinite crystal per
minute.
Module &i-e# <x<x<
1ost# $4<9
Doc'ing (orts#+ays
Doc'ing (ort1
Allows ships to dock with this one, allows for power transfer, cargo transfer, personal transfer
and refuelling of (essels. %oth ships much ha(e a "ocking 3ort for this to work.
Module &i-e# 4x4x$
1ost# $9
Small Doc'ing +ay1
Allows ships smaller then the docking bay to land in it for the abo(e, e(en if that ship doesnFt
ha(e a docking port.
Module &i-e# <x8x7
1ost# $<9
Medium Doc'ing +ay1
Allows ships smaller then the docking bay to land in it for the abo(e, e(en if that ship doesnFt
ha(e a docking port.
Module &i-e# ?x?x7
1ost# 7>?.<
Large Doc'ing +ay1
Allows ships smaller then the docking bay to land in it for the abo(e, e(en if that ship doesnFt
ha(e a docking port.
Module &i-e# AxAx8
1ost# @$9
8ery Large Doc'ing +ay1
Allows ships smaller then the docking bay to land in it for the abo(e, e(en if that ship doesnFt
ha(e a docking port.
Module &i-e# $9x$9x<
1ost# $4<9
Huge Doc'ing +ay1
Allows ships smaller then the docking bay to land in it for the abo(e, e(en if that ship doesnFt
ha(e a docking port.
Module &i-e# $8xAx>
1ost# $@A9
Small 8ehicle +ay1
Allows (ehicles to be loaded onto and exit the ship. Any (ehicle smaller then the (ehicle bay
can fit in it.
Module &i-e# 7x7x4
1ost# 8<
Medium 8ehicle +ay1
Allows (ehicles/Mecha to be loaded onto and exit the ship. Any (ehicle smaller then the
(ehicle bay can fit in it.
Module &i-e# >x8x7
1ost# $<9
Large 8ehicle +ay1
Allows (ehicles/Mecha to be loaded onto and exit the ship. Any (ehicle smaller then the
(ehicle bay can fit in it.
Module &i-e# $9x@x8
1ost# @99
Small Mecha +ay1
Allows (ehicles/Mecha to be loaded onto and exit the ship. Any (ehicle smaller then the
(ehicle bay can fit in it.
Module &i-e# 4x>x>
1ost# $@9
Medium Mecha +ay1
Allows (ehicles/Mecha to be loaded onto and exit the ship. Any (ehicle smaller then the
(ehicle bay can fit in it.
Module &i-e# 8x>x@
1ost# 8@9
Large Mecha +ay1
Allows (ehicle/Mecha s to be loaded onto and exit the ship. Any (ehicle smaller then the
(ehicle bay can fit in it.
Module &i-e# >x$4x@
1ost# $889
Cargo Hold1
olds $4< cubic feet of stuff.
Module &i-e# $x$x$
1ost# 4.< per block
Interstellar Communications
Small Interstellar Communication Device1
Transmits messages to any planet, ship or communication buoy of the ships choice within $9
light5years. The message can be sent encrypted or in plain text. .t can also be broadcast if you
donFt know where the ship you want is.
Module &i-e# $x$x$
1ost# $9
Medium Interstellar Communication Device1
Transmits messages to any planet, ship or communication buoy of the ships choice within 49
light5years. The message can be sent encrypted or in plain text. .t can also be broadcast if you
donFt know where the ship you want is.
Module &i-e# 4x$x$
1ost# 49
Large Interstellar Communication Device1
Transmits messages to any planet, ship or communication buoy of the ships choice within 89
light5years. The message can be sent encrypted or in plain text. .t can also be broadcast if you
donFt know where the ship you want is.
Module &i-e# 4x4x$
1ost# 89
Spaceship Chassis
Common!ealth
Dagger Class Fighter
The "agger51lass is a small fighter class (essel.
%locks# @ (8x$x4) H $ ($x$x$, ,eft ;ing) H $ ($x$x$, =ight ;ing)
eight# $$ feet
;idth# > feet H 4 >x>x> wings ($@ feet total)
,ength# 4$ feet
&i-e 1lass# $
andling# 9
AE# $>9 (All sides, .< foot )ormal)
A"1# 4<9
"1# <99
1ost# >9
Longs!ord Class Fighter
The ,ongsword51lass hea(y fighter.
%locks# 48 (>x4x4) H $ ($x$x$) (,eft ;ing) H $ ($x$x$) (=ight ;ing)
eight# $9 feet
;idth# $4H4 ?x>x? and then 4x>x4 wings (4> feet total)
,ength# 74 feet
&i-e 1lass# 4
andling# 5$
AE# 449 (All sides, $ foot )ormal)
A"1# <99
"1# $999
1ost# $>9
Claymore Class +om*er
The 1laymore51lass %omber.
%locks# 7> (>x7x4) H 8 (4x4x$) (,eft ;ing) H 8 (4x4x$) (=ight ;ing)
eight# $7 feet
;idth# $@H4 @x$7x$7 wings (74 feet total)
,ength# 77 feet
&i-e 1lass# 7
andling# 5$
AE# 4@9 (All sides, $.< foot )ormal)
A"1# ?<9
"1# $<99
1ost# 4<9
,e.us Class Freighter
)exus 1lass +reighter, is a small freighter class (essel in common use by 1ommonwealth
and non51ommonwealth merchants.
%locks# ?4 (Ax8x4)
eight# $8 feet
;idth# 48 feet
,ength# 8A feet
&i-e 1lass# 8
andling# 54
AE# 789 (All sides, 4 foot )ormal)
A"1# $999
"1# 4<99
1ost# 899
Katana Class Dropship
The :atana 1lass "ropship
%locks# A> (@x8x7) H 4 (4x$x$) (,eft ;ing) H 4 (4x$x$) (=ight ;ing)
eight# $A feet
;idth# 48H4 AxAx$8 wings (84 feet total)
,ength# 88 feet
&i-e 1lass# <
andling# 54
AE# 789 (All sides, 4 foot )ormal)
A"1# $999
"1# 8999
1ost# <89
Gri22in Class Frigate
The 2riffin 1lass frigate is an older obsolete model first put in ser(ice 21 799. .t is still in
use by 3irates and some planetary security forces as well as by se(eral smaller races that buy
surplus 1ommonwealth (essels.
%locks# $49 ($9x>x4)
eight# $< feet
;idth# 7< feet
,ength# << feet
&i-e 1lass# <
andling# 54
AE# 789 (All sides, 4 foot )ormal)
A"1# $999
"1# 8999
1ost# ><9
$nderson Class Frigate
The Anderson 1lass frigate is a newer model first put into ser(ice 21 789 to replaced the
older and bulkier 2riffin 1lass frigate models that the 1ommonwealth used to use.
%locks# $99 ($9x<x4)
eight# $< feet
;idth# 79 feet
,ength# << feet
&i-e 1lass# <
andling# 54
AE# 899 (All sides, 4.< foot )ormal)
A"1# $4<9
"1# 8999
1ost# <<9
Gate!ay Class Freighter
2ateway 1lass +reighter is medium freighter class (essel in common use by 1ommonwealth
and non51ommonwealth merchants.
%locks# 489 (49x>x4)
eight# $< feet
;idth# 7< feet
,ength# $9< feet
&i-e 1lass# >
andling# 54
AE# 899 (All sides, 4.< foot )ormal)
A"1# $4<9
"1# >999
1ost# $4<9
)echa Chassis
Common!ealth
Light Mecha
__C__
*XCX*
XXXXX
_*_*_
_X_X_
$< %locks, UFs are already used, and 1Fs are for the cockpit, CFs are a(ailable for use.
&hipping standing takes a $x<x< %lock %ay H Armour.
&hipping broken takes a <x7x$ %lock %ay H Armour.
%locks# $x$x$ (,eft and), $x$x$ (=ight and), 4x$x$ (,eft Torso) 4x$x$ (=ight Torso),
$x$x$ (1entre Torso), $x$x$ (,eft foot, =estricted), $x$x$ (=ight foot, =estricted)
eight# $9 feet H 4 <x<x$9 legs H $ <x<x< ead
;idth# $9 feet torso H 4 <x<x$9 arms
,ength# < feet
&i-e 1lass# 4
andling# $
AE# $>9 (All sides, .< foot )ormal)
A"1# 4<9
"1# $999
1ost# ><
Medium Mecha
__C__
*XCX*
XXXXX
XXXXX
_*_*_
_X_X_
_X_X_
47 %locks, UFs are already used, and 1Fs are for the cockpit, CFs are a(ailable for use.
&hipping standing takes a $x<x? %lock %ay H Armour.
&hipping broken takes a >x<x$ %lock %ay H Armour.
%locks# $x$x4 (,eft and), $x$x4 (=ight and), $x$x7 (,eft Torso) $x$x7 (=ight Torso),
$x$x4 (1entre Torso), $x$x4 (,eft foot, =estricted), $x$x4 (=ight foot, =estricted)
eight# $< feet H 4 <x<x$< legs H $ <x<x< ead
;idth# $9 feet torso H 4 <x<x$< arms
,ength# < feet
&i-e 1lass# 4
andling# 9
AE# 449 (All sides, $ foot )ormal)
A"1# <99
"1# $999
1ost# $$<
Heavy Mecha
__C__
*XCX* + XXX
XXXXX XXX
XXXXX XXX
_*_*_
_X_X_
_X_X_
74 %locks, UFs are already used, and 1Fs are for the cockpit, CFs are a(ailable for use.
&hipping standing takes a 4x<x? %lock %ay H Armour.
&hipping broken takes a 7x<x4 %lock %ay H a $x$x$ %lock %ay H Armour.
%locks# $x$x4 (,eft and), $x$x4 (=ight and), $x4x7 (,eft Torso) $x4x7 (=ight Torso),
$x4x4 (1entre Torso), $x$x$ (1entre Torso, 'pper =ear), $x$x4 (,eft foot, =estricted),
$x$x4 (=ight foot, =estricted)
eight# $< feet H 4 <x<x$< legs H $ <x<x< ead
;idth# $9 feet torso H 4 <x<x$< arms
,ength# $9 feet
&i-e 1lass# 7
andling# 9
AE# 4@9 (All sides, $.< foot )ormal)
A"1# ?<9
"1# $<99
1ost# $?9
$ssault Mecha
__C__
*XCX* + XXXXX + XX + XX
XXXXX XXXXX
XXXXX XXXXX
_*_*_
_X_X_
_X_X_
84 %locks, UFs are already used, and 1Fs are for the cockpit, CFs are a(ailable for use.
&hipping standing takes a 4x<x? %lock %ay H Armour.
&hipping broken takes a 7x>x4 %lock %ay H a $x$x$ %lock %ay H Armour.
%locks# $x$x4 (,eft and), $x$x4 (=ight and), $x$x7 (,eft and, under), $x$x7 (=ight
and, under), $x4x7 (,eft Torso) $x4x7 (=ight Torso), $x4x4 (1entre Torso), $x$x$ (1entre
Torso, 'pper =ear), $x$x4 (,eft foot, =estricted), $x$x4 (=ight foot, =estricted), 4x4x$
(Missile =ack)
eight# $< feet H 4 <x<x$< legs H $ <x<x< ead H $9x$9x< Missile =ack (,eft &houlder)
;idth# $9 feet torso H 4 $9x<x$< arms
,ength# $9 feet
&i-e 1lass# 7
andling# 5$
AE# 789 (All sides, 4 foot )ormal)
A"1# $999
"1# $<99
1ost# 479
8ehicles Chassis
Common!ealth
$(C
%locks# 79
eight# $9 feet
;idth# $< feet
,ength# 4< feet
&i-e 1lass# 4
andling# 5$
AE# 449 (All sides, $ foot )ormal)
A"1# <99
"1# $999
1ost# $?9
Sample Spaceships
Common!ealth
Stiletto Fighter
(("escripti(e Text of this craft would go here))
1hassis# "agger 1lass
eight# $$ feet
;idth# > feet H 4 >x>x> wings
,ength# 4$ feet
&i-e 1lass# $
andling# 7
AE# $>9 (All sides, .< foot )ormal)
A"1# 4<9
"1# <99
,oad5out#
4x&mall ,aser ($x$x$ each) (4) ("$9x$9)
$x1ockpit (4x$x$) (4)
4x&mall 3owercore ($x$x$ each) (4) (499 power)
4x&mall Anti5&hip Missile ($x$x$ each) (4) ("$9x$99)
4x+ighter Engine ($x$x$ each) (4)
"amage !utput#
4x("$9x$9x ($5< shots or full auto)) for $ power per shot per gun, a(erage damage <9 per
shot, A34, or <99 per turn.
4x("$9x$99), only $ shot each, a(erage damage <99 per shot, A3<, or $999 total.
3ower capacity# 499 (lasts 49 rounds at < shots per gun per round), uses 4 power per hour for
engine thrusting. This means it can fly a max of $99 hours. .t uses 4 units of power per
minute for engine thrusting in combat (difference between cruising and constantly
manoeu(ring) meaning it can fight for $99 minutes or $499 turns (not a problem also it can
double that by using only $ of itFs two engines).
1ost Total# $$9
Dir' Fighter
(("escripti(e Text of this craft would go here))
1hassis# "agger 1lass
eight# $$ feet
;idth# > feet H 4 >x>x> wings
,ength# 4$ feet
&i-e 1lass# $
andling# 7
AE# $>9 (All sides, .< foot )ormal)
A"1# 4<9
"1# <99
,oad5out#
$xMedium ,aser (4x4x$) (8) ("$9x89)
$x1ockpit (4x$x$) (4)
4x&mall 3owercore ($x$x$ each) (4) (499 power)
4x+ighter Engine ($x$x$ each) (4)
"amage !utput#
"$9x89x ($5< shots or full auto), for 8 units of power per shot, a(erage damage 499 per shot,
A34, or $999 per turn.
3ower capacity# 499 (lasts $9 rounds at < shots per gun per round), uses 4 power per hour for
engine thrusting. This means it can fly a max of $99 hours. .t uses 4 units of power per
minute for engine thrusting in combat (difference between cruising and constantly
manoeu(ring) meaning it can fight for $99 minutes or $499 turns (not a problem also it can
double that by using only $ of itFs two engines).
1ost Total# $$9
,e.us Class Freighter
(("escripti(e Text of this craft would go here))
1hassis# )exus 1lass
eight# $8 feet
;idth# 48 feet
,ength# 8A feet
&i-e 1lass# 8
andling# 54
AE# 789 (All sides, 4 foot )ormal)
A"1# $999
"1# 4<99
,oad5out#
&mall %ridge (4x4x4) (@) (89)
$x+rigate Engine (7x4x$) (>) (79) ($49/?4 Effecti(e Thrust)
$x+rigate 3owercore (4x4x4) (@) (89) (@99 power)
4xMedium 3lasma (4x4x$) (@) (89) ("$9x@9 damage)
Medium 2ap "ri(e (7x4x$) (>) (>9) ($49/?4 6ump +actor)
"ocking 3ort (4x4x$) (8) ($9)
1argo old ($$x4x$) (44) (<<) (4?<9 cubic feet of cargo)
>U&mall ,i(ing Buarters ($x$x4) ($4) (79)
"amage !utput#
"$9x@9x ($5< shots or full auto), for @ units of power per shot, a(erage damage 899 per shot,
A37, or 8999 per turn.
3ower capacity# @99 (lasts $9 rounds at < shots per gun per round), uses > units of power per
hour for engine thrusting. This means it can fly a max of $77 hours. .t uses > units of power
per minute for engine thrusting in combat (difference between cruising and constantly
manoeu(ring) meaning it can fight for $77 minutes or $>99 turns. 2ap 6umping costs >9 units
of power per 0ump and tra(els >.>> light years per 0umpI max 0ump distance is therefore
approximately @> light years.
1ost Total# ?9<
Katana Class Dropship
(("escripti(e Text of this craft would go here))
1hassis# :atana 1lass
eight# $A feet
;idth# 48H4 AxAx$8 wings (84 feet total)
,ength# 88 feet
&i-e 1lass# <
andling# 54
AE# 789 (All sides, 4 foot )ormal)
A"1# $999
"1# 8999
,oad5out#
Medium Eehicle %ay (>x8x7) (?4) ($@9)
$x+rigate 3owercore (4x4x4) (@) (89) (@99 power)
&mall %ridge (4x4x4) (@) (89)
$x+rigate Engine (7x4x$) (>) (79) ($49/A> Effecti(e Thrust)
4xMedium 3lasma (4x4x$) (@) (89) ("$9x@9 damage)
4x&mall ,auncher ($x$x$) (4) ($9) ("$9x4< damage)
4x&mall ,auncher Ammo (4< =ounds) ($x$x$) (4) (<)
"amage !utput#
"$9x@9x ($5< shots or full auto), for @ units of power per shot, a(erage damage 899 per shot,
A37, or 8999 per turn. 3lus "$9x4< for 9 units of power per shot, a(erage damage $4< per
shot, A37, 4<9 per turn.
3ower capacity# @99 (lasts $9 rounds at < shots per gun per round), uses > units of power per
hour for engine thrusting. This means it can fly a max of $77 hours. .t uses > units of power
per minute for engine thrusting in combat (difference between cruising and constantly
manoeu(ring) meaning it can fight for $77 minutes or $>99 turns.
1ost# @@<
Gri22in Class Frigate
The 2riffin 1lass frigate is an older obsolete model first put in ser(ice 21 799. .t is still in
use by 3irates and some planetary security forces as well as by se(eral smaller races that buy
surplus 1ommonwealth (essels.
1hassis# 2riffin 1lass
eight# $< feet
;idth# 7< feet
,ength# << feet
&i-e 1lass# <
andling# 5$
AE# 789 (All sides, 4 foot )ormal)
A"1# $999
"1# 8999
,oad5out#
Medium 2ap "ri(e (7x4x$) (>) (>9)
4x+rigate Engine (7x4x$) ($4) (>9) (489/$49 Effecti(e Thrust)
4x+rigate 2auss 1annon ($9x4x$) (89) (499) ("$9x499)
$x +rigate 2auss 1annon Ammo (499 =ounds) ($9x4x$) (49) ($99)
4x+rigate 3owercore (4x4x4) ($>) (@9) ($>99 power)
&mall %ridge (4x4x4) (@) (89)
Medium %arracks (4x4x4) (@) (49) (1apacity for @ people)
1argo old (7x4x$) (>) ($<) (?<9 cubic feet of cargo)
"ocking 3ort (4x4x$) (8) ($9)
"amage !utput#
"$9x499x ($5< shots or full auto), for @ units of power per shot, a(erage damage $999 per
shot, A37, or $9999 per turn.
3ower capacity# $>99 (lasts 49 rounds at < shots per gun per round), uses $4 units of power
per hour for engine thrusting. This means it can fly a max of $77 hours. .t uses $4 units of
power per minute for engine thrusting in combat (difference between cruising and constantly
manoeu(ring) meaning it can fight for $77 minutes or $>99 turns (not a problem, also it can
double that by using only $ of its two engines). 2ap 6umping costs >9 units of power per
0ump and tra(els 8 light years per 0umpI max 0ump distance is therefore $98 light years.
1ost Total# $47<
$nderson Class Frigate
The Anderson 1lass frigate is a newer model first put into ser(ice 21 789 to replaced the
older and bulkier 2riffin 1lass frigate models that the 1ommonwealth used to use.
1hassis# Anderson 1lass
eight# $< feet
;idth# 79 feet
,ength# << feet
&i-e 1lass# <
andling# 5$
AE# 899 (All sides, 4.< foot )ormal)
A"1# $4<9
"1# 8999
%locks# $99 ($9x<x4)
,oad5out#
Medium 2ap "ri(e (7x4x$) (>) (>9)
4x+rigate Engine (7x4x$) ($4) (>9) (489/$99 Effecti(e Thrust)
7x+rigate 3owercore (4x4x4) (48) ($49) (4899 power)
&mall %ridge (4x4x4) (@) (89)
Medium %arracks (4x4x4) (@) (49)
1argo old (7x4x$) (>) ($<)
"ocking 3ort (4x4x$) (8) ($9)
Medium Absorpti(e &hield (4x4x4) (@) (89)
Medium "eflecti(e &hield (4x4x4) (@) (89)
4x,arge 3lasma 1annon (4x4x4) ($>) (@9) ("$9x$>9)
"amage !utput#
"$9x$>9x ($5< shots or full auto), for $> units of power per shot, a(erage damage @99 per
shot, A34, or @999 per turn.
&hield "1# 7499, AE 749, 1reation 3ower# 8@, 3ower 'sage# 48 per turnI &hield can be used
for a maximum of A@ turns (howe(er likely will only be usable for <5$9).
3ower capacity# 4899 (lasts $< rounds at < shots per gun per round), uses $4 units of power
per hour for engine thrusting. This means it can fly a max of 499 hours. .t uses $4 units of
power per minute for engine thrusting in combat (difference between cruising and constantly
manoeu(ring) meaning it can fight for 499 minutes or 4899 turns (not a problem, also it can
double that by using only $ of its two engines). 2ap 6umping costs >9 units of power per
0ump and tra(els 8 light years per 0umpI max 0ump distance is therefore $>9 light years.
1ost# $97<
Gate!ay Class Freighter
2ateway 1lass +reighter is medium freighter class (essel in common use by 1ommonwealth
and non51ommonwealth merchants.
1hassis# 2ateway 1lass
%locks# 489 (49x>x4)
eight# $< feet
;idth# 7< feet
,ength# $9< feet
&i-e 1lass# >
andling# 54
AE# 899 (All sides, 4.< foot )ormal)
A"1# $4<9
"1# >999
,oad !ut#
&mall %ridge (4x4x4) (@) (89)
4x+rigate Engine (7x4x$) ($4) (>9) (489/489 Effecti(e Thrust)
7x+rigate 3owercore (4x4x4) (48) ($49) (4899 power)
4xMedium 2ap "ri(e (7x4x$) ($4) ($49) (489/489 6ump +actor)
4xMedium 3lasma (4x4x$) (@) (89) ("$9x@9 damage)
"ocking 3ort (4x4x$) (8) ($9)
>U&mall ,i(ing Buarters ($x$x4) ($4) (79)
1argo old ($>9x$x$) ($>9) (899) (49999 cubic feet of cargo)
"amage !utput#
"$9x@9x ($5< shots or full auto), for @ units of power per shot, a(erage damage 899 per shot,
A37, or 8999 per turn.
3ower capacity# 4899 (lasts 79 rounds at < shots per gun per round), uses $4 units of power
per hour for engine thrusting. This means it can fly a max of 499 hours. .t uses $4 units of
power per minute for engine thrusting in combat (difference between cruising and constantly
manoeu(ring) meaning it can fight for 499 minutes or 4899 turns (not a problem, also it can
double that by using only $ of its two engines at a sacrifice of manoeu(rability). 2ap
6umping costs $49 units of power per 0ump and tra(els 8 light years per 0umpI max 0ump
distance is therefore @9 light years.
1ost# $4<9H@49
Sample )echa
Common!ealth
Sample 8ehicle
Common!ealth
$(C
(("escripti(e Text of this craft would go here))
1hassis# A31
eight# $4 feet (7x)
;idth# $? feet (8x)
,ength# 4? feet (>)
&i-e 1lass# 4
andling# 9
AE# 449 (All sides, $ foot )ormal)
A"1# <99
"1# $999
,oad5out#
4xEehicle "ri(es ($x$x$ each) (4) ($9) (4999/48 V @7mph, H$ andling)
4x&mall ,aser ($x$x$ each) (4) ($9) ("$9x$9 damage)
$x&mall Autocannon ($x$x$) ($) (<) ("$9x49 damage)
$x &mall Autocannon Ammo ($99 =ounds) ($x$x$) ($) (4.<)
4x&mall 3owercore ($x$x$ each) (4) ($9) (499 power)
$x1ockpit (4x$x$) (4) (49)
$>UA31 space is 74 men ($>) (89)
8UTrunk space $9U$9U< feet of trunk space (8) ($9)
1ost# 4??.<

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