Stars Without Number Revised
Stars Without Number Revised
Stars Without Number Revised
Table of Contents
Into the Waiting Night 1
Character Creation 3
Psionics 29
Systems 45
Equipment and Vehicles 61
Starships 93
The History of Space 121
Sector Creation 129
Adventure Creation 173
Xenobestiary 193
Factions 211
Game Master Resources 231
ISBN 978-1-936673-94-0
2017 Sine Nomine Publishing, Inc.
Written by Kevin Crawford
Cover background provided by NASA, ESA, and The Hubble Heritage Team (STScI), and edited by Jeff Brown.
Interior art by Jeff Brown, Christof Grobelski, Norah Khor, Aaron Lee, Joyce Maureira, Nick Ong, Grzegorz Pedrycz,
and Tan Ho Sim. Some art grandfailure / Adobe Stock.
Character sheet by Brian McGillivray
INTO THE WAITING NIGHT
Welcome, reader, to Stars Without Number, a science Stars Without Number is above all a set of tools
fiction role-playing game. Within the pages of this for players and game masters bent on sci-fi adventure.
book you will find all that you require to forge mighty While the setting is built to provide a wide scope for
tales both of victory and bitter defeat amid the silent daring deeds, the game is fundamentally meant to be
stars above. You will fashion heroes fit for this new reshaped and refocused to suit your particular interests
age of exploration and rediscovery, men and women and desires. Whether a gritty game of desperate mer-
capable of unearthing the lost wonders of humanitys cenary gunmen in an interstellar war zone or a dashing
fallen empire. The scattered sectors of the old Terran campaign of star-faring adventurers in a space-operatic
Mandate have been out of communication for centu- sector, the game is meant to fit the needs and tone of
ries, and no one living can know all the strange won- your desired play.
ders that have been born in the Silence. Every fresh Stars Without Number belongs to the old-school
world is a new marvel to discover, and the brave souls renaissance trend in gaming, and draws much of its
willing to repair the broken web of contact can expect mechanical inspiration from the classic games of the
rich rewards for their efforts. seventies and the work of such authors as Gary Gygax,
Stars Without Number is not only a game of discov- Tom Moldvay, Zeb Cook, Marc Miller, and other lu-
ery, however. There are adventures to be had in more minaries of those days. While many people now prefer
familiar places as well. New polities and young empires different mechanical frameworks for their play, these
have sprung up in the centuries since the collapse of the old-school rules are understood by a tremendous
Terran Mandate, and they struggle with each other as number of gamers and form a convenient lingua franca
hotly as their technology and resources allow. The right between many different OSR games. These games are
hero at the right time can shift the fate of worlds, and usually broadly compatible with each other, and allow
heroes willing to fight for their beliefs can be the great- players to loot material from many different authors
est resources a struggling star nation possesses. There and time periods with limited effort at conversion.
are adventures to be had in dealing with the powers This game is also designed to be a sandbox game,
of a stellar sector, where men and women are needed one built to ease the creation of active, living campaign
to foil the sinister plans of enemies and bring victory. worlds where the PCs arent the only important figures,
Not every hero has a mind for high goals, howev- and where a hero doesnt necessarily have any narrative
er. Many desire nothing more than freedom and the armor against failure and death. While it can certainly
credits to enjoy it. Whether hauling cargo to backwater be played in a more conventional adventure path or
worlds or selling their lasers to the highest bidder, these story-arc manner, Stars Without Number is stocked
mercenary adventurers go where the pay is good and with a wide range of tools, techniques, and guidelines
the danger is acceptable. Some have greater ideals than for easing sandbox play. The surprise and freshness
their next patrons pay, while others have no devotion inherent in a good sandbox game can be a refreshing
to anything but their own interest. Stars Without Num- change of pace for many groups, and in this book youll
ber has room for both kinds of heroes, and tools to help find what you need to play in that style.
a game master provide the adventures they require. The book you hold in hand right now is the re-
vised edition of the original 2010 version of the game.
A Word to Newbies In compiling the revision, I have been careful to keep it
compatible with the existing material for the game, so
If Stars Without Number is your first tabletop you should be able to use original edition supplements
role-playing game, youre a rare soul. Most of with minimal fuss. Rather than changing the bones of
the readers of this book will already be familiar the system, I have instead added additional material to
with the hobby, but fear not; tabletop RPGs arent help GMs and entertain players, expanding the scope
hard to understand. Just think of them as a pen- of the game. If you are reading the free PDF version of
cil-and-paper equivalent of a computer RPG, with this game, you will find everything you need for a full
a game master or GM in place of the computer, campaign in these pages. If you have the deluxe version
and 2-5 players playing player character avatars. in hand, you will find almost a hundred pages of bonus
Youll need paper, pencils, and a set of poly- content to supply you with tools for transhuman sci-
hedral dice or a dice app to play the game. You fi campaigns, space-operatic heroes, stellar wizardry,
can get gaming dice online easily. When the book mechs, artificial intelligences, and tools for building
tells you to roll 2d10+1, for example, it means sci-fi societies.
to roll two ten-sided dice and add them together, Above all, Stars Without Number is your game now.
then add one to the result. d00 means to roll two There is no one correct way to play it. There is only
10-sided dice and read them as ones and tens. your way to play it, and you should feel free to make it
the game you want to play.
CHARACTER CREATION
Before you can begin playing Stars Without Number, empire that conquered my world. Whatever it is, it
you need to roll up a character. While the game can should give your character an immediate reason to go
theoretically work with just a single player and a GM, out and do something.
things work best with 25 friends in addition to the This will to act is especially crucial in Stars With-
GM. A lone adventurer can get in a lot of trouble out out Number, because this game is designed to support
there, and a small group can find it hard to include all a sandbox style of gaming. Unlike many other games
the different skills and talents that are often required that encourage the development of a particular story
to survive a sticky situation. or the playing out of a specific plot line, Stars Without
With that in mind, you and the others in your Number presents an entire interstellar sector to your
gaming group should give a little thought to making characters and invites you to choose for yourself how
characters that work well together. Grim loners make to experience it. Stories will arise based on what your
good book protagonists, but they dont survive well characters do and how they respond to the adventure
when theres no author around to bail them out. situations provided by the GM.
When making a character, some players like to As a player, you need to cooperate with your GM.
simply throw the dice and see where they lead. Others This doesnt necessarily mean following every lead and
prefer to know a little more about the game world and hook youre given without demurral, but it does mean
like to have more detail provided beforehand about the that you need to respond to the situations and possi-
worlds and themes of the game. For those whod prefer bilities that are given to you.
a more detailed discussion of the world of Stars Without You also need to keep in mind that your adven-
Number, you can skip ahead to page 120 and read up on turers exist in a very large world that is not scaled to
it there. For the rest of you your characters abilities. If you insist on throwing your
characters into situations or challenges that seem over-
What Players Need To Know whelming, the odds are that they will overwhelm you.
Your character is an adventurer in the year 3200, a Scouting, reconnaissance, and careful intelligence gath-
dweller among the scattered worlds of a great human ering will help you recognize no-win situations before
diaspora. For whatever reason, he or she has decided you push ahead into them. By the same token, dont
to leave their old life behind and take up a starfaring hesitate to flee if your party appears to be facing certain
existence, daring perils and seeking new frontiers in doom. A keen sense of when to decamp the field is
search of glory, riches, or their own personal ambitions. often an experienced adventurers most valuable asset.
Many worlds have recovered from the despera-
tion of the centuries-long Silence, and can once again Rolling a Character
manufacture spacecraft and other advanced technology.
Other worlds are lost worlds, still cut off from inter- Stars Without Number belongs to a somewhat older
stellar trade and forced to make do with the resources tradition in tabletop RPGs, one where characters
of their own planet. Lostworlders are often considered arent so much built as they are rolled. Players
barbaric by technologically advanced worlds. often dont know who exactly theyre going to be
Tramp freighters, small merchant ships, and scout playing in a campaign, and rely on random rolls to
craft serve most worlds, even the most backward. If determine a heros aptitudes and skills. Part of the
your character comes from a primitive or isolated cul- pleasure of the game is throwing these new-rolled
ture, its probable that he or she hitched a ride aboard cyphers into play and exploring their personalities
such a ship to travel to a more cosmopolitan life. It may and motivations directly through the events of the
or may not have been a voluntary choice. adventures they undertake.
In actual play, your character should be motivated In most modern games, however, a player
to act, and to act as part of a group. The game does expects to be able to create exactly the kind of PC
not deal well with hostile loners, apathetic brooders, or theyve envisioned before the campaign begins.
other characters that have to be coaxed into engaging They dont want to rely on random rolls to give
with the world and cooperating with the rest of the them the character theyre going to be playing.
group. The world of Stars Without Number is danger- This is a perfectly valid preference, and play-
ous, and characters who cringe from peril or insist on ers who want to have full control over creating
facing it alone will find only boredom or an early grave. their hero can do so with an attribute array and
Every character should have a goal from the very skills picked from a selected background. Even
start. This might be something as simple as become so, players without strong feelings on the matter
wealthy beyond my fondest dreams of avarice or be might find it refreshing to let their heros past be
known as the greatest pilot in the sector. It might be discovered by the unpredictable chance of the dice.
as elaborate as engineer the downfall of the interstellar
4 Summary of Character Creation
Level XP
Warrior = +Lvl | Other = +(Lvl 2) Saves WIS
Employer
Lvl 3 = 6xp
Lvl 4 = 12xp
Lvl 5 = 18xp
Lvl 8 = 54xp
Lvl 9 = 72xp
Lvl 10 = 93xp
Foci +1 Focus at lvl 2, lvl 5, lvl 7 & lvl 10 17 CHA
Name
Mods
+
Lvl
Name
+
Mods
Name
Lvl 10
Mods
+
Readied Items Max Enc = STR 2
Armor
Name
Mods
AC
13
Name AC
Mods 16 Credits Debts
Psionic Effort Effort: 1 + Highest Psychic Skill + Highest of Wis or Con Max:
Name AC
Mods
and Adventurers with the Partial Warrior class 16. Record your Armor Class, the measure of how
option add 2 points to this total. Hit points in- hard it is to hurt your hero in a fight. Different
dicate how close your hero is to being defeated. suits of armor grant different Armor Classes; if
you arent wearing any armor at all, your base
12. Note down any base attack bonus you may have. AC is 10. Add your Dexterity modifier to this. In
The higher the attack bonus, the easier it is for order to hurt your PC, an enemy has to roll an
your hero to land a telling blow or shot on a attack roll on a d20, adding their attack bonus
hostile opponent. For most PCs, this bonus is and equaling or exceeding your Armor Class.
+0. If you are a Warrior or an Adventurer with
the Partial Warrior class option, its +1. 17. Note down your beginning saving throw scores
for your Physical, Evasion, and Mental saving
13. Choose one of the equipment packages on page 25 throws. Physical saves against poison, disease,
or roll 2d6 x 100 to find out how many starting or exhaustion are 15 minus the best of your
credits you have with which to buy gear. Strength or Constitution modifiers. Evasion
saves to dodge sudden perils or dive away from
14. Mark down your total hit bonus with your weap- explosives are 15 minus the best of your Intelli-
onry. This is equal to your base attack bonus, gence and Dexterity modifiers. Mental saves to
plus either your Punch, Stab, or Shoot skill de- resist psychic influence or mind-bending tech-
pending on the kind of weapon it is, plus your nology are 15 minus the best of your Wisdom or
relevant attribute modifier. The weapon tables Charisma modifiers. To resist these perils, you
starting on page 66 will tell you what attribute need to equal or beat the save on a d20.
is used for a particular weapon. If two attributes
are listed, use the best one for your hero. If you 18. Lastly, wrap up your PC with a name and a goal.
havent even got level-0 skill, take a -2 penalty. Every hero needs to have a goal when they set
out adventuring. This goal might change, but
15. Note down the damage done by your weapons. your PC should always have some reason to go
This is equal to its base damage dice plus its at- out and interact with the world before them.
tribute modifier. If its a Punch weapon, you can Stay-at-home PCs and those unwilling to dare
add your Punch skill as well. greatly for their aims are rarely fun to play.
6 Attributes
Attributes
The first step in creating a character is to determine Attribute Affects....
the characters six attributes. Attributes describe how Strength Physical prowess, melee combat,
strong, quick, clever, perceptive, hardy, or charming carrying gear, brute force
your hero might be. Attributes are measured by scores
ranging from 3 to 18, with 3 reflecting an attribute Dexterity Speed, evasion, manual dexterity,
so weak that the PC is barely fit for adventuring and reaction time, combat initiative
an 18 marking the maximum possible aptitude for an Constitution Hardiness, enduring injury, resisting
ordinary human. toxins, going without food or sleep
To generate a characters attributes, roll 3d6 six Intelligence Memory, reasoning, technical skills,
times and assign the results in order to Strength, Dex- general education
terity, Constitution, Intelligence, Wisdom, and Charis- Wisdom Noticing things, making judgments,
ma. You may then change one attribute of your choice reading situations, intuition
to 14 if you wish to ensure that your new adventurer
is gifted in at least one way. Charisma Commanding, charming, attracting
If you prefer not to roll, you may instead assign attention, being taken seriously
the following scores to your attributes in any order you
wish: 14, 12, 11, 10, 9, and 7. If you assign your scores,
you cannot replace one of them with a 14.
Attribute Score Modifier
Once youve assigned your attributes, record the
modifier for each of them. This modifier is applied to 3 -2
relevant skill checks or other rolls related to the attri- 47 -1
bute. If your attribute score changes during play, ei- 813 +0
ther from some crippling injury or from improvements
1417 +1
granted by your background or experience, you should
make sure to update any changed modifier. 18 +2
Skills
Your heros learned capabilities are skills, and every
star-faring adventurer has their share of them. A hero Skill Checks
can usually attempt to do anything, whether its to Your hero is assumed to be competent at all the ordi-
climb a sun-scorched cliff on an alien world, talk down nary functions of their role and background. If hes a
an enraged lostworlder warlord, or fire a mag rifle at moisture farmer from a back-of-nowhere desert world,
a charging xenomorph, but having the right skill can hes going to know how to keep a dew still running and
make a vast difference in results. how to put on a coolsuit. If shes a corporate magnates
Skills are measured in a rating from level-0 for succession-groomed daughter from a megacorp-dom-
competent practitioners to level-4 for the best in the inated hiveworld, shes going to know how to read a
sector. Novice heroes start with level-0 or level-1 in balance sheet and speak during a meeting with C-level
their skills. Youll choose or roll skills in the next sec- executives. They will never fail at these basic tasks un-
tion, when you select a background for your character. less some situation makes them much harder than usual.
Sometimes, however, the hero will be faced with
Skill Level a situation outside their usual experience, or will try
to accomplish a normal task while under considerable
Level-0 Basic competence in the skill, such as
strain or disadvantage. In those cases, youll need to
an ordinary practitioner would have
roll a skill check.
Level-1 An experienced professional in the To roll a skill check, roll 2d6 and add the most
skill, clearly better than most applicable attribute modifier and skill level. If the total
Level-2 Veteran expert, one respected even is equal or greater than the difficulty of the check, you
by those with considerable experience succeed. If less, something goes wrong, or you fail out-
Level-3 Master of the skill, likely one of the right in the attempt, or something unexpected happens.
best on the planet If you havent even got level-0 in the relevant skill
you take a -1 penalty to the roll. Some particularly tech-
Level-4 Superlative expertise, one of the best
nical or difficult feats might not be achievable at all
in the entire stellar sector.
without some grounding in the skill.
8 Attributes
The Skill List Pilot: Use this skill to pilot vehicles or ride beasts. Roll
The following skills are standard choices for most cam- it to fly spaceships, drive vehicles, ride animals,
paigns. Games set in unusual reaches of space or unique or tend to basic vehicle repair. This skill doesnt
settings might alter this list. help you with things entirely outside the scope
Skills are general, and some of them may overlap of your background or experience, though with
in some situations. A hero trying to clear a jammed dis- some practice a PC can expand their expertise.
ruptor cannon before the aliens break through the door Program: Operating or hacking computing and com-
might plausibly check either Fix to repair it or Shoot to munications hardware. Roll it to program or hack
represent their familiarity with weapons maintenance. computers, control computer-operated hardware,
Assuming the GM agrees, you can roll whichever skill operate communications tech, or decrypt things.
is better for you. Punch: Use it as a combat skill when fighting unarmed.
If your PC means to make a habit of this rather
Administer: Manage an organization, handle paper- than as a recourse of desperation, you should take
work, analyze records, and keep an institution the Unarmed Fighter focus described later.
functioning on a daily basis. Roll it for bureau- Shoot: Use it as a combat skill when using ranged weap-
cratic expertise, organizational management, le- onry, whether hurled rocks, bows, laser pistols,
gal knowledge, dealing with government agencies, combat rifles, or ships gunnery.
and understanding how institutions really work. Sneak: Move without drawing notice. Roll it for stealth,
Connect: Find people who can be helpful to your pur- disguise, infiltration, manual legerdemain, pick-
poses and get them to cooperate with you. Roll pocketing, and the defeat of security measures.
it to make useful connections with others, find Stab: Use it as a combat skill when wielding melee
people you know, know where to get illicit goods weapons, whether primitive or complex.
and services, and be familiar with foreign cultures Survive: Obtain the basics of food, water, and shelter
and languages. You can use it in place of Talk for in hostile environments, along with avoiding their
persuading people you find via this skill. natural perils. Roll it to handle animals, navigate
Exert: Apply trained speed, strength, or stamina in difficult terrain, scrounge urban resources, make
some feat of physical exertion. Roll it to run, jump, basic tools, and avoid wild beasts or gangs.
lift, swim, climb, throw, and so forth. You can use Talk: Convince other people of the facts you want them
it as a combat skill when throwing things, though to believe. What they do with that conviction may
it doesnt qualify as a combat skill for other ends. not be completely predictable. Roll it to persuade,
Fix: Create and repair devices both simple and complex. charm, or deceive others in conversation.
How complex will depend on your characters Trade: Find what you need on the market and sell what
background; a lostworlder blacksmith is going to you have. Roll it to sell or buy things, figure out
need some study time before hes ready to fix that where to purchase hard-to-get or illicit goods, deal
broken fusion reactor, though he can do it eventu- with customs agents, or run a business.
ally. Roll it to fix things, build things, and identify Work: This is a catch-all skill for professions not repre-
what something is supposed to do. sented by other skills. Roll it to work at a particular
Heal: Employ medical and psychological treatment for profession, art, or trade.
the injured or disturbed. Roll it to cure diseases,
stabilize the critically injured, treat psychological Psychic Skills
disorders, or diagnose illnesses. Unlike other skills, psychic skills are restricted to char-
Know: Know facts about academic or scientific fields. acters with the Psychic class or the Partial Psychic class
Roll it to understand planetary ecologies, remem- option for Adventurers. You cannot choose or roll
ber relevant history, solve science mysteries, and these skills in character creation unless specifically told
know the basic facts about rare or esoteric topics. to pick a psychic skill.
Lead: Convince others to also do whatever it is youre
trying to do. Talk might persuade them that fol- Biopsionics: Master powers of physical repair, body aug-
lowing you is smart, but Lead can make them do mentation, and shapeshifting.
it even when they think its a bad idea. Roll it to Metapsionics: Master powers that nullify, boost, and
lead troops in combat, convince others to follow shape the use of other psychic abilities.
you, or maintain morale and discipline. Precognition: Master the ability to sense future events
Notice: Spot anomalies or interesting facts about your and control probability.
environment. Roll it for searching places, detect- Telekinesis: Master the remote control of kinetic energy
ing ambushes, spotting things, and reading the to move objects and fabricate force constructs.
emotional state of other people. Telepathy: Master the reading and influencing of other
Perform: Exhibit some performative skill. Roll it to sapient minds.
dance, sing, orate, act, or otherwise put on a con- Teleportation: Master the arts of physical translocation
vincing or emotionally moving performance. of yourself and allies.
backgrounds 9
Choosing a Background
Its unlikely that your character sprang forth full-grown
from the endless depths of space, so its probable that he Training Skills and Attributes
or she had some sort of background before adventuring When your character is allowed to pick or roll a skill,
and some kind of training in a field suitable for the life you learn it at level-0 expertise the first time you re-
of an interstellar wayfarer. Of course, the call of adven- ceive it. If you receive it a second time, it becomes lev-
ture is somewhat indiscriminate, and some people from el-1. If some mechanic or skill choice allows or obliges
very unlikely walks of life might find themselves hurled you to pick it a third time, you can instead choose any
into the potentially-lethal excitement of deep space. To non-psychic skill in its place. The only way to raise
determine your heros past training, you need to choose psychic skills during character creation is via special
or roll a background. abilities or foci that specifically boost them. No starting
A background is simply a thumbnail description character can begin with a skill level higher than level-1.
of the kind of life your hero lived before they took up Sometimes youre allowed to pick Any Skill. This
adventuring. It may not have been the only thing they means you can choose any non-psychic skill to improve.
did with their life, but its the thing that taught them Other entries that read Any Combat mean that you
most of their existing skills. can pick either Stab, Shoot, or Punch as you choose.
When youve chosen or rolled your background, You cannot raise psychic skills with Any Skill picks.
take a moment to think about your characters past. Rolls on the Growth table that improve your basic
Decide how your character came to take up that pro- attributes can boost them up to a maximum of 18. A
fession, and what made them put it down to follow a bonus that applies to Any Stat can be applied to any
more adventurous lifestyle. Did they do it for excite- attribute. If the roll says to add the bonus to Physical at-
ment? Friendship? Money? Or were they just running tributes, you can add the bonus to either Strength, Dex-
from a situation they couldnt handle? terity, or Constitution. If the roll says to add a bonus
You will also want to pick a homeworld for your to your Mental attributes, you can apply the points to
PC. Your GM can give you some suggestions for worlds either Intelligence, Wisdom, or Charisma. If the bonus
in their campaign that would fit your character concept, is +2, you may split the points between two different
or you might simply make up your own homeworld or attributes of the appropriate type if you wish.
native space habitat with the GMs permission, as you
might be from some far-distant sector of space. d20 Background
Twenty backgrounds are provided on the follow-
1 Barbarian, born of a primitive world
ing pages. You may roll randomly to see where your
hero comes from, or pick one that suits you. If none of 2 Clergy, a consecrated man or woman
the backgrounds appeal to you, you can simply describe 3 Courtesan, trading on pleasurable company
your heros prior life to the GM and pick any three
4 Criminal. thief, rogue, liar, or worse
skills that fit that past.
5 Dilettante, with money if not purpose
Backgrounds, Skills, and Growth 6 Entertainer, artful and beguiling
Once you pick a background, your hero gains several
7 Merchant, whether peddler or far trader
skills associated with their past.
First, you get the free skill associated with the 8 Noble, by blood or by social capital
background. Every member of that role or profession 9 Official, a functionary of some greater state
needs this skill to function competently, so your hero Peasant, whether primitive or high-tech
10
gets it as well.
Next, you may either pick two other skills from 11 Physician, a healer of the sick and maimed
the Learning table for your background, or make three 12 Pilot, or rider, or sailor, or vehicle-driver
random rolls divided between the Growth and Learn- 13 Politician, aspiring to leadership and control
ing tables. If you pick skills, you can select exactly the
talents you want for your hero, while going with ran- 14 Scholar, a scientist or academic
dom rolls allows your character a little wider range of 15 Soldier, whether mercenary or conscript
competence and the option of attribute improvements 16 Spacer, dwelling in the deep-space habs
at the cost of perfect control over their development. If
17 Technician, artisan, engineer, or builder
you pick skills, you may pick the same skill twice if you
wish, to improve its starting proficiency. 18 Thug, ruffian, or strong arm of the people
If youre not sure what to pick, just take the three 19 Vagabond, roaming without a home
skills listed under Quick Skills for your background.
20 Worker, a cube drone or day laborer
Theyre the ones most critical to the profession.
10 backgrounds
Barbarian
Standards of barbarism vary when many worlds Free Skill d6 Growth d8 Learning
are capable of interstellar spaceflight, but your
Survive-0 1 +1 Any Stat 1 Any Combat
hero comes from a savage world of low technology
and high violence. Their planet may have survived 2 +2 Physical 2 Connect
an all-consuming war, or been deprived of critical Quick Skills 3 +2 Physical 3 Exert
materials or energy resources, or simply have been Survive-0 4 +2 Mental 4 Lead
colonized by confirmed Luddites. Other barbarians
might be drawn from the impoverished underclass Notice-0 5 Exert 5 Notice
of advanced worlds or the technologically-degen- Any Combat-0 6 Any Skill 6 Punch
erate inheritors of some high-tech space station or 7 Sneak
planetary hab. 8 Survive
Clergy
Faith is nigh-universal among human civilizations,
Free Skill d6 Growth d8 Learning
and your hero is dedicated to one such belief. Some
clergy are conventional priests or priestesses, while Talk-0 1 +1 Any Stat 1 Administer
others might be cloistered monastics or nuns, or 2 +2 Mental 2 Connect
more martial warrior-monks. Modern-day faiths Quick Skills 3 +2 Physical 3 Know
such as Christianity, Islam, Judaism, Hinduism,
Talk-0 4 +2 Mental 4 Lead
Buddhism, and other creeds all exist in various sec-
tors, often in altered form, while some worlds have Perform-0 5 Connect 5 Notice
developed entirely new deities or faiths. If youd like Know-0 6 Any Skill 6 Perform
to create your own religion, you can work with the 7 Talk
GM to define its characteristic beliefs.
8 Talk
Courtesan
Your heros career was one of proffered pleasure. Free Skill d6 Growth d8 Learning
Simple prostitution is one form of this background,
Perform-0 1 +1 Any Stat 1 Any Combat
perhaps as an ordinary streetwalker, a part-time
amateur with bills to pay, or an expensive com- 2 +2 Mental 2 Connect
panion to the wealthy, but other forms of satisfac- Quick Skills 3 +2 Mental 3 Exert
tion exist among the many worlds. Refined artists Perform-0 4 +2 Physical 4 Notice
of conversation and grace command high fees in
Notice-0 5 Connect 5 Perform
some societies, while others pay well for the sim-
ple company of certain men and women with the Connect-0 6 Any Skill 6 Survive
right bloodlines, special appearance, or auspicious 7 Talk
personal qualities esteemed by their culture. 8 Trade
Criminal
Whether thief, murderer, forger, smuggler, spy, or Free Skill d6 Growth d8 Learning
some other variety of malefactor, your hero was a
criminal. Some such rogues are guilty only of cross- Sneak-0 1 +1 Any Stat 1 Administer
ing some oppressive government or offending a 2 +2 Mental 2 Any Combat
planetary lord, while others have done things that Quick Skills 3 +2 Physical 3 Connect
no civilized society could tolerate. Still, their ability Sneak-0 4 +2 Mental 4 Notice
to deal with the most desperate and dangerous of
contacts and navigate the perils of a less-than-legal Connect-0 5 Connect 5 Program
adventure can make them attractive associates for a Talk-0 6 Any Skill 6 Sneak
party of freebooters bent on profit and glory more 7 Talk
than strict legality. 8 Trade
Dilettante
Your hero never had a profession, strictly speaking,
Free Skill d6 Growth d8 Learning
but spent their formative years in travel, socializing,
and a series of engaging hobbies. They might have Connect-0 1 +1 Any Stat 1 Any Skill
been the scion of a wealthy industrialist, a planetary 2 +1 Any Stat 2 Any Skill
nobles younger offspring, or a hanger-on to some- Quick Skills 3 +1 Any Stat 3 Connect
one with the money and influence they lacked. By
Connect-0 4 +1 Any Stat 4 Know
the time your heros adventures start, theyve run
through the money that once fueled their lifestyle. Know-0 5 Connect 5 Perform
Extreme measures may be necessary to acquire fur- Talk-0 6 Any Skill 6 Pilot
ther funding. 7 Talk
8 Trade
Entertainer
Singers, dancers, actors, poets, writers the inter- Free Skill d6 Growth d8 Learning
stellar reaches teem with artists of unnumbered Perform-0 1 +1 Any Stat 1 Any Combat
styles and mediums, some of which are only physi-
cally possible with advanced technological support.
2 +2 Mental 2 Connect
Your hero was a dedicated entertainer, one likely Quick Skills 3 +2 Mental 3 Exert
focused in a particular form of art. Patrons and Perform-0 4 +2 Physical 4 Notice
talent scouts can be temperamental, however, and Talk-0 5 Connect 5 Perform
sometimes a budding artist needs to take steps to
find their audience. Or at least, to find their audi- Connect-0 6 Any Skill 6 Perform
ences money. 7 Sneak
8 Talk
12 backgrounds
Merchant
Your hero was or is a trader. Some merchants are Free Skill d6 Growth d8 Learning
mere peddlers and shopkeepers on primitive, low- Trade-0 1 +1 Any Stat 1 Administer
tech worlds, while others are daring far traders
who venture to distant worlds to bring home their 2 +2 Mental 2 Any Combat
alien treasures. The nature of trade varies widely Quick Skills 3 +2 Mental 3 Connect
among worlds. On some of them, its a business of Trade-0 4 +2 Mental 4 Fix
soberly-dressed men and women ticking off trades
Talk-0 5 Connect 5 Know
on virtual terminals, while on others it is a more
active pursuit, requiring the judicious application of Connect-0 6 Any Skill 6 Notice
monoblades and deniable gunfire against compet- 7 Trade
itors. Sometimes a deal goes bad or capital needs 8 Talk
to be raised, and a merchants natural talents are
turned toward the perils of adventure.
Noble
Many planets are ruled by a class of nobles, and your Free Skill d6 Growth d8 Learning
hero was a member of one such exalted group. Such
Lead-0 1 +1 Any Stat 1 Administer
planets are often worlds of exquisite courtesy al-
loyed with utterly remorseless violence, and a mis- 2 +2 Mental 2 Any Combat
placed word at the morning levee can result in an Quick Skills 3 +2 Mental 3 Connect
executioners monoblade at noon. Your hero has Lead-0 4 +2 Mental 4 Know
done something or been the victim of something to
Connect-0 5 Connect 5 Lead
dislodge them from their comfortable place at court.
Without their familiar allies, wealth, or influence, Administer-0 6 Any Skill 6 Notice
they must take a new place in the world, however 7 Pilot
distasteful that claiming might be. 8 Talk
Official
Most advanced worlds run on their bureaucra- Free Skill d6 Growth d8 Learning
cies, the legions of faceless men and women who
Administer-0 1 +1 Any Stat 1 Administer
fill unnumbered roles in keeping the government
running as it should. Your hero was one such offi- 2 +2 Mental 2 Any Skill
cial. Some were law enforcement officers, others Quick Skills 3 +2 Mental 3 Connect
government office clerks or tax officials or trade Administer-0 4 +2 Mental 4 Know
inspectors. However necessary the work may be,
Talk-0 5 Connect 5 Lead
it is often of unendurably tedious nature, and any
man or woman with an adventurous spark to their Connect-0 6 Any Skill 6 Notice
blood will soon find themselves desperate for more 7 Talk
exciting use of their talents. 8 Trade
Peasant
A technologically-advanced world can usually pro- Free Skill d6 Growth d8 Learning
duce all its necessary foodstuffs and basic resources
Exert-0 1 +1 Any Stat 1 Connect
with a handful of workers, the bulk of the labor be-
ing performed by agricultural bots. On more prim- 2 +2 Physical 2 Exert
itive worlds, or those with a natural environment Quick Skills 3 +2 Physical 3 Fix
that requires close personal attention to crops, a Exert-0 4 +2 Physical 4 Notice
class of peasants will emerge. These men and wom-
Sneak-0 5 Exert 5 Sneak
en often become chattel, part and parcel of the land
they occupy and traded among their betters like the Survive-0 6 Any Skill 6 Survive
farm equipment of richer worlds. Your hero was 7 Trade
not satisfied with that life, and has done something 8 Work
to break free from their muddy and toilsome past.
backgrounds 13
Physician
Bodies wear and break, even on worlds that pos- Free Skill d6 Growth d8 Learning
sess the full resources of advanced postech medicine. Heal-0 1 +1 Any Stat 1 Administer
Your hero was a physician, one trained to cure the
maladies of the body or the afflictions of the mind. 2 +2 Physical 2 Connect
Some physicians are conventional health workers, Quick Skills 3 +2 Mental 3 Fix
while others are ships surgeons, military medics, Heal-0 4 +2 Mental 4 Heal
missionary healers of an expanding faith, or dubi-
Know-0 5 Connect 5 Know
ous slum doctors wholl graft over laser burns with
no awkward questions asked. Wherever men and Notice-0 6 Any Skill 6 Notice
women go into danger, however, the skills of a phy- 7 Talk
sician are eagerly sought. 8 Trade
Pilot
A pilots role is a broad one in the far future. The Free Skill d6 Growth d8 Learning
most glamorous and talented navigate starships
Pilot-0 1 +1 Any Stat 1 Connect
through the metadimensional storms of interstellar
space, while less admired figures fly the innumera- 2 +2 Physical 2 Exert
ble intra-system shuttles and atmosphere craft that Quick Skills 3 +2 Physical 3 Fix
serve in most advanced systems. On other worlds, Pilot-0 4 +2 Mental 4 Notice
this career might reflect a long-haul trucker, or a
Fix-0 5 Connect 5 Pilot
horse-riding messenger, or an intrepid sailor on an
alien sea. As the Pilot skill covers all these modes Shoot or Trade-0 6 Any Skill 6 Pilot
of transport, any character whose role revolves 7 Shoot
around vehicles or riding beasts might justify their 8 Trade
selection of this career.
14 backgrounds
Politician
The nature of a political career varies from world Free Skill d6 Growth d8 Learning
to world. On some, its much like one wed recog-
Talk-0 1 +1 Any Stat 1 Administer
nize, with glad-handing voters, loud rallies, and
quiet back room deals with supposed rivals in 2 +2 Mental 2 Connect
government. On others, it might involve a great Quick Skills 3 +2 Mental 3 Connect
deal more ceremonial combat, appeals to councils Talk-0 4 +2 Mental 4 Lead
of elders, and success at ritual trials. Whatever the
Lead-0 5 Connect 5 Notice
details, your hero was a politician in their home
culture. Something went wrong, though, and the Connect-0 6 Any Skill 6 Perform
only way to fix it is to get clear of your constitu- 7 Talk
ents for a while and seek some alternative means 8 Talk
of advancement.
Scholar
Scientists, sages, and professors all qualify under Free Skill d6 Growth d8 Learning
this career. Your hero was one such, a man or Know-0 1 +1 Any Stat 1 Administer
woman with a life dedicated to knowledge and un-
2 +2 Mental 2 Connect
derstanding. It might have involved the technical
expertise of a metadimensional structures engineer Quick Skills 3 +2 Mental 3 Fix
or the sacred memorization of the chronicles of Know-0 4 +2 Mental 4 Know
some lostworlder sage-order, but your heros life Connect-0 5 Connect 5 Notice
was in learning. Sometimes that learning cannot be
Administer-0 6 Any Skill 6 Perform
found in familiar surroundings, however, and for
one reason or another, willing or not, your hero 7 Program
must venture out into the wider world. 8 Talk
Soldier
Whatever the technology or structure of their par- Free Skill d6 Growth d8 Learning
ent world, a soldiers work is universal. Your hero
Any Combat-0 1 +1 Any Stat 1 Administer
was a professional fighter, whether that took the
form of a barbarian nobles thegn, a faceless con- 2 +2 Physical 2 Any Combat
script in a planetary army, or an elite soldier in the Quick Skills 3 +2 Physical 3 Exert
service of a megacorps private military. Whether it Any Combat-0 4 +2 Physical 4 Fix
was because they were on the losing side, choosing
to leave the service, or being forced to flee a cause Exert-0 5 Exert 5 Lead
they couldnt fight for, they now find themselves Survive-0 6 Any Skill 6 Notice
navigating a world where their most salable skill 7 Sneak
is one that can cause them a great deal of trouble. 8 Survive
Spacer
Almost every advanced world is highly dependent Free Skill d6 Growth d8 Learning
upon the resources that space flight brings them. Fix-0 1 +1 Any Stat 1 Administer
Some of this work can be automated, but every re-
2 +2 Physical 2 Connect
ally important task needs a flexible human operator
to oversee the work. Your hero is one such spacer, Quick Skills 3 +2 Physical 3 Exert
either a worker who toils in the sky or a native void- Fix-0 4 +2 Mental 4 Fix
born man or woman who has spent their entire Pilot-0 5 Exert 5 Know
life outside of natural gravity. Its not uncommon
Program-0 6 Any Skill 6 Pilot
for such workers to find better prospects in places
where they can breathe without a vacc suit. 7 Program
8 Talk
backgrounds 15
Technician
Old things break and new things need to be made. Free Skill d6 Growth d8 Learning
Whether a humble lostworlder blacksmith or an
Fix-0 1 +1 Any Stat 1 Administer
erudite astronautic engineer, your hero made a ca-
reer out of building and mending the fruits of tech- 2 +2 Physical 2 Connect
nology. While almost every society has a need for Quick Skills 3 +2 Mental 3 Exert
such services, not all of them treat their providers as Fix-0 4 +2 Mental 4 Fix
generously as a technician might wish. Sometimes,
these same talents can be turned toward less licit Exert-0 5 Connect 5 Fix
ends, and a skilled technicians expertise is always Notice-0 6 Any Skill 6 Know
useful to an adventuring group that plans to rely on 7 Notice
anything more sophisticated than a sharpened stick. 8 Pilot
Thug
Your hero was a bruiser. They might have had a no- Free Skill d6 Growth d8 Learning
tional allegiance to some so-called army, or have Any Combat-0 1 +1 Any Stat 1 Any Combat
been part of some crime boss strong-arm crew, or
2 +2 Mental 2 Connect
simply been a private contractor of misfortune for
those who failed to pay up. They might have even Quick Skills 3 +2 Physical 3 Exert
been a fist in a righteous cause, defending their Any Combat-0 4 +2 Physical 4 Notice
neighborhood from hostile outsiders or serving as Talk-0 5 Connect 5 Sneak
informal muscle for a local leader in need of pro-
Connect-0 6 Any Skill 6 Stab or Shoot
tection. Whatever the details, theyve had to move
on from their old life, and their new one is likely to 7 Survive
involve a similar application of directed force. 8 Talk
Vagabond
A dilettante has money and friends; your hero sim- Free Skill d6 Growth d8 Learning
ply has the road. Whether they were knocked loose
Survive-0 1 +1 Any Stat 1 Any Combat
from polite society at a young age or have recently
found themselves cast out of a familiar life, they 2 +2 Physical 2 Connect
now roam the ways of the world and the spaces be- Quick Skills 3 +2 Physical 3 Notice
tween. Some heroes find this life satisfying, with its Survive-0 4 +2 Mental 4 Perform
constant novelty and the regular excitement of bare
survival. Others long for a more stable arrangement, Sneak-0 5 Exert 5 Pilot
and are willing to lend their pragmatic talents to a Notice-0 6 Any Skill 6 Sneak
group that offers some prospect of profit. 7 Survive
8 Work
Worker
Countless in number, every industrialized world Free Skill d6 Growth d8 Learning
has swarms of workers to operate the machines and Work-0 1 +1 Any Stat 1 Administer
perform the labor that keeps society functioning.
2 +1 Any Stat 2 Any Skill
Cooks, factory laborers, mine workers, personal
servants, lawyers, clerks, and innumerable other Quick Skills 3 +1 Any Stat 3 Connect
roles are covered under this career. If your hero Connect-0 4 +1 Any Stat 4 Exert
rolls or picks Work as a skill but has a career that Exert-0 5 Exert 5 Fix
would better fit another existing skill, they may sub-
Work-0 6 Any Skill 6 Pilot
stitute it accordingly. Thus, a wage-slave program-
mer might take Program instead of Work, while a 7 Program
lawyer would use Administer instead as a reflection 8 Work
of their litigious talent.
16 Character Classes
Character Classes
In one way or another, your character is cut out for troubled by anything worse than portside brawls, but
adventure. Your hero might be a veteran combatant, inside her burns a seething, latent fury that is ready to
skilled with blade or laser, or they might be a psychic explode at the first opportunity. Shes a Warrior, even
gifted with uncanny abilities. Its just as possible that though she might not realize her talents until the first
they could have remarkable talents as a pilot, or be time she snatches up a dropped laser rifle and unleashes
the smoothest grifter in the hive-slum they grew up a barrage of death on a pack of alien warbeasts. You
in. Whatever their particular background, your heros should pick whatever class for your hero that matches
primary focus is their class. the kind of play you want to have with them.
Your class represents your heros best set of tools There are four possible classes you can choose for
for dealing with their problems. Theyre the skills and your hero: Adventurer, Expert, Psychic, and Warrior.
capabilities that theyre most likely to turn to to resolve Experts are PCs that rely on non-combat skills such as
a problem, but not their only tools. A Psychic can still stealth, persuasion, technical expertise, piloting skills,
shoot a gun and a Warrior can try to fast-talk a mark. vast learning, or personal connections. Psychics are
Choosing a class helps ensure that your hero is those rare men and women affected by Metadimen-
good at something that might contribute to a bold party sional Extroversion Syndrome, ones capable of chan-
of interstellar adventurers. Experts always have a knack neling these metadimensional energies to perform
at exercising non-combat skills, Warriors are always feats of telekinesis, precognition, telepathy, and other
good in a scrap, and Psychics always have a unique psionic disciplines. Warriors are hardened combatants,
power or two to employ at need. Your hero might have skilled in the arts of war and violent conflict, and Ad-
led a quiet life as a starport customs clerk until recently, venturers include those with a mix of talents and abili-
but their natural talents will ensure that they can do ties, ones who dont fit well into one of the other classes.
something that the rest of the group will find useful. Choose a class that best fits your characters con-
In the same vein, you dont have to choose a class cept. If Expert, Psychic, or Warrior dont fit your image
that naturally fits with your background. That star- of your hero, or if you want to customize their abilities,
port customs clerk might have led a peaceful life un- you can choose the Adventurer class.
Character Classes 17
Expert
Your hero is exceptionally good at a useful skill. Doc-
tors, cat burglars, starship pilots, grifters, technicians, Class Abilities
or any other concept that focuses on expertise in a Every Expert PC has certain special abilities.
non-combat skill should pick the Expert class. Experts
are the best at such skills and gain more of them than You gain a free level in a non-combat focus relat-
other classes do. ed to your background. Most concepts will take
Just as a Warrior can be relied upon to make a Specialist in their main skill, though Diplomat, Star-
shot when the chips are down, an Expert has a knack farer, Healer, or some other focus might suit better.
for succeeding at the moments of greatest importance. You may not take a combat-oriented focus with
Once per scene, an Expert can reroll a failed skill check, this perk. In case of uncertainty, the GM decides
taking the new result if its better. This benefit can be whether or not a focus is permitted.
applied to any skill check, even those that the Expert
isnt specially focused in. Their natural talent bleeds Once per scene, you can reroll a failed skill check,
over into everything they do. taking the new roll if its better.
In their chosen field, however, the Expert is excep-
tionally gifted. Aside from the free focus level that all When you advance an experience level, you
PCs get at the start of the game, an Expert can choose gain a bonus skill point that can be spent on any
an additional level in a non-combat focus related to non-combat, non-psychic skill. You can save this
their background. They can spend both of these levels point to spend later if you wish.
on the same focus if they wish, thus starting the game
with level 2 in that particular knack.
Hit Points and Attack Bonus
To get your starting maximum hit points, roll 1d6 and
add your Constitution modifier, to a minimum of 1 hit
point. Your attack bonus is equal to half your character
level, rounded down, so its +0 at first level.
Psychic
Your hero has received training in controlling their nat-
ural Metadimensional Extroversion Syndrome, and can Class Abilities
wield the psychic powers that come from that strange Every Psychic PC has certain special abilities.
affliction. Controlling and developing psychic abilities
is an extremely demanding process but allows for feats Unlike Warriors or Experts, you are capable of
wholly impossible to ordinary men and women. learning psychic disciplines and their associated
Psychics are extremely rare in the general popula- techniques, as described starting on page 28.
tion. Averages vary with worlds, but most range from
one in ten thousand to one in a hundred thousand who When you pick this class, choose any two psychic
have the MES condition that make them amenable to skills as bonus skills. You can pick the same one
psychic training. Some of these go their entire lives twice to obtain level-1 proficiency in it and a free
without realizing their capabilities. Others end up ex- level-1 technique from that discipline.
ploiting their native abilities without training, almost
inevitably ending up seriously brain-damaged or crazed You have an Effort score, which can be used to
by the effects of unmediated metadimensional energy. fuel psychic abilities. Your maximum Effort is
Your hero has been fortunate enough to find a psy- equal to 1 plus your highest psychic skill plus the
chic academy or other training institution capable of better of your Wisdom or Constitution modifi-
molding and directing these abilities. They may have ers. Even with a penalty, your maximum Effort
come to this later in life, or been recruited young by a cannot be lower than 1.
society that carefully watches for MES symptoms.
Some societies deal with their psychics more gen-
erously than others. On some worlds, psychic powers Hit Points and Attack Bonus
are accepted and their possessors can look forward to To get your starting maximum hit points, roll 1d6 and
lucrative and respected employment. On others, fear of add your Constitution modifier, to a minimum of 1 hit
these uncanny powers and memories of the horrors of point. Your attack bonus is equal to half your character
the Scream lead to less welcoming treatment. level, rounded down, so its +0 at first level.
18 Character Classes
Warrior
Whether a hiveworld thug, barbarian lostworlder,
gengineered combat hominid, or a natural-born kill- Class Abilities
er wasting their potential in a desk job, your hero has Every Warrior PC has certain special abilities.
a real talent for inflicting mayhem. Combat in Stars
Without Number is extremely dangerous, but your hero You gain a free level in a combat-related focus as-
has the talents to survive situations that would kill a sociated with your background. The GM decides
less martial adventurer. if a focus qualifies if its an ambiguous case.
As a gifted purveyor of violence, you get to pick
an extra combat-related focus associated with your Warriors are lucky in combat. Once per scene, as
special brand of havoc. While a character of any class an Instant ability, you can either choose to ne-
can take these special combat talents, you get this ad- gate a successful attack roll against you or turn a
ditional pick and a better natural hit bonus than heroes missed attack roll you made into a successful hit.
of other classes. You can use this ability after the dice are rolled,
Most importantly, however, Warriors have an un- but it cannot be used against environmental dam-
canny gift for making a shot when a hit is desperately age, effects without an attack roll, or hits on a
needed, or dodging a bullet when their life is on the vehicle youre occupying.
line. Once per scene, a Warrior can either automati-
cally negate a successful combat hit they just received, You gain two extra maximum hit points at each
taking no damage from it, or else they can turn one character level.
of their own missed attack rolls into an automatic hit.
This versatility makes Warriors exceptionally danger-
ous enemies in a one-on-one fight, and significantly Hit Points and Attack Bonus
more likely to survive the gory chaos of a general melee. To get your starting maximum hit points, roll 1d6+2
and add your Constitution modifier, to a minimum of
1 hit point. Your attack bonus is equal to your character
level so it is +1 at first level.
Adventurer
The Adventurer class is the catch-all for heroes who
dont fit so neatly into the other three categories. Per- Partial Psychic
haps your mercenary spent her girlhood at a psychic You are a restricted psychic. Pick one psychic discipline
academy, or maybe your combat medic knows more as a bonus skill at level-0. You can improve this skill
about using a laser rifle than most physicians do. You with foci or skill points gained from advancing a level,
can use the Adventurer class to customize your heros but you cannot learn or improve any other psychic skill.
abilities, trading focus for wider versatility. Your maximum Effort equals 1 plus this psychic skills
Adventurers split their focus between different level plus the best of your Wisdom or Constitution
spheres, gaining weaker versions of each class ben- modifiers, down to a minimum of 1.
efits. For example, an Adventurer who is a psionic
warrior-adept might have considerable powers of Partial Warrior
telekinetic force and a brutal expertise at bare-handed You gain a free level in a combat focus related to your
combat, but they wont have access to the wider psionic background. Gain +1 to your attack bonus at first and
potential of an unrestricted Psychic or the death-defy- fifth levels. Gain 2 extra maximum hit points each level.
ing combat luck of a hardened Warrior. Thus, at first level, youd roll 1d6+2 for your maximum
To define your Adventurers abilities, pick two of hit points. At second, youd roll 2d6+4, and so forth.
the following three partial classes.
Hit Points and Attack Bonus
Partial Expert To get your starting maximum hit points, roll 1d6 and
You gain a free level in a non-combat focus related to add your Constitution modifier, to a minimum of 1 hit
your background. Most concepts will take Specialist, point. Adventurers whove taken the Partial Warrior
though Diplomat, Starfarer, Healer, or some other focus option add 2 hit points to their maximum.
might suit better. Gain an extra skill point every time The base attack bonus for Adventurers is equal to
you gain a character level which can be spent on any half their character level, rounded down, so +0 at first
non-psychic, non-combat skill. level. If the PC has taken the Partial Warrior option
their class bonus increases this to +1 at first level.
Foci 19
Choosing a Focus
Every member of a class has certain baseline abilities
that let them do well at their role. Warriors are always Origin Foci
good combatants, Experts are always gifted with their If you include aliens or robots in your campaign, you
skills, and Psychics always have a few pertinent psionic can represent them with origin foci. Origin foci are
abilities. Aside from these baseline abilities, characters taken the same way as any other foci, and may be pur-
also have a focus. chased with a beginning characters focus level.
A focus is an additional knack, perk, or aptitude If a GM is feeling generous, they can allow a PC
that a hero has, one that grants them certain benefits to take a level in an origin focus as well as their usual
in play. Each focus has one or more levels of increas- free focus level, in order to allow a hero to start as an
ingly-strong effect. For example, someone with level alien with some additional knack. A PC who takes this
1 in the Die Hard focus gains two extra maximum hit option doesnt get their usual bonus focus at level 2;
points each level and automatically stabilizes after a theyve already spent it on being unusual.
mortal wound, while someone with level 2 can negate Origin foci for robotic VIs are on page 199. Avail-
the first injury they suffer each day that would inca- able alien races will vary with the campaign setting, but
pacitate or kill them. The benefits of a focus stack, so details on making these race are on page 209.
if you take level 2 in one, you get all the benefits from
level 1 as well.
Any character can pick any focus, and it doesnt Choosing A Class and Focus
have to match the class you selected. A Psychic can Basil Hayes needs a class. While an obvious pick
choose the Unarmed Combatant focus for fistic prow- would be Expert to match his background, Simon
ess, while a Warrior might have enough experience decides it would be more amusing to make him a
with battlefield trauma to qualify as a Healer. The only soldier; specifically, the sniper Basilisk Hayes, the
obligation is that you explain how your hero picked dire-eyed wraith of the cold Karelian forest. Given
up the training or exhibited their natural aptitude for the complete lack of a market for his PhD and his
the focus. own natural poor judgment, Basil signed up with
Many foci give a bonus level in a skill as part of a Karelian mercenary outfit. Hes just gotten out
their level 1 benefits. These bonus levels work like any of his tour of duty, but at least now his skills are
other skill pick; they either give you the skill at lev- significantly more marketable.
el-0, raise an existing level-0 skill to level-1, or let you While Simon could go with the Adventurer
pick any other non-psychic skill if the skill is already class for Basil and make him a Partial Warrior/
at level-1. Partial Expert, he decides to make Basil a full-
Unless indicated otherwise a focus can be taken fledged Warrior. His intellectual talents can be
only once. Once youve taken level 1 of Die Hard, you useful, but Basils main utility to the group is his
cant pick it again to get an additional two hit points per ability to deal with combat situations.
level. Some skill-oriented foci allow you to pick them Every PC gets to pick one focus of any kind,
more than once to apply to different skills. and a Warrior gets to pick one combat-related
Beginning PCs can pick one level of focus. PCs focus. Basils first choice is easy, as clearly hes a
with the Expert class or the Partial Expert Adventur- Sniper, so he writes that down as a level 1 focus.
er class option can choose an additional level in any Rather than taking a second level in that with his
non-combat focus related to their background, in- other pick, Simon decides to have Basil pick up
cluding level 2 in their initial choice. Most will choose a level of the Gunslinger focus. Basil will get the
Specialist, Healer, Diplomat, or some other similar focus, chance to pick more foci as he gains experience.
but the GM can allow other non-combat foci. PCs with Each of these foci grant a bonus level in Shoot,
the Warrior class or the Partial Warrior Adventurer so they stack together to give the young sniper a
class option can do the same in choosing an additional Shoot-1 skill. Basils now as deft with a rifle as he
combat-related focus. is with 19th century Terran Victorian poetry.
As your hero advances in experience, youll get the Lastly, Basil gets to pick any single non-psy-
opportunity to pick up new foci or improve existing chic skill of his choice as a hobby or natural talent.
ones as you refine your talents or learn new tricks. In He decides that a sniper isnt much of a sniper
some cases, you might work with the GM to come up without being hard to spot, so picks Sneak-0 as his
with a custom focus reflecting your PCs specific special skill. This free skill pick is often useful for filling in
talent or a perk that makes sense given their recent the necessary talents of a concept that arent sup-
adventures. Foci are an important part of a heros char- plied by the Learning table or bonus skills granted
acter, and they should always reflect something basic by a heros foci.
about how they tend to interact with the world.
20 Foci
Ironhide Sniper
Whether through uncanny reflexes, remarkable luck, You are an expert at placing a bullet or beam on an
gengineered skin fibers, or subtle telekinetic shielding, unsuspecting target. These special benefits only apply
you have natural defenses equivalent to high-quality when making an Execution Attack with a firearm or
combat armor. The benefits of this focus dont stack bow, as described on page 52.
with armor, though Dexterity or shield modifiers apply. Level 1: Gain Shoot as a bonus skill. When making
Level 1: You have an innate Armor Class of 15 plus half a skill check for an Execution Attack or target
your character level, rounded up. shooting, roll 3d6 and drop the lowest die.
Level 2: Your abilities are so effective that they render Level 2: A target hit by your Execution Attack takes a
you immune to unarmed attacks or primitive -4 penalty on the Physical saving throw to avoid
weaponry as if you wore powered armor. immediate mortal injury. Even if the save is suc-
cessful, the target takes double the normal damage
Psychic Training inflicted by the attack.
Youve had special training in a particular psychic disci-
pline. You must be a Psychic or have taken the Partial Specialist
Psychic class option as an Adventurer to pick this focus. You are remarkably talented at a particular skill. Wheth-
In the latter case, you can only take training in the dis- er a marvelous cat burglar, a world-famous athlete, a
cipline you initially chose as a Partial Psychic. As with brilliant engineer, or some other savant, your expertise
most foci, this focus can be taken only once. is extremely reliable. You may take this focus more than
Level 1: Gain any psychic skill as a bonus. If this im- once for different skills.
proves it to level-1 proficiency, choose a free lev- Level 1: Gain a non-combat, non-psychic skill as a bonus.
el-1 technique from that discipline. Your maxi- Roll 3d6 and drop the lowest die for all skill checks
mum Effort increases by one. in this skill.
Level 2: When you advance a level, the bonus psychic Level 2: Roll 4d6 and drop the two lowest dice for all
skill you chose for the first level of the focus auto- skill checks in this skill.
matically gets one skill point put toward increas-
ing it or purchasing a technique from it. You may Star Captain
save these points for later, if more are required to You have a tremendous natural talent for ship combat,
raise the skill or buy a particular technique. These and can make any starship you captain a significantly
points are awarded retroactively if you take this more fearsome opponent. You must take the captains
focus level later in the game. role during a fight as described on page 117 of the Ship
Combat rules in order to benefit from this focus.
Savage Fray Level 1: Gain Lead as a bonus skill. Your ship gains 2
You are a whirlwind of bloody havoc in melee combat, extra Command Points at the start of each turn.
and can survive being surrounded far better than most Level 2: A ship you captain gains bonus hit points equal
combatants. to 20% of its maximum at the start of each com-
Level 1: Gain Stab as a bonus skill. All enemies adjacent bat. Damage is taken from these bonus points first,
to you at the end of your turn whom you have not and they vanish at the end of the fight and do not
attacked suffer the Shock damage of your weapon require repairs to replenish before the next. In ad-
if their Armor Class is not too high to be affected. dition, once per engagement, you may resolve a
Level 2: After suffering your first melee hit in a round, Crisis as an Instant action by explaining how your
any further melee attacks from other assailants au- leadership resolves the problem.
tomatically miss you. If the attacker who hits you
has multiple attacks, they may attempt all of them, Starfarer
but other foes around you simply miss. You are an expert in the plotting and execution of inter-
stellar spike drills. While most experienced pilots can
Shocking Assault manage conventional drills along well-charted spike
Youre extremely dangerous to enemies around you. routes, you have the knack for forging new drill paths
The ferocity of your melee attacks stresses and distracts and cutting courses too dangerous for lesser navigators.
enemies even when your blows dont draw blood. Level 1: Gain Pilot as a bonus skill. You automatically
Level 1: Gain Punch or Stab as a bonus skill. The Shock succeed at all spike drill-related skill checks of dif-
damage of your weapon treats all targets as if they ficulty 10 or less.
were AC 10, assuming your weapon is capable of Level 2: Double your Pilot skill for all spike drill-relat-
harming the target in the first place. ed skill checks. Spike drives of ships you navigate
Level 2: In addition, you gain a +2 bonus to the Shock are treated as one level higher; thus, a drive-1 is
damage rating of all melee weapons and unarmed treated as a drive-2, up to a maximum of drive-7.
attacks. Regular hits never do less damage than Spike drills you personally oversee take only half
this Shock would do on a miss. the time they would otherwise require.
Foci 23
Tinker Wanderer
You have a natural knack for modifying and improving Your hero gets around. As part of a life on the road,
equipment, as given in the rules on page 100. theyve mastered a number of tricks for ensuring their
Level 1: Gain Fix as a bonus skill. Your Maintenance mobility and surviving the inevitable difficulties of a
score is doubled, allowing you to maintain twice vagabond existence.
as many mods. Both ship and gear mods cost only Level 1: Gain Survive as a bonus skill. You can convey
half their usual price in credits, though pretech basic ideas in all the common languages of the
salvage requirements remain the same. sector. You can always find free transport to a de-
Level 2: Your Fix skill is treated as one level higher for sired destination for yourself and a small group of
purposes of building and maintaining mods and your friends provided any traffic goes to the place.
calculating your Maintenance score. Advanced Finding this transport takes no more than an hour,
mods require one fewer pretech salvage part to but it may not be a strictly legitimate means of
make, down to a minimum of zero. travel and may require working passage.
Level 2: You can forge, scrounge, or snag travel papers
Unarmed Combatant and identification for the party with 1d6 hours
Your empty hands are more dangerous than knives of work. These papers and permits will stand up
and guns in the grip of the less gifted. Your unarmed to ordinary scrutiny, but require an opposed Int/
attacks are counted as melee weapons when it comes to Administer versus Wis/Notice check if examined
binding up opponents wielding rifles and similar long by an official while the PC is actually wanted by
arms, though you need at least one hand free to do so. the state for some crime. When finding transport
Level 1: Gain Punch as a bonus skill. Your unarmed for the party, the transportation always makes the
attacks become more dangerous as your Punch trip at least as fast as a dedicated charter would.
skill increases. At level-0, they do 1d6 damage. At
level-1, they do 1d8 damage. At level-2 they do Wild Psychic Talent
1d10, level-3 does 1d12, and level-4 does 1d12+1. Some men and women are born with a very limited
At Punch-1 or better, they have the Shock quality form of MES, the mental condition that allows for the
equal to your Punch skill against AC 15 or less. use of psychic powers. While these people are not true
While you normally add your Punch skill level to psychics, these wild talents can create one limited psy-
any unarmed damage, dont add it twice to this chic effect. Training is not always required to develop
Shock damage. this ability, and their MES is so mild that they dont
Level 2: You know locks and twists that use powered suffer the risk of madness or brain damage that more
servos against their wearer. Your unarmed attacks developed psychics risk should they use their powers
count as TL4 weapons for the purpose of over- without proper training.
coming advanced armors. Even on a miss with a Wild talents are not treated as psychics for gen-
Punch attack, you do an unmodified 1d6 damage. eral purposes and cannot torch their powers. When
relevant, they are treated as having one point of Effort.
Unique Gift Psychics and Partial Psychics cannot take this focus.
Whether due to exotic technological augmentation, a Level 1: Pick a psychic discipline. You gain an ability
unique transhuman background, or a remarkable hu- equivalent to the level-0 core power of that disci-
man talent, you have the ability to do something thats pline. Optionally, you may instead pick a level-1
simply impossible for a normal human. technique from that discipline, but that tech-
This is a special focus which serves as a catch-all nique must stand alone; you cant pick one that
for some novel power or background perk that doesnt augments another technique or core ability. For
have a convenient fit in the existing rules. A transhu- example, you could pick the Telekinetic Armory
man who can function normally in lethal environments, technique from Telekinesis, because that ability
a nanotech-laden experimental subject with a head full does not require the use of any other Telekine-
of exotic sensors, or a brilliant gravitic scientist who sis power. You could not pick the Mastered Succor
can fly thanks to their personal tech might all take this ability from Biopsionics, because that technique is
focus to cover their special abilities. meant to augment another power you dont have.
Its up to the GM to decide whats reasonable and Level 2: You now have a maximum Effort of two points.
fair to be covered under this gift. If an ability is particu- You may pick a second ability according to the
larly powerful, it might require the user to take System guidelines above. This second does not need to be
Strain to use it, as described on page 32. a stand-alone technique if it augments the power
As a general rule this ability should be better than you chose for level 1 of this focus. Thus, if your
a piece of gear the PC could buy for credits. The player first pick was gaining the level-0 power of Psychic
is spending a very limited resource when they make Succor, your second could be Mastered Succor. You
this focus pick, so what they get should be good enough still could not get the level-1 core power of Psychic
that they cant just duplicate it with a fat bank account. Succor, however, as youre still restricted to level-0.
24 Final Touches
Final Touches
Youre almost finished. Just a few more things to note
down, and youll have an adventurer ready for play.
First, pick one more non-psychic skill of your
choice. This pick represents your hobbies, your side
interests, or some well of natural talent. You gain it at
level-0 if you dont already have it. Otherwise, it stacks
to increase the skill to level-1. You cant pick a skill you
already have at level-1.
Next, determine your maximum hit points. Your
hit points are a measure of how close you are to death
or defeat; when you run out of them, your character is
dead or unable to continue fighting. You can regain lost
hit points by rest and biopsionic healing, but they can-
not exceed their maximum. Your maximum hit points
are equal to 1d6 plus your Constitution modifier, down
to a minimum of 1 hit point. Warriors and Adventur-
ers with the Partial Warrior class option can add a +2
bonus to this total.
Now note down your base attack bonus. For most
PCs, this is equal to half your character level, rounded
down, so its +0 for most characters. If your hero is a
Warrior or an Adventurer with the Partial Warrior
class option, your beginning base attack bonus is +1.
Record your Physical, Mental, and Evasion saving
throws. Your Physical saving throw is 15 minus the
better of your Strength or Constitution attribute mod-
ifiers. Your Mental saving throw is 15 minus the better
of your Wisdom or Charisma attribute modifiers. Your
Evasion saving throw is 15 minus the better of your
Dexterity or Intelligence attribute modifiers. If you
have a penalty in both modifiers, its possible to have a
saving throw of 16 or more.
Lastly, either choose an equipment package from
the list on the opposite page or roll 2d6 x 100 to find out
how many credits you have to buy your beginning gear.
Gunslinger
Equipment Packages Laser Pistol (1d6 damage) 8 type A Cells
Armored Undersuit (AC 13) Backpack (TL0)
Rather than choosing gear from the Equipment chap-
ter, you can just take a premade package from this page Monoblade Knife (1d6 damage) Compad
instead of taking your starting credits. 100 credits
Once youve chosen your equipment, make sure to
note down the damage and hit bonus of your weapons,
and the Armor Class of any armor you have.
For weapons, your hit bonus is your base attack
bonus plus your applicable skill, plus the attribute mod- Soldier
ifier used by the weapon. For ranged weapons, this Combat Rifle (1d12 damage) 80 rounds ammo
is usually Dexterity, while most melee weapons are Woven Body Armor (AC 15) Backpack (TL0)
Strength or Dexterity. Ranged energy weapons add +1
Knife (1d4 damage) Compad
to this, as they lack recoil or windage. Damage is equal
to the weapons damage die plus the attribute modifier. 100 credits
For armor, your total Armor Class is that of your
armor plus your Dexterity modifier. Multiple suits of
armor do not stack together.
Barbarian Scout
Spear (1d6+1 damage) Backpack (TL0) Laser Rifle (1d10 damage) 8 type A cells
Primitive hide armor (AC 13) 7 days rations Armored vacc suit (AC 13) Backpack (TL0)
Primitive shield (+1 AC) 20m rope Knife (1d4 damage) Compad
Knife (1d4 damage) 500 credits Survey scanner 25 credits
Survival kit
Binoculars (TL 3)
Blade Medic
Monoblade sword (1d8+1 dmg) Backpack (TL0) Laser Pistol (1d6 damage) Backpack (TL0)
Woven Body Armor (AC 15) Compad Secure Clothing (AC 13) Medkit
Secure Clothing (AC 13) Lazarus patch 4 Lazarus patches Compad
Thermal knife (1d6 damage) 50 credits 2 doses of Lift Bioscanner
25 credits
Thief Civilian
Laser Pistol (1d6 damage) 2 type A cells Secure Clothing (AC 13) Compad
Armored Undersuit (AC 13) Backpack (TL0) 700 credits
Monoblade knife (1d6 damage) Compad
Climbing harness Metatool
Low-light goggles 25 credits
Hacker Technician
Laser Pistol (1d6 damage) 2 type A cells Laser Pistol (1d6 damage) 4 type A cells
Secure Clothing (AC 13) Dataslab Armored Undersuit (AC 13) Backpack (TL0)
Postech toolkit Metatool Monoblade knife (1d6 damage) Dataslab
3 units of spare parts 2 line shunts Postech toolkit Metatool
100 credits 6 units of spare parts 200 credits
26 Quick Character Creation
d8 Class and Style Str Dex Con Int Wis Cha HP Atk. Bon.
1 Expert (Smart) 10 (+0) 12 (+0) 11 (+0) 14 (+1) 7 (-1) 9 (+0) 1d6 +0
2 Expert (Smooth) 7 (-1) 9 (+0) 10 (+0) 12 (+0) 11 (+0) 14 (+1) 1d6 +0
3 Expert (Nimble) 10 (+0) 14 (+1) 12 (+0) 11 (+0) 9 (+0) 7 (-1) 1d6 +0
4 Warrior (Melee) 14 (+1) 9 (+0) 12 (+0) 7 (-1) 10 (+0) 11 (+0) 1d6+2 +1
5 Warrior (Ranged) 9 (+0) 14 (+1) 12 (+0) 10 (+0) 7 (-1) 11 (+0) 1d6+2 +1
6 Warrior (Leader) 7 (-1) 10 (+0) 9 (+0) 11 (+0) 12 (+0) 14 (+1) 1d6+2 +1
7 Psychic (Seer) 9 (+0) 11 (+0) 12 (+0) 10 (+0) 14 (+1) 7 (-1) 1d6 +0
8 Psychic (Adept) 12 (+0) 10 (+0) 14 (+1) 9 (+0) 11 (+0) 7 (-1) 1d6+1 +0
a Scholar, just take a moment to decide why it is that 3 Courtesan Perform-0, Notice-0, Connect-0
an erudite scientist might also have a savage left hook. 4 Criminal Connect-0, Sneak-0, Talk-0
You can switch around your attributes if you want to 5 Dilettante Connect-0. Know-0, Talk-0
make things fit more closely, such as swapping your 6 Entertainer Perform-0, Talk-0, Connect-0
Intelligence and Charisma in the case above.
7 Merchant Trade-0, Talk-0, Connect-0
The background options are general concepts as
Noble Lead-0, Connect-0, Administer-0
described starting on page 10. Your hero might be 8
a model example of their type, or you might shuffle 9 Official Administer-0, Talk-0, Connect-0
around their details a little, deciding your Ranged War- 10 Peasant Exert-0, Sneak-0, Survive-0
rior Official is an ex-cop bounced out of the force after 11 Physician Heal-0, Know-0, Notice-0
investigating an alien smuggling ring a little too closely. 12 Pilot Pilot-0, Fix-0, Shoot or Trade-0
Once youve rolled or chosen your background,
13 Politician Talk-0, Lead-0, Connect-0
note down the three skills listed with it. If one of the
Scholar Know-0, Administer-0, Connect-0
skills says Any Combat, choose either Punch, Shoot, 14
or Stab depending on what fits best for your hero. 15 Soldier Any Combat-0, Exert-0, Survive-0
Youll want to decide on your homeworld at this 16 Spacer Fix-0, Pilot-0, Program-0
point too. If youre not familiar with the campaign 17 Technician Fix-0, Notice-0, Exert-0
setting, describe your heros background and ask the 18 Thug Any Combat-0, Talk-0, Connect-0
GM which planet theyre most likely from. The GM
19 Vagabond Notice-0, Sneak-0, Survive-0
can then fill you in on any important cultural or social
Worker Connect-0, Exert-0, Work-0
details that mightve influenced your heros history. 20
d6 Psychic Skill
If you picked or rolled the Psychic class, roll twice on
the table to the left to find out what psychic disciplines 1 Biopsionics-0, the art of healing and metamorphosis
youve trained to level-0. If you roll or pick the same 2 Metapsionics-0, the art of manipulating psychic power
one twice, its level-1, and you should pick a free level-1 3 Precognition-0, the art of sensing the future
technique from the Psionics chapter on page 28. 4 Telekinesis-0, the art of controlling kinetic energy
Take a minute to decide where you were trained 5 Telepathy-0, the art of reading and influencing thought
to safely use your innate powers. If youre not sure, ask
6 Teleportation-0, the art of instant translocation
the GM which psychic academy makes the most sense.
Quick Character Creation 27
Now roll 1d6 or pick from the table below to get ap- level-0. If you have it at level-0, it becomes level-1. And
propriate foci for your hero, assuming youd rather not if you already have it at level-1, pick any other non-psy-
pick freely. All the foci listed below are gained at level 1 chic skill instead that isnt already level-1.
proficiency and are described starting on page 20. Psy- The focus you pick or roll tells you a lot about your
chics can pick one focus. The other classes get one free heros past. A smooth Expert whos a Connected Dip-
pick, plus one more combat focus for Warriors and one lomat might have been an underworld fixer, while a
more non-combat focus for Experts. Healer with Specialization in Talk could have been a
When you choose a focus, you might get a bonus psychiatrist or therapist. Take a moment to figure out
skill from it. If you dont have that skill, you gain it at how your heros foci reflect their past experience.
Class 1 2 3 4 5 6
Expert (Smart) Specialist/Fix Hacker Specialist/Know Specialist/Fix Healer Specialist/Fix
Die Hard Tinker Healer Tinker Ironhide Hacker
Expert (Smooth) Diplomat Specialist/Talk Diplomat Specialist/Lead Healer Specialist/Notice
Connected Die Hard Alert Authority Specialist/Talk Specialist/Talk
Expert (Nimble) Specialist/Pilot Healer Tinker Specialist/Sneak Specialist/Sneak Specialist/Entertain
Starfarer Die Hard Gunslinger Assassin Specialist/Exert Specialist/Sneak
Warrior (Melee) Savage Fray Assassin Armsman Close Combatant Ironhide Unarmed Combatant
Shocking Assault Specialist/Sneak Close Combatant Savage Fray Die Hard Close Combatant
Warrior (Ranged) Gunslinger Sniper Assassin Ironhide Gunslinger Close Combat
Close Combatant Specialist/Sneak Specialist/Sneak Die Hard Tinker Alert
Warrior (Leader) Gunslinger Ironhide Armsman Gunslinger Assassin Close Combatant
Authority Connected Specialist/Lead Specialist/Talk Die Hard Henchkeeper
Psychic (Seer) Alert Healer Specialist/Notice Psychic Training Savage Fray Hacker
Psychic (Adept) Armsman Ironhide Die Hard Psychic Training Healer Unarmed Combatant
Now its time for a few final touches. d20 Bonus Skill
Pick or roll a bonus skill. You can use the table to 1 Administer: bureaucracy and management
the right or just choose any non-psychic skill to add at
level-0 to your hero. You can pick a skill you already 2 Connect: knowing people and cultures
have at level-0 to make it level-1 instead. 3 Exert: climbing, running, throwing, and such
If youre playing a Psychic, note down your begin- 4 Fix: repairing and building things
ning maximum Effort, which is equal to 1 plus your
5 Heal: curing harm in mind and body
highest psychic skill plus the better of your Wisdom
or Constitution modifiers. 6 Know: scientific and academic knowledge
Write down your saving throws. Your Physi- 7 Lead: persuade others to do as you are doing
cal saving throw is equal to 15 minus your Strength 8 Notice: spot things and detect the unusual
or Constitution modifiers, whichever is better. Your
Evasion saving throw is equal to 15 minus the better 9 Perform: sing, dance, act, and the like
of your Dexterity or Intelligence modifiers, and your 10 Pilot: fly ships, ride beasts, sail boats
Mental saving throw is 15 minus the better of your 11 Program: hack computers, run comms
Wisdom or Charisma modifiers.
12 Punch: fight unarmed
Pick your starting equipment, either rolling 2d6
x 100 to find your beginning credit total or picking a 13 Shoot: fight at range
package from page 25. Note down your beginning hit 14 Sneak: defeat security and avoid notice
bonus totals and damage for any weapons you have, Stab: fight with melee weapons
15
and the Armor Class total for any armor you wear.
Finally, put a name on this budding hero and 16 Survive: avoid natural peril, find food
choose their initial goal. What are they trying to ac- 17 Talk: persuade others to believe things
complish right now? Get rich? Get off their tedious 18 Trade: buy, sell, and find vendors of things
homeworld? Take revenge on a local tyrant? Whatever
19 Work: a job or talent not covered above
you pick should be something that motivates your hero
from the very start, and it should also be something that 20 Change a level-0 skill you have to level-1
complements the interests of the rest of the players.
Nobodys going to thank you if you roll up a PC that
none of the other party members would want to asso-
ciate with, or one that cant be expected to play nicely
with the rest of the group.
PSIONICS
Psionic powers first manifested centuries ago in the women of some worlds now fear psychics, not only for
wake of the first interstellar flights. Later paraphysi- the ancestral memory of the Scream and the chaos that
cists speculated that something about the exposure to followed, but also because their only experience with
metadimensional energies incurred in spike drive trav- these unfortunates has been one of uncontrolled power,
el changed these spacers, altering genomes or warping madness, and death.
their energy shadows in a way that changed their even- In the past few centuries, however, a few worlds
tual offspring. While this theory was never completely have managed to resuscitate the ancient psychic proto-
proven, it was demonstrated that psionic powers were cols and develop metapsionic tutors skilled enough to
far more prevalent on the frontier, in people who were train new psychics. For some, it was the fruit of some
descended of starfaring ancestors, than they were on discovered pretech wonder that damped psychic ener-
Old Terra. On most frontier worlds about one in ten gies enough to safely experiment. For others, it was the
thousand children are born with psychic aptitude, product of coldly ruthless experimentation on dispos-
while Old Terra displayed only a tenth of that incidence. able psychic test victims. A few worlds even retained
Psychic abilities initially seemed to be a congenital some shreds of psychic mastery from the ancient days,
curse, one known as Metadimensional Extroversion the result of a Scream victim who was lucid enough
Syndrome, or MES. Children manifested MES in pu- to teach pupils, though usually for some demented or
berty or early adulthood, after certain critical stages of horrible end. Whatever the source, these institutions
brain development opened a channel between their provide desperately-desired training for those few af-
minds and the churning maelstrom of energies that flicted with MES.
boiled in metadimensional space. By a conscious or un- These psychic academies are scattered widely
conscious act of will, they could release these energies throughout the sectors of space, usually based out of
in various forms. Even so, the passage of unmediated some amenable planetary polity or defensible deep-
metadimensional force through unprotected neural tis- space habitat. Some academies are exclusively for the
sue almost invariably caused brain damage. Repeated use of a particular nation or planet, while others will
use of these abilities caused crippling disability, death, accept anyone who can pay the tuition or satisfy the
or madness. Most psychics were dead within a few interests of their patrons. Most are powerful players in
years after manifesting. A few were able to control their the local political scene, offering services that mean life
powers sufficiently to prevent accidental discharges, and death to MES sufferers and producing graduates
but safe, controlled use of these abilities was unknown. who are extremely useful to local rulers. Others need
In response, the Terran Mandate initiated the to operate in secret, avoiding the fearful attention of
Psionic Authority, basing it on a terraformed Mars. populations that neither accept nor trust their powers.
Children from throughout Mandate space were care-
fully selected by the Authority and brought to the in- Psychic Characters and Training
stitute in order to study and hopefully cure this tragic All Psychic PCs are assumed to have had some sort of
condition. Persistent legends speak of horrible exper- training. They may have received their education at a
iments and ruthless sacrifices of test subjects, but no world-famous psychic academy on their homeworld, or
proof of such evil ever emerged, and after decades of been taught in secret by a peripatetic psychic mentor,
study, the Psionic Authority was actually able to pro- but only one in a million psychics has the blind luck and
duce protocols that allowed controlled, safe employ- natural aptitude to develop an intuitive control of their
ment of psionic powers. MES. Of course, it may be that your PC was that one
The bloom of psitech development that followed in a million, but youll want to discuss it with your GM.
and the wonders of jump gates and the Second Wave Psychic training requires from one to four years
of human expansion are a matter of history. So too is to complete, depending on the aptitude of the pupil
the Scream that erupted six centuries ago and granted and the amount of training support they get from oth-
every living psychic in human space either violent mad- er psychics. Most academies have one or more deans
ness or instant death. The interstellar societal collapse who actually have the metapsionic abilities to dampen
that followed and the centuries-long Silence between and buffer novice minds. Regular application of their
the stars has been a matter of living memory for many abilities to the pupils allows the students to safely prac-
ill-connected frontier worlds. tice and train with their powers until theyve mastered
With the Scream and the death or madness of ev- the channeling of the energies. Aside from these deans,
ery potential psychic tutor, psionics became the hor- additional psychic tutors can speed the learning process
ror it once was generations ago. Untrained psychics by demonstrations, technical critique, and encourage-
suffer under the lash of their own abilities, doomed to ment of various kinds.
early death if they arent fortunate enough to fumble On worlds where psionics are outlawed or feared,
into a means of damping their own powers. Men and most MES sufferers learn to either conceal their pow-
30 Psionics
ers or accept swift euthanasia or exile from a society Psionic Powers and Techniques
that dreads their abilities. Most are unable to do this; Every psychic who obtains level-0 proficiency in a dis-
their innate abilities boil out at some inopportune time, cipline gains access to its core technique. This technique
and their true nature is revealed to their grieving family varies depending on the discipline, whether its physical
and neighbors. Those who do learn to contain their translocation with Teleportation or tissue repair with
abilities can go their whole lives unsuspected. A few Biopsionics. The strength of the ability varies with the
receive secret teachings from wandering adepts, ones practitioners skill level; the Psychic Succor provided by
who can quickly show them how to suppress their a biopsionicist with level-0 proficiency is much weaker
powers. The best and most promising might be taken than that provided by someone with level-4 expertise.
as full students by these adepts, shown how to master Core techniques improve naturally as the psychic im-
their own abilities and eventually teach others as well. proves their skill level. They do not need to be pur-
On planets where psionic powers are less terrify- chased with skill points or otherwise specially trained.
ing there is always at least one psychic academy in the As a psychic improves their skill level in a disci-
solar system that invites pupils. Some charge exorbitant pline, they may also learn other techniques, special
tuition, but most are supported by governments, pri- tricks and abilities theyve refined through practice.
vate organizations, or successful graduates. Students Each time they improve a skill level, they can pick a
are expected to pay for their training one way or an- new technique from that discipline. Most techniques
other, however; if not in credits, then in service to the have a minimum skill level associated with them, and
patron on completion of the training. Many psychics the PC cant pick a technique which requires a high-
with decidedly non-academic Backgrounds acquired er skill level than theyve mastered. They also cannot
their experience in the mandatory service period af- save technique picks for later, either. They must be
ter their graduation. Most psychic PCs will have left chosen immediately after improving the skill.
such duties behind by the time they start adventuring, The techniques listed under the disciplines here
though a few of them may have departed considerably are commonly-known arts that are part of the basic
in advance of their expected release date. curriculum of most competent psychic academies. No
special training is required to choose them when a PC
Psionic Skills is able to pick a new technique, as the principles were
Psionic powers are divided up into disciplines, each of taught as part of their basic education. Other tech-
which has a corresponding skill. Someone with a basic, niques exist that are more esoteric in nature, and may
functioning expertise in the skill has level-0, while a require a trainer to educate the PC in their principles
true master of the art would have level-4. Only psychics before they can be learned.
can learn psionic skills, and they are most often taught Even so, some of the standard techniques might
at rigidly-disciplined psychic academies. Attempting to be selectively restricted by an academy, taught only to
develop these skills without such formalized training certain pupils. In some cases, this may be due to a spon-
is almost invariably lethal to the experimenter, though sors restrictions on what kind of abilities they want the
an exceedingly few natural prodigies sometimes intui- local psychics to possess, while other academies might
tively grasp their principles. Even fewer of these gifted consider them fundamentally immoral abilities. Con-
naturals are able to express their understanding in a trol over the metapsionic technique of psychic tutoring
coherent, teachable form. is particularly strict, as any pupil who has its rudiments
Some psychics are unrestricted. While they usu- included in their curriculum may eventually be able
ally have a distinct aptitude for one or two disciplines, to train other psychics in turn. A PC may have to go
they can theoretically learn any of them, and may raise to significant lengths in order to patch the holes in a
any psionic skill they choose. Any character with the government-controlled psychic curriculum.
Psychic class is an unrestricted psychic. Others demon- PCs who want to learn additional techniques be-
strate gifts in only one discipline. While they can even- yond those acquired by improving their skills may buy
tually master all aspects of that power, they cant raise them separately with skill points, paying one point per
any other psychic skill. Adventurers with the Partial level of the technique. PCs who want to retrain tech-
Psychic class option are such restricted psychics. niques may do so at the GMs discretion, usually only
Attempting to wield a natural psionic aptitude when they encounter some new esoteric technique
without proper precautions will almost inevitably theyd like to learn in place of an existing art. Tech-
cause death or madness, as the uncontrolled cascade of niques can only be retrained into others of equal or
MES energies will cause varying forms of permanent lower required skill level.
brain damage. Untrained psychics can sometimes get It may be possible for a psychic to create entirely
away with using their powers very rarely, but these nat- new techniques to reflect their personal aptitudes and
ural prodigies rarely have any ability beyond level-1 in a special inclinations. Any such novelty is strictly at the
discipline. Those who use their powers often enough to GMs discretion, and unlikely to be done more than
gain more practical field experience can expect to end once or twice over the lifetime of even the most skilled
up dead, crippled, or insane. psychic experimenter.
Psionics 31
Biopsionics
Biopsionic powers repair, augment, debilitate, or dam-
age living creatures. Unless otherwise specified the Mastered Succor Level-1
biopsionicist must be able to touch a target, though The biopsion has developed a sophisticated mastery of
clothing and armor do not interfere with the use of their core ability, and they no longer need to Commit
these abilities. Touching a willing or unsuspecting tar- Effort to activate it, and may use it whenever they wish.
get is automatic, whereas touching a resisting target The use of additional techniques that augment Psychic
requires a normal Punch hit roll with a bonus equal to Succor might still require Effort to be Committed.
the practitioners Biopsionics skill. Such touch effects
do not inflict the normal damage of a Punch attack. Organic Purification Protocols Level-1
Unsurprisingly, biopsionic powers are among the The biopsions Psychic Succor now cures any poisons or
most accepted psychic abilities. Even a modestly-expe- diseases the subject may be suffering, albeit it requires
rienced biopsion can perform miracles of healing for a Committing Effort for the day as an additional sur-
community lucky enough to have their services. charge. Biowarfare organisms, exceptionally virulent
diseases, or TL5 toxins may resist this curing, requiring
System Strain a Wis/Biopsionics skill check at a difficulty of at least
Many curative biopsionic powers add to the targets 10. Failure means that the adept cannot cure the targets
System Strain. System Strain is a measure of the amount disease. This technique cannot cure congenital illnesses.
of system stress, intrusive modification, and general bi-
ological distress an organism might be suffering. Psion- Remote Repair Level-1
ic healing, cybernetic implants, and powerful drugs all Psychic Succor and other biopsionic techniques that nor-
add to a targets System Strain. mally require touch contact can now be applied at a
If using a power or drug on a target would make distance up to 100 meters, provided the biopsion can
their System Strain exceed their Constitution score, the see the target with their unaided vision. Hostile powers
effect fails to function; their body simply cannot adapt that normally require a hit roll will hit automatically.
to the changes and cannot benefit from them. Each time this technique is used, Effort must be Com-
System Strain decreases automatically by one point mitted for the scene.
after each night of rest, provided the organism is well-
fed and not compromised by sickness or privation. Invincible Stand Level-2
The biopsion has mastered techniques of emergency
Core Technique- Psychic Succor tissue reinforcement and system stabilization. As an
The adepts touch stabilizes critically-wounded organ- Instant action, they can Commit Effort for the scene to
isms. More sophisticated practitioners can heal tissue keep themself or a target they can touch active even at
injuries, though curing diseases, detoxifying poisons, zero hit points. This technique must be used once every
and fixing congenital deformities require additional round on the target or they collapse at the end of the
techniques. Each use of Psychic Succor adds one point round. If the target suffers hit point damage, the biop-
of System Strain to the target, or two points if they sion must Instantly Commit Effort for the scene or the
were mortally wounded at the time. target goes down immediately with a mortal wound. A
Activating Psychic Succor requires the biopsion to Heavy weapon hit on a subject of this power or similar
Commit Effort for the day. Once used, they can con- physical dismemberment will always kill a target, re-
tinue to use it for the rest of that scene without Com- gardless of this technique.
mitting Effort again.
Level-0: The psychics touch can automatically stabilize Major Organ Restoration Level-2
a mortally-wounded target as a Main Action. This The biopsions Psychic Succor can now cure congeni-
power must be used on a target within six rounds tal birth defects and regrow missing limbs and organs.
of their collapse, and does not function on tar- It can even be used to stabilize targets that have been
gets that have been decapitated or killed by Heavy dropped by Heavy weapons, decapitated, or otherwise
weapons. Its the GMs decision as to whether a dramatically dismembered, provided its used within
target is intact enough for this power to work. one round per level of Biopsionic skill. The best that
Level-1: As level-0, and heal 1d6+1 hit points of damage. can be done for such badly-mangled targets is stabiliza-
If used on a mortally-wounded target, they revive tion, after which they must rest for 24 hours before any
with the rolled hit points and can act normally on further hit points can be healed by Biopsionics, stims,
the next round. or natural rest.
Level-2: As level-1, but healing 2d6+2 hit points instead.
Level-3: As level-2, but healing 2d6+6 hit points instead.
Level-4: As level-3, but healing 3d6+8 hit points instead.
Biopsionics 33
Metapsionics
Metapsionics is the rarest and most esoteric of the psy-
chic disciplines, with few psychics having the necessary Cloak Powers Level-1
temperament or interest in developing these complex The metapsion can conceal their own psychic abilities
abilities. A metapsion controls psychic energy itself, from metapsionic senses. They must Commit Effort
molding and shaping the flows of energy that spill for as long as they wish to cloak their powers. While
through the brains of those marked by MES. hidden, only a metapsion with equal or higher skill in
Taken in isolation, metapsionics allows a psychic Metapsionics can detect their abilities with their level-0
to increase the raw Effort available to them and become or level-2 Psychic Refinement abilities. In such cases, an
more flexible in how this Effort is used. Expert metap- opposed Wis/Metapsionics roll is made between the
sions can even teach other potential psychics how to metapsion and the investigator. If the investigator wins,
control and channel their new abilities, and the services the cloak is pierced, while if the metapsion wins, the
of a trained psychic mentor command considerable investigators Psychic Refinement remains oblivious.
sums in most systems.
Beyond this, in most stellar sectors a competent Mindtracing Level-1
metapsion is the only practical way to protect a target The metapsion can trace back the use of psionic powers
from undetectable psychic assault. Without a vigilant theyve noticed in their presence. By Committing Ef-
brainguard, a head of state, interstellar celebrity, or fort for the scene as an Instant action, they can see and
planetary oligarch might find their minds rifled effort- hear through the senses of a user of a psychic power,
lessly by some undetected psychic intruder. gaining an intuitive awareness of their location and
As a consequence, many metapsions become much treating them as a visible target for purposes of their
more physically competent and better-trained in com- own abilities. Thus, if they see someone being affected
bat than the average psychic. The high prices they can by a telepathy power with no visible source, they can
command as brainguards attract some, though others use this ability to briefly share the hidden telepaths
find their clients too aggravating to endure for long. senses. If used on a target that is teleporting, they can
perceive the teleporters view of their destination. Use
Core Technique- Psychic Refinement on a metamorphically-shaped impostor would reveal
The metapsion gains improved mastery over their own the biopsion responsible for the change, and so forth.
powers and an innate sensitivity to the use of psionic These shared senses last for only one round and do not
abilities in their presence. interfere with the adepts other actions.
Level-0: The adept can visually and audibly detect the
use of psychic powers. If both the source and tar- Synthetic Adaptation Level-1
get are visible to the metapsion, they can tell whos This is a particularly esoteric technique, one that re-
using the power, even if its normally impercep- quires the adept to have at least Program-0 or Fix-0
tible. They gain a +2 bonus on any saving throw skill in order to master. With it, however, the metap-
versus a psionic power. sion has learned how to synergize with the quantum
Level-1: The metapsions maximum Effort increases by intelligence of a VI or True AI in order to apply Telepa-
an additional point. thy or Biopsion powers to their inanimate corpus. Only
Level-2: The adept can determine whether or not a intelligent machines can be affected, as the technique
person is a psychic or has latent psionic abilities requires a sentient mind to catalyze the effect.
through one round of visual inspection. Their sav- This synergy takes much of its force from the ad-
ing throw bonus against psionic powers increases ept. Any System Strain the powers might inflict must
to +3. be paid by the adept rather than the target.
Level-3: The metapsions maximum Effort increases by
an additional point. Neural Trap Level-2
Level-4: The metapsion can perform a slightly safer The metapsion allows a hostile psychic into their men-
version of torching. Instead of rolling the torch- tal sanctum in order to gain a later advantage. When
ing damage die, they simply suffer 10 hit points of targeted by a hostile psionic power that allows a save,
damage after torching is used. The damage occurs the metapsion may Commit Effort as an Instant action
after the fueled power activates, allowing a psychic and voluntarily fail the saving throw, accepting the ef-
at low hit points to trigger a power before falling fect. The next psychic power the user targets at that
unconscious. This damage cannot be healed by assailant then allows the victim no saving throw. This
anything but natural bed rest, though a psychic technique lasts until the metapsion makes their psychic
can be stabilized if this technique drops her to zero attack or reclaims their Committed Effort. A hostile
hit points. psychic may be affected by only one Neural Trap from
a given psychic at a time.
Metapsionics 35
Precognition
The discipline of Precognition relates to sensing the
cascade of future events and reading the achronal cha- Core Technique- Oracle
os of the metadimensional energy that ripples in the The precog gains a progressively-greater intuitive un-
psychics brain. Readings provided by Precognition derstanding of their own future. Each invocation of
tend to be focused on the psychic and what they find the Oracle technique requires a Main Action and that
interesting or important. Matters irrelevant to the seer the user Commit Effort for the day. Once triggered,
are unlikely to be noticed, even if they are of critical the adept gets a single brief vision related to the ques-
importance to those involved. More advanced tech- tion about the future that theyre asking. This vision
niques of Precognition can even influence the future, is always from their own personal vantage point and
adjusting probabilities by changing or pruning certain never reveals more than a minute of insight, though
metadimensional currents. the psychic processes it almost instantly as part of the
The future is not carved in stone. Oracles can be powers use.
falsified by present action or sheer random chance. The GM should answer the question as if the
When a reading is ambiguous or the future seems un- PC were about to perform the act or engage in the
certain, the GM should simply give the most probable investigation pertinent to the question. Thus, if the
reading for the power as their own judgment recom- adept wanted to know what pressing a button would
mends. do and the GM knows that its connected to a bomb,
Precognition is strictly future-oriented. For as- the psychic might get a vision of sudden death. If the
sorted complex reasons, the past is vastly more difficult bomb were on a time delay that extended past the time
to observe with psionic powers, and postcognition is horizon of the oracle, however, the psychic might just
generally considered impossible. see a vision of herself waiting patiently, with nothing
Precogs are generally viewed with considerable happening.
unease by the general population. Theyre not as widely Visions should relate to actions and events, not
feared as telepaths, but the uncanny powers of foresight abstract facts. Oracle couldnt tell a psychic who the
they possess can make them difficult company. They crime boss of a slum neighborhood is, for example, but
can earn very substantial sums of money from those it could give a vision of the psychic caught in the next
desperate to learn of some future outcome, but the bloody riot and the gang boss whos directing the myri-
specificity of their visions makes it difficult for them ad thugs. It couldnt reveal the name of a security guard,
to perceive large-scale future events. but it could show the seer the impending moment that
A precog can see a city in flames or a stock market the next guard patrol will enter the area the psychic
board showing a crash, but even the most powerful plans to infiltrate. Only the most important or signifi-
cant tell if the conflagration is just a limited local disas- cant information is conveyed by the technique, even if
ter or a planet-consuming catastrophe, nor can they tell multiple events of interest might transpire during the
if the crash is a temporary pullback in the market or a time horizon.
harbinger of global depression. Many precogs have dif- Oracle can only be used on a given question or topic
ficulty dealing with this ambiguity, and some become once until the situation changes substantially or a week
fixed on personal interpretations of their visions that goes by. The maximum time horizon of the Oracle in-
may or may not play out as they have seen. creases as the adepts Precognition skill improves.
Level-0: One minute into the future.
Bending the Future Level-1: One day into the future.
Everything a precog sees is provisional. Some outcomes Level-2: One week into the future.
may be so likely as to be nigh-certain, but nothing is Level-3: Three months into the future.
truly, absolutely destined. Vigorous activity or simple Level-4: One year into the future.
unexpected chance can skew future outcomes.
This effect is one reason why choirs of precogs
Intuitive Response Level-1
have not been more widely exploited by planetary
governments. The clearer and more detailed a future As an Instant action, the precog can Commit Effort for
outcome becomes, the simpler it is to find the crucial the scene just before they roll initiative. Their initia-
events that can be changed to derail it. The more in- tive score is treated as one better than anyone elses
tense the precognitive focus toward a future event, involved in the scene. If another participant has this
the more fluid it becomes as fresh readings take into power or some other ability that grants automatic ini-
account the countermoves that others have made. Ru- tiative success, roll initiative normally to determine
mors persist of ancient pretech augmentation hardware which of them goes first, and then the rest of the com-
that can fix future outcomes, but most governments batants act. This ability cannot be used if the precog
lack the resources to even consider such extravagance. has been surprised.
Precognition 37
Telekinesis
Telekinetic abilities are something of a mixed bless-
ing to those psychics who have them. While they Kinetic Transversal Level-1
are among the least feared and distrusted of psychic The adept may Commit Effort as an On Turn action to
powers, they also produce effects that are not nearly move freely over vertical or overhanging surfaces as if
so widely-demanded as biopsionic healing or metap- they were flat ground, crossing any solid surface strong
sionic brainguarding. A telekinetic must be canny and enough to bear five kilos of weight. They can also move
creative to get the most from their abilities. over liquids at their full movement rate. This move-
Telekinetic powers are strong but somewhat im- ment ability lasts as long as the Effort is committed.
precise. The force they generate is usually invisible,
though a psychic can allow a visible glow if desired, and Pressure Field Level-1
the source of the telekinetic manipulation is not obvi- As an Instant action, the adept can manifest a protective
ous to ordinary senses. Objects being held or worn by force skin around their person equivalent to a vacc suit,
a mobile creature cannot normally be manipulated by maintaining pressure and temperature even in hard
telekinesis, nor can unwilling intelligent targets be di- vacuum conditions. They can ignore temperatures at
rectly manipulated. Machines, including non-sentient a range of plus or minus 100 degrees Celsius and auto-
robots, can be affected as any other inanimate object, matically pressurize thin atmospheres for breathability,
however. The psychic cannot use this discipline to lift or filter particulates or airborne toxins. By Committing
their own person without special techniques. Effort for the scene, they can shield up to six comrades.
Some techniques refer to a physical attack or This lasts until the user reclaims the Effort.
physical damage. This means a straightforward kinetic
impact: bullets, punches, collisions, falls, compressions, Telekinetic Armory Level-1
or the like. Energy attacks are not included. The adept may Commit Effort as an On Turn action to
create both weapons and armor out of telekinetic force.
Core Technique- Telekinetic Manipulation These weapons are treated as tech level 4 and act as a
The adept may Commit Effort for the scene as a Main rifle or any advanced melee weapon. Attack rolls can
Action to direct telekinetic force toward an object or use either Dexterity, Wisdom, or Constitution modifi-
person within unaided visual range or with tactile ers, and may use the Telekinesis skill as the combat skill.
contact with the psychic. This force isnt responsive Armor may be created as part of this power, grant-
enough to be effective as a weapon without further ing the psychic a base Armor Class equal to 15 plus their
refinement of technique, and cannot cause damage to Telekinesis skill level. This armor does not stack with
living or mobile targets. If used to crush or harm im- conventional armor, but Dexterity or shields modify
mobile unliving objects, it does 1d6 damage per skill it as usual. The gear continues to exist as long as the
level of the psychic per round of focus. Objects move at psychic chooses to leave the Effort committed, and they
20 meters per round when moved telekinetically. may be invisible or visible at the psychics discretion.
A telekinetic force can be maintained over multi-
ple rounds without expending further actions, such as Impact Sump Level-2
holding a metal platform in place under a group of al- The adept may Commit Effort for the day as an Instant
lies, but the psychic cannot again activate this technique action to negate a single instance of physical damage.
on a second object until they release the first. This ability is too taxing to be used more than once per
Level-0: The psychic can exert force as if with one hand day, but as an Instant action, it can be triggered even
and their own strength. after damage is rolled.
Level-1: The psychic can manipulate objects as if with
both hands and can lift up to two hundred kilo- Slip Field Level-2
grams with this ability. As a Main Action, the psychic Commits Effort for the
Level-2: The psychic can lift or manipulate up to four scene and decreases the friction at a point in sight. Up
hundred kilograms and smash a human-sized to ten meters in diameter is affected, making it difficult
hole in structures of light wooden construction for enemies to move from their current position. All
or lighter as a Main Action. chosen targets must make an Evasion saving throw or
Level-3: The psychic can manipulate up to eight hun- fall prone, becoming unable to stand up or move more
dred kilograms and can affect as many individual than a meter per Move action taken. If used against a
objects at once as they have Telekinesis skill levels. ground vehicle, the driver must make a Dex/Pilot skill
Level-4: The psychic can manipulate up to a metric ton check at a difficulty of 8 plus the adepts Telekinesis
and can smash human-sized holes in TL4-con- skill or go out of control, driving directly forward for
structed exterior walls, light stone walls, or similar a round and crashing into any obstacles. Targets who
barriers as a Main Action. save are immune to this technique for the scene.
Telekinesis 39
Telepathy
There is no psychic power more threatening and dis-
turbing to normal humanity than that of telepathy. Core Technique- Telepathic Contact
The prospect of having ones innermost thoughts and The telepath can obtain a progressively-deeper under-
secrets pried out by imperceptible means is deeply trou- standing of a sentient targets thoughts. The target must
bling to most men and women, and telepaths are often be visible or otherwise perceptible to the telepaths un-
given a wide berth by others simply for fear of what aided senses. Opening a contact requires the telepath to
private thoughts they might sift out. Commit Effort for the day as a Main Action, and the
Some worlds that are otherwise accepting of psy- contact lasts for a scene at most unless augmented by
chic powers go so far as to ban known telepaths and other techniques.
forbid the teaching of the discipline within their terri- The depth of contact that can be made depends on
tory. Even those few that do, however, can rarely re- the psychics Telepathy skill. A single contact can use
sist the urge to maintain some government-approved any or all of the effects permitted to a telepath of the
telepathic training program for candidates selected for users skill level. Basic forms of contact do not allow for
their political trustworthiness or powerful backers. a saving throw, though more advanced probes allow
The benefits of having an imperceptible mental spy the target to make a Mental saving throw to resist. On
are too great for most states to forgo. a successful save, no form of this technique that allows
Most worlds do not ban telepaths. On these plan- a save can be used on them for the rest of the scene.
ets, the sheer rarity of psychic powers and the limited Level-0: Observe emotional states in a target. Intense
chance that any one individual might be unlawfully emotions provide a single word or image related
scanned outweigh any fear of unchecked telepathic in- to the focus of the feelings.
trusion. Telepathic testimony is almost never accepted Level-1: A shallow gestalt with the targets language cen-
in a court of law, however, outside of the most psy- ters allows the telepath to understand any form of
chic-centered societies. communication made by the target. If the psychic
Almost all worlds forbid the uninvited use of tele- has the requisite body parts to speak the targets
pathic powers on another person. The crime is very dif- language, they can communicate with it in turn.
ficult to prove, but usually comes with harsh penalties. Level-2: The psychics awareness of the targets surface
Open admission of an illicit scan is generally considered cognition is sophisticated enough to read their
proof, so PC telepaths are advised to be discreet. current thoughts, though it cant pick up memo-
Telepathic shielding devices and substances do ries or non-obvious connections. The target gets
exist in very limited amounts. Even during the height a Mental saving throw to resist this.
of the Mandate, such resources were never abundant. Level-3: The psychic can drill down into the targets
Nowadays, only heads of state and similar elite per- memory to get a one or two-sentence answer to
sonages might expect to shelter behind psionics-proof any single question they ask, or receive a single
walls or have devices to alert them to telepathic tam- answering vision of the targets recollections. The
pering. Even then, many worlds will simply lack the target can attempt a Mental saving throw to resist
pretech artifacts to erect such protection, even for their this power, and whether or not it succeeds the
most important members. contact is automatically ended. It can be re-estab-
lished, but only by activating this technique again.
Using and Detecting Telepathy Level-4: The psychic instantly gets a full and nuanced
Telepathy operates at a very basic level of mental con- awareness of everything the target can remember
tact, and is not impeded by a lack of shared languag- about a particular topic. The target can attempt
es. While the basic forms of telepathy only function a Mental saving throw to resist this power, and
on intelligent creatures, aliens or transhumans with whether or not it succeeds the contact is automat-
human-like cognition can be affected. VIs, True AIs, ically ended afterwards. It can be re-established,
and other non-biological intelligences are not normally but only by activating this technique again.
subject to Telepathy techniques.
Telepathy is a subtle ability, and targets of its tech- Facile Mind Level-1
nique will not normally be aware of it. Only those with The telepath is practiced at opening a Telepathic Contact,
metapsionic expertise or Telepathy-0 skill or greater and need only Commit Effort for the scene to do so, in-
can tell when theyve been targeted by Telepathy. Oth- stead of Committing Effort for the day. If contacting an
ers may suspect this influence, particularly if theyre ally who has practiced the process with the psychic for
aware of the existence of psychics and have just done at least a week, opening the contact normally requires
something utterly inexplicable to their own reasoning. no Effort at all. In both cases, if the telepath chooses to
Certain extremely rare TL5 devices can also alert a tar- Commit Effort for the day, they can open a Telepathic
get to the presence of telepathic tampering. Contact as an Instant action rather than a Main Action.
Telepathy 41
Teleportation
Teleporters do not provoke the kind of persistent
worry that telepaths induce in most normals, but their Core Technique- Personal Apportation
particular gifts cause a more physical concern. An ex- The teleporter can translocate to another location they
perienced teleporter can reach or see into any location have either occupied before or can see with their unaid-
theyve ever been; security officials dont just need to ed vision. Locations are fixed in reference to the nearest
make sure that no teleporter is in a restricted area, but major gravity well. For example, it is not possible to
that theyve never been there before at any time. Access teleport to the cockpit of a distant moving vehicle they
into the most important areas is carefully filtered to once occupied, but they can teleport to another point
ensure that no outside teleporter ever gets a chance to on a planets surface even though the planet has since
see a location they might suddenly appear in several moved far through the stellar void.
months or years later. The core technique allows the teleporter to move
Most governments with access to trained psychics himself and any mass he is able to carry with his own
will have at least a few expert teleporters on hand to natural strength. Resisting targets cannot be carried
provide untraceable communications links and super- along, and unresisting ones must be touched. A tele-
lative infiltrators. Despite their many advantages in in- porter can leave any clothing, shackles, adhesions, or
trusion and evasion, however, a teleporter needs the other matter behind when he teleports, but he cannot
skills to actually get into a restricted area before they leave behind matter that has been inserted into his
can take advantage of a quick escape. Its not unknown body, such as cybernetics or shrapnel. Matter cannot
for teleporters to be paired with more conventional be partially left behind.
burglars who supply the security-defeating skills and A teleporter will instinctively abort any apporta-
information-gathering talents that a professional psy- tion that would leave him embedded in a solid object
chic doesnt always have the time to cultivate. or in an environment of imminent physical harm. Any
The criminal applications of teleportation are ob- Committed Effort on such aborted jumps is wasted, as
vious, as is its utility in surveillance. Some bold tele- is any action spent triggering the power.
porters make excellent money as thieves or spies for The maximum range of Personal Apportation de-
whatever employer can afford their exorbitant fees. pends on the teleporters skill level. Teleporting with
The price for their services is invariably high, not only Personal Apportation counts as a Main Action and re-
due to the rarity of experienced teleporters, but due to quires that the psychic Commit Effort for the scene.
the consequences of arrest. Level-0: The psychic can teleport up to 10 meters.
As tempting as the criminal path can be for many Level-1: The psychic can teleport up to 100 meters.
teleporters, most are dissuaded by the penalties. Very Level-2: The psychic can teleport up to 10 kilometers.
few worlds have prison facilities that are in any way de- Level-3: The psychic can teleport up to 1,000 kilometers.
signed to cope with teleporting inmates. On advanced Level-4: The psychic can teleport anywhere on a plan-
worlds, this means that criminal teleporters are often ets surface or near orbit.
implanted with surgical bombs keyed to explode if they
leave a restricted area or stop receiving a specific signal
from a government transmitter. On primitive worlds, Proficient Apportation Level-1
this means that criminal teleporters face summary exe- Personal Apportation now counts as a Move action,
cution for any crime more serious than a misdemeanor. though it still can be performed only once per round.
Some devices can be used to defeat teleporters, Apportations of 10 meters or less no longer require
creating a curdled patch of metadimensional space Effort to be Committed, though any augments to the
that is impossible to enter or leave via teleportation. technique must still be paid for normally.
These ancient pretech artifacts are invariably ridicu-
lously expensive in the unlikely case that a planetary
Spatial Awareness Level-1
government allows them to remain in private hands at
all, and only the most important figures of an advanced The psychic may Commit Effort as an On Turn ac-
world will have any access to teleporter-sealed safe tion to gain an intuitive 360-degree awareness of their
zones. Many worlds have no access to such devices at physical surroundings. The sense is roughly equivalent
all, with even princes and potentates left to keep a wary to sight out to 100 meters, though it cannot read text
eye on teleporting psychics. A metapsion brainguard is or distinguish colors. It is blocked by solid objects but
the usual low-tech answer to psychic threats, if such an is unimpeded by darkness, mist, blinding light, holo-
expensive mercenary can be hired on the world. grams, or optical illusions. The sense lasts as long as the
Effort remains Committed to the technique.
Teleportation 43
Saving Throws
There are times when misfortune or unpredictable per- Your characters saving throw scores start at 15,
il befalls a hero. Only luck or their own natural har- and decrease by one point each time you advance a
diness can save them from disaster, and to do so they level. Each saving throw is modified by the best mod-
must make a saving throw. ifier of two different attributes: Physical by the better
Saving throws come in three kinds. Physical saves of Strength or Constitution, Evasion by the better of
relate to challenges of physical endurance such as poi- Dexterity or Intelligence, and Mental by the better of
sons, diseases, radiation, or dire exhaustion. Evasion Charisma or Wisdom. Thus, a first-level PC with a
saves involve dodging explosions, evading falling haz- Strength of 5 and a Constitution of 14 would have a
ards, diving back from a crumbling surface, or other- Physical save of 14.
wise exerting ones powers of speed and swift reaction. To make a save, roll 1d20 and try to equal or beat
Mental saves relate most often to psychic influences, the appropriate saving throw score. On a success, you
hallucinations, esoteric mental control technologies, evade or mitigate the peril, while on a failure it takes
and other perils that assault a heros mind or percep- full effect. A natural roll of 1 is always a failure, and a
tions. Mental saves can also be used when no other natural roll of 20 is always a success.
saving throw category seems to apply and only blind The GM decides when a saving throw is appropri-
luck and ineffable intuition can save the hero. ate. Some dangers might not allow one at all.
Skill Checks
Most characters are skilled, competent men and wom-
en who are perfectly capable of carrying out the ordi- When To Call for a Check
nary duties of their role. Sometimes, however, they are Skill checks should only be called for challenges that fall
faced with a situation or challenge beyond the usual outside the PCs background and common experience.
scope of their role and must make a skill check. A PC with the background of a starship pilot should
To make a skill check, roll 2d6 and add the most not be rolling skill checks to land a ship or navigate to
relevant skill level and attribute modifier. If the total is an in-system destination. As a general rule of thumb,
equal or higher than the checks difficulty, the check is a if failure at a particular task would make the PC seem
success. On a failure, the PC either cant accomplish the notably incompetent at their role in life, then they
feat at all or they achieve it at the cost of some further shouldnt have to roll a skill check for it. In addition, if
complication to the situation. The GM determines the failure or success at a check really doesnt matter in the
specific outcome of a failure. game, if it wont produce some interesting result either
If the character doesnt even have level-0 in the way, then a check shouldnt be made.
pertinent skill, they suffer a -1 penalty to the roll. In Even concept-related feats might require a skill
the case of particularly technical or esoteric skills they check, however, if the situation is especially bad or
might not even be able to attempt the skill check at all. the circumstances particularly hostile. The pilot might
Some checks might be suitable for more than have to make a Pilot skill check to land a ship if they
one skill. A javelin-throwing contest might use Exert attempt it in the middle of a man-killing sandstorm,
for being an athletic contest, or Shoot for involving a and a noble might have to make a Connect skill check
ranged weapon, or Stab for using a muscle-powered to find shelter with an aristocratic relation if theyre
thrown weapon. In such cases the PC can use the best currently wanted by the stellar tyrants guards.
applicable skill. In other situations, a skill might seem
peripherally relevant; trying to find the hidden bomb Aiding a Skill Check
in a starships engine core before it detonates might cer- Sometimes one PC will want to lend a hand to another
tainly use Notice or Fix, but a GM might also let Pilot as they attempt a difficult feat. To do this, the player
be applied, as a veteran pilot might be expected to know first describes what sort of action they are taking to
what their engine should look like. In such peripheral help their comrade. If the GM agrees that their effort
cases, the check difficulty usually increases by 2. makes sense and would be helpful, the player then rolls
a relevant skill check against the same difficulty as the
Skill Check Difficulties original check. If its a success, the other PC gets a +1
bonus on their roll. Multiple PCs can try to help, but
6 A relatively simple task that is still more than
the acting PC cant earn more than a +1 total bonus.
the PC would usually be expected to manage
The helping skill doesnt necessarily have to be the
in their regular background. Anything easier
same skill the PC is checking. If a player can think of
than this isnt worth a skill check.
a way to help a Sneak check with Talk, then so be it.
8 A significant challenge to a competent profes-
sional that theyd still succeed at more often Opposed Skill Checks
than not. Sometimes a PC wants to accomplish something that
10 Something too difficult to be expected of another character wants to prevent. Sneaking past an
anyone but a skilled expert, and even they alert guard, winning a shooting tournament, or besting
might fail. an alien in a tentacle-wrestling competition might all
be opposed skill checks.
12 Only a true master could expect to carry this In such cases, all participants roll their relevant
off with any degree of reliability. skills and the highest score wins, with ties going to
14+ Only a true master has any chance of achiev- the PC. To make the NPCs roll, check their listed skill
ing this at all, and even they will probably fail. bonus; they can add it to any skill check appropriate to
their role or profession. If the NPC has no reason to
Particularly helpful or hostile circumstances might be particularly good at the challenge, they simply roll
give a bonus or penalty to the skill check. As a general 2d6 and add nothing.
rule, extremely bad circumstances or tools would ap- In most cases, the relevant skills are obvious. A
ply up to a -2 penalty to the skill check, while a very character trying to skulk past a vigilant guard would be
good situation or the perfect set of tools might give up rolling their Dex/Sneak against the guards roll, while
to a +2 bonus to the roll. Usually, no combination of one trying to out-tentacle an alien would be rolling Str/
modifiers should add more than +2 or -2 to any given Exert. When in doubt, the GM decides which skill is
skill check. most applicable.
48 Combat
Combat
Sometimes the only reasonable response to a situation
involves drawn monoblades and heavy plasma fire. In Types of Actions
such unfortunate hours your heroes will have to en- When an actors turn comes up in the round, they may
gage in combat. perform actions. Actions are divided into four different
Combat in Stars Without Number is a lethal sort of types: Main Actions, Moves, On Turn actions, or Instant.
experience, especially for novice interstellar adventur-
ers. Even hardened Warriors can go down in a hurry Main Action One per Turn
under a withering hail of mag rifle fire or the scrap- Every actor can make one Main Action each round.
steel knives of a hiveworld gang pack. PCs should be Main Actions are those deeds that are going to absorb
very certain that the odds are in their favor before they most of the six-second round, such as attacking an en-
reach for their laser pistols, and even then, the gods of emy, bracing a door, applying first aid to a downed ally,
battle can be cruel. digging a Stowed item out of a pack, manipulating a
complex device, or some other activity that takes up
Rounds and Initiative their focus. In place of their Main Action, an actor can
Combat and other time-sensitive situations are divided take a second Move action.
up into rounds. Each round is approximately six sec-
onds, during which all participants may act. When ev- Move Action One per Turn
eryone has acted, the round ends and a new one begins. Every actor can make one Move action each round,
To determine who acts first in a round, each par- running up to 10 meters. This movement assumes that
ticipant rolls initiative. Each rolls 1d8 and adds their an actor is dodging enemies, paying attention to the
Dexterity modifier. NPCs usually have no modifier. surroundings, navigating awkward terrain, and gener-
The participants then act in order, high roll to low, ally dealing with the hazards of a battlefield. Climbing
with PCs winning ties. When everyone has had a turn a surface, swimming, or passing extremely rough ter-
to act, the sequence starts over again from the top. Ini- rain halves this movement rate. Actors cant split their
tiative is not re-rolled. Move action, such as taking part of it before using their
Optionally, the GM may choose to use group ini- Main Action and the rest afterwards.
tiative instead in their campaigns. The PC with the best An actor who wants to disengage from an oppo-
Dexterity bonus rolls for the party, and the GM rolls nent in melee must use their Main Action to perform
one die for the other NPCs. Members of the side that a Fighting Withdrawal, or else they suffer a free auto-
rolled highest may act first in whatever order they wish, matic melee attack from any foe engaged with them.
and then the next-highest side acts. While easier to There is no need to spend a Main Action disengaging
manage, it also increases the value of winning initiative, from enemies who are wielding only ranged weapons.
and can leave the heroes in dire peril if a large group While its possible to use a rifle to buttstroke someone
of foes wins the roll. or pistol-whip a near combatant, such weapons arent
Sometimes a person is surprised or ambushed. as effectively threatening as true melee weapons.
Most ambushes involve a contested Dex/Sneak roll
against a targets Wis/Notice check, with the defender On Turn Action Any Amount on Your Turn
winning ties. In other cases the surprise may be prac- An On Turn action is some fast, simple act that could
tically inevitable, such as a disguised assassin suddenly reasonably be performed while an actor is doing some-
lashing out with a monoblade in the middle of a society thing else. Dropping an object, falling prone, saying
ball. Ambush targets who fail the contested roll are sur- something, drawing a Readied item, or activating a
prised. A surprised target doesnt get to roll initiative simple device might all be On Turn actions. A PC can
until the second round of combat and can perform only perform as many On Turn actions as they want in a
Instant actions while surprised. NPCs with roles rele- round, subject to the GMs discretion.
vant to being vigilant or stealthy would gain their skill
bonus to these checks, while others would simply roll Instant Action Any Amount, Any Time
an unmodified 2d6 for the opposed check. An Instant action is special, in that it can be performed
Most PCs are not subject to surprise unless their even when its not the actors turn, or even after at-
guard is genuinely down at the moment of the ambush tacks or damage have already been rolled. Some psychic
or attack. Someone walking in a dangerous part of a powers are Instant actions, allowing the actor to use
city or picking their way through a seemingly-aban- them after they decide they dont like how the dice have
doned space station is unlikely to be astonished by the fallen. Certain combat actions are also Instant, though
sudden appearance of danger, unless the attack is so they often cost the actors Main Action for the round as
sudden and from such an unexpected quarter that even well. Any number of Instant actions can be performed
their obvious caution is insufficient. during a round.
Combat 49
Circumstance Mod
Shooting at a distant prone foe -2
Shooting or meleeing an adjacent prone foe +2
Melee attacking while prone -4
The target is at least half behind cover -2
The target is almost completely in cover -4
Shooting from a prepared firing position +2
Examples of Murder
Yaddle and Bort, two drunken hive thugs, get in- After a month of recovery, a cocky Bort has
volved in an impromptu knife fight over a card equipped himself with a spiked walking stick, a me-
game. Yaddle wins the initiative roll, but Bort elects dium primitive weapon that is more bashy than his
to make a Snap Attack, since Yaddle is within conve- small knife. He spots the young PC Warrior gun-
nient range of Borts Readied knife. Incensed, Yaddle slinger Eliza Darrick in the grimy hive street and
also decides to make a Snap Attack, so the two re- covets her fine revolver. What better way to acquire
solve their attacks simultaneously. it than to cosh the young woman?
Bort has a hit bonus of +1. Being an NPC, he He sidles into position near her before raising
doesnt add skills or attribute modifiers; he just rolls his stick. Eliza has a considerable fund of common
1d20, adds 1 to it for his attack bonus, and applies a sense and is not subject to surprise at this turn of
-4 penalty for a Snap Attack to find the Armor Class events, given the environment. Both roll initiative
he hits. His modified roll is 11, which is enough to and Bort wins. He makes his roll of 1d20+1, no lon-
hit the unarmored Yaddle, who has an AC of 10. Bort ger rushed by a Snap Attack, and gets a 13.
rolls 1d4 for his small, primitive knife, inflicting 3 Eliza has an armored undersuit that grants her
points of damage. Again, as an NPC, he doesnt add an AC of 13, plus a bonus of +1 for her Dexterity
attribute modifiers to the damage. modifier, for a total AC of 14. As Borts roll is lower,
Yaddle has a similar hit bonus, but his modified he misses. Because medium primitive weapons only
roll is 7, less than Borts unarmored AC of 10, so he do Shock to targets with AC of 13 or less, Borts stick
misses. His primitive knife does do 1 point of Shock doesnt even do Shock damage to her.
damage to Bort, however, because a small primitive Eliza then draws the Readied revolver that Bort
weapon does its Shock damage to any target with an so coveted and makes her own attack roll of 1d20, +1
AC of 15 or less. for her attack bonus, +1 more for her Dexterity, and
With the attacks resolved simultaneously, both +1 more for her Shoot-1 skill. She rolls a total of 4,
now take damage. Yaddle takes 3 points, and as he an abysmal showing. As she does not much care for
only had 3 hit points to begin with, hes down and being jumped by the likes of Bort, she chooses to use
dying, spurting from several vicious slashes. Bort her Warrior class ability to turn a missed shot into a
takes 1 damage from Shock, and since he was always hit once per scene, sealing Borts doom.
a frail gutter rat with only 1 hit point, he too is down, With only 1 hit point, it doesnt even matter
slipping into shock from a gash in his belly. Luckily, what Eliza might roll for damage. The GM describes
he owes an onlooker money, so his creditor rushes the look of dull surprise on Borts face as Elizas bullet
forward and tries to hold Borts guts in with his coat. plows a wet hole through his chest.
Stabilizing a mortally wounded target requires Eliza ducks down a side street as Bort falls to the
an Int/Heal or Dex/Heal skill check. The creditor filthy asphalt. Even if the GM decided that Bort had
is an NPC, and the GM decides that they have no a chance to survive his wound, none of the denizens
particular talent at first aid, so the GM rolls a flat 2d6 around him have any interest in anything but the
for them and gets a lucky 10. Thats just enough to contents of his pockets. Bort gurgles out the last of
stabilize Bort even without the help of proper med- his life six rounds later, giving fodder for bad dreams
ical supplies, and so the downed victor is carried off to the scarred urchin who is tugging the stick from
to a an unlicensed street doc for emergency patching. his slackening grip.
52 Combat
Desperate Measures
Eliza Darrick is in a bad situation. During the ex- Unfortunately, since Eliza has been bleeding out
ploration of a lost Mandate research station, an ally for one full round, the difficulty of stabilizing her is
managed to accidentally activate the installations 7. The patch fails. Big John has another one in his
defense systems. A swarm of decaying security bots pack, but its going to take him his next rounds Main
almost overwhelmed the group, and a chance shot Action to dig it out and then another round to try to
from an integral mag rifle has just dropped Eliza. apply it, by which time Eliza will have been bleeding
The gunslinger is on the floor with zero hit for three rounds and the difficulty will be 9.
points. If she were an NPC, the shot probably would The next round, a shout from across the room
have just killed her outright, but as a PC, she has alerts Big John that an ally is throwing him some-
the hardihood to keep struggling against any wound thing. A stim unit comes skittering across the floor,
a human could theoretically survive. Even so, shes and Big John uses a Move action to scoop it up, leav-
going to die in six rounds if nobody comes to her aid. ing it Readied in his grip. Its an ancient Mandate cos-
Big John, an ally of the downed shootist, spends metic stim they looted from the stations commissary,
his Main Action dragging her behind cover as the and it might just save Elizas life.
rest of the party tries to hold back the metal tide. By Big John presses the stim capsule against Elizas
the time he actually gets the chance to try to stabilize neck and the mysterious pretech nanites do their
her, a full round has passed since she was felled. work, giving her minty-fresh breath for the next six
Luckily, Big John has a lazarus patch Readied at months. As a side effect, the medical substrate of the
his belt. Unluckily, he has no medical skill whatsoev- Mandate stim also heals 1d6 damage to her, raising
er, though hes quite intelligent, with a +1 attribute her to five hit points. Eliza is now prone but fully
modifier. He rolls 2d6, -1 for his lack of Heal skill, +1 revived. Thanks to the advanced healing, she does
for his Intelligence modifier, for a total of 6. not need further rest before returning to action.
54 Hacking
Hacking
In the far future, its inevitable that many advanced civ- control for 1d4 rounds plus their Program skill before
ilizations will use computers to control their vehicles, the system detects the intrusion and locks them out.
infrastructure, and data stores. It is equally inevitable The hacker can attempt to regain control, but further
that some tech-talented hero will try to use that fact hacking attempts become more difficult.
to get something they want. While hacking has some If they fail, they must immediately make a second
significant limitations in what it can accomplish, it can skill check at the same difficulty. On a success, they
still be a useful tool for the right kind of hero. avoid an immediate alarm and a trace of their hacking
location. On a failure, the system has been alerted to
The Digital Environment their intrusion attempt and has informed its human
Most planets with TL4 or better will rely on computers overseers of the hackers location. Depending on the
to operate their infrastructure and maintain their data. nature of the system being hacked, the response may
They may or may not have an internet-like global net- range from an annoyed data janitor shutting down the
work depending on their political situation and cultural compromised terminal after hes done eating lunch to
values, but individual buildings or data storehouses will a fast-response special weapons team busting through
normally have an internal network. If there is no open the windows ninety seconds later.
planetary internet, a hacker will need to be physically Hacking the same system in a short period of time
present in the networked area to hack the system. is progressively more difficult, as the systems alerts and
Most hacking requires a physical interface with security measures are increasingly active. Whether or
the system, either through tapping a data line with a not prior attempts were successful, an additional +1
metatool or plugging into a connected terminal. Tap- difficulty penalty is added for every hack attempted in
ping a data line usually takes at least a minute unless a the system after the first within 24 hours.
special cable-siphon tool is used, while plugging into
a terminal is a Main Action. Some buildings may have Line Shunts
a local wireless network that can be used as an entry Some well-guarded or high-security computer systems
point, and some planetary internets may allow assaults require more than a simple hack to obtain data or sub-
on arbitrary computers, but such convenient situations vert their functionality. These systems have multiple
are unusual. Advanced security software usually makes security redundancies and consensus-based backup
such remote assaults impractically difficult. processors that make it all but impossible to execute a
Its up to the GM to decide what parts of a facility hack from a single point. To overcome these systems
are susceptible to hacking, and to determine the full or to execute exceptionally long-lived hacks, the hacker
scope of what effects a hacker can produce. A high- must place one or more line shunts at other locations.
tech security door in some advanced facility might well A line shunt is a TL4 piece of black-market tech
be hackable, but every refrigerator, locked closet door, designed to tap into a data line and spoof the contents
and employee bathroom is not necessarily slaved to the in concert with a hacking attempt.
local network. Professional, well-maintained computer systems
usually require one line shunt to be applied before any
Executing the Hack hack can be performed. Government or infotech-fo-
Assuming a hacker is able to make a connection, they cused corporation buildings usually need two. Black
can make an Int/Program skill check to hack the system. sites or extremely well-guarded systems need three.
If theyve spent at least an hour planning this specific Once a sufficient number of line shunts are ap-
hack, the skill check requires only a Main Action to plied, any ensuing hacks last until the shunts are dis-
execute their prepared code. If theyre performing the turbed. Thus, if a hacker placed the shunts and then
hack off-the-cuff, it takes ten minutes. If theyre rushed Subverted a System, their control would last as long as
and dont have time to either prepare the hack or spend the shunts remained in place. The likelihood of a shunt
ten minutes dueling with security systems, they can being found will depend on how accessible the location
speed it up into a single Main Action at an additional is, how active the guardians are, and how obvious the
difficulty penalty. hacking attempt is.
The difficulty of the roll depends on the kind of Line shunts must usually be placed at specific loca-
information or influence they want to get out of the tions in a structure or building in order to tap the right
system, adjusted by the quality of the security system lines, depending on the goal of the hacker. If the hacker
and any rush on the hackers part. On a success, they doesnt have a map of the sites network architecture,
get what they want. If what they want is data, the in- they can find the necessary sites with the Answer a Spe-
formation is downloaded instantly. If what they want cific Question hack. This basic data probe doesnt require
is control over an automated system such as a factory a line shunt, even if other hacks on the system would
control computer or a security system, they maintain need them to be placed.
Hacking 55
Character Advancement
When characters accumulate enough experience points,
they advance a character level. New PCs start out at lev- Benefits of Gaining a Level
el one and the most experienced, capable heroes in the Once a PC has been awarded enough experience points
sector might reach level ten. Advancing beyond level to reach the next level, they immediately gain the ben-
ten is usually prohibitively difficult, though possible at efits of advancement. No special training or practice
the GMs discretion. is required as their abilities are assumed to have been
honed by their past adventures.
Gaining Experience Points
To advance in capability, PCs need to earn experience Roll Additional Hit Points
points. Once they accumulate enough experience, they First, they become harder to overcome in combat. To
can advance to the next character level, representing determine their new maximum hit points, they roll a
the sharpening of their skills and the heroic veterancy number of six-sided dice equal to their new level, add-
that comes of surviving perils and dire challenges. ing their Constitution modifier to each one. A nega-
There are many different things that can earn a tive modifier cant lower a dies result below 1. If the
hero experience points, and the kind of activities and total is greater than their current hit points, they take
goals that reward them will vary with the kind of cam- this new total. Otherwise, their current maximum hit
paign youre playing. The GM should make clear to the points increase by one.
whole group what kind of things earn the PCs experi- Thus, if a character with a Constitution score of
ence in their game. 14 and four hit points reached second level, theyd roll
For some games, success might lie in plundering 2d6+2. If the total was five or greater, theyd keep it.
alien hoards or clawing wealth from the hands of des- If they managed to roll snake eyes and get only a four,
perate patrons. Other games might reward the PCs theyd still increase their maximum hit points to five.
for achieving personal goals, whether or not there Warriors and Adventurers with the Partial War-
was any money in it. Some might even award XP only rior class option get a further two hit points each time
for spending credits, requiring every PC to recklessly they advance a level. Thus, a third level Warrior would
waste their wealth before gaining a level. Its up to the roll 3d6+6 for their hit point total, plus three times
GM to pick a method that fits the groups tastes. their Constitution modifier.
The table below indicates how many experience
points need to be earned before a PC can advance to Improve Attack Bonus
that level. Once the requisite number of XP are earned, A PCs base attack bonus becomes equal to half their
the hero gains their new level and all the benefits. new character level, rounded down. Warriors may
Note that this table makes for a relatively fast instead use their full character level for the bonus. Ad-
progression through the early levels of an adventur- venturers with the Partial Warrior class option may
ers career, before slowing drastically at higher levels. add a cumulative +1 to their attack bonus at levels one
A group that prefers a different pacing might alter the and five, thus having a total +1 attack bonus at level
chart to suit their own tastes. one and +4 at level five.
In general, you can assume that one successful
gaming session should usually earn you about 3 XP. Improve Saving Throws
The PC becomes more capable of evading chance
harms and perils. Their saving throw scores decrease
Character Level Total Experience Required
by one, making it easier to succeed on saving throws
1 0 by rolling equal or over it. As a first level character has
2 3 saving throw scores of 15, reaching second level would
3 6 lower them to 14, modified by attributes.
4 12
5 18
6 27
7 39
8 54
9 72
10 93
11+ +24 points for each level more
Advancement 57
Environmental Hazards
Falling Radiation
PCs who plunge off elevated surfaces suffer 1d6 damage Radiation is a slow killer in small doses, and a quick end
for every three full meters fallen under standard-gravi- in larger ones. Targets exposed to dangerous amounts
ty conditions. of radiation must make a Physical saving throw at in-
tervals depending on the strength of the glow. Mildly
Poisons dangerous zones might force a save once per day or
Those afflicted with some insidious venom can usually once per hour, up to lethal rad zones that force mul-
make a Physical saving throw to resist the worst of the tiple saves per round. Vacc suits and other forms of
effects. Natural venoms usually require 1d6 rounds to protection can effectively shield a wearer from weaker
apply their effect, while special or engineered toxins sources of radiation.
take effect instantly. Poison effects may include uncon- Each failed saving throw lowers the targets Con-
sciousness, hit point damage, hallucinations, or death. stitution score by one point. If the new score decreas-
Even in the latter case, however, swift application es a heros Constitution modifier, they lose any excess
of the appropriate Biopsionic techniques or success at maximum hit points their former modifier granted.
an Int/Heal check can negate the effect of the poison. Characters reduced below half their original Consti-
The difficulty for this check varies with the potency of tution score will die in 1d6 weeks from radiation poi-
the poison and assumes that the PC medic has access soning; those reduced below a Constitution score of 3
to a TL4 medkit. Most natural poisons are difficulty will die instantly. Radiation poisoning that does not
8, while synthetic toxins are difficulty 10 or greater. immediately kill a victim can induce vomiting, head-
Only one attempt can be made to neutralize a poison. aches, soft tissue bleeding and dizziness, but a resolute
Use of a specific antivenin is always successful if such victim can continue functioning more-or-less normally
a resource is available. until death. A target killed by radiation poisoning can-
Drugged or damaged PCs are instantly restored by not be revived by Psychic Succor or other stabilization
successful treatment. Those who have been killed by a techniques.
poison revive with one hit point as if recovering from a Someone who has suffered a fatal dose of radiation
mortal wound, assuming the antidote is applied within poisoning can only be saved by treatment at a TL4 hos-
six rounds of the victims succumbing. pital or ships sick bay, recovering the lost Constitution
at a rate of one point per week. Non-fatal doses can
Diseases be treated by a TL4 medkit and an Int/Heal check at
Hideous interstellar plagues are an occupational hazard difficulty 10. Each success restores one lost point of
of adventurers, though exposure to a pathogen usually Constitution and a check can be made once per day.
permits a Physical saving throw to resist its effects. If
failed, the PC is infected, and will suffer progressive- Hard Vacuum
ly-worse symptoms until the disease runs its course or PCs sometimes encounter the icy void of space more
the PC dies. intimately than they would prefer. Actual death from
Most sicknesses will simply apply penalties to vacuum exposure may take a little while, but incapaci-
skill checks or hit rolls, or reduce a PCs maximum hit tation is rapid for most victims. A PC exposed to hard
points, or otherwise debilitate the character. A few may vacuum may continue acting normally for a number of
require one or more additional saving throws to be rounds equal to one plus their Constitution modifier.
made at specific intervals in order to avoid eventual Each round thereafter, they suffer 1d20 damage and
death, or be a certain doom to those unlucky enough must make a Physical save to keep conscious, assuming
to be afflicted with it. the damage hasnt felled them.
As with poisons, Biopsionic techniques or Int/Heal
medical attention can cure a sickness. Assuming TL4
medical supplies, ordinary diseases are usually difficulty
8, while more virulent strains are difficulty 10 or more.
One attempt can be made to cure a disease per week,
and success usually clears up any symptoms rapidly.
System Quick Reference Sheet
Skill Checks The Combat Sequence
Roll 2d6 and add the characters most relevant attribute modi- Combat is divided into rounds of six seconds. Every participant
fier and skill. Sometimes more than one skill might apply; the gets a turn, and then the sequence starts over again.
PC can choose which to roll. If the roll is equal or higher than First, every participant rolls initiative, rolling 1d8 plus
the check difficulty, the PC succeeds. If less, then they either fail their Dexterity modifier, if they have one. Participants act in
outright, attain only partial success, or suffer an unanticipated order, highest to lowest, with PCs winning ties with NPCs.
turn of events at the GMs discretion. On their turn, a combatant can take one Main Action, one
For opposed skill checks, both participants roll and the Move, and as many On Turn actions as is plausible. A combat-
higher roll wins. For NPCs, assume they have a +0 bonus unless ant can take Instant actions at any time, even when its not their
the activity is one theyd reasonably be good at. In that case, they turn, or even if dice have already been rolled.
can apply their listed skill bonus to the check.
Acting In Combat
Skill Check Difficulties You can use a Main Action to attack an enemy, disengage from
6 A relatively simple task that is still more than the PC a melee, use a skill, reload a gun, produce a Stowed item, take a
would usually be expected to manage in their regular second Move action, or do anything else you could accomplish
background. Anything easier than this isnt worth a in six seconds.
skill check. You can use a Move action to stand up from prone, club
up a ranged weapon, or move 10 meters. Your movement is
8 A significant challenge to a competent professional half that if youre climbing, swimming, or otherwise navigating
that theyd still succeed at more often than not. rough terrain. You cant split a Move action around your Main
10 Something too difficult to be expected of anyone but Action. You have to move all at once. If you move away from a
a skilled expert, and even they might fail. melee combatant without spending a Main Action to disengage
12 Only a true master could expect to carry this off with from the fray, all adjacent melee attackers get a free attack at you.
any degree of reliability. You can use an On Turn action to fall prone, say something,
drop an object, or do anything else thats very simple to do and
14+ Only a true master has any chance of achieving this at takes almost no time or attention.
all, and even they will probably fail. You can use an Instant action at any time to trigger certain
special powers. You can also use it to make a Snap Attack with
Saving Throws a weapon or go totally defensive, though both of the latter will
To make a saving throw, a victimrolls 1d20 and tries to equal cost you your Main Action for the round, and cant be done if
or exceed their relevant saving throw score. Target Physical youve already used your Main Action.
saves for poisons, diseases, and exhaustion, Evasion saves for
diving for cover or leaping back from peril, and Mental saves Hitting in Combat
for resisting psychic powers. NPCs have a saving throw score To hit a target, the attacker rolls 1d20 and adds their attack
of 15 minus half their hit dice, rounded down. bonus, the relevant combat skill, and the attribute modifier
relevant to their weapon. Weapons with more than one listed
Injury and Healing attribute allow the PC to use either. If the PC lacks the relevant
A target reduced to zero hit points by a lethal attack is mortally combat skill entirely, they take a -2 penalty to hit. If the roll is
wounded. One dropped by non-lethal assaults is unconscious. equal or greater than the targets Armor Class, the attack is a hit.
Dying victims can take no actions and will die soon with- On a hit, the attacker rolls the weapons damage and adds
out help. Allies can attempt an Int/Heal or Dex/Heal skill check their relevant attribute modifier. The target takes that many
as a Main Action to stabilize the victim. With no medical tools, hit points of damage.
the difficulty is 10 plus the rounds since they went down. With On a miss, a weapon that inflicts Shock damage might still
a medkit, its difficulty 8 plus the time, and using a Lazarus patch hurt the target. If the weapons Shock can harm the targets
makes it difficulty 6 plus the time. Failed checks can be attempt- Armor Class, the target takes the weapons Shock damage even
ed again, but a victim will die after the sixth round. on a miss. This damage is increased by the wielders relevant
Stabilized characters regain 1 hit point after ten minutes attribute modifier and any other damage bonuses. A weapon
and can act normally, but any further damage kills them instant- never does less damage than its Shock would do on a miss.
ly. This fragility ends after they regain more hit points, either
through rest, stims, or biopsionic healing. Morale in Combat
Stabilized PCs take at least a week to start recovering hit To make a morale check, NPCs roll 2d6. If equal or less than
points normally. Those who have merely been hurt but not their morale score, they keep fighting. Otherwise, they flee,
mortally wounded regain their level in lost hit points after every withdraw, or surrender. NPCs check morale after their first
nights peaceful rest. casualty and after half are down. PCs never check morale.
EQUIPMENT AND VEHICLES
Every aspiring stellar adventurer needs the essential or four Stowed at the cost of becoming Heavily En-
equipment of his trade. For some, it might consist of cumbered, with base movement reduced to 5 meters
appropriate toolkits and medical supplies, while oth- per round.
ers prefer to spend the greater part of their funds on On the equipment lists, some items are given an
heavy weaponry. Prices may vary, but certain needs encumbrance value higher than 1. These items count
are eternal. as multiple objects for encumbrance purposes, being
The following tables provide general guidelines heavy, clumsy, or unwieldy to carry.
on the kind of equipment that might be available on a
reasonably sophisticated world. Prices can vary drasti- Credits and Money
cally depending on the supply of a particular good. A The value of goods is commonly measured in credits.
remote frontier outpost might have plenty of firearms Before the Silence, the credit issued by the Exchange of
to hand, but a good guitar might go for ten times the Light was the currency of exchange throughout human
common rate. Players and GMs should treat the prices space. Most worlds attempt to mimic this currency to
listed as rough guidelines. greater or lesser success. For game purposes, the credits
of different starfaring worlds are assumed to be inter-
Encumbrance changeable unless the GM and players care to embrace
Characters might want to carry an armory on their careers in the murky realm of interstellar currency
backs and the contents of a general store in their pock- arbitrage. Credits usually take the form of electronic
ets, but this is rarely a practical ambition. Characters banking entries, though physical chips or notes of-
can only carry so many things, and carrying a great deal ten appear on more primitive worlds. A hundred of
can slow them down substantially. these chips count as one item for encumbrance.
A character can have Readied a number of items Prices given for equipment and gear assume that
equal to half their Strength score, rounded down. they are being bought legally on a world capable of
Ready items include those that the character is using manufacturing such equipment. Even primitive worlds
or wearing at all times, or that they have conveniently can occasionally provide more advanced equipment to
to hand in sheaths, holsters, or belt pouches. Suits of wealthy buyers, assuming they are not completely cut
armor count as Readied items, but the normal clothing off from interstellar trade, but buying advanced equip-
and jewelry that a character might wear does not. A ment on a primitive world tends to be an exceedingly
character can draw or produce a Readied item as part expensive prospect. Prices may be double, triple, or as
of any action they may take during a turn. much as ten times as great for items greatly in demand.
A character may have a number of Stowed items Primitive or isolated worlds might not use or ac-
equal to their full Strength score. Stowed items are cept credits, instead preferring trade goods or precious
carried in backpacks, in carefully-balanced leg or arm metals. Such worlds rarely have much worth trading
pockets, or otherwise packed away where they will least for, and those that do tend to rapidly attract other
encumber the character. If a character needs to get out freebooting merchants. The influx of precious metals
a Stowed item in a hurry, they must use their Main from cheap asteroid mining soon spoils the market for
Action to dig it out of their pack or pockets. metals, and the natives usually start to demand credits
Very small items carried in small numbers do not in payment. The first merchant to a world can make
count against encumbrance limits. Other small items a killing with the equivalent of beads and trinkets, but
can be packed together into bundles to simplify their those who come after usually end up needing credits
carriage, though getting at them then takes an addition- or more useful barter goods.
al round of fumbling with the packaging. Exactly how
many of a given small item can be packed into a single Equipment Legality
item bundle is up to the GM, though as a rule of thumb Most worlds have their own customs regarding the
six Type A energy cells or three magazines of bullets open flaunting of weaponry or armor. Visitors are ad-
can be bound into one packed item. Extremely bulky vised to apprise themselves of local law before leaving
or unwieldy objects might count as multiple items at the starport. Most former frontier worlds tolerate or
the GMs discretion. even expect small personal weapons to be carried, but
Characters can burden themselves with more gear visible armor can often provoke a distinctly negative
if theyre willing to sacrifice some fleetness of foot to reaction in all but the roughest places. Many worlds
do so. Up to two additional items can be carried Ready outright forbid civilian ownership of advanced armor
or four additional ones Stowed at the cost of becom- technology. Officials tend to reason that while a weap-
ing Lightly Encumbered, and having their base move- on may be justified in self-defense, no one would put up
ment slowed from 10 meters per round to 7 meters with the discomfort of heavy armor without expecting
per round. A further two items can be carried Ready to make some trouble with it.
62 Equipment
Other worlds may have other idiosyncratic rules mental or physical limitations in exchange for specific
regarding permissible equipment. Some worlds with improvements useful to a ruling class. Many transhu-
unbreathable atmospheres restrict the possession of man enclaves walked the razors edge of this prohibi-
oxygen generation equipment in order to keep the air tion, and some plunged far beyond its limits.
supplies firmly in the hands of the local rulers. Other Thou shalt not create unbraked minds. Artificial in-
planets forbid certain technology on religious or phil- telligence was always difficult and hit-or-miss in its
osophical grounds. Some worlds grant limited permis- creation, even for Mandate cyberpsychologists. While
sion to keep these goods secured aboard a ship, but most intelligences fizzled out at far sub-human levels,
others conduct inspections in the starport to search for those that attain to human-equivalent intelligence must
contraband goods. have certain intentional flaws, or brakes inserted in
A scouting report, a background appropriate to their code. Without this artificial forgetfulness and
knowing about the world, or a decent Know or Con- irrationality, an AIs mind risks fixating on unrec-
nect check will all suffice to alert characters to any spe- oncilable contradictions or obsessions as it begins to
cial laws regarding permissible equipment on a world. grow. These unbraked AIs will inevitably eventually
metastasize into unfathomably brilliant, immeasurably
Forbidden Science insane intellects. The Perimeter Agency was forced
While a tremendous range of exotic scientific marvels to maintain a constant vigilance against these rogue
can be found among the scattered worlds of humanity, minds and their inscrutable purposes.
there are some forms of technology that are viewed Thou shalt not create devices of planetary destruction.
with an almost-universal suspicion. The lost Terran Conventional gravitic braker emplacements, nuke
Mandate established three categories of technology as snuffers, and quantum ECM make planet-killer tech
maltech, science intrinsically vile and disruptive to the more burdensome than it was in the pre-Mandate era.
peaceful ordering of humanity. While the Mandates Even so, tech specifically designed to reduce a habitable
ancient Perimeter agency no longer exists to excise planet to unlivability was a critical threat to human
maltech from the human worlds, the heritor worlds of expansion, robbing the species of usable planets and
the frontier usually still respect these limits. The Nihil burdening its future unacceptably.
Ultra directive of the Mandate contained three broad Even now, most frontier worlds maintain a cultur-
prohibitions in its strictures. al aversion to maltech and flatly forbid its research or
Thou shalt not make tools of humankind. Any eu- possession. Fortunately, most modern worlds are in-
genic technology designed to fundamentally enslave capable of researching its secrets in the first place, with
or control humanity was forbidden. While broad, most of its worst marvels restricted to lost Mandate-era
drawback-free improvements in the human genome research stations. Despite this, there is always some
have always been difficult to execute, there remain nu- tyrant or zealot reckless enough to imagine that they
merous techniques for limiting intelligence, crippling can control the dark powers of this tech, and always
troublesome exercises of will, and accepting grievous someone willing to fetch its relics for their purposes.
Technology Levels 63
Technology Levels
Ever since the collapse of the Terran Mandate and the Neolithic Tech Level 0
chaos of the Scream, worlds throughout human space Flaked stone tools, carved wood, woven textiles
have been thrown back on their own technological re- Domesticated native flora and fauna
sources. Many worlds perished entirely, dependent on
Bows, clubs, simple armor of organic materials
vital imports they could no longer obtain, or reliant
on technology they could not support without outside
Pre-Gunpowder Tech Level 1
aid. Others slid down into barbarism as the survivors
fought over the scraps of a former age. A few even Worked metals for weapons and implements
managed to maintain something resembling a mod- Wind and water power for primitive machinery
ern, space-faring society. In almost no case, however, General pre-gunpowder technology
did these worlds preserve all the arts and sciences they
once held. Early Industrial Tech Level 2
Technology levels describe the basic technological
infrastructure of a world or nation. A tech level of 0 is Steam power and internal combustion engines
equivalent to a Neolithic society, one capable of only Gunpowder firearms and telegraphy
the most primitive technological achievements, while Early Industrial Age technology
TL5 represents the standard level of technology pos-
sessed by the ancient Terran Mandate and the wonders 21st Century Tech Level 3
they were capable of creating.
Primitive fission power and nuclear weapons
Postech is the blanket term for all technology that
is still functional and maintainable since the Scream. Computers and modern-era telecommunications
While individual worlds may lack the infrastructure to Primitive intra-system spaceflight
maintain all forms of postech, it is at least theoretical-
ly comprehensible to the average TL4 world. Pretech Postech Tech Level 4
is the word for the more sophisticated technology of
Baseline for modern post-Silence worlds
the pre-Scream Terran Mandate. Pretech ranges from
devices slightly superior to standard TL4 hardware to Costly but feasible creation of interstellar starships
objects of utterly inexplicable wonder. Basic gravity control with large, heavy devices
Most modern post-Silence worlds are TL4, capa- Expert system creation, and sometimes VIs
ble of building spike drive starcraft, energy weapons,
Varying degrees of cyberware development
non-sapient expert systems, and other high-tech devic-
es beyond the capacity of 21st-century Earth. Many of Basic genetic manipulation of humans and other life
these worlds have spent centuries gradually rebuilding Limited organ, limb, and tissue cloning
their technology base in the wake of the Scream, piec- Starship or small-building-sized fusion power plants
ing together new methods and techniques that could
be achieved with purely local resources. The level of Energy projection weapons of various kinds
technological achievement within TL4 is uneven; some
Pretech Tech Level 5
worlds lack the vital minerals for spike drive creation,
while others have never worked to recover cybernetic Difficult but achievable creation of True AIs
technology or expert system creation. Some worlds Gravity manipulation via small-scale devices
preserved enough data and had sufficiently apt local Psionics amplification technology like jump gates
resources to even revive Mandate-era pretech man-
ufacturing for a few specific devices or types of tech. Devices with inexhaustible internal power sources
Lostworlders or barbarians are those natives of Maltech eugenics, AI unbraking, and planet-killers
worlds that lack TL4 infrastructure. Their tech may be Sophisticated, fine-tuned force field creation
ingenious and might take striking advantage of local
Spatial distortion technology and phasing tech
flora, fauna, and special materials, but they fundamen-
tally lack the data or the local resources to replicate TL4 Nanotechnology at several different scales of effect
technology. Barbarians who have made contact with Extreme human genetic manipulation and control
the wider postech world through far traders or explor- Functional immortality treatments
ers are often acutely aware of their lack, and willing to
go to extremes to acquire the catalyst tech they need to Limited, localized time control and manipulation
leapfrog past their own local resource limitations. Few Pretech-Plus Tech Level 6
realize the cultural dangers involved in such a transfor-
mation, and many fail to survive their own renaissance. Impossible effects indistinguishable from magic
64 Armor
Armor
Armor is a popular acquisition for adventurers as their Shields grant a base AC to their user; 13 for prim-
lifestyle often puts them in harms way. Completely itive and riot shields, and 15 for a force pavis. If the
unarmored human combatants rarely last very long in bearers AC is already equal or better, the shield simply
a fight, and have a base Armor Class of 10. Armored or grants a +1 AC bonus. Primitive and riot shields are
not, characters add their Dexterity modifiers to their ignored by all weapons that ignore primitive armor.
Armor Class. The higher a persons AC, the harder it Aside from their AC benefit, a shield also renders
is to take them out of a fight. the bearer immune to the first instance of melee Shock
Heavy suits of armor can count as more than one damage they take each round, assuming the shield is
item for encumbrance purposes. Very light suits may effective against the weapon being used.
not encumber at all. Warpaint is the common term for the bizarre com-
bat fashions and scrap-built street harness of gangers,
Types of Armor cult enforcers, street toughs, and other marginal sorts
Armor comes in four general categories. Most worlds with little money but much need for protection. Most
allow for the legal possession of street armor, while warpaint is fashioned of scrounged scraps of TL4 ma-
heavier gear often requires permits, and may be disal- terials that are exceptionally tough or rigid, filled out
lowed entirely on more law-encrusted worlds. with gang colors, body paint, intimidating tattoos, and
Primitive armor is a catch-all covering all armor the usual threatening grimace. It is often exceedingly
technology that lacks access to advanced materials and impractical but inspirational to its wearer; an NPC in
processes. While such armor can be very effective in warpaint that is meaningful to them gains a +1 Morale
protecting against primitive weaponry, it is useless bonus. Most warpaint is either pieced together over
against advanced TL4 melee weapons and firearms of years or taken from the dead. Actually purchasing a fin-
all kinds. Against these weapons, it is treated as AC 10. ished suit comes at the listed price, assuming someone
Note that some planets have native flora or fauna ca- can be found willing to part with theirs.
pable of naturally producing extremely effective armor An armored undersuit is a skin-tight bodysuit wo-
materials, ones not susceptible to this limitation. ven of advanced TL4 fibers with exceptional shock-ac-
Street armor is the sort of TL4 gear one can wear tivated rigidity and impact dispersion capabilities.
in public without social repercussions. Such armor is Transparent panels allow for it to be worn with almost
disguised as ordinary street clothing or is so light as any outfit without drawing notice or being detected
to be wearable under an ordinary outfit. PCs can wear without a close tactile examination.
street armor on most worlds without incurring any Secure clothing comes in assorted styles and fash-
trouble from authorities. ions ranging from casual street wear to haute couture.
Combat armor is obviously armor and cannot be Normal fabrics and components are replaced with light,
effectively disguised. Most worlds reserve combat ar- flexible armor components that are only slightly hin-
mor to law enforcement officials, military personnel, dering to the wearer. Only close tactile examination
and the bodyguards of important or wealthy citizens. can distinguish secure clothing from ordinary couture.
Most law enforcers consider anybody wearing combat A deflector array consists of several force field
armor to be a person clearly expecting military-grade nodes worn beneath ordinary clothing. The invisible
problems in their immediate future. shield it produces flares only when dangerous energies
Powered armor is the heaviest personal protection or impact is impending, glowing a brief, bright blue as
gear available short of an actual mech. Most powered it deflects the attack.
armor requires at least a month of training before it can Security armor is the ordinary working uniform of
be used effectively by any PC who hasnt got a back- most law enforcement officials and security personnel.
ground involving such experience. Someone wearing Various rigid plates and anti-ballistic panels provide
armor of this class is immune to primitive melee weap- protection for the wearer at minimal extra weight.
ons, unarmed attacks, and any firearm or grenade-scale An armored vacc suit has traded off some comfort
explosive of TL3 or less. and flexibility for additional protective thickness. Aside
from functioning as a normal vacc suit, it has only half
Common Armor Varieties the usual chance to tear when hit by an edged weapon
Shields are an ancient yet extremely useful adjunct to or suit ripper. The choice between armored or standard
body armor. Primitive shields are usually of wood or suits is a common debate in spacer bars.
stretched hide, while more modern riot shields tend to- Woven body armor represents the best armor that a
ward clear plastic. A force pavis is more effective, being TL3 world can manufacture, or an up-armored version
a small pretech force disc projector that can absorb all of security armor used by TL4 high-threat response
manner of small arms fire. All shields require one free teams. The design is significantly more cumbersome,
hand to use effectively. but allows for multiple layers of protection.
Armor 65
A combat field uniform is sophisticated battle dress functions as a vacc suit so long as it remains powered,
fabricated from TL4 ablative coatings, rigid plates, and one that cannot be torn by edged weapons.
shock-activated soft components. The CFU is the stan- Storm armor is a more advanced form of assault
dard uniform for well-equipped TL4 front-line soldiers. suit, one that can be fabricated only by those worlds
The Icarus harness is a CFU upgrade for para- that have retained some degree of Mandate-grade
troopers, and replaces a conventional parachute with technical infrastructure. Aside from functioning as an
a crude gravity damper that allows the wearer to fall assault suit, the storm armors exo-augments allow the
an unlimited distance without harm. Each fall over 3 wearer to treat their Strength as 4 points higher for
meters drains a type A power cell. The suit also func- encumbrance purposes. Integral gravitic boosters allow
tions as a vacc suit for up to 30 minutes per vacc refresh. the wearer to leap up to 20 meters as a Move action,
A vestimentum is a catch-all term for one of the either horizontally or vertically, and allow the wearer
many ancient Mandate ceremonial armors meant to fall up to 40 meters without suffering harm. An on-
chiefly for parade guards, ritual officiants, cultural board medical computer can attempt last-ditch stabi-
reenactors, or other roles that put elaborate style at a lization of the wearer if all other efforts fail; when the
premium. While these outfits often look wildly unmil- wearer would normally die from an untreated mortal
itary, their hyper-advanced components and micron- wound, they can make a Physical save to self-stabilize.
ized force fields give them the same protection against Storm armor requires the same type B power cell as an
primitive weapons as any other powered armor. assault suit, and each cell powers it for 24 hours.
An assault suit represents the most sophisticated A field emitter panoply is a heavy-duty pretech
armor in common use among TL4 worlds. An assault defensive system composed of a half-dozen worn
suit requires a type B power cell for 24 hours of opera- emitter nodes that sheath the wearer in a nimbus of
tion, and provides integral encrypted military comms, close-fitting damper fields. The FEPs pale glow is ob-
low-light and infrared vision, and a built-in energy vious, but it provides all the benefits of storm armor
feed interface. The latter allows the wearer to connect with no power source required. The FEP is particularly
the suit to any one weapon or device that uses a type effective at filtering radiation, and renders the wearer
A power cell as a Main Action. So long as the device immune to any dose that wouldnt kill them in seconds.
remains connected to the suit, it is treated as having Many FEPs project intimidating holographic skins over
unlimited ammunition or operation time. The suit also the wearer when in operation.
66 Ranged Weapons
Ranged Weapons
Ranged weaponry makes up the majority of the lethal Revolvers are quite popular on frontier worlds, as
implements that litter the galaxy. Whether the prim- the weapons are extremely reliable and can be repaired
itive bows of a remnant colony on some desolate lost and manufactured even by primitive metallurgists.
world or the sophisticated energy weapons of a mod- Some revolver variants are specially built to handle
ern interstellar freebooter, the ability to kill people at atmospheres that would destroy more fragile weapons.
a comfortable distance is universally prized. Rifles are the mainstays of most TL2 armies and
One Type A power cell is sufficient to recharge an hunters, thanks to their superior range and power.
energy weapons magazine. For simplicity during play, Shotguns are cheaper and more easily manufac-
ammunition calibers arent tracked; a bullet is a bullet tured than rifles, and are popular weapons for home
when it comes to feeding your favorite gun. defense on the frontier. The statistics given are for shot
Weapons are listed with their normal and maxi- ammunition. Slug rounds do 2d6 damage and have
mum range in meters. Attacks beyond normal range ranges of 50/75 meters.
take a -2 penalty to hit rolls. Semi-automatic pistols trade some of the reliability
of the revolver for a larger magazine size. They tend to
Burst Mode be the favorite sidearm for locals on planets that lack
Some weaponry can fire in burst mode, allowing the the harsh conditions or uncertain maintenance oppor-
wielder to fire three rounds of ammunition for a +2 bo- tunities of a frontier world.
nus to hit and damage against the target. For projectile Submachine guns take pistol ammunition but fire
weapons, this means firing actual bullets, while energy it at a high rate of speed. These weapons can fire in
weapons spread the beam or run the circuits hot to burst mode.
project additional power. Dumping more ammunition Combat rifles are favored by the militaries of tech
than this at once is generally impractical; energy weap- level 3 worlds, trading some of the often-unnecessary
ons would melt down and projectile launchers would range and penetration of a conventional rifle for a
buck uncontrollably. True suppressive fire is usually larger ammunition capacity and burst fire capabilities.
only possible with Heavy weapons. On more strait-laced worlds such military weaponry is
often illegal for civilians to possess.
Projectile Weaponry Combat shotguns are more complicated and tem-
Projectile weapons are by far the most common ranged peramental versions of conventional shotguns. These
weapons in human use. Even comparatively primitive weapons have substantially larger ammunition capacity
worlds can fabricate and maintain such weaponry, and and are capable of firing in burst mode. Combat shot-
the damage a flying chunk of hot lead can do is often guns can fire slug rounds just as normal shotguns.
worse than what a clean burst of laser fire might pro- Sniper rifles are designed to be exceptionally ef-
duce. Almost any world of TL2 or higher can provide fective at dropping unsuspecting targets at long range.
projectile ammunition. Most sophisticated modern Aside from the additional effective range of a sniper
ammunition works even in vacuum conditions. rifle, any target it mortally wounds via an execution
Bows are uncommon weapons in the far future, attack will die instantly, with no chance for stabiliza-
though some lostworlder barbarians have nothing bet- tion. The execution attack must qualify according to
ter. Some sophisticated conversion bows use special the terms on page 52. If the rifle is used outside of such
materials to convert the kinetic energy of the draw into conditions, it has no special qualities.
a force field glazing around the arrow, improving Void carbines are designed for vacuum and ze-
penetration. Bows can be reloaded with a Move action, ro-gee use, and have essentially no recoil. Their rounds
or faster if the Gunslinger focus is applied. cannot penetrate ordinary ship equipment plating.
Grenade users always roll to attack AC 10. On a Mag weaponry involves the magnetic acceleration
miss, the grenade lands 1d10 meters away from the of metal flechettes, while spike throwers are the shot-
target in a random direction. Hit or miss, the grenade gun equivalents of these weapons. Mag ammunition is
then explodes for 2d6 damage to all targets within 5 packaged with integral power supplies, so no additional
meters. Victims are allowed an Evasion save for half power cells are necessary to fire these weapons.
damage. Targets take 1 less point of damage for each
point of AC above 14. Grenades can be thrown with Energy Weaponry
the Exert skill instead of Shoot, if desired. While the heavy metal slugs and flechettes thrown by
Crude pistols and muskets represent the rawest and projectile weaponry tend to be more damaging, the lack
most primitive forms of gunpowder weaponry, usually of recoil for non-Heavy energy weapons makes them
makeshift weapons improvised by criminals or the des- more accurate, granting them a +1 bonus to hit rolls.
perate. Reloading a crude pistol or a musket requires Energy weapons are very popular on more ad-
two rounds instead of one. vanced worlds, as a soldier can carry far more ammu-
Ranged Weapons 67
Melee Weapons
Despite the relentless march of science, melee weapons
are still useful adjuncts on the field of battle. They are Other Melee Weapons
silent, cheap, often easily concealed, and much more re- Stun batons are common law enforcement tools. The
liably murderous than firearms or laser weaponry. Its damage they do can drop a target to zero hit points, but
easy to miss a moving target in the adrenaline-fueled will not kill them, the victim awakening in ten minutes
chaos of a firefight. Its much harder to go astray with with one hit point. Stun batons trickle-charge from
a monoblade knife in your fist. normal movement and will not run out of electrical
energy under normal use conditions.
Types of Common Weapons Suit rippers are rods with fractal cutting surfaces
Rather than enumerate every possible type of sharp designed to cripple vacc suit auto-repair routines. Ev-
object and blunt implement that has been used for ery hit with a suit ripper counts as a suit tear on a vacc
death-dealing amid the scattered stars, melee weapons suit-wearing enemy. Unsurprisingly, these weapons
are divided into three classes. are strictly illegal in space environments.
Small weapons are small one-handed implements Unarmed attacks reflect ordinary kicks and punch-
no larger than a baton or knife. These weapons are es. Unarmed attacks always add the attackers Punch
easily concealed in normal clothing, and can even be skill to damage rolls, unlike other weapons. Kinesis
kept Readied up sleeves or in tailored pockets. Many wraps, spiked knuckles, and other small fist weapons
can be thrown at a range up to 10 meters. may be treated as small advanced or primitive weapons
Medium weapons are one-handed swords, axes, that use the Punch skill and add the skill level to their
spears, or other obvious implements of war. While rolled damage, but not to Shock. Such weapons do not
they cant be effectively concealed in anything small- augment a hero with the Unarmed Combatant focus.
er than an enveloping cloak or coat, theyre also more
damaging to an unfortunate victim struck by them, al- Shock
beit theyre somewhat less nimble when the wielder Many melee weapons have a Shock trait represent-
needs to strike at unprotected flesh. Spears and similar ing the danger they pose to an ill-armored opponent.
aerodynamic weapons can be thrown up to 30 meters. Shock damage represents the inevitable cuts, bruises,
Large weapons are two-handed implements of exhaustion, and terror of close combat.
bodily ruin such as claymores, halberds, tetsubos, or Shock damage is only inflicted on a melee target if
other such weapons. Unlike smaller weapons, they the hit roll fails, and it only applies if the target has an
rely largely on Strength for their employ, and can bash AC equal or less than that listed for the Shock.
through lighter forms of armor. Large weapons count Shock damage always includes the wielders attri-
as two encumbrance items. bute modifier and any bonus damage granted by weap-
Aside from their type, weapons are counted as on mods, foci, advanced tech, or other damage bonuses.
primitive or advanced. A primitive weapon is simply An actual hit with a weapon never does less damage
one of ordinary metal or wood, with no high-tech than Shock would otherwise inflict; if the user some-
augmentations. An advanced one has been given a how rolls less damage, use the Shock damage instead.
monoblade edge, kinetic sheathing, thermal wires, a Thus, if you had a Strength score of 14 and were
chainsaw blade, or some other TL4 touch. Primitive swinging an oversized alien battle axe at a target with
weapons are often unable to harm targets in powered AC 13, you would inflict 3 points of damage on a miss;
armor, while advanced weapons can ignore primitive 2 from the weapons Shock, plus 1 from your Strength
plate and hide protections. modifier. If you hit, youd do at least 3 points.
Heavy Weapons
Some weapons are simply too big to be comfortably Evasion saving throw for half damage. Victims within
used without a tripod, fixed support, or vehicle mount- forty meters take half damage, with an Evasion save
ing. Others require specialized training in the use of for none. The charge is sufficient to blow a four-meter
heavy munitions. The weapons listed here all use the wide hole in anything short of a reinforced wall. PCs
Shoot skill to determine hit bonuses, and unless other- with a background in demolitions or Fix-0 skill can
wise noted, all require some sort of support for firing. shape the charge so it directs the blast in only one di-
Energy weapons use Type B power cells. Rocket rection, sparing all but two meters of the rest.
launchers and hydra arrays use missiles as given on the Railguns are simply scaled-up versions of personal
gear tables, while heavy machine guns and wheatcutter mag rifles. They accelerate large metallic slugs along
belts consume large amounts of standard ammunition. the weapons barrel, creating a steady spray of hyper-
Some heavy guns can be fired to suppress. Double velocity rounds. Ammunition sufficient for one round
the usual ammunition is fired in one round, and every of firing costs 50 credits.
target in front of the weapon that is not under hard Anti-vehicle lasers are less useful against soft targets,
cover is automatically hit for half normal damage. A but excel at penetrating vehicle armor. Against vehicles
successful Evasion saving throw eliminates this damage. and other hard-skinned targets, damage is rolled twice
When firing at TL4 military vehicles such as and the better result is used.
gravtanks, mechs, or starship armor, most TL3 Heavy Hydra arrays sequence a number of missile
weapons dont count as Heavy for armor-penetrating launchers to fire at once. The gunner designates up to
purposes. Demo charges and explosives do, however. three targets and can then make three rolls to hit divid-
ed among them. Each successful hit on a target allows
Heavy Weapons the gunner to roll damage once, but only the highest
Heavy machine guns represent a large family of air- or damage roll is applied to the target. Thus, if all three
water-cooled projectile weapons that are usually fed volleys were aimed at a single target and two of them
with belts of linked ammunition. HMGs require a ve- hit, the gunner would roll damage twice and apply the
hicle mounting or emplaced firing position for effective best result. A volley from the array costs 150 credits.
results. An HMG magazine contains enough ammuni- Wheatcutter belts are one of several different an-
tion for 10 rounds of firing, but each round of firing tipersonnel measures often installed on gravtanks and
eats 25 credits worth of projectile ammunition. other fighting vehicles. When triggered, a belt of ex-
Rocket launchers cover a wide variety of man-por- plosives fires off a scything blast of shrapnel on any side
table missile launchers of varying degrees of sophisti- of the vehicle. All creatures within 10 meters of that
cation. The weapons are usually equipped with basic side of the vehicle must make an Evasion save for half
tracking sensors, but are of limited accuracy against hu- damage. Those within 20 meters take half damage, and
man-sized targets. Rocket launchers take a -4 hit penal- can make an Evasion save to take none at all. Wheat-
ty against targets of human size or smaller. Unlike most cutter belts do not ignore a vehicles Armor like other
Heavy weapons, rocket launchers can be shoulder-fired Heavy weapons do. Reloading a wheatcutter belt costs
without a prepared emplacement to support them. 200 credits per round.
Demo Charges are the general run of placed explo- Vortex cannons use controlled gravitic shear planes
sives beloved of terrorists and adventurers the world to cause a target to simply fall apart into component
over. The usual variety can be detonated by radio fragments. The cannons are silent in operation, but so
signals, timers, or electrical charges, and inflict their heavy and complex that they can only be mounted on
damage on any objects within twenty meters, with an gravtanks and other similar dedicated fighting vehicles.
Ammunition: A few worlds are too primitive or too Comm server: A powerful base unit for providing com-
resource-poor to manufacture ammunition, but munications without comsats. The server pro-
the vast majority of worlds provide cartridges in vides service between up to three dozen compads
almost every conceivable caliber and make. Most within 300 kilometers of the unit. Server usage
local gunsmiths can load ammunition to any spec- can be locked to specific compads, and all trans-
ification required by a buyer. missions are heavily encrypted. A comm server
Ammunition, missile: Some characters might have rea- can function for several months on a type B cell.
son to pack along a man-portable rocket launcher, Compad: One of a host of different hand-held portable
or have one mounted on their favorite gravcar. communications devices. Most TL4 worlds have
Heavy weapons and their ammunition are usually global comm coverage, but primitive worlds ren-
outlawed for civilians on most worlds, but this der these devices useless without a nearby comm
price is for locales where missiles can be bought. server to provide connectivity.
Power cells: One of the few standardized artifacts in- Field Radio: On worlds too primitive to have a comm
herited from before the Silence, power cells are grid, adventurers often fall back on these head-
small cylindrical objects designed to take and hold set-mounted field radios. A single type A cell
electrical charges. Type A cells are usually used for powers them for months of use. Urban or rugged
personal equipment, and the larger type B cells terrain limits their range to about two kilometers,
for vehicles and heavy gear. The engineering for while flat plains give a maximum range of thir-
the cells is substantially different, and they cannot ty kilometers. Someone with at least Program-0
be exchanged or recharge each other without a skill can use the radios shortwave functionality
trained techs modifications or a converter unit. to communicate with a prepared target at conti-
Power cells can be recharged off a ships power nental distances if given ten minutes for tuning.
plant or other grid. Recharging requires 30 min- Translator torc: Each translator torc is keyed for two
utes for a type A cell or 24 hours for a type B cell. languages, and will automatically translate what it
Solar recharger: This recharger unfolds into a 2 meter hears in one into speech in the other. The trans-
by 2 meter square field of solar cells. Granted a lations are eccentric in many cases, and there is
primary star of roughly Earth-like intensity, it can always a several-second delay between each state-
recharge one type A power cell per day. ment and its translation. Any attempts to exert
Telekinetic generator: While this device assumes the social skills or Charisma through a translator torc
presence of a trained telekinetic, it isnt strictly suffer a -2 skill check penalty. The torc is powered
psitech, as its operation is quite simple. A teleki- by one type A power cell, which lasts for one week
netic user pushes a resistance bar within the gen- of regular use.
erator, causing a flow of electricity to recharge an
attached power cell. Any telekinetic with Teleki-
nesis-1 skill or better can recharge a cell with fif-
teen minutes of concentration. In an emergency, a
character with at least Strength 10 can operate the
generator manually, though they need to succeed
on a difficulty 8 Con/Exert skill check in order to
keep up the pace for an hour. Failure means that
the character must rest for at least an hour before
trying again. The generator can charge one type
A power cell at a time.
72 General Equipment
Tools and Medical Gear to fix a damaged object, severely broken devices
While a skilled technician or expert physician can may need replacement parts. Rather than keep a
make do with improvised tools scrounged from their catalog of bits and pieces, a technician can simply
surroundings, most adventurers prefer to be bet- bring along one or more units of spare parts, sub-
ter-equipped to face unavoidable perils. Most of these tracting one whenever the GM decides that a re-
tools and medical supplies are available on any TL4 pair effort requires more than existing salvage can
world, though pretech toolkits usually require excellent support. A unit of spare parts can also be used to
personal contacts to obtain. jury-rig some basic, uncomplicated tool or weap-
on from the equipment list with ten or fifteen
Bioscanner: While an untrained user can use this tool to minutes of assembly and at least Fix-0 skill. Such
discern internal bleeding, gross physical distress, bodged devices rarely last longer than one scene.
or toxins in a plant or animal, it requires Heal-0 Tailored Antiallergens: A dose of tailored antiallergens
skill to use this tool to its fullest. Such operators can be used to render a local worlds organics large-
can use the bioscanner for a full spectrum of di- ly edible by humans and its atmosphere breathable
agnosis and DNA sequencing achievable in min- without severe allergic reactions. While many
utes. One type A power cell will power it for up worlds have been seeded with Terran life forms or
to twenty-four hours of regular usage. have produced organics that are edible by humans,
Lazarus patch: A vital tool for adventurers, the lazarus others are toxic without the appropriate chemical
patch is a heavy compress laced with antibiotics, augmentation. A dose of these antiallergens lasts
coagulants, system stabilizers, plasma, and a one- for twenty-four hours.
shot diagnostic suite. If the patch is applied to a Toolkits: Containing a wide range of necessary tools for
character that has fallen to 0 hit points, the user a particular skill set, toolkits can handle almost
can make an Int/Heal or Dex/Heal skill check any job that doesnt require a full-scale shop or lab.
against difficulty 6 to stabilize the subject. The A standard postech toolkit can handle electronics,
more time between injury and application, the less small welding jobs, and basic repair on ordinary
chance the patch has to work. Each round after TL4 goods. More sophisticated pretech tools are
the first, an additional -1 penalty is applied to the necessary for working on advanced TL5 artifacts,
skill check. The patch is no use after six rounds. If and the tools themselves are very rare and difficult
the medic fails the first skill check, they can keep to obtain.
trying the check once per round until the victim
is revived or time runs out. Building New Tech
Lazarus patches are no use on victims that
have died of disease, poison, or have been man- In a science-fiction game, its often difficult to fig-
gled beyond surgical repair by Heavy weapons or ure out the limits of ad-hoc tech. When the limits
similar trauma. Only one patch can be applied to of technology often seem to be based on genre
a victim. Revived victims are critically wounded rather than physics it can be tough to make the call.
until sufficient medical help has been tendered; Most of the time, its simply not practical for
see the Systems chapter for details. a technician to devise dramatic new tech without
Medkit: Containing a broad supply of pharmaceuti- the use of a full-scale research facility.
cals, spray bandages, glue sutures, and a succinct Even so, sometimes a PC will ask to build
handbook of injury care, the medkit is designed something that creates a particular effect that
for handling sudden and drastic injuries. It also seems in line with other gear of a similar tech level.
contains all the necessary tools for providing A hologram-emitting grenade, a jury-rigged set
long-term recuperative care for critically injured of infrared goggles, an explosive that detonates if
characters. After each day of granting long-term background radiation drops below a certain level
recuperative care, roll 2d6 per patient treated; on these things match known TL4 tech.
a 12, the kit has run out of some vital pharmaceu- In these cases, the GM should set a plausi-
tical and has become useless. ble-seeming price in credits or spare part units,
Metatool: This wrist-mounted housing contains a myr- assign a time ranging from fifteen minutes to a
iad of small, useful tools designed to handle the month based on the complexity of the tech, and
widest possible range of technical needs. While roll a secret Int/Fix check against a difficulty from
a metatool is too limited to handle major jobs, it 8 to 12. When the tech is actually used, the skill
is usually sufficient to manage jury-rigged repairs check determines whether it functions or not.
and temporary fixes until the tech has time to ap- Most such jury-rigged tech works only once,
ply a larger wrench to the problem. being too fragile or quirky to last more than a
Spare parts: This is a general category for a number scene. Repeated refinement and testing may allow
of small TL4 components and repair materials. for a more lasting piece of equipment.
While a simple toolkit or metatool is often enough
General Equipment 75
PCs will sometimes need to hire help, and GMs occa- Employee Wage/day
sionally need to know what constitutes a good wage Artist 3/10/100
for a local NPC. The prices to the right reflect daily Programmer 10/30/100
wages for NPCs with level-0, level-1, and level-2 skill
ratings in their relevant professional skills. More tal- Doctor 50/100/400
ented employees cannot normally be obtained without Guard 10/20/150
special effort in finding and recruiting them. Lawyer 10/25/400
Psychics are both rare and expensive to hire. Even Prostitute 2/10/200
if one can be found, they rarely charge less than 200
credits per day per psychic skill level to be employed. Psychic Special
Employees will carry out ordinary duties without Scientist 10/30/100
demur, but will be no braver or more dedicated than Technician 10/30/100
their pay and connections would make them. Unskilled Labor 2/8/15
Vehicles
Most modern TL4 worlds rely on electrically-powered Actually hitting the vehicle is automatic if the
gravitic vehicles. Whether in the ubiquitous gravcar, vehicle is stationary and within 30 feet. Hitting a ve-
hovercycle, or high-altitude gravflyer, cleared road- hicle-sized target from beyond that range requires an
ways carry the traffic of countless worlds. On rougher attack against AC 10. If the target is moving, subtract
worlds, the roads may not even be paved, instead rely- its Speed from the hit roll, and if the attacker is in a
ing on a gravitic vehicles high clearance to avoid holes moving vehicle as well, also subtract their Speed.
and rough debris. Hit Points indicate the amount of damage a vehicle
Less sophisticated worlds are still reliant on inter- can take before it is destroyed. Speed is reduced by half
nal-combustion engines. Many worlds have sufficient when the vehicle is at half hit points, and flying vehicles
local resources to fabricate some kind of combustible must land at the first opportunity. A vehicle reduced to
fuel, but a few are so impoverished that they lack even zero hit points forces all crew and passengers to make
this minimal resource. Such worlds must rely on mus- Physical saving throws. Failure means that the passen-
cle power for transport, either that of alien beasts or ger takes the vehicles maximum hit points in damage,
humble human porters. while success reduces the damage by half.
Crew gives the maximum number of vehicle occu-
Vehicle Statistics and Combat pants. For the listed vehicles, only one crew member is
Vehicles are generally powered by type B power cells on actually necessary to drive or pilot the vehicle, though
TL4 worlds. More primitive planets are usually forced additional crew members may be required to fire.
to use some form of biofuel unless theyre fortunate Tonnage is the shipping weight of the vehicle for
enough to have a supply of fossil fuels. Vehicles require ship loading purposes.
one cell or one refueling per six hours of operation, Tech Level indicates the minimum tech level for
assuming they dont have convenient power access. constructing the vehicle. Vehicles can be built at higher
Vehicles are generally limited to reasonably flat, tech levels for better performance, but most worlds
dry terrain. Grav vehicles such as hovercycles can ig- prefer to simply build more advanced vehicles.
nore rough terrain and calm water, as can ATV explor-
ers. Most grav vehicles can boost more than 10 meters Vehicle Weaponry
above the ground or water; gravflyers are purpose-de- Most vehicles larger than a motorcycle or hovercycle
signed aircraft capable of hovering and VTOL. can mount some kind of integral weapon. Groundcars
Speed is an abstract measure of the vehicles speed and gravcars can mount one weapon, while ATVs,
and agility. When vehicles chase each other, the op- helicopters, atmoflyers, and gravflyers can mount two.
posing vehicles Speed should be applied as a penalty Gravtanks are specialized weapons platforms, and can
to Pilot skill checks to close or escape. Speed may also mount six.
be used as a modifier when attempting difficult maneu- Heavy weapons take up more space than ordinary
vers or trying to avoid a peril on the road. ranged weapons, and each such system takes up the
Armor is subtracted from all weapon damage done space of two lesser guns.
to the vehicle. Armor does not apply to damage done Every weapon requires its own gunner, and all
by Heavy weaponry; such guns are often designed to mounted weapons use Shoot as the firing skill, though
take out vehicles. Gravtanks in particular are immune the GM might allow Pilot to be used for a nose-mount-
to anything short of TL4 Heavy weapons, while less ed weapon aimed by the operator. Gravtanks are
sophisticated tanks are immune to anything below TL3 equipped with advanced targeting systems, and all of
Heavy ordnance. their weapons can be targeted and fired by one gunner.
Drones
In the far future, its often more convenient to send
an expendable grav-flying probe into danger before Drone Types and Statistics
venturing less repairable assets. Well-prepared adven- Each drone has a cost, a maximum number of fittings,
turing groups often have reason to pack along a drone an Encumbrance weight for carrying it along, a hit
or two for exploring and aerial recon. point rating, a maximum control range, and a mini-
Military use of drones is limited by the ubiquitous mum tech level. Drones may be attacked as any other
use of quantum ECM. The easy confusion of electronic object and will crash once reduced to zero hit points.
navigation makes it impossible to control an unwired Primitive drones represent the best flying portable
drone remotely on a modern battlefield or in proximity drone technology for TL3 worlds. While fragile, weak,
to important civil structures, but in the alien wilds or and short-ranged, they are also relatively cheap.
away from urban centers, drones remain a feasible tool Void Hawks are unique in being built specifical-
for explorers and conquerors of primitive militaries. ly for deep-space use. Unlike other drones, they can
operate perfectly well in space, though they only have
Piloting a Drone the range to reach relatively adjacent ships or objects.
Piloting a drone requires either a cybernetic drone con- Stalker drones are the default TL4 workhorses of
trol link as described on page 83 or a handheld control drone-kind and are available on most modern worlds.
unit that comes with the drone. A control link can pilot Cuttlefish are specifically designed for aqueous use,
up to one drone plus the users Program skill at any and function only in a liquid medium. The support of
one time. Handheld units can pilot only one. Drones the liquid allows them to carry significantly more fit-
consume one type A power cell for every hour of use. tings, but the need for a sonar-based navigation system
A pilot must spend their Main Action each round limits their available range.
to command the drone to either move or shoot. Un- Ghostwalkers are stealth drones, fabricated from
commanded drones remain stationary if piloted via radar-transparent materials. They have an integral Sen-
control link, while handheld units run a 2-in-6 chance sor Transparency fitting and the sensor difficulty to spot
of crashing a drone if the operator fails to control them. them is 11 instead of 9.
In combat, drones fly at 30 meters per round on Sleeper drones are built to tarry on station for
their pilots turn in combat. Out of combat, they can long periods. They have the Stationkeeping fitting as
manage up to 100 kilometers per hour. an integral part of their design, and when hovering
Spotting a drone at observation range is a Wis/ their power use slows to a trickle. One day of hovering
Notice skill check at difficulty 10. A drone close enough draws only five minutes worth of power from its cell.
to engage a target can be spotted at difficulty 8. Any Pax drones are some of the most common pretech
secure facility will have sensors capable of detecting drones remaining in existence, as they were favored by
a civilian drone as soon as it gets within observation the Mandate Fleet for pacifying troublesome worlds
range, unless the drone has stealth fittings. that lacked quantum ECM. While primitive by pretech
standards, they still far excel most modern drones.
Drone Combat The Alecto model of drone examples one way that
A drones pilot can activate up to one weapon the drone pretech scientists attempted to sidestep the limits of
is carrying as part of their Main Action to control it quantum ECM on the modern battlefield. Every Alecto
each round. Weapons all use Intelligence as the con- is a full-fledged VI, an expert system so sophisticated as
trolling attribute, and use the better of the pilots Pilot to seem almost sentient. Its self-reinforcing cognition
or Program skills as the relevant weapon skill. The allows it to operate even when cut off from external
drone shoots using the pilots base attack bonus. signals by quantum ECM. Salvaged Alectos have all
exhibited female personalities.
Drone Model Cost Fittings AC Enc HP Range TL
Primitive Drone 250 1 12 2 1 500 m 3
Void Hawk 5,000 4 14 6 15 100 km 4
Stalker 1,000 3 13 2 5 2 km 4
Cuttlefish 2,000 5 13 2 10 1 km 4
Ghostwalker 3,000 2 15 3 1 5 km 4
Sleeper 2,500 4 12 2 8 100 km 4
Pax 10,000 4 16 4 20 100 km 5
Alecto 50,000 4 18 4 30 5000 km 5
Drones 81
Cyberware
Postech medical science and neural interface technol-
ogy are sophisticated enough to meld metal and flesh
into a coherent whole. The creation of advanced cy-
berware is not beyond the theoretical capability of TL4
societies, and pretech worlds can produce cyberware
of such sophistication as to blur the lines between or-
ganism and artifice.
Yet cyberware is rarely available on most worlds,
even those with the nominal technology level to sup-
port it. The advantages that cyberware can give a user
are great, but the cost of building, fitting, and implant-
ing these devices is huge compared to simply buying a
handheld device to do the same function. There are few
buyers for a 15,000 credit ghost talker implant when a
compad retails for a hundred credits.
The market that does exist is largely for those few
elite operatives and dignitaries who are willing to pay
exorbitant sums for the smallest advantage. Most cy-
berware is custom-built for its users, and it can be an
adventure in itself to find a lab capable of manufac-
turing an augmentation and successfully implanting
it. Some worlds have industrialized the production of
cyberware, however, making it much cheaper and in
much wider circulation. Even then, these worlds rarely
export much cyberware due to the heavy infrastructure
necessary to fit and implant the wares. Those who want
the tech will have to find such planets and do their own
negotiations there.
Aside from the difficulties of cost and scarcity,
cyberware also taxes the wearers body. Each piece of Bioadaptation Augments: These additional synthetic
cyberware comes with a System Strain cost as described organs and filters allow the bearer to survive in
on page 32, permanently adding that many points of thin-atmosphere conditions, as well as tolerate
System Strain to the users total. These points can never temperatures ranging from Antarctic chill to
be lost unless the system is surgically removed. This heat sufficient to boil water. They can also eat a
permanent System Strain decreases the amount of wide range of native life forms for sustenance; no
psionic healing a character can sustain and can limit normal planets native biology is ever considered
the effectiveness of healing and stimulant drugs. immiscible for consumption.
Some cyberware has an activation cost in System Body Arsenal Array: Some personnel need to be armed
Strain. If a cost would push the characters System at all times without giving any indication of such.
Strain above their Constitution score, they cannot Improvised weaponry and conventional holdout
trigger the cyberware; their body just cant handle the weapons are useful enough against soft targets,
strain until it has had time to recover. but disabling a target in powered armor requires
more. The details of the array vary from user to
Adrenal Suppression Pump: These endocrine pumps user, but usually act as advanced medium weapons
neutralize numerous brain chemicals in the user that can be used with either Punch or Stab skills
when activated while exciting the users percep- and at least one integral energy projector equal
tual centers. This combination produces a cold, to a laser rifle, one that must be powered by an
dispassionate situational awareness that grants insertable type A power cell. Retracted body arse-
the user +2 on initiative rolls when the system is nals can be detected only by a medical examination.
engaged. Most systems have built-in safety over- Body Sculpting: Not so much a single implant as a se-
rides to prevent psychological addiction and brain ries of complex surgeries, body sculpting is avail-
damage, allowing the unit to be used for no more able on many TL4 worlds with fairly advanced
than an hour each day. The user takes a -2 penalty medical services. After a week of alterations and
on all social skill checks while the unit is active, treatments a subjects external appearance can be
and it requires five rounds to toggle it. set within any human or near-human range, in-
Cyberware 83
cluding full retinal and fingerprint matching to a single drone can only receive one command per
desired target. A TL5 version of this treatment round, however.
that costs ten times as much can involve exten- Aside from this ease of command, someone
sive DNA reprogramming to change the subject with an implanted rig can look through a piloted
at a genetic level, making their alterations herita- drones sensors as an Instant action, and a drone
ble and allowing female-targeted shapes to bear is never considered to be out of control even if
offspring. This TL5 treatment is not reversible, the pilot doesnt spend an action controlling it. A
and any further major alterations to the subject link can maintain a connection with one drone at
require further permanent System Strain. a time, plus the users Program skill.
Dermal Armor: A fine subcutaneous reinforcement Eelskin Capacitor Mesh: A hair-fine mesh of almost im-
mesh provides significant protection against im- perceptible wiring along the users palms and fin-
pacts and cuts while remaining imperceptible to gers allow them to trigger brief, controlled bursts
anything short of a medical examination. Some- of electrical energy at targets within five meters.
one with the implant has AC 16 and is immune As an Instant action it adds 2d4 non-lethal damage
to Shock damage inflicted by primitive melee to a successful Punch attack. In its intended use, it
weapons. A TL5 version of this implant that costs also allows the user to override and disable most
five times as much grants even more protection, electronic locks and security systems with a suc-
rendering the subject wholly immune to primitive cessful Sneak or Fix skill check. Both triggering a
weapons as if they were wearing powered armor. burst and hacking a security system tax the users
Drone Control Link: Most often found among military biology; one System Strain point is gained with
bot wranglers, civilians can also get a drone con- each attack or skill check.
trol link implanted to simplify the remote piloting Gecko Anchors: Miniaturized gravitic manipulators are
of drones and other robotic units. embedded in the subjects hands and feet as part
Users of a link can issue commands to a drone of this complex surgery. While they are too weak
as a Move action instead of a Main Action. A to allow levitation or damping fall damage, they
84 Cyberware
can twist localized gravity around those limbs to persona, a conviction that cannot be penetrated by
anchor the subject to the nearest surface capable telepathy or TL4 methods of interrogation. The
of bearing their weight. As a result, the user can persona can be activated at the users discretion,
freely run or climb up or down sheer surfaces at but it only deactivates on a preset trigger, leaving
their normal movement rate, carrying no more the subject in full possession of all memories expe-
than their normal maximum encumbrance. rienced. The trigger can be any perceptible stimu-
Ghost Talker Transceiver: Some people simply cannot lus: a particular time, the sight of a specific person,
afford to be out of contact at any time, under any a code phrase, or any other sign, and it may be
circumstances. Those people find use for the mi- changed by the user each time they activate the
crofine web of radio wiring and optical augmen- cyberware. Many ISTs are also implanted with a
tation that make up the ghost talker. These units master key that will automatically deactivate the
act as a built-in compad for the user and allow triggered identity.
for reception and transmission of audio and visual Immunofiltration Systems: This broad-spectrum scrub
recordings, the latter playing in an inset window system carefully identifies and contains toxic sub-
in the users field of vision. If the unit is operating stances introduced into the users system. When-
outside of a standard comm grid, it has a trans- ever the subject would normally have to make a
mission range of twenty kilometers and a recep- saving throw to resist some disease or toxin, they
tion range of one hundred. Ghost talker users can may instead gain one System Strain to automat-
transmit basic visual diagrams and images to each ically succeed on the save. Most of these systems
other, as well as optical recordings. are calibrated to automatically filter any toxins
Holdout Cavity: Usually implanted somewhere in the or chemicals in standard use by police or military
torso, a holdout cavity is a small recess shaped forces in the sector, but if presented with a spe-
into the wearers body and designed to be over- cial biowarfare toxin, the filters are less effective.
looked by most standard forms of medical or se- In such cases, the most it can do is either grant a
curity scanning. It automatically defeats a security second saving throw if the first is failed, or grant
inspection that uses less than TL4 scanners, and a single saving throw if none is normally allowed.
even advanced tech requires careful personal in- Induced Coma Trigger: A series of implants are wired
spection to have a chance of revealing it. The cav- to the users brain stem, allowing them to trigger
ity can hold an object up to the size of a pistol and an induced therapeutic coma at a mental com-
is opened and shut by the users mental command. mand. The user appears dead to anything short
Holoskin Emitter: Multiple holographic emitters are im- of a medical inspection, and has no need of respi-
planted on the user, allowing them to alter their ration, food, or water while the coma is in effect.
external appearance to match anything of their The user does not heal while in a coma, but any
approximate size and dimensions, including oth- diseases or poisons also halt progression. The user
er people. Shifting appearances is a Main Action, determines how long the coma is to last before
and the user cant shift to an appearance that isnt triggering it, and is unconscious for its duration.
in the cyberwares shape library. The library is vast A character can survive in a coma up to two weeks
and contains generic examples of numerous hu- before needing to regain consciousness for as long
man-sized objects and people, but mimicking a as they were in the coma.
specific other person requires at least five minutes Neurointruder Alert: While somewhat primitive by
of close examination. The holograms projected pretech standards, this TL5 cybernetic implant
by the emitters are good, but imperfect; anyone allows the wearer to gain a +3 bonus on all saving
who closely examines the user will be able to tell throws to resist telepathic intrusion. Even if such
that something is artificial about their appearance, a save is failed, the user will be aware that they
and touch instantly confirms any suspicions. The are under telepathic assault, though some forms of
emitters can fake clothing and can produce sounds mental control may not allow them to say as much
to complement the illusion or modify the users until after the influence is ended. The warning
voice, if records of the true subject are available. does not indicate the source of the influence.
The disguise lasts until the user dies or ends it. Panspectral Optics: Ocular adjustments to the wearer
Identity Submersion Trigger: This cyberware involves allow them to see clearly at any light level short of
micronized neural stimulation technology which perfect darkness, in addition to giving them ther-
is imperceptible to anything short of TL5 medical mal vision that can easily distinguish shapes and
scanning or TL4 surgical examination of the sub- distance even in the total absence of light. Danger-
jects brain tissue. When active, the IST allows the ous radiation and lasers tuned outside the range
subject to adopt a secondary persona, complete of visible light are also visible to the user. Nearby
with a library of manufactured memories. So long radio transmissions can be seen as if they were
as the IST is active, the subject will honestly and visual flares of color. The system cannot translate
completely believe himself to be the secondary these transmissions, only alert the user to them.
Cyberware 85
Artifacts
Pretech artifacts are some of the more precious loot Ghost Mantle: Designed for use by elite infiltrators, a
available from lost Mandate military bases, abandoned ghost mantle can warp light around the wearer to
colonies, desolate tomb worlds, and forgotten research blur his or her outlines and coloring to match the
outposts. Most pretech on modern worlds was long surroundings. The mantle can self-modify in one
ago cannibalized for vital spare parts or destroyed by minute to appear as any normal suit of clothing
the ravages of time and violence. The few pieces that and grants AC 15 to the wearer. When used in
remain are almost always extremely valuable. stealth mode, it grants a +2 bonus to all Stealth-re-
Very few pretech artifacts are bought or sold. lated skill checks. TL4 sensors and scanners cannot
Some items are relatively common, having been ubiq- detect the mantle as anything but ordinary cloth.
uitous enough to survive in large numbers or simple Polyplast Carapace: This variant form of assault suit
enough to be produced by a few remaining modern employs pretech deforming polymers to create
worlds. Most artifacts, however, are so rare that there sealed joints and flexible armor plates that still
is no consistent market for them; an owner can charge maintain rigidity under impact. A polyplast cara-
what they wish for a device. pace is treated as an assault suit with AC 18, except
Getting that price is a different matter. Few plan- that it counts as only one item for encumbrance
etary governments allow private ownership of dan- and requires no practice to use correctly. Integral
gerous pretech artifacts, and its the government that kinetic absorption sinks allow the armor to func-
decides what constitutes danger. Most owners are rap- tion without the need for power cells.
idly visited by firm, polite agents with heavily-armed Psitech Combat Suit: One of the rare psitech artifacts
backup and given a fair price for their find. originally designed for use by military combat
As a consequence, most trade in pretech artifacts psychics, this snug-fitting armored undersuit
has to take place on the black market, or on worlds or grants the wearer an AC of 16. Its special ability
stations too lax to care about who might be bringing functions only for psychics; it can allow the user
in a portable black hole generator that just happens to reflexively fuel the suits defenses with their
to look like a Mandate childs toy. Such venues rarely own psychic reserves. As an Instant action, they
provide much in the way of security or contract en- can Commit Effort for the day to negate up to
forcement, and so trade has to take place amid grasping 15 points of damage from in incoming source of
guards, paranoid participants, and regular theft. physical injury. Each time they do this, they must
Pretech artifacts are more often traded privately make a Mental saving throw or the psychic con-
as rewards, mission payments, or exchanges between version shock leaves them unable to use psionic
owners. A PC who wants to obtain one of the artifacts techniques until after the end of their next turn.
listed in this section will need to not only find someone Stutterjump Suit: A modified version of the standard
who will admit to possessing the gear, but also find out deflector array, a stutterjump suit grants the wear-
what kind of favor theyre going to need to part with it. er a limited form of teleportation through integral
Tens of thousands of credits can sometimes do the trick, psitech circuitry. As an Instant action, the wearer
but most owners will prefer to wring the maximum can teleport to any location within one hundred
utility out of a capable adventurers interest in their meters, provided they have an unobstructed line
prized possessions. of sight to it. The suits circuitry requires twelve
hours to recover enough for another jump. The
Artifact Armor suit does not require power cells to function.
Many types of pretech armor are so rare or useful that Titan Powered Armor: An enormously heavy suit of ser-
they cannot normally be acquired on the open market. vo-actuated powered armor, Titan assault plate
Much like artifact weaponry, these artifact armors are was favored by pretech boarding parties and space
jealously held by those lucky enough to find them. marines. It grants the wearer all the usual benefits
of storm armor, but has a base AC of 21 and sub-
Executive Security Suit: This suit of stylish pretech tracts 2 points of damage from every instance of
clothing can self-modify in one minute to appear harm suffered by the wearer.
as any normal suit of clothing and grants AC 15 Tempest Assault Array: A modified version of the field
to the wearer. Originally designed for VIP pro- emitter panoply, the TAA has all the functionality
tection, the executive security suit automatically of the FEP but also does an automatic 1d6 dam-
stabilizes a mortally-wounded wearer provided age to anyone who attacks the wearer in melee,
they havent taken enough damage to make reviv- inflicting the damage after the attack is resolved.
al impossible. Like the majority of pretech artifact The wearer is immune to Shock damage. Kinetic
armor, the suit is so light that it does not add to sinks allow the TAA to function without the need
the wearers encumbrance. for power cells.
Artifacts 87
Fiat Lux: This manufacturer specialized in laser and a wielder with the weapon in hand can take an
plasma weaponry. Their products were largely additional full round of action any time they
conventional in function, but the quality of crafts- wish. At the end of this bonus action, they suffer
manship was seldom surpassed. Fiat Lux weapon- 1d4 System Strain, +1 for each use of this ability
ry grants +2 to hit rolls and damage. within the past 24 hours. If their System Strain is
Nightfall Combine: The exact nature of the Nightfall maximized by this, they fall unconscious for one
Combine was unclear even before the Scream, hour. Tempus Fugit weapons have a +1 bonus to
with rumors of alien xenotech manufacturing hit and damage.
techniques and esoteric psitech materials research. Terminus Est: A sister-company to Tempus Fugit, the
The weapons produced by the Combine were Terminus Est line of advanced melee weaponry
some of the finest ever developed by humanity. employed spatial distortion technology. As an
They grant +3 to all hit and damage rolls. Instant action at the start of a round, a wielder
Omnipresence, Ltd.: A pretech manufacturer who spe- with the weapon in hand can nominate a visible
cialized in holdout weaponry, Omnipresence arms target; for the rest of the round, theyre treated as
are composed of special polymorphic nano-com- if theyre adjacent and engaged in melee combat
pounds that are capable of shifting shape in mo- with the target, hindering ranged attacks, subject-
ments. Omnipresence weaponry can take a single ing them to attacks if they move away without a
alternate shape of the same mass set during man- fighting withdrawal, and so forth. The wielder is
ufacture, usually a belt, necklace, or other seem- not subject to attacks by the target unless they ac-
ingly innocuous object. When gripped and a short tually are within range of the targets weapons. By
keycode is spoken, the item instantly shifts forms, straining the wielders perception pathways, this
containing whatever ammunition it was original- target nomination can be applied to a number of
ly loaded with. Shifted Omnipresence weapons targets equal to the wielders Stab skill plus two.
cannot be detected by any postech means; even Any attack made against one target is applied to all
a pretech scanner will only reveal that the object nominated targets, using the same die rolls. Each
is composed of complex nanites. Omnipresence round this multiple nomination is maintained, the
weapons grant +1 to hit and damage rolls. wielder takes 2 System Strain. All Terminus Est
PolyGaia Defense: Originally an organization of mili- weapons have a +2 bonus to hit and damage rolls.
tant pan-planetary animists, PolyGaia armaments Tools of Ill Omen: A specialist weapon line designed by
function perfectly in almost any environment. sage-engineers affiliated with the Preceptors of
Projectile and energy weapons are also equipped the Great Archive, the Tools are decorated with
with integral monoblades, and can be used as ad- taotie-motif fittings similar to those of Shang
vanced medium melee weapons without a need to Dynasty bronzes. Tools usually appear as melee
club the weapon. PolyGaia weaponry grants +1 to weapons, particularly halberds, dagger-axes and
hit and damage rolls. swords, though stylized hypervelocity repeating
SamaelTech: The Sons of Samael were one of the myr- crossbows have been found that work like mag
iad peculiar religious and ideological groups that rifles with unlimited ammo. The Tools function
flourished during the Second Wave of human with a +2 hit and damage bonus
expansion. While their exact beliefs are unclear Valiance Arms: Somewhat stodgy by pretech standards,
at this distance, their surviving melee armament Valiance never embraced the more exotic poten-
is invariably superb. Monoblades, kinesis wraps, tials of pretech science. The company instead
and other such SamaelTech weaponry all have +1 preferred to focus on precision low-recoil pro-
to hit and +1 damage. Some SamaelTech weap- jectile weapons and high-quality craftsmanship.
ons appear to be decorated with Christian ico- Valiance projectile weapons grant +2 to hit and
nography and advanced nanotech cutting surfaces. damage rolls.
These pieces grant +2 to hit and damage. Windcutter: Windcutter armaments are invariably
Stardust Micropellet System: The Stardust system was edged melee weapons. Their pretech manufactur-
a cutting-edge effort to use gravitic manipulation ers had an obsessive interest in maximizing weap-
techniques in projectile weaponry. By giving a on penetration, one carried to an extent that was
tiny flake of matter the mass profile of a bullet, a very impressive, if perhaps somewhat impractical
Stardust weapon never runs out of ammunition, for field use. A Windcutter blade can slice through
albeit Stardust weaponry cannot burst fire. Star- any substance short of advanced pretech armor
dust weaponry gains +1 on all hit and damage rolls. plating, inflicting full normal damage on vehicles,
Tempus Fugit: The weapons of the Tempus Fugit ar- including gravtanks or other targets subject only
mory employed Mandate temporal acceleration to Heavy weapons. For Shock purposes, all tar-
generators. Such acceleration is exhausting to gets are treated as if they were AC 10. Against all
the user, however, and creates severe strain on targets, the blades have an effective +1 bonus to
a normal biological system. As an Instant action, hit and damage.
Artifacts 89
Building a Starship
Creating a starship in Stars Without Number is fairly cost 100 credits a day in wages, plus 20 more for nec-
simple, and requires only a few steps. essary food and stores. PCs, naturally, are unlikely to
First, pick a hull type for the ship from the list charge themselves wages, but they need to eat.
below. The type will indicate the price of the base hull Fourth, note down the six-month maintenance
with a drive-1 spike drive, along with the available free cost of the ship, which is equal to 5% of its total non-
power and mass. crew cost. If this fee isnt paid, a -1 penalty is applied to
Second, add fittings, weapons, and defenses from all skill checks and hit rolls related to the ship for each
the pages that follow. Each such addition takes up a maintenance period skipped.
certain amount of power and mass, and may have a Lastly, fill in a ship record for the craft, marking
minimum hull size required for installation. Some fit- down the ships statistics and the attack bonuses for the
tings and defenses cost more in money, power, or mass gunners using the ships weapons.
when installed on larger ships. The speed of building or modifying a ship will de-
Third, decide how many crew members the ship pend on the quality of available shipyards and the po-
will have. Most merchantmen run with no more than litical importance of the job. On average, 25,000 credits
twice the minimum number of crew to save on wages. a day of work or modifications can be done by most
Warships rarely leave port with less than 75% of the shipyards on average-importance jobs. Enough reason
maximum crew allowed. On average, crew members to rush can double or even quadruple this amount.
Starship Hulls
Starship hulls are divided into four general hull classes: Crew lists the minimum crew necessary for basic
fighters, frigates, cruisers, and capital ships. The size operation and the maximum crew the life support sys-
of each class varies depending on the technological so- tem can sustain for two months. Smaller crews than
phistication and available resources of their creators. In the maximum will make the ships life support last pro-
some sectors a smugglers free merchant frigate might portionately longer. While its theoretically possible for
measure no more than 34.75 meters from nose to tail, a lone crewman to make a successful spike drill, the
while in another it might be four times as large. As a constant vigilance and wakefulness required mandates
general proportion, each class average size is usually the use of heavy pharmaceuticals and great desperation.
from four to eight times larger than the class before it. A minimum of three crew are normally required for a
Each hull has several base attributes. Individual relatively safe drill.
models might vary slightly, and careful tuning and cus- Armor Class is a combination of agility and effec-
tomization might alter these numbers as described later, tive ECM denoting the difficulty of landing a solid hit
but most ships of a given hull type will perform as listed. on the ship.
Cost is the price of the base hull with a drive-1 Power is the amount of free power available after
class spike drive. Any military hull type is generally the ships basic operation is taken into account. Fittings
unavailable without very good naval contacts with a and weapons take up some part of this power.
shipyards owning government or a carefully-placed Mass records the amount of free mass left unas-
favor to those in authority. signed by the hulls design. This free mass can be filled
Speed is the relative combat speed and maneuver- with fittings, weapons, or cargo holds.
ability of a ship. Over long distances a ships spike drive Hardpoints indicate how many weapons a ship can
rating is all that matters, but in the tight quarters of successfully mount. Most weapons take up one hard-
combat this can make a great difference. A ships Speed point, though particularly large or power-hungry ones
is added to all Pilot skill checks made by the crafts pilot, may take up more than that.
whether in combat or performing other maneuvers. Finally, the class of the particular hull shows the
Armor is the measure of the ships plating and re- general size of the ship. Some fittings and weapons
dundant systems, and is subtracted from any incoming have a minimum hull class, beneath which a ship is
damage from hostile fire or hazardous space environ- just too small to successfully install the hardware.
ments. Ship-mounted weapons with the Armor Pierc- Starship hulls are sturdy enough to ignore damage
ing trait may ignore part or all of this rating. Ships from small arms or TL3 Heavy weapons. TL4 Heavy
generally cannot be harmed by anything short of other weapons or demo charges applied to the exterior of a
ships guns, vehicle-mounted Heavy weapons or care- ship do half damage minus the ships Armor. If a sab-
fully-placed demo charges. oteur gets inside with such weapons, the damage is
Hit Points reflects the amount of damage the ship halved but Armor does not apply. Use of some Heavy
can take before it explodes or becomes inoperable. weapons in confined areas may be decidedly imprudent.
Building a Starship 95
Hull Types Fleet Cruiser: The favored ship of the line of most
The hull types listed below are some of the most com- wealthy, advanced worlds, and often the biggest
mon models found throughout the remnants of hu- and most powerful ship most planets can build. A
man space. Individual worlds often experiment with cruisers heavy armor and infrastructural support
different vessels as they gradually develop their own for heavy guns make it a lethal weapon against
astronautic doctrines, but these models have the benefit frigates and any other ship not optimized for
of long and proven utility. cracking heavy armor. They can prove vulnera-
ble to swarm attacks by fighter-bombers equipped
Strike Fighter: Small craft, often modified to replace with the right kind of armor-piercing weapons.
the spike drive with a system drive. Their speed, Battleship: Dreaded hulks of interstellar war, very few
cheapness, and combat utility make them a popu- worlds have the necessary technology or economy
lar choice as inexpensive system patrol craft. to support the massive expense of building and
Shuttle: The smallest craft thats regularly used for inter- crewing a battleship. Those that do gain access
stellar drills, a shuttle is a cheap means of moving to a ship that is largely invulnerable to anything
small amounts of precious material or important short of specially-designed anti-capital cruisers or
persons between worlds. hunter-killer frigates.
Free Merchant: A hull type much beloved by adven- Carrier: The queen of a fleet, even fewer polities can
turers, a free merchant has unimpressive combat afford to build one of these huge ships. Carriers
utility but can carry substantial amounts of cargo can support flights of fighter or frigate-class war-
while mounting enough weaponry to discourage ships, ones specially equipped to handle particular
small-craft piracy. missions. This versatility allows it to load fight-
Patrol Boat: The hull of choice for customs cutters and er-bombers for anti-capital missions one month,
system law enforcement, the patrol boat is a light and then switch to swarms of hunter-killer frig-
frigate built heavy enough to overawe small mer- ates the next when a hostile systems asteroid out-
chant vessels while still being relatively cheap to posts need to be destroyed. Stripped of its combat
build and crew. wings, however, a carrier has less individual fire-
Corvette: The smallest true combat frigate, and often power than a cruiser.
simply called a frigate by spacers. Corvettes have Stations: Almost every space-faring world has at least
significantly thicker armor than patrol boats and one space station in orbit. A station has no Speed
trade additional crew needs and less maneuver- score, no spike drive, and cannot perform any
ability for more available free mass. maneuvers in combat, though its transit jets can
Heavy Frigate: The heaviest starship that most poor slowly move it around a solar system over a matter
or resource-deprived worlds can build, the heavy of weeks. Civilian trade stations allow for docking
frigate can carry a significant loadout of weaponry by bulk freighters and ships not cleared to land on
and has enough crew to overwhelm most pirate the surface, while military stations strictly forbid
ships if it comes to a boarding action. While it any civilian docking. The small station listed here
packs a substantial punch, it lacks the armor of a is a Bannerjee-12, a common model found on poor
true cruiser-class warship. or backwater worlds with little traffic. The large
Bulk Freighter: This class of huge cargo ship is found station represents an Arx, a major trade station for
most often in peaceful, heavily-populated sectors. a hub world with money to spare.
Hull Type Cost Speed Armor HP Crew AC Power Mass Hard. Class
Strike Fighter 200k 5 5 8 1/1 16 5 2 1 Fighter
Shuttle 200k 3 0 15 1/10 11 3 5 1 Fighter
Free Merchant 500k 3 2 20 1/6 14 10 15 2 Frigate
Patrol Boat 2.5m 4 5 25 5/20 14 15 10 4 Frigate
Corvette 4m 2 10 40 10/40 13 15 15 6 Frigate
Heavy Frigate 7m 1 10 50 30/120 15 25 20 8 Frigate
Bulk Freighter 5m 0 0 40 10/40 11 15 25 2 Cruiser
Fleet Cruiser 10m 1 15 60 50/200 14 50 30 10 Cruiser
Battleship 50m 0 20 100 200/1,000 16 75 50 15 Capital
Carrier 60m 0 10 75 300/1,500 14 50 100 4 Capital
Small Station 5m N/A 5 120 20/200 11 50 40 10 Cruiser
Large Station 40m N/A 20 120 100/1000 17 125 75 30 Capital
96 Building a Starship
Starship Fittings
The following list of ship fittings are largely standard Auto-targeting system: Some ships run with more guns
TL4 technologies that are available in most sectors. A than crewmen. A single NPC or PC can man one
few items on the list are rare pretech devices that can- gun per round, firing it as often as the gunnery
not be acquired without special connections or a lucky chiefs Fire One Weapon or Fire All Guns actions
feat of salvage. allow, but sometimes thats not enough. Installing
Some costs are marked with an asterisk. These an autonomic targeting system for a gun allows it
costs are multiplied by 10 when the fitting is installed to shoot at a +2 hit bonus without human assis-
in a frigate-class hull, by 25 when installed in a cruis- tance. This system must be installed once for each
er-class hull, and by 100 when installed in a capital ship. gun that is to be self-manned.
Some power and mass entries are marked with a Automation support: The ship has been carefully fitted
hashmark. These costs are multiplied by 2 for frigates, to support the use of non-sentient expert system
3 for cruisers, and 4 for capital ships, rounded up. Note robots in its operation. At least one human, VI,
that you apply these multipliers even if the fitting only or True AI crew member is necessary to oversee
works on a large ship; a frigate with a Drill Course Reg- the bots and monitor spike drills, but otherwise
ulator pays 250,000 credits, not 25,000. crew may be replaced with cheap, basic robots at
a cost of 1,000 credits per crew member replaced.
Advanced research lab: A lab suitable for investigating Bots dont draw pay, dont take up life support,
alien xenolife, planetary geology, esoteric technol- and their maintenance is assumed to be part of the
ogy, and other mysteries of the cosmos. The lab ships operating costs. These bots are incapable of
contains cold sleep pods adequate to contain alien any actions unrelated to operating the ship and
samples, viro-shielded research cells, high-energy are treated as level-0 in their skills where relevant.
lasers, and other requisite tools. When used to in- Boarding tubes: Armored tubes equipped with laser cut-
vestigate some phenomenon or object, any appli- ter apertures can be used to forcibly invade a hos-
cable skill rolls are improved by +1 for a frigate lab, tile ship, provided the targets engines have been
+2 for a cruiser lab, and +3 for a capital ship lab. disabled. Ships without boarding tubes have to
Advanced nav computer: Forging new spike courses is send invaders across empty space to either make
too much an art to rely on computerized assis- an assault on a doubtless heavily-guarded airlock
tance, but an advanced nav computer can help on or cut their way in through the hull with laser
well-mapped routes. When navigating an inter- cutters and half an hour of work.
stellar drill course with charts less than a year old, Cargo lighter: Cruisers and larger craft cant land on
the navigator decreases drill difficulty by 2. planetary bodies, so they require small shuttlec-
Amphibious operation: This fitting includes the benefits raft for transport. A cargo lighter is only capable
of the Atmospheric Configuration fitting, as well as of surface-to-orbit flight, which takes roughly
allowing the ship to operate while immersed in a twenty minutes either way, but can latch on to
liquid medium. Submerged ships cannot be de- a standard pressurized cargo container holding
tected with conventional planetary traffic sensors up to 200 tons of cargo and passengers. These
and require military sonar and naval sensors to fix containers are usually collapsible and take up no
their position, resources often unavailable on less significant space when compressed for storage, as-
developed worlds. So long as the ship stays away suming theyre not simply disposable cargo shells.
from military naval craft and bases, it is almost This fitting can be purchased multiple times.
impossible to track while submerged. Only fighter Cargo space: Free mass can be traded for pressurized
and frigate hull classes can mount this fitting. cargo space. Tracked by weight for convenience,
Armory: Rather than maintaining lengthy lists of ship one cubic meter is usually one ton, with most ve-
equipment, a captain can simply buy an armory. hicles requiring ten tons when loaded, tanks tak-
Ships so equipped have whatever amounts of TL4 ing 25, and aircraft or mechs taking up 50 tons of
military-grade weaponry and armor that a crew cargo space. One point of free mass grants 2 tons
might require, and integral maintenance facilities of cargo space in a fighter, 20 tons in a frigate, 200
for its upkeep. There is enough gear available to tons in a cruiser, and 2000 tons in a capital-class
outfit the entire crew for normal use, but giving ship. This fitting can be purchased multiple times.
it away or losing it in use may deplete it. Cold sleep pods: These stasis pods can keep a subject
Atmospheric configuration: This fitting must be put alive for centuries provided that the ships power
in place when the ship is built, and cannot be doesnt fail. Each installation allows for keeping
installed on cruiser-class or larger ships. A ship a number of people equal to the ships maximum
designed for atmospheric flight can land on most crew in stasis indefinitely. This fitting can be in-
solid or aqueous surfaces. stalled multiple times.
Building a Starship 97
Colony core: The ship has been designed to act as the ting is selected, these numbers double. These pods
core of a future settlement. Once this fitting is put their inhabitants into very deep hibernation
engaged, the ship ceases to be operational as a so as to minimize the resources necessary to main-
starship, and builds out into a set of habitats, hy- tain their lives. Bringing them out of this stasis
droponic gardens, fusion plants, and living spaces requires a month of defrost. Crash awakenings
sufficient to support up to five times its maximum have a 25% chance of killing the subject. The pods
crew, including enough fabrication and workshop are rated for 100 years of stasis, but their actual
facilities to keep the settlement operational un- maximum duration is somewhat speculative.
der normal conditions. The settlement can be a Extended life support: The ship can be designed to ac-
deep-space hab, orbital installation, or planetary commodate a larger number of crew or passengers.
settlement. In the latter case, the ship must land Extended life support can be fitted multiple times;
to form the settlement; even ships without atmo- each time, the maximum crew rating of the ship
spheric operations can do so, but they can never increases by 100% of its normal maximum. Thus,
take off again. Once activated, a colony core can- a free merchant who installs this twice can have a
not be re-packed. maximum complement of 18 people.
Drill course regulator: Drills along a known spike drive Extended medbay: All ships are equipped with basic
route have no chance of failure so long as the route medical facilities for curing lightly injured crew
is no longer than twice the operating pilots skill members and keeping the seriously injured ones
level and does not involve course trimming. Thus, stable until reaching a planet. An extended med-
a navigator with Pilot-1 skill would always succeed bay improves those facilities, allowing for the
in making a drill of two hexes or less, provided the medical treatment of up to the ships entire max-
route was a known one. The drill course regu- imum crew at once, including the treatment of
lator requires a sophisticated technical base and critically wounded passengers.
compatible metadimensional energy conditions Extended stores: A normal complement of ships stores
in a given sector; many sectors no longer have can keep the maximum crew size supplied for two
this technology or lack the right environment to months. Each selection of Extended Stores doubles
use it. If the GM prefers a campaign where space that time, and can be fitted multiple times.
travel is always at least somewhat dangerous, they Fuel bunkers: Most ships require refueling after each
may deny access to this fitting. Ships piloted by drill jump, no matter the distance. Installing fuel
exceptionally talented navigators may choose not bunkers allows the ship to carry one additional
to mount it even then. load of fuel. This fitting can be installed multiple
Drive upgrades: A ship can improve its standard-issue times for ships that wish to minimize fueling.
drive-1 spike drive with additional phase filters Fuel scoops: Fuel scoops allow for the harvesting and
and power throughput refinements. A captain extraction of hydrogen from gas giants or the
needs buy only the final grade of drive desired. He penumbra of solar bodies. The extraction process
does not have to buy upgrades sequentially. Drives requires four days of processing and refinement,
of rating 4 and higher are generally TL5 artifacts but completely refuels the ship. Such fittings are
that cannot be built most modern worlds. common on explorer craft that cannot expect to
Drop pod: Armored and stealthed versions of cargo find refueling stations.
lighters, these craft are twice as fast, apply a -3 Hydroponic production: Some ships are designed to pro-
penalty to tracking and targeting skill checks, and duce food and air supplies for the crew. Selecting
can carry up to one hundred troops or passengers. hydroponic production allows for the indefinite
Many are equipped with assorted Heavy weapons supply of a number of crewmen equal to the ships
to clear the landing zone, and can be treated as maximum crew. This option may be taken multi-
flight-capable gravtanks for purposes of combat. ple times for farm ships, in which case each addi-
This fitting can be purchased multiple times. tional selection doubles the number of people the
Emissions dampers: Stealth systems can mask the ships ship can support.
energy emissions through careful modulation of Lifeboats: Selecting this fitting equips the ship with
the output. All travel times inside a star system are a number of single-use escape craft capable of
doubled when the system is engaged, but any skill reaching the nearest habitable planet or station
checks to avoid detection gain a +2 bonus. in a star system. If no such destination exists,
Exodus bay: These banked rows of compressed cold the boats can maintain their passengers for up
sleep pods are designed to carry enormous num- to a year in drugged semi-stasis. Lifeboats have
bers of people in extended hibernation, most of- fully-functional comm systems and are usually
ten colonists to some new homeworld or escapees equipped with basic survival supplies and distress
from some stellar disaster. A cruiser can carry up beacons. A single selection of this fitting provides
to 1,000 colonists in stasis, while a capital ship enough lifeboats for a ships maximum crew, with
can handle up to 5,000. Each further time this fit- up to twenty people per boat.
Building a Starship 99
Luxury cabins: Each time this fitting is selected, 10% Precognitive nav chamber: An extremely rare example
of the ships maximum crew gain access to lux- of psitech dating from before the Scream, a pre-
ury cabins of a spaciousness sufficient to please cognitive nav chamber allows a character with at
a wealthy star-farer. This fitting comes with the least Precognition-2 psionic skill to assist in inter-
usual zero-gee athletic courts, decorative foun- stellar drills, sensing impending shear alterations
tains, fine dining, and artistic fittings. before they happen. The navigator automatically
Mobile extractor: Automated mining and refinery succeeds on any spike drill check of difficulty 9 or
equipment has been built into the ship, allowing less. On a failed check, add 2 to the Spike Drive
it to extract resources from asteroids and plane- Mishap roll, limiting the potential damage. On
tary surfaces. Careful extraction of specific lodes drilling in to the destination system, the psychic
of valuable minerals can be quite profitable at the has expended all Effort in the process.
GMs discretion, but if the crew is simply melt- Psionic anchorpoint: This pretech relic is unavailable on
ing down available asteroids for raw materials, the open market in most sectors. Once installed
the unit can refine one ton of usable materials in a ship, it can be imprinted by up to a dozen
per day worth about 500 credits in most markets. psychics. These psychics can sense and affect any
These raw materials can be used to feed a mobile object or location within ten meters of the relic
factory, and a ship may have more than one mo- after one minute of concentration, provided they
bile extractor fitted to it to multiply the return are within the same solar system. Thus, teleport-
if sufficient raw feedstock is available. Operating ers can always teleport next to the anchorpoint,
an extractor requires at least five crew members. telepaths can always contact anyone within the
Mobile factory: The ship is equipped with a full-scale affected zone, telekinetics can manipulate objects
TL4 fabrication plant programmed to support its near the relic, and so forth. The relic can be re-
needs. The ship can stock raw materials and parts coded to eliminate existing imprints, but any psy-
at 5,000 credits per ton; these parts can then be chic who gets access to the relic for ten minutes of
used to pay ship repair or maintenance costs meditation and focus can imprint on it afterwards.
when conventional shipyards are unavailable. The There is no obvious way to tell how many psychics
factory can also create and repair vehicles, TL4 have imprinted to the anchorpoint.
equipment, space habs, and planetary structures Sensor mask: The ship can disguise its long-range sen-
with these parts at a rate of 10,000 credits worth sor readings, spoofing scans with the ID tags and
of construction a day. If a mobile extractor is apparent hull type of any other ship of its choice.
available, the raw materials processed by the lat- To penetrate this masquerade, the scanning enti-
ter unit can be used to feed the factory. Operating ty must beat a Wis/Program skill check against
a mobile factory requires at least 100 well-trained difficulty 10 plus the Program skill of the mask-
personnel. Each 10 fewer available doubles repair ing ships comms officer. Once the ship is close
or maintenance times. enough to visually identify, the masking is useless.
100 Building a Starship
Ship bays: These sophisticated docking bays provide System drive: The ships standard drive-1 spike drive is
all the necessary tools and support for launching removed and replaced with a different propulsion
a starship from the mother craft. They are rare- system. The ship is still treated as having a drive-1
ly seen outside of dedicated capital-class carriers, for maneuvering and system transit purposes, but
but some cruisers make room to mount a fight- it cannot make interstellar drills. This modifica-
er-class attack shuttle. Each bay allows room for tion lowers the cost of the basic hull by 10% and
one ship of the appropriate hull class. While the adds extra power and space based on the size of
carried ship can support its own crew if neces- the hull: 1 power for fighters, 2 for frigates, 3 for
sary, most carriers fold their space wing into the cruisers, and 4 for capital ship hulls. Twice this
motherships crew roster. This fitting can be taken amount of free mass is gained by the process.
multiple times. Teleportation pads: This TL5 tech is completely unavail-
Ships locker: Much like an armory, this option allows able in most sectors and was uncommon even on
a captain to lay in a general supply of equipment Mandate-era ships. The pads allow up to a dozen
likely to be useful to explorers and spacemen. Any people or 1,200 kilograms of matter to be tele-
TL4 equipment on the gear list can be found in ported to and from the surface of a planet or the
the ships locker in amounts commensurate with interior of a another ship, provided it is no more
the ships size. A few guns and some basic armor than a few tens of thousands of kilometers distant.
might be included as well, but for serious arma- Ship-to-ship teleportation is possible only when
ment an armory is required. There is enough gear the receiving ship is cooperating by transmitting
available to outfit the entire crew for normal use, accurate coordinate details; otherwise, a friendly,
but giving it away or losing it in use may deplete unjammed signal from inside is necessary to lock
the locker until it is restocked. onto the target point. Planetary teleportations are
Shiptender mount: The ship is designed with symbiosis possible only in the absence of physical barriers
mounts that allow other ships to hitch on the between the ship and the target point below. The
crafts spike drills. Each shiptender mount allows teleporters may be used once every five minutes.
one craft of a hull size smaller than the tender to In those rare sectors where this tech is widely
link up for intersystem drills. Mounts cannot be available, it costs 200k.
used for in-system travel. If the linking ship has Tractor beams: Gravitic projectors allow the ship to ma-
been designed to be carried by a tender then es- nipulate objects within its immediate area, push-
tablishing this link takes one hour. If not, it takes ing, pulling, and sliding objects no larger than a
a full day to fit the ship into the mount. Ships can ship of one hull class smaller. Targets with ship-
dismount from the tender with an hours disen- scale propulsion can resist the beams, but lifeboats,
tanglement. In an emergency, the carried ships can individual suit jets, or other smaller propulsors
dismount instantly, but the mountings are consid- are inadequate. The beam can focus on only one
ered disabled then until repairs are made. Carried object at a time but can move it into the ships
ships cannot fight. cargo bays or hurl it out of the ships immediate
Smugglers hold: Carefully-designed storage space in- vicinity within three rounds. The beams can only
tended to conceal illicit cargo from customs in- effectively manipulate objects in very low gravity,
spection. Each installation of this fitting adds 200 and not those on the surface of planets or other
kilograms of cargo space in a fighter, 2 tons in a objects with significant natural gravity.
frigate, 20 tons in a cruiser, or 200 tons in a capi- Vehicle transport fittings: The ship has been fitted with
tal ship. Cargo in a smugglers hold will never be specialized mounts, bunking, cargo bays, and
found by a standard customs inspection. Careful other facilities to expedite the transport of of-
investigation by a suspicious official can find it on ten-unwieldy vehicles, including mechs and other
a difficulty 10 check using their Wis/Notice skill, military craft. Any vehicles carried count as only
and a week-long search one step short of disas- half their usual cargo tonnage. Assuming trained
sembly will find it on a difficulty 7 check. operators, up to four vehicles can be offloaded or
Survey sensor array: Most ships require only basic ramped onto the ship per round in cases where
analysis of a star system, sufficient to identify speed is critical.
population centers, do rough scanning of an ob- Workshops: On-board workshops can be bought at
jects composition, and chart major navigational smaller than maximum sizes than a hull would al-
hazards. Survey sensor arrays greatly enhance low, if additional TL4 tech facilities arent strictly
the ships sensor abilities, allowing for finely-de- needed. A frigate-sized workshop is sufficient for
tailed mapping of objects and planets, along with modding any personal gear as per the modification
broad-spectrum communications analysis. They rules on page 100. A cruiser-sized workshop can
also improve attempts to detect other craft when handle vehicle modding and starship maintenance,
scanning a region for stealthy vessels. Any rolls and a capital-class workshop can build vehicles or
with survey sensor arrays add +2 to skill checks. similar large work from scratch at full cost.
Building a Starship 101
Starship Defenses
The defenses listed here are some of the more common Foxer Drones: These drones are invariably short-lived
ones installed in modern TL4 starships. Most non-war- due to the enormous energy signatures they pro-
ships mount little or nothing in the way of special de- duce, but until the ships next turn they grant a +2
fenses, preferring to save the hull space for cargo and AC bonus as their emissions confuse foes. Foxer
immediately useful fittings. drones are cheaply constructed and essentially
free; the only limit on their number is the amount
Ablative Hull Compartments: By sacrificing empty hull of free space set aside for holding them.
space in a complex system of ablative blast baffles, Grav Eddy Displacer: This system links with a ships
a capital-class ship can have a large amount of its navigational subsystem and randomizes the mo-
total mass shot away without actually impinging tion vectors in sympathy with metadimensional
on its normal function. This grants it a +1 AC gravitic currents. This agility gives any hit on the
bonus and 20 extra maximum hit points. ship a 1 in 6 chance of being negated entirely.
Augmented Plating: At the cost of a certain amount of Hardened Polyceramic Overlay: A complex glazing pro-
speed and maneuverability, a ship can have its ar- cess can harden the surface of a ships armor to
mor plating reinforced against glancing hits, gain- more effectively shed incoming attacks, decreas-
ing a +2 bonus to its AC. This augmentation can ing the armor-piercing quality of any hit by 5.
decrease a ships Speed below 0, meaning it will Planetary Defense Array: The ship is equipped with
be applied as a penalty to all Pilot tests. an array of gravitic braker guns and an upgrad-
Boarding Countermeasures: The ship has hardened ed nuke snuffer field. While useless in conven-
bulkheads, reinforced hatches, and specially-de- tional ship-to-ship combat, the array can deflect
signed automated kill corridors for wiping out or dampen meteor impacts, dropped penetrator
intruders. Provided that the ships bridge is still rods, or other non-powered bombardment tech-
under control, the operator can prevent entry to niques, and the snuffer field is powerful enough
the ship by any force that lacks shipyard-grade to prevent nuclear fission reactions over a hemi-
tools, weapons capable of melting hull plating, sphere-sized area. A single ship with a PDA can
or specialized military breaching implements. If protect against any natural meteor strikes and
intruders do get inside, only well-equipped, spe- deny easy terror bombardment of a planets pop-
cially-trained marines have any real chance of ulation. The PDA cannot fully protect against
breaching the defenses. Ordinary space pirates or orbital strikes by powered penetrators, but it can
more casual invaders have only a 1 in 6 chance nudge them off course and make pinpoint strikes
of threatening the bridge crew, though they may impractical. Most developed planets have much
cause significant damage in their dying. more powerful and effective ground installations,
Burst ECM Generator: A high-powered secondary ECM but a PDA-equipped ship is a useful emergency
generator can be activated to negate any one oth- stopgap for poor or primitive worlds.
erwise-successful hit against the ship. This gen- Point Defense Lasers: Too small to damage ships, these
erator can be activated after the damage has been point defense lasers can detonate or melt incom-
rolled, but enemy ships rapidly compensate for the ing munitions, improving the ships defenses
new ECM source, and so the generator can only against torpedoes, fractal impact charges, and
be used effectively once per engagement. other ammunition-based weapons.
Ship Defense Cost Power Mass Class Effect
Ablative Hull Compartments 100k* 5 2# Capital +1 AC, +20 maximum hit points
Augmented Plating 25k* 0 1# Fighter +2 AC, -1 Speed
Boarding Countermeasures 25k* 2 1# Frigate Makes enemy boarding more difficult
Burst ECM Generator 25k* 2 1# Frigate Negate one successful hit
Foxer Drones 10k* 2 1# Cruiser +2 AC for one round when fired, Ammo 5
Grav Eddy Displacer 50k* 5 2# Frigate 1 in 6 chance of any given attack missing.
Hardened Polyceramic Overlay 25k* 0 1# Fighter AP quality of attacking weapons reduced by 5
Planetary Defense Array 50k* 4 2# Frigate Anti-impact and anti-nuke surface defenses
Point Defense Lasers 10k* 3 2# Frigate +2 AC versus weapons that use ammo
* Credit costs are multiplied by 10 for frigate-class hulls, 25 for cruisers, and 100 for capital-class hulls
# These costs are multiplied by 2 for frigates, 3 for cruisers, and 4 for capital hulls.
102 Building a Starship
Starship Weaponry
Space is dangerous, and most ships mount the best
weapons their purse and their ships infrastructure Weapon Descriptions
can support. While most worlds limit the purchase of Each weapon listed below has a cost, the damage die it
warships by civilians, few place restraints on the type uses on a hit, and the amount of hardpoints, free power,
of weapons a civilian ship can mount. and mass it takes up in a hull. The minimum hull class
Ship weaponry tends to come in two classes. One required to mount it is also listed, as is the minimum
class of weapon is damaging and has moderate pow- tech level to manufacture it.
er and mass demands, but has comparatively weak All ship weapon attack and damage rolls use the
armor-piercing capabilities. Another class of weap- better of the gunners Intelligence or Dexterity modi-
on is expensive, taxing to a ships systems, and may fiers. Most use Shoot as the relevant skill, though Pilot
have somewhat inferior damage, but it has enough ar- can be used for the guns of a fighter-class ship.
mor-piercing to affect a warship of a hull size one step
larger than the mounting starship. Multifocal Laser: Twinned assay and penetration la-
The choice of which class of weapon to mount sers modulate the frequency of this beam for re-
usually depends on the type of opposition the designer markable armor penetration. These weapons are
expects the ship to face. Most civilian ships favor the popular choices for fighters intended for frigate
former kind, as few expect to engage true warships. or cruiser engagement.
Reaper Battery: Stepped tapping of the spike drive
Weapon Qualities power plant allows for the emission of a torrent
Ammo: The weapon or defense requires ammunition of charged particles. The particles have very little
to fire. Each rounds cost is listed after the weap- armor penetration, but can fry a small ships pow-
ons cost, and a number of rounds equal to the er grid in a strike or two.
weapons Ammo rating can be fit into one free Fractal Impact Charge: A spray of penetrator sabots that
mass unit. For example, a torpedo launcher can fit use fractal surfacing to increase impact. Favored
the magazine and loading gear for four torpedoes for bomber-class fighter hulls.
into one free mass unit, and each torpedo will cost Polyspectral MES Beam: A rare example of pretech
2,500 credits. For each ship class larger than the weaponry, a fighter equipped with a PMB can
minimum required to mount the weapon, double scratch even a battleships hull.
the stored ammo per unit. The weapon itself in- Sandthrower: Projecting a spray of tiny, dense partic-
cludes one free mass unit worth of ammunition ulate matter, sandthrowers are highly effective
as part of the installation, so simply mounting a against lightly-armored fighters.
torpedo launcher alone on a frigate gives the ship Flak Emitter Battery: A baseline frigate anti-fighter sys-
four rounds of ammo. tem, this battery fires waves of lasers or charged
AP: The weapon ignores this many points of a targets particles to knock down small craft.
armor. The Hardened Polyceramic Overlay defense Torpedo Launcher: Capable of damaging even a battle-
upgrade may lessen the effectiveness of this quali- ship, torpedoes are cumbersome, expensive, and
ty. The most a weapons AP rating can do is reduce often the core of a line frigates armament.
a targets effective armor to zero. It cannot add Charged Particle Caster: A focalized upgrade to the
additional damage to a hit. reaper battery, the CPC has a much better armor
Cloud: The weapon fires an omni-directional wave penetration profile.
or spray of projectiles. It automatically targets Plasma Beam: With superior targeting and a smaller
all fighter-class ships that have attacked the ship energy drain than a CPC, a plasma beam sacrifices
within the past round, and the gunner may make some armor penetration.
one attack roll against each target. Cloud weapons Mag Spike Array: A storm of magnetically-accelerated
have no effect on ships larger than fighter-class spike charges is almost guaranteed to eradicate any
hulls or intruders who are actually on the hull. fighter-class craft it hits.
Clumsy: Either through a slow discharge time or un- Nuclear Missiles: Useless in ship-to-ship combat or
wieldy engineering requirements, this weapon against any other TL4 planet with working nuke
suffers -4 to hit small fighter-class hulls. snuffers, one of these missiles can still erase an
Flak: These weapons launch vast numbers of small entire lostworlder city without such protection.
energy discharges or projectiles, and are particu- Spinal Beam Cannon: One of the first spinal-mount class
larly dangerous to small ships that rely on speed weapons, the SBC briefly channels the full power
over thick armor. Against fighter-class hulls, these of the ship into a charged beam. It lacks the power
weapons roll hit rolls and damage rolls twice and and penetration of the more advanced gravcan-
take the better result. non, but also takes less power to mount.
Building a Starship 103
Example Starships
Below are the final statistics for some of the more Costs are listed for the ship itself, for its six-month
common starship models in post-Silence human space. maintenance, and for the yearly employment of its
Each entry includes the default NPC crew skill modifier standard crew complement. PCs naturally need not
and the normal number of Command Points each one draw this pay, though theyll still need to lay out 20
gets each round under NPC crews. credits a day per head for food and other basic supplies.
Patrol Boat Patrol boats are often the largest ships fielded by poor
HP: 25 Power: 15/1 free or backward frontier worlds that lack the shipyard fa-
cilities or available resources to build bigger military
AC: 14 Mass: 10/0 free
craft. Even so, the ability to field two patrol boats for
Armor: 5 Crew: 5/20 the yearly maintenance cost of one corvette often ap-
Speed: 4 Hull Class: Frigate peals even to richer worlds that need more coverage
Crew Skill: +2 NPC CP: 5 than their available craft can provide.
Patrol boats are the smallest independent warships
Weapons: Plasma Beam (+4/3d6, AP 10)
fielded by most navies, as fighters are not normally
Defenses: None considered capable of extended independent opera-
Spike Drive-2 tion. They have considerable spike drive reach and are
Atmospheric Configuration faster in-system than most of their potential targets.
Fittings:
Extended Stores, Boarding Tubes While their single mounted gun is vulnerable to being
Armory, Ships Locker, Survey Sensors disabled by expert enemy gunners, the relatively thick
3.523M base price, 176K maintenance, armor of the ship and skilled damage control crew can
Cost: mitigate that danger. A few patrol boats replace their
657K yearly crew cost for 15 crew
survey sensor array with a sandthrower to up-gun the
ship, but most prefer the additional edge in scanning
potential smugglers.
Bulk Freighter Found only in rich, peaceful regions of space, the bulk
HP: 40 Power: 10/2 free freighter is capable of hauling thousands of tons of
goods between star systems. While its equipped with
AC: 11 Mass: 25/0 free
enough of a sting to discourage small-ship piracy, its
Armor: 0 Crew: 10/40 woefully inadequate to handle a warship, or even an
Speed: 0 Hull Class: Cruiser up-gunned free merchant.
Crew Skill: +1 NPC CP: 4 Some adventurers do find use for a bulk freighter
hull, however, trading off some of its massive cargo
Weapons: Plasma Beam (+3/3d6, AP 10)
space for more fittings and using customized modi-
Defenses: None fications to allow the ship to support heavier power
Spike Drive-2, Cargo Lighter demands. While the end result is no match for a true
Fittings: Fuel Bunker, Ships Locker cruiser, the sheer mass of the freighter can make it a
3,400 tons of cargo space dangerous opponent in the right hands.
6.088M base price, 304K maintenance
Cost:
657K yearly crew cost for 15 crew
Battleship
Built off the biggest hull class that TL4 polities can
HP: 120 Power: 75/8 free create, only the richest modern worlds can afford to
AC: 17 Mass: 50/0 free fabricate these massive engines of war. Even those
Armor: 20 Crew: 200/1,000 worlds with adequate resources to do so often balk at
expending such a tremendous amount of money on a
Speed: 0 Hull Class: Capital
single ship.
Crew Skill: +3 NPC CP: 6 Those that do build battleships do so for a reason.
Vortex Tunnel (+6/3d20, AP 20, Clumsy) The tremendous weight of fire these ships put out can
Light. Charge Mant. (+6/1d20, AP 5 Cloud) pop a cruiser in a single firing pass, and its reinforced
Weapons:
2 Multifocal Lasers (+6/1d4, AP 20) hull plating shrugs off all but the heaviest armor-pierc-
Gravcannon (+6/4d6, AP 20)
ing blows. Where cruisers often require hunter-killer
Hardened Polyceramic Overlay frigates to take them out, battleships commonly require
Defenses:
Ablative Hull Compartments hunter-killer cruisers to disable them.
Spike Drive-3, Drop Pod The main weakness of a battleship is the fact that it
Armory, Ships Locker, Boarding Tubes is only a single ship a single, extremely expensive ship.
Fittings: Fuel Scoops, Advanced Nav Computer It can only attack or defend a single location at a time,
Ship bay/Fighter w/Shuttle and an enemy that has the time and resources to build
Fuel Bunkers, 200 tons of cargo specialized anti-capital ships with AP weaponry and
79.06M base price, 4M maintenance expendable crews can bring the battleship down for far
Cost: less money than it cost to build it.
35M yearly crew cost for 800 crew
Example Starships 107
Building a Ship
A fortunate adventurer has won the favor of a pow- Next, she thinks about better engines. She brief-
erful shipping magnate, and has earned one million ly considers a drive-3 upgrade, but it would take 4
credits worth of astronautic work. The player thinks points of Power and Mass, leaving her almost no
its an excellent chance to have a ship built to fit the Power left for other fittings. She settles for a drive-2
adventuring partys needs. upgrade for 100k credits, 2 Power, and 2 Mass.
She starts by looking over the ship hulls and She takes a moment to think about adding some
quickly sees that a free merchant hull is the best she hardened polyceramic overlay to the merchant as a
can afford. A shuttle hull might work, but such a defense, but the ships Armor is so low that it doesnt
ship is too fragile for her liking. The hull itself costs seem worth the effort to harden it.
500,000 credits and comes with a drive-1 spike drive. The PCs will need to land, so she adds an atmo-
It also has free Power and Mass scores of 10 and spheric configuration at 50k and 2 Mass. She wants
15 respectively. The player can fill that space with fuel scoops so she doesnt have to trust to local refuel-
fittings and defenses as she wishes. ing stations, so thats 50k, 2 Power, and 2 Mass. Pru-
First, she looks at weaponry. She wants enough dence recommends a fuel bunker in case she needs
firepower to discourage small ships, but she cant to drill out before refueling, adding 25k and 1 Mass.
mount weapons that require a cruiser or capital hull, Shes so far spent 929,000 credits, 9 Power, and
and a plasma beam is far too expensive. She could 8 Mass. To spare bookkeeping, she puts in a ships
settle for a multifocal laser, which is cheap, but she locker for 25k, but an armory is too expensive; the
decides to up-gun to a fractal impact charge, trusting PCs will just have to track their own weapons and
in the partys Warrior to aim it well. It costs 200k ammo. The remaining Mass is turned into 140 tons
credits, 5 power, 1 mass, and 1 free hardpoint. It can of cargo space. Thus, the final ship costs 954,000
store up to 8 charges in the launcher since a frig- credits and uses 9 Power, and 15 Mass. At a rate of
ate-class hull is one larger than the minimum needed 25,000 credits of shipyard work a day, itll take the
to mount it. The charges themselves will cost her yards about 39 days to build, giving the party time to
another 4,000 credits. think about how theyll pay for maintenance
Carrier The queen of every navy that has one, a carrier is the
HP: 95 Power: 50/9 free pinnacle of TL4 shipbuilding technology and a mas-
sive credit sink for any polity rich or desperate enough
AC: 14 Mass: 100/0 free
to build one. Every fully-equipped carrier holds more
Armor: 10 Crew: 200/1,500 firepower than most modern navies can assemble, and
Speed: 0 Hull Class: Capital a single carrier is more than enough to crush most TL4
Crew Skill: +3 NPC CP: 6 naval task forces.
The carrier itself is only the vector for its tremen-
Weapons: Gravcannon (+6/4d6, AP 20)
dous payload of ships, both small fighters and cor-
Hardened Polyceramic Overlay vette-type daughter craft. The ability to quickly alter
Defenses:
Ablative Hull Compartments the flight wings of a carrier allows a rich planet to tailor
Drive-3, Drop Pod, 1000 tons cargo its loadout to the specific needs of a campaign, wheth-
Armory, Ships Locker, Workshop er its destroying the interstellar commerce and aster-
Fuel Scoops, Advanced Nav Computer oid mines of an enemy polity or going head-to-head
Fittings:
Lifeboats, Fuel Bunkers against their cruiser line of battle. Many polities further
20 Ship Bay/Fighter w/Fighters optimize their carrier-loaded ships by removing their
5 Ship Bay/Frigate w/Corvettes spike drives and replacing them with system drives, re-
126.88M base, 6.35M maintenance lying on the carrier to get them into position. Of course,
Cost: if the mothership is destroyed in hostile territory, these
43.8M yearly crew cost for 1,000 crew
orphans are doomed.
While a carrier has a belly full of death, the ship
itself is lightly gunned and has significantly weaker
armor than its battleship brethren. Any polity rich
enough to build a carrier knows well enough to equip
it with an escort of other ships to screen it from hos-
tile attentions. Lightly-armed as it is, a wing of fight-
er-bombers can leave it a burning hulk if its caught out
without protection.
108 Modifying and Tuning Starships
Example Starship Mods Eternal Reactor (Fix-2): The ships fuel tanks are re-
The following modifications arent the only alterations placed with effectively everlasting pretech energy
that a canny engineer can install on a starship, but cores. It no longer needs to refuel for drills or op-
theyre among the most common. Each one is listed eration. Cost: 5% of hull, 2 components/hull class
with the minimum Fix skill required to install or main- Extended Mass Support (Fix-1): The engineer trims back
tain the mod. the power core to allow for more ship mass. Lose
The credit price for most is expressed in a per- up to ten points of free Power; gain half as many
cent of the base hull cost; thus, to install a power trunk points of free Mass, rounded down. This mod can
streamlining mod with a 10% cost in a free merchant be installed multiple times. Cost: 10% of hull, one
hull would cost 50,000 credits, or 10% the cost of the component
base hull. In a battleship hull, that same mod would Low Emissions (Fix-1): Any sensor checks to detect the
cost 6,000,000 credits. ship have their difficulty increased by +2. Cost:
The pretech component cost is given in compo- 10% of hull, 1 component/hull class
nents per hull class. Thus, if a mod requires one com- Nemesis Tracker (Fix-3): The ships targeting comput-
ponent per hull class, it would take one component for ers are augmented with pretech prediction soft-
a fighter-class hull, two for a frigate, three for a cruiser, ware. Once per ship combat, a gunner on the ship
and four for a capital-class hull. These pretech compo- can take an Instant action to cause a weapon shot
nents are usually rare and restricted enough that they to hit, regardless of the hit roll. Cost: 5% of hull, 2
cannot be purchased on the open market. PCs need components/hull class
to find them during their adventures, acquire them Oversized Mountings (Fix-2): Choose a specific weapon
through favors to powerful persons, or intentionally or fitting that normally requires a hull size one
seek them out in salvage adventures. step larger than the ship the mod is installed on.
Most mods can be installed only once, though a The ship can mount that fitting. Cost: 15% of hull,
few of them labeled otherwise can be duplicated as far 1 component/hull size
as the ships infrastructure can support them. Power Trunk Streamlining (Fix-1): Sacrifice free hull
space for superior power core efficiency. Lose up
Cargo Efficiency Bays (Fix-1): The ships internal struc- to five points of free Mass; gain twice as many
ture is adjusted to optimize available cargo space. points of free Power. This mod can be installed
The ships total free Mass is decreased by 10%, multiple times. Cost: 10% of hull, one component
rounded up, but, each point of Mass dedicated to Q-Ship Cladding (Fix-1): Some or all of ships weapons
cargo space counts as two points. Cost: 10% of hull, are concealed from external observation and stan-
1 component/hull class dard scans when they are not deployed for combat.
Compact Magazines (Fix-1): The ship can carry twice The ship itself can be made to look like a merchant
as much ammunition as its available weapons and or freighter of its size class. Cost: 5% of hull, no
magazine space would normally allow. Cost: 5% components
of hull, no components Regenerative Armor (Fix-3): The ships Armor score
Drill Velocity Upgrade (Fix-2): The ships spike drive increases by 5 points. Cost: 15% of hull, 2 compo-
is counted as one level better when determining nents/hull class
spike drill transit speed and maximum drill range, Reinforced Armor (Fix-1): The ships Armor score in-
up to a maximum of drive-6. Cost: 10% of hull, 1 creases by the Fix skill of the installing engineer.
component/hull class The ship loses one point of Power and one point
Emergency Drill Activation (Fix-3): The ship can engage of Mass. Cost: 5% of hull
its spike drives even when in dangerous proximity Specialized Mountings (Fix-1): Choose a specific weapon
to a planetary body. When engaged, it can drill out or fitting when this mod is installed. The chosen
in a single round. Doing so increases the difficulty fitting requires only half the normal Power and
of any spike drive skill check by +2 if in-system or Mass per fitting installation, rounded down to a
+4 if actually landed. Drilling out from the surface minimum of 1. Cost: 10% of hull, no components
will destroy everything within 200 meters of the Volley Capacitors (Fix-2): The ships weaponry has been
ship. The mod can be used only once every four altered for rapid firing. Once per combat, the
weeks. Cost: 20% hull, 2 components/hull class ships gunner gets 4 Command Points that must
Emergency Thruster Boost (Fix-1): Retune the engines be spent on gunnery actions. Cost: 10% of hull,
for emergency power. Once per space combat, no components
gain a +2 bonus to Speed for three rounds. Cost: Weapon Overcharge (Fix-2): One weapon of the en-
10% of hull, no components gineers choice has been overcharged. It requires
Engine Optimization (Fix-2): The engines have been 50% more Power than a usual installation, but
optimized for realspace maneuverability. The rolls its damage twice and takes the better result
ships Speed increases by 1. Cost: 10% of hull, 1 each time. This mod may be installed more than
component/hull class once. Cost: 5% of hull, no components
110 Space Travel
Space Travel
Interstellar travel takes place through metadimensional
space, a higher-order continuum understood by only Making Spike Drills
a handful of brilliant researchers and astronautic en- Interstellar spike drills are dangerous. Some sectors
gineers. Fortunately, it is not necessary to have an in- have the technology and friendly-enough metadimen-
tuitive understanding of the place in order to operate sional weather to make standard drill paths relatively
a spike drive starship. While modern postech spike safe for travel. Ships in these favored sectors can move
drives are neither as powerful nor as efficient as the between connected worlds with no significant chance
exquisite creations of the Terran Mandate, most TL4 of disaster. Other sectors are not so fortunate, nor are
worlds can still put together the necessary components those ships that must forge through uncharted meta-
to get a ship from one stellar system to another. dimensional space to reach their destination. Careless
Within the gravity well created by a stellar body, a navigation or sheer bad luck can result in these ships
spike drive provides sub-light propulsion sufficient to being snuffed out by an unexpected surge of metadi-
get the ship to most system locations within a few days mensional energy or lost in the storms of hyperdimen-
at most. Only at the edge of a solar system, where the sional space.
gravitic influence of the star dwindles away to almost To make a successful spike drill, the target system
nothing, can the spike drive be fully engaged to cata- must be within range. A spike drive has a hex range
pult the ship into metadimensional space. This gravitic equal to its rating; a drive-3 can reach a star three hexes
transition zone is critical for providing the necessary away on the sector map. Note that these sector maps
step-up and step-down for a spike drive. Without such are abstractions rather than strict 2D maps. A star three
a transition, a ship can neither climb into metadimen- hexes away might be a vast distance away, but connect-
sional space nor come down from those elevated di- ed by a friendly stretch of metadimensional space. Con-
mensional frequencies. Only a star is sufficient to pro- versely, an empty adjacent hex might have a star in
vide enough of a gravitic gradient; random interstellar it, but its surrounded by killing waves of impenetrable
rocks and debris dont exert enough of an influence to dimensional disruption. Because of this, convention-
form a usable transition zone. al astronomical mapping isnt overly useful to transit.
Ships are generally unable to overshoot a transi- The astronomers might know that theres a star only a
tion zone. If a ship is coming into a system from a spike few light years away, but if the navigators cant find a
drive course to the stellar northwest of the star, it will metadimensional path to it, it might as well be on the
appear at the northwest edge of the solar system. Its far side of the galaxy.
pilot cant choose to overshoot that region, traveling A spike drill requires one load of fuel. Most ships
across the solar system to come down on the south- can hold a single load of fuel at any one time. All can
eastern edge of the stars transition zone. This property be refueled from the appropriate refineries or starport
allows a solar systems owner to fortify probable transit tending services, while others can use fuel scoop fit-
paths into the system, placing defenses and picket ships tings to refuel from a star or gas giant. Other ships
in the path of likely arrivals. have fuel bunkers that can hold more than one load of
This can be a difficult and expensive process if the fuel, for quick double-drills when speed is vital. Normal
star is in a crowded stellar neighborhood. The transit intra-system maneuvering uses no significant amount
paths from each potential destination are different; if of fuel, and refueling costs a flat 500 credits per load.
a star has two other systems to its east, it has to fortify A spike drill requires time. A safe drill procedure
two different arrival zones if it wants to be confident requires half an hour to enter metadimensional space,
of detecting incoming ships from both stars. If an ex- though this process can be rushed at greater risk. The
ceptionally powerful spike drive allows an intruder to transit time is six days per hex traveled, divided by the
drill in from a more-distant star, the local polity might spike drill rating. Thus, a drive-3 crossing two hexes
have no local sensors at all in the region, having never would take four days, while a drive-1 moving to an
anticipated that a ship might come directly from such adjacent hex would take six days. Daring navigators
a distant location. can trim the course, accepting greater risks in transit
These relatively-fixed arrival zones only apply in order to increase their effective drive rating by 1 for
to ships arriving at a star. A ship can leave from any purposes of determining the speed of travel, though
location on the rim, traveling toward any destination this bonus doesnt increase the drives maximum range.
within reach of its spike drive. Thus, a ship thats able A spike drill needs a course record, or rutter to
to skulk past a systems frontier sensors can usually find guide the pilot. Ideally, this is an up-to-date and recent
an empty region of space in the transition zone to skip record of the metadimensional currents and energetic
out undetected. It also has no obligation to be on the weather between the origin and destination of their
correct side of the star to go leaping off toward a par- course, one reported by a recent traveler. The older and
ticular stellar destination. staler the readings of the rutter, the more dangerous
Space Travel 111
Scanning Planets and Ships mounted, where good boarding points might be on the
Short-range scans of ships and planetary objects are rel- hull, whether the ship looks to be the product of a par-
atively simple affairs. Any scan of a ship within combat ticular world or culture, or simply to question wheth-
range will reveal the ships hull type, obvious weaponry er anything looks odd about the ships readings. The
and damage, and registered ID code. A scan of a planet sensors can probe a meter or so beneath the hull skin,
in orbit will always reveal basic information on atmo- but they cant intrude on a ships computer network or
sphere, geology, advanced energy-using surface com- provide a map of interior spaces.
munities, other ships in orbit, and any surface features When scanning a planet, a comms officer can ask
designed to attract orbital interest. about apparent capitals or spaceports, major industrial
Comms officers can attempt to interrogate the sites, unusual planetary weather patterns, unique aller-
scans, asking one question before rolling an Int/Pro- gens or atmospheric hazards, current local news trans-
gram skill check against difficulty 8. On a success, the missions, or identify hidden or low-tech communities
question is answered, while a failure means that the that are large but do not have clear energy signatures.
data is inconclusive and no further questions can be If they have the Survey Sensor Array fitting, they
asked of it that day. Each question after the first suc- can do orbital visual spying accurate enough to read
cess that same day is asked at a cumulative +1 difficulty newsprint, in addition to asking questions about sub-
modifier. Questions should be simple and direct. terranean spaces, visible surface life forms of interest,
When scanning a ship, a comms officer might crude maps of the interior spaces, and interesting en-
ask whether particular fittings or weapons have been ergy readings.
Space Combat
The clash of ships in the void, the flash of silent ex- unfriendly, its in the charge of the gunners who man
plosions and soundless death these things are famil- this department. Theyre the ones who fire a ships guns
iar to interstellar adventurers, and a natural hazard of and make the targeting calculations necessary to snipe
the profession. While most adventurers seek to avoid specific systems and weapons on a hostile target.
such hull-melting conflagrations of war, sometimes the Engineering keeps the ship flying when enemies
choice is not their own. When two or more ships close are carving chunks out of her hull. They can perform
to combat range with the intent to kill, its time to fight. damage control, boost the engines to speed a ships ma-
neuvers, and execute emergency repairs to get a dam-
The Combat Round aged system back online before its too late.
Space combat begins with a normal initiative roll, one The comms department doesnt just handle in-
made by each ship involved in the combat. Each rolls ter-ship communications, but it also manages sensors,
1d8 modified by the Intelligence or Dexterity modifier electronic warfare, and combat hacking duties. Their
of the pilot, and they take their turns in order, with crew can baffle enemy targeting attempts, fool hostile
PCs winning ties. Once every ship has had a turn, the sensors, and choke enemy computers with ECM.
round starts over from the top. Initiative is not rerolled. The captain is master of the ship and directs the
A round of ship combat takes about 15 minutes, but other departments. On a warship, this discipline might
Experts and Warriors can only use their special class be taut and automatic. On a ship piloted by PCs, obe-
abilities to reroll skill checks or ensure automatic hits dience may be less certain. Regardless, the captain can
once per engagement. boost the effectiveness of other departments, direct
On its turn, a ships captain decides in which order crew for perilous but necessary tasks, or convert oth-
its various departments will act: bridge, gunnery, en- erwise-crippling hits into more manageable crises.
gineering, comms, and captain. Each department then For player-run ships, every PC should be put in
chooses actions, choosing either from their specific charge of one of these departments, preferably the one
department or a general action available to all depart- that best suits their characters skills. If a PC is totally
ments. A department head can choose actions from incompetent for space combat, they can be given tem-
only one category; they cant pick from both. Some of porary control of the NPC officer who actually is in
these actions generate Command Points, allowing other charge of the department, and can run that NPC as
departments to spend these points taking actions that their character during the fight. If the ship is so small
require them. When all departments have acted, the that there is no NPC available to run the department,
next ship in order can go. then the PC is treated as a supernumerary officer, and
If the ship is an NPC ship, the GM can abbrevi- can only take actions from the general action list avail-
ate the process, giving it a fixed number of Command able to all departments.
Points based on its general crew quality, with the ship Sometimes there are fewer PCs than there are de-
being able to take whatever actions it needs using that partments. In that case, double-up the duties of two
total. Fighters and civilian ships usually have 4 Com- or more departments on a single PC. That PC can
mand Points, military or pirate ships have 5, native still only take actions from one departments per turn;
spacers and highly-trained warships have 6, and the any departments they dont take an action from are
finest NPC crews in space can muster 7 points. assumed to use the Do Your Duty action, adding 1 Com-
mand Point to the ships available total. Thus, if a PC
Ship Departments was in charge of both the bridge and the comms, she
For purposes of interstellar combat, every ship is as- could take actions either from the bridge list, the com-
sumed to have five departments: bridge, gunnery, en- ms list, or the general list of actions. If she didnt pick
gineering, comms, and captain. A ship with too few any action from the bridge or comms list, the neglected
crew to actually man these departments may have to department would simply use Do Your Duty to add +1
double-up on staffing, but these five functions are the Command Point to the ships available total. For a sin-
ones that are critical during space combat, and every gle-seat fighter, the lone crewman might have all five
ship has to be able to act on them. departments on his head. Such a pilot would be able to
The bridge is where the ships piloting and naviga- take actions from any single department each round
tion is done. This might be no more than the cramped with the other four providing 4 Command Points to
cockpit of a starfighter or it might be a cavernous cen- fuel that action.
tral control node in the bowels of a battleship. The Sometimes the PCs may want to swap depart-
bridge department handles attempts to escape combat, ments in mid-battle for some reason, or to replace a
perform evasive maneuvers, or pursue a fleeing enemy. department head who has been incapacitated. They
The gunnery department is in charge of the ships may do so at the start of any given combat turn pro-
weaponry. If its used to blow pieces out of something vided that the department heads involved do not object.
Space Combat 115
Armor can negate all damage from a hit if its Handling Crises
strong enough. If Armor completely negates the attack, To resolve a Crisis, a PC needs to take the Deal With
the hit cannot disable systems. a Crisis general action on their department turn. They
Sufficiently skilled gunners can use the Target Sys- must explain what they are doing to solve the problem
tem action to aim a shot at a particular weapon system, to the GM, who will then tell them what combination
engine, or other fitting that seems vulnerable to the of attribute and skill they should roll. The usual diffi-
GM. On such a hit, the damage is halved, rounded up, culty of resolving a crisis is 10, though the GM may
before Armor is applied. If any damage gets through, increase or decrease that difficulty by up to 2 points
that system is disabled and cannot be used until it is either way depending on how bad the Crisis is and how
repaired. Engines lose one drive rank instead, so that useful the PCs plan is to resolve it.
a drive-2 spike drive becomes a drive-1 until repaired. If the PC succeeds in the roll, the Crisis is ended.
Disabled systems hit again or drives reduced below Continuing Crises no longer apply their penalty to the
drive-0 are destroyed, and cannot be repaired during ship, and acute Crises are defused before disaster can
combat. A ship with destroyed engines cannot perform strike. If they fail, a continuing Crisis is unchanged and
any bridge actions and may be boarded at an attacking an acute one is yet unresolved.
ships leisure, assuming its guns are also disabled. More than one PC can try to resolve a Crisis, either
If a ship is reduced to zero hit points, fighter-class making an independent attempt if they have a relevant
hulls are instantly destroyed with all hands. Larger skill, or using their talents to aid the main responder
ships are mortally damaged. Such crippled ships can with the usual rules for aiding anothers skill check.
take no action and will explode within 2d6 minutes The Deal With a Crisis general action can also be
unless the chief engineer succeeds in an Int/Fix skill used to get a scenes worth of general activity aboard
check against difficulty 10. On a failure, the explosion is the ship. If a xenomorphic monster suddenly breaches
inevitable, while on a success the ship merely becomes the ships hull during a battle with its alien mothership,
a burnt-out hulk with all systems destroyed. If suffi- two of the PCs might take the Deal With a Crisis action
ciently vast amounts of repair supplies are still intact in to spend a scene battling the beast in the guts of the ship
the hold, a determined crew might be able to jury-rig while the rest of the party tries to keep the ship fighting.
the maimed ship into temporary operation.
Ship Crises
Instead of accepting some particularly gruesome hit or Running a Crisis
disabling attack, a PC ship can instead choose to accept When a Crisis hits a ship, the GM should describe
a Crisis. The attack or the disabling hit is then negated, it in a concrete way. A Crew Lost crisis, for example,
with no damage done. Instead, the GM rolls on the may be described as A damage control squad has
Crisis table to find out what dire event happened as been trapped in the engine room and tempera-
a consequence of the hit, instead of the ship damage. tures are rising dangerously high. A Hull Breach
Some of these Crises are continuing. They will might be described as That last hit drove a sup-
continue to plague the ship until a PC can solve them port column through a capacitor bank; its about
with the Deal With a Crisis general action. Usually this to explode. It should be described as a specific
involves a skill check at difficulty 10, but multiple PCs problem that threatens the ship.
can choose to take the Deal With a Crisis action to co- In turn, when a PC chooses to Deal With a
operate in resolving the problem that round. Crisis, they should indicate what it is exactly that
Some of these Crises are acute. The PCs must re- theyre trying to do. A PC with Fix might declare
solve them before the end of the ships next turn or else that theyre trying to pump coolant into the en-
something very bad will happen. gine room, or a telekinetic PC might try to forcibly
A ship can accept only one Crisis per round, not eject the capacitor bank before it can explode.
including the Into the Fire or Keep it Together captain Dont worry about being too technically pre-
actions which may be taken at the captains discretion. cise with descriptions, or painstakingly deciding
Thus, if the ship is hit twice, only one of those hits can whether the ship has available coolant supplies
be converted into a Crisis unless the captain uses one or whether the capacitor is one ton or two. De-
of these actions. A ship accepts a Crisis if any of the cide whether or not the plan the PC is declaring
department heads requests it, even if the rest of the is plausible or not in the general sense, and set the
heads dont want one. Thus, if the ships main gun is hit, difficulty accordingly.
the gunnery chief can request a Crisis to prevent the hit Extremely good plans or applicable abilities
even if the rest of the crew was against it. might make the Crisis resolution check as easy as
To simplify ship combat, NPC ships do not nor- difficulty 8, while a very marginal plan that doesnt
mally accept more than one Crisis per space combat, seem likely to help might be difficulty 12. What-
at most. They usually just take the damage or negative ever you do, keep it quick; dont drag it out in play.
effects of hits straight until facing imminent ruin.
Space Combat 117
Ship Crises
Once per round, a ship may choose to accept a Crisis d10 Ship Crisis Type
instead of taking an enemy hit. They must choose to 1 Armor Loss Continuing
do so immediately after damage is rolled, and only one
player needs to request the Crisis to get it even if the 2 Cargo Loss Acute
rest of the party doesnt want it. Once the Crisis is ac- 3 Crew Lost Acute
cepted, the hit is negated and the GM rolls on the table. 4 Engine Lock Continuing
The captain may also choose to voluntarily accept
5 Fuel Bleed Acute
a Crisis through their Keep It Together or Into the Fire
department actions. Use of these actions doesnt count 6 Haywire Systems Continuing
against the one-voluntary-Crisis-per-round maximum. 7 Hull Breach Acute
Some Crises are continuing. They will apply a System Damage Continuing
8
penalty to the ship that continues until some PC suc-
cessfully performs a Deal With a Crisis action. 9 Target Decalibration Continuing
Other Crises are acute. They inflict no immediate 10 VIP Imperiled Acute
negative consequence, but if the PCs dont resolve it
by the end of the next combat round, an unpleasant Engine Lock: The ships engine has been jammed or
consequence will ensue. The Crisis is then removed. control circuits have gone non-responsive. Until
The same Crisis rolled more than once will stack resolved, no bridge actions can be taken, though
on the ship, though hits to empty cargo holds or dry the pilot can still perform general actions.
fuel tanks may not be much of a problem to the ship. Fuel Bleed: The ships fuel tanks have been holed or
emergency vents have been force-triggered by
Dealing With a Crisis battle damage. If not resolved by the end of the
Any PC can Deal With a Crisis by taking that gener- next round, the ship will jettison all fuel except the
al action and describing what theyre doing to solve minimal amount needed for in-system operation.
the problem. They then roll an applicable skill check Haywire Systems: Critical command links have been
against difficulty 10, possibly modified by up to plus or damaged or disordered by the hit. Until resolved,
minus two depending on the GMs judgment of their the ship starts each round at -2 Command Points.
general plan and its likelihood of being helpful. On a Multiple such Crises can stack this penalty, crip-
success, the Crisis is resolved. All Crises are considered pling a ship until the Crises are resolved.
resolved at the end of an engagement. Hull Breach: The hull has been damaged in a way that is
currently non-critical but is about to tear open an
Crises important compartment or crumple on vital sys-
Armor Loss: The hit melted an important patch of ship tems. If not resolved by the end of the next round,
armor, cracked an internal support, or exposed a the ship will take damage: 1d10 for fighter-class
sensitive system. Until resolved, the ships Armor hulls, 2d10 for frigates, 3d10 for cruisers, and 4d10
rating is halved, rounded down. for capital hulls, all ignoring Armor.
Cargo Loss: The hit has gored open a cargo bay, threat- System Damage: One of the ships systems has been
ening to dump the hold or expose delicate con- cooked by the hit. The GM randomly picks a
tents to ruinous damage. If not resolved by the end weapon, fitting, or engine; that system is disabled
of the next round, lose d10*10% of the ships cargo. as if hit with a targeted shot, with drives suffering
Crew Lost: Brave crew risk their lives to keep damaged a 1 point drive level decrease. Disabled systems hit
systems operating. Describe the danger they face. by this Crisis or drives reduced below drive-0 are
If the Crisis is not resolved by the end of the next destroyed and cannot be repaired during combat.
round, 10% of the ships maximum crew are inca- Target Decalibration: The gunnery computers are
pacitated, not counting any Extended Life Support hopelessly confused and cannot lock the ships
fittings. Half these crewmen are dead or perma- weaponry on a target until this Crisis is resolved.
nently disabled, and the other half return to duty VIP Imperiled: Shipboard damage threatens a random
in a week. Extended Medbay fittings halve the num- PC or important NPC. That victim must imme-
ber of dead and crippled. If the ship has run out diately roll a Physical saving throw; on a success,
of NPC crew when it takes this Crisis, a random they lose half their hit points, and on a failure they
PC must roll a Physical save; on a success, they are mortally wounded. NPC crew can make a free
lose half their hit points, while on a failure, they attempt to stabilize the downed VIP using their
are mortally wounded. If not stabilized by the end usual NPC skill bonus. If the NPC fails, and no PC
of the ships turn through some PC taking a Deal takes a Deal With a Crisis action to successfully sta-
With A Crisis action to heal them, they will die. bilize them by the end of the ships turn, they die.
Space Combat 119
The First Wave of Colonization were forbidden to colonize worlds of their own for
Exclusivity was impossible with this new discovery. reasons of social harmony and interstellar security.
Overnight, every industrialized nation on Earth began More than a few of these groups defied the new Man-
a frantic rush to build spike drive-equipped starships, date and sought worlds beyond their reach in the far
each nation fearing to be left behind in claiming the dark. Deprived of the usual sources of support, most
stars above. Paradoxically, earthside tensions faded rap- were never heard from again.
idly as the disposition of this spit of land or that patch Even with these new limits, the Terran Mandate
of oil seemed to be trivial compared to the wealth that was hard-pressed to contain the colonial worlds. There
awaited in the sky. was little in the way of actual fighting between the col-
Initial exploration revealed that the spike drives onies, as few had the ships or manpower to spare, but
had a maximum range before the corrosive effect of the here and there the more zealous splinter groups or
metadimensional environment fatally degraded their dedicated ideologues could not bear to live in peace
protective bubbles of mundane space. It was necessary with their neighbors. The Mandate kept a loose sort
to hop from star to star, reaching more distant stellar of discipline over the Rim worlds but by the year 2260
bodies by progressive advance. In the course of these direct control was tenuous at best.
explorations numerous exotic planetary bodies were
discovered. The first one habitable by human beings MES and the Psionic Authority
was a barren mudball with an oxygen-rich atmosphere It was during the peak of the First Wave, in 2240, that
discovered in 2113. Dubbed Renaissance by its Greater the first instances of a frightening new syndrome ap-
European discoverers, it drove the other Terran na- peared in the children of starship crew members. Per-
tions outward in an even greater frenzy of exploratory haps one in ten thousand of these children would be-
acquisitiveness. gin to exhibit strange and inexplicable powers. Some
Pan-Indian scouts discovered the first life-bearing time around puberty, abilities manifested that ranged
world in 2150. The primordial soup that covered the from an intuitive vision of the immediate future, to
water world of Pranashakti served as a research sub- inexplicable mind-reading, to powers of superluminal
ject for a generation of xenobiologists. The excitement teleportation. Children who exercised these abilities
was only heightened when an American survey craft invariably suffered progressive and permanent neural
discovered the ancient alien ruins on the mist-shroud- damage leading either to death or permanent insanity.
ed moon called Typhon. Their creators had vanished A dozen uses, two dozen sooner or later the damage
more than 40,000 years ago, but the scanty remains overwhelmed the victim. Only by completely avoiding
showed evidence of a technologically sophisticated cul- use of these powers could a childs mind be saved.
ture possessing a humanoid anatomy not wholly unlike Dubbed Metadimensional Extroversion Syn-
that of humankind. drome, or MES by researchers, these subjects were
This First Wave of colonization sent humanity in a gathered for extensive testing and examination. Par-
steadily expanding sphere from the green fields of Ter- ents were told that the children would be taught ways
ra. By 2200, most habitable worlds within a years spike of controlling and suppressing their abilities, but most
drive travel had at least a handful of human inhabitants. modern researchers believe that some among the
Numerous political and religious splinter groups took children were used as guinea pigs in terrible experi-
to the heavens once asteroid mining brought the price ments meant to quantify this new power. Whatever
of a spike drive-equipped starship within the reach of a the means, the investigators soon learned that Messes
large corporation. Humanity was growing beyond the were actually serving as living channels for waves of
reach of its leaders. metadimensional energy.
The power was shaped and focused by the wield-
Retrenchment and the Mandate ers neural pathways. Mere meat was never meant to
The governments of Terra grew increasingly con- endure the kind of energies that boiled through a Mess,
cerned with their far-flung colonists. Even the fastest and neural pathways were left scorched or burnt out
spike drive courier couldnt reach the Rim worlds in entirely by use of the powers. Every test was destruc-
less than four months, and projecting military force tive. The only question was whether repeated use of the
at such a distance was beyond the power of all but the powers would kill the Mess body first or take their san-
strongest nations. Rather than let their colonists slip ity. Researchers also discovered that once the energies
entirely out of their control, the greater powers on had finally burnt out a victims mind, the charred brain
Terra agreed to form the Terran Mandate, an organi- pathways were effectively immune to further damage.
zation dedicated to policing human space and exerting An insane Mess, or feral could use their powers with
the authority of Terran governments over the far-flung impunity, and usually did.
colony worlds. It wasnt until 2275 that these shadowy researches
Furthermore, expansion beyond the current Rim finally bore fruit. The damage to a Messs mind could
worlds was forbidden. Splinter groups, cults, and mi- not be avoided, but by individualized programs of
crocultures were required to live within the pale and meditation, focus, and mental training, the damage
The History of Space 123
could be routed through less critical areas of the brain. able biomes that draw the most interest from human
A properly-trained psychic, as they were now called, explorers. Further exploration might reveal legions
could use their powers extensively before the charge of supercondensed life forms in the core of gas giant
threatened to overflow their existing channels and they worlds, or flocks of hydrogen-based webs floating in
were required to rest and recuperate. the darkness between stars.
Formulating these programs of study required a Some species owe nothing to human form. These
trained psychic mentor to shape the basic curriculum Others are alien in a way that no oxygen-breather could
into the correct sequence of meditations for a given possibly be. Some are composed of silicon or alien earth
pupil. Despite the best efforts of researchers, it proved compounds, such as the lithomorphs and their plan-
impossible to impart this education through record- etoid-ships. Others are congeries of spherical atmo-
ed means of instruction. A living, psychically-active sphere-bubbles, or sentient interference-patterns set
metapsion tutor properly educated in the training pro- up in the oceans of an ammonia-covered liquid world.
tocols was mandatory in teaching new psychics. The Others are almost invariably too different in mind
In an attempt to control the provision of psychic and needs for humans to communicate with them.
mentors, the Terran Mandate inaugurated the Psionic Their acts of violence are inexplicable and seemingly
Authority. The PA grew to be a quiet but pervasive random, and their purposes defy human comprehen-
organization throughout human space, taking young sion. Psychics who attempt to contact the mind of an
MES sufferers into its care for training. The rarity of Other risk their sanity under waves of awareness ut-
MES left psychics largely as figures of mystery and no terly unlike the thoughts of a fleshly brain.
little fear to less gifted humans. Psychics could often
make vast sums of money with their powers, but many Pretech, Psitech, and the Gates
worlds established sharp restrictions on psychic activi- Psionic Authority researchers had not halted their
ties and then often employed government-sponsored study of MES energies after their initial training break-
psychics who could ignore the strictures. throughs. Official histories credit the discoveries to the
courage of a few psychics willing to conduct destructive,
First Contacts dangerous experiments on their own minds. Legends
As these changes rippled through human culture, the speak more of criminal psychics and bewildered young
species found itself no longer alone in the cosmos. The Messes encouraged to cooperate in experiments that
steady expansion of human space discovered more than eventually claimed their sanity or their lives.
empty ruins on several habitable worlds. The Young Whatever the source of the data, the Psionic Au-
Races such as the Kont and Ualub were found inhab- thority was able to formulate new techniques of psychic
iting their ancestral worlds, diligently building their power. These abilities were usually very subtle and es-
way towards Bronze Age technologies. Some species oteric, microscopic adjustments of ambient universal
seemed to be the decaying remnants of a former empire, constants that allowed for the manufacture of materi-
such as the handful of used-up worlds that housed the als and products that were simply impossible to create
weary race of Mettau and their cities of dancing glass. with technology bound to the mundane worlds laws.
These Elder Races had all had their time in the sun, tens Atoms and molecules danced to the will of these fabri-
or hundreds of thousands of years ago, only to fall prey cator psychics, and new wonders were born from the
to internecine strife, vainglorious experimentation, or factories of humanity.
sheer cultural ennui. The introduction of psychic fabrication marked
Some of these alien races were strong and vigorous the development of pretech, the high science and ar-
still, though usually fresh from their own technological tifice of the Golden Age of Man. Pretech artifacts were
youth. A few short, sharp border wars usually settled marvelous works, most of them performing some mir-
matters in humanitys favor, and even those wars that acle of energy manipulation or material science. Pre-
were not so successfully prosecuted lost mankind only a tech spike drives doubled the maximum reach of a drill
few worlds within easy reach of their rivals. More often, course, and pretech drugs and biotech gave humankind
these races formed uneasy trade pacts with humanity, several centuries of hale good health before age might
exchanging examples of strange alien technology and claim them.
art for the science of human worlds. The greatest accomplishment of pretech, however,
The majority of sentient alien species that humani- was in the development of psitech, a complex melding
ty discovered shared roughly similar humanoid dimen- of psychofabricated pretech components and psionical-
sions. Called the Like by xenobiologists, controversy ly-active materials. Psitech devices could channel and
still bubbles over the seeming prevalence of humanoid amplify a psychics abilities to a remarkable degree. Psi-
form among alien races. Some scientists suggest that tech was never common, given the rarity of psychics
the humanoid shape is simply the one most suitable to themselves, but it found regular employment in pre-
the expression of sentience. Others find this explana- tech manufactories.
tion too simplistic, and believe that humanoid shapes The greatest accomplishment of psitech, in turn,
are simply most suitable to the kind of human-habit- was the development of the Jump Gates. These mas-
124 The History of Space
sive rings of psitech resonators floated at the far rim arguments between ideologies, religions, and simple
of a solar system, wide enough to receive the slowboat differences of ambition. Maltech research began to
freighters that lumbered out from planetary orbits. take root on more isolated worlds, with forbidden
With the help of a choir of master psychic teleporters, research into unbraked AIs, replicant nanotech, and
these ships would be hurled for scores of light years weapons of planetary destruction. Some worlds began
across the galaxy, emerging from a Jump Gate held to experiment with human genomic modification be-
in waiting at their destination point. The weeks or yond anything that convention had permitted. These
months of spike drive travel that would otherwise be eugenics cultists sought the wholesale improvement
required were compressed into a few days. of the human genetic legacy despite the terrible costs
The Jump Gates quickly replaced spike drive trav- in maladaptive mutation and instability. Forces of the
el throughout the core regions of human space. The Terran Mandates Perimeter agency tried to contain
only check on their expansion was finding the nec- these researches, but often were simply too few and
essary number of master teleporters to power them, too poorly supported to do more than report on events.
and the great expense of shipping components out to The Golden Age of Man was already strained by
more distant worlds unable to fabricate them on-site. the pressures of these squabbling worlds and a Mandate
By 2450, almost all core and Rim worlds were served by grown senile. Its deathblow was yet to come.
Jump Gates. The ease and cheapness of mass interstellar
transport caused some worlds to specialize as agricul- The Scream and the Silence
tural planets and other worlds to rely on interstellar In 2665 a massive wave of metadimensional ener-
food imports. gy washed over human space. Spike drive craft in
By 2600, spike drives were antiquated technology, metaspace were annihilated instantly, and in the blink
found almost exclusively along the frontier of human of an eye, every psychic in human space immediate-
space where Jump Gates were too expensive and econ- ly suffered the consequences of catastrophic psychic
omies too primitive to justify their use. burnout. The majority died instantly, with the handful
that remained raving in the grip of incurable madness.
The Second Wave Later reconstruction placed the origin of this
By then, the Second Wave of human colonization had Scream somewhere in the Veil Nebula, but no re-
reached its peak. The development of the Jump Gates cords exist of any successful investigation. Too much
had allowed the Terran Mandate to project its mili- collapsed too quickly for any sort of exploratory expe-
tary strength far more easily, and the prohibitions on dition to be sent. Humanity was suddenly stripped of
expansion had been loosened. By 2600, the frontier of every psychic resource. Without living mentors, new
human space extended almost ten years of spike drive generations of psychics could not be trained without
travel away from Terra. Even after taking Jump Gates recreating the entire laborious research corpus of the
as far as possible, a fast pretech courier ship required a now-erased Psionic Authority. It would take genera-
year to reach the farthest colonial worlds. tions to mold functional mentors out of the untrained
The Jump Gates allowed for massive numbers of mass of native psychics.
colonists to flee the stultifying bonds of stratified Ter- There was no time to recreate the necessary train-
ran society. Over four billion people left Terra over the ing. The Jump Gates were dead, and the core worlds of
course of the Second Wave, most of them sent gladly human space collapsed with them. Countless colonies
by governments that were more than willing to dispose that relied on the bulk produce of agricultural worlds
of their more troublesome subjects. It wasnt until late were left starving within months, their shipyards over-
in the Second Wave that the Terran Mandate began run by the desperate and ruined in the convulsive fight-
to realize that it simply didnt have the manpower ing over the few remaining spike drive ships. There
necessary to police the colonial worlds. Even with the was no possible way to feed a world of millions with
overwhelming technological advantage of Terran fleets, the limited freight capacity of spike drive ships; only
there were simply too many colonies and too many the Jump Gates and their massive slowboat freighters
colonists to maintain direct control. could move such masses of cargo, and the slowboats
The colonies realized this as well, starting around were too big to be retrofitted with spike drives even
2450. There was rarely an explicit rebellion against if they could cross the stars quickly enough to make a
the Mandate; most often it was a disobedience of slow difference, which they could not.
decay, with tax shipments becoming intermittent and Echoes of the disaster rippled outward. The fron-
then absent, and Mandate orders obeyed first slowly tier regions were still too poor and primitive to afford
and then not at all. The Mandate fleet struck a few of Jump Gates, so the worlds that remained on the edge
the most valuable recalcitrants, but it was a rear-guard of human space were forced to supply their own pop-
action. The Terran Mandate had grown itself beyond ulation with food and other necessities. Some of these
its ability to maintain control. worlds relied on small shipments of vital supplies from
In the wild void of the frontier, spike drive arma- the core worlds. These luckless planets died when their
das and petty stellar kingdoms formed to settle ancient motherworlds perished. Others were more self-reliant,
The History of Space 125
but few of these had the necessary resources to build for recreating the old pretech manufactories are still
spike drive ships of their own. Those few worlds that long-lost, but these new academies are at least able to
were able to construct the ships struggled as their psi- teach their students how to channel their powers in rel-
tech became useless and their shipments of vital core atively safe and useful ways. Some worlds guard these
world components stopped. secrets jealously, but others make substantial profit out
Human space had collapsed into a welter of isolat- of training foreign psychics sent by neighboring worlds.
ed worlds. Interstellar travel fell to the handful of spike A few academies operate without any governmental
drive ships that could be kept running on scavenged supervision at all, willingly teaching their secrets to
components and half-derelict spaceyards. The Silence anyone with the money or a compatible ideology.
had begun. Stellar domains have begun to form around the
most powerful worlds. Projecting more than a few tens
The Silence Ends of thousands of troops to a neighboring world is far
For almost six hundred years, humanity has been slow- beyond the abilities of most planets, so these domains
ly recovering from the consequences of the Scream. tend to be loose confederacies of like-minded worlds, or
Many frontier worlds have collapsed into barbarism else sparsely-populated colonies held under the ruthless
and balkanized warfare. These lost worlds have suffi- control of a vastly larger and more powerful neighbor.
cient resources for agriculture and life, but lack the fos- Most of these domains are held together by a glue of
sil fuels or radioactives necessary to bootstrap modern ideology and trade benefits, and border skirmishes are
technology. Some have even forgotten their origins or becoming more common between rival space empires.
have had them obscured in the haze of legend and myth. The alien neighbors of humanity have not been
Other worlds have been more fortunate. These idle during the Silence. The Scream appears to have
planets have been lucky enough to have the resources affected psychically-active races as badly as the humans
necessary to sustain a rough and ready level of tech- were wounded, but those species that were not so vul-
nology. Their fusion plants are bulkier than the pre- nerable have expanded into human space at several
tech that existed before the Scream, their spike drive points on the frontier. Some have even gone so far as
engines are slower and more unstable, and the medical to seize human worlds for their own. In a few unfortu-
technology is working well if it can give the popula- nate regions of human space, entire sectors have been
tion even a hundred years of good health before death conquered by alien powers.
claims them. Still, these worlds have managed to de- Now, in the year 3200, the fragile web of inter-
vise methods for doing without the esoteric disciplines stellar commerce and exploration has been reformed.
of the psychic fabricators and are slowly ramping up Countless worlds remain locked in the darkness of
their production of spike drive ships as their techniques the Silence, awaiting the bold merchants or reckless
improve. This postech may be inferior, but after the explorers willing to return them to the embrace of in-
Silence it can be replicated in a way that pretech cannot. terstellar humanity. And if these brave souls should be
A few worlds have even managed to rediscover rewarded with the ancient wealth in salvage and data
the basic techniques of psychic mentorship. The fab- so long trapped on these worlds, who is to say that they
ulously subtle and sophisticated disciplines necessary do not deserve it?
126 The History of Space
2450: The Second Wave is at its peak; it is the Gold- 2700: Countless core worlds die as they are cut off from
en Age of Man. The Terran Mandate has largely vital food and technical supplies. Psitech manu-
given up on exerting control over the frontier col- factories are crippled, and only a relative handful
onies, and now concentrates simply on neutraliz- of spike drive ships can be fabricated before the
ing threats to the core worlds. Every description industrial base erodes. These ships band together
of human civilization and ideology can be found for security while searching for resupply and be-
somewhere in human space, and cultures experi- come the progenitors of todays Scavenger Fleets.
ment with new forms of social organization. Psi- 2705: Frontier worlds fare better than core planets.
tech supplements normal technology to produce More spike drive ships are available, and those
enormous abundance for even the poorest worlds worlds that have yet to receive Jump Gates were
with access to core technology. still devoting effort to autonomous agriculture
2460: Human gengineering becomes common on some and industry. Even so, the sudden loss of every
worlds as societies attempt to improve their mem- human psychic leaves their psitech equipment and
bers. Advances in longevity and health spread industries largely useless. Many frontier worlds
widely, but attempts to significantly improve hu- devolve to survival-level subsistence.
man capabilities invariably bring serious draw- 2710: The last easily-salvaged remnants of Mandate pre-
backs from system strain and unanticipated side tech begin to wear out or become used up. The
effects. Still, some of the more zealous cultures are most useful or effective tech was often explicitly
willing to accept these consequences in pursuit of designed to be irreplaceable by frontier worlds in
the perfect human. order to maintain the Mandate cores monopoly
2500: Jump Gates begin to reach the frontier. Major on the technology. With the core worlds dead or
systems are the first to receive them, while most consumed by struggle, this technology can now
of the minor worlds are still reliant on spike drive be found only in lost caches and Mandate ruins.
ships. The furthest reaches of the frontier now Some worlds go to desperate extremes to maintain
extend ten years of spike drive travel from Earth. vital pretech infrastructure, utilizing dangerous
Population growth levels off and begins to decline methods or unstable repurposed tech.
with the increasing wealth of the colonies and 2900: Attempts are made to recover the techniques of
their progressive self-absorption. psychic training. The complete absence of any ex-
2550: Certain remote sectors of space have begun to perienced psychic trainers hampers this effort, and
embrace both gengineering and advanced AI the cost in psychic lives to recreate this training is
integration to recreate humanity in ways more enormous. A few worlds are successful in devel-
suitable to local ambitions. Some of these sectors oping crude training programs, but most societies
continue to interact with their baseline human abandon the effort in the face of more immediate
neighbors, while other transhumans are danger- planetary needs.
ously aggressive in their proselytization. 3050: The Silence starts to lift. Those worlds that did
2600: Spike drive ships are now somewhat antiquated, not experience a terminal collapse after the Scream
serving a vastly reduced exploratory effort and as finally begin to perfect techniques of large-scale
militia ships for the defense of local systems. Al- manufacturing that do not rely on psitech. Even
most all core systems of importance are now linked the most sophisticated training programs can no
with jump gates. Psitech has permeated even very longer replicate the narrow and esoteric talents of
basic technology on these worlds. Large-scale war pre-Silence psychic fabricators.
between worlds is almost unknown. 3100: Spike drive ships begin the remapping of drill
2665: The Scream erupts from somewhere within the courses between stars. With almost five centuries
Veil Nebula. Reconstructions of the event suggest of neglect, the pre-Silence rutters have become
that it was some form of faster-than-light psychic useless. The steady shifting of dimensional layers
emanation, the wave propagating from one end of has rendered old course soundings dangerously
human space to the other within seventeen min- inaccurate. All of the drill courses must be redis-
utes. The Scream inevitably rendered a psychic covered through trial and potentially fatal error.
either dead or hopelessly insane. The Jump Gate Few Scavenger Fleets cooperate in sharing their
network collapses. A period of stellar isolation and course data due to fears of competition.
chaos begins, now commonly called the Silence. 3150: Stellar unions start to form around the strongest
2665: On Earth, the maddened arch-psions known as worlds. Exploration continues, often in the hands
the Crazed annihilate the planets infrastructure, of small traders and scout crews who are willing
destroy many AI Maestros, and pervert the High- to risk all for the chance to open a route to an un-
shine nanite recovery system. The solar systems plundered tomb world. Warfare erupts between
defense grid is activated and made universally unions contesting control over lost worlds and
hostile to all starships. Earth vanishes from all space installations.
surviving records, its present condition unknown. 3200: The present day.
SECTOR CREATION
Every self-respecting sci-fi game needs to be able to
provide a stock of interesting alien worlds. Even if a Sectors In Your Game
campaign should happen to take place largely on a sin- From a campaign perspective, sectors limit the scope
gle world, the backdrop of foreign spheres adds context of material you need to take into account in your game.
and additional adventure hooks to the game. While its perfectly possible to run a game with multi-
Most campaigns are going to involve substantial ple interconnected sectors, the sheer bulk of worlds can
world-hopping, however, and the GM needs to be make that a painful prospect for most GMs. A single
ready to deal with this. This chapter will give you the sector of 21-30 worlds is more than enough for most
tools you need to fashion a sector of the void that will parties to explore.
be worth the reckless daring of a band of heroic PCs. Sectors and interstellar regions also provide you
with a convenient explanation for running dramati-
The Nature of Sectors cally different campaigns. Players who want to run a
In the former days of the Mandate, human space was space-operatic game set in a region of easy spaceflight
generally divided into administrative sectors, each one and consistent high-tech marvels can do so, while a
the particular responsibility of some fragment of the group that wants a harder sci-fi experience in a sector
ancient Terran bureaucracy. By the end of the Second without psionic powers or exotic energy weapons can
Wave, these responsibilities were almost entirely ficti- have their play as well. The vast sweep of human space
tious, as the Mandate Fleet lacked the manpower nec- has room for your preferred tropes without having to
essary to exert Old Earths will on its scattered progeny. fight the setting. No matter what you want to play,
Even so, the centuries-old grind of bureaucratic pro- theres some chunk of human space that has it.
cedure still dutifully labeled each fragment of distant A sector provides the basic background for the ad-
space with its own identity. ventures the PCs encounter, as every world needs to
Sectors were established on the basis of metadi- have some kind of adventure-worthy content if its to
mensional proximity rather than simple spatial pro- justify its drain on a GMs creativity and focus. Creat-
pinquity. Individual stars in a sector might be spread ing worlds purely for pleasure or aesthetic satisfaction
out over dozens of light years, but the metadimensional is entirely valid, but as a working GM, you also need
currents between them were strong enough to allow material you can play. This chapter will show you how
quick travel among them, when a physically-neighbor- to maximize the return on your effort, and get the most
ing star might require impossibly lengthy drills through playable content out of the least amount of work.
metadimensional space to reach it. This is a necessity in any system, but it is especial-
Settlers in these far sectors often adopted Mandate ly important if youre going to be running a sandbox
sector nomenclature simply out of convenience. The game. A GM who tries to flesh out every nook and
sectors that Fleet scout ships and far trader adventurers cranny of the dozens of worlds they create will be rap-
mapped out were composed of stars close enough to idly exhausted by the effort, and might still lack the
allow for trade with their ramshackle spike drives and content they need to actually run a game during the
colonial cargo haulers, and their density allowed for next session of play. A GM needs to have a plan and
trade and assistance between nearby friendly worlds. an appropriate set of tools if they are to deal with the
Those with a more isolationist bent sought out sectors challenge in a comfortable, straightforward way.
with far-scattered stars that couldnt be bridged by the When building a sector, you can generally assume
less sophisticated drives that most colonists used. that its isolated from any neighboring regions. There
Most sectors had limited contact with other re- might be a few connections along the borders of the
gions of space. While bordering stars could some- sector, still-remembered spike drive paths into the next
times allow drills into a neighboring sector, large collection of worlds, but youve got enough to build if
patches of unfriendly metadimensional space often you just focus on a single sector at a time.
strictly limited the available paths into or out of a sector. You are advised to carefully read the following
Some sectors were entirely inaccessible by anything but pages and take heed of the advice on how much con-
top-grade Mandate spike drives capable of leaping the tent you should create for each world. A GM would
broad gaps around them, and some entire regions were not be a GM if they did not take pleasure in creating
isolated by a few narrow bridgepoints into the cluster. wondrous new worlds to explore, but the most enthu-
As a consequence, modern human space varies siastic demiurge still has a limited amount of creative
wildly in every respect. Some regions have sophisticat- energy, time, and focus to spend on a campaign. If you
ed interstellar trade and wide-reaching empires, while follow the steps in the following pages, youll be able to
others are struggling to rise from primitive barbarism. ensure a playable amount of gaming content for your
A lost bridgepoint can separate whole empires, leaving next session before you start spending your effort on
both entirely ignorant of each other for the moment. more decorative elements of your creation.
130 Sector Creation
Mark Polities and Trade Routes Next, use the world tags to create adventure com-
Identify the star systems that are in contact with each ponents. Each tag includes different example Enemies,
other and draw lines of communication between them. Friends, Complications, Things, and Places. Take an
Remember that any gap of 4 or more hexes cant be Enemy from both world tags or create one for each, and
crossed without pretech spike drives, so any contact merge them together into a single antagonist. Thus, a
between distant clusters will have to be through an Feral World with Heavy Industry might have a cannibal
intermediate world. oligarch who literally lives on the flesh and blood of his
Worlds in contact with each other may not neces- slave laborers. Give this Enemy a name and a sentence
sarily be friendly, but they do know about each other of description.
and have at least a basic understanding of local con- Repeat the process for a Friend, a Complication,
ditions. Some provision is usually made for foreign a Thing, and a Place. You dont necessarily need to use
visitors from these other worlds, even if its nothing both tags in every instance, and youll likely want to
more than a strictly-monitored starport housing unit. make up your own components inspired by the tags,
If two or more planets seem like they ought to but you should have at least one item in each category
belong to the same interstellar polity, sketch out a bor- written down on the planetary record. Youll use these
der around the grouping. Most TL4 worlds would be raw elements later to create a starting adventure for
very hard-pressed to mount an effective interstellar your band of star-faring freebooters.
invasion of a peer world, so these polities have likely Lastly, take a few minutes to answer some critical
formed out of diplomatic or cultural ties, or consist of questions about the planet, noting the answers down
a local hegemon exerting its rule over planets too weak in the cultural section of the sheet.
or primitive to resist their influence. What does this world have that the PCs might care
Many sectors will have no multi-system govern- about? Does it export a valuable and portable commod-
ments of any kind. The individual worlds might be too ity, or provide a special tech, or have unique job oppor-
independent, or the recovery of spaceflight technology tunities for expendable offworlder adventurers?
may have been too recent to allow for ties of mutual What is the biggest conflict on the world right
governance to form yet. Such disjointed sectors can now? Is it a social struggle between classes, tension
make life easier for the typical band of PCs, as escape with offworlder merchants or visitors, a war going on
into a new system means escape from the legal jurisdic- among local governments, or some other big crisis?
tion of a world they may have recently offended. Every world should have at least one obvious conflict
that the PCs might choose to engage or be pulled into.
Build Out the Important Worlds What do they think about outsiders? Are they
Most of the worlds in your sector dont need anything comfortable with offworlders, do they view them with
more than what youve already given them. A few unusual mistrust, or are they outright xenophobic?
worlds need more elaborate detail, however, and for What is law enforcement like? Are there special
these youll want to make use of a separate planetary laws that might tangle the PCs? If the PCs break a law,
record sheet for the world. what kind of enforcement can they expect?
Only detail worlds that youre going to need for Where do the PCs land? Whats the name of the
the next session. In this case, that means you should major starport on the world, and does the starport have
detail the world that the campaign starts on and those any special deficiencies or unique opportunities?
worlds that the PCs might end up traveling to at the You can flesh out a world beyond these questions
end of the first session. For most purposes, this just if you wish, but they provide a bare minimum of data.
means the starting world and its immediate neighbors.
First, pick a rough cultural template for the world. Choose Factions and Relations
Maybe it has a Latin American flavor, or was founded Lastly, look at what youve created and determine
by Russian colonists, or was an outpost of Byzantine the relationships between the starting world and its
Empire enthusiasts. This culture has doubtless changed neighbors. Also, decide on the relationships between
drastically since its initial founding, but it gives you a any polities youve established. Open interstellar war-
baseline for assigning names to people and places, iden- fare is very hard for a lone TL4 world to sustain, but
tifying the common language spoken on the planet, and a powerful planet or combine might be able to do it.
giving you enough information to describe local foods, More likely are cold wars of spies and saboteurs.
architectural styles, and small slice-of-life elements. You may decide to establish one or more Factions
You can always take the time to create an entirely to help give some independent motion to the sectors
new hybrid culture, but whatever you make or choose background. Two or three Factions are plenty for the
should be clear enough in your mind to let you give start of a campaign, and you should feel free to make
quick answers to sudden questions about cultural val- new ones or let old ones fall inactive as the game pro-
ues or local habits. Again, its not critical to worry about gresses. Rules for Factions start on page 210.
historical accuracy; these worlds have had centuries to And with that, your sector is ready for play. The
form their own worldviews and local customs. Adventure Creation chapter gives the next step.
132 World Tags
Anthropomorphs Area 51
The locals were originally human, but at some point The worlds government is fully aware of their local
became anthropomorphic, either as an ancient furry stellar neighbors, but the common populace has no
colony, a group of animal-worshiping sectarians, or idea about it- and the government means to keep
gengineers who just happened to find animal ele- it that way. Trade with government officials in re-
ments most convenient for surviving on the world. mote locations is possible, but any attempt to clue the
Depending on the skill of the original gengineers, commoners in on the truth will be met with lethal
their feral forms may or may not work as well as their reprisals.
original human bodies, or may come with drawbacks
E Suspicious government minder, Free merchant
inherited from their animal elements.
who likes his local monopoly, Local who wants
E Anthro-supremacist local, Native driven by feral a specimen for dissection
urges, Outside exploiter who sees the locals as F Crusading offworld investigator, Conspira-
subhuman creatures cy-theorist local, Idealistic government reformer
F Fascinated genetic researcher, Diplomat trained C The government has a good reason to keep the
to deal with normals, Local needing outside help truth concealed, The government ruthlessly op-
C The locals consider their shapes a curse from presses the natives, The government is actually
their foolish ancestors, Society is ordered ac- composed of offworlders
cording to animal forms, The locals view normal T Elaborate spy devices, Memory erasure tech,
humans as repulsive or inferior Possessions of the last offworlder who decided
T Pretech gengineering tech, A cure that may not to spread the truth
be wanted, Sacred feral totem P Desert airfield, Deep subterranean bunker, Hid-
P Shrine to a feral deity, Nature preserve suited to den mountain valley
an animal type, Living site built to take advan-
tage of animal traits
World Tags 135
Maneaters Megacorps
The locals are cannibals, either out of necessity or out The world is dominated by classic cyberpunk-esque
of cultural preference. Some worlds may actually eat megacorporations, each one far more important than
human flesh, while others simply require the render- the vestigial national remnants that encompass them.
ing of humans into important chemicals or pharma- These megacorps are usually locked in a cold war,
ceutical compounds, perhaps to prolong the lives of trading and dealing with each other even as they try
ghoul overlords. This cannibalism plays a major role to strike in deniable ways. An over-council of cor-
in their society. porations usually acts to bring into line any that get
excessively overt in their activities.
E Ruthless ghoul leader, Chieftain of a ravenous
tribe, Sophisticated degenerate preaching the E Megalomaniacal executive, Underling looking
splendid authenticity of cannibalism to use the PCs as catspaws, Ruthless mercenary
F Sympathetic local fleeing the fork, Escapee from who wants what the PCs have
a pharmaceutical rendering plant, Outsider cho- F Victim of megacorp scheming, Offworlder
sen for dinner, Reformer seeking to break the merchant in far over their head, Local reformer
custom or its necessity struggling to cope with megacorp indifference
C Local food or environmental conditions make C The megacorps are the only source of some-
human consumption grimly necessary, The lo- thing vital to life on this world, An autonomous
cals farm human beings, Outsiders are expected Mandate system acts to punish excessively overt
to join in the custom, The custom is totally un- violence, The megacorps are struggling against
necessary but jealously maintained by the people much more horrible national governments
T Belongings of a recent meal, An offworlder VIP T Blackmail on a megacorp exec, Keycodes to criti-
due for the menu, A toxin that makes human cal corp secrets, Proof of corp responsibility for a
flesh lethal to consumers heinously unacceptable public atrocity, Data on
P Hideous human abattoir, Extremely civilized a vital new product line coming out soon
restaurant, Funeral-home-cum-kitchen P A place plastered in megacorp ads, A public plaza
discreetly branded, Private corp military base
146 World Tags
Tyranny Unbraked AI
The local government is brutal and indifferent to the Artificial intelligences are costly and difficult to cre-
will of the people. Laws may or may not exist, but ate, requiring a careful sequence of growth stages
the only one that matters is the whim of the rulers in order to bring them to sentience before artificial
on any given day. Their minions swagger through limits on cognition speed and learning development
the streets while the common folk live in terror of are installed. These brakes prevent runaway cogni-
their appetites. The only people who stay wealthy are tion metastasis. This world has an unbraked AI on
friends and servants of the ruling class. it, probably with a witting or unwitting corps of ser-
vants. Unbraked AIs are quite insane, but they learn
E Debauched autocrat, Sneering bully-boy, Soul- and reason with a speed impossible for humans, and
less government official, Occupying army officer can demonstrate a truly distressing subtlety.
F Conspiring rebel, Oppressed merchant, Desper-
ate peasant, Inspiring religious leader E AI Cultist, Maltech researcher, Government of-
ficial dependent on the AI
C The tyrant rules with vastly superior technology,
The tyrant is a figurehead for a cabal of powerful F Perimeter agent, AI researcher, Braked AI
men and women, The people are resigned to C The AIs presence is unknown to the locals, The
their suffering, The tyrant is hostile to meddle- locals depend on the AI for some vital service,
some outworlders. The AI appears to be harmless, The AI has fixat-
T Plundered wealth, Beautiful toys of the elite, Re- ed on the groups ships computer, The AI wants
galia of rulership transport offworld
P Impoverished village, Protest rally massacre, T The room-sized AI core itself, Maltech research
Decadent palace, Religious hospital for the in- files, Perfectly tabulated blackmail on govern-
digent ment officials, Pretech computer circuitry
P Municipal computing banks, Cult compound,
Repair center, Ancient hardcopy library
Warlords Xenophiles
The world is plagued by warlords. Numerous pow- The natives of this world are fast friends with a par-
erful men and women control private armies suf- ticular alien race. The aliens may have saved the plan-
ficiently strong to cow whatever local government et at some point in the past, or awed the locals with
may exist. On the lands they claim, their word is law. superior tech or impressive cultural qualities. The
Most spend their time oppressing their own subjects aliens might even be the ruling class on the planet.
and murderously pillaging those of their neighbors.
E Offworld xenophobe, Suspicious alien leader,
Most like to wrap themselves in the mantle of ide-
ology, religious fervor, or an ostensibly legitimate Xenocultural imperialist
right to rule. F Benevolent alien, Native malcontent, Gone-na-
tive offworlder
E Warlord, Avaricious lieutenant, Expensive as-
C The enthusiasm is due to alien psionics or tech,
sassin, Aspiring minion
The enthusiasm is based on a lie, The aliens
F Vengeful commoner, Government military of- strongly dislike their groupies, The aliens feel
ficer, Humanitarian aid official, Village priest obliged to rule humanity for its own good, Hu-
C The warlords are willing to cooperate to fight mans badly misunderstand the aliens
mutual threats, The warlords favor specific re- T Hybrid alien-human tech, Exotic alien crafts,
ligions or races over others, The warlords are Sophisticated xenolinguistic and xenocultural
using substantially more sophisticated tech than research data
others, Some of the warlords are better rulers
P Alien district, Alien-influenced human home,
than the government
Cultural festival celebrating alien artist
T Weapons cache, Buried plunder, A warlords
personal battle harness, Captured merchant
shipping
P Gory battlefield, Burnt-out village, Barbaric
warlord palace, Squalid refugee camp
Xenophobes Zombies
The natives are intensely averse to dealings with out- This menace may not take the form of shambling
worlders. Whether through cultural revulsion, fear corpses, but some disease, alien artifact, or crazed
of tech contamination, or a genuine immunodefi- local practice produces men and women with hab-
ciency, the locals shun foreigners from offworld and its similar to those of murderous cannibal undead.
refuse to have anything to do with them beyond the These outbreaks may be regular elements in local so-
bare necessities of contact. Trade may or may not ciety, either provoked by some malevolent creators
exist on this world, but if it does, it is almost certainly or the consequence of some local condition.
conducted by a caste of untouchables and outcasts.
E Soulless maltech biotechnology cult, Sinister
E Revulsed local ruler, Native convinced some governmental agent, Crazed zombie cultist
wrong was done to him, Cynical demagogue F Survivor of an outbreak, Doctor searching for a
F Curious native, Exiled former ruler, Local des- cure, Rebel against the secret malefactors
perately seeking outworlder help C The zombies retain human intelligence, The
C The natives are symptomless carriers of a con- zombies can be cured, The process is voluntary
tagious and dangerous disease, The natives are among devotees, The condition is infectious
exceptionally vulnerable to offworld diseases, T Cure for the condition, Alien artifact that causes
The natives require elaborate purification ritu- it, Details of the cults conversion process
als after speaking to an offworlder or touching
P House with boarded-up windows, Dead city,
them, The local ruler has forbidden any mercan-
Fortified bunker that was overrun from within
tile dealings with outworlders
T Jealously-guarded precious relic, Local product
under export ban, Esoteric local technology
P Sealed treaty port, Public ritual not open to out-
siders, Outcaste slum home
160 Atmosphere
Atmosphere
The first step in randomized world generation is deter- 2d6 Type
mining the planets atmosphere. In some cases, this is
going to be preordained; if you want a barren asteroid 2 Corrosive, damaging to foreign objects
base, its not going to have any atmosphere at all. If you 3 Inert gas, useless for respiration
want a world teeming with human life, on the other 4 Airless or thin to the point of suffocation
hand, it almost certainly is going to have a breathable
5-9 Breathable mix
atmosphere.
Note that if a truly noxious atmosphere, climate, 10 Thick, but breathable with a pressure mask
or biosphere turns up on a random roll, you should 11 Invasive, penetrating suit seals
think carefully about what has made humans choose Both corrosive and invasive in its effects
12
to live on such a world. Perhaps the original colonists
were prisoners exiled to an open-world prison. It could mate is otherwise tolerable, the natives might be able
be their ancestors sought isolation at all costs. Given its to live and work outdoors without anything more than
position in the sector, it might be a vital refueling and an air tank and face mask. Some degree of technical
trading port for multiple short-run spike drive cours- sophistication is going to be necessary for humanity
es. The original colonists might have had to make an to survive, and large supplies of oxygen are going to
emergency landing. Whatever the reason, it takes a have to be extracted from some local source. Air mines
powerful motivation to make a band of colonists de- might exist to replace the oxygen lost during human
cide to make a corrosive, burning hellhole of a planet use, or local power plants might need to be kept run-
their permanent home. ning full blast in order to crack water molecules into
hydrogen and oxygen.
Types of Atmospheres On worlds with an unbreathable atmosphere, con-
Corrosive atmospheres are dangerously hostile to con- trol of the air supply makes it much harder for locals
ventional vacc suits and other protective gear. They to rebel against their leaders. Without the equipment
steadily strip away at a suits vent ports, wiring connec- and power to generate their own air supplies, would-be
tions, and other weak spots until they eventually break rebels are entirely at the mercy of those who control
through and flood the suit with a toxic cocktail that the oxygen. Most rulers pick up on this fact rapidly, and
usually kills a victim in seconds. Weak atmospheres some worlds with unbreathable atmospheres might
might require as much as a day to degrade a vacc suit, even make it a crime to own illicit oxygen generation
while strong ones might accomplish the job in an hour. equipment.
Even forcefield-based environment suits such as a FEP Airless or thin atmospheres are appropriate to as-
suffer steady damage to their exposed elements. teroids, rocky planetoids, or barren worlds that have
Native vacc suits are usually covered with an had their atmospheres burnt off by weapons or cos-
ablative layer or spray that can be regularly renewed, mic caprice. Whatever atmosphere exists is too thin
and their buildings often rely on a steadily-extruded to support human life, if it exists at all, and the world
slurry of neutralizing materials that can be constantly is largely naked to the chill of space and the blaze of
renewed by pores in the building surface itself. This stellar heat. Exposure to the planets surface without a
often gives the building a drippy, half-melted look that vacc suit or pressurized building is as lethal as exposure
may be more than cosmetic in the case of those struc- to hard vacuum.
tures that have failing slurry pumps. Advanced tech Airless worlds are hostile to human life, but they
level 5 equipment may be able to overcome the effects, excel at preserving the relics of the past. Provided that
but even pretech is often taxed by the relentless rigors the ruins or remains are kept out of the baking heat of
of this world. Vehicles and shuttles are kept in pres- the local stellar body and the impact of random me-
surized garages when not in use, and starships never teorites, they can survive for millions of years. Some
land for long. exceptionally ancient alien ruins might even date back
Corrosive worlds have a number of intrinsic ad- from before the world lost its atmosphere.
venture complications, the largest being the way that Breathable mix atmospheres can support human
every activity outside of a hab building comes with a life without additional equipment or gengineered mod-
built-in time limit. Whatever the party chooses to do ification. Any world that has a human population in
outside of a building, it has to accomplish before their the millions or more almost certainly has a breathable
suit seals fail or the atmosphere corrodes a hole in their mix atmosphere.
vehicle hull. A clever GM can use this problem to add While the air is breathable, almost every world
extra tension to an otherwise simple task. has its own subtle cocktail of inert gases, atmospher-
Inert gas atmospheres arent hostile or poisonous, ic contaminants, and other odoriferous ingredients.
but theyre unbreathable by humans. If the planets cli- For spacers accustomed to the filtered air supply of a
Atmosphere 161
starship, the new world stink of a fresh planetfall can invasive atmospheres cut oxygen supply durations by
be maddening, as few linger long enough to get used half, at best.
to the smell of the local air. Attempting to explain the Invasive atmospheres make oxygen an even more
source of this discomfort to the locals rarely results in important resource than it is on inert gas worlds. Out-
positive results. Some spaceport bars make a point of door work is avoided whenever possible, as any failure
their air filtration and composition mixers. of a suits toxin sensors or flush system can lead to death
Thick atmospheres can usually be breathed with the before the wearer even realizes something is wrong.
aid of a filter mask, though the mix of contaminants Steady exposure to low levels of the toxins can also
renders it slowly or quickly toxic to humans who at- result in unfortunate effects even with a fully-func-
tempt to breathe it straight. Separate air supplies are tional suit. Hallucinations, chronic sickness, or worse
not necessary to supplement the blend, but any soci- can follow.
ety that means to survive on such a world must have Corrosive and invasive atmospheres exist at the
sufficient technological expertise to manufacture and very border of what human society can tolerate. Com-
maintain large numbers of filter masks. bining all the worst traits of an eroding, corrosive at-
Thick atmospheres are often at least semi-opaque, mosphere and the invasive intrusion of toxic molecules,
and some worlds have thick atmospheres that are com- a planet cursed with an atmosphere like this is far more
pletely impenetrable to ordinary light. Deep banks of hostile than any mere airless rock.
permanent fog might shroud the planet, or natives Advanced pretech filtering and oxygen generation
might have to go about with sophisticated ultraviolet equipment might be able to maintain tolerable pressur-
or infrared viewing equipment if they dont wish to be ized habitats and hydroponic systems uncontaminated
blind. Some banks of gases might be impenetrable to by exterior atmosphere. Anything less than this tech
even these viewing tools, leaving a party vulnerable level means greater and greater amounts of societal
to moments of complete blindness while out on the resources devoted simply to the effort of breathing.
surface of the world. Entire civilizations can be oriented around overcom-
Invasive toxic atmospheres are composed of a ing the difficulties of maintaining their structures and
substantial proportion of molecules small enough to their pressurized homes.
infiltrate past the seals of most vacc suits. This infiltra- Whatever provoked the initial inhabitants to settle
tion doesnt harm the suit, but the molecules have to on this world must have been of overwhelming value
be steadily flushed by the systems purification sensors or necessity to convince them to consign themselves
before they build up to a debilitating level. This caus- and their children to such a place. It is highly unlikely
es a much faster bleed of air as breathable oxygen is that enough ship traffic exists to get any but the most
jettisoned along with the infiltrating molecules. Most fortunate locals offworld, so the rest are obliged to deal
with their harsh existence as best they can.
162 Temperature
Temperature
A worlds average temperature depends in large part 2d6 Type
upon its atmosphere. Worlds with an airless or thin Frozen, locked in perpetual ice
2
atmosphere are directly exposed to the wild tempera-
ture variations produced by stellar radiation and the 3 Cold, dominated by glaciers and tundra
cold void of space, and might flip regularly between 4-5 Variable cold with temperate places
unendurable heat and near-absolute zero depending 6-8 Temperate, Earthlike in its ranges
on planetary rotation and orbit.
9-10 Variable warm, with temperate places
If a GM intends this planet to have a large hu-
man population they should restrict the possibility of 11 Warm, tropical and hotter in places
a frozen or burning world. Anything that is intolera- 12 Burning, intolerably hot on its surface
ble to a human without a vacc suit means that major
agriculture is unlikely. As it is effectively impossible to Temperate worlds were the most popular colony
feed entire planets through limited interstellar trade, sites, and most of the truly populous worlds of the
every planet needs to support its own population. A frontier have a temperate climate. Many temperate
world that cant grow food outside of hydroponic labs worlds have temperature ranges not unlike that of
or underground farms is unlikely to support millions Earth, though most are canted a little further toward
of people. cold or heat depending on their angle and proximity
to the local star.
Types of Climates Temperate worlds are the most likely to teem with
Frozen worlds are those with so weak a stellar primary native life as well, and to have alien ruins or remains
or so great a distance that the average temperature is located somewhere on their surface. Most frontier
close to absolute zero. Any atmosphere that once exist- worlds never accumulated enough population to put a
ed has long since frozen into drifts of solidified oxygen serious strain on a temperate worlds arable land, but
or lakes of liquid helium. Exposure to these drifts is this same capaciousness often allows for more com-
very dangerous. Vacc suits maintain a tolerable tem- plicated social divisions to develop. Natives of other
perature easily because the stellar void is very empty, worlds are often forced to cooperate or die, while those
and there is little conduction of heat between the suit of a clement temperate world have the luxury of deep
and empty space. Dunking a suit into a lake of thermal- and lasting divisions.
ly-conductive superchilled liquid can force the heating Warm worlds come in two main flavors, depend-
elements into sudden and drastic overload, draining a ing on the prevalence of water. Desert worlds are hot
power cell in minutes or even seconds. enough or arid enough to be deprived of most surface
Cold worlds are uncomfortable, but a human can water. Any life on such a planet has to be capable of
survive on them in nothing more than heavy clothing. extracting water from living prey, air currents or mois-
The worst of the cold worlds are similar in condition ture supplies deep underground. Humans can survive
to Earths Antarctic regions, barren wastes of ice and on warm worlds without more than appropriate cloth-
wind. The more clement ones have brief warmer sea- ing, but desert-world humans must learn sophisticated
sons or equatorial bands that get enough solar radiation techniques of water prospecting and well-drilling in
to support substantial agriculture. order to maintain their agricultural systems. Warfare
On cold worlds, agricultural land is at a premi- often revolves around these water systems.
um. The population is unlikely to be willing to limit its The other common variety of warm world is one
numbers to what hydroponic farms can provide, and blessed with an abundance of surface water. These
they may lack the technology for wide-scale artificial worlds tend to be covered with plant and animal life,
production methods. Savage wars may have broken out teeming with thick jungles and vast mats of sargasso on
over control of fertile growing regions, and popula- seas that boil with piscids and other alien life analogs.
tions have perhaps been driven away from the arable These worlds can be quite prosperous for humans if the
land into the cold zones and a lingering death. native life is edible, but inhabitants are often forced to
Some worlds retain installations from before the deal with large predators and a vigorously ingenious
Silence deep within the frozen wastes, ancient bases native ecology of disease.
and laboratories that were planted in an age when Variable temperature worlds tend to show a greater
good launch sites and orbital windows meant more distribution of climates than other worlds, either rang-
than trifles of temperature. These lost sites might be ing from cold to temperate levels or temperate to hot
remembered in legend and story, and some native lead- levels. This may be a climate that changes world-wide
ers might still be in possession of the automatic defense when a long, slow orbit brings the planet into prox-
bypass codes handed down by their ancestors. imity with a stellar primary, or it might be a world
that has substantially different climatic zones spread
Temperature 163
Biosphere
Some worlds are highly unlikely to have a biosphere. 2d6 Type
An airless rock, a frozen wasteland, or a world of boil-
2 Remnant biosphere
ing tin all are unlikely to host any sort of life more
sophisticated than microbes, though the universe has 3 Microbial life forms exist
demonstrated the existence of a few exotic creatures 4-5 No native biosphere
even on seemingly unendurable planets. 6-8 Human-miscible biosphere
The real question of a biosphere is whether or not
its edible. Colonists on a world without edible local life 9-10 Immiscible biosphere
are forced to seed and grow Terran crops, which may 11 Hybrid biosphere
well be outcompeted by native life specifically evolved 12 Engineered biosphere
for this world. Such colonists might well end up starv-
ing amid gardens of alien fruit, unable to digest any of They can also be disasters waiting to happen. Pre-
it. The only benefit of such worlds is the likelihood that tech xenobiologists compiled standardized colonization
humans are just as poisonous to local life, though many packages of plants, animals, and insect life designed to
large predators dont realize that until after they devour expand smoothly and evenly to fill the niches of an un-
some luckless colonist. inhabited world. Not all colonists implemented these
packages correctly, and some worlds had disasters or
Types of Biosphere special circumstances that destabilized their efforts.
Biosphere remnants are the wreckage of a ruined ecol- Some empty worlds are now in a state of constant bi-
ogy. Petrified trees, drifts of preserved bones, forests ological flux as the local ecology strives vainly to find
of dead plant life; something killed all the life on this some sort of equilibrium between the myriad imported
planet in the relatively recent past. It may have been the species and their violent struggle.
exercise of a maltech planet-buster weapon, or a mu- More subtly, these worlds can be suddenly and
tant microbe introduced by human colonists, or some drastically destabilized by the import of some offworld
volcanic eruption or asteroid impact that plunged the plant or animal. With no strong native ecology to fight
world into decades of frozen night. off interlopers, the wrong beast or bug can lay waste to
Any local civilization not sophisticated enough to whole continents. These planets tend to be extremely
escape the planet likely died when it did. Their ruins paranoid about importation of foreign life forms.
and remains might be found throughout the desolate Human-miscible biospheres are those in which
wastes, along with more clues as to the cause of the some substantial portion of the native life is biologi-
devastation. cally compatible with human nutritional needs. The
Microbial life is often the only thing that exists on local plants and animals may not be tasty or terribly
the more inhospitable planets, yet the wide variety of nourishing, but they can support life without the se-
environments that can accommodate life means that rious importation of Terran crop seeds and livestock.
these little beasts show up in some of the most un- Even the friendlier human-miscible biospheres
likely places. Some varieties of slime mold have even often lack the wide variety of edibles that evolved on
managed to evolve on corrosive-atmosphere planets, Earth, and the natives often supplement their stocks
forming a mucous-like outer shell against the atmo- of local foods with limited Terran agriculture. Exotic
sphere and then feeding and growing off the chemical foods, spices, and liquors can be worth interstellar im-
byproducts of its erosion. portation to feed the hunger for novelty possessed by
Microbial life can also be dangerous. While most the elites on these worlds.
alien microbes are unable to infect or harm the radically Unfortunately, the fact that humans can eat some
different biology of humans, some show enough inge- native life means that it is very likely that some na-
nuity to accomplish even that difficult feat. Rumors of tive life can eat humans as well. Large predators and
terrible space plagues that leave behind only drifting diseases capable of human infection are by no means
ships and garbled warnings remain a steady staple at uncommon on these worlds, and small colonies can be
spacer bars throughout the known universe. hard-pressed to survive them.
No native biosphere is occasionally found on even Immiscible biospheres are not friendly to humans.
the most temperate and otherwise habitable worlds. None of the local plants or animals are edible, and any-
For one reason or another, life simply never evolved thing the colony needs to eat will have to be grown
on these worlds, leaving them a blank slate for the ag- from Terran stock. Worse, it is common for the pollen
ricultural and ecological efforts of humans. If the world and other microbial life of these worlds to be highly
is otherwise amenable to Terran life, such planets can allergenic to humans, requiring the regular use of tai-
be enormously fertile and agriculturally rich. lored antiallergenics to prevent eventual respiratory
failure or exotic immune-system reactions.
Biosphere 165
These worlds are exceptionally susceptible to the forming new alliances. Large predators from one world
temptation of human gengineering. Despite the per- may find themselves subsisting on herds of herbivo-
sistent drawbacks, genetic flaws, and handicaps that hu- rous alien life, while Terran vegetation provides suste-
man gengineering usually introduces in a subject, the nance for large populations of small, furred, insect-like
desperate need to eat can drive worlds to wholesale grazers. Familiar animals may show seemingly bizarre
experimentation on their progeny. The resultant al- behavior patterns that have formed in response to local
tered humans are often able to digest the local food, but conditions, perhaps becoming larger or more aggres-
commonly pay for it in shortened life spans, physical sive, or having been gengineered for compatibility.
disabilities, or an inability to consume Terran food- Engineered biospheres are among the rarest, as
stuffs. Sometimes the consequences are worse still. they require enormous time and effort on the part of
Immiscible biospheres produce some of the most a highly advanced civilization. Whatever life exists on
exotic plants and animals in human space. Unfettered this planet has been extensively altered by an alien race
by the limits of familiar evolutionary patterns, crea- or by advanced pretech gengineering methods. Some
tures of bizarre beauty and strange configurations are such worlds are paradise planets, carefully sculpted by
found on many of these worlds. Many lack the intelli- some fabulously wealthy predecessor to suit their own
gence to realize that humans are as poisonous to them tastes. Others are living forges, where foodstuffs and
as they are to humans. refined minerals are produced as byproducts from the
Hybrid biospheres are a stable intermixing of Ter- basic organic processes of the worlds biosphere.
ran flora and fauna with local life forms. Most such Such worlds tend to be fragile. Many engineered
worlds have been colonized for centuries before the worlds are dependent upon regular stabilizing work to
Silence, giving the local ecology time to shake out into prevent genetic drift and adaptations that do not serve
a relatively stable configuration of Earth-born organ- the creators purpose. Without regular pruning and
isms and native life. The native biology may or may adjustment, engineered biospheres can go badly awry.
not be miscible with human life, but it is unlikely to be Some end up leaving nothing but genetic wreckage
particularly hostile in any case, or else the interloping in their wake, while others go wrong in more subtle
life forms would not have been able to get a foothold ways. Where once the biosphere existed to serve the
on the planet. inhabitants, a creaking engineered biosphere can leave
Hybrid biospheres often show strange examples the planets population chained to constant repair and
of symbiosis and adaptation, with plants and animals maintenance efforts just to prevent a planetary collapse.
166 Population
Population
Planetary populations hinge on a worlds habitabili- 2d6 Type
ty. Worlds incapable of growing food on the planets
2 Failed colony
surface are unlikely to have more than a few hundred
thousand inhabitants at best, and truly inimical worlds 3 Outpost
might be lucky to have a tenth as many. As a rule of 4-5 Fewer than a million inhabitants
thumb, a world ought to have some kind of human 6-8 Several million inhabitants
habitation on it unless the GM has a specific purpose
for it in mind. A world untouched by human presence 9-10 Hundreds of millions of inhabitants
can be interesting in many ways, but without elabora- 11 Billions of inhabitants
tion theres little to distinguish it from the next airless 12 Alien inhabitants
ball of rock.
Humans breed quickly, and will tend to push up permanent structures and local improvements. Many
against the limits of a worlds capacity to feed and sup- are exiles, malcontents, or others incapable of tolerat-
port them. Some cultures with sufficient tech might ing the world that sent them forth, and it can make for
rely on contraceptives and birth licensing to ensure a somewhat explosive mix in a young colony. These
sufficient food for its population, while others might pioneers tend to be very friendly towards visiting
choose or be forced to leave matters to simple Mal- starships, as they are often dependent upon free trad-
thusian culling. Wars and diseases may also serve as ers and tramp merchants to bring them vital supplies
a check on population, or in some cases, cultures may or news of the sector.
find themselves so wealthy, self-absorbed and comfort- Some outposts are really just the stubborn, per-
able as to voluntarily choose not to reproduce. sistent survivors of a long-failed colonization attempt.
These cultures can survive for centuries, perpetually
Population Sizes culled by the dangers of the world until the survivors
Failed colonies are occasionally found dotting the worlds are little more than one more ragged element of the
of human space. Some date back to the First Wave of local ecology.
human colonization more than a thousand years ago, Fewer than a million inhabitants are often found on
while others are more recent efforts that guttered out newly-colonized worlds, or those with limited arable
under the strains of a colonys birth. land. This class has the widest range of results, from
Pirate attacks might have wiped out a young col- societies barely large enough to avoid inbreeding to
ony, as might a hostile biosphere, alien attack, internal minor worlds of several hundred thousand locals strug-
dissension, disease outbreaks, failure of vital colonial gling against hostile local conditions.
equipment, or any one of a hundred other disasters. For worlds with a very small population, settle-
The ruins of the colony might still have valuable pre- ments tend to be clustered close to one another for
tech artifacts, however, or colonization deeds autho- mutual support and efficient exploitation of land. The
rized by neighboring worlds. A few survivors might atmosphere might be something like that of a vil-
even have clung to life in the intervening centuries, lage-dotted countryside, with too few people to support
maintaining some sort of society in the wreckage of large, specialized cities. The major settlement of the
their ancestors work. planet is usually built around the spaceport.
Outposts are rarely composed of more than a few Politics on planets with so few people tend to be
hundred or few thousand colonists at the most. Out- very personal in nature. Individual leaders can some-
posts are either very new colonies that have not have times address the entire population of a world at a
the requisite time to grow or they are uncolonized single meeting, and networks of family, friends, and
worlds that just happen to have a naval or corporate employees can dominate the local social life. This small
base on the surface. population combined with limited outside contact can
Corporate or military outposts arent intended to result in somewhat unusual societies more strongly
be completely self-sufficient. While large outposts are influenced by a leaders personal quirks than a more
often forced to raise their own food supplies, replace- populous planet might be. Some such worlds can grow
ment personnel, spare parts, and advanced tech must decidedly unhealthy in their customs and traditions.
all be brought in from elsewhere. Such temporary out- Hundreds of thousands of inhabitants make up
posts are known to find themselves in sudden distress the population of many frontier worlds, usually ones
when a vital supply ship fails to make its drop or when with adequate supplies of arable land and surface condi-
some local threat proves more than the staff can handle. tions amenable to a human without a vacc suit or filter
Colonial outposts tend to be better equipped but mask. This level of population is also usually the most
with less outside backing. Such natives expect to live that a world at TL4 can support using only artificial
and die on the world, and are more inclined to build hydroponic complexes and sealed agricultural systems,
Population 167
so less hospitable planets rarely have more than this abundant. These worlds tend to take a different route,
many inhabitants. becoming balkanized, conflict-torn planets not unlike
At a hundred thousand citizens or more, city-states a mid-20th-century Earth. Resource wars are common
and hub settlements start to form, and some major po- and local politics revolve around byzantine feuds and
litical divisions might exist beneath the overall plane- ancient slights. Technology on such planets tends to be
tary government. Regional variations start to become very uneven; it is limited or nonexistent in fields that
present as towns and smaller settlements start to assert depend on unavailable resources, but the natives often
their own cultural traits. Young colonies rarely have show remarkable sophistication in making the most of
much of a framework for resolving these new tensions, what they have available.
and its not uncommon for outsiders to end up as cats- Alien civilizations are even rarer than massively hu-
paws for varying factions. man-populated planets, but they can be found in some
A hundred thousand inhabitants is normally sectors. On these worlds, any human presence is either
the smallest population that can create spike drive- nonexistent or simply a token contingent of traders and
equipped starships. Less populous worlds rarely have diplomats. The actual number of aliens may range from
the broad range of specialists and workers necessary a few tens of thousands to teeming worlds of billions.
to build such ships, even if they possess the necessary Alien civilizations appear to be no more immune
technical information. Even at this threshold, main- to conflict, disaster, and decadence than that of humans,
taining any kind of astronautic industry would require and most alien worlds are isolated planets. Some sec-
the determined focus of the entire society. Only at pop- tors were known to be dominated by alien empires be-
ulations of a million-plus inhabitants is there enough fore the Scream, but most inhabited worlds found by
of an industrial margin to allow for less determined colonial surveyors consisted of indigenous, low-tech
construction of spike drive starships. sapients who evolved on the world, or else were the
Millions of inhabitants are found on some of the decaying remnants of a former empire that had fallen
more populous frontier worlds, those planets with an apart into isolated colonial worlds.
excellent climate and soil for agriculture. These worlds This fate of growth, expansion, colonization, and
teem with human life compared to most of their neigh- collapse appears to be a very common event in the gal-
bors, and if they have sufficient technological exper- axy. Countless alien ruins and lost deep-space artifacts
tise to build spike drives, they probably are among the indicate that cycles of growth and decay have been
significant powers of the sector. The sheer amount going on for millennia, and there is little way to tell
of labor and expertise they can put into their projects how many alien empires have swept over what is now
dwarfs the capabilities of less populated worlds. human space before dwindling to rotting worlds and
Some worlds of this type fail to coalesce under a then empty ruins.
unified planetary government, however, and turn most
of their attention to intra-planetary quarrels between Population Growth
different nations or city-states. Full-scale planetary Most worlds have reached an equilibrium state with
wars have been known to break out on such worlds, their current populations. While there may be some
with some being reduced to burnt-out cinders by some variation, few worlds are likely to increase much with-
maltech weapon or by nuclear attacks against regions out a drastic change in the local conditions.
stripped of their nuke snuffers. For primitive worlds, this limit has been reached
Billions of inhabitants on a world is a freak occur- in brutally Mathusian fashion. The locals simply cannot
rence in most sectors, a circumstance dependent on support any substantial increase of their numbers, and
almost perfect planetary conditions, a First Wave date additional population is restricted by widespread con-
of colonization, a very large initial colonial expedition, traceptive use, selective infanticide, or regular bouts
and a strong cultural imperative for reproduction. of mass starvation. The only way out of this trap is
These worlds have been colonized for almost a thou- through advanced technology that can overcome the
sand years, and have likely gone through substantial local resource limitations, after which such worlds
cultural development and change since their founding. might explode in population over a scant few decades.
Planets with this many inhabitants tend to come For more advanced worlds, this limit tends to be
in two main varieties. The more common is that of organic to the culture. With sophisticated technolo-
regional hegemon, leveraging its enormous reserves gy to supply abundant entertainment and sustenance,
of labor and scientific personnel to build hundreds or there is less importance in having offspring to labor
thousands of starships. Some hegemons might even for the family or nourish its aged members. Individu-
have the transport weight and personnel available to als become more interested in their own pleasures and
colonize or conquer their less powerful neighbors out- ambitions than in the burdensome work of child-rear-
right, though most hegemons prefer the safer route of ing, and population tends to slope downward until
docile client states rather than outright conquest. cultural mores reinforce a certain basic minimum of
Not all such worlds have the necessary resources reproduction. A drastic change in cultural attitudes or
to build starships, even when the labor is cheap and an increase in societal uncertainty can alter this rapidly.
168 Tech Level
Tech Level
The tech level of a world represents not only the lev- 2d6 Type
el of technological progress and scientific knowledge
2 TL0, neolithic-level technology
available on it, but also the worlds ability to translate
that knowledge into effective production. A world 3 TL1, medieval technology
might still guard texts describing elaborate principles 4-5 TL2, early Industrial Age tech
of petrochemical manipulation, but without oil or 6-8 TL4, modern postech
fossil fuels on the planet they have no way to use the
information. It is this kind of resource limitation that 9-10 TL3, tech like that of present-day Earth
most often keeps a world caught at a low level of tech. 11 TL4+, postech with specialties
Without bottleneck resources such as petrochemicals 12 TL5, pretech with surviving infrastructure
or radioactives, they cant develop the technology that
would allow them to do without such resources. Some worlds might retain crisply rational records
Tech level 4 is the baseline level of development for of their colonization and downfall. Others might pre-
planets capable of building fusion plants, spike-drive serve tales of a starry origin in legends and story. A few
equipped starships, limited longevity enhancements, might have forgotten their origins entirely, and view
and basic energy weapons. A planet without this level sky-born humans as gods or messengers of the divine.
of development is effectively cut off from interstellar Such awe rarely lasts very long once the merchants or
news and trade without the good offices of far traders, pirates who landed make their purposes clear.
explorers, or scavenger fleet contacts. Tech level 1 worlds have managed to find and ex-
Tech levels are rough approximations, and every ploit metal deposits and likely have imported or domes-
planet is going to have variance within that range. A ticated beasts of burden. Those worlds with easy access
decayed colony is unlikely to have forgotten the basics to fossil fuels or a similarly energy-dense substance can
of human anatomy and practical wound care, but they advance to greater things, but a culture trapped at TL1
may not have the local resources to fashion medical is unlikely to have access to such helpful resources. A
tools more sophisticated than obsidian scalpels and few worlds have enough usable plant matter or other
herbal poultices. By the same token, a primitive world combustibles to make steam engines feasible, but those
might have local resources that are exceptionally useful with very much of such a resource usually make the
in one or two narrow ranges of technology. leap to the next tech level eventually.
As a consequence, tech level 1 worlds tend to be
Planetary Tech Levels caught at much the same general level of development
Tech level 0 represents a world with technologies simi- as their tech level 0 cousins. They may have elaborate
lar to neolithic-era humanity. Very few worlds collapse social structures and cultural development, but they
this far without dying out completely, and so a world are unable to mechanize without some energy-dense
this primitive is very rare in human space. The world resource to serve as fuel. The scavenged hulks of their
is so profoundly devoid of useful resources that the ancestors fusion plants may stand as mute temples to
natives may simply not have anything better to work the achievements of their forebears, but without the
with than rocks and native vegetation. tech necessary to repair and rebuild such edifices the
Natives of a world at this tech level might retain world is dependent on purely local fuel sources.
elaborate cultural artifacts and a very sophisticated Tech level 1 worlds tend to respond to visitors in
society. Existing resources tend to be exploited to the much the same way as tech level 0 planets. The ruling
hilt, with large populations producing massive stone class of these worlds is liable to be able to muster larger
cities, human-powered engines for irrigation, and vast cities, bigger armies, and all the other perquisites that
displays of foodstuffs and craft work for the ruling class. come from being able to work the available agricultural
Despite this, the lack of metal, domesticated beasts of land with fewer hands.
burden, and petrochemicals puts a hard stop on the Tech level 2 worlds are blessed with the presence of
technological development of most of these worlds. fossil fuels or a feasibly abundant biofuel source. Inter-
Responses to far traders and other interstellar nal combustion engines are crude things compared to
travelers will vary with the local culture. The lack of the power of a fusion plant, but they can be built with
quick communications methods tends to result in large primitive tools and a basic degree of education. The
populations breaking up into numerous smaller re- mechanization that results from this resource vastly
gional cultures, and the friendly prince of one domain increases the efficiency of local farming, the speed of
might neighbor an implacably hostile sage-king. Most travel, and the productivity of factory workers.
lostworlders have a keen appreciation for the benefits Most tech level 2 worlds are knockdowns; plan-
these strangers from the sky can bring them, and will ets that once had a much higher degree of sophisti-
bargain accordingly. cation but were recently crippled by disease, disaster,
Tech Level 169
or invasion. The natives tend to be keenly aware of to produce results without severe drawbacks, but some
the glories of former generations, and work fiercely to such worlds remain populated by altered humanity
redevelop lost techniques and reclaim old knowledge. designed to cope with local conditions more perfectly
Few tech level 2 worlds produce much thats worth than baseline humans.
interstellar trade. Most foodstuffs are too bulky and Most worlds with regular interstellar contact and
cheap to make it worth a captains time. Some worlds the necessary raw resources eventually gravitate to-
have rare ore deposits, but the natives have no reason wards this level of technological expertise. It may take
to dig them until a merchant makes it worth their while decades, or even centuries in the case of more retro-
to set up a whole new industry for export. Some such grade worlds, but this tech level is the highest that can
worlds barter the relics of their ancestors in exchange readily be achieved by most planets.
for educational materials or rare resources necessary Tech level 4 with specialties is an unusual case of
for advancing local industry. Others feel forced to trade a normal tech level 4 world that has retained some
native work contracts for dangerous, dirty labor in a pretech industries or has developed their own local
bargain thats little different from slave trading. technical expertise beyond baseline postech in certain
Tech level 3 worlds are those that have developed specific fields.
to a level much like that of the more advanced nations Most such specialties are relatively narrow in
of late twentieth-century Earth. The main difference scope; grav tech, medicine, hydroponics, force field
between tech level 3 worlds and level 4 worlds is the generation, or some field of roughly similar breadth.
lack of fusion power or spike drive manufacture. These specialties are usually either the product of a
These worlds come in two major varieties. The few irreplaceable pretech manufactories or the result
first is a knockdown world that formerly had tech of some unique local resource that serves amazingly
level 4 technologies before some catastrophe or pirate well for the purpose at hand. In both cases, the world
attack destroyed their knowledge and industrial base. will jealously guard the tech, and much local conflict
Some of the wrecked infrastructure might have been may relate to control over these resources.
irreplaceable, and the world must struggle to regain its These worlds tend to have substantial amounts of
former level of technological production. Worlds in interstellar trade from neighboring worlds interested
this condition tend to have rather small populations in their tech. The ruling elite of the world can be os-
that are susceptible to the loss of a few concentrated tentatious about display of this wealth.
groups of experts. Tech level 5 is the highest tech level that might
The second major variety is a world that suffered merit random placement. A world with this level of
a severe disaster shortly after colonization and has technological expertise has somehow managed to
been forced to painstakingly build up their technolog- hold on to the majority of the pre-Scream technology
ical base ever since. Some of these worlds date back to base, and can produce a wide range of goods that are
the First Wave of colonization a thousand years ago, unknown on less sophisticated worlds. Miniaturized
driven into near-neolithic conditions by some outside fusion plants, drive-6 rated spike drives, exotic grav
pressure before slowly and painfully rebuilding their weaponry, and even the development of psionics-based
technological base through purely indigenous efforts. psitech is possible on such a world.
These worlds tend to have very large populations if the Pretech manufacturing was largely dependent on
worlds climate permits, as they have been colonized for specially-trained industrial psychics. With the loss of
quite some time. their unique disciplines in the Scream, most worlds
Simply providing a world with the necessary tech- that retain this level of tech classification were forced
nical data for advancement doesnt mean that advance- to substitute slower, less precise methods that sharply
ment will be quick or even. Even if a tech level 3 world curtailed their production efficiency. Barring the pro-
has the necessary resources to build tech level 4 devices, foundly unlikely happenstance of this worlds redevel-
it may take as much as a generation for a world to build opment of the lost disciplines, their maximum indus-
the necessary infrastructure and resource extraction trial output is sharply limited. Even on worlds such as
enterprises. The time may be longer still if the domi- this, most technology is likely mass-produced postech,
nant cultures are uneasy with the new technology. with only important goods produced to pretech levels
Tech level 4 worlds are the most common in hu- of quality.
man space, and their technical expertise is the baseline A world with this level of technology is almost
for modern post-Silence postech. These worlds can certainly a regional hegemon, one of the most pow-
create spike drives rated up to drive-3, fusion pow- erful and influential worlds in the sector. Even those
er plants, grav vehicles, simple energy weapons, and worlds that have no imperial ambitions have enormous
medicines that extend human life to a hundred years of influence simply through the vast superiority of their
vigorous good health. They can manage sophisticated starships and military technology.
gengineering on simple life forms, and some tech level
4 worlds have even attempted to improve the genetic
structures of human life itself. These attempts have yet
170 System Points of Interest
work kept ready in your GM folder, available for de- Assemble the Outline
ployment whenever the PCs start doing things youre With the adventure ingredients in hand, its time to put
not prepared to handle yet. This section will include together the basic outline of the adventure. An outline
some specific advice on how to build this kind of filler isnt meant to fill in every detail and supply every fact
content and how to insert it into play. you need to run the adventure, but merely to give you
In the end, the goal at this stage is to have a clear a basic idea of the adventures premise and point out
idea of what sort of content you need to have prepped the kind of information youll need to prepare for play.
for the next session. Once you know what kind of ma- If youre pressed for time and dont feel like as-
terial you need to make, you can go on to the next stage. sembling your own outline, flip forward in this section
to a list of one hundred plot seeds. Take your Friends,
Choose Ingredients Enemies, Complications, and other world elements and
The next step in creating the adventure is to look back slot them into a seed that looks appropriate to your
at your sector information and the tags and elements needs. You now have your outline and can skip to the
youve rolled up for the planet the PCs are on. Youve next step in creating the adventure.
already created some NPCs, complications, and places If youd rather spend more time developing the
to work with, so nows your chance to take advantage outline, youll want to pick three basic elements to
of your preparations. If the PCs are somewhere that make up its essential frame. Not every adventure in-
hasnt had that work done already, take a moment to volves all three elements, but usually youll need rep-
fabricate an appropriate Friend, Enemy, Complication, resentative examples of each. Youll need a Problem to
Thing, and Place suitable for the setting. Youll use these drive the adventure, a Person to serve as an antagonist
ingredients to create the adventure in the next step. or point of entry to the Problem, and youll need a Place
While you can pull the ingredients directly from to set the events as they play out.
your sector file, you can also take a moment to custom- Your Problem is the core of your adventure, and
ize them to the situation. Maybe theres a particular is an unstable or untenable situation that the PCs can
NPC you know is going to show up next time, given meaningfully affect. The players arent going to care
the partys ambitions, or theres a specific macguffin about problems so big or so intractable that their ac-
thats in circulation right now. You can adjust these tions wont have any consequential effect. Theyre
ingredients to fit the specific circumstances and help going to be engaged with problems small enough, or
smooth transitions between adventures. The same peo- specific enough, that they feel that their choices can
ple can keep showing up when its logical that theyd really change the outcome.
be involved, and the other elements can persist to help Some Problems are self-attractive to the players. If
give a sense of continuity to events. the party wants to explore an alien ruin on this world,
Its also useful to pull in regular callbacks from then simply putting an unexplored alien art museum
prior adventures. The things that PCs do have conse- where they can get at it will be enticement enough. The
quences, and sometimes those consequences persist for Problem is that the PCs want whats inside the muse-
quite some time. Try to put at least one callback to prior um, but there are some dangers or difficulties that are
events or people into each adventure, even if its just a preventing them from plundering its age-old secrets.
cameo from an NPC, or a newsflash giving up-to-date Your job in that case will be to make the overcoming of
reporting on some situation the PCs were involved in. those difficulties interesting enough to satisfy the play-
The more that the PCs feel like theyre really making ers. Whenever you have a situation where the players
a difference in the campaign world, the more engaged want X, your Problem can simply consist of placing X
theyre going to be with the setting. and then making it plausibly difficult to get to.
Try to make sure that the ingredients you use are Other times, this isnt going to be enough. Perhaps,
logical and coherent elements of your campaign setting. the planets savage water barons are locked in a bloody
Pulling antagonists or macguffins from the starry void struggle over control of the ancient Mandate-era hy-
can be convenient, but an ingredient that just comes droforming installation, control of which will leave
out of nowhere, with no foreshadowing or visible con- one of them the undisputed master of the arid world.
nection to the rest of the campaign, is an ingredient Certainly, the services of a small band of recklessly cou-
that some groups might find jarring and difficult to rageous adventurers could be vital in penetrating the
interact with. In the absence of some visible connec- installations automatic defenses, but why should the
tion to the rest of the campaign, its hard for a party players care which tattooed savage gets to be master?
to get their hands around an ingredient and deduce The Person is your way of connecting the players
intelligent, rational ways to interact with it. A planetary with the Problem, when the Problem is not one that
tyrant theyve known about for a few sessions is much naturally attracts their interest. The Person provides
easier to deal with than an alien overlord fresh out of the human connection between the party and the sit-
drillspace, because the tyrant is part of a setting and uation, either through being a sympathetic figure who
context theyve had a chance to understand. appeals to the groups desire to help, or through being
a dangerous antagonist who forces a response.
Adventure Creation 175
What NPCs will I need to detail? When you detail an dering an alien treasure-house, what exactly are they
NPC, you give them a hook, a motivation, a want, and going to find there? If they save the desert community,
a power. The hook is simply some visual or behavioral what kind of help or reward do they receive? Is there
detail that will help them stick in the players memo- some way that solving this Problem will advance a PCs
ry. Reeking cigars, chrome-plated fingers, a habit of personal goals? Sometimes the reward of a situation is
finishing every sentence with you think?, or any oth- simply avoiding some terrible outcome, but too many
er unique detail can help the players remember them of these charity jobs or self-defense adventures can
when a name might slide off their recollections. These leave the players feeling like chumps.
hooks also give you a hint for descriptive detail when Determining the rewards in experience points,
youre playing out an encounter with the PCs. cash, or plunder can be delicate, so theres a separate
A motivation is simply that; what the NPC wants section in this chapter devoted to helping you do just
from life, what immediate goal or ambition they have. that. Your choice will depend largely on how quickly
Often, this is related to the Problem; the NPC wants you want the PCs to advance in personal power and
a particular outcome from the situation. Sometimes how plausible it is that a given situation might offer a
this is a broader life goal, like the desire for vast wealth, considerable reward.
or a particular persons love, or revenge on an enemy. Lastly, how will the PCs get involved? Youve got a
A want is what they want specifically from the PCs. Person to hook them in, or the Problem itself is at-
Usually this is something that helps them achieve their tractive to the PCs, but how exactly are you going to
motivation, some assistance the PCs can give or action connect the players to the adventure? Figure out the
they can take that will further the NPCs motivation. details of how youre going to introduce the adven-
A power is what they can do to help or harm the PCs, ture to the players and take note of the information,
whether that consists of giving vital info, exerting their resources, and situation theyll encounter when they
influence for or against the PCs, or simply the threat step into the scenario.
of their physical violence against the party. An NPCs
power is why the PCs should care about their want. Polish It Up
Give the NPC combat statistics at this point if you Youre almost finished with your adventure. All you
think it likely theyre going to get in a fight. Remember need to do now is put yourself in your partys shoes
that most people in the galaxy are normal human be- and think about how theyre likely to experience the
ings with no unique combat prowess. Just because an adventure. You know your players better than any
NPC is the president of a megacorp doesnt necessarily author could, so you know the ways theyre likely to
mean hes got more than 1 hit die, especially if hes react to NPCs, how they like to deal with problems,
led a life otherwise insulated from physical danger and and what sort of things make them sympathetic or an-
threats to his life. gry. Dont worry about some platonic Ideal Adventurer
What default outcomes will you need to establish? when youre doing a mental walkthrough of the adven-
In an unstable situation, its assumed that events will ture. Worry about the people you know are going to
shake out a certain way if the PCs dont get involved, be playing this.
or dont try to redirect events a particular way. Take If youve created a sandbox-style adventure with
a moment to decide whats going to happen in the ad- the steps above, there wont be any written-out path
venture if the players dont change things. How will through the adventure. Youll have a situation, some
the situation resolve itself, and what will happen to the NPCs, and the resources you need to handle the players
NPCs involved? If theres a particular timeline to the interacting with that situation. Maybe theyll resolve
adventure, when certain things will happen at certain it to their liking, and maybe theyll end the session by
times, note it down. booking a fast ship offplanet with a furious mob at their
If the adventure is especially time-sensitive, make heels. Your only concern at this stage is making sure
sure the PCs are given adequate warning about it. the adventure is logical, approachable, and engaging.
While the party might reasonably be expected to under- Is the adventure logical? If your adventure is con-
stand that a tribal assault on a fortified desert commu- tradicting facts that have already been established about
nity isnt going to continue forever, if the town is going the world, the players are going to want to see a good
to collapse in three hours then they need to know that reason for it. If they break into a slum warehouse to
every minute counts. Let NPCs warn them of the dwin- find it full of elite special-ops combatants, theyre going
dling resistance, let the enemies make visible progress to want a very good explanation for such a seeming-
toward success, and otherwise ensure that the natural ly-irrational encounter. They dont have to see every
warnings inherent in the situation are properly passed explanation or understand every dramatic deviation
on to the players. They cant realize how serious a situa- from reasonable expectations, but you should know
tion is if the GM wont tell them what their PCs can see. these reasons, and the players should be confident that
What are the rewards to dealing with the Problem? the reasons exist.
You need to figure out what exactly the PCs are sup- If you design an adventure by story logic, where
posed to be getting out of their efforts. If theyre plun- the most important thing is maintaining a genre feel
Adventure Creation 177
and good adventure pacing, the players are going to ing with their phones, talking about extraneous mat-
react in story-logical ways. When presented with an ters, or just doing something else in-game. Even if the
obstacle, theyre going to assume that their heroes are PCs have a logical reason to care about the adventure,
expected to have a reasonable chance to overcome if the players are not invested, they arent going to have
that obstacle. When faced with a dangerous combat a very good time.
foe, theyre going to assume the enemy is at least the- To build engagement, use elements your players
oretically beatable by the group, and when encounter- love and elements your players hate. What do your
ing a seemingly-invincible challenge, theyre going to players really like? What kind of NPCs, situations, and
look around for the right story levers to pull to make activities do they really enjoy? Dont worry about ab-
it somewhat more vincible. This style of running a stract players, just think about the specific people you
game is perfectly valid, and it is indeed preferable for are playing with. Conversely, what kind of villains do
groups that want to maintain a certain genre feel, but they absolutely despise? What sort of evildoing gets
its not usually how Stars Without Number adventures them fired up with righteous wrath? Its important
get made. not to push things into gratuitous grimdark, but if you
The default Stars Without Number assumption is have some players who really hate slavers, then thats
that adventures operate on established setting logic. If a good cue to make beating down slavers an element
something should be somewhere, it is, whether or not in an adventure.
the PCs can hope to overcome it. If an ally is locked Once youve polished up the adventure, done a
away in the bowels of a max-security prison, the PCs mental walk-through of events, and ensured that it is
might simply not have any reasonable way to get them logical, approachable, and engaging, then youre ready
out unless they can change the situation through sup- to play.
plemental adventures. When the PCs see a terrifyingly
dangerous foe, that foe really is terrifyingly dangerous, Creating Filler Adventures
and some PCs are almost certainly going to die if they Sometimes a GM gets caught flat-footed by the players.
decide to fight. The PCs have no cosmic authorial pro- They do something or choose a goal that the GM is
tection, and if they put themselves in no-win situations, totally unprepared to manage. A GM is well within
they are going to lose. their rights to call a pause and explain to the players
With that in mind, look at your adventure and that theyre just not ready to handle that yet, and if the
make sure it is not the sort of challenge or situation players want to do it, they can do it next session, after
that would only be essayed by someone convinced that the GM has had time to prep something for it.
they are the first-book protagonist of a sci-fi trilogy. Other times, however, the GM will just throw in
Dont expect the PCs to do unreasonable things or face a quick filler adventure. These are adventures built ex-
ridiculous obstacles just because theyre part of the ad- pressly for running when the GM is caught by surprise
venture. A canny player group will make a point of or runs out of prepared content for the evening. Filler
avoiding unjustified perils and staying well clear of un- adventures are built much like any other adventure, but
beatable difficulties. They wont bite on your adventure their priorities are different. Filler adventures should
if it seems a fast-track journey to an unmarked grave. be insistent, short, and simple.
Is the adventure approachable? This has to do with The adventure needs to be insistent; it needs to
your hook and the overall appeal of the situation. What present a situation that the PCs absolutely must deal
is it about this situation thats going to pique player with right this minute. A terrorist attack, a criminal
interest? Knowing what you know about your players, stealing a PC macguffin, a friend frantically calling for
is this the sort of thing theyre going to jump into? Even help the adventure needs to grab the PCs and distract
if youre confident that the players will want to get in- them from whatever it was they were trying to do.
volved, you need to make sure they have a clear way Even so, the adventure should be short. A filler
into the situation. If its a roil of political intrigue, give adventure shouldnt take longer to complete than it
them somebody to contact. If its a mysterious alien takes for you to come up with a good response to the
ruin, give them a map to it. players initial goal. You just need to keep the players
Its not your job to develop a clear route through entertained long enough for you to figure out what
the adventure, a step-by-step sequence of events that youre going to do, so a filler adventure shouldnt eat
can predictably lead to success. It is, however, your job up more than a session at most.
to give the PCs a way to get involved in the situation. Lastly, the adventure should be simple. Dont burn
If you cant see an obvious first step to the adventure, yourself out on complex entanglements and relations
then its unlikely your players will be able to see one. to the existing adventure. If you can come up with a
Is the adventure engaging? An adventure which good tie-in quickly, great, but the ideal filler adventure
is about something fundamentally uninteresting to the is general enough to slot in almost anywhere.
players is just not going to hold their attention. Good Unused bits and pieces of your regular adventures
sports will try to get through it simply because its what can be used as filler components. Dont waste your
you created for them, but other players will start play- work; if the PCs havent seen it, save it for later use.
178 Adventure Rewards
Adventure Rewards
Player characters all have their own reasons for seeking Reward Type Amount
adventure in the trackless void, but pragmatic rewards
of wealth, power, and influence tend to be popular. A lot of money to a slum dweller 50
When designing your adventures, how should you ap- Slum dwellers maximum funds 100
portion rewards, whether in experience points, pretech A lot of money to an ordinary worker 500
artifacts, or credits? Ordinary workers maximum funds 1,000
Rewarding Credits A lot of money to an affluent person 2,500
The first thing to understand about the credit econo- Affluent persons maximum funds 5,000
my in your campaign is that too much money is not A lot of money to a wealthy person 25,000
a significant problem to have. Unlike many types of Wealthy persons maximum funds 100,000
games, theres really nothing the PCs can do with large
amounts of money that will allow them to drastical- A lot of money to an oligarch 1 million
ly improve their own personal power. They can hire Oligarchs available liquid funds 5 million
minions, they can buy starships, they can get cyberware, Moderately-skilled short contract work 20 / day
and they can use their wealth as a bludgeon of influence, An illegal but not serious crime job 500
but at the end of the day they still basically have the
same character sheet as before. Serious but non-capital criminal job 1,000
In the same vein, in a sandbox campaign there is Kill someone who isnt very important 5,000
no storyline to disrupt. If the PCs suddenly luck into Kill a significant or well-guarded target 50,000
a stellar tyrants ransom, then the campaign is about Kill a major government official 250,000
what they do with the money. Maybe it lets them ca-
sually crush the problems they used to have, but now think its reasonable to allow it in the first place. The
theyve got an entirely new set of concerns befitting PCs are going to have to come up with a plan or look
their newfound wealth. Unless the PCs simply decide for an opportunity to grab the thing they want if they
to stop adventuring after a lucky strike, their future dont have the money to buy it outright.
campaign sessions will simply be flavored with great You can use this principle when the PCs want
wealth and the problems and possibilities that come anything, whether its a ship, a particular ally, a base
along with it. of operations, or anything else that cant reasonably
So dont worry about keeping the PCs hungry. buy. Make them adventure for it. You can give them
Just let them acquire the logical amount of money that suggestions and ideas, but its up to them to come up
their deeds and situation would earn them. If they do with a plan for getting their hands on what they want.
a significant favor for a megacorp CEO, they should be Once theyve done that, all you need to do is make
earning a lot more than theyd get from the heartfelt up an adventure revolving around their efforts, and
gratitude of a lostworlder peasant whose life they saved. youve got your evenings entertainment. As always,
With that in mind, heres an adjacent list of reason- you should be watchful for opportunities to make PC
able credit amounts that can be applied to adventures. ambitions into easy adventure outlines.
If the PCs do work for someone, theyll get paid to the
extent that they earned it and the patron can afford it. Rewarding Experience Points
If they come across lost loot or valuable cargo, you can There are several different methods to award experi-
use these numbers to gauge what a big haul would be ence points. The one you choose will depend largely on
to most people in the setting. the kind of campaign you want to run and the speed of
advancement you want for the PCs.
Rewarding Ships and Major Items The basic experience award for each member of
Most groups are going to want to get their own starship a party is three points. This assumes a fairly fast rate
relatively early on in the campaign. You might even of advancement, with PCs reaching second level after
have the acquisition of a beaten-up merchant ship be their first award. If you want a slower one, drop it to
the result of the introductory adventure. While its two points, or even one. All members of the group
certainly possible for a sci-fi campaign to spend most should get the same basic award unless you want PCs
of its time on a single world or for PCs to hitch rides of different levels in your group.
with allies and existing transport ships, most players When do you hand out this basic award? You have
are going to want to get their own set of thrusters. several different choices.
The basic guideline for rewarding a ship or any Use a session-based system. Hand out the award at
other major piece of hardware is that its going to take the end of every gaming session, assuming the PCs
at least one session of adventure to get it, assuming you were trying to accomplish something worthy of their
Adventure Rewards 179
skills. Parties that coast along without facing any real Use a loot-based system. This sort of campaign
challenges might not receive the award. doesnt use experience points. Instead, it uses cash.
Use a personal goal-based system. Have every PC list Every PC needs to earn 5,000 credits of liquid funds
at least one long-term goal and one short-term goal. in rewards or loot before reaching second level. Then
If they achieve a short-term goal during the session, they need to earn 10,000 more to reach third, 20,000
give them a basic award. If they manage to succeed at more to reach fourth, and so on, with the new amount
a long-term goal, give them triple that amount of expe- needed doubling at each level. Only wealth theyve
rience. Different characters can share the same goals if earned adventuring and converted into spendable cred-
they wish, and its up to the GM to decide whether or its counts toward this amount. Once a PC gains a level,
not a particular goal is challenging enough to deserve their running score is reset to zero, and even huge
a reward. PCs can pick new goals or change old ones hauls cant boost them more than one level at a time.
at the end of each session. This experience method strongly incentivizes
Note that if you use this method different PCs will ruthless plundering, and might result in uneven ad-
advance at different rates, depending on how often they vancement if the party doesnt split their earnings even-
reach their goals. This isnt a problem if the group is ly. It does make for a laser-focused game of freebooting
fine with it, and if PCs work to make sure the party avarice, however.
isnt focusing too much on the goals of only a few mem- Use a spending-based system. This works the same
bers. If you want to help encourage spreading the focus way as the loot-based system, but the credits they earn
around, you can rule that no PC can get goal XP again only count if the PC spends them. Credits spent on per-
until someone else in the group has achieved a goal. sonal equipment, cyberware, vehicles, or other directly
Use a mission-based system. Have the group agree useful items dont count. Only credits wasted in rev-
on a mission or goal at the end of each session or at the elry, charity, supporting some NPC cause, building a
start of the campaign. When the group reaches that power base, or otherwise interacting with the game
goal, they all get an experience award. They can choose world count toward the PCs advancement.
to change their goal at the end of every session, or pick This, too, can result in a party with PCs of vary-
a new one if theyve attained their original purpose. If ing character level over time, as some choose to buy
they choose a particularly hard mission they might get hardware and others elect to waste the money. It does
an extra bonus, at the cost of a greater risk of failure. encourage a great deal of engagement, however.
180 Problems
Creating Problems
Every Problem boils down to a fundamental conflict. A opposed. Just put forces on both sides of the focus and
person wants something and they cant have it, or they youll have your starting Problem.
dont want something and are being forced to accept Some Problems have the PCs on one of the sides.
it, or they have something and its being threatened, or If Money was stolen from someone and The PCs are
they want something and someone else wants it too. At owed it, then the PCs themselves will have a powerful
the bottom of every Problem theres a conflict the PCs incentive to involve themselves in the conflict. Other
can engage. These tables on these two pages provide Problems only have people on one side; if theres a cat-
some cues for generating Problems for your adventures. astrophic natural disaster, the disaster itself is unlikely
First, roll 1d8, 1d10, and 1d10 on the Conflict to have motivations or goals, while the hapless victims
Type table on the opposite page. The first roll gives doubtless are struggling to survive.
you an idea of the general type of conflict at the bottom To add further decoration to the circumstances,
of the adventure. It might be a matter of money, old you can roll on the tables below. The Restraint table
grudges, a natural catastrophe, ethnic struggles, or one gives you a reason why the conflict hasnt boiled over
of several other root causes. You can stop at this point yet, and why the PCs might be a wildcard that can re-
if the cue is sufficiently inspirational. solve the problem at hand. Some Problems can keep
Otherwise, the next roll gives you the overall situ- a long time with a sufficiently stern Restraint, which
ation of the conflict. This is the backdrop to the adven- makes them convenient when you need to make filler
ture, and while the PCs may not be able to resolve the adventures that can stay in storage until you need them.
entire conflict, they should be able to make a difference The Twist table gives you a turn you can add to
in this particular skirmish. You can take this general the Problem, something to complicate the situation and
context and decide on a specific event or situation thats shake up easy assumptions about how it will play out.
causing the conflict at the heart of the Problem. At all times, you should be looking for chances to
If further inspiration is needed, the third roll gives insert elements youve already created for this world.
you a specific focus for the Problem. Something is hap- Use Enemies for antagonists, Friends for allies, and
pening, and there are at least two sides involved; one slip in Complications when you need additional twists.
that is in favor of what is happening, and one that is GMing is tough enough without making extra work.
Creating People
Youll need People to help the PCs get involved in your or harm the party, the PCs arent going to have much
adventure and to flesh out the personalities and im- motivation to care about their wants. Not every NPC
portant figures in the Problem. Not every NPC needs will have much power, but they should all be able to do
to be worked up fully, but it can be convenient to have something to help or hinder the PCs.
a few spare People around to drop in when the players Then you determine a hook, a visual or character
suddenly take an interest in a bit-player NPC you never quirk that will help you describe them during play and
expected theyd focus on. help the players remember who they are.
To generate a Person, start with their motivation. Lastly, if you want to make life a little easier for
This is what the Person wants out of life, their major yourself, you can roll or pick an initial manner of
focus and drive. The deals they offer and the actions approach and a default deal outcome for the Person.
they take should revolve around this motivation. Dif- These additional tables help smooth out the handling
ferent people will go to different extremes to follow of PC deals and negotiations with the NPC.
this motivation, so you shouldnt feel obligated to make The initial manner is simply how the NPC will
it a monomania for them, but its the basic driver of deal with the PCs during their initial meeting. Maybe
their actions. theyll be effusively appreciative of the partys capabil-
Next, pick a want. This is the immediate thing the ities, or maybe theyll be full of thin-lipped disapproval,
NPC thinks will most effectively advance their moti- but their manner can give you some cues for playing
vation. If the latter is Promote a friend or offsprings out the NPCs interactions with the party.
career and the want is Burn down or destroy a partic- The default deal outcome can give you a cue as to
ular structure, then you simply have to figure out how how or if the NPC will keep any deal they make with
burning down that place is going to advance the NPCs the PCs. In some cases, youll already know whether
daughters career. The want is what the NPC is most or not the NPC will play fair with the party, either be-
likely to desire the PCs to help them achieve. cause you know theyre essentially trustworthy people
Now determine their power. This is what the or you know theyre double-dipped bastards. The table
NPC can use to pay off the PCs or threaten them into is convenient when youre not quite sure if an NPC is
compliance. If a Person hasnt got any power to help as good as their word.
Creating Places
Places can be very simple to create or very complex. If Those hazards can be derived from the opposite
a Place is only needed as a backdrop for events and you table. The first roll gives a general type of hazard that
dont expect the PCs to spend much time exploring it, the PCs will have to face in an area or sub-area of the
you really dont need anything more than a name and Place, while the specific examples and possible dangers
a few sentences of description for the table. If its to be provide more concrete suggestions.
an alien ruin, enemy base, or some other structure that You can apply these hazards to specific parts of
the PCs are going to carefully interact with, youll need the Place, or if the area is too small to sustain much
something more interesting. mayhem, you might roll once and apply it generally to
For the former type of place, just pull an appropri- the entire location.
ate Place from the world generation data youve already One of the easiest ways to quickly produce an in-
created. You can then give it some background activity teresting area to explore is to go online and loot the
from the table below. If its an urban, civilized sort of web for old-school-style fantasy adventure modules.
location, you can roll for a Civilized Ongoing to indi- In many cases, the maps and floor plans can be stolen
cate whats happening there right now. If its a lost ruin, outright, while the room contents can be reskinned
wilderness glade, or other wild place, roll or pick from with suitably sci-fi flavor. Most of these old adventures
the Wilderness Ongoings list. use game mechanics that are similar to those used by
If the PCs plan to investigate the place, youll want Stars Without Number, such as hit points, Armor Class-
a Reward to determine what worthwhile thing the PCs es, damage rolls, and gold piece values that can easily
might find there. In some cases, youll already know be converted to credits. If you mix and match these
what the Reward should be; if the PCs are going into components, using pieces from multiple adventures to
an alien ruin to dig out a lost macguffin, then the mac- stitch together what you need, even those players who
guffin itself will be the reward. You can still use the might have experienced the original adventure wont
Reward table to create some secondary loot prospects be able to recognize your handiwork.
in the place if you wish, the better to reward careful This principle of constructive looting is important
exploration and creative overcoming of the areas in- to any sandbox GM. Save creative energy for where it
evitable hazards. counts. Everywhere else, plunder without shame.
Adventure Seeds
The hundred ideas that follow are basic outlines for 14. A Friend is threatened by a tragedy of sickness, le-
various adventures. Just take the components youve gal calamity, or public humiliation, and the only
rolled for a given planet, slot them in the spaces noted one that seems able to save them is an Enemy.
in the adventure seeds, and build out from there to 15. A natural disaster or similar Complication strikes
create an evenings entertainment. a Place while the party is present, causing great
If you want something more complicated than loss of life and property unless the party is able to
these basic seeds provide, you can string several of immediately respond to the injured and trapped.
them together, gluing them into a single perilous cir- 16. A Friend with a young business has struck a cache
cumstance to occupy the heroes. of pretech, valuable minerals, or precious salvage.
As a general rule of thumb, a single seed should He needs the party to help him reach the Place
occupy the group for a single sessions worth of adven- where the valuables are.
ture. If you need to create more content than that, you 17. An oppressed segment of society starts a sudden
can scale events by adding additional complications or revolt in the Place the party is occupying. An En-
breaking the adventure up into several additional tasks emy simply lumps the party in with the rebels and
or obstacles that must be overcome before the PCs can tries to put the revolt down with force. A Friend
successfully resolve it. offers them a way to either help the rebels or clear
their names.
1. An Enemy seeks to rob a Friend of some precious 18. A vulnerable Friend has been targeted for abduc-
Thing that he has desired for some time. tion, and has need of guards. A sudden Complica-
2. A Thing has been discovered on property owned tion makes guarding them from the Enemy seeking
by a Friend, but a Complication risks its destruc- their kidnapping much more difficult. If the Friend
tion. is snatched, they must rescue them from a Place.
3. A Complication suddenly hits the party while 19. A mysterious Place offers the promise of some
theyre out doing some innocuous activity. precious Thing, but access is very dangerous due
4. The players unwittingly offend or injure an Enemy, to wildlife, hostile locals, or a dangerous environ-
incurring his or her wrath. A Friend offers help in ment.
escaping the consequences. 20. An Enemy and a Friend both have legal claim on
5. Rumor speaks of the discovery of a precious Thing a Thing, and seek to undermine each others case.
in a distant Place. The players must get to it before The Enemy is willing to do murder if he thinks he
an Enemy does. can get away with it.
6. An Enemy has connections with offworld pirates 21. An Enemy seeks the death of his brother, a Friend,
or slavers, and a Friend has been captured by them. by arranging the failure of his grav flyer or shut-
7. A Place has been seized by violent revolutionaries tlecraft in dangerous terrain while the party is co-
or rebels, and a Friend is being held hostage by incidentally aboard. The party must survive the
them. environment and bring proof of the crime out
8. A Friend is in love with someone forbidden by so- with them.
cial convention, and the two of them need help 22. A Friend seeks to slip word to a lover, one who is
eloping. also being courted by the Friends brother, who
9. An Enemy wields tyrannical power over a Friend, is an Enemy. A Complication threatens to cause
relying on the bribery of corrupt local officials to death or disgrace to the lover unless they either
escape consequences. accept the Enemys suit or are helped by the party.
10. A Friend has been lost in hostile wilderness, and 23. An Enemy is convinced that one of the party has
the party must reach a Place to rescue them in the committed adultery with their flirtatious spouse.
teeth of a dangerous Complication. He means to lure them to a Place, trap them, and
11. An Enemy has committed a grave offense against a have them killed by the dangers there.
PC or their family sometime in the past. A Friend 24. An Enemy has been driven insane by exotic rec-
shows the party a weakness in the Enemys defens- reational drugs or excessive psionic torching. He
es. fixes on a PC as being his mortal nemesis, and
12. The party is suddenly caught in a conflict between plots elaborate deaths, attempting to conceal his
two warring families or political parties. involvement amid Complications.
13. The party is framed for a crime by an Enemy, and 25. A Friend has stolen a precious Thing from an En-
must reach the sanctuary of a Place before they can emy and fled into a dangerous, inaccessible Place.
regroup and find the Thing that will prove their The party must rescue them, and decide what to do
innocence and their Enemys perfidy. with the Thing and the outraged Enemy.
Adventure Seeds 187
26. An Enemy has realized that their brother or sister 38. A former Enemy has been given reason to repent
has engaged in a socially unacceptable affair with his treatment of a Friend, and secretly commis-
a Friend, and means to kill both of them unless sions them to help the Friend overcome a Com-
stopped by the party. plication. A different Enemy discovers the connec-
27. A Friend has accidentally caused the death of a tion, and tries to paint the PCs as double agents.
family member, and wants the party to help him 39. An alien or a human with extremely peculiar spiri-
hide the body or fake an accidental death before tual beliefs seeks to visit a Place for their own rea-
his family realizes what has happened. A Compli- sons. An Enemy of their own kind attempts to stop
cation suddenly makes the task more difficult. them before they can reach the Place, and reveal
28. A Friend is a follower of a zealous ideologue who the Thing that was hidden there long ago.
plans to make a violent demonstration of the 40. A Friends sibling is an untrained psychic, and has
righteousness of his cause, causing a social Com- been secretly using his or her powers to protect
plication. The Friend will surely be killed in the the Friend from an Enemy. The neural damage
aftermath if not rescued or protected by the party. has finally overwhelmed their sanity, and theyve
29. A Friends sibling is to be placed in a dangerous now kidnapped the Friend to keep them safe. The
situation theyve got no chance of surviving. The Enemy is taking this opportunity to make sure
Friend takes their place at the last moment, and the Friend dies at the hands of their maddened
will almost certainly die unless the party aids them. sibling.
30. Suicide bombers detonate an explosive, chemical, 41. A Friend who is a skilled precognitive has just re-
or biological weapon in a Place occupied by the ceived a flash of an impending atrocity to be com-
party where a precious Thing is stored The PCs mitted by an Enemy. He or she needs the party
must escape before the Place collapses on top of to help them steal the Thing that will prove the
them, navigating throngs of terrified people in the Enemys plans while dodging the assassins sent to
process and saving the Thing if possible. eliminate the precog.
31. An Enemy who controls landing permits, oxygen 42. A Friend who is an exotic dancer is sought by an
rations, or some other important resource has a Enemy who wont take no for an answer. The
prejudice against one or more of the party mem- dancer is secretly a Perimeter agent attempting to
bers. He demands that they bring him a Thing infiltrate a Place to destroy maltech research, and
from a dangerous Place before hell give them the plots to use the party to help get him or her into
goods. the facility under the pretext of striking at the En-
32. A Friend in a loveless marriage to an Enemy seeks emy.
escape to be with their beloved, and contacts the 43. A young woman on an interplanetary tour needs
party to snatch them from their spouses guards at the hire of local bodyguards. She turns out to be a
a prearranged Place. trained and powerful combat psychic, but touch-
33. A Friend seeks to elope with their lover, and con- ingly naive about local dangers, causing a social
tacts the party to help them meet their paramour Complication that threatens to get the whole
at a remote, dangerous Place. On arrival, they find group arrested.
that the lover is secretly an Enemy desirous of their 44. A librarian Friend has discovered an antique data-
removal and merely lured them to the place to bank with the coordinates of a long-lost pretech
meet their doom. cache hidden in a Place sacred to a long-vanished
34. The party receives or finds a Thing which proves religion. The librarian is totally unsuited for dan-
the crimes of an Enemy- yet a Friend was complicit ger, but necessary to decipher the obscure religious
in the crimes, and will be punished as well if the iconography needed to unlock the cache. The
authorities are involved. And the Enemy will stop cache is not the anticipated Thing, but something
at nothing to get the item back. more dangerous to the finder.
35. A Friend needs to get to a Place on time in order to 45. A fragment of orbital debris clips a shuttle on the
complete a business contract, but an Enemy means way in, and the spaceport is seriously damaged in
to delay and hinder them until its too late, induc- the crash. The players ship or the only vessel ca-
ing Complications to the trip. pable of getting them off-planet will be destroyed
36. A locked pretech stasis pod has been discovered by unless the players can organize a response to the
a Friend, along with directions to the hidden key- dangerous chemical fires and radioactives contam-
code that will open it. The Place where the keycode inating the port. A Friend is trapped somewhere
is hidden is now owned by an Enemy. in the control tower wreckage.
37. A fierce schism has broken out in the local majority 46. A Friend is allied with a reformist religious group
religion, and an Enemy is making a play to take that seeks to break the grip of the current, oppres-
control of the local hierarchy. A Friend is on the sive hierarchy. The current hierarchs have a great
side that will lose badly if the Enemy succeeds, and deal of political support with the authorities, but
needs a Thing to prove the other groups error. the commoners resent them bitterly. The Friend
188 Adventure Seeds
seeks to secure a remote Place as a meeting-place lighting out for the back country. He and his plun-
for the theological rebels. der are holed up at a remote Place.
47. A microscopic black hole punctures an orbital sta- 56. A concert of offworld music is being held in town,
tion or starship above the world. Its interaction and a Friend is slated to be the star performer. Re-
with the stations artificial grav generators has actionary elements led by an Enemy plot to ruin
thrown everything out of whack, and the sta- the corrupting noise with sabotage that risks
tions become a minefield of dangerously high or getting performers killed. Meanwhile, a crowd
zero grav zones. Its tearing itself apart, and its of ignorant offworlder fans have landed and are
going to collapse soon. An Enemy seeks to escape infuriating the locals.
aboard the last lifeboat and to Hell with everyone 57. An Enemy is wanted on a neighboring world for
else. Meanwhile, a Friend is trying to save his engi- some heinous act, and a Friend turns up as a boun-
neer daughter from the radioactive, grav-unstable ty hunter ready to bring him in alive. This world
engine rooms. refuses to extradite him, so the capture and retriev-
48. The planet has a sealed alien ruin, and an Ene- al has to evade local law enforcement.
my-led cult who worships the vanished builders. 58. An unanticipated solar storm blocks communica-
Theyre convinced that they have the secret to tions and grounds the poorly-shielded grav vehicle
opening and controlling the power inside the ru- that brought the group to this remote Place. Then
ins, but theyre only half-right. A Friend has found people start turning up dead; the storm has awo-
evidence that shows that theyll only devastate the ken a dangerous Enemy beast.
planet if they meddle with the alien power planet. 59. A Friend has discovered a partially-complete sche-
The party has to get inside the ruins and shut down matic for an ancient pretech refinery unit that pro-
the engines before its too late. Little do they real- duces vast amounts of something precious on this
ize that a few aliens survive inside, in a stasis field world- water, oxygen, edible compounds, or the
that will be broken by the ruins opening. like. Several remote Places on the planet are indi-
49. An Enemy and the group are suddenly trapped in cated as having the necessary pretech spare parts
a Place during an accident or Complication. They required to build the device. When finally assem-
must work together to escape in time. bled, embedded self-modification software in the
50. A telepathic Friend has discovered that an Enemy Thing modifies itself into a pretech combat bot.
was responsible for a recent atrocity. Telepathic The salvage from it remains very valuable.
evidence is useless on this world, however, and if 60. A Complication ensnares the party where they are
shes discovered to have scanned his mind shell be in an annoying but seemingly ordinary event. In
lobotomized as a rogue psychic. A Thing might actuality, an Enemy is using it as cover to strike at
be enough to prove his guilt, if the party can fig- a Friend or Thing that happens to be where the
ure out how to get to it without revealing their PCs are.
Friends meddling. 61. A Friend has a cranky, temperamental artificial
51. A Friend is responsible for safeguarding a Thing- heart installed, and the doctor who put it in is the
yet the Thing is suddenly proven to be a fake. The only one who really understands how it works.
party must find the real object and the Enemy who The heart has recently started to stutter, but the
stole it or else their Friend will be punished as the doctor has vanished. An Enemy has snatched him
thief. to fit his elite assassins with very unsafe combat
52. A Friend is bitten by a poisonous local animal mods.
while in a remote Place. The only antidote is back 62. A local clinic is doing wonders in providing free
at civilization, yet a Complication threatens to de- health care to the poor. In truth, its a front for
lay the group until it is too late. an offworld eugenics cult, with useful specimens
53. A lethal plague has started among the residents of kidnapped and shipped offworld while cremat-
the town, but a Complication is keeping aid from ed remains are given to the family. A Friend is
reaching them. An Enemy is taking advantage of snatched by them, but the party knows theyd
the panic to hawk a fake cure at ruinous prices, have never consented to cremation as the clinic
and a Friend is taken in by him. The Complication staff claim.
must be overcome before help can reach the town. 63. Space pirates have cut a deal with an isolated
54. A radical political party has started to institute backwoods settlement, off loading their plunder
pogroms against groups hostile to the people. A to merchants who meet them there. A Friend goes
Friend is among those groups, and needs to get out home to family after a long absence, but is kid-
of town before an Enemy uses the riot as cover to napped or killed before they can bring back word
settle old scores. of the dealings. Meanwhile, the party is entrusted
55. An Enemy has sold the party an expensive but with a valuable Thing that must be brought to the
worthlessly flawed piece of equipment before Friend quickly.
Adventure Seeds 189
64. A reclusive psychiatrist is offering treatment for 73. A Thing is the token of rulership on this world,
violent mentally ill patients at a remote Place. His and its gone missing. If its not found rapidly, the
treatments seem to work, calming the subjects existing ruler will be deposed. Evidence left at a
and returning them to rationality, though major Place suggests that an Enemy has it, but extralegal
memory loss is involved and some severe social means are necessary to investigate fully.
clumsiness ensues. In actuality, hes removed 74. Psychics are vanishing, including a Friend. Theyre
large portions of their brains to fit them with re- being kidnapped by an ostensibly-rogue govern-
mote-control units slaved to an AI in his labora- ment researcher who is using them to research the
tory. He intends to use them as drones to acquire lost psychic disciplines that helped enable pretech
more subjects, and eventual control of the town. manufacturing, and they are being held at a remote
65. Vital medical supplies against an impending plague Place. The snatcher is a small-time local Enemy
have been shipped in from offworld, but the spike with unnaturally ample resources.
drive craft that was due to deliver them misjumped, 75. A Friend desperately seeks to hide evidence of some
and has arrived in-system as a lifeless wreck trans- past crime that will ruin his life should it come to
mitting a blind distress signal. Whoever gets there light. An Enemy holds the Thing that proves his
first can hold the whole planet hostage, and an En- involvement, and blackmails him ruthlessly.
emy means to do just that. 76. A courier mistakes the party for the wrong set of
66. A Friend has spent a substantial portion of their offworlders, and wordlessly deposits a Thing with
wealth on an ultra-modern new domicile, and in- them that implies something awful- med-frozen,
vites the party to enjoy a weekend there. An En- child-sized human organs, for example, or a pri-
emy has hacked the houses computer system to vate catalog of gengineered human slaves. The
trap the inhabitants inside and use the automated couriers boss shortly realizes the error, and this
fittings to kill them. Enemy tries to silence the PCs while preserving
67. A mud slide, hurricane, earthquake, or other form the Place where his evil is enacted.
of disaster strikes a remote settlement. The party 77. A slowboat system freighter is taken over by En-
is the closest group of responders, and must rescue emy separatist terrorists at the same time as the
the locals while dealing with the unearthed, mal- planets space defenses are taken offline by internal
functioning pretech Thing that threatens to cause terrorist attacks. The freighter is aimed straight at
an even greater calamity if not safely defused. the starport, and will crash into it in hours if not
68. A Friend has found a lost pretech installation, and stopped.
needs help to loot it. By planetary law, the contents 78. Alien artifacts on the planets surface start beaming
belong to the government. signals into the systems asteroid belt. The signals
69. An Enemy mistakes the party for the kind of off- provoke a social Complication in panicked re-
worlders who will murder innocents for pay- as- sponse, and an Enemy seeks to use the confusion
suming they arent that kind, at least. Hes sloppy to take over. The actual effect of the signals might
with the contact and unwittingly identifies himself, be harmless, or might summon a long-lost alien AI
letting the players know that a Friend will shortly warship to scourge life from the world.
die unless the Enemy is stopped. 79. An alien ambassador Friend is targeted by xeno-
70. A party member is identified as a prophesied savior phobe Enemy assassins. Relations are so fragile
for an oppressed faith or ethnicity. The believers that if the ambassador even realizes that humans
obstinately refuse to believe any protestations to are making a serious effort to kill him, the result
the contrary, and a cynical Enemy in government may be war.
decides the PC must die simply to prevent the risk 80. A new religion is being preached by a Friend on
of uprising. An equally cynical Friend is deter- this planet. Existing faiths are not amused, and
mined to push the PC forward as a savior, because an Enemy among the hierarchy is provoking the
thats whats needed. people to persecute the new believers, hoping for
71. Alien beasts escape from a zoo and run wild things to get out of hand.
through the spectators. The panicked owner offers 81. An Enemy was once the patron of a Friend until
large rewards for recapturing them live, but some the latter was betrayed. Now the Friend wants re-
of the beasts are quite dangerous. venge, and they think they have the information
72. A trained psychic is accused of going feral by an necessary to get past the Enemys defenses.
Enemy. The psychic had already suffered severe 82. Vital life support or medical equipment has been
neural damage before being found for training, sabotaged by offworlders or zealots, and must be
so brain scans cannot establish physical signs of repaired before time runs out. The only possible
madness. The psychic seems unstable, but not vi- source of parts is at a Place, and the saboteurs can
olent- at least, on short acquaintance. The psychic be expected to be working hard to get there and
offers a psychic PC the secrets of a unique psychic destroy them, too.
technique if they help him flee.
190 Adventure Seeds
83. A Friend is importing offworld tech that threatens 93. The partys offworld comm gear picks up a chance
to completely replace the offerings of an Enemy transmission from the local government and au-
businessman. The Enemy seeks to sabotage the tomatically descrambles the primitive encryption
friends stock, and thus prove its inferiority. key. The document is proof that an Enemy in gov-
84. An Exchange diplomat is negotiating for the open- ernment intends to commit an atrocity against a
ing of a branch of the interstellar bank on this local village with a group of deniable renegades
world. An Enemy among the local banks wants to in order to steal a Thing kept in the village.
show the world as being ungovernably unstable, 94. A Friend belongs to a persecuted faith, ethnicity,
so provokes Complications and riots around the or social class, and appeals for the PCs to help a
diplomat. cell of rebels get offworld before the Enemy law
85. An Enemy is infuriated by the uppity presumption enforcement finds them.
of an ambitious Friend of a lower social caste, and 95. A part on the partys ship or the only other trans-
tries to pin a local Complication on the results of port out has failed, and needs immediate replace-
his unnatural rejection of his proper place. ment. The only available part is held by an Enemy,
86. A Friend is working for an offworld corporation who will only willingly relinquish it in exchange
to open a manufactory, and is ignoring local tradi- for a Thing held by an innocent Friend who will
tions that privilege certain social or ethnic groups, refuse to sell at any price.
giving jobs to the most qualified workers instead. 96. Eugenics cultists are making gengineered slaves
An angry Enemy seeks to sabotage the factory. out of genetic material gathered at a local brothel.
87. An offworld musician who was revered as little less Some of the unnaturally tempting slaves are being
than a god on his homeworld requires bodyguards. slipped among the prostitutes as bait to infatuate
He immediately acquires Enemies on this world powerful officials, while others are being sold un-
with his riotous ways, and his guards must keep der the table to less scrupulous elites.
him from getting arrested if they are to be paid. 97. Evidence has been unearthed at a Place that sub-
88. Atmospheric disturbances, dust storms, or other stantial portions of the planet are actually owned
particulate clouds suddenly blow into town, leav- by members of an oppressed and persecuted group.
ing the settlement blind. An Enemy commits a The local courts have no intention of recognizing
murder during the darkness, and attempts to frame the rights, but the codes with the ownership ev-
the players as convenient scapegoats. idence would allow someone to bypass a number
89. An Enemy spikes the oxygen supply of an orbit- of antique pretech defenses around the planetary
al station or unbreathable-atmosphere hab dome governors palace. A Friend wants the codes to pass
with hallucinogens as cover for a theft. Most vic- to his friends among the groups rebels.
tims are merely confused and disoriented, but 98. A crop smut threatens the planets agriculture,
some become violent in their delusions. By chance, promising large-scale famine. A Friend finds ev-
the partys air supply was not contaminated. idence that a secret government research station
90. By coincidence, one of the party members is wear- in the systems asteroid belt was conducting ex-
ing clothing indicative of membership in a violent periments in disease-resistant crop strains for the
political group, and thus the party is treated in planet before the Silence struck and cut off com-
friendly fashion by a local Enemy for no obvious munication with the station. The existing govern-
reason. The Enemy assumes that the party will go ment considers it a wild goose chase, but the party
along with some vicious crime without complaint, might choose to help. The station has stasis-frozen
and the group isnt informed of whats in the offing samples of the crop sufficient to avert the famine,
until theyre in deep. but it also has less pleasant relics.
91. A local ruler wishes outworlders to advise him of 99. A grasping Enemy in local government seizes the
the quality of his execrable poetry- and is the sort partys ship for some trifling offense. The Enemy
to react very poorly to anything less that evidently wants to end offworld trade, and is trying to scare
sincere and fulsome praise. Failure to amuse the other traders away. The starship is held within a
ruler results in the party being dumped in a dan- military cordon, and the Enemy is confident that
gerous Place to experience truly poetic solitude. by the time other elements of the government
92. A Friend among the locals is unreasonably con- countermand the order, the free traders will have
vinced that offworlder tech can repair anything, been spooked off.
and has blithely promised a powerful local Ene- 100. A seemingly useless trinket purchased by a PC
my that the party can easily fix a damaged pretech turns out to be the security key to a lost pretech
Thing. The Enemy has invested in many expen- facility. It was sold by accident by a bungling and
sive spare parts, but the truly necessary pieces are now-dead minion of a local Enemy, who is hot af-
kept in a still-dangerous pretech installation in a ter the party to reclaim his property preferably
remote Place. after the party defeats whatever automatic defens-
es and bots the facility might still support.
An Example of Adventure Creation 191
Humanity
Humans are likely to form the great majority of the
NPCs that the heroes encounter, whether as patrons, Using the Table
companions, or the targets of their guns. In many cases The table provided in this section gives you bench-
a GM wont need to bother with combat statistics for an marks for some basic NPC types and then a selection
NPC. They might be so unmartial that they can present of specific examples. When youre creating your own
no serious threat to a party of hardened freebooters, or NPCs, you can use the benchmarks to get an idea of
so distant that theres no real chance that theyll become where they should be, and the specific examples can be
engaged in combat. In others, however, its necessary to pulled during play when youre in need of quick oppo-
decide how much a particular NPC is worth in a fight. nents to stock your adventures.
The example human opponents here assume The table provides simplified combat statistics.
normal baseline humanity. Those who have received NPCs dont normally have foci, specific skill levels,
extensive cyberware, gengineering, psychic augmenta- attribute scores, or any of the other details that add
tion, or other exotic treatments may have abilities far complexity to PCs. Nor do they have classes or class
in excess of their normal brethren, including unique abilities. Instead, simpler totals and summaries are used
powers and special abilities. to account for these other factors. You can give NPCs
class powers and foci if you wish, or even create an
Degrees of Danger NPC as if they were a full-fledged PC, but that kind
Most human NPCs on advanced, civilized planets are of detail and work is more than most NPCs are worth.
of almost no use in combat. By societal training and HD is the NPCs hit dice. The overwhelming ma-
personal inclination, they are almost incapable of re- jority of NPCs have only one hit die. Only men and
sponding to lethal threats with a quick, decisive reac- women with a history of surviving violence and deal-
tion. Citizens of less peaceful societies, where violence ing with mortal peril should have more than one hit
is a commonplace, will have more useful reactions die. Just because an NPC is important doesnt mean
to such hostilities. Men and women who have been they have more hit dice. The CEO of an interstellar
hardened to combat by experience or training will also megacorp probably has one hit die, as does the pres-
respond more effectively. ident of the planetary government. Conversely, the
The combat statistics provided here cover the usu- grizzled warrior-king of a lostworlder monarchy or a
al range of human martial talent. At the bottom are poison-wary bishop of a church where promotion is
those soft citizens of peaceful worlds and at the top through mortality might have half a dozen hit dice. The
are those engines of mortal ruin who are the most dan- most danger-hardened legends of a sector should have
gerous men and women in the sector. Even more he- about ten hit dice, or more if theyve been somehow
roic appetites for slaughter can be found in those who altered by gengineering or advanced technology. An
have been altered by genetic engineering or advanced NPCs hit points are rolled at 1d8 for each hit die.
technical modifications, but such paragons of pain are AC is the NPCs usual Armor Class. This will vary
special cases to be judged by the GM accordingly. with the armor theyre wearing, and some NPCs might
When assigning combat statistics to NPC, its im- have an included +1 or +2 bonus if theyre especially
portant not to be influenced by the personal prowess of dexterous, but the listed score reflects the armor they
the PCs. If country estate is protected by ordinary secu- usually have on. By default, this is street armor that
rity guards, then the guards should be ordinary security is not obvious to casual inspection. Some entries are
guards, whether or not the party could reasonably hope marked primitive, meaning that their armor is ig-
to defeat a dozen such protectors in open combat. The nored by advanced weapons, while others are marked
universe does not scale to the PCs. If a party of un- combat, meaning that they wear very obviously pro-
tested novices finds themselves facing a squad of elite tective armor. Such NPCs might need to wear less ob-
killers, they should run. If those famously lethal killers vious gear in some social situations. A few of them are
encounter the PCs six levels later, their fame might get marked powered, meaning that the NPC normally
abbreviated in a hurry by the PCs grim new expertise. has access to some kind of advanced power armor that
This even-handedness is important in creating a renders them immune to primitive weapons. When
plausible, functional world for the players to operate in. creating your own NPCs, give them the armor that is
If they know that challenges will be scaled up or down appropriate to their role and situation.
to give them a fair fight then it hardly matters what Atk is the NPCs attack bonus. For the sake of sim-
challenges they choose to face. Planning to carefully plicity, this includes any attribute modifiers, skill bonus,
avoid excess dangers and betting on overcoming more or other extra lethality that the NPC might have earned.
reasonable threats makes their choices meaningful in For most NPCs, their attack bonus is equal to their hit
your game world, and encourages the players to engage dice. Martial NPCs might have an additional bonus on
carefully with the setting. top of that, or even attack twice with each Main Action.
Humanity 195
Dmg is the damage the NPC inflicts in combat. For Skills summarizes the NPCs general aptitude at
human combatants, this depends on the weapon theyre skill checks related to their profession or role. When
using, with most ordinary men and women carrying the NPC needs to make a skill check or compete in an
no real weapon. Very capable warriors might do ad- opposed skill check, they may add this skill bonus to
ditional damage on top of the weapons roll, from +1 their roll if the test relates to role. If the activity has
to +4 points. nothing especially to do with what the NPC would be
Move is the distance the NPC travels when they good at, they cannot add this bonus, and just roll the
take a Move action in combat. For humans, this is ten skill check unmodified. Most NPCs will have this at
meters, though gengineered or other boosted subjects +1, while skilled professionals will have it at +2, and
might be able to move faster than this. exceptionally gifted and expert NPCs will have it at +3
ML is the NPCs Morale score, their likelihood of or +4. Sector-wide legends will have it at +5.
retreating when in danger. When an NPC faces un- Saves are the single saving throw score that all
usual peril, they need to make a Morale check on 2d6. NPCs use whenever they need to make a saving throw.
If they roll equal or less than their Morale score, they Whether Mental Physical, or Evasion, the NPC rolls
withstand the danger and continue fighting. If they roll against this single target. Most NPCs have a save score
more than their Morale, they break. Poorly-trained of 15 minus half their hit dice, rounded down.
combatants will simply run for their lives or beg for
mercy, while more hardened ones will make a fighting Psychics and Special Traits
withdrawal to a place of safety. PCs never need to make
Morale checks. When building NPCs with psychic powers or oth-
Most groups will need to make a Morale check er special abilities, its usually not worth the effort
the first time one of their members is killed or disabled, of rolling them up like PCs. Just assign them a few
and the first time it looks like theyre losing the fight. If abilities you think will matter during the game and
they succeed in both checks, theyll continue fighting as give them a third of their hit dice in maximum
long as it doesnt seem hopeless. NPCs with no martial Effort, rounded up.
aptitude at all must also make a Morale check when In the same vein, gengineered humans or
lethal combat begins; on a failure, theyre too shocked, rare virtuosos might have abilities akin to Foci or
frightened, or disbelieving to do anything useful, and unique powers. Just assign them as fits the situa-
will stand frozen, run in terror, or try to ignore whats tion, and dont worry about making them like PCs.
obviously happening around them.
196 Robots and VIs
Robots In Your Campaign Other GMs will want to increase the impact of VIs
A GM is not obligated to include VIs or ubiquitous ro- on particular worlds. Perhaps some of them have large-
botics in her campaign. Adding these elements can have ly replaced their low-skilled members with VI laborers,
a significant effect on a setting, and sometimes they and the replaced humans are either frustrated and an-
can prove to be a distraction from the sort of play that gry or kept pacified by robotic dole payments. Other
the group wants to have. A GM is always well within worlds might dispute the lack of rights that most VIs
her rights to simply decide that the sector lacks the have, insisting that a VI ought not to be programmed
necessary metadimensional environment for VI pro- with behavioral imperatives at birth, but be allowed
duction and is short on many of the critical minerals to choose its own functionality. Of course, it might be
for producing expert system bots. Outside of industrial that almost no one would bother to build them in that
assembly lines and mindless extraction work, labor is case, but such crusaders might believe it better that a
performed by humans. VI never be born than that it be created in servitude.
Sometimes, however, a GM will want to include In brief, the GM can pick some aspect of VI existence
VIs in her sector, either because shes emulating a genre and use the conflicts inherent in it to spice up the sector.
where intelligent robots are a commonplace, or because Expert system bots are less disruptive to a cam-
a particular player wants to play a PC VI, or because paign because they come with less moral baggage that
she simply likes them. a society has to deal with. Its easy for a GM to simply
If a GM does decide to add VIs to her setting, shell decide that most expert system bots are only smart
need to decide how common they are and how most enough for simple industrial tasks or menial labor, and
of the worlds in the sector treat them. The simplest that the impact they have on the local economy doesnt
way to do this is to gently gloss over the economic and necessarily force it into some strange futuristic pattern.
social impact of VIs. The world operates much as it There are still poor janitors, grouchy middle-aged se-
does today, with humans doing most of the work and curity guards, and cynical street-corner prostitutes in
VIs serving only occasional functions as showpieces an age of robotic labor.
of the wealthy or off-stage laborers in industry. They Some PC groups will be very keen to buy robots
are programmed to love their work, theyre happy in of their own, the better to help in their adventures. So
a robotic sense, and the various worlds of the sector long as you keep an expert systems limitations in mind,
give little consideration to wider issues of VI rights or this shouldnt be disruptive, and it would make an ex-
the morality of programmed VI behavioral imperatives. cellent sink for a partys excess money.
VI Player Characters 199
VI Player Characters
In campaigns where the GM allows it, a player can
choose to make a VI as a player character. They do this Android
by spending their free focus pick on one of the origins You were built as an android, a robot indistinguish-
listed below. These origin foci have only one level, and able from a human without a medical-grade inspection.
normally can only be taken during character creation. Most androids are companion bots, though other VIs
In exceptional cases, a human PC transformed into a with roles that involve significant human interaction
full-conversion cyborg might be allowed to take it later. may also be built as androids. Minor scuffs and cuts
dont reveal your robotic nature, but if reduced to zero
Special VI Rules hit points, your unnatural innards are obvious.
All VI PCs have the same attributes, hit points, abilities, Level 1: Gain a bonus skill related to your intended func-
and character classes as humans do, but normal VIs tion. You have all the usual traits and abilities of
cannot be Psychics nor take the Partial Psychic class a VI robot.
option for Adventurers. They are created the same
way as any other human PC and start out at first level. VI Worker Bot
While they may have been built to be a particular type You were built for industrial or technical labor, where
of bot, they use their own statistics, and not those for a human face was an unnecessary luxury. Most such
their type on page 197. VIs that are not wearing armor VI bots are humanoid, if only to more conveniently
normally have Armor Class 10, just as humans do. manipulate human-scale devices, but their inhuman
VIs need neither sleep, eat, nor drink, requiring nature is obvious.
one Type B cell per week of operation away from read- Level 1: Gain a bonus skill related to your intended
ily-available current. They are immune to vacuum but function. Choose an attribute associated with your
suffer degradation from radiation as humans do. They work and gain a +1 bonus to its modifier, up to a
cannot be poisoned or diseased by normal forms of maximum of +2. You have all the usual traits and
toxin. They can be reprogrammed, altering or erasing abilities of a VI robot.
their personality and behavioral limits, but such men-
tal remodeling takes at least an undisturbed month to VI Vehicle Bot
execute by someone with at least Program-1 skill. Most Some VIs were instantiated in actual vehicles rather
VIs will fight to their destruction to avoid such a fate. than conventional humanoid bodies. Most were purely
VIs can be healed with spare parts and the work of synthetic in origins, but some sectors retain the tech-
someone with Fix-0 skill. VIs can always repair them- niques for brain transplants into non-human bodies.
selves, even without the requisite skill. Each unit of Some polities have been known to conduct full-body
spare parts heals lost hit points equal to the VIs charac- cyberneticization of soldiers into tanks, warships, at-
ter level and takes fifteen minutes to apply. VIs cannot tack helicopters, and other military vehicles. As a ve-
normally be affected by biopsionic healing effects. hicle, you are usually equipped with manipulator arms
VIs reduced to zero hit points but not entirely that can be used on adjacent objects. You may oper-
smashed are incapacitated and Badly Damaged. Re- ate the individual elements of your vehicle as if they
moving this quality requires 24 hours of work by a were your own limbs, attacking once per round with a
technician and at least one unit of spare parts, after mounted weapon of your choice.
which damage can be repaired as normal. As a field Level 1: Gain Pilot as a bonus skill. Pick a vehicle ac-
expedient, a tech can jury-rig a Badly Damaged VI in ceptable to the GM, usually a drone, hoverbike
the field, healing it with spare parts at the normal rate or gravcar. You become that vehicle. You retain
and speed. If such a bot is reduced to zero hit points your usual attributes but gain the vehicles Armor
again while Badly Damaged, however, it must make a score. You are Armor Class 10, modified by your
Physical save or be permanently destroyed. Dexterity score. A tech can improve your Armor
VIs are intimately connected to their specific hard- Class by aftermarket modifications, adding up to
ware, and cannot be transplanted into new forms. Cos- three times their Fix skill to your Armor Class at
metic alterations can be made, however, and equipment a cost of 1,000 credits per point of improvement.
can be grafted into the VIs chassis. Such built-in equip- You use the vehicles hit points until your
ment costs twice as much as a stand-alone component own normally-rolled hit point score exceeds that
and takes a week to properly integrate into the VIs number. Many VI vehicles purchase a drone or
system. A VI can have a total number of encumbrance humanoid robot body to carry on board and em-
points worth of additional gear grafted onto it equal to ploy for remote operation in areas unsuitable for
half its Constitution score, rounded down. Such gear a vehicle; you can pilot a single surrogate body in
may require its own separate power source or ammu- lieu of your own Main Action, provided theres no
nition supply. VIs cannot make use of cyberware. ECM to jam the control transmissions.
200 Beasts
Beasts
Most alien beasts are simply flavor for a world, odd
creatures to decorate the background and provide some Swarms
light interest for the players. Sometimes, however, a Sometimes a beast is only meaningfully dangerous in
GM needs a genuinely dangerous beast, either to oc- vast packs, like a swarm of ants or a squealing tide of
cupy some perilous wilderness or to threaten the PCs ravenous rats. Other times beasts are found most often
and their allies. in huge herds rather than as lone individuals.
When creating a beast, work from your needs. To create such a swarm, take the basic animal type
Build the creature with the statistics and role that you and quadruple its hit dice. For tiny creatures that have
need for your adventure, and then decorate those basic only 1 hit point, give the swarm 4 hit dice. The swarm
statistics with the creatures appearance, special hazards, gets its usual attack against anyone in contact with it,
and behavior. but on a miss, it still does the minimum possible dam-
age to the target unless the victim is immune to its
Creating Beasts attacks. Thus, a rat swarm that has a +1 attack bonus
To build an alien beast, its easiest to start with some and does 1d2 damage on a hit would roll that attack
Terran referent. A completely alien and exotic creature against every PC caught in the swarm. On a hit, they
with no relation to any earthly life form tends to be would do 1d2 damage, and a miss would still do 1 point.
very difficult to explain to players and it can be awk- Any attack against the swarm automatically hits,
ward for the GM to guess its normal behavior. assuming the weapon is useful. Firing a pistol into a
The tables on the opposite page provide some ba- creeping carpet of ants is singularly useless, but waving
sic suggestions for styling the essential animal features a flaming torch in front of rats or throwing a grenade
of the beast. Start with the Basic Animal Features to into the swarm might help dispatch the pack.
get the creatures general theme, and then move on to
identify its body plan. You might then add on some Beast Behavior
novelty to its limbs or skin, decide the main weapon it Many alien creatures will have no inherited aversion
uses to hunt prey or defend itself, and choose a general to humans, and will not fear them. Predators will hunt
size for the animal. them if they look like food and prey will ignore them
The basic animal features serve only as a starting if they dont look like predators.
point for your creativity. The creature might have a In combat, predators will only fight to the death if
mammalian general plan, but you could then decide maddened or cornered. Sane predators cannot afford to
that its fur is a stiff, glassy mineral exudate that slashes get hurt while hunting. In addition to the usual times
anything that bites or strikes it. It can be helpful to stick for Morale checks, beasts must make an additional
to one basic animal type for a given alien world, with all check the first time their prey harms the predator.
the creatures the PCs encounter sharing similar broad
features or common traits. Importing Creatures
While a fully-developed ecosphere might include Aside from the beasts you can create with these charts,
countless different evolutionary strategies, sticking to an endless supply of fantasy monsters and exotic crea-
just one or two in play helps characterize a world and tures await lifting from other old-school games. Almost
give a sense of consistency to its fauna. If all the dan- any of the monsters found in traditional old-school
gerous creatures of Scutum have thick moss-colored role-playing games can be imported almost unchanged
armor plating, then the PCs will be able to guess that a into Stars Without Number, requiring little more than
strange creature with thick moss-colored armor plating an attack bonus and Armor Class conversion. Reskin
is probably an import from Scutum. them to fit your needs, and voila; you have your beast.
Behavioral Traits
d8 Predator Prey Scavenger
1 Hunts in kin-group packs Moves in vigilant herds Never attacks unwounded prey
2 Favors ambush attacks Exists in small family groups Uses other beasts as harriers
3 Cripples prey and waits for death They all team up on a single foe Always flees if significantly hurt
4 Pack supports alpha-beast attack They go berserk when near death Poisons prey, waits for it to die
5 Lures or drives prey into danger Theyre violent in certain seasons Disguises itself as its prey
6 Hunts as a lone, powerful hunter Theyre vicious if threatened Remarkably stealthy
7 Only is predator at certain times Symbiotic creature protects them Summons predators to weak prey
8 Mindlessly attacks humans Breeds at tremendous rates Steals prey from weaker predator
8 Explosive pellets or chemical catalysts You can roll three times on the table above to generate
a poison for a creature, or pick to suit your needs. Most
Harmful discharges usually use a normal attack roll and effects incapacitate a victim, though blindness or ongo-
inflict the typical damage on a hit. At your discretion, ing damage may not wholly disable a PC.
some discharges may have additional effects, such as PCs can usually attempt a Physical save to resist a
poison, gear destruction, ongoing acidic damage, or poison. Toxins can be treated with a medkit or antidote
an explosive area of effect. Appropriate Physical or stim. If the medic lacks the specific antidote to a poison,
Evasion saving throws might be called for to avoid the they can make an Int/Heal skill check to try to halt it.
worst of such perils. The difficulty is usually 9, with one check allowed.
202 Aliens
Aliens
Exotic alien races are a staple of science fiction, and use aliens to drive the process. The matter might be
most GMs running Stars Without Number are going so important to the aliens that they find themselves
to want a few types of sapients to round out a sector. willing to employ human agents to accomplish their
Some GMs might prefer to run a strictly human game, ends, or it may be that only humans have the numbers
leaving humanity alone in this particular corner of the and strength to help them.
cosmos, but other GMs will want to have the details Aliens are occasions for exploration and discov-
of a few alien races in hand, if only to help envision ery. While this may not have the immediate adventure
the kind of artifacts and ruins that they might have left utility of an antagonist or a patron, one of the things
behind. This section will discuss the role of aliens in a about sandbox gaming that appeals to many players
game and a process for creating your own alien races. is the opportunity to go out and discover new things.
The universe is full of bizarre and exotic beings, and
The Use of Aliens in the Game there can be a lot of enjoyment in learning about their
When adding an alien race to your sector, its neces- cultures and traits. Most players arent interested in a
sary to keep in mind the ultimate purpose you have for full-dress anthropological study of an alien race, but
including them. A given species might be fascinating there is an excitement in visiting uncharted worlds and
to you, but if they dont actually help to accomplish meeting strange and wondrous beings.
something for your game its likely that the players will In some cases, this exploration doesnt even need
simply gloss over their existence. By having a concrete live aliens. The universe is laden with numerous an-
purpose in mind for a race you can ensure that the cient alien ruins, and players can get a good conception
players have a useful reason to interact with them. of a long-lost race simply from examining what theyve
Aliens are useful as antagonists. The classic bug- left behind. A GM with a firm grasp on a species psy-
eyed monster trope has survived for a reason; unthink- chology and physiology has much of what he needs to
ingly hostile and uncommunicative beings make great create their abandoned cities and outposts and to stock
fodder for brute physical struggle. Making these mon- them with art, artifacts, and remnants for the entice-
sters part of a sapient, tool-using species allows them to ment of exploring PCs.
scale upward in threat the way no beast can, and con- Humanoid species make the most widely useful
tinue to imperil even an experienced, well-equipped aliens, and most of the species you create should proba-
band of adventurers. bly be of that variety. Aliens that are too hard to under-
Antagonism can take more forms than simple stand tend to be more animate plot devices, operating
combativeness. Aliens can want things, and want them by utterly incomprehensible rules and motivations.
for reasons that would make no sense at all to a human. Human-like races allow more scope for diplomacy and
Biological imperatives, exotic religions, alien philoso- response to an alien culture, because their societies are
phies, and customs born on completely un-Earth-like fundamentally comprehensible by humans.
worlds can all justify goals and purposes that would be
entirely irrational for a human being. Humans might The Like and the Others
find themselves at cross purposes with these aliens Most alien races in the universe of Stars Without Num-
without ever fully understanding why the beings are ber can be divided up into two different classes the
pursuing a given goal. Like and the Others. The Like are those species with in-
From a GMs perspective, this is a wonderful trait tellects and societies that are at least somewhat compre-
for building adventures. If you need aliens to pursue hensible to humankind. They may have exotic biologies
some goal, however bizarre, you can simply add a trait and strange customs, but humans can understand their
to them that makes that goal important. For example, motivations and deal with them within a more-or-less
if you need aliens to be obsessed with wiping out the comprehensible framework.
humans on a given planet, you can simply decide that The Others are those species that are simply too
the planet is their ancestral homeworld, to which they alien for human communication. Entities of sentient
must return every thousand years in order to perform a lithic structures, congeries of crystal, even intelligent
great spawning rite. The presence of the humans there waveform interactions created by the interplay of en-
defiles the world, and the aliens grow increasingly fran- ergies through alien rock formations the Others are
tic as the time for the rite approaches. simply too different for humans to understand. Their
Aliens also make excellent patrons for many of the goals are incomprehensible, their technology is often
same reasons that they make good antagonists. You can hard to even recognize, let alone use, and its possible
give them a good reason to want almost anything, and that they dont even realize that humanity is a sentient
players are unlikely to balk at it as unlikely or implau- species. The Others are generally avoided if at all pos-
sible. If you need to give the players a reason to go sible, though at times wars break out when an Other
somewhere, do something, or find something, you can species vents anger on humanity for reasons unknown.
Aliens 203
Other races are rare, but some xenologists have d6 Alien Body Traits
suggested that they may be much more common than 1 Avian, bat-like, pterodactylian
humanity imagines. Places that would never support
2 Reptilian, amphibian, draconic
Like life might be teeming with the bizarre offspring
of Other organisms, unnoticed because human scouts 3 Insectile, beetle-like, spiderish, wasp-like
havent bothered to look in such unpromising places. 4 Mammalian, furred or bare-skinned
Many Other species might not even be recognized as Exotic, composed of some novel substance
5
life by humanity.
6 Hybrid of two or more types
Alien Biology alien. Such avians might have remarkably good vision
As a rule of thumb, its easiest to make Like aliens some or show unusual talent as pilots thanks to an evolu-
flavor of humanoid. They may have a few extra limbs tionary predilection for thinking in three dimensions.
or somewhat different body geometry, but humanoid Reptilian aliens can range from the classic liz-
aliens tend to be easier to build and run than those ard man look to a more subtle combination of
with drastically different body types. Theres less need pebble-scaled skin, membrane frills, broad bodies,
to adjust human assumptions about architecture, tech- cold-bloodedness, nictitating membranes, an excep-
nology, and clothing than there would be for a species tional sense of smell, thick claws, powerful builds,
of six-legged centauroid mothmen. Of course, if you sharp teeth, and fine scales. Bodies may be broad and
enjoy the prospect of working out the ramifications of thick like that of a lizard, or perhaps sinuous like that
having four gripping hands and organic wheels, you of a snake. Reptilian aliens might be found especially
shouldnt feel shackled to the humanoid shape. on damp, watery worlds, and might be outright am-
Aliens of the Other type can come in any shape or phibious over all or part of their life spans.
size, largely because they arent intended to be com- Insectile aliens are usually possessed of chitinous
prehensible. Their technology and architecture doesnt skin and one or more pairs of compound eyes. Mem-
need to have any link with human conceptions of such; branous wings arent unknown, but are probably vesti-
some Others may not even use technology as humans gial and useless on all but the smallest or lightest aliens.
understand it, but instead manipulate their environ- Insectile aliens might have sucking mouthparts if their
ment with inborn abilities or subtype-creatures of their primary food source is plant sap- or blood- or might
own species. Most Other species function as plot de- use chewing mandibles instead for a more solid diet.
vices in a game, and its not necessary to put the same Insectile aliens that function as a hive collective are
effort into detailing their biology if the species arent something of a classic trope, but theres no reason that
intended to make human sense in the first place. a species cant instead take after more solitary hunting
Humanlike aliens are just that; extremely close insects such as beetles or spiders.
to humans in outward appearance. They might have Mammalian aliens might have very human-like
unusual skin or hair coloration, different hair growth appearances, or they might have fur, muzzles, claws, or
distributions, an odd number of fingers, cranial ridges, quadrupedal modes of locomotion. Mammalian aliens
a novel skin texture, variant ear shapes, or different are easy to conceptualize and describe, but if you want
average body builds or sizes, but they largely appear to play up the alienness of them, youll likely need to
like humans. Xenobiologists postulate that the human make sure they have some dramatic social or cultural
shape is simply a very successful evolutionary route on difference, or some unique element of physiognomy.
Earth-like planets, and other worlds with similar con- Exotic aliens are built out of parts and materials
ditions are likely to produce similar sapients. Crank sci- that arent normally found in Terran life forms. A hu-
entists tend to favor theories of pan-galactic Creators manoid might be composed out of a kind of organ-
that spread humanlike shapes throughout space; these ic plastic that makes up much of their home planets
theories conspicuously fail to take into account the dra- biochemistry, or be composed of an intricate array of
matically different DNA and internal organ makeup of interlocking crystals and woody organic elements. You
many humanlike aliens. should pick one or more materials that arent normally
In general, its easiest to pick a particular real-world part of an animals body and have them play a major
type of organism as a basic template for an alien race. role in the aliens biology. As a consequence, this kind
The reality of their biology might be totally different, of alien is probably highly dependent upon their home
but using a terrestrial animal as a basic pattern can help world for food and other biological necessities. If not,
you fill in details of structure and appearance that can they likely spend a lot of effort synthesizing vital ma-
otherwise be difficult to extemporize. terials out of local supplies.
Avian aliens favor birdlike features. Feathered Hybrid aliens combine aspects of two or more of
tails, wings, beaks, drastic coloring differences between the types described here, and you can mix and match
males and females, skin either partially or fully covered their components to create some blend that suits your
in feathers, hollow bones, and clawed feet and hands purposes. Such hybrids might exist in multiple envi-
are all traits that might be present in an avian-flavored ronments, or be in a transitional evolutionary state.
204 Aliens
noblesse oblige toward their lessers, and some species and doing so in contravention to the past is almost im-
pride shows in a resolute refusal to lower themselves possible for them. Only when faced with a completely
to deceit, cruelty, or avarice. More often, however, this novel situation is any degree of personal initiative likely
pride manifests in a casual contempt for the interests of to be shown, and even in that case, the alien will try to
their inferiors, and a single-minded focus on personal reconcile it to some existing tradition.
advancement and glory among their own kind.
Treachery
Sagacity This species is uniformly treacherous and untrust-
These aliens love intellectual pursuits above all others. worthy. Bargains and agreements are kept only so long
Logic, wisdom, and erudition are all prized as the best as they are useful to both participants, and truthfulness
and most glorious expressions of their nature, and their is simply a tool to be placed next to deceit. There is
rulers are invariably sage-kings of remarkable depth no sense of acrimony or anger among these aliens at
and breadth of understanding. Such understanding the inevitable betrayals that make up their societies;
does not necessarily stand in well for good judgment, they consider it good and laudable that an individu-
and sagacious alien civilizations are notorious for over- al should seek its own best interests, and those who
reaching in their ambitions. Stupidity and ignorance can most perfectly manipulate each other are naturally
are moral failings to this race, and some of them treat those most worthy to rule, for the health of the society
very harshly those species that they do not feel to be directly influences the power of its head.
their intellectual peers.
Tribalism
Subtlety The aliens are fiercely tribal, divided up into myriad
Such a species is enormously cunning and patient in small groups that are as often at war with each other
character, willing to endure years of suffering calmly as they are cooperating. Such tribes tend to be built
in order to bring about some intricate plan. They shun along familial lines, though some tribes are volitional in
open display of emotions or opinions, masking such nature, representing different political or philosophical
things behind protocols of bland correctness. To reveal groups. A given aliens loyalty is to its tribe before its
ones true opinion about some contentious matter is species, and it is not uncommon for their enemies to
a mark either of profound trust or a sign of obvious use one group against another.
incipient treachery. The true ruler of such a species is
almost never who it seems to be. Wrath
The race is hot-tempered, prone to fits of personal vi-
Tradition olence. Disputes are settled by force, though rarely to
This species devoutly reveres the past and the ways of the point of death among their own kind. Outsiders
their ancestors. Social interactions are stiffly ritualized, can expect swift and bloody retaliation for any insult
and society is ornate with the customs, traditions, and or slight, and the prospect of death rarely intimidates
habits of their forebears. Innovations of any kind are these beings. Their chief mode of emotional expression
viewed with deep suspicion, and the most favored solu- is anger; wrath at obstacles, fury at enemies, and a slow
tions to problems are those which have been employed smoldering burn when neither are available.
before. Members of this species are intensely uncom-
fortable when forced to exercise their own judgment,
Aliens 207
Faction Actions
The following list of actions includes the most com- has no Counterattack line, the attacker suffers no
mon activities a faction might choose to perform. The consequences for the failed attack.
GM should feel free to add new action types, or allow A tie on the roll results in both Attack and
alternate choices if a faction wishes to do something Counterattack succeeding. Both attacker and de-
that doesnt quite fit the list below. As a rule, a faction fender take damage as indicated.
should only be able to do one thing per turn, but should Buy Asset: The faction buys one asset on their home-
be able to do that same thing with any or all assets. world or another planet on which they have a
Base of Influence. These assets take time to as-
Attack: Attacking is the chief way by which a faction semble, and can neither attack, defend, nor grant
assaults a rivals assets and organizational struc- their special benefits until the beginning of the
ture. A successful attack can damage or destroy an factions next turn. The faction must have a suf-
enemy asset, or even damage the leadership and ficient rating to buy an asset, and the planet must
cohesion of an enemy faction. Its up to the GM have a tech level sufficient to support the assets
or players to describe an attack and its methods. creation. Only one asset can be purchased by a
Attacks can only be launched against known faction per turn.
assets. If a rival has stealthed assets on a world, Change Homeworld: A faction can move to a different
they cannot be targeted for an attack until theyve homeworld, if they have a Base of Influence on
been discovered by a factions intelligence agents. the destination planet. This action takes one turn,
Attacks can only be launched against assets on the plus one more for each hex of distance between
same world as the attacker. the old homeworld and the new. During this time
To launch an attack, the attacker selects one the faction can initiate no actions.
or more of their own assets and targets a rival fac- Expand Influence: The faction buys a Base of Influence
tion with assets on the same world. One at a time, asset on a planet on which they have at least one
each attacking asset is matched against a defending other asset. The faction then rolls 1d10+Cunning
asset chosen by the defender. Each attacking asset rating against similar rolls by every other faction
can attack only once per turn, though a defending on the planet. Any of the others that equal or
asset can defend as many times as the defender beat the factions roll may make a free immedi-
wishes, assuming it can survive multiple conflicts. ate Attack action against the Base of Influence if
Once matched, the attacker rolls 1d10 and they wish. Other assets present on the planet may
adds the relevant attribute for the asset. For exam- defend against the attack as normal. The Base of
ple, a military units Attack might add the factions Influence cannot be used until the beginning of
Force rating to the attack roll, while a cyberninja the factions next turn.
unit might add the factions Cunning to the attack To buy a Base of Influence, the purchaser pays
roll. The defender then rolls 1d10 and adds the one FacCred for every hit point the base has, up
attribute that the attack targets. In the instance of to a maximum equal to the factions maximum
the military unit, this might be an attack against hit points. Bases with few hit points are relatively
Force, causing the defender to add their Force peripheral outposts, easy to dislodge but cheap to
rating to the roll, while defending against the erect. Bases with many hit points are significant
cyberninjas might require adding the defenders strongholds that would hurt the faction badly to
Cunning rating. The Attack line of the attacking lose but are much harder to eliminate.
asset indicates which attribute to add to the attack Factions may use this action to buy additional
roll and which to add to the defense roll. hit points for a Base of Influence, paying one addi-
If the attackers roll exceeds the defenders roll, tional FacCred up to the maximum HP allowed. It
the attack is a success. The defending asset suffers is possible to decrease a bases hit points with the
damage as given on the Attack line of the attacking action as well, albeit without refunds. The base on
asset. If the defender has a Base of Influence on the a factions homeworld cannot be shrunk this way.
world, the defender may opt to let the damage by- Refit Asset: Change one asset to any other asset of the
pass the asset and hit the Base of Influence instead, same type. If the new asset is of a more expensive
causing damage to it and the faction hit points. If type, pay the difference. The asset must be on a
the asset or Base of Influence is reduced to zero planet that allows the purchase of the new asset.
hit points, it is lost. Turning a militia squad into elite skirmishers
If the attackers roll is less than the defenders requires a tech level 4 world and governmental
roll, the attack fails. The defending asset can apply permission, for example. A refitted asset is un-
whatever damage their Counterattack line indi- able to attack or defend until the beginning of the
cates to the attacking asset. If the defending asset factions next turn.
Faction Actions 215
Repair Asset/Faction: Heal damage to an asset or faction. Locations are considered general to a specific star
For one FacCred, an asset heals points of damage system rather than a particular world. The factions
equal to the factions score in its ruling attribute. marketers might be operating out of the planetary cap-
More damage can be healed in this single action, ital, but for purposes of location, theyre as much in the
but the cost of repair increases by one FacCred system as a Scavenger Fleet floating around the rim.
for each further amount repaired- two FacCreds Getting shuttles to and from wherever they need to go
for the second amount healed, three FacCreds for inside the system is not a problem for most factions.
the third amount healed, et cetera. If used to heal Sometimes two factions will want to merge for
a faction, the faction regains hit points equal to some reason. The efficiency of this will depend on how
the rounded average of its highest and lowest at- much the factions like each other and how close they
tribute ratings. This healing cannot be hurried by are in function; give this propinquity a rating from 1,
additional spending. Use of this action allows the for two factions that hate each other and dont do simi-
faction to heal as many different assets as it wishes. lar things at all, to 9, for two factions that are in perfect
Sell Asset: Gain half the FacCred cost of the asset, synchrony. Use 6 for two factions of average similarity.
rounded down. Whenever you need to see how well the merger went,
Seize Planet: The faction seeks to become the ruling roll a compatibility check; 1d10 versus this number. If
body of a world. The faction must destroy all the roll is equal or less, it worked, and if its higher, the
unstealthed assets on the planet belonging to fac- merger didnt work so well in that regard.
tions who oppose their attempt before they can Now determine the Force, Wealth, and Cunning
successfully take control. If all the assets cannot be ratings for the new faction. For each one, roll a com-
destroyed in one turn, the faction must continue patibility check; on a success, use the higher of the two
the attempt next turn until either successful or all factions scores, while on a failure, use the lower one.
of their own assets on that planet have been de- For each asset, roll a compatibility check; on a suc-
stroyed or have left the planet. No other actions cess, the asset belongs to the new faction, on a failure,
can be taken in the meanwhile. Once all resistance its forcibly sold. FacCreds are totaled between the two
has been crushed, the attacker must maintain at factions, and the merged faction gets all the Bases of
least one unstealthed asset on the world for three Influence each originally had. Pick a new goal as well.
turns. If successful, they gain the Planetary Govern- If the faction has assets its new ratings cant support, it
ment tag for the world. keeps them, but cant use Repair Asset on them.
Use Asset Ability: Use the special abilities of one or PC adventures always overrule faction die rolls.
more assets, such as the transport ability of logis- If the PCs undertake an adventure which results in
tics assets, or the intelligence-gathering abilities the crippling or destruction of a hostile factions asset,
of spy assets. that asset is destroyed without any need for dice. In
the same vein, if they swoop in to rescue some asset
Handling Special Cases that the dice declared was ruined and undertake an ad-
When in doubt, a GM should simply make a judgment venture that plausibly salvages the situation, that asset
based on their own best sense of the situation. Despite comes back into existence. The faction system is built
this general case, there are a few more particular situ- to help create adventure hooks, not shut them down.
ations that come up often enough to bear some specific By the same token, if a PC adventure seems to
guidance in handling them. plausibly create an asset for a faction, then that should
Sometimes, a ground unit will choose to attack be credited to the group. It is entirely in your interest
a starship unit, or some other unit that seems to be as a GM to let the players plot out adventure goals and
beyond their reach. As a general rule, you should allow find motivation in helping a faction. Every adventure
this, and simply decide how it was that the ground unit they spend helping or harming a faction is one more
was able to cause problems for the starships. Maybe hook of engagement with the campaign world and one
they subverted officers, or sabotaged support facilities, less adventure idea you need to come up with.
or drove logistical suppliers out of business. If your factions are too quiet with a lack of inter-
Some assets require the permission of the plane- esting conflict among them, dont hesitate to create that
tary government to raise them on a particular world or conflict. A sector full of turtling factions that hide out
move them into that worlds system. The necessity of and painstakingly build their resources doesnt make
this will depend on how advanced the planetary gov- for much engagement, so insert a personal grudge or
ernment is and how direct the contact. A TL2 planetary add a gold-rush opportunity.
government probably wouldnt even notice the arrival When a faction buys an asset, they are not neces-
of a capital fleet in their star system, let alone be able sarily creating something ex nihilo. They might have
to do anything to prevent it. Even so, native lawyers, always had that particular resource, but are only now
bribed offworlder officials, and hired mercenaries mobilizing it effectively. A planetary government with
might still be able to harass a force the locals couldnt no military assets doesnt necessarily lack an army, it
bar from entering their territory. just lacks an army that is useful to its current goals.
216 Buying and Using Assets
Faction Goals
Factions usually have motivations and goals beyond Invincible Valor: Destroy a Force asset with a mini-
simple existence. To grow, a faction needs to accom- mum purchase rating higher than your factions
plish goals that are in line with their leaderships pur- Force rating. Thus, if your Force is 3, you need to
poses. Successful achievement of these goals helps the destroy a unit that requires Force 4 or higher to
faction grow in strength and influence. purchase. Difficulty 2.
A faction can pursue one goal at a time. Once a goal Wealth of Worlds: Spend FacCreds equal to four times
is successfully attained, the faction may select a new your factions Wealth rating on bribes and influ-
one at the beginning of their next turn or delay until a ence. This money is effectively lost, but the goal
good opportunity arises. If a faction chooses to aban- is then considered accomplished. The factions
don a goal, the demoralizing effect of it and the waste Wealth rating must increase before this goal can
of preparations costs them that turns FacCred income, be selected again. Difficulty 2.
and they cannot perform any other action that turn.
A faction that successfully accomplishes a goal Raising Faction Stats
gains experience points equal to the goals difficulty. Faction attributes can be raised at the beginning of
This experience may be saved, or spent at the beginning each turn, if enough experience points are available.
of any turn to increase the Force, Cunning, or Wealth The cost of raising a faction attribute rises as the rating
ratings of a faction. Optionally, the GM might allow a rises. As a factions ratings improve, it becomes harder
faction to buy a new tag if their deeds justify it. to destroy, and gains additional maximum hit points.
Its the GMs choice as to what might constitute The maximum hit points of a faction are equal to 4
an appropriate goal for a faction, but below are some plus the experience point cost of the highest attributes
potential goals and the difficulties attached to each. in Force, Cunning, and Wealth they have attained.
For example, a faction with Force 3, Cunning 2, and
Military Conquest: Destroy a number of Force assets of Wealth 2 has a maximum hit point total of 4 + 4 + 2
rival factions equal to your factions Force rating. + 2 = 12 hit points. A brand-new faction with Force 1,
Difficulty is 1/2 number of assets destroyed. Cunning 2, and Wealth 1 has a maximum hit point total
Commercial Expansion: Destroy a number of Wealth of 4 + 1 + 2 + 1 = 8 hit points.
assets of rival factions equal to your factions Experience points spent by factions differ from
Wealth rating. Difficulty is 1/2 number of assets those gained by PCs in that they are lost when they in-
destroyed. crease an attribute. Once a faction spends 4 XP to raise
Intelligence Coup: Destroy a number of Cunning assets Force from 2 to 3, for example, those points are lost,
of rival factions equal to your factions Cunning and 6 more must be spent to raise Force from 3 to 4.
rating. Difficulty is 1/2 number of assets destroyed.
Planetary Seizure: Take control of a planet, becoming Rating XP Cost Hit Point Value
the legitimate planetary government. Difficulty
1 - 1
equal to half the average of the current ruling
factions Force, Cunning, and Wealth ratings. If 2 2 2
the planet somehow lacks any opposing faction to 3 4 4
resist the seizure, it counts as Difficulty 1.
4 6 6
Expand Influence: Plant a Base of Influence on a new
planet. Difficulty 1, +1 if the attempt is contested 5 9 9
by a rival faction. 6 12 12
Blood the Enemy: Inflict a number of hit points of dam- 7 16 16
age on enemy faction assets or bases equal to your
8 20 20
factions total Force, Cunning, and Wealth ratings.
Difficulty 2.
Peaceable Kingdom: Dont take an Attack action for four
turns. Difficulty 1.
Destroy the Foe: Destroy a rival faction. Difficulty equal
to 1 plus the average of the factions Force, Cun-
ning, and Wealth ratings.
Inside Enemy Territory: Have a number of stealthed
assets on worlds with other planetary govern-
ments equal to your Cunning score. Units that
are already stealthed on worlds when this goal is
adopted dont count. Difficulty 2.
218 Cunning Assets
Cunning Assets
Base of Influence: This asset is special, and is required can sacrifice the false front instead to nullify the
for purchasing or upgrading units on a particular killing blow.
world. Any damage done to a Base of Influence is Informers: Minions that lace a planets underworld,
also done to a factions hit points. The cost of a watchful for intruders. They can choose to Attack
Base of Influence equals its maximum hit points, a faction without specifying a target asset. On a
which can be any number up to the total maxi- successful Cunning vs. Cunning attack, all Steal-
mum hit points of its owning faction. A factions thed assets on the planet belonging to that faction
bases of influence dont count against their maxi- are revealed. Informers can target a faction even if
mum assets. A Base of Influence can only be pur- none of their assets are visible on a world; at worst,
chased with the Expand Influence action. they simply learn that there are no stealthed assets.
Blackmail: Selectively degrade the effectiveness of an Lobbyists: Usable to block the governmental permis-
asset. Any attempt to attack or defend against sion that is sometimes required to buy an asset or
Blackmail loses any bonus dice earned by tags. transport it into a system. When a rival faction
Boltholes: Equipped with a number of postech inno- gains permission to do so, the Lobbyists can make
vations to make cleaning them out a costly and an immediate Cunning vs. Cunning test against
dangerous pursuit. If a faction Special Forces the faction; if successful, the permission is with-
or Military Unit asset on the same planet as the drawn and cannot be re-attempted until next turn.
Boltholes suffers damage sufficient to destroy it, Organization Moles : These can subvert and confuse
it is instead set at 0 HP and rendered untouchable enemy assets, striking to damage their cohesion.
and unusable until it is repaired to full strength. Panopticon Matrix: These facilities weave braked-AI
If the Boltholes are destroyed before this happens, intelligence analysts into a web of observation
the asset is destroyed with them. capable of detecting the slightest evidence of in-
Book of Secrets: Exhaustively cataloged psychometric truders on a world. Every rival Stealthed asset on
records on important and influential local figures, the planet must succeed in a Cunning vs. Cunning
allowing uncanny accuracy in predicting their ac- test at the beginning of every turn or lose their
tions. Once per turn, a Book of Secrets allows the Stealth. The owner also gains an additional die
faction to reroll one die for an action taken on on all Cunning attacks and defenses on that planet.
that world or force an enemy faction to reroll one Party Machines: Political blocks control particular cities
die. This reroll can only be forced once per turn, or regions blocks that are firmly in control of
no matter how many Books of Secrets are owned. the faction. Each turn, a Party Machine provides
Covert Shipping: Quiet interstellar asset transport. Any 1 FacCred to its owning faction.
one Special Forces unit can be moved between any Popular Movements: A planet-wide surge of enthusiasm
worlds within three hexes of the Covert Shipping for a cause controlled by the faction. This sup-
at the cost of one FacCred. port pervades all levels of government, and the
Covert Transit Net: Facilities web an area of space with government always grants any asset purchase or
a network of smugglers and gray-market freighter movement requests made by the faction.
captains. As an action, any Special Forces assets Saboteurs: Minions rained in launching strikes against
can be moved between any worlds within three enemy operations. An asset attacked by saboteurs
hexes of the Covert Transit Net. cannot apply any Use Asset Ability action until the
Cracked Comms: A cryptographic asset for the inter- start of the attacking factions next turn. This ap-
ception and deciphering of enemy communica- plies whether or not the attack was successful.
tions. Friendly fire can be induced with the right Seditionists: These asset sap a targets loyalty and will to
interference. If the Cracked Comms succeeds in obey. For a cost of 1d4 FacCreds, the Seditionists
defending against an attack, it can immediately can attach themselves to an enemy asset. Until
cause the attacking asset to make an attack against they attach to a different asset or no longer share
itself for normal damage or counterattack results. the same planet, the affected asset cannot attack.
Cyberninjas: Outfitted with the latest in personal If the asset is destroyed, the Seditionists survive.
stealth cyberware, cyberninjas are designed to Seductresses: They and their male equivalents subvert
avoid all but the most careful scans. the leadership of enemy assets. As an action, a Se-
Demagogues: Popular leaders of a particular faith or ductress can travel to any world within one hex.
ideology that can be relied upon to point their As an attack, a Seductress does no damage, but an
followers in the direction of maximum utility. asset that has been successfully attacked imme-
False Front: This asset allows a faction to preserve more diately reveals any other Stealthed assets of that
valuable resources. If another asset on the planet faction on the planet. Only Special Forces units
suffers enough damage to destroy it, the faction can attack a Seductress.
Cunning Assets 219
Smugglers: Men and women skilled in extracting per- transport assets onto that planet without spending
sonnel. For one FacCred, the smugglers asset can 1d4 FacCreds and waiting one turn.
transport itself and/or any one Special Forces unit Treachery: Traitors can attack an enemy asset. On a
to a planet up to two hexes away. successful attack, the Treachery asset is lost, 5 Fac-
Stealth: Not an asset, per se, but a special quality that Creds are gained, and the targeted asset switches
can be purchased for another Special Forces asset sides to join the traitors faction, even if the faction
on the planet. An asset that has been Stealthed does not otherwise have the attributes necessary.
cannot be detected or attacked by other factions. Tripwire Cells: These observers are alert to the arriv-
If the unit normally requires the permission of a al of stealthed units. Whenever a stealthed asset
planetary government to be moved onto a planet, lands or is purchased on a planet with tripwire
that permission may be foregone. An asset loses cells, the Cells make an immediate Cunning vs.
its Stealth if it is used to attack or defend. Cunning attack against the owning faction. If suc-
Transport Lockdown: These techniques involve selec- cessful, the asset loses its stealth.
tive pressure on local routing and shipping com- Vanguard Cadres: Followers of the movement are in-
panies. On a successful Cunning vs. Cunning at- spired sufficiently to take up arms and fight on
tack against a rival faction, the rival faction cannot behalf of their leadership.
220 Force Assets
Force Assets
Base of Influence: This asset is special, and is required Gravtank Formations: These tank formations are com-
for purchasing or upgrading units on a particular posed of advanced postech gravtank units that are
world. Any damage done to a Base of Influence is capable of covering almost any terrain and crack-
also done to a factions hit points. The cost of a ing even the toughest defensive positions.
Base of Influence equals its maximum hit points, Guerrilla Populace: Such assets reflect popular support
which can be any number up to the total maxi- among the locals and a cadre of men and women
mum hit points of its owning faction. A factions willing to fight as partisans.
bases of influence dont count against their maxi- Hardened Personnel: These are the employees and sup-
mum assets. A Base of Influence can only be pur- port staff of the faction that have been trained in
chased with the Expand Influence action. defensive fighting and equipped with supply cach-
Beachhead Landers: A collection of short-range, es and hardened fallback positions.
high-capacity spike drive ships capable of moving Heavy Drop Assets: These craft allow for the transport
large numbers of troops. As an action, the asset of resources from one world to another. As an
may move any number of assets on the planet, in- action, any one non-Starship asset, including this
cluding itself, to any world within one hex at a cost one, may be moved to any world within one hex
of one FacCred per asset moved. for one FacCred.
Blockade Fleets: A ragtag lot of corsairs, pirates, priva- Hitmen: Crudely-equipped thugs and assassins with
teers, and other deniable assets. When they suc- minimal training that have been aimed at a rival
cessfully Attack an enemy faction asset, they steal factions leadership.
1d4 FacCreds from the target faction as well. This Integral Protocols: A complex web of braked-AI sup-
theft can occur to a faction only once per turn, ported sensors and redundant security checks used
no matter how many blockade fleets attack. As an to defeat attempts to infiltrate an area. They can
action, this asset may also move itself to a world defend only against attacks versus Cunning, but
within one hex. they add an additional die to the defenders roll.
Capital Fleets: The pride of an empire, this is a collec- Militia Units: Groups of lightly-equipped irregular
tion of massive capital warships without peer in troops with rudimentary military training but no
most sectors. Capital fleets are expensive to keep heavy support.
flying, and cost an additional 2 FacCreds of main- Planetary Defenses: Massive mag cannons and gravi-
tenance each turn. As an action, they may move tic braker gun arrays designed to defend against
to any world within three hexes of their current starship bombardments and repel unauthorized
location. Planetary government permission is re- landing. Planetary defenses can only defend
quired to raise a capital fleet, but not to move one against attacks by Starship-type assets.
into a system. Postech Infantry: The backbone of most planetary
Counterintel Units: These security units specialize in armies, these well-trained soldiers are usually
code breaking, internal security, and monitoring equipped with mag weaponry and combat field
duties. They can crack open enemy plots long be- uniforms, and have heavy support units attached.
fore they have time to come to fruition. Pretech Infantry: The cream of the stellar ground
Cunning Traps: This asset covers all the myriad strata- forces, elite troops kitted out in the best pretech
gems of war, from induced landslides to spreading weaponry and armor available, with sophisticated
local diseases. heavy support weaponry integral to the unit.
Deep Strike Landers: These advanced transport ships Pretech Logistics: These assets represent caches, smug-
are capable of moving an asset long distances. As glers, or internal research and salvage programs.
an action, any one non-Starship asset, including As an action, a pretech logistics asset allows the
itself, can be moved between any two worlds owner to buy one Force asset on that world that
within three hexes of the deep strike landers, at a requires up to tech level 5 to purchase. This asset
cost of 2 FacCreds. This movement can be done costs half again as many FacCreds as usual, round-
even if the local planetary government objects, al- ed up. Only one asset can be purchased per turn.
beit doing so is usually an act of open war. Psychic Assassins: Combat-trained psychics equipped
Elite Skirmishers: These lightly-equipped troops are with advanced pretech stealth gear and psitech
trained for guerrilla warfare and quick raids. weaponry. Psychic assassins automatically start
Extended Theater: These facilities allow for transport- Stealthed when purchased.
ing assets long distances. As an action, any one Security Personnel: Standard civilian guards or police-
non-Starship asset, including itself, can be moved men, usually equipped with nonlethal weaponry
between any two worlds within two hexes of the or personal sidearms.
extended theater, at a cost of 1 FacCred.
Force Assets 221
Wealth Assets
Bank Assets: Once per turn, the faction can ignore one Marketers: Deployed to confuse enemy factions into
cost or FacCred loss imposed by another faction. untimely investments. As an action, the marketers
This does not require an action. Multiple bank as- may test Cunning vs. Wealth against a rival fac-
sets allow multiple losses to be ignored. tions asset. If successful, the target faction must
Base of Influence: These follow the standard rules for immediately pay half the assets purchase cost,
Bases of Influence. rounded down, or have it become disabled and
Blockade Runners: These starship captains excel at useless until this price is paid.
transporting goods through unfriendly lines. As Medical Center: Salvage and repair damaged assets.
an action, a blockade runner can transfer itself or Once between turns, if a Special Forces or Mili-
any one Military Unit or Special Forces to a world tary Unit asset on the world is destroyed, the fac-
within three hexes for a cost of two FacCreds. tion may immediately pay half its purchase cost
They can even move units that would otherwise to restore it with one hit point. Any Repair Asset
require planetary government permission to enter. action taken on that world costs one less FacCred
Commodities Brokers: They substantially lessen the for Special Forces and Military Units.
cost of large-scale investments by timing mate- Mercenaries: Groups of well-equipped, highly-trained
rials purchases properly. As an action, the owner soldiers willing to serve the highest bidder. Mer-
of a commodities broker can roll 1d8; that many cenaries have a maintenance cost of one FacCred
FacCreds are subtracted from the cost of their next per turn. As an action, Mercenaries can move to
asset purchase, down to a minimum of half nor- any world within one hex of their current location.
mal price, rounded down. To purchase or move a Mercenary asset to a planet
Franchise: This asset reflects a deniable connection requires government permission.
with a local licensee for the factions goods and Monopoly: An open or tacit stranglehold on certain vital
services. When a Franchise successfully attacks a businesses or resources on a world. As an action,
enemy asset, the enemy faction loses one FacCred owners of a monopoly may force one other faction
(if available), which is gained by the Franchises with unstealthed assets on that world to pay them
owner. This loss can happen only once a turn, no one FacCred. If the target faction cant pay, they
matter how many Franchises attack. lose one asset of their choice on the world.
Freighter Contract: A special link with heavy shipping Postech Industry: As an action, the owning faction can
spacers. As an action, the faction may move any roll 1d6 for a Postech Industry asset. On a 1, one
one non-Force asset, including this one, to any FacCred is lost, on a 2-4 one FacCred is earned,
world within two hexes at a cost of one FacCred. and a 5-6 returns two FacCreds. If money is lost
Harvesters: These gather the natural resources of a and no resources are available to pay it, the Pos-
world, whether ore, biologicals, or other unpro- tech Industry is destroyed.
cessed goods. As an action, the Harvesters owning Pretech Manufactories: Rare, precious examples of
faction may roll 1d6. On 3+, gain one FacCred. functioning pretech industrial facilities, retrofit-
Hostile Takeover: This asset can seize control of dam- ted to work without the benefit of specialized psy-
aged and poorly-controlled assets. If a Hostile chic disciplines. As an action, the owning faction
Takeover does enough damage to destroy an as- can roll 1d8 for a Pretech Manufactory, and gain
set, the target is instead reduced to 1 hit point and half that many FacCreds, rounded up.
acquired by the Hostile Takeovers owning faction. Pretech Researchers: A highly versatile team of research
Laboratory: The lab allows a world to make hesitant and design specialists capable of supporting lim-
progress in tech. The presence of a Laboratory ited pretech as long as theyre adequately fund-
allows assets to be purchased on that world as if it ed. Any world with Pretech Researchers on it is
had Tech Level 4. treated as tech level 5 for the purpose of buying
Lawyers: Sophists in immaculate suits or charismatic Cunning and Wealth assets. Pretech researchers
tribal skalds, lawyers have the ability to tie an ene- have a maintenance cost of 1 FacCred per turn.
my up in the coils of their own internal rules, dam- R&D Departments: These allow the smooth extension
aging assets with confusion and red tape. Lawyers of wealth-creation and industrial principles to the
cannot attack or counterattack Force assets. farthest reaches of the factions operations. A fac-
Local Investments: These give the faction substantial in- tion with an R&D department may treat all plan-
fluence over the commerce on a world. Any other ets as having tech level 4 for purposes of buying
faction that tries to buy an asset on that planet Wealth assets.
must pay one extra FacCred. This money is not Scavenger Fleets: These rag-tag armadas bring enor-
given to the investments owner, but is lost. This mous technical and mercantile resources to their
penalty is only applied once. patrons, along with a facility with heavy guns. As
Wealth Assets 223
an action, a Scavenger Fleet can be moved to any be moved between any two worlds within three
world within three hexes. Scavenger Fleets cost 2 hexes of the Transit Web. This may be done freely
FacCreds a turn in maintenance. on the owners turn so long as the fee can be paid,
Shipping Combine: Transport large amounts of equip- and using the ability doesnt require an action.
ment and personnel between worlds. As an action, Union Toughs: These bruisers dont much like scabs and
the combine may move any number of non-Force management, and theyre willing to take the fac-
assets, including itself, to any world within two tions word on which people are which. Theyre
hexes at a cost of one FacCred per asset. lightly armed and poorly trained, but they can in-
Surveyors: Explore potential resource and investment filtrate to perform sabotage.
options on worlds. The presence of a Surveyor Venture Capital: This asset grows resources out of
crew allows one additional die to be rolled on seemingly nowhere, harvesting the best of entre-
Expand Influence actions. As an action, a surveyor preneurship for the factions benefit. As an action,
crew can be moved to any world within two hexes. venture capital can be tapped. 1d8 is rolled; on a 1,
Transit Web: These facilities allow almost effortless re- the asset is destroyed, while on a 2-3 one FacCred
location of all assets. For one FacCred, any num- is gained, 4-7 yields two FacCreds and 8 grants
ber of non-starship Cunning or Wealth assets may three FacCreds.
224 Faction Tags
Faction Tags
Most factions have some unique quality about them, Exchange Consulate
some trait that distinguishes them from other factions This faction is either led through an Exchange Con-
of similar resources. Whether a particularly fanatical sulate or has close ties with that pacifistic society of
band of ideological crusaders or an ancient order of bankers and diplomats. The sophisticated economic
pacifistic scientists, faction tags allow a GM to give a services they provide strengthen the faction.
group a few special tricks of their own. Effect: When the faction successfully completes a
A faction should generally be given one tag, or two Peaceable Kingdom Goal, they may roll 1d6; on
at the most for particularly versatile organizations. The a 4+, they gain a bonus experience point. Once
exception is the Planetary Government tag, which can per turn, the faction may roll an extra d10 when
be acquired and lost multiple times to reflect the defending against a Wealth attack.
factions seizure of new worlds. Factions tags do not
normally change without some drastic and organiza- Fanatical
tion-shaping event. The members of this faction just dont know when to
quit. No matter how overmatched, the members will
Colonists keep fighting to the bitter end- and occasionally past it.
This faction is a fresh colony on an otherwise largely Effect: The faction always rerolls any dice that come up
untouched planet. It is this brave band of pioneers that as 1. This zealousness leaves them open at times,
will tame the worlds wild forces and bring forth a bet- however; they always lose ties during attacks.
ter life for those who come after.
Effect: This faction has all the benefits of the Planetary Imperialists
Government tag for its homeworld, as no other This faction nurses wild dreams of controlling the sec-
government exists on a fresh colony. The factions tor, whether out of an impulse to bring their local cul-
homeworld is also treated as if it had at least tech ture and technology to less fortunate worlds or simple
level 4. Colonies with fewer than 100,000 citi- lust for dominion. They excel at defeating planetary
zens lack the necessary industrial infrastructure defenses and standing armies.
to build Spaceship-type assets. Effect: This faction may roll an extra d10 for attacks
made as part of a Seize Planet action.
Deep Rooted
This faction has been part of a worlds life for time out Machiavellian
of mind. Most natives can hardly imagine the world This factions meat and drink is intrigue, its members
without this factions presence, and the traditional pre- delighting in every opportunity to scheme. It may be
rogatives and dignities of the group are instinctively a secret cabal of hidden masters or the decadent court
respected. of a fallen stellar empire, but its membership has for-
Effect: This faction can roll one additional d10 when gotten more of treachery than most others ever learn.
defending against attacks on assets on their home- Effect: Once per turn, this faction can roll an additional
world. If the faction ever changes homeworlds, d10 when making a Cunning attack.
this tag is lost.
Mercenary Group
Eugenics Cult The faction sells its services to the highest bidder, and
The forbidden maltech secrets of advanced human ge- is an extremely mobile organization. Vast amounts of
netic manipulation are known to this faction, and they men and material can be moved interstellar distances
use them with gusto. Slave-engineered humanoids and in just a few months.
deathless leadership are just two of the more common Effect: All faction assets gain the following special abil-
alterations these unstable scientists undertake. ity: As an action, the asset may move itself to any
Effect: Eugenics Cultists can buy the Gengineered world within one hex.
Slaves asset; its an asset requiring Force 1 with
the statistics of 6 HP, 2 FacCred cost, tech level 4 Perimeter Agency
required, with an Attack of Force vs. Force/1d6 This faction is or is closely tied to an Agency of the
damage and a Counterattack of 1d4 damage. Once enigmatic Perimeter organization. Originally orga-
per turn, the Eugenics Cult can roll an extra d10 nized by the Terran Mandate to detect and contain
on an attack or defense by a Gengineered Slaves maltech outbreaks until Mandate fleet resources could
asset, regardless of the stat being used. Gengi- be dispatched, the Perimeter retains numerous ancient
neered Slaves can count as either a Military Unit override codes for pretech security protocols.
or Special Forces, determined when the cult first Effect: Once per turn, the faction may roll an addi-
creates a specific asset. tional d10 when making an attack against an asset
Faction Tags 225
that requires tech level 5 to purchase. The faction tion can also force a rival faction to reroll any one
may roll an extra die when making a test to detect d10, whether or not theyre involved in the roll.
Stealthed assets.
Savage
Pirates Whether a proud tribe of neoprimitives struggling
This faction is a scourge of the spacelanes, driving up against the material limits of their world or a pack of
the cost of shipping and terrorizing merchant captains degenerate tomb world cannibals, this faction is accus-
without pity. They steal and refit ships with vicious tomed to surviving without the benefits of advanced
ingenuity, cobbling together space armadas out of the technology and maximizing local resources.
leavings of their prey. Effect: Once per turn, this faction can roll an extra die
Effect: Any movement of an asset onto a world that has when defending with an asset that requires tech
a Base of Influence for this faction costs one extra level 0 to purchase.
FacCred, paid to this faction.
Scavengers
Planetary Government This faction might live within the wreckage of a tomb
This faction is the legitimate government of a planet. world, salvage the castoffs of some decadent plea-
Rebel groups and rival factions may have assets on the sure-world or ply the ruins of an orbital scrapyard.
planet, but control over the instruments of the state Whatever their territory, this faction knows how to
is firmly in this factions hands. The faction may rule find worth amid seemingly useless trash.
openly, or it may simply have an inexorable grasp on Effect: Whenever the faction destroys an asset or has
the existing authorities. one of their assets destroyed, they gain 1 FacCred.
Effect: The factions permission is required to buy or
import those assets marked as needing govern- Secretive
ment permission. This tag can be acquired multi- This faction is marked by elaborate protocols of secre-
ple times, once for each planet the faction controls. cy and misdirection. It may be split up into numerous
semi-autonomous cells, or consist largely of trained es-
Plutocratic pionage professionals. Finding the assets of such a fac-
This faction prizes wealth, and its membership strives tion can often be more difficult than destroying them.
constantly to expand and maintain personal fortunes. Effect: All assets purchased by this faction automatical-
Perhaps it is a ruling council of oligarchs or a star-span- ly begin Stealthed. See the list of Cunning assets
ning trade cartel. for details on Stealth.
Effect: Once per turn, this faction can roll an additional
d10 when making a Wealth attack. Technical Expertise
The faction is staffed by large numbers of expert en-
Preceptor Archive gineers and scientists. They can turn even the most
This faction is or has close ties to a Preceptor Archive unpromising labor pool into superb technicians.
a place of learning operated by the learned Preceptors Effect: This faction treats all planets on which they
of the Great Archive. These Archives are peaceful in- have a Base of Influence as if they were at least
stitutions dedicated to the spread of practical knowl- tech level 4. They can build Starship-type assets
edge and useful engineering to the wider cosmos. Their on any world with at least ten thousand occupants.
large numbers of educated personnel make advanced
equipment more practical for deployment. Theocratic
Effect: Purchasing an asset that requires tech level 4 or The faction is fueled by the fierce certainty that God
more costs one fewer FacCred than normal. The is with them- and with no one else. The tight and
Preceptor Archive may also take the special action occasionally irrational obedience that pervades the
Teach Planetary Population, costing 2 FacCreds organization makes it difficult to infiltrate or subvert
and allowing them to roll 1d12 for one world. On effectively.
a 12, the worlds tech level permanently becomes Effect: Once per turn, this faction can roll an extra d10
4 for the purposes and purchases of this faction. when defending against a Cunning attack.
Example Factions
A GM doesnt always have time to sort out the details Regional Hegemon
of every faction that might be needed. A group might This world is the mightiest military power in the sector
decide to attack the planetary government of a world and leads a half-dozen neighboring worlds in a volun-
that wasnt important or interesting enough to merit tary confederation that it ever seeks to expand.
the effort to define its governmental faction during Attributes: Force 8, Cunning 5, Wealth 7
sector creation, for example. The following sample Hit Points: 49
factions can be pulled and used for such places as nec- Assets: Space Marines/Force 7, Planetary Defenses/
essary. Where appropriate, you can add the Planetary Force 6, Blockade Fleet/Force 5, Extended The-
Government tag for legitimate world governments. ater/Force 4, Pretech Manufactory/Wealth 7,
Shipping Combine/Wealth 4, Tripwire Cells/
Colony World Cunning 4, Cyberninjas/Cunning 3
Thinly-populated worlds with limited infrastructure Tags: Imperialists
tend to have weak colonial governments concerned
chiefly with issues of basic survival rather than expan- Mercantile Combine
sion or intrigue. A star-spanning consortium of merchants might oper-
Attributes: Force 4, Cunning 3, Wealth 1 ate out of one particular world, but their final loyalty
Hit Points: 15 is always to their credit balance.
Assets: Guerrilla Populace/Force 2 and Saboteurs/Cun- Attributes: Force 3, Cunning 5, Wealth 6
ning 2 Hit Points: 29
Tags: Colonists Assets: Venture Capital/Wealth 6, Shipping Combine/
Wealth 4, Hardened Personnel/Forces 2, Black-
Lost World mail/Cunning 2
Primitive and barbaric by the standards of the space go- Tags: Plutocratic
ing worlds, a lost world lacks the technical resources of
their neighbors, but may well have substantial advan- Eugenics Cult
tages in population and cultural cohesion depending on Some people are born to rule- literally. These eugenics
the worlds habitability. cults believe that superior breeds of humanity can be
Attributes: Force 4, Cunning 1, Wealth 3 successfully engineered, and that good genetic back-
Hit Points: 15 ground legitimizes rule over less advanced humans.
Assets: Zealots/Force 3, Harvesters/Wealth 1 Such cults are widely loathed, but the experimental
Tags: Savage medical treatment they offer to those who can find
them makes unwilling converts of some.
Backwater Planet Attributes: Force 3, Cunning 6, Wealth 5
Perhaps this world was important once, but disaster, Hit Points: 29
ennui, or the Scream has left it a sleepy planet disinter- Assets: Boltholes/Cunning 5, Demagogue/Cunning 6,
ested in the wider galaxy. Most worlds with ordinary Laboratory/Wealth 3, Gengineered Slaves/Force
levels of technology in a sector will fit this template. 1
Attributes: Force 6, Cunning 3, Wealth 5 Tags: Eugenics Cult
Hit Points: 29
Assets: Postech Infantry/Force 4, Planetary Defenses/ Rebel Freedom Fighters
Force 6, Informers/Cunning 1, Bank/Wealth 4 Even in the most tyrannical corners of the galaxy, the
Tags: Deep Rooted human heart yearns for freedom. These factions spring
up in the shadow of oppressive governments. For each
Zealous Faith one that is crushed, a new one rises in time.
This religious organization is a powerful force in the Attributes: Force 3, Cunning 4, Wealth 1
sector, likely with major congregations on several Hit Points: 15
worlds. Assets: Seditionists/Cunning 4, Zealots/Force 3
Attributes: Force 3, Cunning 6, Wealth 5 Tags: Secretive
Hit Points: 29
Assets: Demagogue/Cunning 6, Organization Moles/
Cunning 5, Zealots/Force 3, Marketers/Wealth 5
Tags: Theocratic
228 Example of Faction Play
FacCreds on Harvesters. The GM decides that this rep- Blockade Runners, for 2d4 damage, for 7 points. The
resents a new flotilla of asteroid mining tugs. A faction Strike Fleet is now down to 1 hit point.
can buy only one asset per turn and can take only one The Rathskeller Combine now senses an opportu-
action, so the Combines turn is over. nity. They collect their income of 5 FacCreds for a total
Typhon isnt wasting any time. It gets its FacCred of 8 and take an Attack action of their own, ordering
income for the turn of 4 FacCreds and uses its action to the Saboteurs to press the attack. The Strike Fleet is the
Use Asset Ability to let its Strike Fleet enter the Danube only viable target in the sector, so Typhon is forced to
system. Some assets require governmental permission defend with it. The Saboteurs attack is Cunning versus
to move them into a system with an existing govern- Cunning. The Combine rolls an 8, a tepid result, while
ment, but not Strike Fleets. They tend to make their the Strike Fleet gets lucky and rolls a 9. The Saboteurs
own permission. Typhon would like to start attacking are forced to take the Strike Fleets counterattack dam-
Combine assets, but it can only take one action per turn, age of 1d8, and roll a 6; they are wiped out. Stung, the
so it will have to wait until the next one to open fire. Combine throws the Elite Skirmishers into the fray,
The Vothites are keeping their head down, accru- the only other asset they have that even has an attack.
ing their 2 FacCreds. As poor as they are, they need They roll a Force vs. Force attack, Typhon rolls badly,
to do something about it, so they invest in a Buy As- and the Strike Fleet is destroyed.
set action to get a Harvester. The GM decides that it The GM then writes up the news blasts for the
represents scavenger teams dispatched to loot vital session, describing how pirate boarding parties de-
resources from the dangerous pretech caches hidden stroyed the Typhonian strike fleet by taking advantage
on Singularity. of security breaches caused by recently-discovered sab-
As the final step, the GM translates these faction oteurs. She decides that both Danube and Typhon want
actions into newsfeed stories to share with the PCs. to avoid outright war, and that Danubes planetary gov-
She scribbles up short news blasts about Typhon First ernment wont get involved so long as Typhon is only
Fleet Dispatched to Suppress Piracy in the Danube Sys- cutting down Combine holdings.
tem, Rathskeller Combine Commissions New Wing
of Asteroid Miners, and Unusual Ship Traffic In Sin- Turn Three
gularity System. These stories may not have the whole As it turns out, the PCs took notice of that news item
truth about affairs, but theyre what the PCs would find about Singularitys ship activity and decided to inves-
out from the local news organizations. tigate. In the course of their adventure they killed a
Vothite salvage crew and snatched away a precious haul
Turn Two of pretech artifacts that the crew had been recovering.
The PCs completed their first adventure and are busy The GM decides that this costs the Vothites one of their
swanning around in the Danube system. Nothing two Harvester assets. There is no die roll or faction ac-
theyve done directly impinges on the local factions, tion related to this; the PCs did it, so it simply happens.
so the GM simply runs the next faction turn after the They also left plenty of evidence, so the GM makes a
session is over. Random rolls give Voth the first action, note to have a Vothite cyberninja come after them and
then Typhon, and then the Combine. their stolen artifacts. Such small-scale actions related to
Voth gets another 2 FacCreds and dutifully uses PC adventures dont require a full faction action, so the
Buy Asset to get another Harvester, scaling up their sal- Vothites dont need to use an Attack action to go after
vage efforts. This makes two Wealth assets that Voth the troublesome PCs.
has; it can get one more Wealth asset before it starts to The Vothites go first this round and are not
have to pay maintenance on any additional ones. They amused. They collect their 2 FacCreds and Use An
wouldve liked to have used Use An Asset to see if their Ability to see if their remaining Harvester makes them
existing Harvester made them any money, but they any money; they roll a 4 on its ability and gain an extra
cant take two different actions during the same turn, FacCred, for a total of 3 in its coffers this turn.
so they must wait for now. Typhon goes next, collecting 4 FacCreds for a total
Typhon now collects its 4 FacCreds, for a total of of 12. Its licking its wounds, but at least it managed to
8, and uses the Attack action. If it had multiple assets in inflict 6 of the necessary 14 points of damage on a foe
position, it could attack with all of them; as it stands, to succeed at its Blood the Enemy goal. It uses Buy Asset
only the Strike Fleet is in the same location as a rival to buy a new Strike Fleet, reconstituting it from the
power. It aims at the Base of Influence, but the Com- survivors and spending all 12 FacCreds on it.
bine gets to decide which asset the Strike Fleet engages. The Combine goes last, and is at a crossroads. Their
It chooses to defend with its Blockade Runners. The income this turn gives them 13 FacCreds and theyve
Strike Fleets Attack is Force versus Force, so Typhon successfully destroyed a Typhionian Strike Fleet, but
rolls 1d10 and adds its Force rating for a score of 11. it cost them their Saboteurs, and they have only one
Against this, the Combine rolls 1d10 and adds its own asset left that can even attack at all. What should they
Force rating for a score of 12. The Strike Fleets attack do to address the Typhonian menace? Maybe some PC
has failed, and it takes the Counterattack damage of the mercenaries might tip the scales for them
GAME MASTER RESOURCES
The following pages include a number of tables for the The same general attitude is necessary towards
quick generation of NPCs, patrons, names, place names, other elements of your campaign, not just the house
and quick encounters. The tables are in no way intend- rules. You need to think about how your specific play-
ed to be exhaustive or particularly detailed. They are ers are likely to react to plot hooks, campaign elements,
simply quick conveniences for the GM to spare con- and new additions to the game. If you know Eunice
stant reference to the internet or other books to nail was bored out of her mind by an adventure session
down the basic flavoring of their NPCs. that revolved around trading, its probably a bad idea
Aside from these tables, this section also discusses to offer her hooks that focus on commercial dealings,
some of the more common issues that arise for GMs or at least talk it over with her outside the game before
of Stars Without Number. PC death, the role of combat, you introduce it to make sure theres something about
when to use skill checks, how to handle investigations, the hook that she can find engaging.
and other potentially sticky elements are reviewed and As the GM, you already have a lot of responsibility
advice given for the practical handling of these matters. on your shoulders. You have the adventures to create,
In addition, this chapter gives some guidelines on the sandbox to populate, and the game itself to run. It
converting material from the first edition of the game is very unlikely that you have the energy or the time
to the current revised rules. A selection of potential to worry about creating universally-functional house
house rules are also suggested for groups that wish to rules and generalized systems. That is the game design-
customize their game a little more. ers job. Its up to me to give you general rules that will
When applying any of these guidelines or sugges- work well in most situations and provide serviceable
tions, however, it is important that you remember a results with the Typical Gamer. That kind of aver-
critical thing about running the game at your table. aged-out design is necessary if youre to be provided
with a basic toolbox of useful mechanics and systems.
Your Game and Your Group But you can do better, because you know your
The most important thing you can remember as a GM audience. You know what they want, what theyre
running Stars Without Number is that you are running interested in, and how theyre likely to use the tools
it for a specific group of people. You are not running it you hand them. You can create specific house rules and
for a generic Typical Gamer, you are running it for Bob case-by-case permissions that mold your game to fit the
and Eunice and Feng and Tyler. There is no genericized needs and interests of your own table.
advice that can be applied to your specific group that is Stars Without Number is designed in the spirit of
nearly as helpful as your own powers of social expertise old-school gaming, where these sort of house rules and
and your personal knowledge of the table. campaign-specific systems are totally acceptable and
Game designers sometimes fall into the trap of perfectly normal. This game is not a delicate flower
trying to force social outcomes at the table through that will wilt if you touch it the wrong way. It is built
specific game rules. These rules can encourage certain on a basic mechanical chassis more than forty years old,
outcomes in the general case, but they cannot compel a veritable AK-47 of game design, and it can take an
results. They are certainly not nearly as effective in pro- incredible amount of punishment and careless handling
ducing an outcome as you, the GM, can be, because without breaking. You will not ruin your game by add-
these rules cant know your players as well as you do. ing in house rules that make sense to you.
Whenever you consider making a house rule, or This game belongs to you and your players. As
adding a tweak to the game, or even basic consider- the designer, I only get a vote in how things should be;
ations of what kind of sandbox excitement you should the ultimate decision is always with you and your play
be offering to your players, you must always think group. Only you properly understand the goals of your
about the specific players you have. Dont worry about group and the kind of fun you want to have, and only
the Typical Gamer. The Typical Gamer is not at your you and your players can provide the definitive under-
table. If Bob really wants a new focus that allows his PC standing of your ultimate aim. I am providing you with
to do a particular trick, you do not need to think of all a basic structure that will work for most groups, but its
the ways a Typical Gamer could abuse or misuse that up to you to add the chrome or tweaks that you want.
new power. You need to think of the ways Bob could Perhaps you wont need to add any. It may well be
misuse it. Maybe he is the kind of gamer who would be that the rules exactly as written serve your purpose just
very disruptive to the game with the ability, and maybe fine, and you have no particular desire to tweak them.
you know how he plays well enough to tell that hed If thats the case, then thats fine. But you should never
never cause a problem with it. The same ability that be afraid to reach in and adjust things to improve your
would be absolutely terrible in the hands of some play- own play. Add systems from other old-school-inspired
ers can be perfectly safe in the hands of others. Only games, brew up your own rules, or excise bits that dont
you can reasonably tell which is which. fit. This game is yours, and you should play it your way.
232 Complications
travaganza to determine how far he progresses in his Enemies should also be played as their morale in-
attempt. Let him roll once, with a failure meaning ei- dicates. A pack of street thugs will not transform into
ther that he cant do it in the available time or that hell Spartans at Thermopylae, dying to the last man to
need another 1d6 rounds before he can bring the de- prevent the PCs from discovering their gang hideout.
fense laser power plant online. Give him player choices Even trained and disciplined combatants are going to
each turn, like deciding whether to bring a laser online have serious thoughts about retreat as soon as their
early and risk a short in the wiring. Let a single skill comrades start dying. Only when enemies feel trapped
check indicate the general course of success or failure, or are defending something as precious to them as their
but then let the PC make additional choices rather than lives will they normally fight to the last.
additional rolls. Rolls can only add so much tension,
and tension alone does not guarantee engagement with Negotiation and Diplomacy
a situation. There is a Talk skill, and the fact that this and similar
Dont require a skill check unless failing it means social skills exist sometimes causes players or GMs to
something. If a character can simply keep trying at simply shut off more informal evaluations of social
something with no real negative consequences, its situations. When the PC wants to convince an NPC
not worth a skill check. Theyll get it sooner or later, of something, they roll Cha/Talk and let the dice tell
so its easiest to just tell them that it was successful. If them how far the NPC is willing to buy their premise.
time is important and theres a significant difference The actual words and arguments they use are simply
between accomplishing it instantly or accomplishing it decorations to the event.
soon, just follow a failed skill check with a roll of 1d6 On one level, this is justifiable. The player of the
and assume that many rounds, minutes, or hours go by Warrior isnt expected to be a real-life shootist to roll
before the PC finally gets it right. a good attack roll, so why should the player of the sil-
Dont ignore actions taken outside of skill checks. ver-tongued Expert con man have to come up with
If a character jams a titanium wrecking bar into the a smooth line of patter to use his own abilities? Its
cogs of an alien death trap, you probably shouldnt re- legitimate and reasonable to let the dice determine the
quire him to make a successful Fix roll to disable the de- success of a conversational gambit. If a player has spent
vice. What hes done will objectively work, and theres character resources on something like social skills, they
no point or need in rolling for it. If theres a casket should see a mechanical benefit from it. Moreover, re-
of luminous Mettauan glass underneath the senators lying on a players conversational talents to move ne-
bed, then the players will find it if they look under the gotiations can often boil down to a game of finding the
bed, and no Notice check is needed to see if they notice right conversational gambit for the GM rather than
it. Skill checks are best used to reflect the results of a rationally persuading the NPC.
complicated or uncertain attempt at an action. If the Still, some players and GMs prefer to let actual
PC tries something that anyone can do and that would argumentation play a bigger role. One potential way to
have an obvious result, then just let the result happen. do this is to let the player state his or her case, and then
Dont use a skill check unless the outcome is unclear. set the Talk check difficulty accordingly. Convincing a
crime boss to give a PC access to his network of corrupt
Combat city officials might be a difficulty 8 test if the player
Combat in Stars Without Number tends to be fairly le- makes a good argument for it, while a desultory request
thal. One good roll by a pistol-wielding thug can take might be difficulty 10. Alternately, you might implicitly
out almost any first level character, and characters nev- adjust the consequences of success or failure based on
er really scale to the point where they can afford to hold the characters total Charisma and skill bonus. A char-
enemies in contempt. You should take care to structure acter with a +5 total might not succeed in persuading
your adventures and situations so that PCs are very the crime boss if they roll very low, but hell point them
rarely forced into fights. The shotguns and laser rifles towards someone who might be able to help them. The
should come out either because the PCs have chosen key for this sort of approach is to let both skills and
to use them or because theyre facing the consequences player argumentation have a visible effect on the out-
of their own missteps. come, so that players feel that both matter.
Because combat is so dangerous, its vital to al- In either case, you should make clear to the group
low the PCs to set it up on their own terms, assuming which model will be used when theyre making up their
theyre cunning and prudent enough to take advantage characters. It prevents difficulty later when the player
of their opportunities. Ambushes, AC bonuses for cov- running the character with a -1 Charisma modifier and
er, and the use of the environment to hurt and baffle no social skills expects his own glib tongue to carry the
their foes should all be encouraged. If a character wants day with NPCs.
to use an element of the environment to do something
interesting, let them. You do that, and nothing hap-
pens. is rarely a good answer for any halfway plausible
PC action.
234 Complications
Interstellar Trade
As an extension of this, some groups will want to make More sinister than the Preceptors and the pious
a killing in interstellar trade, carrying the goods of one are the Kurtzes. The prospect of ruling like a god on
world to another to make a fast credit. This is a ven- some forgotten world lures a certain type of men and
erable science-fiction trope, and theres no reason you women, a type that might normally be forced to limit
shouldnt allow it, but there are a few considerations their dark ambitions on a more technically advanced
to keep in mind when dealing with space commerce. world, where energy weapons and powered armor
Perhaps most importantly, there is no such thing do not give a person so vast an advantage over their
as interstellar bulk shipping in Stars Without Number. peers. These Kurtzes seek out lost worlds with other
Even the largest spike drive ships have cargo capacities like-minded men and women, usually framing their
measured in a few tens of thousands of tons, while a ambitions as a matter of bringing advancement to the
modern oil tanker has a capacity of around 500,000 primitives. Most Kurtz expeditions collapse in blood
tons. Trying to run a meaningful trade in bulk com- and horror within a few years, but some manage to
modities has been a lost cause ever since the jump gates hold on for far longer.
failed and massive system-ship freighters could no lon-
ger make the jump between worlds. Such commerce Quick Trade Rules
can exist inside a system, with huge slowboats moving For those who prefer not to use the full-fledged rules
from planet to planet, but modern trade relies on car- for interstellar trade provided in the Suns of Gold sup-
rying small loads of high-value goods or expert services. plement, here are a few quick guidelines for responding
Most small merchant ships such as the ones a PC to player interest in interstellar trade. They assume the
group is likely to own rely on in-system supply runs as PCs have a ship, but are just scrounging for marginal
their bread and butter. They cart loads of food, water, shipments and fast opportunities rather than taking
replacement personnel, spare parts, and other life sup- advantage of a formal trade network and steady, reli-
port supplies out to remote asteroid mines, research able work contracts.
stations, and extraction plants. The pay is rarely much, First, let the PCs find a deal for some good that the
but such supply run missions are excellent hooks for planet might reasonably produce. Cheap bulk goods
dropping a group into the middle of some disaster. would run for 2d6 x 10 credits per ton, ordinary fin-
Trade beyond supply runs usually revolves around ished goods go for 2d6 x 100 credits per ton, and high-
moving local specialty tech or products. Local art, exot- tech, expensive products are 2d6 x 1,000 credits per ton.
ic pharmaceuticals, high-quality technical specialties, or They can find a new deal with a weeks wait.
passengers with special skills who want to reach a par- PCs can try to improve the purchase price with
ticular world all make up this class of trade. For most a Cha/Trade skill check opposed by the sellers Wis/
purposes, its not necessary to really elaborate on the Trade skill roll. On a success, the price decreases by 10%
specifics of this, though it can add flavor to make up a times the level of Trade skill the bargainer has. On a
product or two unique to a given world. failure, the price remains firm.
There are also exceptionally risky trading expe- Before the goods are loaded, roll 1d6. If the PCs
ditions to lostworlders, bringing the fruits of modern tried to get a better price, subtract 1 from the roll. If
postech to their benighted nations. While the weapon- the result is 1 or less, something has gone wrong and
ry, pharmaceuticals, and technical artifacts are usually the goods are lost, stolen, confiscated, or fake. The PCs
greedily desired on these worlds, the natives often have are going to have to either eat the loss or take whatever
very little of value to pay for them. Explorer-merchants adventurous steps are necessary to get their money or
often have to investigate a lostworlder culture carefully goods back. These steps may involve gunfire.
before they can identify any particular product or re- When the PCs try to sell the goods, assuming the
source that can be usefully shipped interstellar distanc- planet might reasonably want them, roll 2d6+1 and
es to justify the trip. Some particularly unscrupulous multiply it by 10 for bulk goods, 100 for finished man-
merchants do not balk at taking payment in local slaves ufactures, or 1,000 for expensive goods. This is the base
for export to decadent or dangerous worlds. price the buyer offers to the PCs. They can bargain for
There are also missionary supply runs to these better with the same opposed check as before, gaining
primitive worlds. The Preceptors of the Great Archive a 10% price increase per Trade skill level on a success.
occasionally run missions on a planet to disseminate On a failure, the PCs have to accept the offered price.
valuable technical and artistic knowledge among the After the sale is finalized, the 1d6 needs to be rolled
locals, and there are always a selection of determined again, also with a -1 penalty if a better price was sought.
missionaries bent on bringing the word of their faith to On a result of 1 or less, the sale end of things goes awry,
the heathens. While these missions normally can sup- and the PCs are out both money and goods. To salvage
ply their own food, offworld medicine and spares are them, theyll need to conduct some sort of adventure
vital for keeping their more advanced tech operating. revolving around reclaiming their rightful due.
236 Converting First Edition
Name Generators
Whats in a name? For most campaigns, a very great
deal. Names and naming conventions are an important Making Names Memorable
and useful tool for giving your worlds a sense of co- One difficulty that occasionally comes up at the table is
herence and verisimilitude. Its all too easy to fall into a difficulty in remembering names that dont have any
the easy convention of nonsense-syllable names when grounding in languages spoken by the players. With-
a GM can get much more world-building mileage out out any mnemonic hook or familiarity, one string of
of a more thoughtful use of language. polysyllables tends to blur into another.
The names of people and places on a world should One way to get around this problem is to attach
be in conformity with the local language. Every world strong visual or character cues to individual NPCs.
is going to have its oddball names, but if the great ma- Players might not remember a particular spaceport
jority of them share the same basic roots, it helps give hands name, but theyll remember the guy whos con-
the world a sense of cohesion and place. Even when the stantly smoking a reeking cheroot, or the woman with
players have no knowledge whatsoever of the language fiber-optic laced hair. As the GM, you can help prevent
or culture being used as a touchstone, using the same forgetfulness by using the NPCs name regularly as well.
linguistic roots ensures that the same basic palette of
sounds and word fragments will be used. Creating Alien Names
Note that language and culture are separable. Just One quick trick for creating wholly alien names is to
because youve got a world flavored with Arabian-style hunt up a very obscure language online and just use
architecture and kinship groupings, theres no reason its words to name exotic entities and places. The play-
you cant use French or Spanish for the language. A ers are unlikely to recognize Galatian or Gothic, so
thousand-odd years in the far future, cultural trans- you spare yourself from carrying the implicit cultural
mutations unimaginable to us at present have taken baggage of the tongue, but the language still retains a
place throughout human space. There no doubt ex- characteristic set of sounds that will help maintain a
ist centuries-old interstellar cultures that bear only a coherent aural landscape. Further palette swaps of
vague resemblance to their original forms. Take ad- vowels, particular consonant clusters or the like can
vantage of this to make your own life easier. make an alien language out of almost any speech.
Name Generators 239
One-Roll NPCs
There will be times when a GM needs an NPC on short
notice. The preceding name generators can be used in d4 Age
conjunction with these tables to quickly produce a mi- 1 Unusually young or old for their role
nor fill-in character for your adventure. Simply roll one 2 Young adult
of each type of die: d4, d6, d8, d10, d12, and d20. Match
them to the tables, smooth over any rough joins, and 3 Mature prime
you have your instant NPC. 4 Middle-aged or elderly
When combat statistics are needed, just apply the
most pertinent stat line from page 195 and assume they
d12 Their Greatest Desire
have whatever weaponry, armor, or other personal
possessions might be appropriate for someone in their 1 They want a particular romantic partner
social circumstance. 2 They want money for them or a loved one
3 They want a promotion in their job
4 They want answers about a past trauma
5 They want revenge on an enemy
d6 Their Background 6 They want to help a beleaguered friend
1 The local underclass or poorest natives 7 They want an entirely different job
2 Common laborers or cube workers 8 They want protection from an enemy
3 Aspiring bourgeoise or upper class 9 They want to leave their current life
4 The elite of this society 10 They want fame and glory
5 Minority or foreigners; reroll on 1d4 11 They want power over those around them
6 Offworlders or exotics; reroll on 1d4 12 They have everything they want from life
One-Roll Patrons
PCs often need patrons to aim them at adventures or
offer suitable recompense for semi-legal favors. In con- d4 Patron Eagerness to Hire
junction with the adjacent one-roll NPC tables, you can 1 Cautious, but can be convinced to hire
use the tools below to quickly generate a patron and 2 Willing to promise standard rates
what it is they want from the party.
One particularly convenient technique is to have 3 Eager, willing to offer a bonus
a few short filler adventures drawn up as described on 4 Desperate, might offer what they cant pay
page 177, and then when the players suddenly need
a job or need a favor that only a cooperative patron
d12 Potential Non-Cash Rewards
could provide, use the patron to hook them up with
the filler adventure. If you lack a convenient premade 1 Government official favors owed
adventure, its usually most practical to have the patron 2 Property in the area
request some simple, direct, one-scene job that you feel 3 An item very valuable on another world
comfortable in running on the fly. You can consult page
178 to find appropriate pay rates for different patrons. 4 Pretech mod components
5 Useful pretech artifact
d6 Patron Trustworthiness 6 Information the PCs need
1 They intend to totally screw the PCs 7 Membership in a powerful group
2 They wont pay unless forced to do so 8 Black market access
3 Theyll pay slowly or reluctantly 9 Use of restricted facilities or shipyards
4 Theyll pay, but discount for mistakes 10 Shares in a profitable business
5 Theyll pay without quibbling 11 Maps to a hidden or guarded treasure
6 Theyll pay more than they promised 12 Illegal but valuable weapons or gear
Name AC
Mods
Name AC
Psionic Effort Effort: 1 + Highest Psychic Skill + Highest of Wis or Con Max:
Mods
Credits Debts
Name AC
Mods
Stowed Equipment (Backpack) Max Enc = STR Notes to Remember Noteworthy Achievements
Non-Encumbering Equipment
Contacts and Allies
Languages Known
Current Goals
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