Terracide
Terracide
Terracide
A Space Opera Noir Setting for The HERO System, Sixth Edition
HHERO
SYSTEM
SIXTH EDITION
TERRACIDE
A Space Opera Noir Setting for The HERO System, Sixth Edition
HHERO
SYSTEM
SIXTH EDITION
AUTHOR
Grady F. Elliott
EDITING
Carol Darnell
LAYOUT AND
GRAPHIC DESIGN
ART
SPECIAL THANKS TO
Brett Easterbrook, Brian Whitcraft,
Robert Harrison, Robert Dorf,
Ross Watson, Bill Keyes
http://www.blackwyrm.com
No part of this book may be reproduced or transmitted in any form or by any
means, electronic or mechanical, including photocopying, recording, or computerization, or by any information storage and retrieval system, without permission in
writing from the Publisher.
First printing August 2011. Produced and distributed by BlackWyrm Games.
SKU: BWG631
ISBN Number: 978-1-61318-631-2
CONTENTS
INTRODUCTION
Welcome to the 24th Century...................................................................... 5
Why Space Opera? Why Noir?..................................................................... 6
Whats different about the Terracide setting?............................................ 6
CHAPTER ONE
Per Ardua Ad Astra
A Timeline of the Terracide Universe
The New Space Age..................................................................................... 8
Interstellar Chronology................................................................................ 8
CHAPTER TWO
Aperoi Kosmoi
The Worlds of the Terracide Universe
The Core Loop............................................................................................ 14
History of the Core.................................................................................... 14
The Grand Tour..................................................................................... 15
The Systems of the Core Loop................................................................... 15
History of the Cluster................................................................................. 19
The Kruger 60 Cluster................................................................................ 19
The Systems of the Kruger 60 Cluster........................................................ 20
Unclaimed, Disputed and Occupied Systems.............................................. 24
No Mans Land........................................................................................... 24
CHAPTER THREE
Organizations in the Terracide Universe
Organizations............................................................................................. 26
Terran Organizations................................................................................. 26
Core Colony Organizations......................................................................... 27
Kruger 60 Cluster Organizations................................................................ 28
CHAPTER FOUR
Children of the Galaxy
The Aliens of the Terracide Universe
Aliens......................................................................................................... 32
The Keepers............................................................................................. 32
Fluorians.................................................................................................. 33
Ammonites............................................................................................... 34
Sirians..................................................................................................... 35
Jovians.................................................................................................... 35
Cytherians................................................................................................ 36
Titans....................................................................................................... 37
CHAPTER FIVE
Life in the 24th Century
Life in the 24th Century............................................................................. 40
Social Dynamics.................................................................................... 40
Quality of Life........................................................................................ 40
Why Are They Out There?...................................................................... 41
Physical Colony Types............................................................................ 41
The Basics of Survival in Space.............................................................. 42
Information technology........................................................................... 42
Interstellar Communications................................................................... 43
Other Technologies ............................................................................43
The Basics: Getting Around in Normal Space.............................................. 44
The Interstellar Overdrive....................................................................... 44
Traveling in Space..................................................................................... 44
Economics of FTL Travel ....................................................................... 45
CHAPTER SIX
Character Creation in Terracide
Character Creation..................................................................................... 48
Genetic Templates.................................................................................... 49
No Aliens?................................................................................................ 51
Background Templates.............................................................................. 51
Basic, Expert and Master Templates........................................................... 52
Education Templates.............................................................................. 53
Military Templates................................................................................. 53
Government Templates.......................................................................... 55
Criminal templates................................................................................. 57
Other Templates.................................................................................... 58
Characteristics.......................................................................................... 62
The Skill List............................................................................................. 63
Skills, Perks, & Talents............................................................................... 63
Perks....................................................................................................... 64
Talents..................................................................................................... 65
New Talents.......................................................................................... 65
Powers and Power Modifiers..................................................................... 65
Complications........................................................................................... 66
CHAPTER SEVEN
Sample Characters
Sample Characters.................................................................................... 68
CHAPTER EIGHT
Equipment
Equipment................................................................................................. 90
Technology Levels................................................................................. 90
Resource Points.................................................................................... 90
Firearms in the Colonies......................................................................... 90
Firearms Technology In the 24th Century..................................................... 91
Electrothermal-Chemical Weapons......................................................... 91
Gauss Weapons.................................................................................... 93
Rocket Weapons.................................................................................... 93
Shotguns and Grenade Launchers.......................................................... 94
Laser Weapons..................................................................................... 95
Personal Protective Equipment: Armor and Environmental Gear.................... 95
Body Armor........................................................................................... 96
Augmented Reality Systems...................................................................... 97
Medical Technology In the 24th Century...................................................... 98
Space Exploration Equipment..................................................................... 98
Other Equipment....................................................................................... 99
Terracide Equipment List...................................................................... 100
CHAPTER NINE
Spacecraft in the Terracide Universe
Designing Spacecraft.............................................................................. 104
Characteristics.................................................................................... 104
Finalizing the design: Crewmembers..................................................... 109
Rocket Science for Gamers..................................................................... 110
Sample Spacecraft.................................................................................. 112
CONTENTS (CONT.)
CHAPTER TEN
Combat in the Terracide Universe
Combat.................................................................................................... 134
New Martial Arts..................................................................................... 135
Zero-Gee Grappling............................................................................. 136
Space Combat......................................................................................... 139
Senses in Space Combat..................................................................... 139
Units in Space Combat......................................................................... 139
Movement in Space Combat................................................................. 139
Missiles in Space Combat.................................................................... 140
OCV and DCV in Space Combat............................................................ 140
Determining damage .......................................................................... 141
Optional Rules: Hit locations, Impairing and Disabling ........................... 141
CHAPTER ELEVEN
Marathon Free Station
Marathon Free station............................................................................. 144
Description............................................................................................. 145
Important Personnel................................................................................ 146
Entering Marathon: the Spaceport . ......................................................... 148
Other Important and Popular Locations..................................................... 148
The Marathon Free Station Campaign...................................................... 149
CHAPTER TWELVE
The GMs Vault
GMs Vault................................................................................................ 152
The Big Secrets...................................................................................... 152
The Military Junta................................................................................ 154
The Timeline of the Terricide Wars........................................................... 156
Campaign & Adventure concepts............................................................ 158
The Last Titan..................................................................................... 158
VeNoM Outbreak................................................................................. 158
Remember the Terracide! . .................................................................. 158
Alien Embargo..................................................................................... 158
Hearts and Minds................................................................................ 159
The Admirals Daughter....................................................................... 159
Finding Jack........................................................................................ 159
Space Cowboys................................................................................... 159
Adversaries.............................................................................................. 160
Aliens....................................................................................................... 170
Appendix One: Glossary........................................................................... 176
Appendix Two: Reading List..................................................................... 179
Appendix Three: Sample Spacecraft Names............................................ 180
WELCOME TO THE
24TH CENTURY
arth is a charred husk, rendered lifeBurn the land and boil the sea,
less by the Terracide, a relativistic
bombardment of unknown origin
you cant take the sky from me.
which scoured its surface, boiling
- Joss Whedon, 2002
not only the seas but the land itself, as the
outer crust turned to molten rock,now slowly
Chapter 6: Character Creation includes guidelines for using
cooling under constant rains of nitric acid. Elsewhere in the
the Hero System 6th edition rules to create player characters
Home System, every inhabited world, moon, comet or artififor Terracide campaigns.
cial habitat was shattered in the same attack. Those who try
to return and look for survivors are never heard from again.
Chapter 7: Sample Characters provides ten completed
In the aftermath, panicked survivors from the Core Loop
Terracide characters, with full character sheets, backColonies near Terra flee to the Frontier, causing a refugee
ground stories, and other information. They are organized
crisis across humanitys most far-flung space habitats. A mili- into two groups of five characters, but may be used in any
tary junta takes control of the Core, and begins consolidating combination.
its rule over all of Terran Space, while a few stubborn holdChapter 8: Equipment contains an extensive list of items
outs prepare to fight for their independence. The Colonial
Reserve Fleet suffers from mass desertions, as its space crews useful to Terracide player characters: survival gear, personal
info-tech, tools, personal armor, and of course, weapons of
turn private, becoming mercenaries or resorting to outright
various types.
piracy. And agitators looking for someone to blame for the
Terracide threaten to wage wars against various powerful
Chapter 9: Spacecraft explains how to use the Hero System
alien species wars humanity cannot win.
6th edition vehicle rules to design spacecraft for Terracide.
Humanitys home is now off-limits. Welcome to the rest
This chapter also includes a variety of pre-designed spaceof the Galaxy, in 2311 A.D.
craft, with completed vehicle sheets and background
Terracide presents a new setting for Star HERO
information.
campaigns, in the space opera noir style. This book has
Chapter 10: Combat discusses personal and space combat in
everything you need to create characters, equip them, and
write adventures based in the Terracide setting. Whats in this Terracide, both of which use Hero System 6th edition rules,
with some optional rules and modifications.
book:
Chapter 1: Per Ardua Ad Astra (Through Adversity to the
Stars) presents the future history timeline leading up to the
Terracide, covering the next three centuries.
Chapter 2: Aperoi Kosmoi (The Plurality of Worlds) describes
the settlements of human space: the star systems, worlds and
space colonies which humanity inhabits over the next three
centuries.
The
The
The
operas are usually set in the far future. The definition of far is usually expressed as a minimum. At least
a century in the future, or more than a human lifetime
in the future are good definitions. There doesnt seem to
be a maximum, other than the heat death of the universe
itself, which has been the subject of at least one modern
space opera story! Of course this isnt an iron-clad rule; if
you wish to write a space opera adventure which begins
A long time ago... it might work out okay.
Space
Getting
Aliens
Rubber
The
CHAPTER ONE:
THE NEW
SPACE AGE
There will come a day
when only one unspoiled
place remains on Earth;at
which point the only people
rich enough to live there
will be the trillionaires
who made their fortunes
by ruining the rest of the
world for everyone else.
INTERSTELLAR
CHRONOLOGY
The 22nd century came to be known as the Interstellar
Century, as it saw mankinds reach extend from the Home
System to those nearby. This brought about a great many
changes: contact with aliens, fortunes made and lost, new
worlds discovered, battles fought, and lives sacrificed for the
cause of exploration. But in his efforts to reach out to other
worlds, man created the means by which his own would be
forever changed. The hazard which all spacefaring species
must eventually face is that the immense power needed to
visit distant worlds may also be used to threaten them. And
this is never more true than when going home....
2103
The
2123
The
2143
Zheng
2147
HCST
2149
Construction
begins.
2152
Exploration
2171
TGO completes
we must be strong-willed
reaches Procyon and
construction of a new Fusion
and determined. We must be
makes contact with the
Propulsion Lab in the Oort
fully committed to its exploFluorians, and agree to
Cloud, with the stated intenration and discovery. Space
have further meetings to
tion of launching its own
permits no half measures
negotiate trade agreements.
(sublight) interstellar colony
and is unforgiving of
As a goodwill gesture, they
mission. This is widely seen as
mistakes.
warn the Terrans not to
a waste of time.
-Henry Joy McCracken
continue their mission to
2173
the Sirius system space
TGO exploration
craft which go there do not
vessel Tangaroa is launched from Fusion Lab at high
return. Although they leave a courier behind, the rest of
acceleration, reaching relativistic speeds in less than a
the flotilla heads toward Sirius; to the Fluorians dismay,
month using a massive particle beam. Its on a heading
it vanishes.
for Groombridge 34, beyond the range of Interstellar
2154
Overdrive, and moving too fast for a normal intercept.
The Barnards Star flotilla arrives at Epsilon Eridani
ISTAR occupies the Fusion Lab to monitor the missions
and makes contact with yet another alien species, the
progress.
Ammonites. Relations get off to a rocky start as the
2174
Terran flotillas officers expected the Wolf 359 flotilla to
The terrorist organization known as the Scions of Gaia
meet them, and initially suspected the Ammonites of
infiltrate the Fusion Propulsion Lab, and fire its particle
destroying it prior to their arrival. Eventually this misunbeam at Earth. They succeed in destabilizing the Antarctic
derstanding is worked out, but with long-lasting reprecusice shelf, resulting in a global flood of biblical proporsions: Ammonites and Terrans never come to quite trust
tions. Billions of people are displaced.
each other easily.
The
2158
2175
2160
2176
Formal
Terraforming
2161
Way
2162
The
2163
The
2164
ISTAR
(InterStellar Tarrif Arbitration Regime) is established to regulate alien trade, both on Terra and in the
colonies. Terran markets stabilize, but profits from alien
trade plummet.
2166
HCST
2169
An
2153
ISTAR
TGO
2177
ISTAR
2180
TGOs
2181
ISTAR
2182
ISTAR
2184
2187
Tangaroa
2188
TGO
2189
TGO
2190
2200
2191
2201
TGO
2193
Marathon
2194
Trade
2195
TGO
ISTAR
2202
The
Free Trade League is formed by independent spacemerchants in opposition to ISTARpolicies and regulations. TGO provides the League with FTL2.0 technology.
2203
An
Using
2204
2197
2206
Completetion
10
Constrution
ISTAR
2207
In
2236
2210
2238
An
Political
2212
Cooperative
2213
TGO
2215
TGO
2216
TGO
2218
Colony
2219
ISTAR
2220
ISTAR
boards several vessels bound for the outer colonies, including TGO traffic headed for the Kruger 60
Cluster.
2221
TGO
reveals the existence of its own geneticallyengineered troops, the Leo-types. The use of carnivore
DNA to enhance human combat effectiveness is widely
condemned. The new Leo-types prove themselves quickly,
but the unpopular first impression refuses to go away.
2222
The
2227
Atrocities
2228
Second
TGO
2239
The
2241
Sabotage
2242
HCST
2245
HCST
2246
Omicron
2249
After
2253
Titan
2255
Titan
2258
TGO
2262
The
High
2265
2229
2267
All
2230
TGO
2233
TGO
2208
TGO
2269
Independent
2270
ISTAR
11
2271
2298
2272
2301
TGO
2273
Fighting
2277
TGO
2280
ISTAR
2284
After
2285
TGO
2286
The
2287
Terraforming
2288
Several
2289
Completion
2291
New
2294
A
12
Plague
strikes at Omicron colony due to faulty lifesupport and poor living conditions. The Free Trade
League and Doctors Without Limits sponsor a relief effort
which saves thecolony... temporarily.
Omicron
2302
The
2304
Several
2308
In
2310
Under
2311
Terra
and the rest of the Home System sterilized by a relativistic strike of unknown, probably alien origin, known
as the Terracide. There are no survivors.
2
CHAPTER TWO:
APEROI KOSMOI
2: Aperoi Kosmoi
14
THE SYSTEMS OF
THE CORE LOOP
A number of systems in the Core Loop are relatively
uninhabited, except for way stations established to provide
safe ports of call for Core Loop traffic. These way stations
were originally constructed and operated by Terran Galactic
Operations. However, due to the Scions of Gaia incident,
the contract for running these way stations was awarded to
Stellar Express in 2180.
A way station is a small facility built for the single
purpose of servicing spacecraft passing through the system.
It is always constructed near a local fuel source, with a
habitat for several hundred personnel in orbit, and often
with a surface installation for fuel processing. The orbital
facility has spin-gravity and a full closed-cycle life support
system, as well as defensive weaponry to protect itself from
hostile spacecraft. Way station duty consists of a two-year
tour of duty, and is not popular duty with Colonial Reserves
or HCST personnel. The following systems are sites of way
stations:
Barnards Star
Ross 154
Lacaille 8760
Independent
Lacaille 9352
Variable star
BD-03 1123
Abandoned in 2182
Ross 614
Abandoned in 2182
DX Cancri
Wolf 359
Flare star
The way stations BD-03 1123 and Ross 614 were abandoned after the Sirius system was opened to traffic, and are
rumored to have been taken over by privateers. They have yet
to be identified, but the most likely culprits are rogue Stellar
Express crews or deserters from the Colonial Reserves.
Whoever they are, these privateers are well-equipped and
appear to know what theyre doing. The other abandoned
way stations are in areas which the Colonial Reserve Fleet
still patrols. Lacaille 8760 is operated by a consortium of
independent colonists supporting traffic to Delta Pavonis and
points beyond. The DX Cancri station is now under military
jurisdiction by the Colonial Reserve Fleet. Way stations at
Ross 154, Lacaille 9352 and Wolf 359 are still operated by
ISTAR.
The Barnards Star system was dropped from the Grand
Tour decades ago, after which Terran Galactic constructed
its own way station there to service FTL3.0 traffic bound
for 61 Cygni. However, after the Terracide, traffic between
Terra and 61 Cygni dropped to nothing. When the Colonial
Reserve Fleet occupied the Barnards Star way station, TGO
personnel fled to 61 Cygni.
2: Aperoi Kosmoi
EPSILON INDI
Epsilon Indis closest planet (at 0.4au) is considered a
good candidate for terraforming: a pre-biotic world which
can be made similar to Terra, given enough time and effort.
However, there are some things about Tierra Nueva which
wont change: its axial tilt is higher than Earths (35 degrees),
its gravity is 7% higher, and its day is three times as long. In
a few centuries, however, the climate over much of its surface
will allow humanity to live there without life-support. This
is the primary focus of most human activity in the Epsilon
Indi system. There are also two other rocky worlds, three gas
giants and an asteroid belt.
15
2: Aperoi Kosmoi
There are also a binary pair of brown dwarf companions orbiting approximately 1500aus from the Epsilon Indi
primary. These objects have been the subject of intense
study since the system was settled. A small population of
researchers have established a permanent outpost near these
companions, about 2.6 hours away via Interstellar Overdrive.
TAU CETI
Tau Ceti is the site of not just one, but two terraforming
projects. Stella Magna is a pre-biotic super-earth with
gravity 50% higher than Terras. Aside from that, it may be
quite pleasant to live on someday. The other project is simply
known as Greater Mars: a dry, dusty world which will probably be easier to terraform than the original Mars. Its gravity
is almost twice that of its namesake, but the Ares-type colonists plan to re-engineer themselves for the higher gravity.
Efforts to do the same for inhabitants of Stella Magna have so
far not been successful.
Aside from its terraforming efforts (at 0.6 and .85au,
respectively) the Tau Ceti system has three other rocky
worlds, and three gas giants, two of which are very small. The
system is also home to a huge population of comets, meteors
and collision debris, which makes its planets subject to
frequent large impacts. This is a hazard which future inhabitants of Stella Magna and Greater Mars will have to deal
with, most likely using extensive early warning and defense
systems.
EPSILON ERIDANI
Epsilon Eridani system is home to a large population of
Ammonites, ammonia-breathing aliens who resemble the
extinct group of molluscs for which they are named. The
first human visitors to this system very soon learned that the
Ammonites were explorers like themselves this was not
the aliens home system. (To date, the location of any alien
species home system has yet to be established.) The alien
colony is on a large gas-giant moon approximately 3.2au
from the primary, and its total population has never been
determined, although it is believed to be between one and
ten million individuals.
The rest of the system consists of a smallish gas giant,
three rocky planets and two asteroid belts, none of which
have any particular value to the human species. Epsilon
Eridani is a very young star with an extremely high population of comets and debris still left over from the formation
of its planetary system, subjecting all its worlds to frequent
impacts, even compared to Tau Ceti. The Ammonites are
unconcerned, as they live in the subsurface ocean of a moon
similar to Europa, beneath kilometers of ice.
The High Council on Space Transport established trade
agreements with the Ammonites soon after contacting them,
following some rather difficult negotiations. The Ammonites
were suspicious at first, and doubtful that these dangerous
oxygen-breathing aliens had anything they wanted. Both
species, however, demonstrated techonologies the other
lacked, and it became clear that trade would be mutually
beneficial.
Ammonite tech had a profound impact on Terran
economics, however, and ISTAR was created to regulate the
alien trade. The agreements between the High Council and
the Ammonites of Eridani were revisited and renegotiated,
much to the aliens consternation. Since then, relations with
them have been tepid at best.
16
OMICRON ERIDANI
Omicron Eridani was settled during the early exploration
of the Core Systems, when the route from Epsilon Eridani
to Procyon by way of Sirius was still impassable. Like all
systems with white dwarfs, any habitable worlds in Omicron
Eridani would have been overheated during the companions
red giant phase, then irradiated when it shed the last of its
out shell in a planetary nebula.
Omicron Eridani A is a variable star with three small
rocky worlds, three small gas giants and one rather sparse
asteroid belt, which is in its habitable zone. It has two
companion stars which orbit as a binary pair 400aus away; a
dim red flare star and a white dwarf.
The colony proper is a relatively small ONeill-type
habitat with two counter-rotating cylinders, ten kilometers
in length. Even during its peak years, the Omicron colony
was never considered more than a glorified way station.
When the Sirius system was finally opened to traffic in 2182,
the writing was on the wall. The colony went into a slow
but steady decline, surviving a number of budget cuts and
austerity measures, for 120 years. In 2301 the life-support
system in the north cylinder crashed, resulting in a mass
evacuation to the south cylinder. The extra strain nearly
caused another life-support crash, but Colonial Reserve Fleet
transports arrived in time to take off the excess personnel
and relocate them. There were many reports of resistance to
the relocation efforts, and several deaths resulted. Several
CRF officers were reprimanded in the aftermath.
Ten years later, the Omicron colony is still in operation,
but without a budget or any official backing. The south
cylinder survives as a free port, living off whatever they can
bring in via trade, much of which is illegal, and of course,
very lucrative. The facility is constantly in poor repair and
breakdowns of important services are a regular occurrence.
Those who stay here either have no way out, a personal
interest in the black market, or a need to stay away from
civilization.
The north cylinder is even worse, if such a thing is
possible. The life-support system technically still functions,
although the climate controls are gone, as are most air filtration systems. The gas-mix is more-or-less standard, but the
air is contaminated with all manner of pollutants, particulates, and micro-organisms living off the decay of the colony.
The formerly idyllic parklands have gone completely feral,
and some years ago, squatters moved livestock from the agricultural modules into the colony proper. The descendants off
family dogs roam in wild packs, looking for weak animals to
pick off.
The denizens of Omicrons north cylinder are squatters,
salvage operators, pirates and the worst sort of criminals
those so violent they arent welcome even in the relatively lawless south cylinder. There are regular fire-fights
between the squatters and the salvage operators, who make
their living removing and selling colony infrastructure the
squatters still need to survive. Everyone knows that eventually, there will be a catastrophic failure. The salvagers dont
particularly care theyve got space-worthy vessels and they
can leave whenever they wish. But for everyone else here,
prolonging the inevitable decay is their top priority.
SIRIUS
Sirius has been the subject of various debates for
centuries, and when humans finally went there, they simply
replaced the old questions with new ones. The Fluorians of
Procyon warned their new Terran friends to stay away from
PROCYON
Procyon is the first major stop on the alien side of the
Core Loop the site of a small Fluorian settlement and
trading outpost. The Fluorians have modified a planet at
.95au to support their preferred climate, although it still
isnt very hospitable by their standards. It was originally a
Venus-like world with an extremely hot surface and a superdense atmosphere; the life-forms they introduced created
an ecosystem which somewhat thinned out the atmosphere,
cooled the surface and released free fluorine and fluorocarbons into the atmosphere. By terran standards, its still a
deadly place.
Humanitys activity in the system is focused on the next
world out, at 1.5au. Although its in Procyons habitable zone,
this planet is twice as massive as Terra, with an extremely
dense, poisonous atmosphere which is not amenable to
terraforming. A few hardy individuals work on the surface,
extracting boron fuel for fusion drives, but most of the
humans at Procyon live in orbital colonies above this harsh
world, known simply as Procyon-Three. Most of them are
involved with the Fluorian trade and cultural exchange
mission.
Two small gas giants orbit the system primary farther out,
at 2.6au, and 70au (beyond the companion star). Procyon B
is a white dwarf in an eccentric orbit which varies from 8.9au
to 21au, and has no planets of its own to speak of.
DX CANCRI
DX Cancri is a very faint red flare star with almost no
planetary system to speak of, and very meager resources.
Establishing a way station there was problematic due to the
limited supply of fuel in the DX Cancri system. While the
lone icy rock-ball on the edge of the system provided a ready
supply of hydrogen and deuterium, the boron needed for
fusion drives was very scant. Terran Galactic dealt with this
problem by freighting in reserves from Procyon, but this
drove up fuel prices, making their operations in DX Cancri
less than popular with merchants on the Procyon run.
The situation resolved itself when the Colonial Reserve
Fleet, and most other vessels travelling the Core Loop,
upgraded to FTL2.0, with a range of 9 light-years. DX
Cancris way station became redundant, and most civilian
traffic gladly bypassed it from that point forward. With the
improved FTL drives, they could travel directly from Wolf
359 to Procyon and back again without the extra stop an
8.6 light-year journey which had previously been impossible.
The DX Cancri system still had military value, however,
and the way station was sold off to the Colonial Reserve
Fleet, whose military-grade fusion drives used the deuterium
fuel in plentiful supply there. Since then, the DX Cancri
system has served as a CRF base, and has been strictly offlimits to civilian traffic.
2: Aperoi Kosmoi
WOLF 359
Wolf 359 is the first stop for Core Loop traffic bound for
Procyon, Sirius and Epsilon Eridani. Aside from a single
small gas giant at .2au with an orbiting way station, the
system is empty.
17
2: Aperoi Kosmoi
Core Loop Distance Chart
Sol
Sol
Alpha
Centauri
Barnards
Star
Ross 154
Lacaille
8760
Epsilon
Indi
Lacaille
9352
Tau Ceti
Epsilon
Eridani
Alpha
Centauri
Barnards
Star
Ross
154
4.4
5.9
9.6
6.5
8.1
Lacaille
8760
Epsilon
Indi
Lacaille
9352
Tau
Ceti
Epsilon
Eridani
9.6
Sirius
Omicron
Eridani
BD-03
1123
BD-03
1123
Ross 614
18
Procyon
DX Cancri
Procyon
DX
Cancri
Wolf
359
8.6
7.7
9.5
8.2
5.5
7.3
8.9
9.6
4.2
4.9
4.7
7.8
5.4
7.8
6.4
Sirius
Omicron
Eridani
Ross
614
5.5
6.2
5.2
9.1
4.6
9.0
9.0
9.2
6.5
4.9
8.6
7.7
HISTORY OF THE
CLUSTER
Terran Galactic Operations began exploration of this
important group of star systems in 2173 AD, with the launch
of the Tangaroa, a sub-light vessel sent to the Groombridge
34 system in search of a Keeper world. At the time, a number
of systems in this region were still unexplored, as they were
out of range of the original Interstellar Overdrives eight
light-year range.
Fifteen years later, the Tangaroa arrived at Groombridge
34B, and contacted the Keepers. Their mission was to
purchase the Interstellar Overdrive for their corporation, and
break the Global Assemblys monopoly on FTL travel. After
accomplishing this mission, they transmitted the technical
data on the Drive back to TGO HQ on Terra, then went into
hibernation and waited for rescue.
TGO engineers found several flaws in the original manufacture of the Interstellar Overdrive which prevented it from
reaching its optimum performance. Their FTL2.0 version of
the Drive is faster and longer-ranged, allowing transits of
up to nine light-years, enough to reach Groombridge 34. A
rescue mission is sent to retrieve Tangaroa, but neither the
craft nor crew are found.
In 2193, the first official independent colony was founded
in the Groombridge 34 system by Terran Galactic Operations: Marathon Station. Its located near the Keepers settlement, and along the route leading into the rest of the Kruger
60 Cluster. Several other colonies soon flourished in the
Groombridge 34 system.
Marathon Station served as the gateway to colonizing
the rest of the cluster: 61 Cygni and Eta Cassiopaeie were
next. The 61 Cygni system was opened up rapidly, and soon
became a major center of TGO development. The Eta Cassiopaeie system was opened up quickly as well, but also much
more cautiously, due to the presence of a number of alien
outposts there.
Ross 248, EV Lacertae and Kruger 60 were also settled in
the years that followed. The first two systems were somewhat
dangerous due to solar flare activity, but many fringe groups
fleeing Terra for various reasons decided to settle there as
TGO clients. Kruger 60 was valued for its central location
in the cluster the hub which would connect all the other
systems. It also became TGOs forward base during the Titan
War.
Shambala and New Cydonia were the next systems to
be settled. Shambala became a gathering place for various
utopian colonies, each with its own vision of the ideal
society. In the New Cydonia system, a collective of Ares
settlers found a Mars-like world which they began terraforming. This is one of the most promising terraforming
projects in human space, following the Terracide.
Finally, the Sigma Draconis, Cardea, and Snake-Eyes
systems were all annexed following the Titan War. The
primary reason for ejecting the Titans from the Kruger
2: Aperoi Kosmoi
THE KRUGER
60 CLUSTER
19
2: Aperoi Kosmoi
20
KRUGER 60
Kruger 60 is the center of all Terran Galactic Operations
activity within the Kruger 60 Cluster. Although originally
used as a forward base in TGOs war against the Draconis
Syndicate, this systems position as a nexus for interestellar
travel resulted in its continued development after the war. All
the other systems in the Cluster are within nine light-years of
Kruger 60, accessible via FTL2.0 technology. A great deal of
the traffic around the Cluster passes through this system, and
TGOs regional headquarters are located here.
With the destruction of Terra, The Complex at Kruger
60 is now the highest surviving level of TGOs Corporate
structure. The Monticello space habitat is one of the largest,
most affluent settlements in all of human space, and almost
everyone there is involved in the management of Terran
Galactic. Several other habitats around the Kruger 60 system
house various corporate departments; collectively they are
referred to simply as The Complex.
The system itself is unremarkable; two red dwarf stars
with three planets each. The primary has a small gas giant at
.5au, where most of the systems population is found, and two
minor planets farther out. The companion is a flare star with
three rocky planets between .4 and 1.3au.
61 CYGNI
61 Cygni is the new Gateway system for most traffic
between the Kruger 60 Cluster and the Core Colonies.
However, this new shortcut into the Cluster has come with a
trade-off. The connector between 61 Cygni and the rest of
the Core systems is Barnards Star, and the proper motion of
61 Cygni and Barnards Star are both among the highest in
human space. Worse, theyre moving in different directions.
This requires spacecraft using this route to burn a great deal
of extra fuel when matching vectors with their destinations.
Most crews consider it worth the additional mass to avoid
spending an extra month in hibernation.
The main focus of activity has always been the inner
asteroid belt within the primary stars habitable zone, which
is rich in mineral resources. Several large space colonies
have been constructed here, the largest of which is known as
Coba, with a population of several million. Other significant
habitats in the main belt are Giza, El Mirador and Khafra.
One of the most exotic types of space habitat in human
space can be found here, orbiting within 61 Cygnis inner
belt: Dyson Trees. Genetically engineered to grow on
captured comets, these constructs have grown to several
kilometers across after nearly a century, and are expected
to reach several times that size over the next millennium,
providing renewable living space and resources for millions
of inhabitants.
The rest of the system consists of several minor planets, a
small gas giant at 2.7au, and another asteroid belt at 9.3au, all
of which have small settlements.
ETA CASSIOPEIAE
Eta Cassiopeiae is the site of the Clusters third-oldest
human settlement, as well as that of several alien species,
making it an extremely important system. TGO explorers
who first came to this system found a xeno-formed planet
at .65au inhabited by the Fluorians, with a massive orbital
infrastructre which they were informed was a trading
outpost. They also found an Ammonite settlement beneath
the surface of a frozen moon orbiting a small gas giant,
farther out at 1.4au. And there were rumors of Jovians
inhabiting the huge gas giant orbiting the nearby companion
SNAKE-EYES
SIGMA DRACONIS
Sigma Draconis is one of the most important systems
in the Kruger 60 Cluster, if not in all of Terran Space, for
several reasons. It was here that explorers from Marathon
Free Station discovered the first pre-biotic world orbiting
in Sigma Draconis habitable zone. This world immediately
became a top priority for TGOs Terraforming Division.
However, the second thing which made Sigma Draconis
notable was being the site of humanitys first contact with the
Titans.
Advanced, aggressive and inscrutable, the Titans of Sigma
Draconis attacked without provocation, and either destroyed
or stole whatever they could take from the Terran interlopers. All attemps at negotiation failed, even though it was
clear that the world humanity wanted was of no use to them.
The conflict spread to several other nearby systems, and
expansion into the Kruger 60 Cluster was temporarily halted.
After several decades of futile on-and-off warfare, the
riddle of the Titans was finally solved. The Draconis Syndicate, as it had come to be known, was composed of two
individuals and six offspring in effect a family unit of the
aliens. They preyed on other species only for status among
their peers, in proportion to the difficulty of the fight, and
the amount of resistance offered by their opponents. TGO
eventually used this information to de-stabilize the Syndicate, by creating large disparities in status between rival
Syndicate members which resulted in them turning on each
other.
2: Aperoi Kosmoi
NEW CYDONIA
STRUVE 2398
Struve 2398 was a battleground in TGOs war against
the Draconis Syndicate. Following the end of the war, this
became an important focus of TGOs expansion into the
Kruger 60 Cluster. A new settlement was founded near the
Titans old base, after its automated defense systems were
neutralized, known as Cardea, which has rapidly grown
to support almost half a million colonists. The colony is a
complex of domes and caves on the moon of a small gas
giant .65au from the system primary.
The reason for Cardeas importance is due to its proximity to old Terra; it now serves as an alternate gateway
system into the Kruger 60 Cluster from the Core Colonies,
via Barnards Star. Its motion relative to other systems in the
Cluster is considerably lower than 61 Cygni, making this
route more economical, even though it is slightly longer. This
route is only accessible to spacecraft using FTL3.0 technology, however.
The rest of the system is unremarkable; the red dwarf
primary hosts two small gas giants, including the one
mentioned above, an asteroid belt, and two minor planets. Its
companion is a red flare star with a similar retinue of worlds.
It should be noted that while the worlds themselves arent
special, every gas giant in the system has at least one moon
with a former Titan installation, which are extremely valuable (and dangerous!) sites for research into alien technology.
21
2: Aperoi Kosmoi
ROSS 248
EV LACERTAE
AGHARTA
Agharta is a resource-poor trinary system with three
red dwarf stars, a pair of failed gas giants and a single minor
planet. Two companion stars 33au from the primary orbit
each other too closely to retain any planets at all. TGO has
leased the rights to settle this system to a number of clients
who dont intend to stay forever: exiles from Terra who had
plans to return, prior to the Terracide. Now this motley
collection of outcasts, dissidents, governments-in-exile, and
others have won their various struggles by default with the
destruction of Terra. For most of them, this wasnt the sort of
victory they expected.
Chechnya, Tibet, Syria, Haiti, Somalia, Taiwan and Eritrea
all have nominal governments in exile here, most of which
are concerned primarily with reclaiming (or re-founding)
their home countries, even after the destruction of the planet
they used to be on. The exiles from Tibet, on the other hand,
are most interested in locating the next incarnation of the
Dalai Llama, who perished in the Terracide. They hope that
the next incarnation will be found soon, but humanity is
scattered across so many light-years, the task is formidable.
22
2: Aperoi Kosmoi
Kruger 60 Cluster Distance Chart
61 Cygni
Achird
BD+56
2966
61 Cygni
Achird
BD+56
2966
4.9
BD+68
946
EV
Lacertae
Groombridge 34
Kruger 60
Ross 248
9.7
6.9
7.1
5.2
5.6
7.8
8.6
8.2
6.5
BD+68
946
EV
Lacertae
Groombridge 34
Kruger 60
6.2
Sigma
Draconis
8.4
9.5
8.0
5.0
4.9
6.6
4.9
1.9
4.5
Struve
2398
V1581
Cygni
6.0
5.3
4.2
7.8
8.5
9.8
8.3
6.2
Ross 248
8.5
Sigma
Draconis
7.9
Struve
2398
7.1
8.3
5.8
23
2: Aperoi Kosmoi
NO MANS LAND
UNCLAIMED, DISPUTED
AND OCCUPIED SYSTEMS
The Solar System was effectively sterilized over a 24-hour
period from August 4-5, 2311 by a relativistic bombardment
of unknown origin. Thousands of impacts at just under lightspeed struck Terra, and every other inhabited planet, moon,
asteroid, comet, and space habitat in the entire system. Aside
from a few spacecraft in the final stages of preparing for
FTL transit, there were no survivors. The warheads came in
too fast for accurate readings on their flight path, but their
place of origin has been narrowed down to somewhere in
the direction of the Lyra constellation as seen from Terra
possibly the Vega star system. At least one scientific expedition to Vega has vanished in the last century.
Since the Terracide, the Solar System has been declared
off-limits by the Colonial Reserve Fleet, and travel advisories are in place at all the Core Colonies. Any spacecraft,
including those of the CRF, which try to enter Sol-space
do not return. In the weeks immediately following the
disaster, numerous attempts were made to recon the Home
System and search for survivors, but they only resulted in
more deaths. Now, almost no one tries to repeat those early
mistakes Terra and the rest of Sol-space have effectively
been written off.
BARNARDS STAR
Barnards Star remains disputed between TGO and the
military junta which has taken over the Core Loop systems.
As the primary stop-over for traffic headed to and from
61 Cygni, the TGO way station at Barnards Star is vitally
important to the company, but for now, the resources to
forcibly evict the Colonial Reserves occupying it are not
available. Meanwhile, the CRF vessels at Barnards Star dont
have enough range to make the transit to 61 Cygni, so its a
stand-off. The CRF is very much aware that Celestial Guard
vessels at 61 Cygni can reach Barnards Star, so they wont be
leaving anytime soon.
UV CETI
UV Ceti is one of the Cores forgotten systems, and the
former site of TGO Corporate HQ prior to the settlement of
Kruger 60. For now, the CRF is content to have a small recon
flight monitoring the system, and civilian traffic (mostly
refugees) moving through the system is subject to searches
by CRF forces. However, everyone knows its only a matter
of time before the CRF arrives in full force and takes the
system.
24
TZ ARIETIS
TZ Arietis would be a worthless system, but for its position between UV Ceti and Marathon Free Station. This was
a vital link in the original supply route into the Kruger 60
Cluster, but fell into dis-use when FTL3.0 became available.
Now the Celestial Guard keeps a few recon vessels here as a
tripwire to warn of the inevitable invasion by the CRF.
3
CHAPTER THREE:
ORGANIZATIONS
3: Organizations
26
ORGANIZATIONS
TERRAN ORGANIZATIONS
THE GLOBAL ASSEMBLY
The Global Assembly was the closest thing to a worldth
government Earth had in the 24 Century. Originally
known as the G-20, then the G-100, the GA used its
economic influence to steer the policies of nations all over
the globe. It was the GAs decision to pursue geo-engineering
st
solutions to the worlds climate woes in the late 21 century
which led to its involvement in space exploration by Earths
developed nations.
After the Terracide, a few high-ranking members of the
GA survived because they were on diplomatic missions to
the Core Loop colonies when Terra was destroyed. They were
involved in the plan to consolidate all Terran colonies under
military dictatorship from the very beginning.
CORE COLONY
ORGANIZATIONS
ISTAR
ISTAR stands for InterStellar Tariff Arbritration Regime,
an agency created to regulate trade in alien technology in
Terran Space. The need for such an agency became apparent
nd
in the 22 century, when Terran markets went through
several wild swings as a result of the introduction of alien
goods. ISTAR was charged with preventing the exchange of
any alien goods which could be dangerous to Terran financial interests which turned out to be almost all of it.
ISTARs mission resulted in the seizure of a great deal of
alien technology, which it subsequently sold off, either to
aliens or to colonies far from Terra. These sales funded the
growth of the agency, to include a massive bureaucracy and
enforcement arm. By the 23rd century, the agency had grown
far beyond its original mandate, becoming a de-facto interstellar government. Their main headquarters is in the Alpha
Centauri system.
After the Terracide, ISTAR supported the Juntas attempts
to unite the Terran colonies, mainly out of a desire to expand
its authority over those who had refused to recognize it in
the past. At least one high-ranking ISTAR official was a
member of the Junta.
THE OFFICE
The OFFICE was ISTARs intelligence and covert operations agency, and so secretive nobody even knows what the
acronym stands for. Of all the different agencies and departments spawned by ISTAR, none come close to the OFFICEs
infamy. There is simply no situation so dire that the OFFICE
cannot make it much, much worse.
While most ISTAR agents are charged with alien tech
which might harm Terran financial interests, OFFICE agents
handle more serious problems. They deal with cases where
the safety of the human species or its extra-solar territories
might be affected by alien technology. Exactly who decides
when the OFFICE needs to get involved isnt clear, but once
they do, anything goes.
Much of the alien tech confiscated by other ISTAR
departments ends up in the hands of OFFICE agents, as does
the most advanced technology Terra has to offer theyre
very well equipped. Theyre also extremely well trained, and
often genetically modified to the limits of human tolerance.
And of course, they have nearly unlimited expense accounts.
Dealing with an OFFICE agent can be a nightmare, even for
his or her associates.
OFFICE agents are licensed to use any means necessary
to achieve their objectives. In many cases they achieve their
goals completely undetected theyre capable of amazing
subtlety. However, once they decide to act openly, anything
can happen.
3: Organizations
27
3: Organizations
KRUGER 60 CLUSTER
ORGANIZATIONS
TERRAN GALACTIC OPERATIONS
Terran Galactic Operations began its existence as a
st
late-21 century space construction firm known as Terran
Global Operations. TGO has since grown into an independent corporate state with tens of millions of citizens and well
over a hundred million clients. However, the company is very
much at odds with the popular image of a socially-stratified
dystopian corporate state. The standard of living and overall
quality of life in TGO owned and operated colonies is, in
fact, among the highest anywhere in Terran Space, other
than on Terra itself.
TGO is a 100% employee-owned cooperative. Its
employees are all citizens with shares in the company, which
means they have voting rights. Direct polling of the populace is usually accomplished via computer network, when
a popular vote is needed. Due to its interstellar scope, most
issues are decided at the local level within a star system, or
within a single colony or habitat. Interstellar policy is set by
an elected board of directors.
TGOs corporate headquarters, known as The Complex,
are in the Kruger 60 Cluster, as are most of its wholly-owned
colonies. Following the Terracide, TGOs Board in the Kruger
60 Cluster spun off its corporate holdings elsewhere in
Terran Space, and they became independent settlements.
28
STELLAR EXPRESS
Stellar Express is the largest interstellar shipping
company in Terran Space. They have a reputation for getting
passengers to their destinations in style, and delivering goods
on schedule. They also have another reputation, for going
the extra parsec to harrass and inconvenience their competitors. Mention of Stellar Express is a good way to polarize a
roomful of interstellar travelers. Half of them swear by the
companys service, the other half want to throw its shipmasters out the nearest airlock.
Another little-known fact about Stellar Express is that
they have ties to organized crime on Terra. It wasnt easy for
Earths criminal syndicates to get a foot-hold beyond SolSpace, but they offered services to Stellar Express which the
company could not refuse. This is how Stellar Express gained
its reputation for intimidating and harrassing its competitors.
In return, they provide transport for various businessmen
from Terra when they need to travel to the Colonies.
Stellar Express enjoys a near-monopoly along the Core
Loop colonies, and has the largest market share among
interstellar shippers nearly everywhere else, except for the
Kruger 60 Cluster. Due to the TGOs interest in other shipping concerns, competition in the region has not favored
Stellar Express. For this reason, Stellar Express has supported
ISTARs repeated attempts to assert its control over the
region, including the most recent conflict after the Terracide.
3: Organizations
29
3: Organizations
30
Planetary Conservation Society is a highly vocal organization of environmentalists who believe that mankind
has no right to alter the naturally-occuring environments of
alien worlds. The PCS has waged a century-long campaign
of violence against terraformers, sabotaging equipment and
infrastructure in repeated attempts to slow down or intimidate them. This has resulted in many injuries and even a
number of deaths.
Recently, a PCS publicity stunt backfired, resulting in the
deaths of a hundred PCS activists at New Cydonia. Widely
known as the New Cydonia Massacre, this has resulted in
renewed public sympathy for the PCS, even though the
so-called massacre was actually self-inflicted.
THE CURATORS
The Curators are a loose society of concerned citizens
who desire to preserve the cultural heritage which was lost
when Terra was destroyed. Barely qualifying as a coherent
organization, the Curators are really just a number of individuals who share a common hobby. They communicate via
the Tangled Web, notifying each other when they locate a
Terran artifact sought by one their other members, each of
whom has a particular specialty.
The Curators would be a mere curiosity, except for the
determination with which they pursue the objects of their
desire. When a Curator locates something from Terra he
wants for his collection, theres no telling how far he will go
to acquire it they can be dangerously persistent. Some will
harrass the owner until they agree to sell it, paying any price
no matter how outrageous. Others have actually been known
to resort to robbery, burglary, grave-robbing or murder to
possess Terran artifacts.
SONS OF TERRA
Sons of Terra is the name of a violent organization dedicated to a single goal: revenge for the Terracide. Composed
of numerous cells operating independently all over Terran
Space, the Sons are not very well organized. While they all
agree that the slaughter of billions of human beings must be
avenged, they dont necessarily know who to blame, and each
cell has a different idea about who might be responsible.
Every alien species known to humanity has been put
forth as a suspect, along with a few whose existence is
purely conjectural. There are even Sons of Terra who seem
convinced the Terracide was perpetrated by the Junta as the
opening move in their campaign to take over Terran Space,
or a lost colony which wanted to make sure nobody from the
homeworld ever found them.
The trouble starts when these misguided vigilantes try to
act out their revenge fantasies. At the moment, humanity has
its collective hands full dealing with fallout from the disaster,
and the internal strife brought on by the consolidation war.
The last thing it needs is a bunch of loose cannons starting a
whole new war with an advanced alien species which could
easily finish what the Terracide started. Unfortunately, the
Sons of Terra seem determined to do exactly that.
So far, plots to use weapons of mass destruction against
various aliens have all been stopped by a variety of agencies,
including one unprecedented case in which the OFFICE
and Special Projects Inc, were forced to cooperate to save
humanity. But the Sons of Terra show no signs of giving up,
so the various agencies charged with protecting Terran Space
continue their high-stakes game of thermonuclear whacka-mole with these idiots. One mistake, and humanity could
find itself embroiled in a war it cannot win.
4
CHAPTER FOUR:
CHILDREN OF
THE GALAXY
ALIENS
My own suspicion is that
the universe is not only
stranger than we suppose,
but stranger than we can
suppose.
-John Haldane
THE KEEPERS
32
The Keepers were the first alien species humanity encountered upon leaving its home system. When the first sub-light
interstellar mission arrived at Proxima Centauri, the Keepers
were there waiting for them. The Proxima system should
have been lifeless, but the Zheng He spacecraft received a
signal, from the dark side of a tide-locked, airless world
orbiting the red dwarf sun. Upon sending down a landing
craft, the crew made first contact with the most widespread,
and powerful, species in the galaxy.
FLUORIANS
Fluorians are the most human-like of all the aliens
encountered by mankind so far, which isnt saying much.
Since their first contact, they have been humanitys most
lucrative trading partner among the alien species, and
the closest thing to an ally which the Terrans have found.
Fluorians are the only alien species with a spoken language
Terrans can hear and understand, although speaking it is
impossible. Fluorians can also understand Terran languages,
but do not speak them.
Appearance: Fluorians are bilaterally symmetrical bipeds
averaging 150cm in height, and 50kg mass. Their legs are
digitigrade, back-bent like terran birds, and their arms have
similar structure, giving them greater flexibility and agility.
Their hide is white and pallid, with symmetrical black markings on the extremities, and their crested, wide-eyed heads.
Their dark red eyes are set far apart, giving them excellent
33
AMMONITES
Ammonites were encountered not long after the Fluorians, but mankinds first meeting with them did not go well.
The HCST Barnards star flotilla arrived at Epsilon Eridani
expecting to meet up with the Wolf 359 flotilla, but instead
found the Ammonites, and no sign of any Terran vessels.
They initially suspected the Ammonites of destroying their
fellow explorers. This turned out to be a mistake, but ever
since then, humans and Ammonites havent completely
trusted each other.
Appearance: Ammonites vary in appearance, but have
many common features. They mass about 200kg, and average
300cm in length. They have a brown-and-green banded
nautiloid shell, reminescent of Terras extinct order of
mollusks, which were also known as ammonites. The shell is
oriented on top of the Ammonite body, curling up and back.
Their hide varies in shade, usually some combination of
greens and browns, like their shells. Seven flexible appendages emerge from the Ammonite shell. One is adapted for
eating, four serve as ambulatory/grasping limbs, and two
function as short eye-stalks.
Biology: As their name implies, Ammonites are ammonia
breathers, and they favor small, cold worlds with liquidammonia environments. They prefer low gravity, and like
most ocean-dwellers, adapt easily to zero-G conditions. Their
metabolism is slower than humans, but their lifespans tend
34
On behalf of the
immortal Mother of
Skies, I welcome you to our
biome. You will be safe
here, so long as you offer
no violence. Remove your
weapons now, and Mother
of Skies will allow you to
live.
SIRIANS
JOVIANS
-untranslated
110010001001111000010101010
011010101010010101010010101010
01010010100101001010010010010
101010010101010010101010001010
010101001010111101010010110000
1101010100101001010101001010101
0010110101001001010101010100101
00111111110101010101010111011011011
11001001110010
35
CYTHERIANS
Cytherians are also named for the type of worlds they
prefer to inhabit: extremely hot worlds with super-dense
atmospheres. The ability to maintain this environment
internally makes Cytherian spacecraft and orbital habitats
extremely durable, but expensive. Cytherians prefer to live on
xenoformed planets if possible.
Appearance: Cytherians appear as 50cm mottled grey silicon
flatworms, between five and ten cm thick. They are bilaterally symmetrical, with six limbs arranged three to a side.
Their anterior/posterior ends are identical in appearance,
with an upper and lower opening in each. They move, speak
and think much more quickly than humans, giving them a
hurried, frantic aspect which most humans find rather
jarring.
Biology: Cytherians are partially based on silicon, in addition to carbon, making them very resilient. They thrive in
super-dense carbon-dioxide/fluorine/sulfur atmospheres
at temperatures over 400 celsius. Though sightless, their
36
Settlements: Cytherians prefer to settle on worlds xenoformed to their liking, rather than using space habitats of
any type. They are capable of travelling and living in space,
but the effort of containing their preferred atmosphere gas
mix and pressure raises technical challenges even for the
highly-advanced Cytherians. Its far easier for them to stay
on or under the surface of the few worlds which they have
engineered for colonization. Estimates of their populations
vary, ranging from the millions to billions.
Cytherian settlements are controlled by a few powerful
lineages, with various responsibilities delegated to less
powerful lineages based on their specialities. There are
lineages devoted entirely to spacefaring, and contact with
other species, which are the only ones most non-Cytherians
ever meet in person. These Cytherians have some of the most
advanced high-performance spacecraft known to humanity,
and all of them are known to be armed. Its not yet clear
whether the speciality of a lineage determines how much
power it wields, or vice-versa.
In the upper reaches of Cytherian worlds atmospheres,
temperatures and pressures decline to levels humans can
survive, and a few enclaves have been built to take advantage
of this fact: huge bubbles of air containing miniature cities,
encased in corrosion-resistant stained glass float through
the clouds, many kilometers above the surface of Cytherian
worlds, where thousands of human diplomats and their
dependents can interact with these amazing creatures on a
day-to-day basis.
TITANS
Titans are one of the more hostile species encountered by
humanity, and one of the most stubborn. It took the largest
corporation in Terran history half a century of warfare to
dislodge a single family unit of Titans from the Kruger 60
Cluster. Their name comes from their preferred habitat
smaller worlds with nitrogen/methane atmospheres similar
to Saturns largest moon. Whether the name also refers to
their great power is debatable while an individual Titan
can be extremely dangerous, they do not work in large
groups, which limits their power as a species.
Appearance: The low gravity and liquid-ethane environment
in which Titans dwell permits them to grow very large; a
mature Titan (approximately 150 years old) masses around
50 metric tons, its rust-shaded ellipsoid body reaching 15
meters across its major axis. No sensory organs are visible;
the Titans rely on millimeter-wave radar which they can
sense with any part of their bodies. At either end, an eightmeter tentacle with three branches serves for both movement and manipulation. However, it is extremely rare for a
Titan to be seen without augmentation of some form; most
wear environmental gear equipped with a variety of extra
tentacles and additional sensors.
Biology: Titans are extremely long-lived, with natural lifespans thought to extend up to 1600 years on average. Few,
37
however, die of natural causes, due to their violent tendencies. They perceive the world primarily through millimeterwave radar, which is highly developed in their species. They
also have a means of transferring chemical information via
direct skin contact similar to the Ammonite olfactory
sense, but based on taste rather than scent. Their metabolism
is much slower than humans, requiring them to breathe only
three times an hour, and eat and sleep only once a week.
Their thought processes and movements usually seem slow
and ponderous, but it is extremely dangerous to underestimate them. Titans are capable of short bursts of speed
in emergencies, and they are constantly accompanied by
machines which think very quickly. Little is known about
Titan reproduction only thatthey have two sexes, and the
female produces a clutch of eggs from which up to a dozen
young Titans may hatch.
5
CHAPTER FIVE:
LIFE IN THE
24TH CENTURY
LIFE IN THE
24TH CENTURY
Quality of Life
Social Dynamics
40
some undergo a regime change during their second generation and welcome renewed contact with the outside world.
Ironically, the EV Lacertae system has become the site of
dozens of isolationist colonies, due to its dangerous solar
flares and the availability of asteroid habitats which provide
safety from them.
close calls have ended with mass evacuations from independent habitats which were no longer viable without major
repairs.
41
The Basics of
Survival in Space
Information technology
42
Interstellar Communications
Other Technologies
Artificial Intelligence remains a long-term goal of information technologists. While the human mind has been studied
in great detail, it has not been duplicated in digital form.
The most advanced attempts have resulted in minds which
went catatonic within milliseconds of attaining consciousness. Some researchers theorize that constructed AIs lack the
survival instinct which is fundamental to an evolved intellect such as the human mind. It is believed that an AI with a
similar set of imperatives might be viable -- but it might also
be extremely dangerous.
There are, of course, non-sentient computers which
simulate consciousness almost flawlessly. There are capable
of learning almost any skill (except for interaction skills)
and are capable of self-programming, to a degree. These
computers are called Virtual Intellects to differentiate them
from true AIs.
Robots remain specialized machines. The iconic humanoid
robot of fiction, while certainly within the capabilities of
24th century technology, remains a solution in search of a
problem. The only extant androids in 2311AD are found
in research laboratories, or occasionally as curiosities for
hobbyists or the wealthy. Actual working robots are mostly
designed for specific tasks, or sometimes for a broad set of
tasks.
43
TRAVELING IN SPACE
THE BASICS:
GETTING AROUND IN
NORMAL SPACE
For surface-to-orbit travel, and other short-range
missions, most travellers rely on shuttles and orbital transfer
vehicles. These space taxis are designed for temporary
occupancy (less than a day) and have relatively light-weight
hulls. Almost none of them are large enough for spin-gravity.
They are fueled by stabilized meta-helium, an exotic form of
helium with several times the energy density of conventional
rocket fuels, such as liquid hydrogen. Meta-helium also
fuels the attitude jets and maneuvering thrusters on larger
spacecraft.
Surface-to-orbit shuttles are usually capable of 3Gs of
thrust, have atmospheric streamlining, and fuel for about
twenty minutes at full thrust. (About 36kps total delta-V.)
Lower-performance craft designed for smaller vacuum
worlds arent streamlined, and can sustain 1G for a full hour
instead; theyre extremely useful for traveling around the
moon systems of gas giants. Orbital transfer vehicles are
not designed to land at all. They have small thrusters which
operate at a third to half a G for up to an hour. (Only 6 to
10kps delta-V.)
For longer journeys, fusion rockets are the 24th century
standard. State-of-the-art fusion propulsion uses a hybrid of
human technology combined with improvements acquired
from alien species. The basics of fusion rockets have been
well-understood since the closing decades of the 21st century.
However, early unaugmented fusion rockets produced
relatively little thrust. Modern torch drives use magnetic
monopoles in their fusion cores to catalyze the reactions,
giving them the ability to produce several gravities of thrust,
if needed.
Torch drives are extremely powerful and dangerous
devices with enough destructive power to wipe out an entire
settlement in minutes. Their exhaust is a stream of alpha
particles traveling at several percent of lightspeed, in long,
tightly collimated beam coming out of the engine. It remains
hazardous for several thousand kilometers afterwards, until
it attenuates enough for radiation shielding to stop it. For
this reason, no torch drive is permitted to operate within
10,000km of any human habitat. Alien species have similar
restrictions the exact distance varies.
45
6
CHAPTER SIX:
CHARACTER
CREATION
6: Character Creation
48
CHARACTER
CREATION
he central
Basic characteristics
Be careful what you pretend
characters in
start at a default value of
to be because you are what you
a Terracide
10. Characteristic maxima
pretend to be.
campaign will,
should be in effect. Racial
-Kurt Vonnegut
of course, be the Player
templates with characterCharacters. Three hundred
istic bonuses also have a
years from now, the human
bonus to their maxima. All
survivors of the Terracide are a motley bunch, genetically
characters receive Resource Points pools with a value of 25
adapted to a wide range of environments and lifestyles. This
real points:
chapter includes templates for different types of geneticallyaltered humans, backgrounds, and career paths. It also
Equipment = 50pts (Real cost = 10pts)
discusses how to use the Hero System to simulate the unique
Base/Vehicle = 20pts(Real cost = 10pts
setting of Terracide, or other campaigns in the space opera
Contact/Follower = 10pts(Real cost = 5pts)
noir style.
Terracide characters may be heroes people of unimpeachable honor and integrity struggling to save the human
The above point totals are for the characters kit: the
race; or they might be villain protagonists blackhearted
equipment theyre carrying. They also begin play with an
scoundrels who fight for humanity because all the alternaarmory of spare equipment equal to half the total points of
tives are even worse! Some of the best space opera noir stories their kit: +25 equipment points, +10 base/vehicle points, and
engender sympathy for central characters with extremely
+5 contact/follower points. See the Resource Point rules in
unpleasant pasts who overcome their personal history to save the Advanced Players Guide for details.
the day. Alternately, they might simply be regular people,
All Terracide characters begin play with two items of
caught up in the currents of history and thrust into imposequipment for which they do not pay points: a Body Pressure
sible situations. The important thing is that they be memoSuit (p. 95) and an Augmented-Reality Interface (p. 97).
rable space opera characters are larger-than-life, each with
Both of these are fully equipped, worth 45 and 44 real points,
a fantastic story to tell.
respectively. Characters who wish to keep spares may use
The first thing to do when creating characters for
the 5-point doubling rule for each, spending the points from
Terracide (or any other Star HERO campaign is for the GM
their kit or armory.
and players to discuss the overall tone of the campaign. The
space opera genre is a favored stomping ground of largerthan-life, over-the-top Big Damn Heroes such as Honor
Harrington (from Webers Honorverse), Luke Skywalker
(Star Wars), or John Sheridan (Babylon 5). On the other
hand, space opera noir tends to have morally ambiguous or
conflicted heroes, such as Tanner Mirabel (Chasm City), or
Richard Riddick (Pitch Black). Having everyone on the same
page with respect to the morality of the campaign will help
the whole group create characters that function together
well, and with the GMs campaign concept.
The other major decision which will affect the campaign
and all the characters is the power level of the campaign.
The default level for Terracide characters is Heroic, either
Standard (175pts) or Powerful (225pts). Normal power levels
would be playable, although difficult. Higher power levels
would likely result in characters too powerful to easily challenge in Terracide, but might be appropriate for other space
opera style campaigns.
GENETIC TEMPLATES
Genetic engineering is the key to mankinds survival in
a hostile universe, making possible humanitys adaptation
to any number of dangerous environments. However, the
genome of a living organism is extremely hard to re-design.
Germ-line engineering is somewhat easier the alteration of
gametes prior to fertilization. The result (if all goes well) is a
new genome which is fully heritable, but which is not fully
expressed until the next generation is born. For this reason,
the design of a new human genome is an expensive, longterm project, undertaken only when justified by the advantages it offers.
Three hundred years in the future, humanity has
branched out, via genetic engineering, into a number of
different sub-species, adapted for various hostile environments, or in some cases, designed for specific purposes. Each
of these altered genomes is capable of natural reproduction,
resulting in self-sustaining populations. There are currently
no new lines under development, and no custom genomes
are available. The following list genetic templates should be
considered exhaustive for the Terracide setting, unless the
GM rules otherwise.
AQUARIUS GENOME
The Living Galaxy Foundation funded the development
of the Aquarius genome for their oceanic colonies on old
Terra, and later for space colonization. The Aquarius-types
look mostly human, except for a few differences engineered
for aquatic survival: gills, webbed digits, and nicitating
membranes protecting their eyes.
22pts +2 Con, +5 End, +2 Stun, +4m Swim, Talent:
Aquatic movement, Life Support: Extended Breathing
(1), Save Environments: High Pressure, Extreme Cold;
Flash def-5, +1 with all Aquatic skills, -1m Run.
-10pts Distinctive Features: Aquarius physique (webbed digits,
nicitating membranes)
-5pts Physical Complication: Webbed digits (Infrequent;
Barely impairing)
AQUILA GENOME
The Aquila type is extremely numerous in micro-gravity
colonies, being adapted for the rigors of living in a gravityfree environment, and even survive brief exposure to
vacuum in emergencies. They are immediately distinguishable from baseline humans by their height, thin builds, and
feet modified for grasping. In normal gravity, they have
difficulty adapting and exerting themselves, which makes
them fairly easy to recognize.
6: Character Creation
ARIES GENOME
Aries (also known as Ares) types were developed during
the attempted terraforming of Mars, and further adapted
for similar projects on other worlds once FTL travel became
available. Like the Aquila-types, they are tall and thin, but
the similarity ends there: they have expanded chest cavities,
nicitating membranes on their eyes, and although they find
normal gravity tiresome, they can walk normally in it.
20pts +5 Con, +1 ED, +1 Rec, +10 End, +2 Stun,
Life Support: Extended Breathing (1), Safe Environments: Low pressure, Intense cold; Immunity to Dust
poisoning, Flash def-5 (only vs. dust), +1 Hearing
Perception
-10pts Distinctive features: Aries physique (tall, thin, nicitating
membrane, large chest cavity)
-10pts Physical complication: Impaired in normal gravity
(Frequent, Barely impaired)
49
6: Character Creation
GEMINI GENOME
URSA GENOME
The Ursa genome was created by ISTAR as a low-maintenance trooper for its spacecraft and colonies. They can be
found throughout human space, not just in ISTAR service.
The Colonial Reserve Fleets specification for a geneticallyengineered trooper called for superior strength and toughness, as well as reduced life-support requirements. ISTARs
engineers satisfied these apparently contradictory goals by
using DNA from Terran bears, enabling the Ursa-types to
hibernate, while making them physically powerful. A fullgrown Ursa masses over 150kg, and reaches over 220cm in
height. They are heavily muscled, with extensive body hair,
but no fur, claws, or other beastial features.
LEO GENOME
Terran Galactic Operations designed the Leo genome
to defend its shipping and colonies from predation by
privateers, as well as harrassment by ISTAR forces. Leos are
unique among engineered genomes in that they incorporate DNA from carnivores (Terran great cats) which gives
them an undeserved reputation for being prone to violence.
Contrary to popular stereotypes, they have very few cat-like
features: their eyes and hair often have unusual coloration,
similar to those of cats, and they have almost no body fat.
They do not have fur, pointed ears, claws, fangs, or tails.
38pts +3 Dex, +1 OCV, +1 DCV, +1 Spd, +2m Run,
+2m Leap, +1 with all Agility skills, +1 Perception (all
senses)
-10pts Distinctive Features: Leo physique (low body-mass
index, cats eyes)
-10pts Negative Reputation: Prone to violence (Infrequent,
Extreme, Undeserved)
MENSAE GENOME
The Mensae genome was the product of a failed military intelligence program. The attempt to create a genetic
template for military geniuses was unsuccessful, but Mensae
types have found many niches for themselves in both the
military and civilian sectors. Their personality quirks make
them somewhat difficult to work with many of them seem
arrogant, detached, perfectionist, stubborn, or just plain
unstable. Physically, Mensae-types appear identical to baseline humans.
29pts +5 Int, +1 Ego, Cramming, Deduction, Eidetic
Memory, Lightning calculator, Speed Reading, Linguist/
Scholar/Scientist (pick one)
-5pts Distinctive Features: Tailored genome
-10pts Psychological complication: <varies> (Common,
Moderate)
-5pts Negative Reputation: Hard to work with (Infrequent)
50
VIRGO GENOME
The Virgo genome is the only engineered strain of alien
origin. Nobody is absolutely certain of the Jovians purpose
in doing so, but rumor has it that their original client was
a human who desired a perfectly engineered companion.
Aside from highly developed secondary sexual characteristics and incredible physical beauty, they are similar in
appearance to baseline humans. Past a certain age, Virgotypes age more slowly than baselines humans, making their
true age difficult to guess.
25pts +2 Dex, +2 Con, +5 End, +2 Stun, +1m Running,
Double-jointed, Resistance +2, Striking appearance
+2, LS: Longevity (200 years), Immune to disease (not
v. bioweapons)
5pts Distinctive Features: Tailored genome
10pts Negative Reputation: Manipulative (Infrequent, Extreme)
BASELINE HUMANS
Baseline humans still make up the vast majority of the
galaxys human population. This was especially true on old
Earth, prior to the Terracide. In most of the colonies, they
still form a large majority, and will continue to do so for the
conceiveable future.
NO ALIENS?
While there are a number of alien species in the Terracide
setting, Terracide does not make the assumption that aliens
will be anything at all like humanity they arent humanoid,
dont breathe oxygen, vary in size from a few centimeters to
several kilometers, and most of them dont communicate via
spoken language. In short, theyre too alien to be playable as
PCs.
However, some off-shoots of humanity have effectively
become alien to the rest, diverging from the norm to such
a degree that the mainstream no longer truly understands
them. Players who wish to run an alien character should
look at the various niches in which new cultures have
evolved: colonies founded by fringe groups for the purpose
of forming experimental societies, the Dyson trees being
grown by Aquilas, the fully Aquarian colonies within frozen
seas and ice-moons orbiting gas giants, and the rugged frontiers of half-terraformed desert worlds occupied by the Aries.
All of these have not only their own genomes, but their own
unique sub-cultures, which offer fascinating role-playing
opportunities.
BACKGROUND
TEMPLATES
Background Templates reflect a characters place of origin.
The templates presented here are fairly comprehensive of the
places humans live or come from in 2310. However, taking
a template based on your characters place of origin isnt
mandatory, since not everyone conforms to these templates.
TERRANS
Terran characters are those born on humanitys homeworld prior to the Terracide. These individuals tend to have
a deep grounding in their home culture, with a history much
longer than any of the colonies. As such, theyre something
of a curiosity. Most surviving Terrans were only temporarily away from home during the Terracide, for business
or tourism, and did not expect to become refugees. This
has caused many of them to develop psycholgical problems.
In other cases, they are treated as outcasts, homeless and
destitute.
3
4
3
-10
6: Character Creation
CYGNUS GENOME
COLONISTS
Colonist characters come from a rotating space habitat.
They are completely at home in spin-gravity, and the effects
of coriolis forces seem perfectly natural to them. They also
have a basic understanding of the infrastructure that keeps
them alive, and how to safeguard it. Some asteroid colonies consist mainly of tunnels and small chambers; denizens of these habitats often have difficulty in open spaces
(agoraphobia)
4
1
-5
FLOATERS
Floaters live out their lives in zero-G, and most are Aquila
genotypes. They live in a wide range of habitat types, from
fullerene bubbles to Dyson trees, and spend a great deal of
time working in vacuum conditions.
3
2
-5
51
6: Character Creation
TERRAFORMERS
Terraformers are characters who live on hostile worlds
and work to make them more earth-like . Almost all of them
are involved either directly or indirectly with terraforming
projects, and well-versed in how to survive the dangerous
environment of their adopted world. They also tend to be
very serious about their work.
2
1
2
-5
-Lazarus Long
52
Theodore Sturgeon
Education Templates
UNDERGRADUATE
Qualifying to leave Terra in the first place usually requires
education equivalent to an Undergraduate. This template
doesnt necessarily represent a traditional four-year degree;
it could be technical school, online coursework, self-instruction, or equivalent work experience. Also, this template isnt
required there are other ways to get off-world, such as
military service, corporate contracts, or simply being born
in the colonies. However, players who wish to have a higher
education in their characters background should use this
template.
1
1
6
OR
6
Bureaucratics 8Computer programming 8Arts/Humanites Choose two from the following list:
Acting, Disguise, KS (any), Language, Oratory, Sciences
(Psychology/Social)
Engineering/Sciences: Choose two from the followling
list: Computer Programming, Criminology, Cryptography, Electronics, Forensic Medicine, KS (any),
Mechanics, Science (Engineering/Natural)
MILITARY ACADEMY
All military services operate some kind of Military
Academy to train future officers, and offer military training at
other schools as well (such as ROTC programs). Characters
who undergo officer training should take the Undergraduate
template above, and add the following template to it.
5
5
GRADUATE SCHOOL
6: Character Creation
Military Templates
MILITARY
The Military template can be tailored to include any
extant service in 2310 AD. The character has experience
as either a Trooper in the colonial militia or Spacer on a
fighting ship. Like all career templates, this may be the
characters current or former occupation. Former Military
characters should replace the 20pt Subject to Orders social
complication with Subject to Recall for 10pts. They may also
purchase the Military Rank perk at half cost, with the -1
limitation Courtesy Rank.
2
2
2
2
2
2
1
10
Running +2m
KS: The Military World 11CuK: Military of choice 11PS: Spacer OR Trooper 11PS: Spin-g operations OR Zero-g operations 11WF: Small arms
Military rank (minimum)
Military Specialty. Choose from list: Bureaucratics,
Climbing, Combat Driving, Combat Piloting, Combat
Skill Levels, Computer Programming, Concealment,
Cryptography, Demolitions, Electronics, Interrogation,
Martial Arts, Mechanics, Navigation, Paramedics, Security Systems, Skill Levels, Stealth, Survival, Systems
Operation, Tactics, Weapon Familiarity, Weaponsmith,
any Background Skill, Contacts, Military Rank, Security
Clearance, Improved Equipment Availability
Total 23pts
-5
-10
-20
53
6: Character Creation
ELITE MILITA
Taking the Elite Militia template means the character
is/was a member of a highly-trained unit of Ships Troops.
Requires the basic Military template.
29
ALPHA SQUADRON
The Alpha Squadron template is for current or former
members of an elite spacecraft squadron. Requires the basic
Military template.
32
6
54
-Arthur C. Clarke
Government Templates
LAW ENFORCEMENT
The Law Enforcement template is for characters trained
in police work with a local agency, on Terra or one of its
colonies. Local indicates any agency with a jurisdiction
2
1
3
2
2
2
2
3
2
2-5
1
1
9
INTERSTELLAR INVESTIGATOR
Interstellar Investigator: only a few agencies have jurisdiction over cases involving interstellar crimes, and the
resources to investigate them. Agents of these organizations
have excellent training, access to advanced equipment,
and very broad powers to perform their duties. Terran
Galactics euphemistically-named Legal Department and
ISTARs Colonial Constabulatory Service are two of the most
prominent.
3
3
2
2
2
2
3
2
3
1
8
9
Criminology
Deduction
CuK: Law Enforcement 11KS: Interstellar Criminal Law and Procedure 11KS: Xenology 11PS: Investigator 11Streetwise
WF: Small Arms
Law Enforcement rank (minimum)
Weapon permit
Interstellar Police powers (includes power to deputize)
Choose from list: Acting, Bribery, Bugging, Bureaucratics, Combat pilot, Combat Skill Levels, Computer
Programming, Concealment, Conversation, Disguise,
Fast Draw, Forensic Medicine, Interrogation, Martial
Arts, Paramedics, Persuasion, Security Systems, Shadowing, Skill Levels, Stealth, Tactics, Weapon Familiarity,
any Background Skill, Contacts, Deep Cover, False
Identity, Improved Equipment Availability
Total 40
-5
-10
-20
6: Character Creation
55
6: Character Creation
FIELD AGENT
DIPLOMAT
3
2
6
3
2
3
3
5
12
3
3
5
3
3
3
9
9
POLITICIAN
The Politician template is for career politicians, rather
then persons who take time off from their career to serve a
term in office. Career politicians are something of a rarity
in space, as running a space habitat or colony requires just
about everyone to participate in keeping up the infrastructure, or doing other vital work. Still, there are those who
seek out administrative duties, and lobby for posts involving
such work, whether getting them requires a popular vote or a
political appointment. Such lobbying can become a full-time
job in and of itself.
2
3
2
2
3
2
6
9
56
- GKar, Babylon 5
Criminal templates
TERRORIST
Terrorist: The character is a member (or former member)
of an organization which attempts to achieve political or
religious goals by threats or acts of violence against civilians.
Although close variants of this definition of terrorist have
been generally accepted for three centuries, some modern
terror groups defy such classifications. The Sons of Terra, for
example, generally target alien species, for which the distinction of civilian can be problematic, at best.
2
2
1
2
1
2
9
Optional Complications:
-15
Social Complication: Dark Secret
-10 Social Complication: Criminal Record
SYNDICATE
Syndicate: Organized crime took a long time to gain
a foot-hold in the colonies, but when TGO made its new
FTL3.0 technology public domain, anyone and everyone
could get a piece of the action. The New Syndicates mostly
deal in illegal services and/or data anything else is either
too mass-intensive or too easily traced in the closely-monitored spacedocks of the off-world colonies. Drugs are out,
gambling, hacking and escorts are in.
2
2
3
2
1
KS: Syndicate History and Customs 11KS: The Criminal World 11Streetwise
WF: Small Arms
Fringe Benefit: Criminal Rank (in the Syndicate or a
local organization)
12
Choose from list: Bribery, Combat Skill Levels,
Computer Programming, Concealment, Forgery,
Gambling, High Society, Martial Arts, Persuasion, Security Systems, Shadowing, Skill Levels, Stealth, Systems
Operation, Trading, Weapon Familiarity, any Background Skill, Access, Anonymity, Contacts, Membership, Reputation, Improved Equipment Availability
Total 22pts
-10
6: Character Creation
Optional Complications:
-20
Hunted by Law Enforcement (Infreq, MoPow, NCI)
-15
Social Complication: Dark Secret (Syndicate member)
-10
Social Complication: Criminal Record
CON MAN
Con-Man: The scams are different in the 24th century, but
human nature hasnt changed. The desire to get rich quick
makes some people easy prey for this brand of criminal.
Anything goes, from A long-lost relative left you a spaceyacht in his will! to Hey, wanna buy an authentic alien artifact... cheap? No matter how outrageous the story, someone,
somewhere, will be foolish enough to buy it. Literally.
3
5
3
2
3
3
15
+3 INT
+5 PRE
Acting
KS: The Criminal World
Persuasion
Streetwise
Choose from list: Bribery, Bugging, Charm, Computer
Programming, Concealment, Conversation, Cramming,
Deduction, Disguise, Forgery, Gambling, High Society,
Lipreading, Mimicry, Oratory, Shadowing, Stealth,
Trading, Weapon Familiarity, any Background Skill, any
Perks.
Total 34pts
Optional Complications:
-10
Hunted by Law Enforcement (Infreq, MoPow, NCI,
Watching)
-15
Psycholgical Complication: Greedy/Overconfident/etc.
(Common, Strong)
-10 Social Complication: Criminal Record
57
6: Character Creation
GAMBLER
Gambler: Certain games of chance and skill have never
gone out of style. While the lack of normal gravity makes
dice, roulette and billiards difficult at best, nearly every space
habitat hosts a casino for card games. And there are still
those who find winning at cards easier than working for a
living. And some means of winning are easier than others....
6
3
3
3
2
3
12
+3 DEX
+3 INT
Conversation
Gambling
KS: The Gambling World
Sleight of Hand
Choose from list: Acting, Charm, Combat Skill Levels,
Computer Programming, Cramming, Deduction, Fast
Draw, High Society, Martial Arts, Persuasion, Shadowing, Stealth, Streetwise, Trading, Weapon Familiarity,
any Background Skill, any Perks.
Total 32pts
Optional Complications:
-10
Hunted by Casino Security (Freq, MoPow, Watching)
-15
Psycholgical Complication: Greedy/Competitive/etc
(Common, Strong)
-5
Rivalry: Other gamblers
- Starhawk
Other Templates
ACADEMIC
Academics spend their lives expanding humanitys
knowledge of the Universe, or at least they try to. Many of
them spend so much time politicking for their next research
grant that theres precious little time left to do any research.
Others devote themselves to teaching the next generation of
scholars.
As Undergraduate, Graduate Template, plus:
2
KS: The Academic/Scientific World 112
CuK: Academica 112
KS: field of study 113
PS: Scientist (Int based)
4
Contacts
15
Choose from list: Deduction, Electronics, Forensic
Medicine, High Society, Mechanics, Oratory Paramedics, Systems Operation, any Background Skill,
Advanced Tech, Contacts, Custom perk: Tenure (1pt),
Security Clearance, Reputation, Resource Points
Total 28pts (plus cost of Undergrad and Graduate
templates)
Optional Complications:
-5
Negative Reputation: Crank (Freq, Small Group)
-15
Psycholgical Complication: Driven to prove theory
(Common, Strong)
-5
Rivalry: other academics
JOURNALIST
Journalist covers both employees of major media outlets
and free-lance reporters. With communications between star
systems limited by access to Q-Net connections, breaking a
story before the competition often involves finding someone
with access to an authorized Tangled Web interface, or
simply selling the story to someone with better, more official
communications access.
58
Total
Conversation 11AK: Area of operations 11KS: Current Events 11KS: [reporting specialty: politics, tech, etc.] 11CuK: Media 11PS: Journalist 11Research 11Contacts (6 points worth)
Fringe Benefit: Press Pass
Choose from list: Bribery, Bugging, Bureaucratics,
Computer Programming, Concealment, Cramming,
Deduction, Electronics, Gambling, High Society, Oratory,
Persuasion, Security Systems, Seduction, Shadowing,
Skill Levels, Streetwise, Systems Operation, Weapon
Familiarity, any Background Skill, Contacts, Computer
Link, Positive Reputation.
33pts
Optional Complications:
-15
Psycholgical Complication: Personal code whatever it
takes to get the story (Common, strong)
-15
Psycholgical Complication: Personal code Journalistic
Ethics (Common, Strong)
-5 Rivalry: Other journalists
SPACER
Spacer: The character makes a living as a crewman on a
spacecraft, or maybe more than one spacecraft if he likes to
change jobs frequently. This template includes everyone from
the all-important owner/operator, to the wide-eyed kid who
ran away from home and signed up for working passage on
a trading vessel using a fake ID. Sometimes, they turn out to
be the same person, just a few years apart....
BOUNTY HUNTER
Bounty Hunter: In the 24th century, bounty hunters
in human space use computers more often than guns to
stalk fugitives from the law. Its just as well, since most of
their targets are wanted for non-violent cyber-crimes and
going in with guns blazing would not produce an optimal
result. However, there are still a few violent criminals in the
colonies, and tracking them down often requires an old-fashioned bounty hunter who can apply the personal touch.
3
2
2
3
3
3
2
1
1
9
6: Character Creation
3
2
2
2
2
3
3
6
1
9
Optional Complications:
-10
Rival: competing bounty hunter OR fugitive who got
away (maybe more than once!)
59
6: Character Creation
EXPLORER
There are few professional explorers in human space,
as pure exploration is time-consuming, expensive and
hazardous. Most exploration is performed by amateurs
who happened to wander too far from home, or colonists
who deliberately set out to lose themselves. However, the
following template represents the lucky few who receive
government or corporate grants for the express purpose of
putting themselves in harms way, and coming back home to
talk about it.
Undergraduate Template, Plus:
2
AK: The frontier (Int based)
2
CuK: Academics
2
KS: Xenology
3
PS: Explorer
3
Navigation (space/land)
3
Survival (any)
3
Systems Operation
2
Transport Familiarity (any)
2
Weapons Familiarity (any)
12
Choose from list: Bureaucratics, Climbing, Combat
Pilot, Computer Programming, Cryptography, Deduction, Electronics, Forensic Medicine, Mechanics,
Oratory Paramedics, Skill Levels, any Background Skill,
Contacts, Resource Points
Total 33pts (plus cost of Undergrad template)
Optional Disads:
-10
Psych lim: Curious OR Wants to be famous
-15
Reputation: Glory hound
-10
Rivalry: another (famous) explorer
-5 /-10 Poor: used personal funds for failed mission
MERCHANT
Merchant: Only a few merchants fit the romantic image of
interstellar traders, wandering from one system to another,
making deals with exotic aliens and sinking the profits into
repairs on their death-trap of a starship just so they can keep
flying. In reality, most merchants are simply desk-jockeys
who make their living brokering deals without ever leaving
their office, and certainly without ever dirtying their hands
or actually seeing the goods they buy and sell.
2
2
3
3
3
3
3
8
9
HACKER
Hackers can cause serious real-time mischief in a world
of ubiquitous augmented-reality. In 2309, Marathon Free
Stations most popular singles club was hacked, altering every
patrons public personal data to display the registered flagellist tag; three people were critically injured in the rush to
escape the building. The perpetrator was never caught. The
term hacker also applies to those who provide computer
security against such malicious acts, as well as data theft,
invasions of privacy, and other cyber-crimes.
3
2
3
3
3
3
3
2
3
15
60
CuK: The Mercenary World 11KS: Unit History and Customs 11PS: Private Security 11Tactics 8WF: Small Arms
Choose from list: Breakfall, Bureaucratics, Combat
Skill Levels, Concealment, Demolitions, Fast Draw,
High Society, Interrogation, Martial Arts, Paramedics,
Security Systems, Shadowing, Skill Levels, Stealth,
Streetwise, System Operations, Weapon Familiarity,
Weaponsmith, any Background Skill, Contacts, Money,
Positive Reputation, Professional License, Weapons
Permit, Membership, Local Police Powers, Improved
Equipment Availability
Total 21pts
-5
-10
-15
Optional Complications:
-15
Psycholgical Complication: Professional Code of
Conduct
-10 Rivalry: other Units
CORPORATE EXECUTIVE
Many Corporate Executives live in a world of their own, in
the 24th century, although some of them arent totally insulated from the reality their rank-and-file subordinates live in.
Many large companies had the majority of their stockholders back on Terra, even while most of their operations
took place in other star systems. Terras destruction has left
many corporate executives unsure of their companys status,
and forced some to make unprecedented decisions which
will effect the course of human history.
3
3
2
2
2
1
1
1
9
Bureaucratics
High Society
KS: The Corporate World 11KS: [company] History and Customs 11PS: [business-related PS] 11Computer link
Company rank
Money
Choose from list: Bribery, Charm, Computer Programming, Conversation, Oratory, Persuasion, Science Skill,
Security Systems, Systems Operation, Trading
Total 24pts
-10
Watched: by corporation
Optional Complications:
-15
Psycholgical Complication: Company Loyalty
-15
Psycholgical Complication: Greedy
-10 Negative Reputation: out of touch with employees
6: Character Creation
SECURITY SPECIALIST
MEDICAL PERSONNEL
Medical personnel are found almost everywhere humans
travel in space. If nothing else, most commercial and military
spacecraft have a hibernation specialist on board, and a
fully-qualified medical doctor if possible, due to the length of
interstellar voyages. Of course, founding a permanent settlement in space is impossible without a medical staff.
3
Bureaucratics
3
Paramedics
2
PS: [medical-related PS]
1
Professional License
3
Systems Operation
Options: pick one
+10 First Responder: add Combat Driving/Piloting, AK: local
area, Navigation, Transport Familiarity
+8
Medical Technician: add Undergraduate Template
+23 Medical Doctor: add Undergraduate and Graduate
Template
6
Choose from list: Computer programming, Conversation, Cramming, Forensic Medicine, Science Skills, any
Background Skill, Computer Link, Contacts, Money,
Positive Reputation
Total 26-41pts
Optional Complications:
-5
Distinctive Features: Uniform
-15
Psycholgical Complication: Hippocratic Oath
-15
Psycholgical Complication: god complex
61
6: Character Creation
TECHNICAL PERSONNEL
ENTERTAINER
3
3
2
3
3
2
9
Computer Programming
Electronics
KS: [technical field]
Mechanics
System Operations
PS: [tech skill]
Choose from list: Bugging, Bureaucratics, Deduction,
Demolitions, Lockpicking, Science Skills, Security
Systems, Skill Levels, Weaponsmith, any Background
Skill, Computer Link, Contacts, Professional License,
Starship License, Improved Equipment Availability,
Money, Positive Reputation, Company Rank.
Total 25pts
Options:
+8
Engineer: add Undergraduate Template
+15 Consultant: add Graduate Template
Researcher: add Academic Template
CLERGYMAN
Clergyman includes those who identify with both Eastern
and Western religious orders. While beliefs and customs vary
widely, all are charged with the task of keeping their traditions alive after the loss of Terra, and in many cases, helping
the surviving members of their faith come to terms with this
event. For most faiths, this crisis has raised unprecedented
questions; for others it is seen as the fulfillment of their worst
prophecies.
2
2
3
2
2
12
62
3
2
2
2
3
9
Charm
CuK: target audience/clients
KS: The Business
PS: Entertainer/Musician/Singer
Streetwise
Choose from list: Acting, Bribery, Bureaucratics,
Conversation, Disguise, High Society, Language,
Persuasion, Trading, Contacts, Followers, Money, Positive Reputation, Perfect Pitch, Striking Appearance.
Total 21pts.
Optional Complications:
-10
Social Complication: Famous
-10 Social Complication: Uncouth profession
-- Lazarus Long
CHARACTERISTICS
Strength: thanks to genetic engineering, humans specifically adapted for zero-G dont suffer from bone and muscle
degeration, so life in zero-G doesnt necessarily mean their
Strength stat needs to be reduced. They may, however, suffer
a temporary Strength penalty when subject to normal
gravity levels.
Intelligence is a highly-valued trait in the space opera noir
genre, but a characters high IQ isnt the only thing which
determines his INT score. Some extremely smart or knowledgeable characters might not be particularly quick-thinking
or very perceptive indicating a more-or-less average INT,
but lots of skill levels with Intellect skills.
OMCV and DMCV are seldom used in Terracide, but GMs
should be wary of players who decide to sell off these stats
as an easy way to get 18 extra points! The default rule is that
they may not be sold off, unless the characters background
provides a compelling reason to do so. (and the GM agrees)
SKILLS
Complementary skills are used in Terracide, as an aid to the
characters, a reason to buy and use a wide variety of skills,
and in some cases, to encourage teamwork. GMs who wish
to encourage the PCs to work together should point out
when different characters have complementary skills, or even
give a small (+1 or +2) bonus when a PC makes a complementary skill roll to aid another character.
Everyman skills for Terracide are as follows: Acting,
Climbing, Computer programming, Concealment, Conversation, Deduction, Native language, Paramedics, Persuasion,
Professional skill (at 11-), Shadowing, Stealth, TF: Small
ground vehicles, AK: home colony.
Agility skills includes Dex-based Professional skills, particularly Zero-G Operations and Spin-G Operations. Skill levels
with Agility skills also work with these background skills.
Background skills should be emphasized by using them for
complementary skill rolls as often as possible. Knowledge
of their world is an important asset for space opera noir
adventurers. This is also an excellent way for the GM to
impart information the characters need in the course of the
campaign.
Combat skills, especially those involved in the use of firearms, can be extremely cost-effective when combined with
the high-tech weaponry in Terracide. GMs should look
6: Character Creation
SKILLS, PERKS,
& TALENTS
63
6: Character Creation
64
-Source unkown
PERKS
Computer Access includes both the interstellar Q-Net and
its unofficial shadow network the Tangled Web . Authorized
access to the Q-Net costs 10pts, although much of the data
on the Q-Net is classified and will depend on the character
having a Security Clearance. Access to the Tangled Web is
only 5pts, but by definition is never authorized. The character may be hunted by Q-Net security, or other authorities,
depending on what they use their access for.
Contacts can be problematic for characters who spend a lot
of time traveling from one star system to another. A large
pool of Contacts using Resource Points is one solution. The
other is the Organizational Contact there are many organizations in Terracide which are interstellar in scope, and
characters may be able to call on them in any system where
they are present. If the character has the Membership perk
with the organization in question, the points in the membership may be used as a bonus to the contact roll.
Fringe Benefits may require some special considerations
in Terracide, as follows:
Spacecraft owner/Pilots License should never be available
to characters with a Criminal Background complication,
or any other complication which would prevent them from
passing a throrough background check. Most spacecraft
are equipped with torch drives in the terawatt range, giving
them the potential to be extraordinarily destructive. Even
without a torch drive, most spacecraft have enough delta-vee
to be considered potential weapons of mass destruction. A
character with a Criminal Backgound would need at least the
Deep Cover perk to acquire a spacecraft license under his
cover identity.
Weapon permits are not universal the allow the character
to carry weapons in approved areas under the jurisdiction of
the issuing authority. For example, a weapon permit issued
by Terran Galactic Operations Legal Department would
allow the permitee to carry in any TGO settlement, provided
the weapon in question isnt prohibited altogether, and most
TGO client colonies would honor it. (Bureaucratics at +3) In
the Core Colonies, its a worthless document.
Advanced Technology costs 10pts per Tech level, and may
refer to experimental, prototype human technology, or alien
technology. Characters with this perk may begin play with
one high-tech device, which must be paid for in character
points. (not Resource Points) Acquiring more high-tech gear
may be the subject of an adventure, or at the very least, roleplaying an encounter with the source of the original device.
Improved Equipment Availability is used for most autofirecapable weaponry, and special ammo. (Exception: non-lethal
/ stun rounds are nearly always available.) The Terracide
equipment chapter will note what level of Availability is
needed for each item of equipment.
Value
Rank
Midshipman, Ensign
Captain, Commodore
10
Unnamed Law: If it
happens, it must be possible.
TALENTS
A few Talents are available in the form of computer
implants:
Absolute Time Sense
Eidetic
Memory
Lightning
Calculator
of Direction
Perfect
Pitch
Universal
NEW TALENTS
High-G Tolerance is the ability to ignore the damage from
a limited number of extra Gs of acceleration. Anyone can
withstand 1G of acceleration (or normal gravity) for free.
Tolerating 2G acceleration costs 2pts; tolerating 3Gs costs
4pts. Note that this is purchased as Damage Negation vs.
G-force damage, so if the characters limit of tolerance is
exceeded, he still gets the benefit of this talent. For example,
a character with 6pts worth of High-G Tolerance is on board
a spacecraft accelerating at 5Gs, he only takes damage for
2Gs.
6: Character Creation
Military Rank in the Colonial Reserve Fleet and TGO Astronautics Corps are priced as follows. For retired or ex-military
characters, rank may be purchased with the (-1) limitation
Courtesy Rank.
-Proverb
65
6: Character Creation
Enhanced
Hand-to-hand
attack
Leaping
Luck
Running
Swimming
I seem to be having
tremendous difficulty with
my lifestyle.
-Arthur Dent
66
COMPLICATIONS
The use of multiple templates during charcter creation
may result in all of a characters allotted points for complications being filled up by template options. This tends to
make all characters look the same, because they end up with
similar complications, rather than personalized complications reflecting their personal history. There are two ways to
avoid this problem. The first is to add a few free complications based on the characters background, in order to
further describe and personalize the character. The second
solution is to increase the point limit for matching complications. A good benchmark for this is around one-third of the
characters point total. Some GMs may wish to do both, if
they still find that characters need a few more complications
to be fully fleshed out at the time of character creation.
Distinctive Features is a commonly-occuring complication
in the space opera noir genre. While genetically-engineered
humans will have Distinctive Features: Tailored Genome, or
an unusual physique, and many professional templates call
for Distinctive Features: Uniform, any other features which
set a character apart and make them stand out should be
emphasized.
Dependence may be used for characters who are adapted to
low-G or zero-G: Dependence on low/zero-G, Easy to Obtain,
Weakness, 6 hour interval, 0pts.
Hunted/Watched is another well-used complication, due to
the wide variety of organizations in Terracide which may take
an unhealthy interest in a PC. These include Military, Law
Enforcement, Intelligence Agencies, Corporations, Media
and Private Organizations of all kinds: the academic, the
criminal, the religious, or the just plain weird. In a campaign
with interstellar travel, being hunted by an individual would
be unusual. Any individual with enough resources to do so
would effectively be equivalent to an organization.
Negative Reputation frequently appears in the space opera
noir genre, but as often as not, whatever bad reputation a
character has turns out to be undeserved. This may be due
to popular misconception, malicious lies, or the character
might simply be misunderstood.
Physical Complications are another way to simulate adaptation to low-G or zero-G. Physical complications for those
with tailored genomes should usually not be genetic in
nature most have been engineered out of their genomes.
Psycholgical Complications may be artificial in nature.
24th century mind-hacking makes it possible for psychonomic technicians or memeticists to perform various types
of conditioning on an individual, sometimes without their
knowledge!
Rivalry is an important source of drama in the space opera
noir genre.
Susceptibility may be artificially created by mind-hacking,
as a particularly aggressive way to prevent certain behaviors. The most common use is conditioning former operatives not to discuss classified material if they try to talk or
write about it, theyll have a seizure! (Uncommon, 3d6 stun,
instant)
7
CHAPTER SEVEN:
SAMPLE
CHARACTERS
7: Sample Characters
68
SAMPLE
CHARACTERS
OCV
DCV
OMCV
DMCV
SPD
5
5
0
0
10
4
3
5
25
11
24
PD
ED
REC
END
BODY
STUN
2
1
1
1
1
2
Notes
Lift 100.0kg; 2d6
PER Roll 12-/13PRE Attack: 3 d6
Phases: 4, 8, 12
Total: 4 PD (0 rPD)
Total: 3 ED (0 rED)
Powers
END
+1 PER with Normal Sight
0
Life Support (Immunity: All terrestrial diseases
(not v. bioweapons))
0
Luck 3d6
0
Implanted Quantum Computer: Cryptography
23-; only to decrypt data (-)
0
Dirty infighting
Maneuver
4
Block
4
Disarm
4
Eye gouge
4
Punch
3
Tackle
OCV
+2
-1
-1
+0
+0
DCV
+2
+1
-1
+2
-1
Notes
Block, Abort
Disarm; 20 STR to Disarm
Flash 4d6
4d6 Strike
2d6 +v/5 Strike; You Fall,
Target Falls; FMove
5
5
10
Perks
Money: Well Off
Fringe Benefit: Improved Equipment Availability
Street-Level equipment, Starship License, Weapon
Permit (where appropriate)
Advanced Equipment: TL11 (Alien Tech):
12
Skills
+1 Overall
3
3
3
3
3
3
3
3
3
Acting 13Bribery 13Bureaucratics 13Computer Programming 12Concealment 12Cryptography 12Disguise 12Electronics 12Forgery (Other Spacecraft ID codes, Other Virtual
documents) 122
Gambling (Card Games) 123
Persuasion 133
PS: Merchant 123
PS: Spin-G Operations 123
PS: Zero-G Operations 123
Shadowing 123
Sleight Of Hand 123
Stealth 123
Streetwise 133
Survival: vacuum 123
Systems Operation 123T
rading 133
TF: Commercial Spacecraft & Space Yachts, Personal
Use Spacecraft, Small Motorized Ground Vehicles
3
WF: Small Arms, Blades
3
Traveler
2
1) AK: Marathon Free Station (3 Active Points) 122
2) AK: TGO trade routes (3 Active Points) 122
3) AK: Terran space (3 Active Points) 122
4) CuK: Core colonies (3 Active Points) 122
5) CuK: Fluorians (3 Active Points) 122
6) CuK: TGO Colonies (3 Active Points) 12Total Powers & Skill Cost: 174
Total Cost: 225
Matching Complications
Distinctive Features: Alien Computer Implant (Not
Concealable; Always Noticed and Causes Major
Reaction; Detectable Only By Technology Or Major
Effort; Not Distinctive In Some Cultures)
15
Hunted: Solar Express Company Infrequently (Mo
Pow; NCI; Mildly Punish)
5
Negative Reputation: Homo Superior, Infrequently
15
Psychological Limitation: Protective of ship and
crew (Common; Strong)
10
Psychological Limitation: Mistrusts authority
figures (Common; Moderate)
15
Rivalry: Professional, Solar Express Captains, Rival is
Significantly More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
10
Social Limitation: Illegal Alien Tech Infrequently,
Severe, Not Limiting In Some Cultures
0
DNPC: Cabin boy 8- (Slightly Less Powerful than the
PC; Useful Noncombat Position or Skills)
Total Complications Points: 225
7: Sample Characters
Captain Grail
Kershaw
225+
5
69
7: Sample Characters
70
Notes
Lift 151.6kg; 2 d6 [3]
PER Roll 13PRE Attack: 3d6
6
6
3
3
4
OCV
DCV
OMCV
DMCV
SPD
15
15
0
0
20
Phases: 3, 6, 9, 12
5
4
6
25
10
24
PD
ED
REC
END
BODY
STUN
3
2
2
1
0
2
Total: 5 PD (0 rPD)
Total: 4 ED (0 rED)
Powers
END
+1 PER with all Sense Groups
0
Combat leap: Leaping 8m; Half-move only (-1) 1
3
3
3
5
Perks
Reputation: Ace pilot in the Titan war (A small to
medium sized group) 11-, +3/+3d6
Fringe Benefit: Improved Equipment Availability
Street-Level equipment, Starship License, Weapon
Permit (where appropriate)
12
6
4
3
Talents
Combat Luck (6 PD/6 ED) in Space Combat
Environmental Movement (no penalties in
spin-gravity)
High-G Tolerance (2)
Lightning Reflexes: +2 DEX to act first with All Actions
(+3 DEX to act first with All Actions)
6
12
3
3
5
3
3
3
3
3
3
3
2
2
3
3
2
3
2
2
2
2
4
Skills
+1 with all Agility Skills
+1 Overall
Acrobatics 13Breakfall 13Combat Piloting 14Fast Draw 13KS: Terran spacecraft 12KS: Titan spacecraft 12Astrogation (Hyperspace, Normal Space) 12PS: Pilot 13PS: Zero-G Operations 13SS: Physics (Hyperspace Transits) 12SS: Xenology 11Survival: vacuum (Vacuum) 12Systems Operation 12Tactics 12TF: Science Fiction & Space Vehicles
Traveler
1) AK: Kruger 60 Cluster 122) CuK: Celestial Guard (3 Active Points) 123) CuK: Keepers 124) CuK: Titans 12WF: Laser Pistols, Laser Rifles, Vehicle Weapons
(spacecraft)
Total Powers & Skill Cost: 126
Total Cost: 225
Matching Complications
Distinctive Features: (Concealable; Noticed and
Recognizable; Detectable By Commonly-Used
Senses)
10
Hunted: Celestial Guard Infrequently (Mo Pow; NCI;
Watching)
10
Negative Reputation: Prone to violent behavior
(undeserved), Frequently
20
Physical Complication: Cant reveal information
about Operation Xenon Pipeline; loses consciousness if she tries. (Infrequently; Fully Impairing)
10
Psychological Limitation: Afraid of Titans (post-war
stress) (Uncommon; Strong)
10
Psychological Limitation: Hates being idolized
(Uncommon; Strong)
5
Reputation: Titan War Ace, 8- (Extreme; Known
Only To A Small Group)
Total Complications Points: 225
7: Sample Characters
Xio Falconer
225+
10
71
7: Sample Characters
Xio Falconer
Background/History: Xio Falconer is a Leo alternate from
the TGO colony at Groombridge 34. Thirty years ago, she
made a name for herself in the Celestial Guard pilot corps.
The Titans known as the Draconis Syndicate denied all
shipping through the Kruger 60 Cluster, and Xios ship was
the only one that survived the attack on the Titans base--she
shot down five of their combat drones (Titans dont crew
their own combat vessels) in one day, becoming an instant
ace. Things went very badly after she and her crew entered
the base itself, and to this day, Xio is terrified of meeting
Titans in person. (Shell just stick to blowing up their
combat drones, thanks very much!) In the end, they forced
the Syndicate to allow TGO shipping to pass through the
Cluster unimpeded. However, she cant discuss any details
about what she saw or heard inside the Titans base, due to a
hypnotic block TGO mentechs placed in her mind after the
mission.
72
OCV
DCV
OMCV
DMCV
SPD
10
10
0
0
10
4
4
6
3
10
24
PD
ED
REC
5END
BODY
STUN
2
2
2
3
0
2
Notes
Lift 75.8kg; 1 d6
2
3
3
Perks
Fringe Benefit: Improved Equipment Availability
Street-Level equipment, License to practice a
profession, Starship License, Weapon Permit (where
appropriate)
4
6
Talents
Double Jointed
Environmental Movement (no penalties in Zero-G)
Phases: 4, 8, 12
Total: 4 PD (0 rPD)
Total: 4 ED (0 rED)
Powers
END
Leaping +4m (8m forward, 4m upward); Limited
Power (Only in Zero-G; -)
1
Extra Limbs (2) (5 Active Points); Limited Manipulation (Modified legs/feet; -), Limited Power
(Only in zero-G; -)
0
Life Support (Extended Breathing: 1 END per
Turn; Safe Environment: Zero Gravity)
0
Vacuum survival mods:
1) Sight Group Flash Defense (5 points); 1 Continuing Fuel Charge lasting 5 Minutes (-)
[1 cc]
2) Life Support (Safe in Intense Cold; Safe in
Low Pressure/Vacuum); 1 Continuing Fuel
Charge lasting 5 Minutes (-)
[1 cc]
4
4
Zero-G combat
Maneuver OCV DCV
Breakaway +0 +0
Clinch
+0 +0
4
5
3
Disengage
Intercept
Grapple
+0
+1
-1
+0
+1
-1
Roll-out
+0
+4
Torque
-1
-2
Turnabout
-1
-2
Notes
23 STR vs. Grabs
5 d6 Crush, Must Follow
Grab
23 STR to Shove
Grab One Limb, Block
Grab Two Limbs, 18 STR
for holding on
Dodge, 18 STR to Shove,
Abort
Grab One Limb; HKA 1
d6 , Disable
23 STR to Escape; Grab
Two Limbs
24
10
Skills
+2 Overall
Zero-G combat expert: +2 with all Zero-G combat
maneuvers
3
Bureaucratics 123
Computer Programming 133
Contortionist 123
CuK: Aquilae colonies 133
Demolitions 133
Electronics 132
Gambling (Card Games) 133
KS: Spacecraft systems 132
KS: Zero-G combat 113
Mechanics 133
Paramedics 133
Jack of All Trades
2
1) PS: Engineer (3 Active Points) 132
2) PS: Spin-G Operations (3 Active Points) 122
3) PS: Terraformer (3 Active Points) 133
4) PS: Zero-G Operations (6 Active Points) 153
SS: Plasma physics 133
SS: Terraforming 132
Survival (Vacuum) 133
Systems Operation 132
TF: Science Fiction & Space Vehicles
2
WF: Laser Pistols, Rocket Pistols
4
Weaponsmith (Energy Weapons, Missiles & Rockets,
Other: Coilguns) 13Total Powers & Skill Cost: 158
Total Cost: 225
Matching Complications
Distinctive Features: Micro-G physique (Concealable; Noticed and Recognizable; Detectable By
Commonly-Used Senses)
15
Hunted: Planetary Conservation Society Infrequently
(Mo Pow; Harshly Punish)
5
Negative Reputation: Terraformer gone bad,
Frequently (Known Only To A Small Group)
15
Physical Limitation: Impaired in normal gravity
(Frequently; Slightly Impairing)
15
Psychological Limitation: Avoids publicity
(Common; Strong)
15
Social Limitation: Infamous (Frequently; Major)
Total Complications Points: 225
7: Sample Characters
Milligan Stone
225+
10
73
7: Sample Characters
Milligan Stone
Background/History: Milligan Stone is a fourth-generation
Aquilae alternate from the 61 Cygni system. He attended
the Sirius Space Studies Institute, where he studied planetary
engineering, aka terraforming. His career ended abruptly
with the New Cydonia Massacre ever since which, the Planetary Conservation Society has been out to get him. He finds
it best these days to keep a low profile and stay on the move,
and makes his living as the Chief Engineering Officer on the
independent transport vessel Balance Forward. His ships
most frequent port of call is Marathon Free Station in the
Groombridge 34 system, where he might be found hanging
out at The Blind Spot. (But only by those who can find the
place to begin with!)
Valdis Blix
74
Notes
Lift 200.0kg; 3d6 [3]
PER Roll 12-
OCV
DCV
OMCV
DMCV
SPD
10
10
0
0
10
5
5
7
35
11
28
PD
ED
REC
END
BODY
STUN
3
3
3
3
1
4
Phases: 4, 8, 12
Total: 5 PD (0 rPD)
Total: 5 ED (0 rED)
4
3
3
5
4
4
4
5
5
3
3
3
Cost
2
Powers
END
Nictating membrane: Sight Group Flash Defense
(5 points); only v. dust (-1)
0
Mars-adapted: LS (Immunity: Dust poisoning;
Safe in Intense Cold; Safe in Low Pressure)
0
Space Combat Maneuvers
Maneuver OCV DCV Notes
Close Attack +1 +0
Weapon +2 DC, Halfmove required
Stand-Off Attack +1 +0
Weapon, Half-move
required
Alpha Strike +0 +0
Weapon +4 DC, Halfmove required
Taikong Ren Do maneuvers
Maneuver OCV DCV Notes
Dodge
-- +5
Dodge, Affects All Attacks,
Abort
Escape
+0 +0
30 STR vs. Grabs
Strike
+0 +2
5d6 Strike
Perks
Fringe Benefit: Improved Equipment Availability
Street-Level equipment, Weapon Permit (where
appropriate)
Positive Reputation: Famous VeNoM killer (A large
group) 14-, +2/+2d6
Talents
Environmental Movement (no penalties in
Spin-Gravity)
Environmental Movement (no penalties in
Zero-Gravity)
Deadly Blow: +1d6 (in Space Combat)
High-G Tolerance (level 2)
12
3
2
2
1
1
2
3
2
2
3
2
3
3
3
2
2
1
3
3
5
2
Skills
+1 Overall
AK: Outer Colonies 12Deadly Sprayfire; only w/spacecraft weapons (-1)
Precise Sprayfire I; only w/spacecraft weapons (-1)
Bureaucratics 8Computer Programming 8CuK: Academica 11CuK: Outer Colonies 12Gambling (Card Games) 12KS: Xenology 11KS: Xeno-Biology 12KS: Spacecraft recognition 11Navigation (Land, Space) 12Paramedics 12PS: Explorer 12PS: Spacer 11PS: Terraforming 11Science Skill: Terraforming 8Science Skill: Xeno-Biology 12Survival (Desert, Vacuum) 12Systems Operation 13TF: Industrial & Exploratory Spacecraft, Personal Use
Spacecraft, Spaceplanes
4
WF: Small Arms, Vehicle Weapons (spacecraft)
4
Weaponsmith (Coilguns, Energy Weapons, Missiles &
Rockets) 12Total Powers & Skill Cost: 142
Total Cost: 225
Matching Complications
Distinctive Features: Aries Physique (Concealable;
Noticed and Recognizable; Detectable By CommonlyUsed Senses)
10
Hunted: ISTAR Infrequently (Mo Pow; NCI; Watching)
10
Negative Reputation: The Upsilon Andromedae
Killer, Infrequently (Extreme)
10
Physical Complication: Impaired in normal gravity
(Frequently; Barely Impairing)
10
Psychological Complication: Hyper-vigilant
(Uncommon; Strong)
10
Psychological Complication: Loyal to spacecraft
and crew (Common; Moderate)
15
Social Complication: Suspected nano-plague
carrier Frequently, Major
Total Complications Points: 225
7: Sample Characters
Valdis Blix
225+
10
75
7: Sample Characters
76
Notes
Lift 200.0kg; 3d6 [3]
PER Roll 15PRE Attack: 3 d6
5
5
3
3
3
OCV
DCV
OMCV
DMCV
SPD
4
3
6
30
12
28
PD
2
Total: 4 PD (0 rPD)
ED
1
Total: 3 ED (0 rED)
REC 2
END 2
BODY 2
STUN 4Total Characteristic Cost: 81
10
10
0
0
10
Phases: 4, 8, 12
Powers
END
Trained Observer: +2 PER with all Sense Groups 0
Smooth Talker: +2 all Interaction Skills
0
5
4
Taikong Ren Do
Maneuver OCV DCV
Block
+1 +3
Counter-attack +2 +2
Grapple-
-1
4
4
3
Nerve Strike
Strike
Throw
-1
+0
+0
+1
+2
+2
2
9
Perks
Deep Cover: journalist / ex-diplomat
Fringe Benefit: Improved Equipment Availability
Street-Level equipment, OFFICE employee, Press
Pass, Security Clearance, Weapon Permit (where
appropriate)
Well-Connected
Notes
Block, Abort
5d6 Strike, Must Follow
Block
Grab Two Limbs, 25 STR
for holding on
2d6 NND
5d6 Strike
5d6 Strike; Target Falls;
Must Follow Grab
12
3
3
2
2
2
2
3
3
3
3
3
3
3
2
3
2
2
2
3
3
3
3
3
3
3
3
3
3
2
Skills
+1 Overall
Acting 13Traveler
1) AK: Core Loop Colonies 132) AK: Groombridge 34 System 133) CuK: Core Loop Colonies 134) CuK: Groombridge 34 Colony 13Breakfall 12Bribery 13Bugging 13Bureaucratics 13Concealment 13Conversation 13Disguise 13Forgery (Documents) 13High Society 13KS: Spin-G Combat 11KS: The Diplomatic World 11KS: The Espionage World 11Oratory 13Persuasion 13PS: Journalist 13PS: Spin-G Operations 12PS: Tradecraft 13Security Systems 13Shadowing 13Stealth 12Streetwise 13Systems Operation 13TF: Personal Use Spacecraft, Small Motorized
Ground Vehicles
3
WF: Small Arms, Laser Pistols
Total Powers & Skill Cost: 144
Total Cost: 225
7: Sample Characters
225+
10
Matching Complications
Hunted: OFFICE Infrequently (Mo Pow; NCI;
Watching)
15
Hunted: TGO Legal Department Infrequently (As
Pow; NCI; Harshly Punish)
15
Psychological Limitation: Loyal to the OFFICE
(Common; Strong)
10
Psychological Limitation: Hunting the Jack of All
Tirades (Common; Moderate)
10
Rivalry: Professional (Mainstream media journalists;
Rival is More Powerful; Seek to Outdo, Embarrass, or
Humiliate Rival; Rival Aware of Rivalry)
15
Social Limitation: Secret ID: undercover OFFICE
agent (Occasionally; Severe)
Total Complications Points: 225
77
7: Sample Characters
78
Val Char
15 STR
18 DEX
13 CON
13 INT
10 EGO0
15 PRE
Cost
5
16
3
3
115
Roll Notes
12- Lift 151.6kg; 2 d6 [3]
131212- PER Roll 1212
6
6
3
3
4
OCV
DCV
OMCV
DMCV
SPD
15
15
0
0
20
Phases: 3, 6, 9, 12
4
3
6
25
11
26
PD
ED
REC
END
BODY
STUN
2
1T
2
1
1
3
Total: 4 PD (0 rPD)
otal: 3 ED (0 rED)
Powers
END
Life Support (Longevity: 200 Years)
0
Life Support (Immunity: All terrestrial diseases
(not v. bioweapons))
0
5
4
Taikong Ren Do
Maneuver OCV DCV
Block
+1 +3
Counter-attack +2 +2
4
4
Disarm
Dodge
-1 +1
- -+5
Grapple
-1
-1
4
3
Strike
Throw
+0
+0
+2
+2
Notes
Block, Abort
7d6 Strike, Must Follow
Block
Disarm; 35 STR to Disarm
Dodge, Affects All Attacks,
Abort
Grab Two Limbs, 35 STR
for holding on
7d6 Strike
7d6 Strike; Target Falls;
Must Follow Grab
3
4
2
6
Perks
Fringe Benefit: Improved Equipment Availability
Street-Level equipment, Weapon Permit (where
appropriate)
Reputation: Highly regarded security firm (A small to
medium sized group) 11-, +3/+3d6
Talents
Double Jointed
Resistance (2 points)
+2/+2d6 Striking Appearance (vs. all characters)
12
3
3
3
3
3
3
3
3
3
2
2
1
3
2
3
3
3
3
3
3
2
Skills
+1 Overall
Acting 12AK: Marathon Free Station 12Breakfall 13Bugging 12Charm 12Concealment 12Contortionist 13Conversation 12Disguise 12KS: Security Regulations 11KS: Taikong Ren Do 11CuK: Jovians 8Persuasion 12PS: Security Guard 11PS: Spin-G operations 13PS: Zero-G operations 13Security Systems 12Shadowing 12Stealth 13Streetwise 12TF: Personal Use Spacecraft, Small Motorized
Ground Vehicles
5
WF: Small Arms, Blades, Laser Pistols, Laser Rifles
Total Powers & Skill Cost: 132
Total Cost: 225
7: Sample Characters
Athena Security
225+
10
Matching Complications
Distinctive Features: Virgo physique (Concealable;
Noticed and Recognizable; Detectable By CommonlyUsed Senses)
10
Hunted: the OFFICE 8- (Mo Pow; NCI; Watching)
15
Hunted: Solar Express Corporation 8- (Mo Pow;
Harshly Punish)
10
Negative Reputation (undeserved): Manipulative,
Frequently
15
Psychological Limitation: Hates slavers
(Uncommon; Total)
15
Social Complication: Too attractive for her own
good Very Frequently, Minor
Total Complications Points: 225
79
7: Sample Characters
80
Athena Security
Background/History: Athena Security (she changed her
name when she started the company) is the owner of the
company of the same name. She began life as a slave,
produced for hire by a Jovian, made to order for a Solar
Express Captain who kept her aboard his Fast Clipper for the
first several years of her life. Shes not sure exactly how long.
The Jovian who made Athena assured her master that his
slave would be sub-sentient, and by Jovian standards, she
was. But by Jovian standards, all humans are sub-sentient,
and in time she realized the Jovian had made her smarter
than her master. She found her existence as his slave, to
say the least, unsatisfying. She never got to leave the ship, or
talk to the rest of the crew, or the passengers, none of whom,
she noticed, had slaves of their own, or masters to keep them
locked up. Eventually, she made up her mind to improve her
situation. Her master, she knew, would not approve.
Athena had learned a lot from the Clippers augmented
reality network. Originally, she was given access to entertainment, but she soon found many other features--even a
virtual tutor. Her master had no idea how much she knew
about the vessel, and its systems, by the time she was ready
to leave. Mysteriously, a wealthy passenger bumped a pair
of travellers out of their cabin, overbooking the Liner. A pair
of vouchers were automatically generated for them, valid on
any Solar Express vessel. Then, just as mysteriously, the same
wealthy passenger cancelled his trip. The original travellers stayed put, and the vouchers went unclaimed. Until, of
course, a well-disguised Athena, bags packed, let herself out
of the Captains very securely locked cabin, helped herself to
the vouchers, and stealthily made her way off the Clipper.
She couldnt use the vouchers on a Solar Express vessel--they
had someone elses names on them--but she bartered them
for passage on an independent freighter whose captain said
he could use some Express vouchers. No questions asked.
Athena found herself at Marathon Free Station, where
her talents as an escape artist and security specialist were
more useful than her background as an alien sex toy. She
went to work for Station Security, the local constabulary, and
as a peace officer, trained in a variety of skills. She spent her
spare time completing her education, and learning about
the galaxy. She found out there were many other Virgos
born into the same non-life as hers, and that it was a minor
miracle she had escaped alive. If she ever left Marathon
Station, the Free Trade League would probably be looking for
her.
But she had to. Athenas outrage became an intolerable
hatred she couldnt ignore any longer, so eventually, she quit
Station Security, and started her own company. Athena
Security offers a variety of services--consulting, surveillance,
personal protection, hostage negotiations, and recovery.
The companys real purpose, however, is to cover the cost of
Athenas crusade to liberate enslaved Virgos. Fortunately for
all concerned, Athena doesnt take many of these special
cases, because when she does, all hell breaks loose. Most
recently, she angered the Free Trade League once again, by
helping a band of corsairs board a League ship! The corsairs
got the cargo, and she got the Captains cabin boy, a Virgo
slave hed been keeping on board for at least three years. The
Corsairs are also blackmailing the League to keep quiet about
their Captains taste in slaves. Needless to say, the League
wants Athena very, very dead.
Notes
Lift 200.0kg; 3d6 [3]
5
5
3
3
4
OCV
DCV
OMCV
DMCV
SPD
10
10
0
0
20
Phases: 3, 6, 9, 12
4
3
6
25
11
26
PD
ED
REC
END
BODY
STUN
2
1
2
1
1
3
Total: 4 PD (0 rPD)
Total: 3 ED (0 rED)
12
15
6
Powers
END
Run and Gun: Running +14m (14m/28m total);
only for half-moves (-1)
1
Hold-out weapon: Concealment 20- ; Limited
power (only to hide back-up weapon; -1 )
0
4
3
5
3
DCV
-2
+2
-2
+2
5
4
Far Shot
+1
Trained Shot +2
-1
+0
Notes
Weapon Strike
Strike
Strike , +1 Segment
Weapon Strike, Half Move
Required, You Fall
Strike
Weapon Strike
Perks
Fringe Benefit: Improved Equipment Availability
Street-Level equipment, Weapon Permit (where
appropriate)
Gunslinger: Reputation (A small to medium sized
group) 11-, +3/+3d6
Talents
Environmental Movement (no penalties in Spin-G
movement)
Lightning Reflexes: +4 DEX to act first with All Actions
(+4 DEX to act first with All Actions)
Weapon Master: +1d6 (Pistols)
Skills
+3 with pistols
Gun-crazy: +2 with Fast draw, KS: Firearms,
Weaponsmith
2
AK: Outer TGO colonies 113
Breakfall 122
CuK: EV Lacertae Colonies 115
Gun Kata: Defense Maneuver I-IV; only in ranged
combat (-1)
3
Fast Draw 123
KS: Personal Firearms 128
Penalty Skill Levels: +4 vs. Hit Location modifiers
with pistols
6
Penalty Skill Levels: +2 vs. armor penalties to DCV
with all armor
3
PS: Zero-G Ops 125
Rapid Attack ; Ranged Only (-1)
3
Streetwise 123
Systems Operation 123
Tactics 123
WF: Small Arms, Laser Pistols
3
Weaponsmith (Energy Weapons, Firearms) 12Total Powers & Skill Cost: 144
Total Cost: 225
7: Sample Characters
Dreg Slint
225+
15
Matching Complications
Hunted: Solar Express Company Infrequently (Mo
Pow; Harshly Punish)
10
Hunted: Crew of Tower Inverted Infrequently (Mo
Pow; Mildly Punish)
10
Negative Reputation: Dangerous outlaw, Infrequently (Extreme)
15
Psychological Limitation: Gunslinger mentality
(Common; Strong)
10
Psychological Limitation: Looks down on noncombatants (Common; Moderate)
10
Rivalry: Professional (other gunslingers; Rival is As
Powerful; Seek to Harm or Kill Rival; Rival Aware of
Rivalry)
Total Complications Points: 225
81
7: Sample Characters
Dreg Slint
Background/History: Horace Walsh grew up in an asteroid
habitat on the periphery, getting in and out of trouble, and
not quite getting spaced on a number of occasions. He
hated it there, but he couldnt leave because no legitimate
shipmaster who called there would have him on board. His
opportunity arrived when the habitat got raided by pirates.
Horace was at the space-dock doing shift-work when the
raiders came aboard, and quietly cooperated as they forced
him and the other dock-workers, at gun-point, to load up the
cargo.
When they were done, he said to their Captain, Theres
one more thing you should take.
Curious the Corsair Captain asked him What would that
be?
Me. Horace told him emphatically.
And why should I take on a piece of deadweight like
you?
Whos your fastest shot?
Without warning, one of the corsairs leveled an assault
gun at Horace, but before he could fire, Walsh drew his holdout pistol in a blur of motion and dropped the man.
He turned back to the Captain. Now Im your fastest
shot.
The Captain signaled his men to stand down. Youre
hired. These men are your mates now. Next time you shoot
one, youre out the air-lock.
Thats how Horace Walsh became a corsair. He acquired
a new identity and worked under the name of Dreg Slint.
Things were good with the crew of Tower Inverted for a
while. Then they took a contract with Athena Security. Not
that the job went badly--it went great! Dreg decided he
could do better working in security than as a corsair, and
offered Athena his services. His old crew-mates didnt really
appreciate his desire to move up in the world, though....
82
Val Char
8 STR
11 DEX
9 CON
23 INT
18 EGO
18 PRE
Cost
-2
2
-1
13
8
8
Roll
11-
111114-
1313-
4
4
3
3
3
OCV
DCV
OMCV
DMCV
SPD
5
5
0
0
10
3
3
4
20
9
22
PD
ED
REC
END
BODY
STUN
1
1
0
0
-1
1T
Notes
Lift 75.8kg; 1 d6
PER Roll 14PRE Attack: 3 d6
Phases: 4, 8, 12
Total: 3 PD (0 rPD)
Total: 3 ED (0 rED)
Powers
END
Augmented Reality Implant: Detect A Class Of
Things: Augmented Reality Overlays 19- (Radio
Group), Concealed (-5 with Detect PER Rolls),
Discriminatory, Analyze, Rapid: x10, Tracking (33
Active Points); Sense Affected As More Than One
Sense sight (-), Nonpersistent (-)
0
5
4
3
Judo maneuvers
Maneuver OCV
Defensive Block +1
Martial Escape +0
Slam
+0
Perks
Fringe Benefit: Improved Equipment Availability
Street-Level equipment, Weapon Permit (where
appropriate)
the Tangled Web: Computer Link
Reputation: Anarchist known as Diogenes (only on
the Tangled Web) (A small to medium sized group)
8-, +3/+3d6
10
3
2
2
2
5
3
4
DCV
+3
+0
+1
Notes
Block, Abort
23 STR vs. Grabs
1 d6 +v/5, Target Falls
Talents
Absolute Range Sense (3 Active Points); only w. A/R
network (Dependent on Augmented Reality; -)
Absolute Time Sense (3 Active Points); only w. A/R
network (Dependent on Augmented Reality; -)
Bump Of Direction (3 Active Points); only w. A/R
network (Dependent on Augmented Reality; -)
Eidetic Memory
Lightning Calculator
Speed Reading (x10)
30
3
2
3
3
3
5
3
3
3
3
2
3
3
3
4
Skills
+3 with all non-combat Skills
AK: Terran Space 14AK: The Tangled Web 11Breakfall 11Bureaucratics 13Computer Programming 14Cramming
Cryptography 14Deduction 14Electronics 14KS: Augmented Reality networks 14KS: Judo 11KS: Quantum computers 14KS: TGO Computers 14KS: ISTAR Computers 14Language: ARC (augmented reality coding)
(completely fluent; literate)
4
Language: French (idiomatic)
3
PS: Computer scientist 143
PS: Writer 143
Scientist
2
1) SS: Computer Science 14- (3 Active Points)
2
2) SS: Economics 14- (3 Active Points)
2
3) SS: Mathematics 14- (3 Active Points)
2
4) SS: Memetics 14- (3 Active Points)
2
5) SS: Political Science 14- (3 Active Points)
2
6) SS: Sociology 14- (3 Active Points)
3
Systems Operation 142
TF: Personal Use Spacecraft, Small Motorized
Ground Vehicles
1
WF: Rocket Pistols
Total Powers & Skill Cost: 173
Total Cost: 225
7: Sample Characters
Alphonse
Pointdexter Leguene
225+
5
Matching Complications
Distinctive Features: Tailored genome (Not
Concealable; Noticed and Recognizable; Detectable
Only By Technology Or Major Effort)
2
0Hunted: the OFFICE 8- (Mo Pow; NCI; Harshly
Punish)
5
Negative Reputation: Difficult to work with,
Infrequently
10
Psychological Limitation: Dependent on A/R
networks (Uncommon; Strong)
15
Psychological Limitation: Loyal to Athena Security
(Common; Strong)
5
Rivalry: Professional (Other hackers; Rival is As
Powerful; Seek to Outdo, Embarrass, or Humiliate
Rival; Rival Aware of Rivalry)
15
Social Limitation: Secret ID: Diogenes (Occasionally; Severe)
Total Complications Points: 225
83
7: Sample Characters
84
Alphonse Pointdexter
Leguene
Background/History: Alphonse Pointdexter Leguene is just
your typical Mensae alternate from old Terra, Marseilles to
be exact. But theres no such thing as a typical Mensae,
and Alphonses enhanced intellect, for whatever reason, led
him to the inescapable conclusion that anarchy should be the
ideal state of affairs in the galaxy. Having made up his mind
about that, and seeing governments of an Orwellian bent
throughout Sol system and the Core Loop colonies, young
Alphonse set about doing what he could to change things
for the better, (to his way of thinking at least.) He enjoyed
writing, and he had seen a quote that said It is the duty of
every author to write the most dangerous book possible. So
he decided to start by updating the venerable Anarchists
Cookbook for the 24th century. But hed have to do it
anonymously, of course.
Throughout Terran space, every colony is connected by
a network of entangled quantum computers which enable
instant communications between them. However, these
are extremely rare and expensive, so each colony typically
has only a single such device, and access to it is strictly
controlled. Use of this so-called Q-net is limited to official
message traffic only, mostly government, diplomatic, military, and some high-level academic information. There are,
however, back-channels set up for various unofficial users.
This hacked network of quantum-entangled communications
forms an unofficial shadow of the Q-net, known across
Terran Space as the Tangled Web.
Alphonse had little difficulty securing access to the
Tangled Web, and under the nom-de-plume Diogenes
used it to publish the first book in his subversive virtual
trilogy, Anarchy For Dunces, which became the thirdmost-downloaded title in the year of its release. On Terra,
large men with badges and Tasers were looking for him, but
Diogenes became very popular on the Tangled Web, and
established contacts on Luna, where he continued writing
and released his second title, Revolution For Dunces.
The following year, insurgents in several of the Core Loop
colonies found his book extremely useful. Somehow, word
had gotten out that hed left Terra, and now the OFFICE itself
had taken an interest in shutting him up. It was time to leave
the core altogether. Jack of All Tirades personally offered
Diogenes asylum at Groombridge 34, so he took the offer,
and decided to hit ISTAR where it hurts. He completed the
trilogy en route, and on arrival at Marathon Free Station,
passed his final manuscript to the Jack for publication to
the Tangled Web. Treason For Dunces wasnt nearly as
popular as its predecessors, but following its release, the
OFFICE put Diogenes at the top of their Most Wanted list.
The following year, various ISTAR departments suffered
numerous security breaches, ranging from minor to nearly
catastrophic. Many of the suspects possessed copies of
Treason. Some got away clean, using methods detailed in
Treason, while others committed suicide, painlessly, in ways
recommended by the book. Diogenes disappeared, never to
be heard from on the Tangled Web again. The large reward
posted by the OFFICE remains unclaimed. Alphonses career
as an author of subversive literature is over.
Personality/Motivation: Alphonse is something of a
mystery, wrapped in an enigma, trapped in the body of a
computer nerd. While he used to be the most infamous
anarchist in Terran space (in the guise of Diogenes), the
Nikolai
Background/History: Nikolai Grushin came from a family
of squatters living off the remnants of the failed Omicron
colony. Lacking any kind of technical education, he grew
up working as an enforcer, ensuring the safety of his fellow
colonists as they fought to keep their huge, slowly-failing
space habitat functional. There were always raids--by other
bands of squatters, salvage operators, pirates, or worse. And
the Colonial militia never intervened, because the Omicron
colony had long since been written off as a total failure.
Someday, it would be completely uninhabitable. Nikolai
wasnt sure when that would happen, but he wanted to make
sure he and his family were elsewhere when it did.
Roll
13-
121311-
1113-
5
5
3
3
3
OCV
DCV
OMCV
DMCV
SPD
10
10
0
0
10
5
4
8
35
13
32
PD
ED
REC
END
BODY
STUN
3
2
4
3
3
6T
Notes
Lift 400.0kg; 4d6 [4]
PER Roll 11-/12PRE Attack: 3 d6
Phases: 4, 8, 12
Total: 5 PD (0 rPD)
Total: 4 ED (0 rED)
Powers
END
+1 PER with Normal Scent
0
Knockback Resistance -1m
0
Life Support (Extended Breathing: 1 END per
Turn)
0
Kodiac Sumo
Maneuver OCV DCV
Bear-hug
+0 +0
Break-out
-1
-2
Grapple
-1
-1
5
5
Head-palm +1
Perm. disarm -1
+1
-2
4
5
Sleeper Hold -2
Temp. disarm +0
+0
+0
The Dump
+0
+2
The Stand
+0
+0
Perks
Fringe Benefit: Heavy Weapon Permit, Improved
Equipment Availability Military equipment, Weapon
Permit (where appropriate)
Reputation: Extremely competent mercenary (A small
to medium sized group) 11-, +2/+2d6
Notes
8d6 Crush, Must Follow
Grab
35 STR to Escape; Grab
Two Limbs
Grab Two Limbs, 30 STR
for holding on
Grab One Limb, Block
Grab One Limb; HKA 2
d6 , Disable
Grab One Limb; 2d6 NND
Grab weapon, +5 STR to
take away, target falls
STR strike +2d6, target
falls, must follow grab
35 STR to resist Shove;
Block, Abort
7
3
Talents
Simulate Death (+4 to roll)
Imposing Physique: +1/+1d6 Striking Appearance
(vs. all characters)
12
8
Skills
+1 Overall
+2 with Kodiac Sumo maneuvers (10 Active Points);
only v. smaller opponents (-)
3
Breakfall 122
Gambling (Blackjack, Card Games, Poker) 112
KS: Kodiac Sumo 113
Traveler
1
1) AK: Core colonies (2 Active Points) 111
2) AK: Marathon Free Station (2 Active Points) 111
3) CuK: Colonial Reserve Fleet militia (2 Active
Points) 111
4) CuK: UN Core colonies (2 Active Points) 111
5) CuK: Ursa alternates (2 Active Points) 113
Paramedics 119
Penalty Skill Levels: +3 vs. armor penalties to DCV
with All Armor
3
Streetwise 132
Survival (Vacuum) 113
Systems Operation 115
Tactics 125
TF: Common Motorized Ground Vehicles, Personal
Use Spacecraft, Tracked Military Vehicles, Wheeled
Military Vehicles
7
WF: Small Arms, Blades, Grenade Launchers, Laser
Pistols, Laser Rifles, Shoulder-Fired Weapons
4
Weaponsmith (Energy Weapons, Firearms, Missiles &
Rockets) 11Total Powers & Skill Cost: 136
Total Cost: 225
7: Sample Characters
Nikolai
225+
15
Matching Complications
Distinctive Features: Bulky physique (Not Concealable; Noticed and Recognizable; Detectable By
Commonly-Used Senses)
10
Hunted: Colonial Reserve Fleet Infrequently (Mo
Pow; Mildly Punish)
10
Negative Reputation: Ex-Colonial Reserve Fleet
militia, Frequently
5
Physical Complication: Bulky physique (Infrequently; Barely Impairing)
15
Psychological Limitation: Obeys laws of warfare
(Common; Strong)
10
Psychological Limitation: Distrusts ISTAR
(Common; Moderate)
10
Social Complication: Deserter from CRF militia
Infrequently, Major
Total Complications Points: 225
85
7: Sample Characters
86
OCV
DCV
OMCV
DMCV
SPD
10
10
0
0
10
5
4
6
35
11
28
PD
ED
REC
END
BODY
STUN
3
2
2
3
1
4
Movement:
Cost
10
1f
1f
Notes
Lift 200.0kg; 3d6 [3]
PER Roll 13PRE Attack: 3d6
Phases: 4, 8, 12
Total: 5 PD (0 rPD)
Total: 4 ED (0 rED)
Running: 12m/24m
Flight: 15m/30m
Leaping: 4m/8m
Swimming: 4m/8m
Powers
END
Multipower, 15-point reserve, all slots Restrainable
(-)
1) Flight 15m; Increased Endurance Cost ((Special);
Only In Certain Circumstances Common; -1),
Restrainable (-)
1
2) Hand-To-Hand Attack +2d6+1, Area Of Effect
(2m Radius; +); Restrainable (-), Hand-ToHand Attack (-)
1
Stretching 2m; Only To Cause Damage (-),
Restrainable (-), Always Direct (-), Wings only
(-), no Noncombat Stretching (-)
1
Life Support (Immunity: Zero-G bone/muscle
loss)
0
4
4
5
Grab
-1
-1
Root
+0
+0
Strike
+2
+2
3
1
Throw
+0 +1
Weapon Element: Wings
DCV
+2
+1
+0
Notes
Block, Abort
Disarm; 25 STR to Disarm
30 STR , v. Grabs, Target
Falls
Grab Two Limbs, 25 STR
for holding on
30 STR to resist Shove;
Block, Abort
5d6 Strike, Must Follow
Block
3d6 +v/10, Target Falls
Perks
Fringe Benefit: Improved Equipment Availability
Street-Level equipment, License to practice a profession, Weapon Permit (where appropriate)
6
3
12
Talents
Environmental Movement (no penalties in zero gravity)
+1/+1d6 Striking Appearance (vs. all characters)
Combat Luck (6 PD/6 ED)
Skills
12
+1 Overall
2
+1 with Flight
3
Breakfall 123
Bureaucratics 123
Computer Programming 133
CuK: Dyson Trees 132
CuK: The Academic World 113
CuK: Keepers 133
Electronics 132
Gambling (Card Games) 134
KS: Dyson Trees 143
KS: Xenology 133
Oratory 123
Paramedics 133
PS: Genetic Engineer 132
PS: Instructor 113
PS: Spin-G Operations 123
Research 135
Science Skill: Genetic Engineering 152
Survival (Vacuum) 133
Systems Operation 133
Trading 122
WF: Small Arms
Total Powers & Skill Cost: 143
Total Cost: 225
Matching Complications
Distinctive Features: Wings (Not Concealable;
Noticed and Recognizable; Detectable By CommonlyUsed Senses)
10
Hunted: Dyson Tree research project Infrequently (As
Pow; PC is very easy to find; Mildly Punish)
5
Negative Reputation: Discredited Researcher,
Frequently (Known Only To A Small Group)
20
Physical Complication: Wings (Frequently; Greatly
Impairing)
10
Psychological Complication: Determined to prove
theory (Using Keepers genetic engineering knowledge) (Uncommon; Strong)
10
Psychological Complication: Protective of
co-workers (Common; Moderate)
5
Social Complication: Rare human sub-type
Frequently, Minor, Not Limiting In Some Cultures
Total Complications Points: 225
7: Sample Characters
Dr. Sorcha
Alastriona
225+
15
87
7: Sample Characters
88
8
CHAPTER EIGHT:
EQUIPMENT
8: Equipment
EQUIPMENT
Technology Levels
Resource Points
90
ElectrothermalChemical Weapons
+2 Perception modifier.
8: Equipment
FIREARMS TECHNOLOGY
IN THE 24TH CENTURY
91
8: Equipment
92
Gauss Weapons
8: Equipment
Rocket Weapons
93
8: Equipment
94
PERSONAL PROTECTIVE
EQUIPMENT: ARMOR AND
ENVIRONMENTAL GEAR
Personal ownership of life-support gear is very common
among those who live and work in space. The most important piece of equipment most spacers own is their Body
Pressure Suit: an advanced vacuum suit of smart fabric which
puts pressure on the entire surface of the wearers body
equal to one atmosphere. This eliminates the vulnerability of
older, traditional pressure-suit designs, which must contain
an internal gas mix, and completely lose their integrity if
punctured.
Aside from its smart-fabric construction, the
24th-century body pressure suit includes a number of other
advances, including a miniaturized life-support system with
air for up to six hours, and a self-sealing layer capable of
repairing small rips in the suit within seconds.
8: Equipment
Laser Weapons
10
22
Power
Body Pressure Suit (w/basic helmet): all slots OIF (-1/2),
Mass one-quarter listed mass (-1/4), Real Armor (-1/4)
1) Armor: Resistant Protection (2 PD/2 ED/2 Flash
Defense: Sight Group) (Impermeable); OIF (-1/2), Mass onequarter listed mass (-1/4), Real Armor (-1/4)
2) Short-range radio: HRRP (Radio Group), MegaScale
(1m = 1 km; +1), Cannot alter scale (-1/4); Affected As
hearing (-1/2), OIF (-1/2), Mass one-quarter listed mass (-1/4),
Real Armor (-1/4)
3) Air Tanks: LS (Self-Contained Breathing); OIF (-1/2),
Mass one-quarter listed mass (-1/4), Real Armor (-1/4), 1
Continuing Fuel Charge lasting 6 Hours (-0)
4) Air-tight seal: LS (Immunity All terrestrial poisons;
Immunity: All terrestrial diseases; Safe in Intense Cold;
Safe in Intense Heat; Safe in Low Pressure/Vacuum); OIF
(-1/2), Mass one-quarter listed mass (-1/4), Real Armor (-1/4)
5) Self-sealing fabric: Healing Life-support 3d6 (standard effect: 9 points), Trigger (Activating the Trigger is an
Action that takes no time, Trigger resets automatically,
immediately after it activates; +1); 6 Charges (-3/4), Ablative (-1/2), OIF (-1/2), Requires A Roll (14- roll; -1/4)
6) G-suit feature: Damage Negation (-2 DCs Physical);
Only Works Against G-forces (-1/2), OIF (-1/2), Mass onequarter listed mass (-1/4), Real Armor (-1/4)
95
8: Equipment
Power
Light EVA Suit: all slots OIF (-1/2), Mass one-quarter listed
mass (-1/4), Real Armor (-1/4)
1) Armor 1: Resistant Protection (4 PD/4 ED/4 Flash
Defense: Sight Group) (Impermeable), Hardened (+1/4);
OIF (-1/2), Mass one-quarter listed mass (-1/4), Real Armor
(-1/4)
2) Armor 2: Physical Damage Reduction, Resistant, 25%;
Only Works Against Micro-meteoroids (-1), OIF (-1/2), Mass
one-quarter listed mass (-1/4), Real Armor (-1/4)
3) Life Support: LS (Safe in High Radiation; SelfContained Breathing); OIF (-1/2), Mass one-quarter listed
mass (-1/4), Real Armor (-1/4), 1 Continuing Fuel Charge
lasting 1 Day (-0)
Body Armor
11
19
20
15
17
Power
Heavy EVA Suit: all slots OIF (-1/2), Mass one-quarter
listed mass (-1/4), Real Armor (-1/4)
1) Armor 1: Resistant Protection (10 PD/10 ED/10 Flash
Defense: Sight Group) (Impermeable), Hardened (x2;
+1/2); OIF (-1/2), Mass one-quarter listed mass (-1/4), Real
Armor (-1/4)
2) Armor 2: Physical Damage Reduction, Resistant, 50%;
Only Works Against Micro-meteoroids (-1), OIF (-1/2), Mass
one-quarter listed mass (-1/4), Real Armor (-1/4)
3) Life Support: LS (Safe in High Radiation; SelfContained Breathing); OIF (-1/2), Mass one-quarter listed
mass (-1/4), Real Armor (-1/4), 1 Continuing Fuel Charge
lasting 1 Day (-0)
Helmet Options: all slots OIF (-1/2)
1) Multi-Spectrum Imaging: IR Perception (Sight
Group); OIF (-1/2) plus Nightvision; OIF (-1/2) plus UV
Perception (Sight Group); OIF (-1/2) plus +10 versus Range
Modifier for Sight Group; OIF (-1/2)
2) Long-Range radio: HRRP (Radio Group), MegaScale
(1m = 100 km; +1 1/2); OIF (-1/2)
EVA Flight Pack: all slots OIF Bulky (-1)
1) Meta-Helium thruster: Flight 10m; OIF Bulky (-1),
Limited Power Realistic spacecraft movement (-0), 2000
Continuing Fuel Charges lasting 1 Extra Phase each (+2)
2) Basic Navigation Equipment: Absolute Range Sense;
OIF Bulky (-1) plus Absolute Time Sense; OIF Bulky
(-1) plus Absolute Direction; OIF Bulky (-1) plus Eidetic
Memory; OIF Bulky (-1), Only for flight data (-1/2) plus
Lightning Calculator; OIF Bulky (-1)
3) Collision avoidance radar: Radar (Radio Group),
MegaScale (1m = 10 km; +1 1/4); OIF Bulky (-1)
BATTLE ARMOR
Cost
Power
Battle Armor: all slots OIF (-1/2), Side Effects, occurs
automatically (-1/2), Real armor (-1/4), One quarter normal
mass (-1/4)
21
12
23
16
7
10
96
8: Equipment
AUGMENTED REALITY
SYSTEMS
97
8: Equipment
MEDICAL TECHNOLOGY
IN THE 24TH CENTURY
Along with life support and information technology,
medical equipment is vitally important for space settlements
and on board spacecraft. Any facility designed for permanent
habitation must have the means to provide medical care for
its inhabitants. In some cases, a hibernation unit may be used
to stabilize a difficult case for transport to better facilities,
but even with FTL3.0, this can take months, and it is very
expensive. In the case of spacecraft, however, this is standard
operating procedure, as they are almost always en route to a
colony or station with superior facilities.
Outside of fully-equipped hospitals, most space travelers
will commonly encounter general-purpose medical equipment such as first-aid kits, biomonitors and trauma units.
First aid equipment is divided into three classes: First Aid
kits, Medical kits, and Field Surgeries. Biomonitors are worn
around the neck where they can continuously collect data
on the users vital signs. If desired they can be linked to the
users A/R interface to record medical data. Most vac-suits
have dedicated ports which allow biomonitors to be worn on
the outside.
Although the Trauma Unit requires a trained operator, it
provides a wide range of options for dealing with emergency
situations. It includes a more advanced biomonitor, oxygen
and nutrients for the patient. It will stabilize a patient even
after life-threatening injuries, and accelerate the healing
process in the long-term. Finally, the Trauma Unit can resuscitate a clinically dead victim, provided it is used within five
minutes of death.
First Aid Kit: +0 or +1 with Paramedics; OAF (-1)
Medical Kit: +2 or +3 with Paramedics; OAF (-1)
Field Surgery: +4 or +5 with Paramedics; OAF Bulky (-1
)
Biomonitor: Detect Injury and Illness 14- (Unusual
Group), Discriminatory, Sense; OAF (-1)
98
SPACE EXPLORATION
EQUIPMENT
Spacers use some of the most unusual special equipment
in Terran history for vacuum and zero-gravity operations.
The magnetic grappler is actually mis-named; while it does
incorporate a powerful magnet, it also has a gripping clamp
which can attach to any surface with a suitable attachment
point. (GMs call.) Both the grip and the cable are rated for
100 tons.
The Hot Rod is an EVA tool, named for its shape and
tendency for early models to overheat (which is no longer
a problem, but the name stuck). It consists of a two-meter
cylinder with a grapple at one end and a miniature rocket
motor on the other end, plus a powerful shock-absorber in
between. Spacers have found almost as many uses for this
device as duct tape. It should be noted that the rocket motors
exhaust is too weak to do any damage except at point-blank
range. (1d6+1 HKA, AE 1m/accurate, STR doesnt add
damage)
The Breaching Lock is an emergency airlock used for
rescue, salvage, or forced entry into spacecraft (or stations) in
situations where the regular air lock cannot be used. It cuts
through the hull without venting the atmosphere into space,
and allows repeated ingress/egress without loss of atmosphere. However, due to its light weight, it doesnt provide as
much protection as a regular air lock from radiation, temperature extremes and other hazards a spacecraft boarded in
this manner will require later repairs in a spacedock the
breaching lock is not meant to be a permanent fixture.
Survival Bubbles are emergency life-support units
designed for travelers who arent trained in the use of vacsuits. The user assumes the crash position, pulls the lanyard
on the 1-liter case which activates the bubble, and holds still
as it inflates itself around him. It has 24 hours of life support.
As it offers superior protection when compared to body pressure suits, some experienced spacers like to keep a survival
bubble on hand, even if carrying one tends to make them
look like a noob. Pressure-suit patches are useful when the
self-sealing systems of pressure-suits fail and an emergency
backup is needed.
Magnetic Grappler: Clinging (60 STR), Persistent (+1/4);
OAF (-1) plus Swinging 30m, Reduced Endurance (0
END; +1/2); OAF (-1), no Noncombat movement (-1/4)
plus Stretching 30m, Persistent (+1/4), Reduced Endurance (0 END; +1/2); OAF (-1), Always direct, no damage,
no manipulation, no noncombat stretching (-1)
Hot Rod: Clinging (20 STR), Persistent (+1/4); OAF (-1)
plus Flight 3m, Position Shift; OAF (-1), 1 Continuing
Fuel Charge lasting 5 Minutes (-1/2), no Noncombat
movement (-1/4) plus Leaping 10m, Reduced Endurance (0 END; +1/2); OAF (-1), no Noncombat movement
(-1/4), 100 Charges (-0)
Breaching Lock: Tunneling 1m through 12 PD material,
Fill In, Reduced Endurance (0 END; +1/2); OAF Bulky
(-1 1/2), Extra Time (1 Minute, -1 1/2), no Noncombat
movement (-1/4) plus Life Support (Safe in Low Pressure/
Vacuum)
Pressure suit patch: Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in
Intense Cold; Safe in Intense Heat; Safe in Low Pressure/
Vacuum); 1 Charge which Never Recovers (-4), Extra
Time (Extra Phase, Only to Activate, -1/2), OIF (-1/2),
Only w/pressure suit (-1/2)
OTHER EQUIPMENT
A few other items which may of interest to Terracide PCs
follow: The Manufabricator is an all-purpose nano-tech
fabricator which can produce any item, provided it has the
proper raw materials and specifications. The raw materials
are specially prepared stock cartridges designed for the
machine it cant use generic materials.
The QED communications system is a quantum-entangled device which is linked to other QEDs so that it can
instantly send and receive messages over any distance even
between star systems. The bandwidth is low, so QEDs are
limited to sending text messages. These devices are extravagantly expensive; and just getting bandwidth on one of
them depends on having high-level government, military or
academic connections.
QED technology is made more affordable in the form
of the One-BITter which, as its name implies, is capable
of sending or receiving only one bit, after which they are
useless. Like their larger cousins, one-BITters can send and
receive over any distance without interception or interference. However, they are much more affordable, and usually
sold in lots of 32. Clever PCs will no doubt find endless uses
for these fool-proof signaling devices.
Toolkits come in three broad categories. Mini toolkits are
very portable and not at all obvious except when actually in
use. They partially mitigate penalties for lack of proper tools,
but are no substitute for a real toolkit. A standard toolkit
is larger and more obvious, but the user suffers no penalties
for lack of equipment. The full kit is exactly what it sounds
like everything you need for a particular skill, and although
its a massive piece of gear, its user gets a +2 on relevant skill
rolls.
And when all else fails, the portable plasma torch will cut
through just about anything.
8: Equipment
99
8: Equipment
100
Active
15
25
44
22
37
70
44
70
80
67
105
120
82
Active
2
2
0
9
4
5
5
30
2
4
7
15
38
55
22
4
9
14
4
9
14
varies
varies
varies
varies
Real
5
8
15
7
11
21
12
20
23
15
25
27
15
Real
1
1
-1
4
1
4
2
15
1
1
2
4
14
29
8
2
4
7
2
4
7
Avail.
Civ.
Civ.
Civ.
St.
St.
St.
Civ.
St.
St.
St.
Mil.
Mil.
Mil.
Avail.
Civ.
Civ.
Civ.
Civ.
St.
St.
St.
St.
Reg.
St.
St.
St.
St.
Mil.
Mil.
St.
St.
St.
St.
St.
St.
Mil.
Adv.
St.
Civ.
Skill
WF: Handguns
WF: Handguns
WF: Handguns
WF: Submachineguns
WF: Submachineguns
WF: Submachineguns
WF: Rifles
WF: Assault Rifles
WF: Assault Rifles
WF: Rifles
WF: Machineguns*
WF: Machineguns*
WF: Rifles
Skill
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
Weaponsmith
as weapon
as weapon
as weapon
as weapon
Lasers, Ultraviolet
Laser Pistol
Personal Defense Laser
Laser Rifle
Fire Support Laser
Anti-Armor Laser
Laser Weapon Options
Perfect Trajectory
Other Accessories: see ETC weapons list
Active
56
105
157
234
150
Real
19
32
42
52
80
Avail.
St.
St.
Mil.
Mil.
Adv.
Skill
WF: Laser Pistol
WF: Personl Defense Laser
WF: Laser Rifle
WF: Laser Rifle
WF: Heavy Laser*
Gauss Weapons
Gauss Pistol
Personal Defense Railgun
Gauss Rifle
Active
61
79
146
Weaponsmith
Real
22
26
45
Avail.
St.
St.
Mil.
Skill
WF: Gauss Pistol
WF: Personl Defense Railgun
WF: Gauss Rifle
96
191
21
48
varies
varies
varies
varies
Mil.
Adv.
Adv.
St.
St.
St.
Weaponsmith
Weaponsmith
as weapon
as weapon
as weapon
as weapon
Avail.
St.
Mil.
Adv.
Adv.
Skill
WF: Rocket Pistol
WF: Rocket Rifle
WF: Shoulder-Fired Weapons*
WF: Shoulder-Fired Weapons*
Adv.
St.
St.
St.
Weaponsmith
Weaponsmith
as weapon
as weapon
as weapon
as weapon
Rocket Weaponry
Gyro-Jet Pistol
Gyro-Jet Rifle
Single-Shot 60mm Launcher
Smart 30mm Missile Launcher
Rocket Weapon Options
Superior Ballistics
Other Accessories: see ETC weapons list
Plasma Ammo
Smart Ammo
Non-Lethal Ammo
Blow-out Ammo
Active
52
87
157
367
Real
15
27
20
70
Shotgun Weaponry
Shotgun (slug)
Shotgun (shot)
Under-Barrel Shotgun (slug)
Under-Barrel Shotgun (shot)
Auto-Shotgun (slug)
Auto-Shotgun (shot)
Shotgun Options
Accessories: see ETC weapons list
Tangler Ammo
Armor-Piercing Slugs
Blow-out Ammo
Concussion Mini-Grenade
Flash-Bang
Flechette shot
Fragmentation Mini-Grenade
Non-Lethal slug/shot
Plasma Mini-Grenade
Active
62
75
62
75
87
150
Real
14
17
12
14
23
37
Avail.
Civ.
Civ.
St.
St.
Mil.
Mil.
Skill
WF: Shotgun
WF: Shotgun
WF: Shotgun
WF: Shotgun
WF: Shotgun
WF: Shotgun
varies
varies
varies
varies
varies
varies
varies
varies
varies
+0
+1/4
+0
+0
+0
+1/4
+1/2
+0
+2
Civ.
St.
St.
Mil.
St.
Mil.
Mil.
Civ.
Adv.
WF: Shotgun
WF: Shotgun
WF: Shotgun
WF: Grenade Launcher
WF: Grenade Launcher
WF: Shotgun
WF: Grenade Launcher
WF: Shotgun
WF: Grenade Launcher
Active
126
49
109
15
22
21
30
24
37
45
91
Real
49
22
49
7
11
10
15
12
18
22
37
Avail.
Civ.
Civ.
Civ.
Civ.
Civ.
St.
St.
Mil.
Mil.
Mil.
Adv.
Skill
PS: Spacer, Survival: vacuum, or System Ops
PS: Spacer, Survival: vacuum, or System Ops
PS: Spacer, Survival: vacuum, or System Ops
PSL v. armor
PSL v. armor
PSL v. armor
PSL v. armor
PSL v. armor
PSL v. armor
PSL v. armor
PSL v. armor
varies
varies
varies
varies
8: Equipment
Anti-Materiel Railgun
Rapid-Fire Railgun
Gauss Weapon Options
Superior Ballistics
Other Accessories: see ETC weapons list
Plasma Ammo
Smart Ammo
Non-Lethal Ammo
Sub-Sonic Ammo
101
8: Equipment
EVA Equipment
Flight Pack
Radiation Sensor
Magnetic Grapple
Hot Rod
Breaching Lock
Survival Bubble
Active
81
10
108
49
54
57
Real
38
5
44
23
13
19
Avail.
Civ.
Civ.
Civ.
Civ.
St.
Civ.
Skill
PS: Spacer, or System Ops
System Ops
PS: Spacer, or System Ops
PS: Spacer, or System Ops
PS: Spacer, or System Ops
PS: Spacer, Survival: vacuum, or System Ops
Medical Gear
First Aid Kit
Medical Kit
Field Surgery
Biomonitor
Trauma Unit
Active
3
4
8
15
72
Real
1
2
3
7
26
Avail.
Civ.
Civ.
St.
Civ.
St.
Skill
Paramedic, or PS: Medic
Paramedic, or PS: Medic
Paramedic, or PS: Medic
Paramedic, or PS: Medic
Paramedic, or PS: Medic
Augmented Reality
Interface Unit std or visor
Interface Unit implant
Anti-Malware System
Expert System
Comm-link
Public Database
Tutor Program
Internal Clock
Navigation Database
Internal Recorder
Internal Math Processor
Internal Alarm
Conference System (add to Comm-link)
Total for standard options:
Active
13
13
15
8
20
3
5
3
3
5
3
3
+15
Real
6
7
7
5
6
2
3
2
2
4
2
2
+3
44
Avail.
Civ.
Civ.
Civ.
Civ.
Civ.
Civ.
Civ.
Civ.
Civ.
Civ.
Civ.
Civ.
Civ.
Skill
Computer Ops
Computer Ops
Computer Ops
Computer Ops
Computer Ops
Computer Ops
Computer Ops
Computer Ops
Computer Ops
Computer Ops
Computer Ops
Computer Ops
Computer Ops
20
10
10
10
10
20
13
7
7
7
7
13
Mil.
St.
St.
St.
St.
Adv.
Computer Ops
Computer Ops
Computer Ops
Computer Ops
Computer Ops
Computer Ops
Active
30
30
15
34
10
20
200
81
50
2
3
4
100
Real
20
19
5
23
7
10
25
15
32
1
1
2
23
Avail.
Civ.
St.
Civ.
St.
Civ.
Mil.
St.
Adv.
St.
Civ.
Civ.
Civ.
St.
Skill
System Ops
System Ops
System Ops
System Ops
System Ops
System Ops
System Ops
System Ops
System Ops
varies
varies
varies
Mechanics
102
9
CHAPTER NINE:
DESIGNING
SPACECRAFT
9: Designing Spacecraft
DESIGNING
SPACECRAFT
artificial gravity
spacecraft not under
thrust will be in
zero-G.
Characteristics
Tech Level: this is a new characteristic which will determine
many of the limits of the spacecrafts performance. When
spacecraft of different tech levels are in combat, the difference in tech level is used as a modifier on skill v. skill rolls,
attack rolls, and applied to the DC of attacks which hit.
SIZE: Interstellar and interplanetary spacecraft are always
Size 10 or higher. Craft of Size 7 thru 9 are used for orbital
interface or transferring cargo and passengers from ships to
stations. Small working craft such as maintenance pods are
built in Sizes ranging from 4 to 6. In order to make use of
spin-gravity, a spacecraft needs a SIZE of 15 or higher.
The Size of a spacecraft is also used to determine its
Surface Area, which is used as a scaling factor for a number
of spacecraft design features: its crew requirements, the
weapon mounts it carries, and a few others. A spacecrafts
Surface Area is its base Length squared, times 2.5.
104
OCV: depends on the type of spacecraft. For military spacecraft, 8 to 10 is typical, with non-combat craft such as recon
vessels at the low end, and main-combat craft at the high
end. For civilian or commercial vessels intended to defend
themselves, 5 to 7 is the typical range of OCV scores.
DCV: spacecraft depend on their velocity for DCV when
involved in space combat, so this is usually left at its base
value of 3. When not moving, or when moving but incapable
of maneuvering, most spacecraft are easy targets.
PD and ED: The base values for PD and ED are the same for
most craft. Civilian vessels usually have a PD and ED equal
to their TL. Shuttles and other short range craft typically
have half of this value. Civilian craft seldom harden their
base PD or ED, however, many spacecraft mount micrometeoroid shields purchased as extra PD (up to +10, hardened) with the limitation, only vs. micro-meteors (-2).
Military vessels mount extra armor. Larger vessels tend
to be better armored than smaller ones, due to the squarecube law; they have less surface area proportional to their
total mass. The maximum value for a military vessels PD
and ED is its TL + OCV mod. Most military vessels receive
the maximum possible protection, usually with a level of
hardening.
Movement: Spacecraft have no ground movement, swimming or leaping.
9: Designing Spacecraft
Basic Compartmentalization: Energy Damage Reduction, Resistant, 25%; plus Physical Damage Reduction,
Resistant, 25%; BODY Only (-1/2), Ablative BODY Only
(-1/2) Active cost = 30pts; Real cost = 14pts.
Micro-meteoroid protection is a basic precaution taken
for all spacecraft. This is extra PD which only applies to
impact from micro-meteoroid impacts. Kinetic weapons
used in space combat are designed to defeat this system, so it
has no effect on them.
Micro-meteoroid shielding: Resistant Protection (10
PD), Hardened (+1/4); Only Works Against Rare attack
(-1), Ablative BODY Only (-1/2) Active cost =19pts; Real
cost = 8pts.
All spacecraft have a sealed hull, which is proof against
the harsh environment of space: it protects the occupants
from vacuum, temperature extremes, and radiation. It also
prevents contamination as long as all the airlocks are closed.
They also have life-support in the form of air, food and water,
although the endurance varies.
Sealed Hull: Life Support (Immunity All terrestrial
poisons; Immunity: All terrestrial diseases; Safe in High
Pressure; Safe in High Radiation; Safe in Intense Cold;
Safe in Intense Heat; Safe in Low Pressure/Vacuum)
Active cost = 19pts; Real cost = 19pts.
Consumables: Life Support (Eating: Character does not
eat; Self-Contained Breathing); 1 Continuing Fuel Charge
lasting 1 Season (-0) Note: short-range craft change duration to 1 day or 1 week. Active cost =13pts; Real cost =
13pts.
All but the smallest craft will have at least one airlock,
and most will purchase more. (x2 for +5pts) This is built as
a Transform: Air into Vacuum, which only affects the air
105
9: Designing Spacecraft
106
The total cost of all this equipment is 161 real points. This
should be zeroed out on the spacecrafts character sheet to
reflect the fact that it is every-vehicle equipment, or the GM
may simply deduct its point cost from the spacecrafts final
point total.
Other equipment will be needed for most spacecraft;
the above list is just to make sure the vessel can perform
the minimal functions necessary: protect its occupants,
communicate, navigate, and move from point A to point B in
normal space. If the spacecraft is meant for interstellar travel,
high-G maneuvers, or combat, it will need some additional
components.
The Interstellar Overdrive is built as mega-scaled teleportation, with 1m equal to 1 light-year in scale. Its teleport
distance is limited by Tech Level: a TL10 drive can teleport
10 light-years. This is subject to a skill roll; failure usually
isnt catastrophic the vessel may emerge from hyperspace a
few AUs (at most) from where its supposed to be, requiring
another hyper transit (and another easier skill roll) or a few
days to cross the distance in normal space. On a critical
failure, the drive may need repairs, and the time to finish the
journey in normal space will be weeks instead of days; the
vessel will arrive very late, and forfeit the bonus on priority
cargoes! If its carrying passengers, arrangements might be
made to have them picked up by a hyper-capable shuttle, at
the Captains expense. Otherwise, hell be stuck with some
very irate passengers for the whole trip.
Interstellar Overdrive (TL-10): Teleportation 10m, Safe
Blind Teleport (+1/4), No Range Modifier (+1/2), MegaScale (1m = 1 lightyear; +4 1/4); Extra Time (1 Week, ,
-2 1/4), 1 Recoverable Charge (Recovers Under Limited
Circumstances; -2), Doesnt work near large gravitic/
magnetic fields (-1/2), Requires A Roll (Skill roll, -1 per 20
Active Points modifier; -1/4) Active cost = 60pts; Real cost
= 10pts.
Compartmentalization may be upgraded to Heavy or
Total. This represents additional reinforcement of bulkheads
inside the spacecraft for greater durability. Generally, only
combat spacecraft are given Total compartmentalization, and
they are very hard to kill.
Heavy Compartmentalization: Energy Damage Reduction, Resistant, 50%; plus Physical Damage Reduction,
Resistant, 50%; BODY Only (-1/2), Ablative BODY Only
(-1/2) Active cost =60pts; Real cost = 30pts.
Total Compartmentalization: Energy Damage Reduction, Resistant, 75%; plus Physical Damage Reduction,
Resistant, 75%; BODY Only (-1/2), Ablative BODY Only
(-1/2) Active cost = 120pts; Real cost = 60pts.
Large spacecraft may have Damage Control crews to
effect repairs in combat. On larger craft, the number of crewmembers required to make effective repairs increases, which
will change the value of the Requires Multiple Users limitation; generally about 1/4th of the crew. This isnt a problem for
military vessels, which carry large crews for combat situations. Civilian crews may find themselves spread very thin
when doing damage control, especially on smaller spacecraft.
Damage Control: Healing BODY 1d6+1 (standard effect:
4 points), Reduced Endurance (0 END; +1/2), Decreased
Re-use Duration (5 Minutes; +1); Extra Time (5 Minutes,
-2), Requires A Roll (Skill roll; Burnout, Must be made
each Phase/use; -1), Required Multiple Users (2 people;
-1/4) Active cost =32pts; Real cost = 7pts.
Spacecraft designed to perform high-G maneuvers will
need protective systems to keep the crew and passengers
from being injured. The most basic system is an acceleration
couch: an ergonomic seat with a harness which cushions the
impact from violent maneuvers. The advanced version of this
is known as a gel-couch, which conforms itself to its occupant
perfectly. Many models feature partial exoskeletons to assist
arm movements in high gravity, or remote arms operated via
hand controls mounted in the couch. These are standard on
most combat spacecraft. The most high-tech system available
emergency system on military spacecraft; if the main lifesupport fails, or the vessel is stranded for an extended period
of time, the crew can hibernate while awaiting rescue.
Spin Gravity: Change Environment (+5 Points of Telekinetic STR), Persistent (+1/4), Reduced Endurance (0
END; +1/2); Extra Time (5 Minutes, Only to Activate,
-1), Limited Power Only to create spin-gravity (-1), Side
Effects: coriolis forces, Side Effect occurs automatically
whenever Power is used (Side Effect affects both character
and recipient of Powers benefits; -1) Active cost = 44pts;
Real cost = 11pts.
Hibernation Unit: Simulate Death (+10 to roll); plus
Life Support (Eating: Character does not eat; Immunity
All terrestrial poisons; Immunity: All terrestrial diseases;
Longevity: Immortal; Safe in High Pressure; Safe in High
Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe
in Low Pressure/Vacuum; Self-Contained Breathing);
Extra Time (5 Minutes, Only to Activate, -1), OIF Bulky
(-1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect occurs when character
stops using power; -1/2), Requires A Roll (Skill roll, -1 per
20 Active Points modifier; -1/4) Active cost = 50pts; Real
cost = 13pts.
9: Designing Spacecraft
107
9: Designing Spacecraft
108
Languages:
For combat spacecraft, a few other skills may be appropriate: Combat Piloting, KS: Fleet Regulations, KS: Rules of
Warfare, and Tactics.
Civilian spacecraft have the Psychological Complications
Programmed to Obey Interstellar Law and Protective of Spacecraft and Crew, both at 15pts (Common, Strong) Military
spacecraft computers have much more rigid programming,
although they arent as protective theyre designed to go
into combat, after all. They have the Psychological Complication Programmed to Obey Fleet Regulations at 25pts. (Very
Common, Total) Convincing a military computer to bend
the rules is extremely difficult.
Surface
Area
10
1000
11
1600
10
12
2500
16
13
4000
14
9: Designing Spacecraft
Knowledge
STR v. Payload
FTL
Limit
STR
Payload
-10
25.00%
0.50
-9
29.00%
0.65
-8
33.00%
16
0.80
-7
37.50%
25
10
32
1.00
-6
44.00%
6400
40
16
12
64
1.25
-5
50.00%
15
10000
64
25
20
125
1.60
-4
57.50%
16
16000
100
40
32
250
2.00
-3
66.00%
17
25000
160
64
50
500
2.50
-2
75.00%
18
40000
250
100
64
1000
3.20
-1
87.50%
19
64000
400
160
125
2000
4.00
Base STR
100.00%
20
100000
640
250
200
4000
5.00
+1
115.00%
21
160000
1000
400
320
8000
6.50
+2
130.00%
22
250000
1600
640
500
16000
8.00
+3
150.00%
23
400000
2500
1000
800
32000
10.00
+4
175.00%
+5
200.00%
+6
230.00%
+7
265.00%
+8
300.00%
+9
345.00%
+10
400.00%
109
9: Designing Spacecraft
110
ROCKET SCIENCE
FOR GAMERS
How
Thats it. Once those two facts are accounted for, the rest is
easy. The faster a rockets exhaust, the more efficient it is, and
the less fuel it needs to reach a given velocity. The more fuel
it carries, the faster it can go. However, the fuel required for
more speed increases exponentially, so increasing the exhaust
velocity is always preferable to adding more fuel. And the
rockets in Terracide are very powerful indeed!
Instead of going through all of the math, were going to
use an approximation: a spacecraft carrying 1% of its total
mass in fuel (this is called its mass fraction) will have a total
delta-V (literally, change in velocity) of 1% of its exhaust
velocity. This approximation will work for mass fractions
up to about 20%, at which point we need to start doing the
math. Heres a table with some useful mass fractions and
delta-V figures already worked out: these are expressed as a
percentage of the rockets exhaust velocity.
Fuel%
Delta-V(%)
20%
22
30%
36
40%
51
50%
69
60%
92
70%
120
80%
161
90%
230
Lets start with the conventional rockets using metahelium fuel. Their exhaust velocity is 43 km per second. (For
comparison, the space shuttles main engines barely manage
a tenth of this!) How much delta-V we want depends on
the spacecrafts purpose. If its a ground-to orbit shuttle,
it will need enough delta-V to get into orbit; 20% of the
shuttles loaded mass in fuel gives us 9.5 km per second
(22% of 43kps) but that doesnt leave much margin for error.
It wouldnt be a bad idea to carry more fuel, say 30% for
ground to low-orbit runs, or more for higher performance, if
desired.
Design is based on
requirements. Theres no
justification for designing
something one bit better
than the requirements
dictate.
9: Designing Spacecraft
Space is a completely
unforgiving environment.
If you screw up the engineering, SOMEBODY DIES!
111
9: Designing Spacecraft
SAMPLE SPACECRAFT
GRAVITY MODEL
INDEPENDENT
MERCHANT
112
9: Designing Spacecraft
CELESTIAL GUARD
MAN-OF-WAR
INTRUDER
113
9: Designing Spacecraft
GRAVITY MODEL
INDEPENDENT
MERCHANT
Val Char Cost
11 Size 55
70 STR
13 DEX
5
6
10 PD
10 ED
3 SPD
12
12
10
6 OCV 15
3 DCV 0
21 BODY 0
Movement:
Cost
10
18
114
Notes
Length 25.4m, Width 12.7m,
Height 12.7m, Volume 4,096m^3
Mass 204.8 ton, C
V +7, KB -11
HTH Damage 14d6 END [7]
Powers
END
Drive Systems
1) Interstellar Overdrive (TL-10): Teleportation
10m, Safe Blind Teleport (+), No Range Modifier (+), MegaScale (1m = 1 lightyear; +4 );
Extra Time (1 Week, , -2 ), 1 Recoverable Charge
(Recovers Under Limited Circumstances; -2), Doesnt
work near large gravitic/magnetic fields (-),
Requires A Roll (Skill roll, -1 per 20 Active Points
modifier; -)
[1 rc]
2) Maneuvering Thrusters: Flight 1m, Space
Flight: segmented movement, cumulative acceleration, realistic turn mode (+0), Combat Acceleration/
Deceleration (+); Side Effects, Side Effect occurs
automatically whenever Power is used (Side Effect
only affects the environment near the character; -1
), 1 Continuing Fuel Charge lasting 20 Minutes
(-), no Noncombat movement (-)
[1 cc]
3) Hydrogen-Boron Torch Drive: Flight 40m,
Space Flight: Segmented movement, cumulative
acceleration, realistic turn mode, limited thrust (+0),
Combat Acceleration/Deceleration (+); Side Effects,
Side Effect occurs automatically whenever Power is
used (Side Effect only affects the environment near
the character; -1 ), no Noncombat movement (-),
1 Continuing Fuel Charge lasting 1 Day (-0) [1 cc]
4) Fusion Rocket Exhaust (side effects): RKA 1
point, Area Of Effect (60m Cone Explosion; +), Thin
Cone (-), Constant (+), MegaScale (1m = 100
km; +1 )
Notes: +1 DC per Vehicle Size and G of accel. For
conventional rockets, omit megascalingMegaScaling.
Weapon Systems, all slots MegaScale (1m =
1,000 km; +1 ); all slots Extra Time (5 Minutes,
-2), Cannot Use Targeting (-), Beam (-), No
Knockback (-), Limited Range: 1 lt-sec (300,000
km/300 hexes) (-)
14
20
20
13
Value Complications
0
Dependence: Heat radiators Powers Gain 14- Activation Roll (Easy To Obtain; 6 Hours)
10
Hunted: Free Trade League Infrequently (Mo Pow;
NCI; Watching)
20
Physical Complication: Cannot enter atmospheres
(Infrequently; Fully Impairing)
10
Rivalry: Professional (Other merchant vessels; Rival is
More Powerful; Seek to Outdo, Embarrass, or Humiliate
Rival; Rival Aware of Rivalry)
20
Social Complication: Quarterly loan payment
Frequently, Severe
15
Social Complication: Hazardous exhaust Very
Frequently, Minor
Total Complication Points: 75
Total Cost: 419/5 = 84
9: Designing Spacecraft
33
115
9: Designing Spacecraft
CELESTIAL GUARD
MAN-OF-WAR
INTRUDER
Val Char Cost
12 Size 60
60 STR
22 DEX
-10
24
18 PD
18 ED
4 SPD
24
24
20
10 OCV
3 DCV
35
0
22 BODY 0
Movement:
Cost
10
45
116
Notes
Length 32m, Width 16m, Height
16m, Volume 8,192m^3 Mass
409.6 ton, OCV +8, KB -12
HTH Damage 12d6 END [6]
Powers
END
Drive Systems
1) Interstellar Overdrive (TL-10): Teleportation
10m, Safe Blind Teleport (+), No Range Modifier (+), MegaScale (1m = 1 lightyear; +4 );
Extra Time (1 Week, , -2 ), 1 Recoverable Charge
(Recovers Under Limited Circumstances; -2), Doesnt
work near large gravitic/magnetic fields (-),
Requires A Roll (Skill roll, -1 per 20 Active Points
modifier; -)
[1 rc]
2) Maneuvering Thrusters: Flight 1m, Space
Flight: segmented movement, cumulative acceleration, realistic turn mode (+0), Combat Acceleration/
Deceleration (+); Side Effects, Side Effect occurs
automatically whenever Power is used (Side Effect
only affects the environment near the character; -1
), 1 Continuing Fuel Charge lasting 20 Minutes
(-), no Noncombat movement (-)
[1 cc]
3) Deuterium Torch Drive: Flight 100m, Space
Flight: Segmented movement, cumulative acceleration, realistic turn mode, limited thrust (+0), Combat
Acceleration/Deceleration (+); Side Effects, Side
Effect occurs automatically whenever Power is used
(Side Effect only affects the environment near the
character; -1 ), no Noncombat movement (-), 1
Continuing Fuel Charge lasting 1 Day (-0)
[1 cc]
4) Fusion Rocket Exhaust (side effects): RKA 1
point, Area Of Effect (60m Cone Explosion; +), Thin
Cone (-), Constant (+), MegaScale (1m = 100
km; +1 )
Notes: +1 DC per Vehicle Size and G of accel. For
conventional rockets, omit MmegasScaling.
Weapon Systems, all slots MegaScale (1m =
1,000 km; +1 ); all slots Extra Time (5 Minutes,
-2), Cannot Use Targeting (-), Beam (-), No
Knockback (-), Limited Range: 1 lt-sec (300,000
km/300 hexes) (-)
9: Designing Spacecraft
Personnel Systems
19 1) Sealed Hull: Life Support (Immunity All terrestrial
poisons; Immunity: All terrestrial diseases; Safe in High
Pressure; Safe in High Radiation; Safe in Intense Cold;
Safe in Intense Heat; Safe in Low Pressure/Vacuum)
13
2) Consumables: Life Support (Eating: Character
does not eat; Self-Contained Breathing); 1 Continuing
Fuel Charge lasting 1 Season (-0)
[1 cc]
Notes: For short-range craft, change duration to 1 day
or 1 week. (same cost)
9
3) Airlock: Severe Transform 0 d6 (Atmosphere into
vacuum, Reversing airlock cycle), Area Of Effect (1m
Radius; +), Partial Transform (+), Reduced Endurance (0 END; +); OIF Immobile (-1 ), Extra Time (1
Turn (Post-Segment 12), -1 ), Limited Target only v.
atmosphere in airlock (-1), No Range (-)
Notes: (x2 number of items)
33
4) Hibernation Unit: Simulate Death (+10 to roll);
Extra Time (5 Minutes, Only to Activate, -1), OIF Bulky
(-1), Side Effects, Side Effect occurs automatically
whenever Power is used (Side Effect occurs when
character stops using power; -), Requires A Roll (Skill
roll, -1 per 20 Active Points modifier; -) plus Life
Support (Eating: Character does not eat; Immunity All
terrestrial poisons; Immunity: All terrestrial diseases;
Longevity: Immortal; Safe in High Pressure; Safe in
High Radiation; Safe in Intense Cold; Safe in Intense
Heat; Safe in Low Pressure/Vacuum; Self-Contained
Breathing); Extra Time (5 Minutes, Only to Activate, -1),
OIF Bulky (-1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect occurs
when character stops using power; -), Requires A
Roll (Skill roll, -1 per 20 Active Points modifier; -)
Notes: (x16 number of items)
19
5) Advanced Medical Imager: Detect: injury and
illness in human body A Large Class Of Things 14(Unusual Group), Discriminatory, Analyze, Microscopic:
x1,000,000, Penetrative; OIF Immobile (-1 ), Extra
Time (1 Turn (Post-Segment 12), -1 )
Notes: (x2 number of items)
Electronics
20
1) Emergency Beacon: Radio Group Images, +/-5
to PER Rolls, Persistent (+), Reduced Endurance (0
END; +), MegaScale (1m = 1,000 km; +1 ); OIF
Bulky (-1), Set Effect: distress call (-1), No Range (-)
20
2) Transponder: Radio Group Images, +/-5 to PER
Rolls, Persistent (+), Reduced Endurance (0 END;
+), MegaScale (1m = 1,000 km; +1 ); Set Effect:
transponder ID code only (-1), OIF Bulky (-1), No Range
(-)
13
3) Civilian Radio TL10: HRRP (Radio Group), MegaScale (1m = 1,000 km; +1 ); OIF Bulky (-1), Sense
Affected As [normal sight/hearing] (-)
27
4) Laser Comm System: Detect Laser Comm Signals
14- (Sight Group), Concealed (-10 with Detect PER
Rolls), Rapid: x100,000, Transmit, MegaScale (1m
= 1,000 km; +1 ); Extra Time (5 Minutes, Only to
Activate, -1), OIF Bulky (-1), Sense Affected As hearing
(-)
Value
0
Complications
Dependence: Heat radiators Powers Gain 14- Activation Roll (Easy To Obtain; 6 Hours)
10
Hunted: Celestial Guard Infrequently (Mo Pow; NCI;
Watching)
20
Physical Complication: Cant operate in atmosphere
(Infrequently; Fully Impairing)
10
Rivalry: Professional (; Rival is More Powerful; Seek to
Outdo, Embarrass, or Humiliate Rival; Rival Aware of
Rivalry)
15
Social Complication: Hazardous rocket exhaust Very
Frequently, Minor
20
Social Complication: Subject to orders Very
Frequently, Major
Total Complication Points: 75
Total Cost: 773/5 = 155
117
9: Designing Spacecraft
INTERSTELLAR
YACHT
Val Char Cost
10 Size 50
50 STR
24 DEX
-10
28
10 PD
10 ED
4 SPD
12
12
20
7 OCV 20
3 DCV 0
20 BODY 0
Movement:
Cost
10
22
118
Notes
Length 20.16m, Width 10.08m,
Height 10.08m, Volume 2,048m^3
Mass 102.4 t on, OCV +6, KB -10
HTH Damage 10d6 END [5]
Powers
END
Drive Systems
1) Interstellar Overdrive (TL-10): Teleportation
10m, Safe Blind Teleport (+), No Range Modifier (+), MegaScale (1m = 1 lightyear; +4 );
Extra Time (1 Week, , -2 ), 1 Recoverable Charge
(Recovers Under Limited Circumstances; -2), Doesnt
work near large gravitic/magnetic fields (-),
Requires A Roll (Skill roll, -1 per 20 Active Points
modifier; -)
[1 rc]
2) Maneuvering Thrusters: Flight 1m, Space
Flight: segmented movement, cumulative acceleration, realistic turn mode (+0), Combat Acceleration/
Deceleration (+); Side Effects, Side Effect occurs
automatically whenever Power is used (Side Effect
only affects the environment near the character; -1
), 1 Continuing Fuel Charge lasting 20 Minutes
(-), no Noncombat movement (-)
[1 cc]
3) Hydrogen-Boron Torch Drive: Flight 50m,
Space Flight: Segmented movement, cumulative
acceleration, realistic turn mode, limited thrust (+0),
Combat Acceleration/Deceleration (+); Side Effects,
Side Effect occurs automatically whenever Power is
used (Side Effect only affects the environment near
the character; -1 ), no Noncombat movement (-),
1 Continuing Fuel Charge lasting 1 Day (-0) [1 cc]
Notes: 5Gs @ 100tons; 4Gs @ 125 tons (fully
loaded)
4) Fusion Rocket Exhaust (side effects): RKA 1
point, Area Of Effect (60m Cone Explosion; +), Thin
Cone (-), Constant (+), MegaScale (1m = 100
km; +1 )
Notes: +1 DC per Vehicle Size and G of accel. For
conventional rockets, omit megascaling.
Weapon Systems, all slots MegaScale (1m =
1,000 km; +1 ); all slots Extra Time (5 Minutes,
-2), Cannot Use Targeting (-), Beam (-), No
Knockback (-), Limited Range: 1 lt-sec (300,000
km/300 hexes) (-)
14
20
20
13
INTERSTELLAR YACHT
Background/History: In the race to squander as much
wealth as humanly possible on a private spacecraft, the
current leader is the Rival Suitor of interstellar yachts.
Although quite small -- just big enough for a crew of three,
and four passengers -- this spacecraft features interior
fittings which put even the famous Fast Clipper vessels
to shame. Absolutely no expense is spared to make these
hand-crafted vessels the most opulent experience available
in private interstellar travel. Of course, not many of them
have been sold -- but that just makes the prestige of owning
one that much greater. The people who buy these spacecraft,
and lesser examples of the type, are those who cannot be
bothered to wait for a scheduled transport to their destination star system... even if its a fast clipper. There are others
who simply wish to travel in privacy, and there is nothing
more private than a personal spacecraft in hyperspace, cut off
not only from everyone else, but from reality itself. And of
course, there are a few wealthy eccentrics who are simply too
paranoid to share a ride... although these types usually go for
larger yachts so they can bring along more bodyguards.
9: Designing Spacecraft
28
Value
0
Complications
Dependence: Heat radiators Powers Gain 14- Activation Roll (Easy To Obtain; 6 Hours)
15
Distinctive Features: Opulent interior fittings (Not
Concealable; Noticed and Recognizable; Detectable By
Commonly-Used Senses)
15
Hunted: Corsairs / Hijackers Infrequently (Mo Pow;
Harshly Punish)
10
Negative Reputation: Pirate-bait: known to have
VIPs and valuable cargo on board, Frequently
20
Physical Complication: Cannot enter atmosphere
(Infrequently; Fully Impairing)
15
Social Complication: Hazardous rocket exhaust Very
Frequently, Minor
Total Complication Points: 75
Total Cost: 471/5 = 94
For most purposes, however, the Rival Suitor class is
secure enough to satisfy most buyers. In fact, when the class
made its debut, the performance, equipment and electronics
drew comment for being just short of military grade. For
such a small spacecraft, it can be quite dangerous in the
hands of a capable crew. This has enhanced its reputation
considerably, as many other yachts dont back up their
luxurious fittings with performance in flight. However, this
has also made the class a popular target for hijackers and
pirates, who are interested not only in the vessels cargo and
passengers, but its value as a prize in and of itself. A number
of corsair squadrons have added a yacht like this one to their
ranks, stripping out its valuable interior but keeping its excellent engines and weapons intact.
The Solar Express Company has commissioned a series
of courier vessels based on the Suitors basic spaceframe,
with identical performance, but not the extravagant interior
fittings. On the outside, the Palominoclass courier looks
just like its progenitor, and is used for high-priority cargo
runs, or to transport small groups of VIPs. Palomino crews
always make sure, however, to run their transponders so that
nobody confuses them for a space yacht. In spite of this, the
Palomino couriers class name and strong resemblance to a
119
9: Designing Spacecraft
120
9: Designing Spacecraft
STELLAR EXPRESS
COMPANY FAST
CLIPPER
121
9: Designing Spacecraft
STELLAR EXPRESS
COMPANY FAST
CLIPPER
Val Char Cost
Notes
15 Size
75 Length 64m, Width 32m, Height
32m, Volume 65,536m^3 Mass
3.3 kton, OCV +10, KB -15
95 STR 10
HTH Damage 19d6 END [9]
13 DEX 6
10 PD
10 ED
3 SPD
12
12
10
7 OCV 20
3 DCV 0
25 BODY 0
22
85
Movement:
Cost
10
73
Powers
END
Drive Systems
1) Interstellar Overdrive (TL-10): Teleportation
10m, Safe Blind Teleport (+), No Range Modifier (+), MegaScale (1m = 1 lightyear; +4 );
Extra Time (1 Week, , -2 ), 1 Recoverable Charge
(Recovers Under Limited Circumstances; -2), Doesnt
work near large gravitic/magnetic fields (-),
Requires A Roll (Skill roll, -1 per 20 Active Points
modifier; -)
[1 rc]
2) Maneuvering Thrusters: Flight 1m, Space
Flight: segmented movement, cumulative acceleration, realistic turn mode (+0), Combat Acceleration/
Deceleration (+); Side Effects, Side Effect occurs
automatically whenever Power is used (Side Effect
only affects the environment near the character; -1
), 1 Continuing Fuel Charge lasting 20 Minutes
(-), no Noncombat movement (-)
[1 cc]
3) Hydrogen-Boron Torch Drive: Flight 50m,
Space Flight: Segmented movement, cumulative
acceleration, realistic turn mode, limited thrust (+0),
Combat Acceleration/Deceleration (+); Side Effects,
Side Effect occurs automatically whenever Power is
used (Side Effect only affects the environment near
the character; -1 ), no Noncombat movement (-),
1 Continuing Fuel Charge lasting 1 Day (-0) [1 cc]
4) Fusion Rocket Exhaust (side effects): RKA 1
point, Area Of Effect (60m Cone Explosion; +), Thin
Cone (-), Constant (+), MegaScale (1m = 100
km; +1 )
Notes: +1 DC per Vehicle Size and G of accel. For
conventional rockets, omit megascaling.
Weapon Systems, all slots MegaScale (1m =
1,000 km; +1 ); all slots Extra Time (5 Minutes,
-2), Cannot Use Targeting (-), Beam (-), No
Knockback (-), Limited Range: 1 lt-sec (300,000
km/300 hexes) (-)
16
30
53
19
13
122
11
63
24
20
20
13
27
21
24
Perks
Positive Reputation: Highly secure and prestigious
luxury liner (A large group) 14-, +3/+3d6
Total Abilities & Equipment Cost: 595
Total Vehicle Cost: 724
9: Designing Spacecraft
19
Value
0
Complications
Dependence: Heat radiators Powers Gain 14- Activation Roll (Easy To Obtain; 6 Hours)
10
Hunted: Solar Express Company Infrequently (Mo
Pow; NCI; Watching)
15
Hunted: Corsairs and Hijackers Infrequently (As Pow;
PC has a Public ID or is otherwise very easy to find;
Harshly Punish)
15
Negative Reputation: Pirate-bait: known to carry
wealthy passengers and valuable cargo, Very
Frequently
20
Physical Complication: Cannot Enter Atmosphere
(Infrequently; Fully Impairing)
15
Social Complication: Hazardous exhaust Very
Frequently, Minor
Total Complication Points: 75
Total Cost: 649/5 = 130
123
9: Designing Spacecraft
HYPER SHUTTLE
Val Char Cost
10 Size 50
55 STR
14 DEX
-5
8
10 PD
10 ED
3 SPD
12
12
10
5 OCV 10
3 DCV 0
20 BODY 0
Cost
8
53
65
Movement:
13
124
Notes
Length 20.16m, Width 10.08m,
Height 10.08m, Volume 2,048m^3
Mass 102.4 t on, OCV +6, KB -10
HTH Damage 11d6 END [5]
Powers
END
Drive Systems
1) Interstellar Overdrive : Teleportation 8m, Safe
Blind Teleport (+), No Range Modifier (+), MegaScale (1m = 1 lightyear; +4 ); Extra Time (1 Week,
, -2 ), 1 Recoverable Charge (Recovers Under
Limited Circumstances; -2), Doesnt work near large
gravitic/magnetic fields (-), Requires A Roll (Skill
roll, -1 per 20 Active Points modifier; -)
[1 rc]
2) Meta-helium rocket: Flight 30m, Space Flight:
segmented movement, cumulative acceleration,
realistic turn mode, limited thrust (+0), Combat
Acceleration/Deceleration (+); Side Effects, Side
Effect occurs automatically whenever Power is used
(Side Effect only affects the environment near the
character; -1 ), no Noncombat movement (-), 1
Continuing Fuel Charge lasting 1 Hour (-0)
[1 cc]
3) Maneuvering Thrusters: Flight 1m, Space
Flight: segmented movement, cumulative acceleration, realistic turn mode (+0), Combat Acceleration/
Deceleration (+); Side Effects, Side Effect occurs
automatically whenever Power is used (Side Effect
only affects the environment near the character; -1
), 1 Continuing Fuel Charge lasting 20 Minutes
(-), no Noncombat movement (-)
[1 cc]
4) Rocket Exhaust (side effects): RKA 1 point,
Area Of Effect (60m Cone Explosion; +), Thin Cone
(-), Constant (+), MegaScale (1m = 100 km; +1
)
Notes: +1 DC per Vehicle Size and G of accel. For
conventional rockets, omit megascaling.
Weapon Systems, all slots MegaScale (1m =
1,000 km; +1 ); all slots Extra Time (5 Minutes,
-2), Cannot Use Targeting (-), Beam (-), No
Knockback (-), Limited Range: 1 lt-sec (300,000
km/300 hexes) (-)
1) UV Laser: RKA 4d6+1, Armor Piercing (x2; +),
Autofire (5 shots; +); Extra Time (5 Minutes, -2),
OIF Bulky (-1), Cannot Use Targeting (-), Reduced
By Range (-), Beam (-), No Knockback (-),
Limited Range: 1 lt-sec (300,000 km/300 hexes)
(-), 125 Recoverable Charges (Recovers Under
Limited Circumstances; +)
[125 rc]
14
28
19
13
20
20
13
3) Coilgun: RKA 5d6+1, Armor Piercing (+), Autofire (5 shots; +), MegaScale (1m = 1,000 km; +1
); Extra Time (5 Minutes, -2), OIF Bulky (-1), Cannot
Use Targeting (-), Beam (-), No Knockback (-),
Limited Range: 1 lt-sec (300,000 km/300 hexes)
(-), 125 Charges (+)
[125]
Tactical Systems
Point-Defense System: +10 with mounted spacecraft weapons; Extra Time (5 Minutes, -2), OIF Bulky
(-1), with autofire v. missiles (-1/4)
Defenses
1) Micro-meteoroid shielding: Resistant Protection
(10 PD), Hardened (+); Only Works Against Rare
attack (-1), Ablative BODY Only (-)
2) Basic Compartmentalization: Energy Damage
Reduction, Resistant, 25%; BODY Only (-), Ablative
BODY Only (-) plus Physical Damage Reduction,
Resistant, 25%; BODY Only (-), Ablative BODY Only
(-)
3) Acceleration Couch: Physical Damage Reduction, 25%; OIF Immobile (-1 ), Only Works Against
G-forces (-), Extra Time (Extra Phase, Only to
Activate, -)
Notes: (x28 number of items)
Personnel Systems
1) Sealed Hull: Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in
High Pressure; Safe in High Radiation; Safe in Intense
Cold; Safe in Intense Heat; Safe in Low Pressure/
Vacuum)
2) Consumables: Life Support (Eating: Character
does not eat; Self-Contained Breathing); 1 Continuing
Fuel Charge lasting 1 Season (-0)
[1 cc]
Notes: For short-range craft, change duration to 1
day or 1 week. (same cost)
3) Airlock: Severe Transform 0 d6 (Atmosphere
into vacuum, Reversing airlock cycle), Area Of Effect
(1m Radius; +), Partial Transform (+), Reduced
Endurance (0 END; +); OIF Immobile (-1 ), Extra
Time (1 Turn (Post-Segment 12), -1 ), Limited
Target only v. atmosphere in airlock (-1), No Range
(-)
Electronics
1) Emergency Beacon: Radio Group Images, +/-5
to PER Rolls, Persistent (+), Reduced Endurance (0
END; +), MegaScale (1m = 1,000 km; +1 ); OIF
Bulky (-1), Set Effect: distress call (-1), No Range (-)
2) Transponder: Radio Group Images, +/-5 to PER
Rolls, Persistent (+), Reduced Endurance (0 END;
+), MegaScale (1m = 1,000 km; +1 ); Set Effect:
transponder ID code only (-1), OIF Bulky (-1), No
Range (-)
3) Civilian Radio TL10: HRRP (Radio Group), MegaScale (1m = 1,000 km; +1 ); OIF Bulky (-1), Sense
Affected As [normal sight/hearing] (-)
24
HYPER SHUTTLE
The Hyper Shuttle is a common short-range spacecraft
used for FTL transits within a single star system -- it doesnt
have the range or endurance for interstellar flight. The model
above is a civilian type used by the Fast Clipper vessels.
Hyper Shuttles in military service have hardened armor,
military-grade sensors and weapons, and heavy compartmentalization. (+25pts)
9: Designing Spacecraft
21
125
9: Designing Spacecraft
6 OCV 15
3 DCV 0
25 BODY 0
Cost
10
73
Movement:
126
12
12
0
Powers
END
Drive Systems
1) Interstellar Overdrive (TL-10): Teleportation
10m, Safe Blind Teleport (+), No Range Modifier (+), MegaScale (1m = 1 lightyear; +4 );
Extra Time (1 Week, , -2 ), 1 Recoverable Charge
(Recovers Under Limited Circumstances; -2), Doesnt
work near large gravitic/magnetic fields (-),
Requires A Roll (Skill roll, -1 per 20 Active Points
modifier; -)
[1 rc]
2) Maneuvering Thrusters: Flight 1m, Space
Flight: segmented movement, cumulative acceleration, realistic turn mode (+0), Combat Acceleration/
Deceleration (+); Side Effects, Side Effect occurs
automatically whenever Power is used (Side Effect
only affects the environment near the character; -1
), 1 Continuing Fuel Charge lasting 20 Minutes
(-), no Noncombat movement (-)
[1 cc]
3) Deuterium Torch Drive: Flight 20m, Space
Flight: Segmented movement, cumulative acceleration, realistic turn mode, limited thrust (+0), Combat
Acceleration/Deceleration (+); Side Effects, Side
Effect occurs automatically whenever Power is used
(Side Effect only affects the environment near the
character; -1 ), no Noncombat movement (-), 1
Continuing Fuel Charge lasting 1 Day (-0)
[1 cc]
4) Fusion Rocket Exhaust (side effects): RKA 1
point, Area Of Effect (60m Cone Explosion; +), Thin
Cone (-), Constant (+), MegaScale (1m = 100
km; +1 )
Notes: +1 DC per Vehicle Size and G of accel. For
conventional rockets, omit megascaling.
5) Fuel-Cracking System: Major Transform 1d6
(Hydrogen-bearing volatiles into refined deuterium,
N/A), Persistent (+), Constant (+), Reduced
Endurance (0 END; +); Extra Time (5 Minutes, -2),
OAF Bulky (-1 ), No Range (-)
Notes: Requires one week to re-fill fuel tanks.
80
72
21
14
33
Personnel Systems
1) Sealed Hull: Life Support (Immunity All terrestrial
poisons; Immunity: All terrestrial diseases; Safe in High
Pressure; Safe in High Radiation; Safe in Intense Cold;
Safe in Intense Heat; Safe in Low Pressure/Vacuum)
13
2) Consumables: Life Support (Eating: Character
does not eat; Self-Contained Breathing); 1 Continuing
Fuel Charge lasting 1 Season (-0)
[1 cc]
Notes: For short-range craft, change duration to 1 day
or 1 week. (same cost)
24
3) Airlock: Severe Transform 0 d6 (Atmosphere into
vacuum, Reversing airlock cycle), Area Of Effect (1m
Radius; +), Partial Transform (+), Reduced Endurance (0 END; +); OIF Immobile (-1 ), Extra Time (1
Turn (Post-Segment 12), -1 ), Limited Target only v.
atmosphere in airlock (-1), No Range (-)
Notes: (x16 number of items)
11
4) Spin Gravity: Change Environment (+5 Points of
Telekinetic STR), Persistent (+), Reduced Endurance
(0 END; +); Extra Time (5 Minutes, Only to Activate,
-1), Limited Power Only to create spin-gravity (-1), Side
Effects: coriolis forces, Side Effect occurs automatically whenever Power is used (Side Effect affects both
character and recipient of Powers benefits; -1)
43
5) Hibernation Unit: Simulate Death (+10 to roll);
Extra Time (5 Minutes, Only to Activate, -1), OIF Bulky
(-1), Side Effects, Side Effect occurs automatically
whenever Power is used (Side Effect occurs when
character stops using power; -), Requires A Roll (Skill
roll, -1 per 20 Active Points modifier; -) plus Life
Support (Eating: Character does not eat; Immunity All
terrestrial poisons; Immunity: All terrestrial diseases;
Longevity: Immortal; Safe in High Pressure; Safe in
High Radiation; Safe in Intense Cold; Safe in Intense
Heat; Safe in Low Pressure/Vacuum; Self-Contained
Breathing); Extra Time (5 Minutes, Only to Activate, -1),
OIF Bulky (-1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect occurs
when character stops using power; -), Requires A
Roll (Skill roll, -1 per 20 Active Points modifier; -)
Notes: (x57 number of items)
24
6) Advanced Medical Imager: Detect: injury and
illness in human body A Large Class Of Things 14(Unusual Group), Discriminatory, Analyze, Microscopic:
x1,000,000, Penetrative; OIF Immobile (-1 ), Extra
Time (1 Turn (Post-Segment 12), -1 ), Requires A Roll
(PER roll, -1 per 20 Active Points modifier; -)
Notes: (x4 number of items)
0
Electronics
20
1) Emergency Beacon: Radio Group Images, +/-5
to PER Rolls, Persistent (+), Reduced Endurance (0
END; +), MegaScale (1m = 1,000 km; +1 ); OIF
Bulky (-1), Set Effect: distress call (-1), No Range (-)
20
2) Transponder: Radio Group Images, +/-5 to PER
Rolls, Persistent (+), Reduced Endurance (0 END;
+), MegaScale (1m = 1,000 km; +1 ); Set Effect:
transponder ID code only (-1), OIF Bulky (-1), No Range
(-)
3) Civilian Radio TL10: HRRP (Radio Group), MegaScale (1m = 1,000 km; +1 ); OIF Bulky (-1), Sense
Affected As [normal sight/hearing] (-)
27
4) Laser Comm System: Detect Laser Comm
Signals 14- (Sight Group), Concealed (-10 with Detect
PER Rolls), Rapid: x100,000, Transmit, MegaScale
(1m = 1,000 km; +1 ); Extra Time (5 Minutes, Only
to Activate, -1), OIF Bulky (-1), Sense Affected As
hearing (-)
21
5) Civilian Active Sensor Array TL10: Detect A
Large Class Of Things (radar/ladar contacts) 14- (Radio
Group), Discriminatory, Increased Arc Of Perception
(360 Degrees), Targeting, MegaScale (1m = 1,000
km; +1 ); Extra Time (5 Minutes, -2), OIF Bulky (-1),
Sense Affected As More Than One Sense radar/ladar
(-)
24
6) Civilian Passive Sensor Array TL10: Detect A
Large Class Of Things: E-M emissions sources 14(Radio Group), Discriminatory, Analyze, Increased Arc
Of Perception (360 Degrees), Telescopic: +18, MegaScale (1m = 1,000 km; +1 ); Extra Time (5 Minutes,
-2), OIF Bulky (-1), Sense Affected As More Than One
Sense [visible light/IR/UV] (-)
4
7) Military Comms/Sensors Upgrade: +5 PER
with all Sense Groups; Extra Time (5 Minutes, Only to
Activate, -1), OIF Bulky (-1), Sense Affected As More
Than One Sense [normal sight/hearing] (-)
68
8) Remote Sensor Platform: Clairsentience (Radio
And Sight Groups), Discriminatory, Mobile Perception
Point (can move up to 12m per Phase), LOS (+),
MegaScale (1m = 1,000 km; +1 ); Extra Time (5
Minutes, -2), OIF Bulky (-1), Sense Affected As More
Than One Sense [sight/hearing] (-), 1 Recoverable
Continuing Fuel Charge lasting 1 Day (Recovers Under
Limited Circumstances; +)
[1 rc]
Notes: (x100 number of items)
Total Abilities & Equipment Cost: 670
Total Vehicle Cost: 778
13
9: Designing Spacecraft
0
19
Value
0
Complications
Dependence: Heat radiators Powers Gain 14- Activation Roll (Easy To Obtain; 6 Hours)
10
Hunted: Terran Galactic Operations (or other organization) Infrequently (Mo Pow; NCI; Watching)
10
Hunted: The Military: Celestial Guard or Colonial
Reserves Infrequently (Mo Pow; NCI; Watching)
10
Negative Reputation: Civilian vessel with military
engines and sensors, Very Frequently (Known Only To A
Small Group)
20
Physical Complication: Cannot enter atmosphere
(Infrequently; Fully Impairing)
10
Rivalry: Professional, other exploration vessels,
Rival is More Powerful, Seek to Outdo, Embarrass, or
Humiliate Rival, Rival Aware of Rivalry
15
Social Complication: Hazardous rocket exhaust Very
Frequently, Minor
Total Complication Points: 75
Total Cost: 703/5 = 141
127
9: Designing Spacecraft
COLONIAL RESERVE
FLEET SAGRAMORE
LIGHT ASSAULT
VESSEL
Val Char Cost
14 Size 70
85 STR
20 DEX
5
20
18 PD
18 ED
5 SPD
24
24
30
9 OCV 30
3 DCV 0
24 BODY 0
Notes
Length 50.8m, Width 25.4m,
Height 25.4m, Volume 32,768m^3
Mass 1.6 k ton, OCV +9, KB -14
HTH Damage 17d6 END [8]
18/28 PD (18/28 rPD)
18 ED (18 rED)
Phases: 3, 5, 8, 10, 12
66
93
Movement:
Cost
9
Powers
END
Drive Systems
1) Interstellar Overdrive : Teleportation 9m, Safe
Blind Teleport (+), No Range Modifier (+), MegaScale (1m = 1 lightyear; +4 ); Extra Time (1 Week,
, -2 ), 1 Recoverable Charge (Recovers Under
Limited Circumstances; -2), Doesnt work near large
gravitic/magnetic fields (-), Requires A Roll (Skill
roll, -1 per 20 Active Points modifier; -)
[1 rc]
1
2) Maneuvering Thrusters: Flight 1m, Space
Flight: segmented movement, cumulative acceleration, realistic turn mode (+0), Combat Acceleration/
Deceleration (+); Side Effects, Side Effect occurs
automatically whenever Power is used (Side Effect
only affects the environment near the character; -1
), 1 Continuing Fuel Charge lasting 20 Minutes
(-), no Noncombat movement (-)
[1 cc]
32
3) Deuterium Torch Drive: Flight 70m, Space
Flight: Segmented movement, cumulative acceleration, realistic turn mode, limited thrust (+0), Combat
Acceleration/Deceleration (+); Side Effects, Side
Effect occurs automatically whenever Power is used
(Side Effect only affects the environment near the
character; -1 ), no Noncombat movement (-), 1
Continuing Fuel Charge lasting 1 Day (-0)
[1 cc]
0
4) Fusion Rocket Exhaust (side effects): RKA 1
point, Area Of Effect (60m Cone Explosion; +), Thin
Cone (-), Constant (+), MegaScale (1m = 100
km; +1 )
Notes: +1 DC per Vehicle Size and G of accel. For
conventional rockets, omit megascaling.
10
14
8
60
45
128
9: Designing Spacecraft
Value
0
Complications
Dependence: Heat radiators Powers Gain 14- Activation Roll (Easy To Obtain; 6 Hours)
10
Hunted: Colonial Reserve Fleet Infrequently (Mo Pow;
NCI; Watching)
5
Hunted: Celestial Guard Infrequently (Less Pow;
Harshly Punish)
20
Physical Complication: Cannot enter atmosphere
(Infrequently; Fully Impairing)
5
Rivalry: Professional (Celestial Guard; Rival is As
Powerful; Seek to Outdo, Embarrass, or Humiliate
Rival; Rival Aware of Rivalry)
15
Social Complication: Hazardous rocket exhaust Very
Frequently, Minor
20
Social Complication: Subject to orders Very
Frequently, Major
Total Complication Points: 75
Total Cost: 896/5 = 159
129
9: Designing Spacecraft
COLONIAL RESERVE
FLEET SAGRAMORE
LIGHT ASSAULT
VESSEL
Background/History: The Sagramore class Light Assault
Vessel is the one of the most commonly-seen spacecraft of
the Colonial Reserve Fleet. The CRF uses assault craft -heavily armed spacecraft with large troop contingents -- for a
wide variety of missions.The Sagramore class is considered a
successful, although not spectacular spacecraft.
Powers/Tactics: The Sagramores main armament is an array
of six medium coilguns -- a very heavy weapon for a light
of any kind. Its secondary armament, however, is rather
weak: merely a pair of hex-laser mounts for point . In combat
(or prior to combat) the Sagramore relies on its coilguns to
keep enemies at a safe distance and give its lasers as much
time as possible to pick off incoming missiles. This is usually
effective, as few spacecraft can easily withstand a barrage
from six medium coilguns! The Sagramores weakness is
missile-fire; it lacks the point defenses to withstand a large
missile barrage.
When deploying troops, the Sagramore often relies on
its four armed Hyper-Shuttles, which can also be deployed
in close formation to supplement the Sagramores point
defenses. Each shuttle can deliver a platoon of the CRFs
Ursa-type troopers anywhere in the Sagramores system
within minutes, and provide onsite fire support. However,
the shuttles do not have the endurance for extended independent operations.
Campaign Use: The Sagramore is the GMs official can of
whoop-ass to break out when the PCs meet the Colonial
Reserve Fleet. A heavily-armed troop ship and a battalion
of armored Ursa troopers are a dire threat to almost any
group of PCs. If a lesser challenge is called for, then have the
PCs encounter one the Sagramores shuttles, which is lightly
armed and only carries a platoon of troops. If thats still too
much for them, then they probably should just leave in a big
hurry!
130
Basic Spacecraft
Computer
The basic spacecraft computer is a no-frills machine with
just enough brains to keep the vessel from crashing.
Civilian Spacecraft
Computer
The civilian spacecraft computer is designed for basic
spacecraft operations, but not combat. While Terran
computers are not capable of artificial intelligence, they do
come close the most advanced models, such as this one,
are referred to as Virtual Intelligence. They arent capable of
self-programming or independent thought, but they can act
on the basis of natural language orders they dont need
purchased programs. Some of its complications are designed
as psychological rather than physical because its possible
to over-ride them. A crewmember must make a Computer
Programming skill roll in order to do this. (at a -5 penalty for
total psychological complications.)
Military Spacecraft
Computer
Military spacecraft computers are much more powerful
than their civilian counterparts, and also somewhat closer
to what could truly be called AI. However, they are still
considered Virtual Intelligences, rather than AIs. Military
computers also differ in that they are programmed to deal
with combat situations: they have no imperatives to protect
their crew or vessel from danger. They are programmed to
carry out military orders from their crew, and to complete
the missions given to them by fleet command.
Finally, the computers on military spacecraft have one
further strike against their existence. If a civilian spacecraft is
in peril, a copy of its Virtual Intelligence is usually downloaded before the vessel is lost, if at all possible. On a military
spacecraft, the Virtual Intelligence is considered expendable,
and if the vessel is about to be destroyed or abandoned, the
computer will be wiped to prevent its data from falling into
the wrong hands.
Phases: 6, 12
Cost
19
Powers
Diagnostics: Detect A Large Class Of Things: Spacecraft Malfunctions 15- (Unusual Group), Discriminatory
Powers Total: 19
2
2
2
2
2
2
2
Skills
AK: Charted Space 11Gambling (Card Games) 11KS: Entertainment archives 11KS: Spacecraft profiles 11KS: Space transport regulations 11Languages
1) Language: Ammonite (fluent conversation)
2) Language: Cytherian (fluent conversation)
Civilian Spacecraft
Computer
Val Char Cost Roll Notes
18 INT
8
13- PER Roll 1315 DEX 10 126 OCV 15
6 DCV 15
3 OMCV 0
3 DMCV 0
3 SPD 10
Characteristics Total: 58
Phases: 4, 8, 12
Cost
20
Powers
Diagnostics: Detect A Large Class Of Things: Spacecraft Malfunctions 18- (Unusual Group), Discriminatory
Powers Total: 20
12
3
2
3
3
3
2
Skills
+3 with all Intellect Skills
AK: Charted Space 13Gambling (Card Games) 13KS: Entertainment archives 13KS: Spacecraft profiles 13KS: Space transport regulations 13Languages
1) Language: Ammonite (fluent conversation)
2
3) Language: Fluorian (fluent conversation)
2
4) Language: Jovian (fluent conversation)
2
5) Language: Titan (fluent conversation)
3
Navigation (Other FTL, Space) 113
Security Systems 113
Systems Operation 111
TF: Commercial Spacecraft & Space Yachts
Skills Total: 30
Talents
3
Absolute Time Sense
3
Absolute Direction
5
Eidetic Memory
3
Lightning Calculator
12
Speed Reading (x100,000)
Talents Total: 26
Value
35
Complications
Physical Complication: Programmed to obey crew
(All the Time; Fully Impairing)
20
Psychological Complication: Protective of spacecraft
and crew (Common; Total)
20
Psychological Complication: Programmed to obey
interstellar law (Common; Total)
Complications Points: 75
Total Character Cost: 75
Actual Cost = 0
2
2
2
2
3
3
3
1
46
3
3
5
3
12
26
Talents
Absolute Time Sense
Absolute Direction
Eidetic Memory
Lightning Calculator
Speed Reading (x100,000)
Talents Total
Complications
Physical Complication: Programmed to obey crew
(All the Time; Fully Impairing)
20
Psychological Complication: Protective of spacecraft
and crew (Common; Total)
20
Psychological Complication: Programmed to obey
interstellar law (Common; Total)
Complications Points: 75
Total Character Cost: 150
Actual cost: 75/5 = 15.
9: Designing Spacecraft
Basic Spacecraft
Computer
Value
35
131
9: Designing Spacecraft
132
Military Spacecraft
Computer
Val Char Cost Roll Notes
23 INT 13 14- PER Roll 1423 DEX 26 1410 OCV 35
10 DCV 35
6 OMCV 9
6 DMCV 9
5 SPD 30
Phases: 3, 5, 8, 10, 12
Characteristics Total: 157
Cost
20
Powers
Diagnostics: Detect A Large Class Of Things: Spacecraft Malfunctions 19- (Unusual Group), Discriminatory
10
System Hardening: Mental Defense (10 points total)
Powers Total: 30
40
3
3
3
2
3
3
3
3
2
Skills
+4 with all Non-Combat Skills
AK: Charted Space 14Combat Piloting 14Cryptography 14Gambling (Card Games) 14KS: Entertainment archives 14KS: Spacecraft profiles 14KS: Fleet Regulations 14KS: Space Transport Regulations 14Languages
1) Language: Ammonite (fluent conversation)
2
2) Language: Cytherian (fluent conversation)
2
3) Language: Fluorian (fluent conversation)
2
4) Language: Jovian (fluent conversation)
2
5) Language: Titan (fluent conversation)
3
Navigation (Other FTL, Space) 143
Security Systems 143
Systems Operation 143
Tactics 140
TF: Military Spacecraft
2
WF: Vehicle Weapons (spacecraft)
Skills Total: 87
Talents
3
Absolute Time Sense
3
Absolute Direction
5
Eidetic Memory
3
Lightning Calculator
12
Speed Reading (x100,000)
Talents Total: 26
Value
35
Complications
Physical Complication: Programmed to obey crew
(All the Time; Fully Impairing)
25
Psychological Complication: Programmed to obey
fleet regulations (Very Common; Total)
15
Social Complication: Subject to orders from Fleet
Command Very Frequently, Minor
25
Social Complication: Expendable machine Very
Frequently, Severe
Complications Points: 100
Total Character Cost: 300
Actual cost: 200/5 = 40.
10
CHAPTER TEN:
COMBAT
10: Combat
COMBAT
Every action is seen to
fall into one of three
main categories, guarding,
hitting, or moving. Here,
then, are the elements of
combat, whether in war or
pugilism.
134
10: Combat
Points equal its full Damage Classes. For weapons with the
Reduced by Range limitation, Piercing Points are only gained
for Damage Classes remaining after being reduced for range.
(If the damage is reduced by range, so is the ability to pierce
armor.)
Hardening follows the same pattern: there are only two
levels available. Level 1 hardening will negate Piercing Points
up to half of the applicable Defense, while Level 2 will negate
Piercing Points equal to the full defense.
Grabs
Disarm,
Some
maneuvers, like Root and Legsweep are practically useless without gravity.
In
spin-g conditions, if you dont have PS: Spin-G Operations, dont move around too much. Youll trip over your
own feet.
If
Small
135
10: Combat
Zero-Gee Grappling
Choke :
Clinch:
Intercept:
Torque:
Breakaway:
Grapple:
Turnabout:
Disengage:
Roll-out:
MANEUVER DESCRIPTIONS:
MANEUVER DESCRIPTIONS:
136
CORIOLIS FU
Low-ball:
Dodge:
Grapple:
OCV
DCV Notes
Breakaway
1/2
+0
+0
Choke
1/2
-2
+0
Clinch
1/2
+0
+0
Str+4d6 damage,
must follow grab
Disarm:
Disengage
1/2
+0
+0
Spin-punch:
Grapple
1/2
-1
-1
Spin-kick:
Intercept
1/2
+1
+1
Roll-out
1/2
--
+4
High-ball:
Torque
1/2
-1
-2
Trip:
a basic throw, useful against oppenents opponents without PS: Spin-G Operations.
Turnabout
var.
-1
-2
Flying toss:
Skills:
Contortionist
KS: Zero-G Grappling
PS: Zero-G Operations
WF: Off-hand (extra limbs)
Disarm
Cost
Phs
OCV
4*
1/2
-1
DCV Notes
-1
MANEUVER DESCRIPTIONS:
Bearhug :
Head-palm:
Dodge
1/2
--
+4
Abort, Fmove
Sleeper hold:
Flying toss
1/2
+0
+2
Grapple:
Temporary
disarm:
Permanent
disarm:
The Stand:
Grapple
4*
1/2
-2
-1
Grab 2 limbs,
+10 Str to hold on,
Fmove, SpinG
High-ball
3*
1/2
+2
-2
Low-ball
3*
1/2
+0
-2
Spin-kick
4*
1/2
+0
+0
Breakout:
Spin-punch
4*
1/2
+1
+0
The Dump:
Trip
1/2
+0
+1
Breakfall
KS: Spin-G Combat
PS: Spin-G Operations
KODIAC SUMO
Kodiac Sumo is the preferred fighting technique of the
Colonial Reserve Fleets Ursae troops. If the Ursa types
were conceived of as living weapons, then the Kodiac Sumo
fighting style was the means by which they were finished
to razor sharpness. This style makes the most of the Ursa
physique--they have a reach advantage over almost everyone
else due to their size. It has several maneuvers which work
tolerably well in zero-g, being primarily a grappling-style
martial art. In spin-g environments, the Ursae usually just
stand their ground, waiting for their opponents to come
within reach, and then put their own spin on the situation.
There are, of course, others who make use of this style,
but nearly all of them had an Ursa teacher. There are few
other humans of any type who can match their strength or
size. Kodiac-Sumo relies on main force to defeat ones opponent, literally by overbearing them. (Some people insist the
worst thing about fighting with an Ursa is the puns....)
Maneuvers Cost
Phs
OCV
DCV Notes
Bearhug
1/2
+0
+0
Breakout
var.
-1
-2
Grapple
1/2
-1
-1
Head-palm
1/2
+1
+1
Permanent
Disarm
1/2
-1
-2
Sleeper
hold
1/2
-2
+0
Temporary
disarm
1/2
+0
+0
The Dump
1/2
+0
+2
The Stand
1/2
+0
+0
Skills:
10: Combat
Maneuver
KS: Kodiac-Sumo
Combat skill levels w/Kodiac Sumo maneuvers (5pts), only
v. smaller opponents (-1/4) Real cost=4pts per skill level.
137
10: Combat
SPACE WARFARE
Maneuver Cost
5
+1
+3
Block, Abort
Counterattack
+2
+2
Disarm
-1
+1
Dodge
+5
Dodge, Abort
Escape
+0
+0
Grapple
-1
-1
Nerve
Strike
-1
+1
Strike
+0
+2
Throw
+0
+2
Breakfall
KS: Taikong Ren Do
PS: Spin-gravity Ops
PS: Zero-gravity Ops
138
Cost
Phs
OCV
DCV
Rmod Notes
Evasive
Action
--
+4
--
Dodge All
Attacks,
Abort, Full
move
Attack Run
+1
+0
--
+2DC, Half
move req.
Fly-by
Attack
+1
+1
--
+0DC, Half
move req.
Stand-off
Attack
+1
+0
+2
+0DC,
Weapon
strike
Close
Attack
+1
+0
--
+2DC,
Weapon
strike
Alpha
Strike
1+1
+0
+0
--
+4DC,
Weapon
strike +1
segment
Block
Skills:
Maneuver
Skills:
1pt
1pt
1pt
10: Combat
SPACE COMBAT
The Titan War was a good war we
could toss nukes at 50-ton methanebreathing blobs with bad attitudes all
day long and still keep the moral high
ground. Now, fighting the Colonial
Reserve Fleet is a very bad war. Most of
the human race is already extinct the
last thing we need to do is kill off even
more. But if those idiots insist that somebodys has to die, well just have to oblige
them. Nice of their Admirals to send the
whole Fleet out here and save us a trip to
the Core....
139
10: Combat
The standard rules for turning with Flight are not used in
Terracide, in favor of a more realistic system. The realistic
turn mode system used is based on the spacecrafts velocity
and acceleration. To get the turn mode of a spacecraft, square
its velocity, and divide this figure by its acceleration in Gs.
This is the number of meters (scaled to 1000km) it must
move before changing its facing 60 degrees. The turn mode
table provides a quick reference for those who prefer tables
to formulas.
Example: The Voice of Reason is in orbit over WarGarden,
moving at 3m/segment. Its 10Gs of acceleration give it a
turn mode of 1. [(3*3)/10] It receives a system alert, and
needs to reverse course before deploying; fortunately, on
its next segment it can move three meters, changing its
facing 60 degrees each meter, for a total of 180 degrees.
The following segment, it accelerates at its full 10G thrust,
increasing its velocity to 13meters/segment. Its turn mode
is now [(13*13)/10] = 17meters. However, Voice of Reason
is already on its proper heading, and doesnt need to turn,
so it continues on a straight-line course, and accelerates on
the following segment to 23meters/segment! Its turn mode
increases again, now to [(23*23)/10] = 53 meters! If the
Voice of Reason needs to change course anytime soon, it
might need to reverse thrust and slow down a bit....
Its quite easy with these rules for an over-enthusiastic
pilot to build up too much speed without realizing it, and
then go screaming off the map, unable to turn around. (It
happened to this author once, in a different game with
similar rules.) On the other hand, building up a high velocity
is useful for increasing the DCV of a spacecraft, and for hit
and run raids in which the attackers only intend to launch
one missile salvo before withdrawing, it isnt a problem at all.
The use of movement skill levels to reduce the turn mode
is possible under these rules, within limits. The turn mode
may not be reduced to less than half its calculated value
(rounded up). This requires a Piloting skill roll at -1 per skill
level to be used. The same rule applies to movement skill
levels applied to a spacecrafts DCV.
140
Determining Damage
10: Combat
141
10: Combat
Attack
Roll
Results
Roll
Result
Impaired
Disabled
Nose
1d6+2
3 to 8
Electronics
-1 Per/ CV
-1d3 Per/CV
Front
2d6+1
3 to 13
3d6
3 to 18
Cargo
-3d6%
-3d6% x2
Side
Cargo
-2d6%
-2d6% x2
Aft
2d6+6
8 to 18
Cargo
-1d6%
-1d6% x2
Tail
1d6+12
13 to 18
Weapons
-1 OCV
-1d3 OCV
Crew
-1 Skills
-1d3 Skills
Passengers
-1 passenger
-1d3 passengers
10
Radiators
-1 hour
-1d3 hours
11
Radiators
-1 hour
-1d3 hours
12
Fuel
-1d6%
-1d6% x2
13
FTL Drive
-1 move
-1d3 move
14
Weapons
-1 CV
-1d3 CV
15
Fuel
-2d6%
-2d6% x2
16
Thrusters
-1 Flight/DCV
-1d3 Flight/DCV
17
Thrusters
-1 Flight/DCV
-1d6 Flight/DCV
18
Electronics
-1 Per/ CV
-1d3 Per/CV
The results of each hit locations impairment and disablement are explained below:
Electronics: the given penalty is applied to all perception
rolls, as well as the spacecrafts OCV and DCV.
Cargo:a percentage of the spacecrafts cargo is damaged
beyond repair.
Weapons: one of the spacecrafts weapon systems takes the
given penalty to its OCV.
Passengers: the given number of passengers are incapacitated or killed.
Radiators: the cooling system loses the given number of
hours from its duration.
Fuel: the given percentage of the spacecrafts fuel is lost.
142
11
CHAPTER ELEVEN:
MARATHON
FREE STATION
MARATHON
FREE STATION
arathon Free
Cluster had to pass through
Marathon Free Station:
Station is
Groombridge 34 the only
transport nexus, alien
a rotating
route to the cluster.
enclave, and city-state. This
asteroid
Almost a century later,
place has seen first contact,
habitat in orbit around
TGO introduced the new
wars, refugees, peaceful
Groombridge 34B. Its exact
FTL3.0 technology, which
revolution and celebrations.
location is at the L2 point
eliminated Marathons
After the Terracide, it saw
of the stars closest world; a
privileged status as the
all of these once again. But
tide-locked ice-ball claimed
only route into the Kruger
through all this, Marathon
by the Keepers, which the
60 Cluster. The new TL10
Free Station wasnt our salvalocal humans refer to by
hyper-drive opened up a
tion; not our safe harbor,
the bizarre name of Baked
shorter, faster route to the
not our last best hope for
Alaska. The stations posicluster via the 61 Cygni
anything... it was a shelter
tion at the L2 point keeps it
System. With its future in
against the oncoming storm.
in the icy worlds shadow,
doubt, the TGO employee-- Jack of All Tirades
safe from the intermittent
citizens of Marathon Station
solar flares which erupt from
voted overwhelmingly
its star.
in favor of buying out their
The L2 point of Baked Alaska is approximately 250,000km company shares. In this moment, the asteroid habitat became
from its surface, which puts it about six hours away via high- Marathon Free Station, owned solely by its inhabitants; the
performance shuttle. (or about 1.5 hours via torch-ship) Few
year was 2286.
actually make this journey in person, however. CommunicaIn 2311 AD, Marathon Free Station celebrates a quartertion with the Keepers is facilitated by an orbital station over
century of independence. Over the last twent-five years,
Baked Alaska staffed with expert xenologists, who maintain
traffic through the system has dropped off considerably.
contact with the Keepers and with Marathon Free Station via There is still sufficient traffic to support the station, but the
laser-comm links.
nature of the traffic passing through Marathon has changed
The other nearby star is Groombridge 34A, which has yet
dramatically. State-of-the-art spacecraft, both civilian and
to be colonized. Without the presence of an attraction such
military, pass through 61 Cygni now. Marathon Free Station
as a Keeper world, there is little of value in orbit around the
is now a port of call for older vessels, obsolete TL9 spacecraft
system primary. Its average distance from Groombridge 34B
equipped with FTL2.0 techonology, as well as smugglers,
is approximately 157au, which is about 21 minutes via hyper- wanderers and others who wish to travel off the main trade
shuttle. (16 minutes via FTL2.0, or 13 minutes via FTL3.0)
routes; and as always, it remains a destination for those
Beyond the local system, there are nine others within
seeking knowledge from the Keepers.
ten light-years of Marathon Free Station, six of which are in
After the Terracide, Marathon Free Station has taken on
the Kruger 60 Cluster. The other three are dwarf stars closer
a new significance. Its location on the old TL9 route from
to the Core Systems: TZ Arietis (L1159-16) is a red dwarf,
the Core Systems to the Kruger 60 Cluster, has made it a
the first stop on the old T9 route to Terra via UV Ceti. Van
stop-over for refugees fleeing the rule of the military junta
Maanens star is a white dwarf the primary of a dead system which has taken over the Core Colonies. Its also likely to be
seldom visited by anyone but smugglers en route between
the first objective of the Colonial Reserve Fleet when they
Marathon and Omicron, and other Core Loop colonies. (A
invade the Kruger 60 Cluster which many now consider to
surprisingly well-traveled route.) Finally, Teegardens Star
be inevitable.
is another red dwarf which also lies between Marathon and
Omicron. This system is patrolled, so smugglers dont use it.
All of this makes Marathon Free Station an important
transport nexus, with connections to Terra, numerous Core
Systems, over half the Kruger 60 Cluster, and several independent settlements. The Stations history reflects this status.
At its founding in 2193 AD, Marathon Station was a
Terran Galactic Operations installation established for the
purpose of maintaining contact with the Keepers. Beginning
in the following year, Marathon served as a base of operations for TGO exploration craft opening up the new frontier
of the Kruger 60 Cluster. Over the next century, the Station
supported military operations through two trade wars with
ISTAR and the Titan War. During these conflicts, almost
all civilian and military traffic in and out of the Kruger 60
DESCRIPTION
Physically, Marathon Free Station resembles nothing
so much as a very large rock, seven kilometers by three,
spinning on its long axis once each minute. Its interior is
dominated by a hollowed out cylinder 1.8 km in diameter
and over 6 km long, divided into three caverns by 200mthick stone walls. The outer walls are also at least 200m thick
in most places, except for the docking ports at either end,
centered on the axis of spin.
The central cavern includes a large lake which runs all
the way around its circumference, with parklands along the
lakeshore. The other two caverns are devoted to agriculture,
hydroponics, and aquaculture of various crops. The total land
surface area of all three caverns combined is about thirty
square kilometers, but this is vastly understates the useful
space within the habitat.
From the floor, 900m from the central axis, the hemispherical end caps and the walls between the caverns are
divided into over 100 levels, about 5m apart. As they rise
up towards the axis, each levels gravity is slightly lower;
the highest public levels is #112, which simulates martian
gravity. Above this are low-gravity industrial areas of the
walls, and spacedock areas of the end caps. Below the floor
are the warrens; hundreds (possibly thousands) of kilometers of tunnels in layered sub-levels containing much of the
habitats life-support, utilities, and other functions. Not all of
the warrens are mapped there are an unknown number of
tunnels which dont appear on any official station schematics.
The outer levels (near one gravity) each have several
square kilometer of useful space for living quarters, businesses, or other purposes. Even the higher levels, smaller in
radius, have a square kilometer apiece as high up as level 100.
There are literally thousands of square kilometers of floor
space carved out of the rocks, not including the uncharted
tunnels. This city-state in space supports almost threequarters of a million permanent residents, plus a transient
population of twenty to thirty thousand visitors at any
one time. There is also a large undocumented population
living in the uncharted tunnels; estimates vary from ten to
145
IMPORTANT PERSONNEL
The Board of Directors: Marathon Free Station was
organized as a corporate division of Terran Galactic when its
employees decided to buy it from the company, and seamlessly transitioned to independent status by keeping the same
structure. Its Board of Directors are elected by the Stations
shareholders; anyone with a hundred shares is eligible to run
for election to the Board. There are fifteen Board members
who each serve for a term of five years; three of them stand
for re-election every year. (A new majority can be voted in
within three years, if needed; an entirely new Board within
five.)
The Chairman of the Board is chosen each year by the
Board Members, subject to a veto by the rest of the shareholders. Successful Chairs are usually retained in office,
although if the Board isnt sure of a new Chair, theyll choose
one who is only a year or two short of re-election as an added
check against them.
WEYLAND LINEBARGER
BRIAN WHITCRAFT
146
SOLOMON ITO
FELICIA WATERS
RHYLLA VELLIS
HAZEL CRUZ
Free Trade League Commodore Hazel Cruz is an aquilatype who has spent her entire life traveling in space. Having
made her fortune in the Free Trade League, Cruz found that
when they needed a Captain to take one for the team and
settle down semi-permanently at Marathons spaceport, she
couldnt refuse. Cruz is the ranking League officer at Marathon (the promotion to Commodore came with the job) and
represents all the Leagues interests at the famous free port.
Looking out for the Free Trade League is always Cruzs
top priority. If the PCs (or anyone else) approach her for
any kind of assistance, Cruz will bargain for the Leagues
advantage, and if asked to do anything detrimental to the
Free Trade League, she will simply refuse.
ARIA KIM
NIALL GALLAGHER
MISTER FLATTERY
WILLIAM KRONIN
MONICA REGO
The United Terran Press maintains several offices at Marathon Free Station, but their main headquarters is near the
spaceport. The local bureau chief is a baseline human from
Buenos Aires by the name of Monica Rego an immigrant
who left Terra at an early age, but still feels very strongly
about the loss of her homeworld. Monica knows the Station
very well, having spent the last two decades living there, but
is still technically a visitor because UTP policy forbids her
from owning any shares in the Station. In spite of this, her
reporting has grown increasingly favorable to Marathon over
the years, in spite of UTPs bias in favor of other factions in
Terran Space.
147
ENTERING MARATHON:
THE SPACEPORT
Titus Kincaid Spaceport is the first place most visitors to
Marathon will see. Its actually two spaceports; one at each
end of the asteroid, dubbed the North and South terminals.
The North terminal handles interstellar commercial traffic,
both cargo and passengers, while the South terminal is set
aside for military traffic, and for local traffic, which is mostly
bulk cargo carriers hauling raw materials collected elsewhere
in the Groombridge 34 system. Shuttles going to and from
the Keepers world also use the South terminal.
Spacecraft with torch-drives never approach within
10,000km of Marathon; this no torch zone is enforced
with heavy lasers mounted near the docking tubes of each
terminal. Spacecraft crews are warned of this limit on arrival
in the system and at 100,000km; there is no third warning.
Any vessel with a torch drive which crosses the 10,000km
threshhold is fired upon, often destroying the vessel.
The only spacecraft allowed to dock are shuttles with
conventional rockets (usually meta-helium). The docking
tubes each allow up to 100 shuttles to dock at once. When
the station was in its prime, this was barely enough, but now
there are usually a number of empty docking bays. Each
docking bay is mounted in the floor of the docking tube,
and allows the shuttle to be fully enclosed so that passengers
and crew can transfer to the Station without environment
suits. At each terminal, about 20% of the docking bays are no
longer in use, and have been converted to storage facilities.
Rumor has it that some starport personnel use these areas to
store contraband.
The Hotel Bravo is located on the martian gravity deck
just below the spaceports South terminal. It takes its name
from an old spacers tradition: the phonetic descriptor for the
hydrogen-boron fuel used by fusion drives is hotel-bravo;
as a result almost every spaceport has an establishment with
this name. Its not a franchise or a chain, however all of
them are independent operations.
The Hotel Bravo at Marathon Free Station is the habitats
most luxurious and prestigious establishment. The overall
theme is nostalgaic, harkening back to the stations early days
as the gateway to the Kruger 60 cluster. Everything appears
exactly as when the hotel was built over a century ago,
albeit with fully modern technology. The Interstellar Queen
bar and lounge celebrates the earliest Stellar Express liners
which brought passengers to Marathon the only place
in the entire cluster where the Stellar Express Company is
portrayed in a favorable light.
The Andromeda Casino is located adjacent to the Hotal
Bravo, and almost rivals its neighbor in terms of opulence,
while exceeding it in terms of security. Its private game
rooms have a reputation for being absolutely secure, and it is
said that the biggest business deals on the station are made
over invitation-only poker games in the back rooms at the
Andromeda. Due to coriolis forces caused by the stations
rotation, dice games and roulette are not available; instead a
variety of card games and sports betting are offered.
Bars and clubs around Marathon run the gamut from the
conventional to the unorthodox:
Strange
Singularity
The
The
The
Other
BUSINESS DISTRICTS
The
Meridian
INTELLECTUAL PURSUITS
Marathon
Freedom
RESOURCES
Marathon Free Station has excellent resources for a relatively small space habitat:
There
There
many kilometers of tunnels devoted to hydoponics, aquaculture, and livestock. Fish, pork and poultry
are readily available; beef must be imported.
Raw
GOVERNMENT FACILITIES
Local
Security
The
The
149
12
CHAPTER TWELVE:
GMS VAULT
ALIEN HOMEWORLDS
THE AMMONITES
152
THE SIRIANS
ISTARS WAR-FLEET
THE OFFICE
THE VIRGO-TYPES
THE TANGAROA
The rest of the crew returned to Terra under new identities, and acting on tips provided by Kincaid, founded an
investment group and amassed a huge fortune. This was to be
their war chest with which they would attempt to mitigate
the worst of the disasters they had foreseen using the dilated
QED. The results were usually frustrating they found that
altering the future they had seen was extremely difficult, even
with unlimited funds at their disposal.
Their ultimate goal was to launch an expedition to
Vega, in an attempt to prevent the worst disaster of all: the
Terracide.
THE TITANS
THE TERRACIDE
153
154
JUNTA PERSONNEL
155
THE TIMELINE OF
THE TERRICIDE WARS
156
T+17 months: The junta sends the CRFs Tau Ceti fleet from
Marathon to Kruger 60, where they intercept the remaining
Celestial Guard squadrons. The Tau Ceti fleet is unaware of
the Celestial Guards victory at Snake-Eyes, and expect to
rendezvous with the DX Cancri fleet. Finding no allies at
Kruger 60, their battle plan falls apart.
Upon learning of the Colonial Reserves defeat at Kruger
60, the junta takes the remaining units of the Terran Home
Fleet and returns to the Core.
T+20 months:Remnants of the THF are seen near the abandoned alien base in the Sirius system. Shortly after that, they
disappear. Surviving CRF officers and ISTAR officials take
refuge at Omicron Colony.
T+2 years: The Core Loop systems are liberated from Junta
control. Celestial Guard forces depart for the independent
systems of the frontier.
T+3 years: The last of the CRF forces are expunged from the
frontier colonies. Envoys from every system in Terran space
are invited to a peace conference at Barnards Star.
T+4 years: Founding of Aperoi Kosmoi The Plurality of
Worlds. Remnants of the combined fleets squadrons are sold
to various member worlds, all of whom have signed agreements of mutual protection and non-agression.
157
CAMPAIGN &
ADVENTURE CONCEPTS
VeNoM Outbreak
158
Alien Embargo
Space Cowboys
When the Omicron Colony was abandoned, the squatters who stayed behind scavenged its facilities for anything
useful, including the gene banks in its agricultural labs. One
group of scavengers decanted a number of livestock embryos,
including a herd of experimental miniaturized cattle bred for
space habitats. These Eridani Low-Line cattle are the last of
their kind after the Terracide, in a galaxy where real beef has
become a rare commodity -- most space habitats only have
the vat-grown variety.
Marathons Board of Directors sent a merchant ship to
buy a breeding pair of these cattle, but it did not return. Now
they wish to send a follow-up mission to find out what went
wrong and secure the cattle -- by force if necessary. The PCs
may be any group with a suitable spacecraft, or simply extra
security on the mission if they dont have a spacecraft.
The scavengers arent heavily armed, but Omicron Colony
has many other dangers. Upon arrival, the PCs might find
anyone else there -- a CRF vessel disappeared there just
before the Terracide, and the PCs might run into their
follow-up mission. (See background for Nikolai in Sample
Characters.) Smugglers use Omicron for a transfer point,
and the PCs might witness a meeting between pirates and the
Solar Express Company, which the latter will prefer to keep
secret. And of course, the inside of the colony has degenerated into the most wretched hive of scum and villainy
anywhere in Terran Space.
Finding Jack
159
ADVERSARIES
Terrorist/Activist
(Sons of Terra)
Background: This template is presented as a terrorist (or
activist, for less violent situations) working for the Sons of
Terra organization. While educated and enthusiastic, they
arent particularly well-trained or equipped. What they lack
in other assets, terrorists make up for in ambition; theyre on
a mission to change the world , by any means necessary.
What makes people like this dangerous is that they are
so useful to others who share their agenda but do not wish
to take personal risks. With sufficient financial or political
support, terrorists have succeeded in changing the world, on
occasion -- but not for the better.
Quote: Of course it was the Jovians! Once they got hold of
the human genome, they didnt need Terra -- so they eliminated it. Now its finally time for us to strike back!
Powers/Tactics: Most of the Sons of Terras plots involve
some kind of subterfuge -- they work in secret, hiding their
activities, or making them look innocuous. Their ultimate
goal is to obtain weapons of mass destruction, which they
intend to use against aliens.
Campaign Use: The Sons of Terra are misguided fanatics
who can show up anywhere there are aliens to make an
example of. The PCs might be part of an organization tasked
with stopping them, or they might simply stumble onto a
Sons of Terra plot by accident. Either way, stopping them
will be a top priority. On the other hand, an off-stage attack
by the Sons of Terra can be a good way to let the PCs know
that its time to get out of town, before the aliens decide to
retaliate!
Although the template above is written as a member of
the Sons of Terra, it could easily be modified for another
organization, such as the Planetary Conservation Society.
160
OCV
DCV
OMCV
DMCV
SPD
5
5
0
0
10
4
3
4
20
10
22
PD
ED
REC
END
BODY
STUN
2
1
0
0
0
1
Notes
lift 100.0kg; 2d6
PER Roll 11PRE Attack: 2 d6
Phases: 4, 8, 12
Total: 4 PD (0 rPD)
Total: 3 ED (0 rED)
4
3
4
1
Dirty Infighting
Maneuver OCV DCV
Punch/Backhand +0 +2
Throw
+0 +1
Put the Boot In +0 -1
Weapon Element: Clubs
Perks
Fringe Benefit: Improved Equipment Availability
Street-Level equipment
1
3
3
1
2
2
2
1
1
2
3
3
3
Skills
Undergrad Education
1) Bureaucratics 82) Computer Programming 113) Electronics 114) Science Skill: Xenology 8Terrorist
1) AK: Kruger 60 Cluster 112) KS: Sons of Terra 113) KS: Terrorism 114) KS: [Alien Species of choice] 85) Tactics 86) WF: Small Arms
7) Persuasion 128) Streetwise 129) Systems Operation 11-
Notes
4d6 Strike
2d6 +v/10, Target Falls
Strike, 6d6, Prone
TERRORIST/ACTIVIST
(SONS OF TERRA)
Matching Complications
Hunted: law-enforcement agencies 8- (Mo Pow;
NCI; Harshly Punish)
Psychological Limitation: Fanatic belief in the
cause (Common; Total)
Social Limitation: Criminal record (Frequently;
Minor)
161
LAW ENFORCEMENT/
SECURITY PERSONNEL
Val Char Cost Roll
15 STR 5
12-
11 DEX 2
11-
13 CON 3
1210 INT
0
11-
10 EGO 0
11-
15 PRE 5
12-
4
4
3
3
3
OCV
DCV
OMCV
DMCV
SPD
5
5
0
0
10
4
3
6
25
11
26
PD
ED
REC
END
BODY
STUN
2
1
2
1
1
3
Notes
Lift 200.0kg; 3d6 [3]
Cost
1
Powers
END
Trained Observer: +1 PER with Normal Sight
0
Perks
Fringe Benefit: Improved Equipment Availability
Street-Level equipment, Local Police Powers, Police
officer, Weapon Permit (where appropriate)
Talents
Environmental Movement (no penalties in
Spin-Gravity)
1
5
2
2
2
2
3
5
Skills
Law Enforcement
1) Combat Driving 82) Criminology 123) AK: local jurisdiction 114) KS: Criminal Law and Procedure 115) CuK: Law Enforcement/Security/Mercenaries 116) PS: Police Officer/Security Personnel 117) Streetwise 128) WF: Common Melee Weapons, Small Arms,
Grenade Launchers
9) Bureaucratics 1210) Paramedics 1111) Systems Operation 1112) PS: Zero-G Operations 1113) +1 with small arms
Phases: 4, 8, 12
Total: 4 PD (0 rPD)
Total: 3 ED (0 rED)
Law Enforcement/
Security Personnel
Background: This is a typical police officer from the colonies, working either in the public or private sector. The
Psychological Complication Code of Conduct will vary
depending on which: public servants may have a protect
and serve ethos while private security will more likely
have a company man outlook.
Quote: Stop right there, put down the gun, and keep your
hands where I can see them.
Powers/Tactics: This varies greatly depending on the
situation. Law enforcement officers usually carry sidearms
with non-lethal ammo. Private security personnel will
have whatever equipment they need for their mission
-- light armor and weapons for peacekeeping duties, and
heavier gear for defending high-security areas, or incursions into them.
Campaign Use: These personnel will be encountered as
law enforcement in public places, or as low-level security
in private areas. To make them more powerful, give them
better equipment, add the Security Specialist template, or
raise their DEX, OCV and DCV.
162
3
3
3
2
5
10
10
5
20
Matching Complications
Distinctive Features: Uniform (Easily Concealed;
Noticed and Recognizable; Detectable By CommonlyUsed Senses)
Hunted: Department/Employer Infrequently (Mo Pow;
NCI; Watching)
Psychological Complication: Professional Code of
Conduct (Common; Moderate)
Rivalry: Professional, Other law enforcement agency
or security firm, Rival is As Powerful, Seek to Outdo,
Embarrass, or Humiliate Rival, Rival Aware of Rivalry
Social Complication: Subject to Orders Very
Frequently, Major
OCV
DCV
OMCV
DMCV
SPD
5
5
0
0
0
4
3
5
25
10
24
PD
ED
REC
END
BODY
STUN
2
1
1
1
0
2
Notes
Lift 100.0kg; 2d6
Perks
Fringe Benefit: Military Rank: Astronaut
Talents
High-G Tolerance (2)
2
2
2
2
4
3
2
3
Skills
Colonial Reserve Fleet
1) KS: Colonial Reserve Fleet 112) CuK: Colonial Reserve Fleet 113) PS: Spacer 114) PS: Zero-G Ops 115) WF: Small Arms, Vehicle Weapons (Spacecraft)
6) Systems Operation 117) PS: Spacecraft Engineer 118) Choose one tech skill 11-
Phases: 6, 12
Total: 4 PD
Total: 3 ED
Colonial Reserve
Background: The templates above portray crew and officers of the Colonial Reserve Fleet.
Quote: Look, Chief... if this missile bay isnt reloaded by
2100 hours, the Captains gonna shoot both of us outta
those tubes! Unless the Titans zap us first... so whats it
gonna be?
COLONIAL
RESERVE CREW
Matching Complications
Distinctive Features: CRF Uniform (Easily
Concealed; Noticed and Recognizable; Detectable By
Commonly-Used Senses)
10
Hunted: Colonial Reserve Fleet Infrequently (Mo
Pow; NCI; Watching)
20
Social Complication: Subject to orders Very
Frequently, Major
Total Complications Points: 50
163
COLONIAL RESERVE
OFFICER
Val Char Cost Roll
10 STR 0
11-
11 DEX 2
1113 CON 3
1213 INT
3
12-
11 EGO 1
1115 PRE 5
12-
4
4
3
3
2
OCV
DCV
OMCV
DMCV
SPD
5
5
0
0
0
3
3
5
25
10
24
PD
ED
REC
END
BODY
STUN
1
1
1
1
0
2
Notes
Lift 100.0kg; 2d6
Perks
Fringe Benefit: Ensign (minimum), Weapon Permit
(where appropriate)
Talents
High-G Tolerance (2)
Phases: 6, 12
Total: 3 PD
otal: 3 ED
Skills
Military Academy
1
1) Computer Programming 83
2) KS: [academic specialty] 123
3) SS: [academic specialty] 122
4) CuK: Colonial Reserve Fleet 113
5) Navigation (Other FTL, Space) 123
6) Systems Operation 123
7) Tactics 12
Colonial Reserve Fleet
2
1) KS: Colonial Reserve Fleet 113
2) PS: Spacer 122
3) PS: Zero-G Ops 112
4) WF: Small Arms
6
5) Two skills from Military template
Total Powers & Skill Cost: 43
Total Cost: 75
75+
5
10
5
20
Matching Complications
Distinctive Features: CRF Uniform (Easily
Concealed; Noticed and Recognizable; Detectable By
Commonly-Used Senses)
Hunted: Colonial Reserve Fleet Infrequently (Mo
Pow; NCI; Watching)
Rivalry: Professional, Celestial Guard, Rival is As
Powerful, Seek to Outdo, Embarrass, or Humiliate
Rival, Rival Aware of Rivalry
Social Complication: Subject to orders Very
Frequently, Major
164
OCV
DCV
OMCV
DMCV
SPD
5
5
0
0
10
3
3
6
25
11
26
PD
ED
REC
END
BODY
STUN
1
1
2
1
1
3
Notes
Lift 200.0kg; 3d6 [3]
PER Roll 11-/12PRE Attack: 2d6
Cost
1
1
1
Powers
+1 PER with Normal Smell
Knockback Resistance -1m
LS (Extended Breathing: 1 END per Turn)
12
Perks
Fringe Benefit: Corporal, Improved Equipment Availability Advanced Military equipment, Weapon Permit
(where appropriate)
Positive Reputation: Tradition of honorable service (A
large group) 14-, +1/+1d6
Phases: 4, 8, 12
Total: 3 PD (0 rPD)
Total: 3 ED (0 rED)
Colonial Reserve
Ursa Trooper
Background: The mere presence of CRF Ursa troopers
will be enough to insure that peace is kept. Ursa troopers
are carried aboard the CRFs assault vessels, and stationed
at all the colonies under CRF protection. These Ursa
troopers have a reputation for honorable service dating
to the earliest days of the Ursa-types. While feared in
combat, they are respected in peace-time for their strict
adherence to the law.
Quote: Forget that never start fight, but always finish
nonsense. We prevent fights. But if they insist... we dont
end fights; we end fighters.
Powers/Tactics: The CRFs Ursa troopers are well-trained
and disciplined. They know how to fight together in small
units, and always follow sound tactics. Once committed,
they go all-in, taking no half-measures. They do, however,
avoid collateral damage and go to great lengths to prevent
civilian casualties.
Campaign Use: The Ursa troopers of the Colonial
Reserves are the ground-side counterpart to its spacecraft
-- the other big stick in its arsenal. In campaigns without
a great deal of space combat, they will be the face of the
CRF which the PCs encounter most often.
7
3
END
0
0
0
COLONIAL RESERVE
URSA TROOPER
Talents
Hibernation: Simulate Death (+4 to roll)
Imposing physique: +1/+1d6 Striking Appearance
(vs. all characters)
0
2
2
3
3
6
Skills
Colonial Reserve Fleet
1) CuK: Colonial Reserve Fleet 112) KS: Colonial Reserve Fleet 113) PS: Trooper 114) PS: Zero-G Ops 115) WF: Beam Weapons, Small Arms, Vehicle
Weapons (spacecraft)
4
6) Weaponsmith (Energy Weapons, Firearms,
Missiles & Rockets) 111
7) Armorsmith (familiarity) 89
8) Penalty Skill Levels: +3 vs. armor with DCV
modifier
Total Powers & Skill Cost: 58
Total Cost: 100
100+
5
Matching Complications
Distinctive Features: CRF Uniform (Easily
Concealed; Noticed and Recognizable; Detectable By
Commonly-Used Senses)
15
Distinctive Features: Ursa physique (Not Concealable; Noticed and Recognizable; Detectable By
Commonly-Used Senses)
10
Hunted: Colonial Reserve Fleet Infrequently (Mo
Pow; NCI; Watching)
5
Physical Complication: Bulky frame (Infrequently;
Barely Impairing)
20
Social Complication: Subject to orders Very
Frequently, Major
Total Complications Points: 100
165
FIELD AGENT OF
THE O.F.F.I.C.E.
Val Char Cost Roll
15 STR 5
12-
14 DEX 8
12-
13 CON 3
1210 INT
0
11-
11 EGO 1
11-
15 PRE 5
12-
5
5
3
3
3
OCV
DCV
OMCV
DMCV
SPD
10
10
0
0
10
4
3
6
25
11
26
PD
ED
REC
END
BODY
STUN
2
1
2
1
1
3
Notes
Lift 200.0kg; 3d6 [3]
Taikong Ren Do
Maneuver OCV DCV
Grapple
-1 -1
Throw
+0
+2
4
5
4
Strike
+0
Block
+1
Counter-attack +2
+2
+3
+2
13
Perks
Fringe Benefit: Concealed Weapon Permit (where
appropriate), Improved Equipment Availability Military
equipment, OFFICE Field Agent, Security Clearance
Positive Reputation: Tradition of honorable service (A
large group) 14-, +1/+1d6
Fringe Benefit: Interstellar Police Powers
Access to Alien Tech (TL11)
False ID
Phases: 4, 8, 12
Total: 4 PD
Total: 3 ED
9
Total Characteristic Cost: 65
Field Agent of
the o.f.f.i.c.e.
Background: The OFFICE is such a secretive organization that nobody knows what the acronym stands for. Its
agents work under cover all over Terran Space, to prevent
illegal trade in alien technology. The OFFICE usually
focuses on cases with an interstellar scope. Unfortunately,
they have a tendency to follow leads into areas beyond
their jurisdiction.
Quote: Im impounding every nano-gram of alien tech in
this place. And if I find any alien implants in your brain,
Ill impound your cranium, got it?
Powers/Tactics: OFFICE agents work covertly when
gathering information and evidence, but during an arrest
or a raid they identify themselves as OFFICE agents,
relying on their agencys reputation to intimidate anyone
who might resist them. OFFICE agents often make use of
alien tech theyve confiscated on prior raids.
Campaign Use: If the PCs start the campaign with any
alien tech, or acquire it after the campaign starts, they
might end up being hunted by the OFFICE, if theyre not
careful to keep it a secret. However, the OFFICE will only
take an unhealthy interest if they use their alien gear for
something illegal or obviously harmful and attract too
much attention to themselves.
166
8
10
1
6
Notes
Grab Two Limbs, 25 STR
for holding on
5d6 Strike; Target Falls;
Must Follow Grab
5d6 Strike
Block, Abort
5d6 Strike, Must Follow
Block
Talents
Environmental Movement (no penalties in
Spin-Gravity)
Skills
0
Undergrad Education
1
1) Bureaucratics 81
2) Computer Programming 83
3) Criminology 113
4) Cryptography 110
Field Agent (OFFICE) -- master level
2
1) CuK: Espionage 112
2) CuK: Military 112
3) KS: Alien tech 112
4) KS: Taikong Ren Do 112
5) KS: Interstellar Law 112
6) PS: The Trade 112
7) WF: Small Arms
3
8) Interrogation 123
9) Shadowing 117
10) Streetwise 143
11) Systems Operation 114
12) +1 with all Espionage skills
5
13) +1 with small arms (or martial arts)
Total Powers & Skill Cost: 110
Total Cost: 175
175+ Matching Complications
10
Hunted: The OFFICE Infrequently (Mo Pow; NCI;
Watching)
20
Hunted: Special Projects, Inc. Infrequently (Mo Pow;
NCI; Harshly Punish)
20
Social Complication: Subject to orders Very
Frequently, Major
Total Complications Points: 175
Background: The OFFICEs Special Agents do not officially exist, but those who have been targeted for top-level
response from the OFFICE would say otherwise. Few who
witness a Special Agent in action have the opportunity to talk
about it afterwards -- most end up incarcerated, frozen in
hibernation, or worse.
These agents are genetically engineered to the limits of the
human bodys viability, often using techniques acquired from
alien species through ISTAR. They also receive a variety of
cybernetic implants, of both Terran and alien origin. Finally,
these agents are given many years of intensive training: the
equivalent of a graduate-level education, all aspects of spycraft, and training in a second career which serves as their
cover identity.
Corona Lovelock is a typical example of an OFFICE
Special Agent, although no two are exactly alike. In direct
contravention of ISTARs charter, she was recruited on Terra,
where she intended to pursue a career in theater. Rather than
taking long odds of becoming famous, the OFFICE promised
the certainty of being infamous -- Corona accepted, and
began training as a counter-terrorist agent, specializing in
those who used alien technology for mass destruction.
After the Terracide, the OFFICE assigned Corona to
investigate the Sons of Terra. However, due to the loss of her
homeworld, she found herself sympathetic to their cause.
When presented with the opportunity to join the Junta at
Epsilon Eridani, she
gave it her full support,
and began using her
new military connections to support Sons of
Terra operations.
Personality: Years after
leaving her first career,
Corona still retains
something of a theatrical flair in her work
for the OFFICE. She has
an eccentric tendency to
think of each case as a
production, with herself
in the leading role. This
has never interfered
Special Agent of
the O.F.F.I.C.E.
(Corona Lovelock)
167
SPECIAL AGENT
OF THE O.F.F.I.C.E.
(CORONA LOVELOCK)
Val Char
20 STR
20 DEX
19 CON
18 INT
18 EGO
20 PRE
Cost
10
20
9
8
8
10
Roll
13-
13-
1313-
13-
13-
Notes
Lift 400.0kg; 4d6 [4]
14
14
8
40
16
36
PD
ED
REC
END
BODY
STUN
6
6
4
4
6
8
Total: 14 PD (6 rPD)
Total: 14 ED (6 rED)
-1
--
+1
+5
4
3
Escape
Grapple
+0
-1
+0
-1
4
4
3
Nerve Strike
Strike
Throw
-1
+0
+0
+1
+2
+2
2
44
Perks
Deep Cover
Fringe Benefit: Concealed Weapon Permit (where
appropriate), Improved Equipment Availability
Advanced Military equipment, Interstellar Police
Powers, Membership, Security Clearance, Special
Agent
I work for the OFFICE. Any questions?: Positive
Reputation: Field Operative for the Galaxys most
feared agency (A large group) 14-, +3/+3d6
Extra Resource Points
24
Phases: 3, 6, 9, 12
Disarm
Dodge
10
7
12
15
8
4
4
20
20
9
9
20
18
Taikong Ren Do
Maneuver OCV DCV
Block
+1 +3
Counter-attack +2 +2
OCV
DCV
OMCV
DMCV
SPD
32
5
4
7
7
6
6
4
Cost
6
15
9
10
10
Powers
END
Trained Observer: +2 PER with all Sense Groups 0
Cybernetic implants
1) Wide-Spectrum Vision: Infrared Perception
(Sight Group) plus Nightvision plus Ultraviolet Perception (Sight Group)
0
2) Millimeter-wave radar sense: Spatial Awareness (Radio Group)
0
3) Advanced Hearing: Ultrasonic Perception
(Hearing Group) plus Detect Voice Stress 15-/13(Hearing Group), Discriminatory, Analyze
0
Genetically engineered body
1) Feels no pain: Cannot Be Stunned
0
2) Rapid Clotting: Does Not Bleed; Extra Time
(Extra Phase, -)
0
3) Vacuum Adaptation (short-term): Life Support
(Extended Breathing: 1 END per Turn; Safe in Intense
Cold; Safe in Low Pressure/Vacuum); 1 Continuing
Fuel Charge lasting 5 Minutes (-)
[1 cc]
4) Enhanced Immune System: Life Support
(Immunity: All terrestrial diseases); not v. bio-weapons
(-)
0
25
6
6
6
168
3
4
Notes
Block, Abort
6d6 Strike, Must Follow
Block
Disarm; 30 STR to Disarm
Dodge, Affects All Attacks,
Abort
35 STR vs. Grabs
Grab Two Limbs, 30 STR
for holding on
2d6 NND
6d6 Strike
6d6 Strike; Target Falls;
Must Follow Grab
Talents
High-G Tolerance (3)
Environmental Movement (no penalties in
Spin-Gravity)
Environmental Movement (no penalties in
Zero-Gravity)
Genetically engineered body
1) Ambidexterity (no Off Hand penalty)
2) Double Jointed
3
3
3
5
3
4
20
3
3
3
3
2
3
3
3
2
3
3
3
2
7
3
3
Skills
+2 with all Non-Combat Skills
Graduate-level education
1) Bureaucratics 132) Computer Programming 133) Acting 134) Disguise 135) PS: Instructor 116) Research 137) Science Skill: Strategic Intelligence 13Field Agent (Master-level)
1) CuK: Espionage 132) CuK: The Military 113) KS: Sons of Terra 134) KS: Terrorism 135) PS: The Trade 136) WF: Small Arms
7) Charm 158) Concealment 139) Conversation 13-
3
3
3
3
3
3
3
3
3
10
2
2
10) High Society 1311) Interrogation 1312) Mimicry 1313) Persuasion 1314) Security Systems 1315) Shadowing 1316) Stealth 1317) Streetwise 1318) Systems Operation 1319) +2 with small arms
Cover ID: Ex-Mercenary
1) CuK: The Mercenary World 112) KS: Unit History & Customs (Great Wall Security
Corp) 112
3) PS: Private Security 113
4) Breakfall 137
5) Tactics 151
6) KS: Taikong Ren Do 810
7) +2 with Taikong Ren Do
Total Powers & Skill Cost: 556
Total Cost: 750
4
7
3
12
15
22
750+
15
Matching Complications
Distinctive Features: Illegal genetic construct (Not
Concealable; Extreme Reaction; Detectable Only By
Technology Or Major Effort)
20
Hunted: Special Projects, Inc. Infrequently (Mo Pow;
NCI; Harshly Punish)
10
Hunted: the OFFICE Infrequently (Mo Pow; NCI;
Watching)
5
Rivalry: Professional, Enemy Agents, Rival is Less
Powerful, Seek to Harm or Kill Rival, Rival Aware of
Rivalry
20
Social Complication: Subject to orders Very
Frequently, Major
15
Social Complication: Illegal genetic construct Infrequently, Severe
15
Social Complication: Deep Cover Agent Infrequently,
Severe
Total Complications Points: 750
169
ALIENS
AMMONITE NORMAL
Val Char Cost Roll
10 STR 0
11-
9 DEX -2 11-
12 CON 2
1110 INT
0
11-
10 EGO 0
11-
15 PRE 5
12-
3
2
3
3
2
OCV
DCV
OMCV
DMCV
SPD
0
-5
0
0
0
3
3
4
20
11
22
PD
ED
REC
END
BODY
STUN
1
1
0
0
1
1
Notes
Lift 100.0kg; 2d6
PER Roll 11-
T
Cost
2
1
Phases: 6, 12
Total: 3/6 PD (0/3 rPD)
Total: 3/6 ED (0/3 rED)
5
5
0
1
4
Powers
END
Large size
1) Knockback Resistance -2m
0
2) Stretching 1m, Reduced Endurance (0 END;
+); no Noncombat Stretching (-), Limited Body
Parts (-)
0
Olfactory sense
1) Discriminatory with Smell/Taste Group
0
2) Increased Arc Of Perception (360 Degrees)
with Smell/Taste Group
0
3) Transmit with Smell/Taste Group
0
Four grasping limbs: Extra Limbs (2)
0
Ammonia breather: LS (Custom Adder;
Expanded Breathing; Safe in Intense Cold)
0
Notes: This is the Ammonites native environment; they cant survive normal conditions.
Long-lived: LS (Longevity: 200 Years)
0
Hard shell: Resistant Protection (3 PD/3 ED)
(Impermeable); Requires A Roll (11- roll; Must be
made each Phase/use; -1)
0
Talents
No dominant limbs: Ambidexterity (no Off Hand
penalty)
4
Flexible limbs: Double Jointed
4
Natural swimmer: Environmental Movement (no
penalties in liquid ammonia)
Total Powers & Skill Cost: 49
Total Cost: 50
50+
5
Matching Complications
Physical Complication: Large size (Infrequently;
Barely Impairing)
30
Physical Complication: Instinctively obeys highercaste Ammonites (Very Frequently; Fully Impairing)
Total Complications Points: 50
170
Notes
Lift 50.0kg; 1d6
PER Roll 11-/13PRE Attack: 1d6
5
7
3
3
4
OCV
DCV
OMCV
DMCV
SPD
10
20
0
0
20
Phases: 3, 6, 9, 12
4
4
4
25
9
20
PD
ED
REC
END
BODY
STUN
2
2
0
1
-1
0
Total: 4 PD (0 rPD)
Total: 4 ED (0 rED)
Cost
32
5
10
10
5
4
5
-35
3
0
3
3
7
4
3
8
Powers
END
Advanced hearing
1) Spatial Awareness (Hearing Group)
0
2) Ultrasonic Perception (Hearing Group), Transmit 0
3) Discriminatory with Hearing Group
0
4) Increased Arc Of Perception (360 Degrees) with
Hearing Group
0
5) Rapid ( x10) with Hearing Group
0
6) +2 PER with Hearing Group
0
Six walking/grasping limbs: Extra Limb (1)
0
Notes: Cytherians can walk with as few as three
limbs, and grasp with the other three.
Sightless species: Blind
0
Sleepless species: LS (Sleeping: Character does
not sleep)
0
Fluorine breather: LS (Custom Adder; Expanded
Breathing; Safe in High Pressure; Safe in Intense
Heat)
0
Notes: This represents Cytherians natural environment; they cant survive under normal conditions.
Deathless species: LS (Longevity: Immortal); reproduce by fission; only one offspring keeps parents
memories (-1)
0
CYTHERIAN NORMAL
Talents
Silicon memory: Eidetic Memory; Requires A Roll (Int
roll; -)
Rapid cognition
1) Lightning Calculator
2) Lightning Reflexes (+7 DEX to act first with All
Actions)
3) Speed Reading (x10)
Advanced hearing: Perfect Pitch
Suspend metabolism: Simulate Death (+5 to roll)
8
9
Skills
Diminutive size: +4 with Stealth
Rapid cognition: Penalty Skill Levels: +3 vs. time
modifiers with all skills
Total Powers & Skill Cost: 86
Total Cost: 140
140+
15
Matching Complications
Physical Complication: Diminutive size
(Frequently; Slightly Impairing)
10
Social Complication: Rapid mental processes
Frequently, Minor
5
Vulnerability: 1 x Effect sonic (Uncommon)
Total Complications Points: 140
171
FLUORIAN NORMAL
Val Char
7 STR
11 DEX
9 CON
10 INT
11 EGO
8 PRE
Cost
-3
2
-1
0
1
-2
Roll
10-
11-
1111-
11-
11-
Notes
Lift 66.0kg; 1d6
Phases: 4, 8, 12
4
6
4
4
3
OCV
DCV
OMCV
DMCV
SPD
5
15
3
3
10
2
2
4
20
9
18
PD
ED
REC
END
BODY
STUN
0
0
0
0
-1
-1
Total: 2 PD (0 rPD)
Total: 2 ED (0 rED)
Cost
2
Powers
END
Wide-set eyes: Increased Arc Of Perception (240
Degrees) with Normal Sight
0
0
Fluorine-breather: LS (Custom Adder; Expanded
Breathing; Safe in Intense Heat)
0
Notes: This represents Fluorians
native environment; they cant survive under normal
conditions.
2
High radiation tolerance: LS (Safe in High Radiation)
0
9
Ancestral memory: Retrocognitive Clairsentience
(Mental Group), Reduced Endurance (0 END; +);
Memories of ancestors only: -2 per generation (-1
), Extra Time (1 Minute, -1 ), Concentration, Must
Concentrate throughout use of Constant Power (0
DCV; Character is totally unaware of nearby events;
-1 ), Retrocognition Only (-1)
0
4
4
Talents
Flexible limbs: Double Jointed
Rapid cognition: Lightning Reflexes (+4 DEX to act
first with All Actions)
Skills
Rapid cognition: Penalty Skill Levels: +1 vs. time
modifiers with all skills
4
Small size: +2 with Stealth
Total Powers & Skill Cost: 28
Total Cost: 60
60+
10
Matching Complications
Physical Complication: Small size (Infrequently;
Slightly Impairing)
Total Complications Points: 60
172
Val Char
45 STR
7 DEX
25 CON
10 INT
10 EGO
25 PRE
Cost
35
-6
15
0
0
15
Roll
18-
10-
1411-
11-
14-
3
1
3
3
2
OCV
DCV
OMCV
DMCV
SPD
0
-10
0
0
0
11
11
14
50
19
54
PD
ED
REC
END
BODY
STUN
9
9
10
6
9
17
Notes
Lift 12.8tons; 9d6 [9]
PER Roll 11PRE Attack: 5d6
Phases: 6, 12
Total: 11 PD (0 rPD)
Total: 11 ED (0 rED)
Cost
18
10
Powers
END
Huge size
1) Knockback Resistance -18m
0
2) Stretching 8m, Reduced Endurance (0 END; +);
Limited Body Parts (-)
0
42
Millimeter-wave radar: Spatial Awareness (Radio
Group), Discriminatory, Increased Arc Of Perception
(360 Degrees)
0
-35
Blind: Custom Power
0
Chemical transmitter/receptors
5
1) Transmit with Touch Group
0
10
2) Discriminatory with Touch Group
0
9
Slow metabolism: LS (Eating: Character only has
to eat once per week; Extended Breathing: 1 END
per 20 Minutes; Longevity: 800 Years; Sleeping:
Character only has to sleep 8 hours per week)
0
0
Methane breather: LS (Custom Adder; Expanded
Breathing; Safe in Intense Cold)
0
Notes: Titans native environment; they cant survive
in normal conditions.
Alien anatomy
15
1) Cannot Be Stunned
0
10
2) No Hit Locations
0
7
3) Regeneration (1 BODY per Week), Can Heal Limbs
0
TITAN NORMAL
Talents
Natural swimmer: Environmental Movement (no
penalties in liquid)
Total Powers & Skill Cost: 95
Total Cost: 200
200+
20
Matching Complications
Physical Complication: Huge size (Frequently;
Greatly Impairing)
15
Physical Complication: Poor hearing (Infrequently; Greatly Impairing)
5
Rivalry: Professional (Other Titans; Rival is As
Powerful; Seek to Outdo, Embarrass, or Humiliate
Rival; Rival Aware of Rivalry)
10
Social Complication: Disdainful of all other
species Frequently, Minor
Total Complications Points: 200
173
JOVIAN NORMAL
(Body built
as vehicle)
Val Char Cost
30 Size 150
160 STR
10 DEX
0
0
PD
ED
SPD
0
0
0
2
2
2
11 OCV 40
2 DCV -5
40 BODY 0
Movement:
Notes
Length 2,048m, Width 1,024m,
Height 1,024m, Volume
2,147,483,648m^3 Mass
107,374.2 kton, OCV +20, KB -30
HTH Damage 32d6 END [16]
5 PD (5 rPD)
5 ED (5 rED)
Phases: 6, 12
Cost
15
24
36
40
6
9
162
Powers
END
Comms & Sensors, all slots MegaScale (1m =
1,000 km; +1 ); all slots Extra Time (1 Turn
(Post-Segment 12), -1 )
1) High Range Radio Perception (Radio Group);
Extra Time (1 Turn (Post-Segment 12), -1 )
2) Radar Sense: Radar (Radio Group), Increased
Arc Of Perception (360 Degrees); Extra Time (1
Turn (Post-Segment 12), -1 )
3) Wide-Spectrum Vision: Infrared Perception
(Sight Group), Increased Arc Of Perception (360
Degrees); Extra Time (1 Turn (Post-Segment 12),
-1 ) plus Nightvision, Increased Arc Of Perception (360 Degrees); Extra Time (1 Turn (PostSegment 12), -1 ) plus Ultraviolet Perception
(Sight Group), Increased Arc Of Perception (360
Degrees); Extra Time (1 Turn (Post-Segment 12),
-1 )
0.1G propulsion (dV 21 kps): Flight 6m; Extra
Time (1 Turn (Post-Segment 12), -1 ), no
Noncombat movement (-), 1 Continuing Fuel
Charge lasting 6 Hours (-0)
[1 cc]
Life Support (Eating: Character does not eat;
Immunity All terrestrial poisons; Immunity: All
terrestrial diseases; Longevity: Immortal; Safe
in High Pressure; Safe in High Radiation; Safe in
Intense Cold; Safe in Intense Heat; Safe in Low
Pressure/Vacuum; Self-Contained Breathing;
Sleeping: Character does not sleep)
Regeneration (1 BODY per 6 Hours)
Resistant Protection (3 PD/3 ED)
Bio-Engineering Core: Variable Power Pool
(Bio-Engineering), 150 base + 150 control cost,
all slots Extra Time (1 Day, -4), Limited class of
powers: bio-engineering only (-1)
36
Talents
Being of Vast Proportions: +12/+12d6 Striking
Appearance (vs. all characters)
Total Abilities & Equipment Cost: 330
Total Vehicle Cost: 499
Value Complications
25
Distinctive Features: Being of vast proportions
(Not Concealable; Extreme Reaction; Detectable By
Commonly-Used Senses)
25
Physical Complication: Being of Vast Proportions
(Frequently; Fully Impairing)
Total Complication Points: 50
Total Cost: 449/5 = 90
174
Talents
3
Absolute Range Sense
3
Absolute Time Sense
3
Bump Of Direction
5
Eidetic Memory
6
Environmental Movement (no penalties in Zero-G)
6
High-G Tolerance (3)
3
Lightning Calculator
16
Universal Translator 16-; Known languages only (-1/4)
Talents Total: 45
JOVIAN NORMAL
(Mind built as AI)
Value
25
Complications
Psychological Complication: Considers smaller
species to be sub-sentient (Very Common; Total)
20
Psychological Complication: Amoral (Common;
Total)
15
Social Complication: Universally feared species
Very Frequently, Minor
15
Social Complication: Recognizes no authorities
Very Frequently, Minor
Complications Points: 75
Base Points: 150
175
APPENDIX I:
GLOSSARY
61 Cygni: important system in the Kruger 60 Cluster.
Agharta: system in the Kruger 60 Cluster (G208-44), settled
by Terran political exiles.
Alpha Centauri: closest star system to Terra.
Alula Australis: system in which the Jovians and humanity
first met. Also where the Virgo-
type was created, and a popular name for Virgo-types.
Ammonites: ammonia-breathing aliens which slightly
resemble the extinct Terran mollusks of the same name.
Aperoi Kosmoi: the plurality of worlds
Apogee Brigade: the Celestial Guards elite mobile troopers.
Aquarius: a human sub-type genetically engineered for
aquatic survival.
Aquila: a human sub-type genetically engineered for life in
zero-g. Capable of surviving brief exposure to vacuum
Ares: also known as Aries. Sub-type of humans adapted for
Mars and similar worlds.
Assault Vessel: armed spacecraft designed to carry a large
troop contingent.
Asteroid Habitat: a space habitat constructed inside an
asteroid, rotating or not.
Astronaut: enlisted rank in most space forces; the equivalent
of Private or Seaman.
Augmented Reality: advanced virtual reality systems which
provide all types of real-time data to the user on demand.
Baked Alaska: tongue-in-cheek name of the Keepers world
at Groombridge 34B.
Barnards Star: star near Terra, halfway point to Kruger 60
Cluster, and part of the Core Loop.
Baseline human: a human with no genetic or bio-engineered
alterations.
Blowout ammo: rounds designed to puncture space-suits.
Highly illegal.
Body Pressure Suit: an environment suit which uses direct
pressure to the skin rather than a pressurized internal atmosphere to protect its occupant.
Celestial Guard: the armed forces of Terran Galactic
Operations.
Chi Draconis: system just outside the Kruger 60 Cluster. Last
known location of the Titans.
Colonial Constabulatory: public safety officers of the Core
Colonies, employees of HCST.
176
177
Ursa: a human sub-type optimized for combat and longdistance space travel.
UV Ceti: a flare star near Terra; former site of TGO headquarters, now abandoned.
178
On the Web:
http://www.nada.kth.se/~asa/Game/BigIdeas/index.html
Another fine example of SF world- building, by a single
author.
http://www.projectrho.com/rocket/index.php A must-have
resource for SF-RPG designers.
http://www.orionsarm.com/ SF world-building on a massive
scale, by multiple authors.
APPENDIX II:
READING LIST
http://www.artificial-gravity.com/sw/SpinCalc/SpinCalc.htm
A useful tool for calculating the parameters of spin-gravity
environments.
http://www.ocean-of-storms.com/jaymin/software/chview/
test1.htm The astrogation software used to create the
Terracide galaxy.
http://www.solstation.com/stars.htm The source for stellar
data used in Terracide.
179
APPENDIX III:
SPACECRAFT NAMES
oming up with names for characters can be difficult; for some people, naming a spacecraft is even
harder. Lists of suggested names for the various
types presented in Chapter 9 follow:
180
Balance Forward
Marginal Utility
Volume Discount
Compound Interest
Damage Deposit
Unclaimed Freight
Silent Partner
Exchange Rate
Spot Market
Human Capital
Limited Liability
Leveraged Buyout
Double Overtime
Penalty Clause
Going Concern
Market Leader
Registered Trademark
Destination Fee
Some Reward
Grey Market
Grace Period
Cash Discount
Foreign Exchange
Business Model
Buyout Option
Gravity Model
Controlling Interest
Double Entry
Gross Income
Down Payment
Focus Group
Closing Cost
Senior Partner
Free Market
Net Income
Sticker Shock
Capital Gains
Contestable Market
Imperfect Competition
Invisible Hand
Random Walk
Voodoo Economics
Opportunity Cost
Prime Rate
Moneyback Guarantee
Loss Leader
Duty Free
Barter System
Comparative Advantage
Honest Broker
Cargo Cult
Risk Management
Offshore Account
Hostile Takeover
Fully Depreciated
Matching Contributions
Yard Sale
Patent Pending
Fiat Money
Debt Relief
Profit Margin
Due Diligence
Diminishing Returns
Internal Memo
Repeat Customer
Stock Option
Pension Plan
Keynes Mistake
Extended Warranty
Escrow Account
Venture Capital
Low Bidder
Soft Market
Monty Haul
Steering Committee
Preferred Customer
Bull Market
Bounded Rationality
Caveat Emptor
Game Theory
Indifference Curve
Moral Hazard
Value Added
Ill Omen
Barghest Howl
Root Canal
Core Dump
Market Crash
Meltdown
Off Waranty
Rusty Nail
Ground Zero
White Squall
White-out
Lock-Jaw
Snake Eyes
Cold Blood
Typhoon Season
Ground Fault
Chronic Migraine
Raving Lunatic
Poison Ivy
Damaged Goods
Outstanding Warrant
Shooting Spree
Typhoid Mary
Ill Wind
Black Cat
Evil Eye
Banshee Wail
Tower Inverted
Tax Audit
Bad Sign
Bear Market
Train Wreck
Black Sheep
Flash Flood
Total Eclipse
Scorched Earth
Heat Stroke
Brain Fever
Bad Check
Bastard Son
Greater Fool
Newark Layover
Trial Separation
Red Tape
Mud Slide
Pink Slip
Problem Child
Security Leak
Thundercloud
Loose Cannon
Broken Mirror
Eights & Aces
Bolo
Bodkin
Scalpel
Stiletto
Kris
Parang
Col. Jim Bowie
Stylet
Athame
Basilard
Khanjer
Parazonium
Cimeter
Arkansas Toothpick
Razor
Main-Gauche
Skewer
Carver
Leap of Faith
Rule of Law
Mother of Invention
Best of Both Worlds
Feet of Clay
World of Hurt
Twist of Fate
Sword of Damocles
Letter of Marque
Confederacy of Dunces
School of Hard Knocks
Origin of Species
Hand of Fate
Blaze of Glory
Son of Sam
Barrel of Monkeys
King of Fools
Prince of Thieves
House of Cards
State of Grace
Master of None
River of Deceit
Apropos of Nothing
Wind of Change
Assumption of Risk
Shadow of a Doubt
Life of Brian
Out of Mind
End of Days
Power of Attorney
Pearl of Wisdom
Path of Least Resistance
Jack of All Trades
Bird of Paradise
Crack of Doom
Song of Distant Earth
Heart of Darkness
Maid of Honor
Lily of the Valley
Comedy of Errors
Top of the Morning
Fourth of July
Two Out of Three
Man of LaMancha
Reign of Terror
Pride of Place
Something of Value
Waste of Time
Strength of Stones
Lap of Luxury
Nick of Time
Spear of Destiny
Code of Silence
Embarrasment of Riches
Lathe of Heaven
Purity of Essence
Hand of Glory
Artillery of Heaven
Bride of Frankenstien
Sport of Kings
Ship of Fools
Queen of Swords
State of Denial
Denial of Service
Point of No Return
Bill of Attainder
King of Infinite Space
Prince of Darkness
Mother of Pearl
Best of Show
Scene of the Crime
Cult of Personality
Hand of Sorrow
Right of First Refusal
Number of the Beast
Fist of an Angry God
Ring of Truth
Voice of Reason
Rule of Thumb
Scales of Justice
Pieces of Eight
Tropic of Cancer
Argument of Kings
Rock of Ages
A Week of Kindness
Show of Hands
One of a Kind
Joan of Arc
Blackadder
Champion
Cutty Sark
Flying Cloud
Kosmopoliet
Cecelie
Leander
Lothair
Marco Polo
Northern Light
Queen of Nations
Serica
Amsterdam
Tayleur
Mimosa
Phoenician
Red Jacket
Sovereign
Tai-Ping
Tai-Tsing
Secret Admirer
Spurned Lover
Old Flame
Number One
Guardian Angel
Lady Killer
Lothario
Smooth Operator
Soul Mate
Other Woman
Knight in Shining Armor
Wild Fling
Agravain
Breunor
Caradoc
Dinadan
Elyan
Galahad
Lamorak
Lucan
Percival
Tristan
Ywain
Zhang Qian
Ahmad ibn Fadlan
John Cabot
Ferdinand Magellan
Antonio de Andrade
Vitus Bering
Roald Amundsen
Freya Stark
Tenzing Norgay
Story Musgrave
Titus Kincaid
181
It is a world of wonder, of horror, of adventure, of magic, of strange technology and unprecedented cultural revolution. This
is the age that nearly was, filled with radium-powered flying machines, clockwork automata, and steam-driven computers.
It is an age of dark magic, sinister secrets, and unholy cults. It is a time in which the world teeters on the edge of disaster,
where the enlightened scientific mind battled against ancient superstition and ignorance, in which the souls of all mankind
hung in the balance.
The Widening Gyre presents an original Steampunk campaign setting designed for use with the HERO System 6th Edition
ruleset. Recommended for experienced GMs and players looking to game in the Industrial Age As It Should Have Been!