SFRPG Final
SFRPG Final
GAME
Artwork by
JONATHAN KELLY, JOHN HOWARTH IV, TIM NORRIS, AND
STEPHEN A. ROGERS
Playtested by
STEPHEN A. ROGERS, JENNIFER J. ROGERS AND MICHAEL L.
ANDREWS
Creative Consultant
JENNIFER J. ROGERS
Special thanks to
ROD MCCONNELL, ALEC KERCSÓ, BRIAN LINTON, ADAM
SCHILLINGER, AND PATRICK MEADE
Published 2010 by
THE STARFLIGHT III PROJECT
Disclaimers
All of the contents included in this game will exert an equal but
opposite force to any force applied to said contents. This
phenomenon is not unique to this game.
The entire physical universe, including this book and its contents,
could very well collapse back into an infinitesimally small space with little
or no advance warning. Should a new universe re-emerge, the
existence of this rulebook in that universe cannot be guaranteed.
1. POWER SKILLS 98
2. FINESSE SKILLS 99
3. PHYSIQUE SKILLS 99
4. INTELLECT SKILLS 100
5. ACUMEN SKILLS 100
6. CHARM SKILLS 100
7. COMMAND SUB-DISCIPLINES 101
8. SCIENCE SUB-DISCIPLINES 102
9. NAVIGATION SUB-DISCIPLINES 104
10. ENGINEERING SUB-DISCIPLINES 105
11. COMMUNICATIONS SUB-DISCIPLINES 107
12. MEDICINE SUB-DISCIPLINES 108
1. TRADING 126
1. CREATING TRADE GOOD LISTS 126
2. HAGGLING PRICES 133
iv
2. WEAPONS 135
3. ARMOR 145
4. GENERAL EQUIPMENT 148
5. STANDARD TRADE GOODS 177
6. SPECIALTY TRADE GOODS 178
7. LIFEFORMS 180
8. MINERALS 182
9. ARTIFACTS AND TECHNOLOGY 183
v
1. SPECIFIC FUNCTIONS OF A GAMEMASTER 388
2. CREATING MATERIALS 389
1. CREATING WORLDS 390
2. CREATING STAR SYSTEMS 410
3. CREATING COMMUNITIES 413
4. CREATING NEW ITEMS AND EQUIPMENT 416
5. CREATING CREATURES 428
3. STYLES OF PLAY 458
4. HANDLING IRREGULARITIES IN PLAY 459
5. GAME PLAY PHASES 461
6. AN EXAMPLE 462
1. TIMELINE 486
2. STARPORT 489
3. PEOPLE OF THE STARFLIGHT UNIVERSE 497
1. CHARACTER ARCHETYPES 517
2. WHO'S WHO IN THE STARFLIGHT UNIVERSE 566
4. MISCELLANEOUS ISSUES OF SPACE EXPLORATION 582
1. NAVIGATIONAL DATA 582
2. PLANETARY ENVIRONMENTS 619
3. BESTIARY 644
4. NON-CANONICAL BESTIARY 669
INDEX 723
vi
CHAPTER ONE:
INTRODUCTION
CHAPTER ONE: INTRODUCTION
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1.0: INTRODUCTION
This is the Starflight Role-Playing Game (SFRPG) First Edition Core Rules.
Starflight is an RPG-style adventure game created by the folks at Binary Systems back in the ‘80s. It has developed a large
following throughout the years from all types of gamers. In Starflight (SF1), the player takes on the role of the captain of a
starship for a corporation known as Interstel, and must save their home planet (called Arth) from a number of
catastrophes. In the original game, this involved neutralizing the Crystal Planet, whose destructive effects made stars
undergo catastrophic “flares”. In the sequel game, Starflight 2: Trade Routes of the Cloud Nebula (SF2), the object was to
secure the source of the alternative FTL fuel known as Shyneum, giving Arth a chance to repel an imminent invasion by the
Spemin.
The book you're holding in your hands now is a pencil-and-paper (PNP) role-playing game adaptation of these original
games. These rules have been designed to be as flexible as possible, so that players of SFRPG may be as detailed or as
carefree as they'd like to be while playing the game. They've also been designed such that players may play a game very
similar to the original games, or have a much different type of adventure within the Starflight Universe.
To play the Starflight Role-Playing Game, you’ll need the following equipment:
• At least two ten-sided dice (2d10) for each player. One of these should show multiples of 10 (a d10x10). If one is
not available, the dice should be distinguishable from one another, with one of them designated as the “d10x10”.
• Pencil and paper. Pencil is preferable to pen, as it can be erased more easily.
• Some kind of screen for the “gamemaster” (GM), in order to conceal their rolls.
• Access to at least one copy of these rules.
• While not strictly necessary, some GMs may prefer to have a calculator handy in order to help with more
complex calculations.
The original Starflight was produced for five different platforms: PC, Amiga, Macintosh, Commodore 64, and the Sega
Genesis. Of these five "versions", the Sega Genesis version was the most unique, including additional weapons, a controlled
planetary launch and landing sequence, add-ons to the terrain vehicle, its own set of surface lifeforms, and different planets
(though the positions of the stars were the same). It definitely had more of an "arcade-game" feel to it than the other four
versions, which were largely identical to one another. The differences between the Sega version and the other versions have
led to two "camps" of Starflight fans over the years, one for the Genesis version, and one for the others. Unfortunately for
fans of the Genesis version, SFRPG was largely written by fans of the PC version working on the Starflight III project.
Because of this built-in bias, and owing to a lack of the same quality of available data about the Sega Version, some of the
features that were in the Genesis version are not explicitly included in SFRPG. The editors would like Sega version fans to
understand that this was not done out of any sense of malice and hope no hard feelings are generated as a result. SFRPG's
system includes procedures for creating almost anything that would appear in the Starflight Universe (including
equipment), so it is still possible for dedicated Sega fans to re-create their favorite gear for use in their gaming groups, if
they so choose.
The DC for many actions is often pre-determined, based on how hard it was to accomplish something in the original
games. In the original games for example, only a navigator with a skill level of at least 200 could detect fluxes in open
space. DC works in a similar way, on a scale from 0 (representing a task anyone could do) to 225 (a task even someone
highly trained would find near impossible to do). DC for actions can also be referred to by a difficulty category, which is a
range of values on this 225 point DC scale. The categories and thresholds are as follows:
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CHAPTER ONE: INTRODUCTION
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Sometimes a player can effectively ignore a DC by rolling exceptionally well (or exceptionally poorly) on the dice. When
rolling d% for a Skill Check (see Chapter 3), certain rolls have what's known as critical potential. Critical potential awards
or punishes die results above or below certain critical thresholds. High resulting rolls may result in a critical success,
denoting a particularly good outcome. In combat, a critical success is more commonly known as a critical hit. A player's
critical success threshold equals 99 minus one for every ten points the character has in the given Skill's score; a roll of 99 is
always a critical success. Conversely, very low roles may result in critical failure, known as a critical miss in combat; critical
failures often have very nasty effects. The critical failure threshold on a roll is 10 minus one for every ten points in the
character's given Skill score, and a roll of 00 is always a critical failure. Only certain rolls have critical potential; some have
outcomes for just critical success, some for just critical failure, and others both. A roll that has critical potential will be
noted in the rules, along with the effects of critical results. If the player's roll falls within the bounds of a critical threshold,
the critical result occurs, whether or not the player succeeded against the Check's DC or not.
SFRPG commonly uses variants on the standard d% roll. The most common variants are as follows:
• xd10: This indicates a roll of x ten-sided dice is needed, where x is a set number. For example, a roll calling for
3d10 needs three ten-sided dice. The player rolls the indicated number of dice and sums up the result. NOTE:
There is a distinction between 2d10 and d%; 2d10 is an xd10 roll. Be careful not to confuse the two.
• xd5: This is similar to an xd10 roll, except that the ten-sided dice are treated as five-sided dice. To achieve this
effect, take the result of an individual die, halve it, and round up (for example, a result of 7 becomes a result of 4).
Zeroes count as 10 (a final result of 5) in this case.
• xd2: d2 rolls are rare in the game, but sometimes occur. Roll the indicated number of ten-sided dice; treat all odd
results as 1, all even results as 2.
For rolls of d% or xd10, unless the situation specifically states otherwise, a result of 0 on a die counts as zero, not 10. For
example, in a 3d10 roll, the die results are 2, 5, and 0. The result of the roll is 7, not 17.
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3
CHAPTER TWO:
CHARACTERS
CHAPTER TWO: CHARACTERS
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2.0: INTRODUCTION
Players don’t necessarily have to play themselves when playing SFRPG (there are no Veloxi on Earth at the moment, and
even if there were, Humans aren’t the best species for everything!). Rather, they assume the role of a character, an alter ego
through which the player plays the game. Each player is required to create at least one character to play the game, though
they may create (and play) as many characters as they wish. The features of characters should be noted somewhere, either
on a copy of a record sheet as provided with this set of rules, or on regular paper.
Characters can be created in two different ways, depending upon the type of campaign the GM wishes to conduct.
Campaigns can either use RPG-style stats (which adds the use of the "basic six" attributes commonly found in RPGs), or
they can use Starflight-style stats (which just use the disciplines found in the original games). This is an important first
step in the creation process; it determines just how involved the rest of the character creation process will be.
This chapter goes over the basics of character creation as well as some of the concepts necessary in order to play the game.
The first sub-chapter deals with Disciplines and Attributes, what they are used for and how they relate to "sub-
characteristics". The second and third sub-chapters give detailed information on the alien races seen in the original
Starflight games. Finally, the fourth sub-chapter gives a detailed procedure on character creation, including a step-by-step
example of a character's creation.
Caveat
Most of the rules as written will assume the use of RPG-style stats, and will include the use of Skills based upon RPG-style
Attributes (see Chapter 2.1 for details). In the event a GM is using Starflight-style stats, then a Durability Check can
substitute for any Power, Finesse or Physique-based Skill Check, and a Learning Rate Check can substitute for any Intellect,
Acumen or Charm-based Check. Both of these Checks involve a d% roll, adding twice the Durability or Learning Rate score
to the result.
All characters in SFRPG, regardless of what type of campaign they are playing, have six basic Discipline scores. These scores
reflect the character’s abilities to perform on a starship and their aptitudes in certain sub-fields. A character’s strength in a
particular Discipline at the onset of the game is directly determined by which species they select for their character (see
Chapter 2.4). Each Discipline has ten sub-disciplines (with the notable exception of Command). The scores of the sub-
disciplines are summed together to directly determine the score of their controlling Discipline (this is opposite of most
RPGs). The six Disciplines in SFRPG are Command (CMD), Science (SCI), Navigation (NAV), Engineering (ENG),
Communications (COM) and Medicine (MED):
• Command: Command is a measure of the character’s ability to negotiate and to lead others. It is a skill required
by those put into leadership positions, and is a useful Discipline for a starship captain or a civil leadership role
(though its focus tends to be a little more combat oriented when using RPG-style stats).
• Science: Science is an indicator of the character’s understanding of gathering and applying systematic knowledge.
While it can be a useful Discipline for any character, it is perhaps best used by science officers. All Science sub-
disciplines focus on a particular scientific field, and measure the character's knowledge of that field. The more
skilled a character is in Science, the more complete and accurate their sensor readings will be. This information is
of vital importance when determining the military capability of an alien vessel or the gravitational force of a
planet.
• Navigation: Navigation gauges the character’s ability to pilot craft and get people from one place to another
without getting lost. This Discipline isn’t necessarily limited to starships; persons attempting to use a map and
compass will still need to use their Navigation Discipline. Navigation is of primary importance to space and land
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CHAPTER TWO: CHARACTERS
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travel; it could easily be argued that Navigation was the single most important skill in the original Starflight
games. Navigation is also used to aim and fire vehicle- and starship-scale weaponry.
• Engineering: Engineering is a measure of the character’s ability to acquire and apply scientific and technical
knowledge to the design, analysis, and/or construction of works for practical purposes. This one is primarily
needed by Engineers, but can also be used by civilian professionals whose jobs require strong knowledge in
construction in particular. Characters with high Engineering scores perform faster repairs and make more
accurate jumps with jump pods (see Chapter 8.4).
• Communications: Communications is an indicator of the character’s ability to exchange information with other
characters, their ability to utilize proper equipment during that exchange, and to understand information
exchange applications. Almost any character can make good use of Communications sub-disciplines, as this
enables the character to speak to alien beings (who are usually a primary source of information).
Communications also includes sub-disciplines that can come in handy in critical situations, such as the ability to
jam enemy transmissions, send distress calls, and negotiate trades.
• Medicine: Medicine gauges the character’s understanding of the science and "art" of maintaining and/or restoring
health through study, diagnosis, and treatment. This skill is primarily needed by Doctors. However, any
character can benefit from a high score in Medicine, as its two primary sub-disciplines (Intensive Care and Long-
Term Care) can be used to pull any character back from the brink of death. The higher the skill level, the more
likely it is that healing will be successful, and generally the less time it will take to treat wounds.
If a campaign calls for Starflight-style stats, then players will have two Attributes. These two Attributes are Durability and
Learning Rate. Respectively, these scores reflect the character’s physical strength and toughness (physical aptitude), and
their intelligence and ability to acquire and understand new knowledge (mental aptitude). As with Disciplines, a character’s
score in Durability and Learning Rate strength is directly determined by which species they select for their character (see
Chapter 2.4). Unlike Disciplines, there are no sub-groupings for Durability and Learning Rate.
If a campaign calls for RPG-style stats, then players will have six Attributes. The use of these Attributes supersedes the
character’s Durability and Learning Rate for most functions in game-play, though the character still has these two
Attributes and they still perform a few game functions (notably, they always control the rate at which a character may
train up in new sub-disciplines (see Chapter 12.2) and how long it takes for a character to fully die (see Chapter 9.2)). These
Attributes behave in the same manner as Disciplines, though there are fewer sub-disciplines for Attributes and the sub-
disciplines are simply known as Skills. Players familiar with other RPGs such as D&D and Serenity will find these
Attributes somewhat familiar. The six RPG-style Attributes in SFRPG are Power (PWR), Finesse (FIN), Physique (PHY),
Intellect (INT), Acumen (ACU) and Charm (CHA):
• Power: Power is a measure of the character’s muscle and physical strength. It also serves as a limit to the amount
and "weight" of equipment a character is capable of carrying (a concept known as encumbrance; see Chapter 5.4).
Power affects the character’s Melee Attack Bonus (see Chapter 2.4) and is added directly to the damage caused by
any melee or thrown weapons.
• Finesse: Finesse measures the character’s agility, reflex actions, and coordination. Finesse affects several of the
character's basic combat statistics, including the character’s HD ratings, the character’s Ranged Attack Bonus,
and the character’s Reflex Save.
• Physique: Physique represents the character’s health, stamina, and recuperative abilities. It indirectly affects the
number of HP (hit points, or amount of damage that the character can take before they die) that the character
has, and directly affects the character's Fortitude Save.
• Intellect: Intellect measures the character’s ability to learn and reason (this should not be confused with the
character's Learning Rate, which determines how much a character learns from training). The character's Intellect level
determines the character's raw intelligence, as well as the character’s control of any esper abilities they may have
and how well they can withstand psychic assaults, if esper abilities are allowed by the GM for a campaign (esper
abilities will not be discussed in this rule set).
• Acumen: Acumen measures the character’s common sense, intuition, and willpower. Intellect is used to analyze
information, while Acumen is more being in-tune with surroundings. It directly affects the character's Willpower
Save.
• Charm: Charm measures the character’s force of personality. While it has no direct effect on any of the
characters’ other traits, Charm can be an important Attribute, as it is the key trait used when the character is
attempting to influence others.
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CHAPTER TWO: CHARACTERS
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2.2: ALPHA-SECTOR (SF1) RACES
The Starflight Universe is filled with many different kinds of unique races, each with their own unique way of looking at
the universe. Selecting a race to play is one of the most vital parts of any Starflight campaign. The GM of a campaign
should be willing to inform the players what the campaign will be about and who it will involve, so that the players may
create characters that are appropriate for the campaign at hand.
It is recommended that players limit their selections to the Arth races (Humans, Veloxi, Thrynn, Elowan and Androids) for
the time being, though for those who like to throw caution to the wind, a few notes of warning are included with those
races that may prove particularly difficult to role-play. It should be noted that the Veloxi, Thrynn and Elowan races can be
encountered outside of Arth society; these “native” beings have quite a different take on the universe than their Arth
cousins.
Each race has its own profile. Included in each profile are the following:
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CHAPTER TWO: CHARACTERS
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The race tends to be a little greedy as well. Most Humans, on the other hand, have high moral standards in
regards to their personal lives.
• Physical Description: Humans are a bipedal omnivorous species with smooth skin and a characteristic mat of
scalp hair. They are 1.5 to 2 meters in height, and are light beige to dark brown in color. Humans have an internal
skeleton and two small, narrow-set eyes which allow binocular vision. While moderately weak physically,
Humans are highly flexible mentally and are particularly adept at theoretical modeling and in applications of
logic and inference. Humans have a pair of arms (motor appendages) and legs (propulsive appendages), both of
which terminate in five digit-type appendages per major appendage. Humans usually eat three times a day and
sleep about eight hours a day. Humans can go about two weeks without food under normal circumstances, and
about four days without water. Although there is a degree of sexual dimorphism in this species, the differences
are insignificant. Human reproduction is performed sexually; Human females typically produce one offspring via
live birth after a 40 week gestation period.
o Motor Appendages: 2
o Visual Organs: 2
Field of Vision: 140 degrees forward Optimal, 180 degrees forward Peripheral.
o Auditory Organs: 2
o Olfactory Organs: 1
o Gustatory Organs: 1
o Propulsive Appendages: 2
o Reproductive Organs: 1
• Relations with Other Races: Humans have a mixed history with many different races, given the long starfaring
history of the Old Empire and the effect they have had on galactic affairs overall. They return the hostility aimed
at them by the Gazurtoid and Uhlek, simply because to do otherwise is suicide. Humans regarded the Spemin as
little more than a dangerous nuisance right up until about 4635, when the Spemin began incorporating advanced
technology into their starship designs and turning them into a serious threat. From 4635 until 4640, the Spemin
regularly issued ultimatums calling for the unconditional surrender of Arth. A short war was fought with the
Spemin in 4641, leading to their defeat. Throughout that entire period, Humans found the Spemin to be arrogant
and annoying, treating them with disdain. Humans discovered the Thrynn around 2770 and took them into the
Empire. Though Humanity kept the Thrynn's depredations of the Elowan in check (or at least tried to), the
Thrynn remained strong allies, so much so that there were Thrynn members of the early Noah expeditions in the
3450s (including the Noah 2 expedition, which ultimately lead to the colonization of Arth). Humanity probably
would've had problems establishing a good rapport with the Elowan, as they originally believed the plant beings
to be non-sentient (thanks to the Thrynn); fortunately the Elowan are a forgiving people, which also ultimately
allowed Humanity to establish a good rapport with that race. The Veloxi have from time to time been both
Humanity's ally and Humanity's enemy. Prior to 4620, Veloxi were neutral towards Humans, remembering the
past crimes of the infamous pirate Harrison. With the return of the Focusing Stone in 4621, an alliance between
Arth and the Veloxi was quickly established. That alliance became strained after 4640, when the defeat of the
Spemin allowed a rapid expansion of Arth's sphere of influence. While the two powers are still allies, there is
some debate as to the ownership of more than one star system along the Arth/Veloxi border. Humanity hasn't
established a major presence in the Delta Sector, and remains largely neutral towards the races located there. The
sole exception is the Umanu, who prior to 4640 were a hostile force, and afterwards joined their empire in the
Cloud Nebula to the ever growing list of Humanity's interstellar assets.
• Territory: Prior to 4620, Humans could be found only on a single world in the Alpha Sector. That world is Arth,
located at α125x100, p3. After 4620, when Interstel Corporation began a massive exploration and colonization
campaign, Arth colonies sprang up at various points around the Alpha Sector, taking Humanity along with it.
Three main spheres of influence have sprung up, one centered on the Arth star system (4 systems), one on the
Heaven star system (incorporated Mechan territory; 2 systems), and the largest around the Pythagoras
Constellation (11 systems). The Arth sphere of influence slightly overlaps the Spemin sphere of influence.
Mardan IV is the primary world of the Pythagoras sphere of influence, largely due to its mineral abundance.
While many Humans have chosen to try and resettle their native homeworld of Earth (α215x86, p3), the fact is
that the planet is little more than a blackened desert with muddied oceans, a historical relic with few remaining
mineral resources and only a recovering, reintroduced ecosystem (and that only recently). It remains to be seen if
Earth will ever become a major Human world again. Interstel ships commonly patrol the area between the two
spheres of influence to protect the commerce lanes. Humans have no permanent holdings in the Delta Sector,
although the world of Ptera (δ35x73, p1) is an Interstel holding leased from the Tandelou; Starport Outpost One
is in orbit around the planet. After 4640, Humanity has of yet performed a minimal amount of colonization in
the Delta Sector. In the Alpha Sector, the defeat of the Spemin has greatly expanded the Arth sphere of influence
(31 systems); this has led to some tension between Arth and the Veloxi Empire, though negotiations over the
affected disputed stars systems are still ongoing. Spemin and Arth territory touch one another, but do not overlap
one another. The Arth sphere of influence also overlaps some Elowan held territory (though there are no star
systems in the overlap zone), and a good chunk of Gazurtoid-held territory.
• Onomastikon: Humans are generally unique in that they use at least two names to identify themselves. These
names individually denote the given name of the individual and their family name. The vast majority of Humans
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list their given name first, and their family name second. However, there are a small number that reverse this
convention.
o Male Given Names: Ali, Domingo, Evan, Faruq, Fenris, Kenji, Kiyoshi, Raphael, Rashid, Vasili.
o Female Given Names: Adele, Amanda, Arianne, Chuki, Clarice, Devika, Hawa, Padma, Sabine, Ursula.
o Family Names: Clemenceau, Fukushima, Gagarin, Hausmann, Hideyoshi, Johnson, Knudsen, Kwetche,
Lee, McConnell, Melekhin, Muller, Ndango, Newman, Ngidhe, Oberhammer, Ono, Putin, Rimbaud,
Rogers.
• Motivation: Humans tend to be quite daring and ambitious. They will go on adventures simply for the
experience of going on the adventure. They are also a very inquisitive and curious people, and the drive to explore
their universe has been one of the major reasons why they at one time had such a prominent interstellar
presence. Other Humans are driven solely by the lure of a fast buck, or the prestige (or machismo) that comes
from adventuring.
• Basic Characteristics:
o Size Class: C5
o Base HD: 50/50/50
o Durability: 6
o Learning Rate: 9
o Science: Initial 50, Maximum 250 (Excellent)
o Navigation: Initial 30, Maximum 200 (Good)
o Engineering: Initial 30, Maximum 200 (Good)
o Communications: Initial 30, Maximum 200 (Good)
o Medical: Initial 30, Maximum 200 (Good)
o Genders: 2
o Life Stages: Adolescent at 13 years. Adult at 18 years. Middle age at 40 yrs. Old Age at 60 years.
Venerable Age at 80 years.
o Lifespan: 80+4d10 years.
o Height (Male): 1.5 + (1d5 * 0.1) m
o Height (Female): 1.4 + (1d5 * 0.1) m
o Mass (Male): 40 + ((same 1d5 from height + 1d5) * 10) kg
o Mass (Female): 30 + ((same 1d5 from height + 1d5) * 5) kg
o Speed: 6 kph (10 m/rd)
o Racial Abilities and Restrictions:
None.
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VELOXI (Aenictogiton votiputox)
• Personality: On an individual
level, many other races find the
Veloxi uncreative and lacking in
personality. Individual Veloxi are
not known to be particularly
intelligent, and when pressed to
take a stand on an issue, they
tend to uncritically agree with
each other. Within the fields of A clear sign of a serious termite problem...
navigation and engineering,
however, they are extremely fast trouble shooters, able to ascertain problems and determine solutions before
other species even realize anything is wrong. There are two distinct groups of Veloxi. The first are the Velox
residing on Arth, who typically mate in pairs. This behavioral change is thought to have originated as a
precautionary measure taken by the Noah project to ensure the survival of all Old Empire species. The second
group of Veloxi is the civilization native to the Alpha Sector, often referred to as the "Grand Lovely Veloxi" or
“Imperial Veloxi”. This group has only one female, (who is extremely oversized in comparison to the male
drones) known as the "Grand Lovely." (It should be noted that Velox who live amongst Humans, Thrynn, and
Elowan on Arth are typically referred to as "Velox," while the Velox who serve the Grand Lovely call themselves
“Veloxi”.) Imperial Veloxi culture is akin to hive culture, and the Votiputox mode of governing is best described
as dictatorial socialism. The Queen makes decisions at the highest levels, allocating resources and determining
policy, with her commands passed down through a rigid hierarchy who determine the best method of execution.
Trusted, capable individuals are given positions of greater authority, such as starship command or project
overseer, but all Veloxi ultimately answer to the Grand Lovely. While other species might find this level of
submission to authority abhorrent, to the Veloxi it comes as natural as breathing, largely due to their telepathic
ability. Only utilized with each other, this capability is known as the “hivemind”, and allows all individuals of
their race to hear the commands of their Queen, even light-years away in space. However, this ability takes some
amount of practice to develop, which is why the Veloxi remained ignorant for so long of their brethren on Arth,
who only utilized it with each other, not honing their abilities to reach out over the great distances necessary to
hear the Queen. This telepathic ability also allows individual Veloxi to communicate instantaneously with each
other, which they can use to varying degrees: It can range from a simple thought spoken into another Veloxi’s
mind rather than out loud, all the way to a temporary collective consciousness, depending on the level of access
the individuals are comfortable allowing. While this ability is essential to Veloxi society, it must be noted that it
is an entirely voluntary process on the part of both (or all) individuals involved; no one Veloxi mind (not even the
Queen) can seize control of another or force an individual to act against their will. As one additional note, the
Veloxi Focusing Stone (also known as the Ellipsoid) geometrically enhances this natural ability. With the Stone in
her possession, the Queen is able to effortlessly establish hivemind communications with any Veloxi, no matter
where they are in the galaxy. The Stone was stolen by the pirate Harrison in the waning days of the Old Empire,
prompting the Veloxi to enter isolation and was a partial reason for their refusal to aid the Empire during the
wars with the Uhlek and Gazurtoid. The Stone was recovered by one of the 4620 crews and has since been
restored to the Grand Lovely, deeply ingratiating the Arth Coalition to the Veloxi, who have since become allies.
As a species, Veloxi tend to be vain and aloof, even with those they call friends. Most other races find it best to
adopt an obsequious posture when dealing with them. It’s also best to feign a great affinity for the number six, as
that is the Veloxi sacred number.
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• Physical Description: The Veloxi are insect-like creatures with two arms, two legs and two intermediate
appendages that can serve as either. They have a hard, red, chitinous exoskeleton, two large compound eyes that
range in color between blue and black, and two antennae which serve as olfactory sensors. When in an upright
position, a Veloxi is approximately 1.5 meters in height if male and 2.5 meters if female. They are exceptionally
strong and durable and have excellent hand/eye coordination. These traits, in conjunction with a well-developed
spatial sense, make them well suited for engineering and technical tasks. Much like terrestrial ants, the Veloxi
body is made up of three main sections: The head, which contains their sensory organs and brain; the mesosoma,
or abdomen, which houses their respiratory and digestive systems and provides an anchor point for one set of
arms; and the gastor, home to their reproductive and excretory systems, and anchor point for their legs and
middle set of appendages. Unlike other types of insect life, the Veloxi have a set of rudimentary lungs, as their
size is such that they are unable to obtain enough oxygen through their network of spiracle valves like true ants.
Also, they possess a more developed heart than most insects, and their circulatory systems are more efficient.
Veloxi are very near-sighted, but possess acute vision at short range. This is due to their compound eyes, which
afford numerous (but slightly different) angles of any viewed object, thus given them a much deeper
understanding of the object’s dimensions and construction. While Veloxi do not have ears in the conventional
sense, their olfactory antennas are very sensitive to vibration, and they can discern variations in pitch and tone.
This enables them to hear and understand spoken language, and their vocal apparatus is such that it can produce
comprehensible speech, though their verbal communications with each other sound exactly like non-sentient
insect buzzing to other species. Due to their strength and multiple sets of legs, Veloxi are very fast and
maneuverable, and are exceptional in soldier or security roles. While they are handy with modern weapons, they
also have a formidable bite, and in close combat, can quickly tear through an enemy’s soft tissues. If a Veloxi feels
threatened or alarmed, their natural reaction is to spread their mandibles widely in preparation for a bite. As
noted above, there is a great difference in the mating protocols of Arth Velox versus Imperial Veloxi. The Arth
variety court one another in a manner other species view as shockingly direct, with public displays sometimes
proceeding to activities Humans and Thrynn consider best left behind closed doors. While to other species, the
noticeable courtship proceeds very quickly, a great deal of courtship time takes place before this through the
emission of pheromones, which unobtrusively broadcast which individuals are ‘on the market’. Eggs, when laid,
are spherical and about 10 cm in diameter. An Arth female will generally lay one to three of them following a
successful mating. The eggs are placed in special nursery units which maintain the proper levels of heat and
humidity, along with a supply of decaying meat for when the young hatch. On Votiputox, the Veloxi
homeworld, courtship takes a very different form. The Grand Lovely (the only female) starts life no different
than any other Veloxi female, but through the ingestion of a substance known only as “Special Best Jelly”, her
lifespan increases greatly and her gastor becomes immensely extended, potentially as long as two kilometers. The
trade off for this is that she is completely immobile and utterly dependent on her providers for care. When the
Queen decides that more Veloxi are needed, she commands a drone of her choice to fertilize her, after which she
decapitates him with her mandibles and disposes of his body. She possesses a great deal of internal control over
her body, and can choose the number of eggs to allow to be impregnated. Once she lays them, they are cared for
by a dedicated nursery staff until they hatch.
o Motor Appendages: 2*
o Visual Organs: 2
Field of Vision: 360 degrees.
o Auditory Organs: 2
o Olfactory Organs: 2
o Gustatory Organs: 1
o Propulsive Appendages: 4* (see discussion)
o Reproductive Organs: 1
• Relations with Other Races: Relations with the Veloxi have been historically difficult for Humanity, and the
century after first contact was marked with skirmishes until a lasting peace was finally established in 2400 AD.
(Indeed, some historical documents indicate that all out war between the races was only narrowly avoided on at
least one occasion). The two powers coexisted in relative harmony until the First Wave invasion in the year 3000
by the Phlegmak and Numlox. Despite a pact between the Empire and the Grand Lovely, the Empire refused to
lend aid to the insectoids when the fighting turned towards the Veloxi’s borders. For that betrayal, the Veloxi left
the alliance after the war. Relations took another hit in 3330 when the pirate Harrison stole the Focusing Stone;
the Veloxi took the view that, criminal or not, he was an Imperial citizen and therefore it was the Empire’s
responsibility to control him. When the Uhlek and Gazurtoid arrived in 3400, the Veloxi guarded their own
borders and refused to fight at the Empire’s side, and the Empire was destroyed. The Veloxi are still unable to
contain their glee over this turn of events. Before the various Interstel fleets were launched in 4620, the Veloxi
maintained their isolation, preferring to leave the other starfaring races to the own devices (though the Thrynn
had limited contact with them and were looking to enter an alliance at the time). Now that Arth has emerged as
a factor in the Sector, and the Spemin and Gazurtoid have grown more dangerous, the Grand Lovely has shown a
new willingness to ally with like-minded races, and has become closer with Arth and the Mechans, Thrynn, and
Elowan. They detest the Gazurtoid due to their battles during the Second Wave, and treat the Spemin with
contempt (if the Spemin are lucky; Interstel captains have reported that various Veloxi starship commanders
have reported eating the Spemin, and are not quite sure whether or not they were joking). The Veloxi have as of
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yet had little contact with the Delta Sector, though they already have a good rapport with the Humna Humna
and are conducting trade negotiations with them. Also, they have a cordial relationship with the Umanu, and
have secured an agreement with them to export Shyneum from the Cloud to Votiputox.
• Territory: At one time in their recorded history, the Veloxi Empire spanned across most of the Alpha Sector.
With the Queen's enhanced telepathic control and no other starfaring races in the Sector, the Veloxi were able to
maintain this large empire right up until mankind developed hyperspace travel. After a period of turmoil, a treaty
was signed and the Veloxi retracted their Empire to allow the fledgling races of the Sector room to grow. This
arrangement stayed largely the same until the theft of the Focusing Stone. Without the Stone, the range of the
Queen's empathic powers were reduced, and the Veloxi were forced to use other methods of relaying messages to
the outlying parts of their Empire. When the Second Wave hit, the only part of the Veloxi Empire that survived
was the part where the Queen still had direct mental contact with her subjects. The Empire remained that size
until the return of the Focusing Stone by Interstel in 4620. As of 4620, the Veloxi sphere of influence is roughly
70 parsecs in diameter and encompasses 28 star systems. Their territory overlaps significantly with that of the
Spemin, with 4 systems claimed by both races, and slightly with that of the Mechans, where one system is in
dispute. Until the destruction of the Uhlek Brain World, there was an overlap on the Upspin/Outward quarter of
their territory with the Uhlek, but no systems fell within this region. The main system in their territory is
Votiputox (α150x148), which is roughly in the middle of Veloxi territory. They also maintain a sizeable number
of forces at Sphexi (α132x165), site of the Most Magnificent Hexagon and the Crystal Orb artifact, which was
relinquished to the Veloxi as a sign of good faith following the Crystal Planet’s destruction. Finally, the Veloxi
maintain a small force at the former location of the Crystal Planet (α192x152). They do this to prevent the
removal of any of the remaining shards of Endurium there, and also for sentimental reasons. They recognize now
that their information on the nature of the “Great Egg” and the Ancients was woefully incorrect, and seek in
some small way to offset that through their continued vigilance over its remains. Reclamation of some of their
lost territory has long been a goal for the Veloxi, and with the return of the Focusing Stone such an effort has
become possible. As of 4640, the Veloxi have added five systems upspin of their old territory, though they have
lost three to the expanding Arth sphere of influence and another two systems on the downspin end of their
territory are currently in dispute.
• Onomastikon: All Veloxi use a single name in order to identify themselves. These names contain not only the
name of the individual (the prefix), but also information such as when and where they were born originally (an
accomplishment, given the relatively short size of Veloxi names; this is all contained in the suffix). Veloxi names
are usually very heavy on the "X", "K", "Z" and "P" consonant sounds. Given some of the possible sound
combinations, it is not uncommon for members of other races to address Veloxi by a nickname, usually a
shortened form of their name. Veloxi names use one prefix and one suffix.
o Prefixes: Iiax, Phax, Phxn, Pop, Poxn, Poxt, Ptn, Ptxx, Sziv, Ton, Viph, Xiks, Xiph, Xiptu, Xixt, Xxax,
Xxn, Xxptu, Zix, Zpi.
o Suffixes: aaxi, achy, aoex, aotxi, asse, axca, ikse, iottzi, ioxi, ipex, isex, ivca, oaca, opex, oti, tkhy, tlxi,
tph, tsi, tttu.
• Motivation: The motivation of your average Veloxi is to serve the Grand Lovely, whereas the Grand Lovely’s
purpose is to continue the survival of her species and increase its strength. For many years, expansion was
impossible due to the loss of the Focusing Stone, which limited the distance the drones could travel from their
Queen without losing contact with her. Now that the Stone has been restored, expansion could very well be a
major goal of the race, who have been in space for 100,000 years, yet ventured only a relatively short distance
from home. Unlike other Arth species with parent races in the Alpha Sector, the Velox of Arth have not shown a
great inclination to return to the home space of their forbearers. For female Velox, the reason is simple: they
would be immediately killed, as the Grand Lovely is the only female permitted to live in Veloxi society. Likewise,
Arthian males have a much greater probability of procreating if they remain on Arth, where the male/female ratio
is better than the 100,000,000,000/1 ratio of the Imperial Veloxi. Therefore, the Velox population of Arth is very
much committed to that planet's future prospects, and work steadfastly with the Humans, Androids, and
remaining Thrynn and Elowan who reside there.
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o Genders: 2
o Life Stages: Adolescent* at 15 years. Adult* at 19 years. Middle age* at 35 yrs. Old Age* at 51 years.
Venerable Age* at 74 years. (see Racial Abilities and Restrictions).
o Lifespan: 78+7d5 years.
o Height (Male): 1.13 + (2d5 * .08) m.
o Height (Female): 2.13 + (2d5 * .13) m.
o Mass (Male): 37.5 + ((2d5 from height) * 2.5) kg.
o Mass (Female): 52.5 + ((2d5 from height) * 3.5) kg.
o Speed: 7 kph (12 m/rd) bipedal; 10 kph (16 m/rd) quadrupedal
o Racial Abilities and Restrictions:
Juvenile Development: Juvenile Veloxi (child) ignore normal Durability penalties for underage
characters. Grubs start with a Durability of 2. After hatching, a grub will moult once every
three years, gaining one Durability level after each moulting until the grub reaches
Adolescence. Juvenile Veloxi have none of the other listed racial abilities.
Metamorphosis: Upon reaching Adolescence (pupal stage), Veloxi spin themselves into a
cocoon and will remain in that state for four years, until Adulthood is reached. During that
time, the Veloxi is immobile and has HD ratings of 40/40/40. Pupa may use Hive Mind
Frequencies, but no other racial abilities.
Moulting: Adult Veloxi shed their outer exoskeleton with each phase of growth. Moulting
requires a week-long period of no activity. After shedding their exoskeleton, a Veloxi is at -1
Durability (-10 HP/NHP) for a period of three weeks.
Hive Mind Frequencies: Veloxi may communicate telepathically with other Veloxi in close
proximity (within ten kilometers)
Mandibles: Biting Attack (15 points Lethal Damage (females), 10 points Lethal Damage
(males)).
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THRYNN (Sapienraptor thoss)
• Personality: The Thrynn are cultured and diplomatic, but are said to be devious and cunning. They excel in
situations involving protocol and diplomacy. They also are exceptional in communicative roles. When put in roles
requiring adversarial (though non-violent) maneuvering, they are without peer, which is a reason many of them
are found in legislatures and legal positions. It should be no surprise that they also make fine actors. Thrynn
society is rigidly hierarchical, and they place great importance on decorum- most social interactions happen
according to set traditions, and deviations do not find much encouragement. Sometimes, Thrynn tend to let their
devious nature get the better of them, and inadvertently sabotage long term goals. As an example, they
attempted to trick Interstel into destroying the Elowan nursery world Elan; for another, they did successfully
trick one crew into buying a “Veg-o-matic” at a steep price on the promise that it would make their ship
invincible in combat. Both events contributed to an overall distrust of the Thrynn that they had to work hard to
overcome once relations were finally formalized with Arth. Thrynn tend to be very territorial. This tendency
may be due to the fact that the exothermic Thrynn evolved on a world more than half frozen, where initially
only the equatorial regions and geothermally-warmed areas could support them; this set up meant that space was
at a premium through their Industrial Age, when technological advances enabled them to colonize more of their
world. However, it is also possible this territorialism stems from their discord with the Elowan, who first
inhabited the only other colonizable planet in their system, then relocated and blocked them from expanding to
the four closest habitable planets in the Sector. The Thrynn pride themselves on their practicality, and as such
can take positions that seem rather cold and heartless to other species. They feel the strong must band together
and lead for each other’s mutual advantage, both in matters of commerce and strategy, but the weak do not
figure prominently into their world view (which is putting it mildly). Furthermore, while Thrynn appreciate
respect and diplomacy, they detest obsequiousness, feeling any race that so debases itself is unworthy of survival-
though they are not as fanatical about this position as the G’Nunk. As a people, Thrynn are rather incurious-
they do not concern themselves with motives or mysteries, preferring to simply deal with things as they are.
While they think a great deal of themselves as a species (they have a prophecy that they will one day rule the
galaxy), this approach nearly led to their extinction in 4620, as they were unaware of the true nature of the
Ancients and oblivious of the approach of the wave of flares. They pursue scientific research solely for the
technological strength it promises, believing this to be the highest endeavor of sentience, but care little for non
defense related lines of inquiry. For all these reasons, the Thrynn remain a very advanced species that nonetheless
has much potential yet to be realized.
• Physical Description: The Thrynn are a bi-pedal, carnivorous, reptilian species. Although graceful, with long
necks and tails, they are very muscular and are covered with tough protective scales. They range in color from
green to grey and are approximately 1.5 meters in height. Like Humans, they have an internal skeleton, and two
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forward set eyes. The Thrynn have a fair overall learning rate and a fair constitution. Thrynn are exclusively
carnivorous; they occasionally eat other foods as supplements should they require them, but otherwise stick
strictly to meat. Their forward set eyes provide keen binocular vision which makes their location of prey
somewhat easier; like Humans, their vision is their main means of observing their surroundings. Thrynn also
have slightly asymmetrical ears, which give them an enhanced ability to locate sound origins in three dimensions,
rather than two like Humans. Their jaws, while filled with sharp teeth, are not massively built, and they tend to
prefer prey smaller than themselves. Typical prey species range from rabbit sized to as large as small dogs.
Thrynn, being reptiles, hatch from eggs, a fact they will share but are reticent to discuss any further with
outsiders. Thrynn mate early in their second decade of life after a brief courtship, and with very limited
exception, remain with the same partner their entire lives. On Thoss, ‘divorce’ is virtually unheard of, and even
on Arth, where the Thrynn enjoy a much more permissive society, most couples stay together. Once eggs are
laid, usually in clutches of 3-5, they are placed in highly specialized incubators, where they are electronically
monitored on a continual basis, a step up from the brooding previously performed by the mother. Any eggs
displaying deficiencies are immediately discarded. Thrynn use a spoken language, but are perfectly capable of
learning and communicating in Arthian tongues. They have a strong tendency to slur their S’s and R’s, however.
o Motor Appendages: 2
o Visual Organs: 2
Field of Vision: 150 degrees forward Optimal, 225 degrees forward Peripheral.
o Auditory Organs: 1
o Olfactory Organs: 1
o Gustatory Organs: 1
o Propulsive Appendages: 2
o Reproductive Organs: 1
• Relations with Other Races: The Thrynn are very diplomatic, and if at all possible, try to find common ground
with any race that contacts them. During the 4620 period, they actively courted Interstel crews (so long as no
Elowan were aboard; those ships received quite different treatment), seeking alliances and always looking to buy
artifacts. In addition, their unquenchable thirst for Plutonium enriched more than one Interstel crew, and in
general gave them good reputations among that flotilla. Ostensibly, they need this Plutonium for scientific
experiments, the nature of which they have not made public; some suspect they ask others to harvest the mineral
in a subtle ploy to enlist them in their quest to destroy as many Elowan ships as possible. Furthermore, as they
admitted at the time, they recognized the strength of the Veloxi, and were already in talks to become allies. With
Arth taking its place among the powers of the Alpha Sector, this goal has been as least partially realized, as the
three races have adopted a defense agreement that can be activated in wartime, but not quite a proper alliance.
The Thrynn were one of the local races that agreed to curtail their use of Endurium after the discovery of the
Crystal Planet’s true nature (though they refused to give it up completely until Shyneum shipments began
importation from the Cloud). This gained them quite a bit of goodwill with the Arth High Council. The Thrynn
have a very direct, uncomplicated view of races that attack them: “There are many evil races in this Sector of the
galaxy... they attack because they are evil and that is all. They must be destroyed.” That is to say, they are not a
forgiving people, and do not forget when a race has entered into hostile action against them. Partly for this
reason, and partly because they block Thoss' expansion Outward, the Thrynn count themselves enemies of the
Gazurtoid. The cephalopods, for their part, hate the Thrynn as they do every other air-breathing race in the
galaxy. For similar reasons, the Thossians were not positively disposed towards the Uhlek- one of the defining
moments in Arth/Thoss relations was the revelation that Interstel had destroyed the Uhlek Brain World. With
regards to the Elowan, Thrynn tend to have difficulty prioritizing. As a species, they have sacrificed a great deal
of alien goodwill in their single-minded pursuit and deep hatred of the plant race. The Elowan reciprocate this
feeling, and for good reason: The Thrynn have made sport of eating their Headfruit, which provides the next
generation of seeds for the plant race. For their part, the Thrynn claim the fruit extends their lifespans, though
this has yet to be corroborated by any non-Confederacy scientist. Other races simply do not understand where
their loathing comes from, and believe they would be far better off to simply let it go, especially since the details
of the feud's beginning have long been relegated to the stuff of myth and legend. In recognition of this fact, the
Thrynn have toned down their outward hostilities, even going so far as to move their sphere of influence away
from their enemies and tolerating the Elowan of Arth, but other species see these steps merely as token responses
that offer no real cure to the underlying problem. Thossian representatives have taken the Delta Sector by storm,
actively courting every major player there, and hitting up every planet-bound culture with an interesting artifact
to sell. While they disapprove of the Umanu’s Elowanphilia, they recognize that as sole owners of the Shyneum
Planet, certain sacrifices have to be made, and also covet the advanced technology the Umanu possess. Likewise,
they find somewhat kindred spirits in the G’Nunk (who hated the Lowar almost as much as the Thrynn do) and
the Humna Humna, who surpass even the Thrynn’s love of commerce. They do not, however, have much
patience for the Tandelou or the Arla, both of whom are unapologetic friends of the Elowan, having once
befriended the Lowar. They also have little use for the Dweenle; the depressed, morose race definitely falls into
the 'weak' category the Thrynn despise, although they recognize that destroying Dweenle ships carries more
consequences in alien ill will than any potential benefits.
• Territory: The Thrynn are native to the planet of Thoss (this star system also houses the original Elowan
homeworld, which the Thrynn call "Old Eleran" to this day). Despite their desire to forge a new, Sector-spanning,
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Elowan-free empire, the Thrynn remain a "practical, realistic people". Their territory, located in the central
downspin portion of the Sector, borders with Gazurtoid space upspin and outward and with their Elowan
nemeses coreward. As such, expansion of Thrynn territory was never a great priority (besides, in terms of
practicality, a small starfaring empire is a lot easier to manage than a large one). Thrynn territory consists of just
eight star systems, centered roughly on the system at α135x35. After the establishment of the Arth sphere of
influence (roughly around 4625), the Thrynn sphere of influence retreated ever so slightly from Elowan territory,
picking up the M-type star system at α121x4, a system of relatively little practical or strategic value. As of 4640,
Thrynn territory still consists of just nine systems, centered slightly downspin of the Thoss system.
• Onomastikon: Thrynn names can consist of either one or two separate names, largely depending upon the region
in which the individual was born. Some Thrynn born with a single name pick up a second one at a later date, to
reflect accomplishments in their life. Thrynn names can be very long, so nicknames are commonly used by
members of other species when addressing a Thrynn. Amongst the Thrynn, though, it is considered an insult not
to use an individual's full name without their express permission. Many of the syllabant features of Thrynn
language can be found in Thrynn names; they make very heavy use of the "S", "R" and "N" sounds, and emphasize
the use of "T", "L" and "Th". Glottal stops, represented by an apostrophe, are also fairly common. Thrynn names
use one prefix and one suffix. If a selected suffix begins with a capitalized letter, it is meant to be used as a
separate name from the prefix; otherwise the two are combined into a single name.
o Prefixes: Eyss, Iyss, Lhsss, L'qrrl, Nss, N'thr, Nylll, Qrllhy, Qrlnrr, Qrl'qrrl, Rlyy, Ry, Sh, Shsss, Sss,
Sysrhsss, Sysrysss, Thyss, Tnrr, Ty.
o Suffixes: Arrrslythnn, Arrsiyrn, Arr'syrshh, Arr'thrrla, Arrtrryrs, T'hhayslyla, T'hhaysshh, T'hhaysthyrr,
T'hhaysyyrn, Thyr'sss, Thyshthnn, Thys'lynnn, T'La'qnn, T'Lasyarr, T'Lathll, hrnn, 'Senninssarr,
'Sennin'syrsth, slyhh, 'syrsrnn.
• Motivation: The Thrynn Confederacy’s principle motivations are the cementing of alliances with other, friendly
powers, the continued acquisition of advanced technology, and the elimination of any threats, mainly the
Elowan, but also the Gazurtoid and to a lesser extent the Spemin, whom they do not see as a threat but a
despicable nuisance unworthy of sharing the Sector with them. To that end, the Thrynn continually seek to
strengthen their relationship with the Humans and Veloxi. Furthermore, they seek to expand their contacts in
the Delta Sector to ensure that the supply of Shyneum and technological artifacts continues to stream steadily
into the Alpha Sector, so that their space fleet is always on the cutting edge. Finally, they seek to leverage the
first two goals into the realization of the last: Powerful allies, combined with advanced technology, will put them
in the best position possible to finally rid themselves of their enemies. Arthian Thrynn, despite having a long and
largely tranquil coexistence with the Elowan of Arth, have emigrated to Thoss in large numbers (perhaps 35 to
40% of the 4620 population). While they have a lesser innate dislike of the plant race, they do not feel strongly
enough about this to exert any significant influence over the Thossians' outlook. The Arthians, like their
Thossian cousins, are practical, and believe that as long as the two races remain on hostile terms, the Thrynn
Confederacy would do well to maintain defenses forces against them. The Thrynn of Arth recognize that peace
between the two races is at least possible, but it is unclear whether they will eventually have any effect
whatsoever on the Confederacy's foreign policy. The Thrynn who remain on Arth do so primarily for practical
reasons- keeping the race's future protected by maintaining stable populations on a different world, exhorting the
Arthian government to Thoss' advantage, and (for some) enjoying the benefits of a slightly less rigid society.
• Basic Characteristics:
o Size Class: C5
o Base HD: 50/50/50
o Durability: 6
o Learning Rate: 7
o Science: Initial 30, Maximum 200 (Good)
o Navigation: Initial 30, Maximum 200 (Good)
o Engineering: Initial 30, Maximum 200 (Good)
o Communications: Initial 50, Maximum 250 (Excellent)
o Medical: Initial 0, Maximum 100 (Poor)
o Genders: 2
o Life Stages: Adolescent at 7 years. Adult at 11 years. Middle Age at 21 yrs. Old Age at 34 years.
Venerable Age at 47 years.
o Lifespan: 50+5d5 years.
o Height: 1.05 + (1d5 * 0.15) m.
o Mass: 60 + ((same 1d5 from height * 1d5) x 4) kg.
o Speed: 7 kph (12 m/rd)
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o Racial Abilities and Restrictions:
Survival of the Fittest. "Native" Thrynn strictly adhere to the doctrine of survival of the fittest
(Creed at -15).
Hatred of the Elowan. All Thrynn bear malice towards the Elowan. Native Thrynn begin with
Intolerant at -20. Arth Thrynn begin with Intolerant at -5.
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hundreds of fertilized seeds; when the Headfruit is ripe, it is 'harvested' in a ceremony called (appropriately) the
"Harvest Festival". During the Festival, the seeds are extracted and planted, becoming the next generation of
Elowan seedlings. In this instance, the Elowan in question makes the ultimate sacrifice: Much like the Earth
praying mantis, the cost of successful reproduction is death. With such a low rate of successful reproduction, the
Elowan are especially vulnerable to extinction, as even hundreds of adults may be unable to reproduce. Knowing
this, the Thrynn have made a sport of stealing and eating the Headfruit, a despicable practice they managed to
spread to miscreants in the Old Empire when both races were a part of that body. As adults, Elowan describe
themselves as ‘omnivorous producers’; they get most of their energy from sunlight and absorb carbon from the
atmosphere, but also get some of their energy and nutritional needs from ingested organisms. These latter are
ingested through their vines, which have special structures for breaking down and digesting them. Each vine on
an Elowan limb has a porous surface, through which nutrients are drawn from the unfortunate organism caught
in them (in historical times, Elowan typically caught prey by mimicking non-threatening plant life, then grabbing
and strangling unwary creatures). However, compared with parallel processes by other races, this method is quite
slow, taking a period of several days, during which time the ‘food’ can become quite odorous. In recognition of
the discomfort this can cause, the Elowan usually will not carry around dead organisms for days at a time.
Instead, it is much more common for them to smear a small amount of nutritional ‘paste’ on their vines to meet
their dietary needs. This paste is quickly ingested and produces no ill effects on any concerned. Elowan, being
plants, are irregularly structured, and have variable numbers of appendages. Typical Elowan have two or three
'arm' limbs, though individuals who take in an excessive amount of sunlight or who constantly use their limbs for
manipulation may grow up to six. Almost all Elowan possess two limbs which function as propulsive
appendages, though again, especially mobile individuals may grow an extra leg. Elowan with less than two arms
or two legs are most often either sickly or have been recently injured, and will in time re-grow their lost limbs.
All Elowan are hermaphrodites, as when they take root in the ground for reproduction, they sprout flowers
containing both stamen and pistils. However, in their interaction with aliens, they readily accept either the male
or female pronouns of the language being spoken. Usually, this simply reflects the biases of their multi-gendered
colleagues, who assign them based on their attitude or job of the Elowan in question. Elowan, being good-
natured, do not object to this practice, though sometimes others are insulted on their behalf. Elowan have no
mouths or vocal organs nor lungs with which to breathe, and consequently cannot speak audibly. However, they
can vibrate their vines and leaves in such a way as to produce sound, though the audible range is extremely
limited. Therefore, in communicating with each other, they mostly use an elaborate form of sign language, with
vine, leaf, body, and head positioning providing every interchange with different shades of meaning. The same
motion, repeated literally the same way, can take on a diametrically different meaning depending on these
factors; the motion for “Good job” with the body and head aligned would be high praise, but the same sign with
the head and body tilted at crooked angles and the leaves askew would best be interpreted as “That was the most
incompetent thing I’ve ever seen, and please don’t try that again while I’m on the same ship.” The Elowan will
sometimes use their 'verbal' abilities to speak to other aliens, though this process is very difficult for them and
few individuals are proficient at it; it is a testament to their high aptitude for communication that they have
translated their motion based language into a spoken language at all. Due to the difficulties involved, however,
most Elowan simply wear translation units to facilitate communication with other races, which give literal verbal
translations of what is being signed (they are not particularly good at catching sarcasm).
o Motor Appendages: 1 + 1d5
o Visual Organs: 2
Field of Vision: 270 degrees forward Optimal, 360 degrees Peripheral.
o Auditory Organs: 1
o Olfactory Organs: 1
o Gustatory Organs: * see Physical Description
o Propulsive Appendages: 2
o Reproductive Organs: 2
• Relations with Other Races: As a species, Elowan get along well with most other races. Despite an initial
misunderstanding with the Old Empire regarding their status as sentients (attributable to the Thrynn), they were
eventually admitted and ably filled positions as artists, philosophers, and theoretical scientists. They have always
had a special bond with Humans, so much so that they were included on more than one Noah mission, the only
race besides Humans confirmed to have done so. As the Lowar, in the Delta Sector, they lived in peace with all
the other races for 400 years before the possessed Umanu wiped them out. For the most part, the Elowan have
had a good record in the Alpha Sector, though they are not overly fond of the Spemin, seeing them as blustering
fools. With the Gazurtoid, both races feel a mutual distrust: The Elowan view them as violent, destructive, and
having little to offer; the Gazurtoid, despite not being outright hostile due to the fact that they 'transpirate' and
don't literally 'breathe' air, do not quite trust them at the level a true 'water-breather' would merit. The Veloxi
and Elowan have a cordial relationship; the Elowan made no secret that they felt the Veloxi claim of Ancient
ancestory was false, but in general show the insect race enough respect to stay in their good graces. However, the
race with which they have the most history, the Thrynn, is also their biggest nemesis and the single biggest
challenge they face as a race. Despite being born in the same star system, the Thrynn immediately distrusted the
plant race, and equipped with better technology, repeatedly attacked them before either was capable of
superphotonic travel. It is unknown how long they would have survived had the Empire not discovered them and
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calmed the discord between the two races. When the Empire collapsed centuries later, the Thrynn almost
immediately drove them out of their home system. For 1200 years, the Elowan barely sustained themselves with
a new homeworld and one nursery planet; then, on the cusp of re-establishing relations with their old allies, the
Humans, the Elowan narrowly escaped another conniving attempt to destroy them by the Thrynn, who tried to
deceive Interstel into planting a Black Egg on Elan. For all these reasons, and countless others over the centuries,
the Elowan hate the Thrynn with a coldness every bit as deep as that of their adversaries.
• Territory: The Elowan are native to the planet Eleran (α129x33, p2), which is actually located in the same star
system as the Thrynn homeworld of Thoss. First contact between the two races was in 2684, and there hasn't
been peace between them ever since. Mediation of their conflict was largely conducted by Humans, and so no
massive assaults commenced until after the final fall of the Old Empire. The following year (3481) the Thrynn
successfully managed to drive the Elowan off of Eleran, and the species has been in decline ever since. The
Elowan were not totally without recourse, however. In 2812, the Elowan established a colony at Elan (α148x63,
p2) to act as a place for their young to grow in relative safety. Once they were pushed off of Eleran, the Elowan
established another homeworld further coreward, where the species lived until that system's sun flared in the
second month of 4620. Elan is now, de facto, the only remaining homeworld of the Elowan. The territorial
possessions of the Elowan have remained fairly static since being pushed off of Eleran. Their territory consists of
nine systems centered roughly around α156x68, including one system in direct conflict with the Thrynn
Confederacy. Elowan do claim the Four Seedlings constellation as part of their demesne, though officially the
constellation has never actually been within the Elowan sphere of influence. The Elowan have not shared in the
general expansion of territory that most of the other Alpha Sector races enjoyed since the destruction of the
Crystal Planet; simply put, there are barely enough of them left to maintain a firm hold on what they have, to
say nothing about expansion. On the bright side, the Elowan were the first race in the Sector to establish trade
relations with the Humna Humna, as they had by 4620 withdrawn from the provisions of the Akerton Treaty (a
fact that very nearly resulted in Elan's destruction by an Interstel crew in possession of a Black Egg, having been
told by the Thrynn that Elan was the Uhlek Brain World).
• Onomastikon: Elowan names consist of one word, although a good number of Elowan have a second "name"
appended to the first part of their name (using a hyphen when anglicized). Elowan names tend to favor "L", "Sh",
and "R" sounds over other consonants. They also use relatively few vowel sounds. "O" is always pronounced long
in Elowan names, while "I" is always pronounced as a long "E" sound. Elowan are generally tolerant of nicknames,
to the point where they may refer to themselves using the nickname almost exclusively. Elowan names consist of
one prefix and one suffix.
o Prefixes: Ahri, Anar, Ceshhh, Cyhs, Eh, Ehn, Lohn, Low, Lywah, Rahis, Ralir, Riw, Rowi, Sahn, Syw,
Tih, Tish, Tyel, Yesh, Yeshhh.
o Suffixes: ehn, enar, -Gahhn, -Gitth, lhn, llir, -Maahh, miin, nlow, rlir, sli, sllow, ssh, thah, thhis, uium,
uli, -Xaahh, -Xahhn, -Yaahh.
• Motivation: Elowan at this point in history are driven by the most basic motivation of all: survival. Driven from
the original homeworld, forced to watch helplessly as their second one was destroyed by flares, relentlessly
preyed upon by the Thrynn, obliterated from the Delta Sector by their possessed comrades, and coming a hair’s
breadth from getting wiped out altogether by a misinformed Interstel crew in 4620, the Elowan are now few in
number. Their highest priority is keeping the seedlings of Elan safe, and they maintain a well-equipped space fleet
to realize that goal. As a long-term goal, they realize that their current situation is untenable, and will either need
to leave their existing space for safer pastures or at long last make peace with their reptilian neighbors. Given
that the Thrynn show no interest in that prospect, many Elowan are beginning to feel a mass exodus all but
inevitable. While it is by no means the highest priority for them, the Elowan also feel a obligation to their
deceased offshoots, the Lowar, and have imposed on their Umanu hosts in the Delta Sector just enough to win
survey rights to all Lowarian ruins in the region. By this, they hope to uncover any cultural, technological, or
societal advancements their brethren might have made in the 800 years of their civilization, and to honor them in
some small way. The Elowan of Arth, recognizing that their stellar brethren need all the help they can get, have
gone to join them in significant numbers, perhaps 35-40% of the 4620 population. The remainder, while sending
what material assistance they can, stay on Arth in the belief that their race’s survival may very well depend on
them maintaining a separate, viable population. These Elowan work hard to keep Arth a thriving, secure, and
diverse world, for the good of all the races that dwell there.
• Basic Characteristics:
o Size Class: C4
o Base HD: 48/45/48
o Durability: 2
o Learning Rate: 10
o Science: Initial 10, Maximum 150 (Average)
o Navigation: Initial 30, Maximum 200 (Good)
o Engineering: Initial 10, Maximum 150 (Average)
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CHAPTER TWO: CHARACTERS
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o Communications: Initial 50, Maximum 250 (Excellent)
o Medical: Initial 50, Maximum 250 (Excellent)
o Genders: 1
o Life Stages: Adolescent at 78 years. Adult at 93 years. Middle age at 202 yrs. Old Age at 388 years.
Venerable Age at 465 years.
o Lifespan: 475 + 3d% years.
o Height: 1.05 + (1d5 * 0.15) m.
o Mass: 30 + ((same 1d5 from height + 1d5) * 2) kg
o Speed: 5 kph (9 m/rd)
o Racial Abilities and Restrictions:
Pacifist Attitude. Elowan abhor violence and are usually very slow to anger. All Elowan start
off with Temper at +10.
Natural Regeneration. Elowan may regenerate body parts naturally, without the assistance of
a physician (see Chapter 9.2).
Androids are the unsung "fifth" Arth race, without whom much of Arth's recent accomplishments would've been
impossible. Their inclusion as a species is a bit of a misnomer; there are, in fact, many different models of androids (sentient
robots in this context) used on Arth for various tasks. Androids in the context of this profile refer to the two models that have
been used by Arth over the past fifty years, the Biosynthetic DX99 series and Multitask ARF 29 series. Both can be
considered in a single profile, mainly because what differences there are between the models are mainly cosmetic and
therefore inconsequential.
• Personality: It would be unfair to say that Androids have no personality. It just happens that their personalities,
programmed as they are, tend to be very mechanical, analytical and coldly logical (particularly when an individual
android has just been activated). The longer a unit remains in operation, though, the more quirks it tends to
develop. There are some androids that have been known to develop a sense of humor, some that have created
some striking artwork and music, and others that are very morose and depressing. These quirks develop due to a
minor corruption of the android's peripheral programming as it acquires more memories over time, something
which Arth's major android manufacturers are still working out (meanwhile they're telling folks to "Share and
Enjoy"). Rather than reprogramming such models, most of Arth society welcomes Androids with such quirks.
This is for two main reasons: first, wiping an Android's personality effectively ends the life of an individual
Android, even though a new personality may be installed and the same body used. By law, that's technically
murder (it should be noted, however, that the near total destruction of an Android's body is not considered murder, so long
as its memory core remains intact). While many of Arth's organic population think this is a ridiculous law, none
have yet had the nerve to try and challenge it. Secondly (and this is the main reason), many prefer a quirky
Android. It just makes life all the more interesting.
• Physical Description: The two models of Androids that have been employed by Interstel over the years in
starfaring operations are very similar in form and function, designed mainly for operations requiring straight-
forward computation and linear analysis. Androids are a "race" of synthetic Humanoids, which have the same
basic form as Humans. They are sophisticated automatons and not, strictly speaking, a species. Constructed of
metals and plastics, they're more durable than most organic species. They can't benefit from training, however,
because their programming is hard-wired and their skills are set at a fixed level (this was a conscious decision on
the part of Arth's Android designers). Androids are built to exacting specifications: 2 meters tall, 120 kilograms in
mass. Their external optical scanners are designed to be able to detect radiation along the entire electromagnetic
spectrum. Androids have a sophisticated series of servos for motor control and propulsion, enabling them to
make smooth and rapid movements as easily as any organic form of life. Interstel Android models can be refitted
with more specialized motor appendages (including weapons) as with other Arth models, but many captains
prefer the flexibility afforded with the default manipulators. They have their own set of internal power source
which requires refueling once every month. Androids are built in factories, with construction of a single being
taking approximately three weeks (with two of those weeks needed for construction and testing of their
positronic brains). If maintained properly, an Android is effectively immortal; the oldest operating Android on
Arth was built around 4500, about the time sublight travel was re-discovered.
o Motor Appendages: 2
o Visual Organs: 2
Field of Vision: 140 degrees forward Optimal, 180 degrees forward Peripheral.
o Auditory Organs: 2
o Olfactory Organs: 0
o Gustatory Organs: 0
o Propulsive Appendages: 2
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o Reproductive Organs: 0
• Relations with Other Races: Androids are programmed to share the same allegiances as the remainder of Arth's
population. They have no real quarrel or disposition with any of the races of the Alpha or Delta Sectors of their
own accord, but will act in accordance to the orders given to them by their ship's captain, or (in the extremely
few cases wherein an Android has been a ship's master) by Interstel's director. Some of the literary records
recovered from the Noah Two wreckage include several tales wherein mechanical beings, having been mistreated
by those who created them, rose up to slaughter their creators. Most of the general public is aware of these
stories, and therefore all but the most primitive of Arth's Androids have been given equal rights and privileges as
any other member of Arth society. There are still those that treat Androids poorly, though, which is one reason
why Arth's Androids haven't been given a greater level of artificial intelligence.
• Territory: Androids are "indigenous" to Arth and so have the same territorial holdings as Humans. When
establishing new colonies for the Arth populace, Androids are usually sent in first to survey the area, detect any
nearby natural resources or hazards and begin habitat construction prior to the arrival of any other colonists.
They can therefore be found on all Arth colonies, largely performing maintenance duties. It's also rare to see a
starship leave Starport without at least one android aboard ship, where they can take over some of the ship's
functions in the event the ship's crew becomes incapacitated.
• Onomastikon: Individual android units are usually identified by their model and serial numbers, though in
general their "names" consist of their serial number only. Arth android serial numbers consist of a letter prefix
followed by six digits. "Nicknames" typically consist of the letter and first two numbers of the serial number; this
combination is generally anglicized into a single word (such as Aythree, Eeten, Piohfive, and so forth). When
anglicized, zero always becomes "oh", with all other numbers pronounced normally. Android names consist of a
prefix and a single suffix.
o Prefixes: A35, A38, C55, E10, E27, I35, K59, L43, L47, M09, M73, P05, R16, S17, T16, U44, V51, W34,
Y18, Z70.
o Suffixes: 0011, 0022, 0030, 0120, 0213, 0232, 0313, 0323, 1023, 1032, 1120, 1203, 2121, 2211, 2222,
2233, 3020, 3322, 3330, 3332.
• Motivation: Androids in general have no motivation to go on adventures on their own (and those that do are
usually malfunctioning units who cease to function before they get very far). As a rule, Androids will stick to the
tasks for which they are programmed. There are some androids who serve in roles that can be considered
"adventurous" to most other sentient forms. As previously mentioned, they perform vital work before colonies
are constructed and are often launched first to begin any kind of orbital construction. Both can take place in
particularly hazardous areas. There are also those lucky few who are assigned to the crew of a starship, and as a
result can share in the adventures of their fellow crewmembers.
• Basic Characteristics:
o Size Class: C5
o Base HD: 47/47/47
o Durability: 10
o Learning Rate: 0
o Science: 50 (Poor)
o Navigation: 150 (Average)
o Engineering: 100 (Average)
o Communications: 0 (Poor)
o Medical: 20 (Poor)
o Genders: 1*
o Life Stages: Initial Maintenance at 20 years.*
o Lifespan: N/A*
o Height: 2.0 m (no variation)*
o Mass: 120 kg (no variation)*
o Speed: 7 kph (12 m/rd)
o Racial Abilities and Restrictions:
Manufactured. Androids are a Synthetic Lifeform and follow all normal rules for synthetic life.
Metallic Construction. Androids have Class Three natural Armor.
Enhanced Vision. Androids can detect and measure EM radiation along all spectrums, and may
select the range they wish to view at will.
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MECHANS (Homomachina noahnovum)
• Personality: Mechans share many of the same features as Arth Androids. However, their programming was
performed by specialists who had been perfecting the process over thousands of years, so unlike Android
personalities, Mechan personalities don’t drift (at least not until their positronic brains are near total failure
anyway, and by then they’ve been identified as a malfunctioning unit and shut down anyway). Like Androids,
Mechans tend to be very mechanical, analytical and coldly logical. They have an outstanding memory capacity,
one which Arth’s cyberneticists are working hard at mimicking. Since their main focus has been on terraforming
the world of Heaven and defending it from invaders for over a thousand years, they have accumulated a great
deal of knowledge when it comes to planetology and planetary engineering. Art, music and literature, however,
are something that Mechans don’t have (at least, not any of their own making, though they do have a vast library
of the works of Earth).
• Physical Description: Mechans are a Humanoid bipedal synthetic race. Their specifications list their height as two
meters exactly, their mass at 120 kilograms exactly. That these specs match those of Arth's Androids shouldn't be
that big of a surprise; Arth Android design was largely borrowed from the records of the Noah 2, whose Android
crewmembers would've been the Mechan 2. Unlike Arth Androids, the Mechans were programmed with a
rudimentary form of artificial intelligence that gives them some capacity for learning, although they tend to not
learn very fast (no doubt their programmers gave the Mechans learning capability in order for them to be able to adapt to
any unforeseen situations when it came to terraforming). As with Androids, the Mechans are made of metals and
plastics, and so are more durable than most organic species. Mechans have twin arms that give them full range
motor control, as well as two legs for propulsion. As with Arth Androids, their servos enable rapid and smooth
movements. Unlike Arth Androids, Mechan appendages cannot be swapped out; whether or not this was done
for functional or financial purposes cannot be said. Mechan “eyes” aren’t quite as all-purpose as an Android’s
scanners, though they can still pick up visual and infrared portions of the spectrum. Mechans use an Endurium-
based power supply which allows them to operate for hundreds of years before requiring refueling (they are
currently working on converting over to Shyneum). Mechans are built in special factory modules located on their
starships, as well as in a planet-bound factory. Construction takes place only when another Mechan needs to be
replaced; this keeps their population to an optimal level. It usually takes a minimum of four months to construct
a single being (owing to a rigorous quality control process). Mechans are effectively immortal, provided they
receive proper maintenance. The oldest known Mechan was constructed on Earth sometime around 3450.
o Motor Appendages: 2
o Visual Organs: 2
Field of Vision: 140 degrees forward Optimal, 180 degrees forward Peripheral.
o Auditory Organs: 2
o Olfactory Organs: 0
o Gustatory Organs: 0
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CHAPTER TWO: CHARACTERS
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o Propulsive Appendages: 2
o Reproductive Organs: 0
• Relations with Other Races: The Mechans by and large have been ignored by the starfaring community. No
doubt this has been due to their programming; the Mechans have had no cause to try and expand their territory
over the millennium they've been in space, and most races have seen fit to leave them alone. Only the Spemin
and the Thrynn even mention having encountered the Mechans (the behavior of the Mechans is baffling to the
Spemin; the Thrynn seem to at least know their purpose and have come across the wreck of the Lasthope in their
travels). The Mechans, for their part, know a lot about the local races and were a good source of information in
Arth’s early explorations, once communications were established. They hold the same loyalties that the Old
Empire held at the time of the launch of the Noah 9 expedition. They view the Uhlek and Gazurtoid as dangerous
enemies and the Veloxi as arrogant isolationists. They had contact with the Spemin as recently as 4410 (in which
the Spemin threatened them and then fled). After communications were established in 4620, the Mechans finally
became members of the larger interstellar community at large once more. Despite this, the Mechans still hold the
stewardship of Heaven as their primary mission, and so not very many of them have left their sphere of influence
as yet. Contact with the Delta Sector has been largely non-existent to date.
• Territory: Prior to their launch, the Mechans were specifically ordered to patrol an area within 8 parsecs of the
Heaven system and repel any invaders after Heaven was established. They carried out these orders with machine
precision, and by early 3480 had established a sphere of influence on near the extreme downspin border of the
Veloxi Empire that would not change significantly for over a thousand years (though it would collapse twice in
the early years, after significant attacks by the Uhlek and Gazurtoid). Two star systems fell into this very small
sphere: Heaven, and the nearby G-type star system at α143x115. The Mechans did explore the nearby star
system and found some Imperial ruins there, but found that the Veloxi had placed a drone in orbit and had
declared the world forbidden, and so were content to leave the planet alone. Once their original programming
was fulfilled, the Mechans made the decision to make Heaven an Arth colony instead. Mechan territory was
added to Arth's holdings after 4620, and by 4640 was fully incorporated into the Arth sphere of influence.
• Onomastikon: Mechan names are essentially the same as Android names (i.e. individuals are identified by their
serial number), though since they are all the same model of automaton, they have no need for added
identification through a model number. Mechan serial numbers consist of a letter prefix followed by six digits.
"Nicknames" typically consist of the letter and first two numbers of the serial number; this combination is
generally anglicized into a single word (such as Eetwo, Geefivoh, Cueseven, and so forth). When anglicized, zero
always becomes "oh", with all other numbers pronounced normally. Mechan names consist of a prefix and a
single suffix.
o Prefixes: B64, E25, G50, I91, J85, J92, M00, N05, O85, O86, P27, Q76, T22, T85, W02, X52, X69, X77,
Y87, Z00.
o Suffixes: 0012, 0100, 0222, 0233, 0301, 0310, 0333, 1011, 1013, 1021, 1110, 1200, 1310, 2000, 2031,
2113, 2133, 2303, 2312, 3331.
• Motivation: Even since becoming allies with “Group Two”, many of the Mechans have remained in the vicinity
of Heaven, making sure that the planet remains optimally suitable for the Arth colonists that have settled there.
Those few that have left their territory have mainly been employed at Arth’s behest, as they are the best source
of information Arth has on the Old Empire (including filling in the gaps about Imperial culture and history,
something many of Arth’s universities have been drooling over). To date, no starfaring mission has required the
special knowledge that the Mechans contain, so they are considered too valuable to risk sending out with an
Interstel crew. That may change if the situation ever warrants it.
• Basic Characteristics:
o Size Class: C5
o Base HD: 47/47/47
o Durability: 10
o Learning Rate: 1
o Science : Initial 100, Maximum 200 (Good)*
o Navigation : Initial 150, Maximum 250 (Excellent)*
o Engineering : Initial 100, Maximum 200 (Good)*
o Communications : Initial 0, Maximum 100 (Poor)*
o Medical : Initial 0, Maximum 100 (Poor)*
o Genders: 1*
o Life Stages: Initial Maintenance at 50 years.*
o Lifespan: N/A*
o Height: 2.0 m (no variation)*
o Mass: 120 kg (no variation)*
o Speed: 7 kph (12 m/rd)
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CHAPTER TWO: CHARACTERS
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o Racial Abilities and Restrictions:
Manufactured. Mechans are a Synthetic Lifeform and follow all normal rules for synthetic life.
Metallic Construction. Mechans have Class Three natural Armor.
Infrared Vision. Mechans have the Enhanced Eyesight special ability.
Redundant Memory. Mechans can remember events from hundreds of years in the past with
perfect clarity. All Mechans begin with Memory at +30.
• Personality: Spemin are typically very arrogant. They have an inflated view of their own self worth and see
themselves as being superior to all of the other species. Ostensibly, this is because none of the other races can do
what the Spemin do (secreting ooze, bouncing younglings on their pseudopod, etc.). Despite the views of many
of the other races, the Spemin aren't completely stupid, though they will try to deceive anyone even if the
situation doesn't truly warrant it. Many times these efforts aren't even marginally successful (they once claimed
that they were the real inventors of the Leghk technology seen on their ships after 4637, and later claimed that
they took the technology after a fierce battle and cited the hulk of the Elthar-Esh as proof). Other times, they are
fantastically successful (simply by sitting in pools of water while communicating, the Spemin were able to dupe
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CHAPTER TWO: CHARACTERS
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the Gazurtoid into thinking they were a water-breathing race, resulting in their alliance). Another, perhaps more
sobering ruse, was their ability to gain Imperial protection from the races of the First Wave. While stroking their
ego appeases the Spemin, it doesn't diminish their arrogance; if anything, it heightens it. Spemin bravado,
conceit, and deceit usually evaporate after any perceived advantage they have disappears, which in space
encounters generally occurs after most of their ships involved are destroyed (this remained true even after they
gained access to Leghk technologies). Once willing to tell the truth, the Spemin have proven to be a valuable
source of important information. It was they that provided Interstel with the correct location of the Uhlek Brain
World, the coordinates to a flux chain that led deep into Uhlek territory, and (unwittingly) the coordinates of the
Delta Sector Flux. Finally, Spemin have a tendency to mimic others, particularly those they realize are genuinely
stronger than themselves (Spemin starships are supposed to be copies of Gazurtoid ships, though there isn't even
a superficial resemblance).
• Physical Description: Spemin are an omnivorous amoeboid race. Their bodies consist of three major parts: their
body (which is unicellular) their eyes, and their antennae. Spemin are largely amorphous, though their eyes and
antennae are comparatively rigid structures. Their outer body surface is a characteristic deep blue color and is
covered with many lobopodia, which are used mainly for propulsion, as well as many axopodia for ingestion of
nutrients. One of the lobopodia located on their anterior is larger and more tubular than the others, and is
generally what Spemin are referring to when they mention their pseudopod (though technically all of their
lobopodia are pseudopodia). This lobopod, in addition to providing propulsion, gives the Spemin their motor
abilities. Spemin feed by phagocytosis; when they find suitable material to ingest, they will wrap their bodies
around it and use their axopodia to begin ingestion. Spemin are capable of taking in small amounts of air through
their axopodia, which they then forcibly expel from their outer body wall. This generally produces sounds
ranging from whines to something approaching flatulence, which Spemin use as a method of communication (the
Thrynn call Spemin communication "disgusting"). Spemin have twelve large, simple eyes located on their outer
body wall. Spemin are capable of physically relocating their eyes to various points on their body's surface, giving
them a highly variable field of vision (a Spemin can theoretically have 360 degrees of vision, or a much narrower
field if all twelve eyes are pointed in the same direction). Spemin have three antennae which are generally
believed to be their auditory organs. Spemin have suggested that the only reason they have antennae is that
they're stylish, though given their tendency to lie and given that they have these antennae their entire lives, the
auditory organ explanation is more likely. As with their eyes, a Spemin may re-position these antennae to any
point on their body's surface. The interior of a Spemin consists largely of cytoplasm, with several organelles for
bodily functions. Surprisingly, Spemin do not have a nucleus, nor do any of the known organelles carry out
cognitive functions. The location of the Spemin brain is unknown, even to the Spemin themselves. Despite this
obvious disadvantage, the Spemin have at least enough intelligence to plot and scheme, even if they can't do it
well and even though they generally don't learn very quickly. Due to their body makeup, Spemin are delicate
creatures that can't withstand very much punishment at all. Spemin reproduce asexually via budding. A genetic
clone of the Spemin forms in its outer body wall, developing into a miniature clone of the adult. This process
generally takes about two months to complete, after which the new Spemin is "born" simply by breaking off from
the adult. An adult Spemin generally doesn't have more than a single offspring budding at any given time, though
up to ten or more may be simultaneously budding on extremely rare occasions. Spemin bud until they reach
Venerable Age, when more of their life processes are needed simply to stay alive.
o Motor Appendages: * (see Physical Description)
o Visual Organs: 12
Field of Vision: * (see Physical Description)
o Auditory Organs: 3
o Olfactory Organs: 0
o Gustatory Organs: * (see Physical Description)
o Propulsive Appendages: * (see Physical Description)
o Reproductive Organs: 0
• Relations with Other Races: To put it simply, the Spemin are generally disliked by every race in both the Alpha
Sector and the Delta Sector, largely due to their own actions (not to mention their oh so charming personality).
They are known to be liars and manipulators. None of the Alpha Sector races speak well of the Spemin. The only
race in the Alpha Sector that does tolerate the Spemin is the Gazurtoid, and that's only because the Gazurtoid
believe the Spemin to be kindred water breathers. It’s unknown what the Gazurtoid really think of the Spemin,
as they don't mention them in any of their communications. What would happen were they to learn the truth is
a matter of conjecture (though it would almost assuredly be extremely violent for both sides). Because of their
predation on shipping in the Delta Sector (in particular the theft of Shyneum from passing ships), almost none of
the Delta Sector races like the Spemin either. The invasion of Hooplah (δ105x85, p1) irritated the Humna
Humna, who in the years since the failed invasion of Arth have refused all trade to the Spemin (a strong
statement, given their fondness for trade). The Umanu likewise dislike the Spemin, mainly because they
remember their betrayals of the Old Empire. It's likely the Umanu will be at the forefront of any future effort to
remove them completely from the Sector. Even with their defeat, the Spemin still prey upon the Dweenle
whenever possible; this of course does nothing for Dweenle self-esteem. Again, a single starfaring race in the
Sector tolerates the Spemin: the G'Nunk. The Spemin are one of the few races that have obtained G'Nasch status,
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though with their natural cowardice and their recent defeat it's uncertain how long they'll maintain that status.
For their part, the Spemin see themselves as being unjustly picked on by the other races.
• Territory: The rapid reproductive rate of the Spemin, coupled with their tendency to build barely functioning
(key word: functioning) starships with ultra-cheap materials allowed the Spemin to expand rapidly after first
contact with the Old Empire, ultimately leading to the establishment of one of the larger spheres of influence in
the Sector. Spemin territory consists of 32 star systems centered just downspin of their homeworld of Spewta.
They border on Uhlek territory upspin and outward, the Gazurtoid downspin, and the Veloxi coreward. The
Spemin remained hemmed in and unable to expand until after the disappearance of the Uhlek in 4620. The
Spemin expanded upspin; this expansion led to the discovery of the Delta Sector Flux in 4634, leading to the
Spemin's expansion into the Delta Sector. After their discovery of the Elthar-Esh derelict in 4637, the Spemin
gained access to Leghk technology and began a "reign of terror" in both Sectors. In the Delta Sector, the Spemin
remained scattered throughout various points in the non-Cloud portions of the Sector, ultimately "colonizing"
(conquering) four worlds: Hooplah, Bemfblunk (δ158x183, p2), the site of the Leghk Halls of Memory (δ131x219,
p2), and an old Leghk colony at δ60x156, p1. After their failed attempt to invade Arth in 4641, the Spemin lost
most of their territorial holdings. As of 4642, Spemin territory in the Alpha Sector consists of just ten star
systems centered around α72x135, just outward of the nearby stellar cluster. There are five small nebulae in this
area (including the one that houses Spewta), as well as a flux intersection. The loss of their holdings in the Alpha
Sector has resulted in their loss of control over the Delta Sector Flux. This has cut off their holdings in the Delta
Sector from the rest of Spemin society. For now, the Spemin still maintain their hold on Hooplah and Bemfblunk,
but without support and with almost every race in the Sector hacked off at them, it may be only a matter of time
before the Spemin are forced to abandon those worlds entirely, as they've already been forced to do with their
Leghk holdings.
• Onomastikon: Spemin names usually consist of a single two to four-syllable word, which has a tendency to be
somewhat "gooey-sounding", as one Arth anthropologist put it. A rare number of Spemin choose to have two
words for their names; these usually consist of a four-syllable name broken in two after the second syllable. They
don't tend to use any one consonant sound over the others, although "S" usually is followed by a hard "K" sound.
Nicknames aren't common among the Spemin, but when they exist they are usually for Spemin with four-
syllable names, and consist of the first two syllables. Spemin names contain the prefix followed by anywhere
from one to three suffixes. It is entirely possible for all the name elements to sound exactly the same, or for a
suffix sound to be used as a prefix.
o Prefixes: Bee, Blunk, Blurt, Bunk, Chug, Deng, Did, Dort, Dug, Gemf, Gheng, Ghoo, Leng, Lug, Lup,
Skree, Skreh, Skrug, Skruk, Zeng.
o Suffixes: blug, bluk, blurt, buk, bup, burt, chunk, dee, deng, dik, dug, gee, gemf, gup, lemf, lurt, skree,
skru, skrug, zee.
• Motivation: Spemin will leave their territory to discover new ideas and technologies, so that they can come back
and make crappy copies of them for the rest of their species. For all their bluster and manipulation, the Spemin
seem to be focused on one thing, and that's simply survival. It's true that they aren't in any great danger of going
extinct anytime soon (depending on who is asked), but the basic functions of survival are so ingrained into the
Spemin psyche that it explains many of their actions and attitudes. Their highest religious command is "Divide
and Multiply". Spemin will do what it takes to ensure they can do that for as long as possible. That means
finding resources and having space to expand into, which as history teaches, generally means an insatiable desire
for conquest. They have the means to conquer. If they ever develop the spine for conquest as well, the other races
might have something to be genuinely concerned about...
• Basic Characteristics:
o Size Class: C3
o Base HD: 51/45/51
o Durability: 1
o Learning Rate: 3
o Science: Initial 0, Maximum 100 (Poor)
o Navigation: Initial 10, Maximum 150 (Average)
o Engineering: Initial 10, Maximum 150 (Average)
o Communications: Initial 0, Maximum 100 (Poor)
o Medical: Initial 30, Maximum 200 (Good)
o Genders: 1
o Life Stages: Adolescent at 5 months. Adult at 7 months. Middle age at 13 months. Old Age at 23
months. Venerable Age at 29 months.
o Lifespan: 30 + 3d5 months.
o Height: N/A (amorphous; volume is the individual's mass divided by 1000.)
o Mass: 9 + (2d5 * 0.6) kg.
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CHAPTER TWO: CHARACTERS
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o Speed: 1 kph (2 m/rd)
o Racial Abilities and Restrictions:
Generally Despised. All Spemin begin with Reputation at -10.
Cowardly. All Spemin begin with Nerves at -10.
Moving Eyes. Spemin have the Directed Eyesight ability, and may physically change the
location of any or all of their eyes to any position on their body's surface.
Possibly Brainless. Not even the Spemin know the location of the Spemin brain. A Spemin's
Cognitive Organ may only be hit as the direct result of a critical hit.
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CHAPTER TWO: CHARACTERS
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deep rumble to Arth species. These sounds have incredible range underwater, and it is believed that, absent
barriers and mechanical noise, each Gazurtoid aboard a spacecraft can make itself heard by all other members of
the crew simultaneously, no matter where they are on the ship. While underwater, Gazurtoid usually move by
swimming with their limbs or grappling and pulling themselves along, though when they want to move fast,
they can expel a jet of water to propel themselves backwards. Gazurtoid reproduction and mating rituals remain
shrouded in mystery. While many cephalopod species demonstrate reverse sexual dimorphism, it is unknown if
this is true of Gazurtoid, as to date, it is believed that only males of the species have been encountered. This
suggests a patriarchal society, though that is by no means the only accepted explanation (some xenosociologists
suggest the presence of a ruling council of females, which does not deign to lower itself to communicate with
outsiders).
o Motor Appendages: 8
o Visual Organs: 2
Field of Vision: 180 degrees forward Optimal, 270 degrees forward Peripheral.
o Auditory Organs: 1 (lateral line system - low frequency vibrations))
o Olfactory Organs: None
o Gustatory Organs: Numerous
o Propulsive Appendages: 1* (see Racial Abilities)
o Reproductive Organs: One
• Relations with Other Races: The Gazurtoid have extremely antagonistic relations with every other Alpha Sector
species, with the exception of the Spemin, who have fooled them into believing they are also aquatic creatures.
They were instrumental in the fall of the Old Empire, which they sacked alongside the Uhlek. Viewed as evil by
the Thrynn, vain by the Elowan, stupid by the Veloxi, and insane even by their allies the Spemin, they are
without question the most hated of the Sector’s extant races, though they might have competed for the title with
the Uhlek before the destruction of the Brain World. The Veloxi hold them in special contempt due to the heavy
fighting between the two races during the Second Wave in the 3400’s, which the insectoids have not forgotten
over the intervening centuries. (It is likely the Grand Lovely’s forces sustained massive casualties during this
period, as even the sparse Imperial messages dating from the era contain multiple mentions of major battles
between the two and of Gazurtoid forces encroaching in Veloxi space). The Humans of Arth and the Umanu
both have long memories, and resent the Gazurtoid for their role in the destruction of the Old Empire. While the
Gazurtoid have not come into contact with the other Delta Sector races, it can be surmised that they would hold
all of them in the same contempt they feel for the Alpha Sector races. Of the Delta Sector species, only the Ch-Q-
Tss-T are amphibious in nature, but that does not likely meet the Gazurtoid’s criteria, as they use the term
water-breather to denote possible allies, not merely water-dweller. The Gazurtoid war-making ability is
formidable. An ancient starfaring culture, they have been through several flare cycles already (the exact number is
unknown), and possess a mature, powerful technology and spacefleet to match. At the beginning of Arth’s
Renaissance, they still maintained a fleet of the same starship types they had used in the Second Wave, enormous
colony ships that dwarf every other ship class in the Sector, save one. Laden down with laser cannon and
powerful shield arrays, these behemoths can absorb an incredible amount of punishment while dishing out more.
While for unknown reasons they chose not to arm their ships with missile launchers, they pay no tactical price
for this, since during the Second Wave they devised some form of shield technology that completely negates
damage from enemy missiles. Unconfirmed intelligence reports indicate that a new class of Gazurtoid warship
may be undergoing trials, but these are unsubstantiated at this time. These new ships are rumored to have
substantially increased firepower and shielding, representing a nightmare scenario for Arth strategic planners.
• Territory: After blowing through the Old Empire and most of the coreward part of the Alpha Sector alongside the
Uhlek, the Gazurtoid eventually settled into an area in the outward and downspin portions of the Sector,
coreward of Uhlek territory, outward of Thrynn territory and downspin of Spemin territory. Their homeworld
(known as Nirvana) is the fourth planet of the system α86x55. It is unknown exactly how many Gazurtoid swim
beneath the planet's oceans, but considering that the Gazurtoid still use the same massive ships they used to
migrate to the Sector, it’s generally believed to be a rather small percentage of their overall population. The
Gazurtoid sphere of influence covers thirty-five star systems, including the systems of the Cross Constellation,
which contains one of the largest flux concentrations in the Alpha Sector. With the creation of Arth's sphere of
influence after 4620, some of the Cross Constellation is now in disputed territory; an armed confrontation with
Arth is not out of the question. There have also been some alarming reports of the Gazurtoid being reported in
portions of the Sector previously out of their demesne, further towards the downspin and outward corner of the
Sector. These reports, combined with the rumors of a newer Gazurtoid warship class, do not bode well for Arth's
overall strategic situation.
• Onomastikon: Gazurtoid names consist of a single word, which generally is easier for other species to say while
gargling. Their names are rarely longer than eight letters long when anglicized. Names make very heavy use of
"B", "R", "L" and "G" consonant sounds, with "U" sounds by far the most common vowel. In regards to their
names, no other sounds have been recorded to date. Gazurtoid do not offer up their names to outsiders as a rule
and nicknames are unknown in their culture. Gazurtoid names consist of a single prefix and one suffix. It is
entirely possible for both name elements to sound exactly the same, or for a suffix sound to be used as a prefix.
o Prefixes: Bbb, Bgbg, Bgrb, Bllb, Brbr, Bug, Gbr, Glug, Grlb, Grrb, Lbg, Lbug, Rbrb, Rbug, Rgbg, Rggl,
Ugug, Ulbl, Ulu, Ulul.
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o Suffixes: bbrb, bgbg, bgbr, bglb, blb, brb, brlb, glb, gllu, grbb, grgr, lbgl, lbgr, luug, rbbr, rggr, ugbb, uggr,
ulrb, urg.
• Motivation: Put simply, the Gazurtoid wish to eradicate all forms of life that breathe air. Barring this, they
simply wish to be left alone, and do not brook interference in their endeavors by the ‘infidels’. It is thought likely
that they are currently in a period of recuperation, having expended an incredible measure of lives and resources
in the initial invasion of the Sector 1200 years ago. If that is the case, based on the Elowan assertion of a 2000
year migration cycle for the Uhlek (which would trigger a Gazurtoid migration as well), they may be just over
the halfway point in their ‘resting period’. The two triggers for their migration behaviors have now been
eliminated: the Crystal Planet no longer flares suns to coreward, wiping out any air-breathers who may have
survived their rampage; and their vanguard, the Uhlek, have been negated by the destruction of the Brain World.
The Gazurtoid are certainly aware by now of these two events, having noted the Uhlek’s absence in their new,
expanded sphere of influence and witnessed the continued existence of life in areas that should have flared by
this point. It is believed that these two factors have spurred them to substantially expand their shipbuilding and
increase their birthrate. The Gazurtoid, in the past, did not habitually leave their sphere of influence looking for a
fight, but it’s unknown how much longer this happy state of affairs will last.
• Basic Characteristics:
o Size Class: C8
o Base HD: 43/52/41 (water), 41/50/41 (land)
o Durability: 7
o Learning Rate: 5
o Science: Initial 0, Maximum 100 (Poor)
o Navigation: Initial 50, Maximum 250 (Excellent)
o Engineering: Initial 50, Maximum 250 (Excellent)
o Communications: Initial 10, Maximum 150 (Average)
o Medical: Initial 0, Maximum 100 (Poor)
o Genders: 2
o Life Stages: Adolescent at 5 years. Adult at 8 years. Middle age at 13 yrs. Old Age at 19 years. Venerable
Age at 25 years.
o Lifespan: 27+1d10 years.
o Mantle Length: 2.25 + (2d5 * 0.15) m.
o Mass: 337.5 + ((2d5 from mantle length) * 22.5) kg.
o Speed: Water - 19 kph (32 m/rd); Land - 6 kph (10 m/rd)
o Racial Abilities and Restrictions:
Hatred of Air Breathers. All beginning Gazurtoid must take the Intolerant Complication at -25.
Gazurtoid cannot ally with non-water-breathing races.
Fearsome Reputation. All beginning Gazurtoid must take Reputation as a Talent at +10, used
when communicating with other races.
Improved Grab. All Gazurtoid have the Improved Grab special ability.
Jet Propulsion. Gazurtoid use the jet for main propulsion, but only underwater (fast
swimmer). They may use their arms to propel themselves in any medium (very slow
multiped).
Water-breather. Requires breathing equipment for terrestrial areas. Automatically passes all
Three-Dimensional Maneuvers Checks for swimming.
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CHAPTER TWO: CHARACTERS
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UHLEK (Dolens nex)
Editor's Note: Because of the nature of the Uhlek and how they
behave, they may be an extremely difficult race to role-play
successfully, and are not recommended for inexperienced players.
• Personality: The few races that know anything at all about the Uhlek describe them as a collective being,
autonomous and yet one being. This is partially true; while remaining individuals, their cognitive functions are
handled by the vast lifeform known as the Uhl. The Uhlek serve as the Uhl's "immune system". The Uhl is made
up of many ganglia that are connected by electromagnetic waves. The activities of sentient beings disrupt those
waves and cause the Uhl pain, so the Uhl sends the Uhlek to eliminate the source of that pain (i.e. other forms of
sentient life). This they do with cold efficiency. Uhlek show no mercy; anything that can't get away gets
destroyed. They have never been observed in any social situations, so how they behave around each other
remains a complete mystery.
• Physical Description: The Uhlek never communicated in any documented encounter, so no guess at their
appearance or language was ever made. It was not until the crew of the I.S.S. Buttershark visited the Halls of
Memory that a member of the Leghk species was ever seen (technically, the Lowarian crew of the Elthar-Esh had done
the same thing 400 years earlier, but they did not live to tell their tale). It can only be surmised that the Uhlek look the
same as the Leghk, but as the Umanu were not appreciably different from Humans after their time under the
Uhl's compulsion, it's a very plausible supposition. The Uhlek are a race of omnivorous floaters, approximately
one to one and a half meters in height and weighing somewhere around thirty kilograms. They are best described
as a race of greenish "floating heads", in that their bodies look like a Humanoid head minus ears and a nose. They
have two small, forward set eyes (usually yellow in color) and a large mouth through which the species takes in
sustenance. Below the main portion of their body is a long, thin tentacle that is usually curled up into a spiral
shape and serves as a motor appendage for grasping small objects. Uhlek have no hearing capability; when they
communicated with the Leghk, the crew of the Buttershark reported seeing the Leghk speakers wearing special
communication apparatuses on their head, which enabled normal communications. While the Leghk were an
incredibly intelligent race with a moderate constitution, it's likely that thousands of years of servitude to the Uhl
have left them as a race of extremely durable automatons, with great physical ability but no independent learning
ability whatsoever. Other information about the Uhlek, such as feeding and reproductive habits, is unknown;
there simply was no time for the crew of the Buttershark to ask those kinds of questions. How they stay aloft and
propel themselves is also an unsolved mystery; whether it is some form of electric or magnetic levitation or
psychokinesis is unknown.
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o Motor Appendages: 1
o Visual Organs: 2
Field of Vision: 120 degrees forward Optimal, 180 degrees forward Peripheral.
o Auditory Organs: 0
o Olfactory Organs: 0
o Gustatory Organs: 1
o Propulsive Appendages: 0* (see Physical Description)
o Reproductive Organs: 0* (see Physical Description)
• Relations with Other Races: The Uhlek host species, the Leghk, were considered a benevolent and congenial
species, which cared deeply about topics such as education, the arts and philosophy. The Dweenle often say that
the Leghk were the only race they'd ever encountered that seemed to like them. Alas, this is not the case with the
Uhlek, which are (or rather, were) hands down the most hated race in the entire cosmos. The closest thing the
Uhlek have to an ally is the Gazurtoid, and they don't attack the Uhlek simply because they know the Uhlek can
toast them (that, and they do such an exquisite job of eliminating air breathers in their own right). The races of
the Delta Sector are more fortunate; to them, the Leghk are a legend, and the Uhlek are never mentioned
implicitly (though the Arla have discovered that most ships travelling through the anomaly aren't destroyed by
the anomaly passage itself, but rather by a hostile race living in the past, who they surmise can only be the
Leghk). It is likely, however, that any Delta Sector race that would happen to encounter a live Uhlek would get
the same treatment as Alpha Sector races.
• Territory: After taking three hundred years to move through the Sector, the Uhlek finally settled along the far
outward edge of the Alpha Sector, where they remained until the final destruction of the Uhlek Brain World in
4620. Everything outward of the x=30 parallel was located within the Uhlek spheres of influence. The Uhlek at
one time maintained a "home planet" at α7x118, p7, though there was no Uhlek presence on that planet in the
years immediately prior to their disappearance (it's thought that the planet mainly acted as a staging area for their
fleets; certainly no Uhlek could've survived in the planet's toxic atmosphere for very long if they maintained most of their
Leghk physiology). Additionally, seventeen star systems upspin of Spemin and Veloxi territory (roughly centered
around α118x220) belonged to the Uhlek. The inter-Sector flux to the Delta Sector is located in this upspin
region, which probably explains why it took so long for any of the local starfaring races to discover it. After the
destruction of the Brain World in 4620, the Uhlek simply disappeared, leaving their territory completely vacant.
The final fate of the Uhlek remains a mystery, one which the local races are more than happy to leave alone
(while scrambling for the territory and resources the Uhlek left behind).
• Onomastikon: The names that individual Uhlek give to themselves are unknown by any other race. As there has
never been any communication between an Uhlek and a member of another species (besides the lobbing of
plasma bolts), there was never any opportunity to study Uhlek language (let alone names) until the crew of the
Buttershark visited the Halls of Memory. Such was the urgency of the Leghk in that meeting that, though they
had time to share a scant meal with the crew of the Buttershark, no introductions were made. To this date, no one
has ever heard the name of an individual Leghk or Uhlek, and it's likely no one ever will. It's entirely possible that
Uhlek don't have individual names; no sentient being names every individual cell that comprises their own
immune system. Editor's Note: For Uhlek characters, roll 10d10 but do not sum up the result. Instead, have the player
arrange those numbers in any order they'd like, and use the result as the Uhlek's name.
• Motivation: The Uhlek have a single motivation, and that is to protect the Uhl and to eliminate any threats to its
existence. If the Uhl wants something destroyed, it is the responsibility of the Uhlek to destroy it at all cost. All
other motivations and actions are secondary to this single overriding priority. If an individual Uhlek ever
managed to escape from the control of the Uhl and follow their own destiny, history has failed to record it.
• Basic Characteristics:
o Size Class: C3
o Base HD: 59/50/59
o Durability: 5
o Learning Rate: 1
o Science: Initial 10, Maximum 150 (Average)
o Navigation: Initial 50, Maximum 250 (Excellent)
o Engineering: Initial 50, Maximum 250 (Excellent)
o Communications: Initial 0, Maximum 100 (Poor)
o Medical: Initial 10, Maximum 150 (Average)
o Genders: 1* (see Physical Description)
o Life Stages: Adolescent at 7 years. Adult at 18 years. Middle age at 40 yrs. Old Age at 67 years.
Venerable Age at 87 years.
o Lifespan: 88+6d10 years.
o Height: 0.98 + (1d5 * 0.14) m
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o Mass: 20.25 kg + ((same 1d5 from height + 1d5) * 1.35) kg
o Speed: 5 kph (8 m/rd)
o Racial Abilities and Restrictions:
Universally Feared. Uhlek are renowned for their extreme aggressiveness. All Uhlek have
Reputation as a Complication at -20.
Unwavering Loyalty. The Uhlek obey every command given to them by the Uhl. All Uhlek
have Discipline as a Talent at +25.
Universal Hatred. Uhlek are under compulsion to destroy all non-Uhlek sentient life. All
Uhlek have the Intolerant Complication at -30.
While the Spemin and Uhlek both appear in SF2, they should be considered Alpha-Sector Races for purposes of gameplay.
For stats on those races, see the previous sub-chapter.
• Personality: Enterprising,
diplomatic, and VERY interested
in making a profit. The Humna
Humna have a very distinct way
of talking. Their language
requires an individual to be as A being that's probably on a low-salt diet.
precise as possible when making
a statement. As a result, most translated Humna Humna messages appear to be overly redundant. Humna
Humna tend towards a greedy disposition, as their entire culture is based on a somewhat fanatical form of
capitalism, with even their young forced to barter for basic necessities. They count their trade maps as their most
valuable possessions, and will only sell them to traders they hold in high regard. Although trade and profiteering
are among their foremost motivations, the Humna Humna do recognize certain limitations. They prefer to
operate on friendly terms with other sentients and are not impressed when a customer approaches them in an
obsequious manner (although they are not below adopting such a posture when it suits them, such as in their
dealings with the Tandelou). Likewise, they are mostly unwilling to engage in open hostilities in the pursuit of
profit; while they will enthusiastically defend themselves, they have not attempted to win G’Nasch status to
enable them to trade with the G’Nunk, nor were they eager to mount an invasion against the Spemin to
recapture their planet Hooplah.
• Physical Description: Humna Humna are a race of terrestrial, air-breathing gastropod mollusks, more closely
related to slugs than snails due to their lack of a proper shell. They do, however, have a pincer on the end of their
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tails that is made of the same secreted calcium carbonate that composes the shell of other species of snail; they
use this appendage for fine manipulation and (less often) defense. Therefore, their classification must be viewed
as somewhere between the two types of mollusks. Physically, they vary significantly from Earth/Arth-based
species, the most prominent example being their lack of a heart. They are approximately two meters in length,
with wrinkled pinkish-gray skin. They have a single ‘foot’ at the front of their stomachs (hence their placement
in the gastropod family); waves of muscular contraction along this appendage forms their primary means of
locomotion, aided by mucus production to reduce friction (the deck surfaces aboard their ships are so slick that
other species have great difficulty gaining traction). This method of movement is very slow relative to other
species, leading the Humna Humna to often make use of mechanical devices to compensate. The Humna Humna
trace their ancestry back to a species of omnivorous slug, which partly explains their greater intelligence relative
to many members of their evolutionary family. As sentients, they have expanded their palette to include other
forms of lower animal life, and can comfortably digest most of the same types of foods as most of the 'native'
Arth species. Due to the intensive energy needs associated with their method of locomotion combined with their
large size, Humna Humna must spend an appreciable amount of their time eating (the rise of their bartering
culture is directly traceable to this, as sociological pressures forced the species to find alternatives to each
individual simply spending all of its waking time searching for food). As a species, they have something of a
weakness for ammonia-based drinks, which affect them much as alcohol affects Humans. The hermaphroditic
Humna Humna reproduce by pairing up, with each individual exchanging genetic material with its partner, then
laying their eggs in a designated nursery (a cultural improvement on simply depositing them in moist soil, as
their ancestors did). In most cases, one partner is designated to look after both sets of eggs and raise the resultant
young; this individual is called the 'brood mother', and is responsible for caring for the pair's children and teaching
them the skills they will need to survive.
o Motor Appendages: 1
o Visual Organs: 2
Field of Vision: 90 degrees forward Optimal, 180 degrees forward Peripheral.*see Racial
Abilities.
o Auditory Organs: 2
o Olfactory Organs: 2
o Gustatory Organs: 1
o Propulsive Appendages: 1
o Reproductive Organs: 2
• Relations with Other Races: Aside from their affinity for trade, Humna Humna as a race pride themselves on
their communication skills, with each starship captain viewing himself as an ambassador or diplomat
representing his people. Their goal is to maintain friendly relations with any species willing to trade. Although
they will extend this status to any race willing to trade, they prefer dealings with races that will barter; while
willing to do business with non-bartering races, Humna Humna do not understand them, and believe their lack
of price negotiation belies a fundamental misunderstanding of capitalism. Through their skill in communicating,
the Humna Humna have come to an accord with most Delta Sector races, choosing to go along to get along
wherever possible. They largely ignore the Dweenle’s suicidal ramblings, adopt the necessary obsequious posture
with the Tandelou, and avoid the Ng-Kher-Arla during their dangerous Ng cycle. The only exception is with the
G’Nunk; the Humna Humna remain antagonistic with them, especially due to their continued use of Endurium
as fuel, and their raids on Endurium-rich worlds in Humna Humna territory. Since the defeat of the Spemin and
the reintroduction of Shyneum, the Humna Humna have wasted no time in infiltrating the Alpha Sector and
establishing connections with the local races. Finding the native Alpha races mostly amenable to trade, the
merchants have gone so far as opening a trade center on Starport Central in Arth orbit and are currently in talks
with the Elowan, Thrynn, and Veloxi regarding normalizing trade routes and purchasing properties for possible
future centers on or near their homeworlds. Given that the Sector is emerging from a traumatic recent past, the
Humna Humna see a huge, virtually untouched market, and are eager to begin tying the two economies together
(and making a mint in the process).
• Territory: Humna Humna inhabit a total of seven worlds in the Delta Sector, with δ216x45 being their
homeworld. Though they maintain trade worlds in each quadrant of the Delta Sector, they are most heavily
concentrated in the downspin/coreward region, with four of their worlds in that area. They maintain scattered
trade fleets all over the Sector, though they largely steered clear of the Cloud Nebula until the recent destruction
of the Uhl’s offspring. Like most of the other races, however, they are not native to the Sector, though just when
exactly they settled there remains a mystery. During the Golden Age of trade, they had established trade centers
on all sentient-inhabited worlds; subsequent Shyneum shortages and increasingly hostile conditions led them to
abandon most of them, however. It remains to be seen if they will reestablish these centers now that the Umanu
have again begun exporting Shyneum from the Cloud.
• Onomastikon: Humna Humna names consist of one relatively long word. As with the Veloxi, the potential
combination of consonant sounds (heavy on "Sh", "T", "Tz", and "Wh") have lead to many races addressing the
Humna Humna by shortened forms of their name. Usually Humna Humna nicknames consist of the prefix only.
Humna Humna names contain the prefix followed by two suffixes. It is entirely possible for all three name
elements to sound exactly the same, or for a suffix sound to be used as a prefix.
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o Prefixes: Ahz, K'ch, K'oosh, Psn, Pso, Shoosh, Shp, Shz, T'oosh, T'p, T'z, Tza, Tzch, Tzi, Tzn, Tzoosh,
Tzz, Whch, Whi, Whts.
o Suffixes: ahoosh, ahts, k'ch, k'i, k'oosh, k'ts, pshhhh, sha, shi, sho, shp, shr, shu, shz, t'hhhh, t'i, t'u, wha,
whi, who.
• Motivation: Profit, profit, profit! Nothing spurs a Humna Humna into action like the possibility of copious
amounts of cash. While the species is not wholly devoid of selfless nobility, they much prefer couching their
altruism in terms of "how much will it benefit me?" For instance, saving a species from extinction is all well and
good, but how much better to save it from extinction and get paid 15,000 SP by an environmental group? Such is
the thinking of a Humna Humna.
• Basic Characteristics:
o Size Class: C6
o Base HD: 42/45/47
o Durability: 4
o Learning Rate: 8
o Science: Initial 10, Maximum 150 (Average)
o Navigation: Initial 10, Maximum 150 (Average)
o Engineering: Initial 30, Maximum 200 (Good)
o Communications: Initial 50, Maximum 250 (Excellent)
o Medical: Initial 10, Maximum 150 (Average)
o Genders: 1
o Life Stages: Adolescent at 6 years. Adult at 10 years. Middle Age at 22 yrs. Old Age at 40 years.
Venerable Age at 55 years.
o Lifespan: 55+3d10 years.
o Length: 1.4 + (1d5 * 0.2) m
o Mass: 120 + ((same 1d5 from height + 1d5) * 8) kg
o Speed: 4 kph (6 m/rd)
o Racial Abilities and Restrictions:
Eye Stalks. Flexible eye stalks permit the Humna Humna to direct their field of vision in any
direction.
Greedy Disposition. All beginning Humna Humna characters must take the Greed
Complication with a minimum score of ten.
While the Umanu are Human in all but name only, they have suffered from 400 years of total mental enslavement, which
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has affected the way the Umanu perceive the universe. This, combined with their fashion sense (leaning towards solid-
colored hooded robes) and their place of origin, marks them at the very least as an all-together distinct group.
• Personality: Prior to the defeat of the Uhl, the Umanu were little more than automatons. Many post-Uhl Umanu
are very expressive and artistic. Their caliber of art-forms is a little under par, but then again the race as a whole
has been denied creative expression for 400 years (so few individual Umanu really care). Many Umanu are
extroverted; they have a tendency to gush, particularly when giving thanks to someone. The Umanu still possess
many of the same qualities as Humans, in particular the qualities which made them so valuable to the Uhl:
aggression and tenacity, mild territoriality and possessiveness.
• Physical Description: While the Umanu are biologically Human, they have been under the direct mental control
of the Uhl's offspring for approximately 400 years; this combined with the relatively small size of the initial
population means that the Umanu, as a distinct group, are less diverse than the Human population from which
they were taken. The Umanu are a bipedal omnivorous species with smooth skin and a characteristic mat of scalp
hair; this hair is typically ranges from a light brown to black color. They are 1.4 to 1.9 meters in height, and are
light beige to a darker beige in color. The Umanu have an internal skeleton and two small, narrow-set eyes which
allow binocular vision; these eyes are typically brown. Uhl-influenced breeding led to a stock which is somewhat
stronger than the average Human, but less mentally flexible. They tend to excel in any field involving mechanics
and tend to be keen marksmen. The Umanu have a pair of arms (motor appendages) and legs (propulsive
appendages), both of which terminate in five digit-type appendages per major appendage. The Umanu usually eat
five small meals per day and sleep about six hours a day. Umanu can go about two weeks without food under
normal circumstances, and about four days without water. Although there is a degree of sexual dimorphism in
this species, the differences are insignificant. Umanu reproduction is performed sexually; Umanu females
typically produce one offspring via live birth after a 40 week gestation period.
o Motor Appendages: 2
o Visual Organs: 2
Field of Vision: 140 degrees forward Optimal, 180 degrees forward Peripheral.
o Auditory Organs: 2
o Olfactory Organs: 1
o Gustatory Organs: 1
o Propulsive Appendages: 2
o Reproductive Organs: 1
• Relations with Other Races: The history of the Umanu's presence in the Delta Sector has been rather tragic.
Because of their overtly aggressive behavior under the influence of the Uhl, none of the other starfaring races in
the Delta Sector have had much to do with the Umanu; usually the mere sighting of one of their ships sent
anybody else's ship into an immediate defensive posture. The G'Nunk sometimes went into the Cloud for the
express purpose of testing their mettle against the Umanu; as neither species was keeping records during that
period, it is impossible to say how many G'Nunk have lost their lives to the Umanu (the G'Nunk have designated
the Umanu as G'Nasch, superior in strength to themselves). The socio-political system in the Delta Sector
fundamentally changed in 4640 with the Uhl's final defeat. The Umanu, with the help of Interstel, were able to
re-establish a rapport with the Humna Humna in order to begin redistribution of Shyneum throughout both the
Alpha and Delta Sectors. This has in turn led to a vast increase in interstellar trade in the Delta Sector, delighting
the Humna Humna no end. Unfortunately, the increase in trade hasn't done much to mollify the other races in
the Sector as yet; time will be required for the Umanu to establish any kind of direct rapport. In the meantime,
the Umanu are largely dependent upon Interstel to mediate any dealings between themselves and the other Delta
Sector races. The Umanu's sudden transition to a friendlier posture has made them the epitome of evil to the
G'Nunk, who feel that there is nothing more evil than a strong, non-aggressive race. Because of their isolation
from the Alpha Sector, the Umanu's attitudes towards the Alpha Sector races hasn't changed much since the
initial launch of the Noah Six expedition (they still hold great malice towards the Gazurtoid and disdain for the
Spemin, and are on generally friendly terms with the Veloxi and Thrynn). As a race, they feel a sense of guilt over
the extermination of the Lowar. As a result, they have a tendency to do anything an Elowan asks of them
without hesitation. The Umanu formally allied with Arth in 4641, greatly adding to Arth's influence in both
Sectors.
• Territory: From the time of the arrival of the Noah Six expedition to the present day, the Great Cloud Nebula in
the center of the Delta Sector has been the territory of the Umanu (records indicate the Umanu shared the nebula
with the Lowar up until their compulsion by the Uhl’s offspring). There are 27 star systems within the cloud, and
all of them fall within their jurisdiction. The Umanu have settlements on four worlds within the Cloud. Their
homeworld is the lone rock world orbiting δ96x141. Most Umanu living on this planet live in urban areas along
the northern coast of the main continent. The Umanu are also known to inhabit the old Lowar homeworld at
δ139x135, p7. The Umanu military training center was, until very recently, located at δ112x133, p7. This molten
world was used to toughen up troops for life in service of the Uhl’s offspring. With the Uhl's demise, there has
been talk about abandoning the world all together. By far the most important world in Umanu territory
(certainly in an economic sense) is the Shyneum Planet at δ117x153, p2, the soul source of Shyneum in the
known universe. The Umanu keep large defensive fleets in orbit of each world (particularly the Shyneum Planet)
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and maintain regular patrol patterns within the cloud (which were a constant hazard to anyone trying to traverse
the Cloud before the Umanu were freed from the Uhl’s offspring). It has yet to be seen if the Umanu will be
allowed to conduct regular trade missions with other races (except, perhaps, for deliveries of vastly needed
Shyneum), given their past history with the local races.
• Onomastikon: Up until the time of their enslavement, the Umanu followed the same naming convention as their
Human relatives. Afterwards, with the very concept of individuality suppressed by the Uhl, names were replaced
by numeric designations. With their freedom, the Umanu have started to try out Human names once again; this
name is combined with the last two or three digits of their designator number. A very small number of Umanu
have rediscovered their family lineage; those that have often include the name after their adopted given name. A
name such as Nicholas-28 Treadwell is a proper Umanu name; so is something like Amy-34. It has yet to be seen
whether future generations of Umanu will continue the practice of the name-designator, or if they will readopt
Human naming conventions.
o Male Given Names: Ali, Armando, Brahma, Diederik, Diego, Friederich, Garth, Heinrich, Hitoshi, Jiro,
Juan, Konstantin, Nagataka, Phillipe, Raphael, Stanislav, Thomas, Uchechi, Yasahiro, Yonas.
o Female Given Names: Abbey, Aki, Arianne, Brooke, Clarice, Emma, Esperanza, Kimiyo, Linda, Nima,
Rachel, Sabine, Shahrazad, Sofia, Svetlana, Tabia, Ursula, Veronika, Yosha, Zafira.
o Family Names: Aguirre, Chandrasekhar, Dibango, Gagarin, Gottlieb, Hausmann, Hideyoshi, Ito,
Kwetche, Mannerheim, Martinez, McConnell, Morimoto, Muniz, Praveenkumar, Ramos, Rodriguez,
Siddig, Tanner, Treadwell.
• Motivation: Before they were freed, the Umanu served a singular purpose: to defend the Uhl at all costs. As a
result, the Umanu really had no true motivation to explore and go on adventures while still under the Uhl's
compulsion. After the Uhl's defeat, however, an Umanu has several reasons for going away from their local
community. The Umanu are in direct control of the only known source of Shyneum, and the race is in need of
capital to rebuild a lot of their civil infrastructure. 400 years of mind control hasn't wiped out all traces of
Humanity's greediness. The Shyneum planet also has to be defended from pirates, smugglers, and any race
ambitious enough to attempt to wrest control away from the Umanu. Serving in the Umanu fleet accomplishes
that goal (there are also probably individual Umanu who have known nothing other than starship duty their
entire lives). Finally, the Umanu are explorers at heart, like their Human ancestors.
• Basic Characteristics:
o Size Class: C5
o Base HD: 50/50/50
o Durability: 7
o Learning Rate: 6*
o Science: Initial 30, Maximum 200* (Good)
o Navigation: Initial 50, Maximum 250* (Excellent)
o Engineering: Initial 50, Maximum 250* (Excellent)
o Communications: Initial 30, Maximum 200* (Good)
o Medical: Initial 10, Maximum 150* (Average)
o Genders: 2
o Life Stages: Adolescent at 15 years. Adult at 21 years. Middle age at 40 yrs. Old Age at 60 years.
Venerable Age at 70 years.
o Lifespan: 70+5d10 years.
o Height (Male): 1.4 + (1d5 * 0.1) m
o Height (Female): 1.3 + (1d5 * 0.1) m
o Mass (Male): 40 + ((same 1d5 from height + 1d5) * 10) kg
o Mass (Female): 35 + ((same 1d5 from height + 1d5) * 5) kg
o Speed: 6 kph (10 m/rd)
o Racial Abilities and Restrictions:
Good Memory. All Umanu begin with Memory at +5, regardless of era.
If the current campaign takes place in the SF2 era or before (up to 4640)...
Suppressed Learning. The Uhl’s offspring has complete mental control over the
Umanu. They are a race of automatons, with a Learning Rate of zero.
Altered Abilities. The Uhl’s offspring has refocused the Umanu brain towards a new
set of mental priorities. Use the same initial and maximum training amounts as for
the Uhlek.
Under Compulsion. The Umanu are under the mental compulsion of the Uhl’s
offpsring. They automatically fail any Willpower Save made to resist suggestions
from it.
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If the current campaign takes place after 4640 (post-SF2)...
Mildly Curious. All Umanu begin with the Curious Complication at -5.
G'NUNK
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• Territory: The G’Nunk navy, while fielding high-end weaponry, is largely littoral in scope, remaining within
refueling distance of their homeworld. The reasons for this are partly the small size of G’Nunk ships, which
limits their ability to carry fuel, and partly the fact that no race in the Sector will allow G’Nunk vessels refueling
privileges at any of their facilities (a fact exacerbated by the fact that the G'Nunk are the only Delta Sector race to
use Endurium as fuel, which adds to their unpopularity). Furthermore, the G’Nunk are hemmed in coreward by
the Humna Humna, who do not suffer them to expand in that direction, and by the Umanu upspin; the latter
remain an obstacle even since the downfall of the Uhl’s offspring, as the freed Humans now take a very dim
view of violence for violence’s sake alone. As a result, G’Nunk ships are seldom encountered outside of the central
downspin region of the Delta Sector, and generally do not venture upspin of the Topaz Cluster at the Downspin
edge of the Cloud (approximately the y=100 parallel). There are notable exceptions to this, however. They did,
until recently, conduct regular forays into the Cloud to test themselves against the possessed Umanu, and still
stage raids against the Endurium-rich worlds of the Humna Humna. Within their established territory, they
control access to the Djaboon planet and the modest nebula which contains it. To the consternation of the
Dweenle (and any who would befriend them), the Nid Berry World (δ132x6, p5) also falls within their sphere of
influence.
• Onomastikon: G'Nunk names are short, consisting of one "word" (it's probably better described as a controlled,
elongated grunt). Their names are very guttural sounding, favoring the heavy use of hard "G" and "R" sounds, as
well as "N" sounds. G'Nunk aren't tolerant of nicknames; their name must be spoken in full and must be spoken
correctly, particularly if the speaker is trying to avoid death. G'Nunk names consist of one prefix and anywhere
from zero to two suffixes. It is entirely possible for all included name elements to sound exactly the same, or for a
suffix sound to be used as a prefix.
o Prefixes: Ang, Gen, Gr, Grgh, Grn, Grr, Grrr, Na'Chr, Naen, Nagh, N'Ah, Naw, Nen, Nr', Nr'Ah, Nrng,
Nw, O', R'Ah, Rga.
o Suffixes: aga, an, ar, g'ah, gr', grw, na', naen, n'ah, nan, narr, nrrr, o', oen, r'ah, ren, rgh, rh', rhen, rhng.
• Motivation: Having been forged in the harsh conditions of G'Aeresch, the G’Nunk believe their purpose in life is
to impart the wisdom of G’Naen Sh’Gar to all other races. While most races would view them as merciless, to the
G’Nunk, their wanton slaughter of weaker races is done out of love, not malice, because they are teaching them a
valuable lesson necessary for survival. However, it is hatred, not love, which leads the G’Nunk to attack strong
races that refuse to adopt their attitude towards the weak. These races, who have learned the necessary survival
lessons, are abusing the weak by not "passing on" their knowledge. The G’Nunk find this nigh intolerable. Finally,
it is worth mentioning that while G’Nunk view hostile communications among themselves as a mere formality,
any breach of this etiquette is likely to end in an attack.
• Physical Description: These extremely large reptilian creatures possess a generally Humanoid form, are a deep
reddish brown in color, and are covered in a tough, armored skin. Standing as high as 4 meters tall and weighing
as much as 400 kilograms, they are by far the largest and strongest of the G'Aeresch species. They reach maturity
very quickly, in less than four years, but also have the shortest natural lifespan of any G’Nunk, averaging only
about 14 years. While technically exotherms, they have a large enough surface to volume ratio to keep a high
internal temperature. While not having any genetic relation to the Terran species of the same name, they are
frequently referred to as ‘the armadillo G’Nunk’ by Interstel personnel. The species' faces feature a shallow snout
with two forward facing eyes set in deep sockets beside the nose. They have a wide mouth but relatively weak
jaw muscles; the species kills mainly by means of its powerful arms and claws. They have Humanoid hands,
although they have only four digits (three fingers and a thumb) instead of the Human five. Two horn-like
growths on each shoulder make further offensive weapons; these horns curve inward slightly, with the outer
significantly larger than the inner. The species makes use of these primarily in inter-species competitions, such as
battles over mates, deploying them in often-lethal shoulder charges that are more than capable of penetrating
their own natural armor. Like all G’Aeresch species, this one has had to find some way of dealing with the
enormous amount of radiation that bathes that planet’s surface. This particular creature’s method of adapting is
its natural armor, which deflects most of the radiation, protecting the internal organs. Because of this design
adaptation, these creatures do not exhibit the extreme differentiation between individuals that characterize most
other species originating from that planet.
o Motor Appendages: 2
o Visual Organs: 2
Field of Vision: 100 degrees forward Optimal, 150 degrees forward Peripheral.
o Auditory Organs: 2
o Olfactory Organs: 1
o Gustatory Organs: 1
o Propulsive Appendages: 2
o Reproductive Organs: 1
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• Basic Characteristics:
o Size Class: C7
o Base HD: 43/49/42
o Durability: 10
o Learning Rate: 7
o Science: Initial 10, Maximum 150 (Average)
o Navigation: Initial 50, Maximum 250 (Excellent)
o Engineering: Initial 10, Maximum 150 (Average)
o Communications: Initial 0, Maximum 100 (Poor)
o Medical: Initial 0, Maximum 100 (Poor)
o Genders: 2
o Life Stages: Adolescent at 31 months. Adult at 44 months. Middle age at 88 months. Old Age at 127
months. Venerable Age at 166 months.
o Lifespan: 170+9d10 months.
o Height (Male): 2.77 + (2d5 * 0.19) m.
o Height (Female): 2.47 + (2d5 * 0.17) m.
o Mass: 240 + ((2d5 from height) * 16) kg.
o Speed: 13 kph (21 m/rd)
o Racial Abilities and Restrictions:
Natural Armor. Humanoid G'Nunk have Class One equivalent natural Armor.
Horned Shoulders. Gore Attack (20 points Lethal Damage)
• Physical Description: The Vermimagnus g'aeresch, or worm G’Nunk, is the species best known to Interstel science,
due to the fact that the vast majority of crew exchanges between Interstel and the G’Nunk coalition involved
members of this particular species. Why the G’Nunk chose to make this species their 'ambassadors' to the
Arthians is unclear, though some speculate that this is the most naturally intelligent of the G’Nunk species and
they were putting their best foot forward, so to speak. In any event, many Interstel ships achieving G’Nasch
status ended up with one as a crewmember, and wherever they were assigned, it is fair to say they excelled
(though not without noisy complaints about any subsequent breach of G’Nunk etiquette). Typically, these
worm-like creatures exhibit a leathery, segmented body, have three to five sideways facing eyes on each side of
their heads, and display a gaping, jagged mouth that can easily amputate an unwary limb. They are typically
about six meters in length on average and are usually light blue in color. They have numerous delicate spiky
growths on the crown of their heads which are used for sexual display between members of the species. Older
individuals will have four spindly limbs, which can either aid in locomotion or be used for grasping. They are
extremely fast, agile, and quick to heal; these traits, combined with their powerful bite, make them the equals of
their giant Humanoid allies.
o Motor Appendages: 4* (see discussion)
o Visual Organs: 5+1d5* (see Racial Abilities and Restrictions)
Field of Vision: 270 degrees forward Optimal, 360 degrees Peripheral.
o Auditory Organs: 1d2* (see Racial Abilities and Restrictions)
o Olfactory Organs: 1d2* (see Racial Abilities and Restrictions)
o Gustatory Organs: 1
o Propulsive Appendages: 0
o Reproductive Organs: 1d2* (see Racial Abilities and Restrictions)
• Basic Characteristics:
o Size Class: C6
o Base HD: 52/55/47
o Durability: 10
o Learning Rate: 8
o Science: Initial 50, Maximum 250 (Excellent)
o Navigation: Initial 10, Maximum 150 (Average)
o Engineering: Initial 10, Maximum 150 (Average)
o Communications: Initial 30, Maximum 200 (Good)
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o Medical: Initial 0, Maximum 100 (Poor)
o Genders: 2
o Life Stages: Adolescent at 11 years. Adult at 12 years. Middle age at 24 yrs. Old Age at 39 years.
Venerable Age at 57 years.
o Lifespan: 57+3d10 years.
o Length: 4.5 + (2d5 * 0.3) m.
o Mass: 150 + ((same 2d5 from height) * 10) kg.
o Speed: 32 kph (54 m/rd)
o Racial Abilities and Restrictions:
Mutation. Worm G'Nunk may have a variable number of organs based on their personal level
of mutation. Make any indicated rolls for organs when the character is created.
Serrated Mouth. Biting Attack (20 points Lethal Damage).
Rudimentary Limbs. Worm G'Nunk do not grow their Motor Appendages until reaching the
Adult life phase.
• Physical Description: There is much debate regarding the sentient automatons of G'Aeresch. Some have
speculated that they are the descendents of the Noah Six version of the Mechans, a theory fueled by the similar
size and appearance between the two groups and by the seeming lack of parallel technological research among
their biological comrades in arms. However, due to the G’Nunk hostility towards the recording of history or
discussion of past events, this may never be substantiated. Whatever their origins, these synthetic lifeforms are
among the most varied in the known galaxy, and have several unique body chassis in wide spread use. Of these,
the two most popular are a vaguely Humanoid model and a arachnoid-style body, with the Humanoid most often
found on starships and the spider more often located in trade centers. However, all chassis are fully armored and
very tough, having multiple failsafes and redundant systems, and can more than hold their own against their
organic G’Nunk counterparts. As with any lifeform on the inhospitable G’Nunk homeworld, these robots by
necessity incorporate technology that is completely impervious to radiation. As a beneficial side effect, no
sentient machine of G’Aeresch is at any risk whatsoever from any sort of Electromagnetic Pulse weapon, and
because of their armor, light infantry weapons are largely ineffective against them as well. Combating them must
therefore be done the hard way, with high explosives and armor-penetrators. Unlike the Arthian Androids of the
Alpha Sector, these warlike sentients possess a moderate learning rate, surpassing that of the Mechans- a
necessity in the rough and tumble environment of G'Aeresch.
o Motor Appendages: 2 (Humanoid); 1 (Arachnoid)
o Visual Organs: 1
Field of Vision: 240 degrees forward Optimal, 270 degrees forward Peripheral (Humanoid). 90
degrees forward Optimal, 150 degrees forward Peripheral (Arachnoid).
o Auditory Organs: 2 (Humanoid); 1 (Arachnoid)
o Olfactory Organs: 0
o Gustatory Organs: 0
o Propulsive Appendages: 2 (Humanoid); 3 (Arachnoid)
o Reproductive Organs: 0
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o Speed: 12 kph (20 m/rd)
o Racial Abilities and Restrictions:
Synthetic Lifeform. Robotic G'Nunk are a Synthetic Lifeform.
Metallic Construction. Class Three Armor equivalent
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• Personality: Having an extremely religious culture based on ceremony, the Tandelou view every event and
circumstance through the lens of the Thdok-Bryg-Ahhh. Unknowingly or not, they tend to be exceedingly
arrogant, viewing themselves and their proper performance of ceremonies to be the cause of all good in the
universe. Conversely, each sect unapologetically blames the other for all the universe’s evils. Furthermore, their
determination to interpret everything through their religion leads them to credit the most mundane of activities
with monumental significance: A conversation running too long may dangerously unbalance cosmic forces, or an
improperly performed ceremony can cause a species to fall into a misguided state. These sorts of obvious
exaggerations tend to annoy rather than impress other species. Whether it is because they believe they are
divinely protected or due to a deep-rooted sense of stubbornness, Tandelou will not grovel or beg for mercy, even
in the face of imminent death. What fear they feel is, again, couched in terms of Thdok-Bryg-Ahhh; for example,
rather than admit they feared the Umanu during the Uhl’s reign, they simply stated that it was inauspicious to
travel within the Cloud Nebula (notably, they no longer feel this way, now that the danger has passed). Also,
while the Tandelou will respond to a friendly posture, they respond better to the obsequious, believing, no doubt,
that it is proper to pay reverence to the Seekers of the One Truth.
• Physical Description: As mentioned by the trade buoys, the Tandelou are a race of “radial, tentacled lifeforms”;
this is a slight mistranslation on the part of the Humna Humna programmer, who did not believe “vined” was a
legitimate word and simply selected what he believed to be the next most appropriate adjective. In any event, the
Tandelou are a plant-like race, though they may have a limited relation to the insectoid families too, as evidenced
by the fact that they describe one of their development phases as a “tertiary larval stage” (a stage they describe as
looking strikingly similar to the Spemin). Tandelou are very large, standing on average 3 meters tall, and are very
heavy (350 kg), as their bodies are made of a woody material. Tandelou move about by means of a system of
root-like appendages which encircle the base of their bodies, a method of locomotion among the slowest of all the
Delta Sector species. The Tandelou have four vines that they use for grasping and manipulating objects, and for
the many ceremonies of the Thdok-Bryg-Ahhh. These vines sprout from the four cardinal points around their
torso just below their heads; however, when the species bends its neck to look in one direction or another, it
gives the appearance of having two vines above and two below the head. As might be expected with a radial
species, the Tandelou have no defined ‘front’; they can change their perceived directional facing simply by
swiveling their necks, rather than turning their entire bodies. The Tandelou see by means of three forward-
looking eyes, positioned in an inverted V pattern, and providing roughly-Human equivalent vision. Significantly,
these eyes are the only facial features known to outsiders, as the Tandelou obscure the remainder of their faces
with Godmasks when dealing with other races. It is unknown what, if any, additional sensory organs might be
hidden beneath them. The species are omnivorous producers, and both sects buy at least one animal species in
trade for food purposes. Their method of ingestion is similar to that of the Elowan, in that they intake slowly
through pores in their vines- all of which occurs under the auspices of the Thdok-Bryg-Ahhh. The Tandelou, like
the Elowan, reproduce by asexual reproduction, and each individual is hermaphroditic, possessing both stamen
and pistils. As might be expected with this race, reproductive activities take place under the guise of the
ceremonies of the Thdok-Bryg-Ahhh. In addition, the reproductive organs seem to have roles to play in many
ceremonies having nothing to do with reproduction; one Tandelou captain ashamedly took credit for the
misguided state of all the Arthian races, due to his not fully completing a counter-rotation with his stamen
during a divination ceremony. Unlike the Elowan, the Tandelou have no vocalization abilities whatsoever, and
their language is totally based on movement. They can hear, however, and because of this ability they have
incorporated the sounds some motions produce into their language, such as rattles, clicks, and pops.
o Motor Appendages: 4
o Visual Organs: 3
Field of Vision: 140 degrees forward Optimal, 180 degrees forward Peripheral.
o Auditory Organs: *(see physical description)
o Olfactory Organs: 0
o Gustatory Organs: 4
o Propulsive Appendages: 12
o Reproductive Organs: 2
• Relations with Other Races: The Tandelou are relatively non-aggressive to most other races, excepting of course
the hated opposite sect of their own species. However, if another species disrespects them or expresses disinterest
or antagonism towards their religion, they can become threatening and hostile, and the situation can quickly
escalate from there. Because of this, and also because most species find their proselytizing irritating, they are
generally avoided, and more than one race uses the word ‘stupid’ to describe them. Trade, however, will drive
certain species to seek them out. The Tandelou have had ‘special’ relationships with various species over the
course of history, most recently with the Spemin. They adopted the Spemin in the early years of the latter race’s
explorations of the Delta Sector, but upon gaining Leghkian technology, the Spemin abandoned the Tandelou and
stole the Most Valuable Thing (the Tandelou’s most precious relic, though it’s only a hunk of green glass) for
good measure. The Tandelou sects came to the understandable, reasonable conclusion that each other were to
blame for this because of improperly performed ceremonies. Several centuries earlier, the Tandelou befriended the
Lowar (Noah Six Elowan), though it is unclear to what extent the Elowan valued this special bond. The Tandelou
declared them their “sun brothers” and were impressed at their ability to properly perform the Thdok-Bryg-Ahhh.
Whatever their true feelings, the Lowar at least felt enough compassion for the Tandelou to assign the Gorzek
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satellite to them. In a bit of subtle deceitfulness, the Lowar told the Tandelou that Gorzek was to serve as their
advisor, though in reality they programmed him to prevent them from mutually annihilating each other, a task
he dutifully performed for 700 years. It is unclear, however, whether the modern Elowan will again fill any
meaningful role in Tandelouvian affairs; aside from the fact that they both are plant races, they have
fundamentally different philosophies.
• Territory: While isolated Tandelouvian ships can be found all over the Delta Sector, they are most numerous in
the Downspin, Outward quarter of the map. Each sect controls one system; the Eshvey base out of the G-type
system at δ29x74, p1, while the Eshvara maintain their civilization at the yellow sun of δ35x69, p2. While the
Tandelou as a species does possess a decently sized navy, their internal strife keeps them concentrated
disproportionately around their two home systems; any sizable expedition by either sect would weaken them
significantly in respect to their rivals. Because of this, their ships are not found in significant numbers anywhere
except in the constellation that contains those two systems as well as Starport Outpost 1.
• Onomastikon: Tandelou names are generally onomatopoeic, and typically refer to some kind of noise that can be
made by a typical Tandelou or a movement that can be made by a Tandelou body. It's theorized that these names
are picked in order for Tandelou to refer to themselves during Thdok-Bryg-Ahhh ceremonies without
unnecessary "disruption", though confirmation of this would require more thorough studies of the Thdok-Bryg-
Ahhh (which many species just aren't willing to undertake). Since Tandelou names are typically very short one-
to-two syllable words, they haven't any use for nicknames.
o Names: Beat, Buzz, Chirp, Click, Dip, Expand, Flutter, Gush, Hiss, Humm, Jolt, Peep, Plunge, Pop,
Pulse, Purr, Quake, Quiver, Rattle, Shake, Shiver, Sigh, Squish, Squirt, Sway, Trill, Throb, Turn, Tweet,
Warble, Whine, Whish.
• Motivation: While the Tandelou are slightly interested in trade, their primary motivation is continuing to perfect
their performance of the Thdok-Bryg-Ahhh ceremonies, and thereby preserving the very fabric of the universe. To
that end, they seek to suppress the activities of the opposing sect while expanding their sect’s influence, and also
attempt to recruit from alien races new followers for their religion (incidentally, one member of the famed
Buttershark crew opted to join the Tandelou after his assignment ended).
• Basic Characteristics:
o Size Class: C7
o Base HD: 45/51/44
o Durability: 8
o Learning Rate: 3
o Science: Initial 0, Maximum 100 (Poor)
o Navigation: Initial 30, Maximum 200 (Good)
o Engineering: Initial 10, Maximum 150 (Average)
o Communications: Initial 0, Maximum 100 (Poor)
o Medical: Initial 30, Maximum 200 (Good)
o Genders: 1
o Life Stages: Adolescent at 17 years. Adult at 49 years. Middle Age at 81 yrs. Old Age at 129 years.
Venerable Age at 161 years.
o Lifespan: 164 + 8d10 years.
o Height: 2.25 + (1d5 * 0.15) m
o Mass: 262.5 + ((2d5 from height) * 17.5) kg
o Speed: 13 kph (21 m/rd)
o Racial Abilities and Restrictions:
Internecine Hatred: The Tandelou sects detest one another (even in peace time). They have
Intolerance at –10 towards each other.
Annoyingly Verbose: Tandelou like to talk ad nauseum, to the point where other races stay
clear of the Tandelou if they can. They have Reputation at –5.
Extremely Religious: All Tandelou interpret everything through Thdok-Bryg-Ahhh. They have
Creed at -20.
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• Personality: Uncharitable
cultural anthropologists say that
the Dweenle have no personality
whatsoever. While this is not
necessarily true, it is accurate to
say that all Dweenle are almost He either just had a partial lobotomy or just won the Powerball...
always suicidally depressed.
They have no art or literature to speak of, which they attribute to finding each other's company too depressing to
tolerate. The one form of cultural expression of the Dweenle are the long, oral histories they pass from generation
to generation in song form. Even these the Dweenle find depressing, and note that other species who listen to
them usually either fall asleep or become suicidal themselves. Despondency seems to be in a Dweenle's very
nature, and at times they seem to take measures to ensure they stay morosely depressed. As one example, they
state that they hate cold climates, yet all three of their inhabited worlds are ice planets, despite knowing of
several other colonizable worlds in their region; for another, they will buy Amusoballs in trade, despite viewing
them as worthless and having "rooms filled with them" already. The one positive event that they actually seem to
encourage is the consumption of Nid Berries. The Berries, which grow in the Arrow Cluster, are the one thing
that actually seem to make them "happy", though that is a somewhat relative term; what other races term "mild
depression" is probably about as close to happy as the Dweenle really get. Significantly, Nid Berries also make the
Dweenle much more cooperative and willing to answer questions. Whether this is because of some chemical
property of the Berries or a mere psychological affectation of the Dweenle is not immediately clear.
• Physical Description: The Dweenle vaguely resemble extremely short, paunchy Humans with pale skin, huge
eyes, and spindly limbs. Their faces are somewhat similar to that of Humans, with the eye, ear and mouth
placement corresponding exactly to Homo sapiens; they do not, however, have noses, and therefore possess no
sense of smell. Their faces are very flat and pallid, and their eyes are extremely large and have significant bags
under them. They have tiny ears and tight, small mouths. They have two spindly arms that terminate in four
digits (which they use for manipulation), and walk on two very short, thin legs which end in broad, flat feet.
Their torsos are pear-shaped, and their spinal columns attach to the rear of their skulls, rather than the base, as in
Human. This physical feature gives them the appearance of peering forward intently, an impression magnified by
their large eyes. They tend to be only about one meter in height and to weigh only about 10 kg. Given their slight
stature and soft bodies, it should not be a surprise that they have a relatively low durability; furthermore, given
their disinterest nearly every subject of discourse, it should also be no surprise that their learning rate is very low.
The Dweenle are omnivorous, and will buy several other plant and animal species in trade in addition to their
coveted Nid Berries. The Dweenle tend to be a listless race, and much of their daily lives do not adhere to any
rigid schedule. They fall asleep whenever even remotely tired (the better to escape the world with all its
cruelties), eat whenever hungry (as evidenced by their stunning physiques), and procreate in the same manner in
which they do everything else - joylessly.
o Motor Appendages: 2
o Visual Organs: 2
Field of Vision: 120 degrees forward Optimal, 180 degrees forward Peripheral.
o Auditory Organs: 2
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o Olfactory Organs: 0
o Gustatory Organs: 1
o Propulsive Appendages: 2
o Reproductive Organs: 1
• Relations with Other Races: According to both themselves and the Humna Humna, the Dweenle have been
slaves to almost every other race in the Delta Sector at some point. In each case, the Dweenle proved to be so
inefficient and depressing that the other races decided to grant them their freedom. Usually, such action occurred
against the backdrop of talk by the former masters of eradicating them altogether, but in the end this was always
decided to "just not be worth the effort". As might be expected given their constant suicidal and fatalistic talk,
the Dweenle are not especially popular, a fact to which they readily admit. Called "loathsome" by the Tandelou,
"pathetic" by the Humna Humna, and even viewed with skepticism by the usually-charitable Arla, the Dweenle
are simply not well-liked. Most races, though, tolerate them, and do not accept their constant offers to shoot at
them. One notable exception is the G'Nunk, who have a great deal of "love" for the Dweenle. As according to
G'Nunk philosophy, their exceptional, exceeding love and compassion require the G'Nunk to destroy Dweenle
ships whenever possible, so as to help elevate them out of G'Noon status, where they seem to be permanently
parked. The Dweenle represent something of a puzzle to the G'Nunk, as they have managed to survive for
millions of years despite possessing no survival instinct at all. As for the Spemin, for the most part, the two races
had no interaction during the blob race's sojourn in the Delta Sector, though given the Spemin's bullying ways,
the relationship would have been characterized as hostile. This is not to say that all Dweenle diplomacy is
completely hopeless. In fact, several of the more noble races, whether through pity or sympathy, have made
positive contacts with them in the past. In ancient times, the Leghk befriended them, even going so far as to give
them things (this might explain how the Dweenle acquired starfaring technology in the first place) and keeping
them abreast to the developments in the war against the Uhl's Leghk. Much later on, the Lowar were also kind to
them, informing them of their researches on the Leghk and even occasionally procuring Nid Berries for them.
More recently, the freed Umanu have established diplomatic ties with them, though this is mostly symbolic, as
the Umanu realize the Dweenle have little to offer beyond commercial interest. The Alpha Sector races have
probably been a net positive to the Dweenle overall. The Humans treat them with a modicum of tolerance and
respect, and the Veloxi definitely tolerate them, though perhaps respect would be going too far. To the Thrynn,
however, the Dweenle epitomize weakness and, since they have no allies or military forces, are therefore useless.
According to Thrynn philosophy, this requires the Dweenle to die for the betterment of the strong. While the
Thrynn are not dogmatic about this, and do not especially seek the Dweenle out for destruction, if the mopey
race rudely pulls them out of hyperspace and begs to be put out of their misery, the Thrynn will certainly oblige
them. The Elowan, like their lost Lowarian cousins, sympathize with the Dweenle, though given the dire
straights the Elowan find themselves in, there is not much they can do to further the relationship. Though there
has been no Gazurtoid/Dweenle contact, it can be surmised that their first impression would not be a positive
one, given the Dweenle's air-breathing nature.
• Territory: The Dweenle possess a large fleet, mostly because they build ships simply for lack of anything better
to do. They can be found in high concentrations in the Upspin, Outward corner of the Sector, with their primary
basing centered on the Hook constellation, though they are also found in smaller numbers in the unnamed
constellation that encompasses the Humna Humna and Chichifa systems. Limited Dweenle encounters could
also be found short distances into the Cloud Nebula even when the Umanu were possessed; now that they have
been freed, the Dweenle are less cautious about venturing into the cloud. However, even with a period of peace
settling on the Delta Sector, most do not expect any expansion on the part of the Dweenle, simply because
they’ve never ventured far from their current locale- significantly, when the Buttershark traveled through the
anomaly to a time a million years in the past, it reported the Dweenle to be in almost exactly the same spot they
inhabit in the present day.
• Onomastikon: Dweenle names are usually made up of a single, multi-syllabic word. Given that the race has not
much in the way of personality, it should be little surprise that Dweenle names generally lack imagination or
much in the way of underlying meaning. They tend to be heavy on the "B", "D", "P" and "S" consonant sounds,
with the short "U" and long "E" sounds common. Dweenle don't use nicknames; short address among them
consists of one individual saying "Hey you" to another. Dweenle names contain the prefix followed by one or two
suffixes. It is entirely possible for all the name elements to sound exactly the same, or for a suffix sound to be
used as a prefix.
o Prefixes: Bistah, Bistez, Bistop, Doodum, Dooez, Dor, Godle, Goo, Goree, Odle, Oree, Poe, Pruah,
Prudum, Prutz, Scah, Smoe, Wah, We, Wubba.
o Suffixes: bistop, blo, doop, door, dootz, dor, dotz, ee, er, eree, godum, gotz, otz, pop, prutz, scree, smoe,
wree, wubba, wum.
• Motivation: Aside from a craving for Nid Berries, it is unclear what motivates the Dweenle to travel through
space... or do anything at all, for that matter. As they mention that they build ships to stave off boredom, it is
possible they engage in star flight simply to keep their ships from going to waste, as they certainly do not use
them to collect Nid Berries for themselves. It is also possible that the Dweenle travel simply as a method of
staving off boredom in and of itself, or even view it as a more likely way of meeting one's death.
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• Basic Characteristics:
o Size Class: C3
o Base HD: 51/45/51
o Durability: 4
o Learning Rate: 2
o Science: Initial 10, Maximum 150 (Average)
o Navigation: Initial 10, Maximum 150 (Average)
o Engineering: Initial 0, Maximum 100 (Poor)
o Communications: Initial 50, Maximum 250 (Excellent)
o Medical: Initial 30, Maximum 200 (Good)
o Genders: 2
o Life Stages: Adolescent at 3 years. Adult at 7 years. Middle age at 12 yrs. Old Age at 20 years. Venerable
Age at 26 years.
o Lifespan: 28 + 2d5 years.
o Height: 0.7 + (1d5 * 0.1) m
o Mass: 7.5 + ((same 1d5 from height + 1d5) * 0.5) kg
o Speed: 2 kph (4 m/rd)
o Racial Abilities and Restrictions:
Severe Depression. Dweenle are known for their state of constant depression. All Dweenle
begin with Reputation at -5.
Fear of Combat. Even the thought of combat makes a Dweenle nauseous. All Dweenle begin
with Nerves at -10.
Editor's Note: Because of the physiology of the Ng-Kher-Arla, it will be necessary for any player attempting to portray a member of the
species as three distinct and vastly different characters. Due to the multiple character roles required, they may be a difficult race to
role-play successfully, and are not recommended for
inexperienced players.
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They hold to a very existential belief that the universe and everything within it is merely an illusion. The Kher
are very unpredictable in their overall behavior. They consider it rude to be addressed by something they consider
a non-entity (often leading to hostilities), and yet the Kher are open to trading activities (which would require
communication with "non-entities") and have access to some very useful goods. For the remainder of the month,
the Arla dominate. The Arla are a very diplomatic and friendly race, and very knowledgeable of the local region
and its history. Most races that do have ties to the Ng-Kher-Arla know that it's during the Arla phase that
meaningful relationships are possible. They are best described as rational and logical. It's known that the Arla
have developed some advanced technologies. Perhaps the best example of this advanced technology are Ng-Kher-
Arla starships, which are widely believed to be organic in nature (i.e. biomechanical), and are even believed by
some to be living entities in and of themselves. They are known to have studied the Leghk in the past,
particularly their history and technology. When the Lowar first entered the Sector and began their studies of the
Leghk, the Arla often assisted them.
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unknown and it's been suggested that a new Ng-Kher-Arla is formed at the climax of reproductive activities,
though there is no documented proof of this.
o Motor Appendages: 4
o Visual Organs: 4
Field of Vision: 150 degrees forward Optimal, 200 degrees forward Peripheral.
o Auditory Organs: *(see Physical Description)
o Olfactory Organs: *(see Physical Description)
o Gustatory Organs: *(see Physical Description)
o Propulsive Appendages: 0*
o Reproductive Organs: 1*
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up their name visually rather than orally, another unique phenomenon for a unique race. It can only be assumed
that an Ng-Kher-Arla keeps the same "name" through all three phases and thus their names are completely gender
neutral. Since Ng-Kher-Arla names are typically very short one-to-two syllable words, and given the visual
delivery, they haven't any use for nicknames. Ng-Kher-Arla names consist of a single element.
o Names: Beam, Blink, Blush, Burn, Fade, Flare, Flash, Flicker, Gleam, Glint, Glow, Pulse, Radiate, Shine,
Sparkle, Strobe, Twinkle, Wink.
• Motivation: While the Arla are voluntarily isolationist, it does not mean that they don't take any interest in the
universe whatsoever. On the contrary, the species has a real desire to learn and to explore. Many Arla travel
through the stars hoping for a chance to exchange pleasantries with members of other races, and to spread
understanding about their own nature. They simply can't travel that far, for fear of what will happen when the
first of the month rolls around. The other two Ng-Kher-Arla sexes are merely along for the ride. The sole
motivation of the Ng is to defend themselves; anything that threatens their survival is to be eradicated without
quarter. The Kher seem to have inclination towards trading, and do seem to possess some knowledge of past
events that they are willing to share, even though they always couch that information in riddles.
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o Medical: Initial 50, Maximum 250 (Excellent)
o Speed: 3 kph (5 m/rd)
o Additional Racial Abilities and Restrictions:
None.
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due to the influence of Dreamgrids is unknown. It's known that the Aeoruiiaeo are omnivorous consumers, but
their feeding schedule is highly irregular; some individuals may eat only once or twice per week, while others
may require near constant feeding. Sleeping is not known among the adult population (no doubt a side effect of
Dreamgrids); the youth of the species are known to sleep up to thirteen hours per day. Reproduction occurs
sexually; females typically produce one offspring via live birth after a 35 week gestation period.
o Motor Appendages: 2
o Visual Organs: 2
Field of Vision: 120 degrees forward Optimal, 160 degrees forward Peripheral
o Auditory Organs: 2
o Olfactory Organs: 1
o Gustatory Organs: 1
o Propulsive Appendages: 2
o Reproductive Organs: 1
• Relations with Other Races: The Aeoruiiaeo system is on the coreward edge of the Great Cloud Nebula and is in
very close proximity to the cross-Sector flux intersection. Prior to the liberation of the Umanu, navigating to the
Aeoruiiaeo homeworld was somewhat of a risky proposition, as many of the nearby fluxes led directly into the
nebula in areas frequently patrolled by Umanu fleets. Their world is within the demesne of the Ng-Kher-Arla, so
traders heading to their world have to be extra cautious much of the time. Despite the risks involved, Humna
Humna traders frequent the Aeoruiiaeo homeworld and do their utmost to keep good relations with them, as
they are a key link in three of the major trade routes in the Sector (specifically, they are one of two final
destinations for the Cross-Cloud Route, the official source of the Nga-Seng Route, and the unofficial beginning
and end of the Circle Route). They are perhaps the only race that has good relations with the Kher, their source
of Dreamgrids (it's thought by some that the Aeoruiiaeo might be the only race that could understand their
insane starfaring neighbors, given the relatively non-lucid state in which they tend to spend their time). Most
other races in the Sector are neutral towards the Aeoruiiaeo, a state of affairs that's likely to continue into the
foreseeable future.
• Territory: The Aeoruiiaeo are a non-starfaring race. They can only be found on their home planet, located at
δ184x148, p3. For a race that spends most of its time in a dream-state, the Aeoruiiaeo have a surprisingly
reasonable level of development. They are a mid-range Metal Age species with a technology level that is for the
most part roughly equivalent to Earth's early medieval period. How they achieved this level of technology is
somewhat of a mystery; it is thought that either the more intelligent members of the species may have used
Dreamgrids as a source of inspiration for new inventions, or that the species had achieved a substantially higher
level of development before beginning to use Dreamgrids on a full-time basis and ultimately lost much of what
they had achieved (there are even those who speculate that the Aeoruiiaeo were within a few years of having
faster-than-light travel). Either scenario explains how the Aeoruiiaeo could have developed their most advanced
piece of technology, the famed Field Stunner; it's thought the Aeoruiiaeo developed the Stunner as a way of
controlling attacks from the native Dark Lightning population. The Aeoruiiaeo are also famous for their Mip Fur,
which is in fact not the fur of a specific creature but rather a textile manufactured by curing the hide of a Grey
Anemone with the acid from Black Acid Squirters. On their home planet, the Aeoruiiaeo have a moderate
population density spread throughout the small continent which makes up the whole of the land area of their
world.
• Onomastikon: Aeoruiiaeo names consist of one word, which usually consists of anywhere from six to eleven
Romanized characters in length with a variable number of syllables. Aeoruiiaeo names don't have any underlying
meaning; their names are the product of minds under the influence of Dreamgrids. Aeoruiiaeo don't use
nicknames amongst themselves; other races, however, are almost required to given how difficult it is to properly
pronounce a full Aeoruiiaeo name. Interestingly, despite the fact that their names come from an apparently
random source, there does seem to be an underlying structure to their names. This structure is, once again,
speculated to be one of the unique side effects of Dreamgrid usage. Aeoruiiaeo names make heavy use of vowel
sounds; at most their names have one or two consonant sounds. These sounds are usually soft consonant sounds,
such as "M", "Th", "Sh", S", "V", "Z" and "F". Hard consonant sounds (including "K", "T", and even "N") are fairly
rare; there's never more than one in an Aeoruiiaeo name. Aeoruiiaeo names consist of one prefix and one suffix.
o Prefixes (Male): Aaap, Aafs, Aarsh, Aathra, Aeao, Aeap, Aeeo, Aent, Aerm, Aerth, Aevra, Arp, Ars, Asra,
Auao, Aufra, Ausra, Auzs, Avra, Avs.
o Prefixes (Female): Eaao, Earm, Earp, Ears, Easra, Eazs, Eeap, Eersh, Eesra, Efra, Erth, Esra, Eufs, Eunt,
Eursh, Eushra, Eusra, Euvra, Euvs, Ezs.
o Suffixes: eeur, fyn, ii, oo, rea, ree, reu, shees, shoo, shyn, sii, soo, thees, thii, uusz, uuv, vees, vyn, zees,
zoo.
• Motivation: The vast majority of the adult Aeoruiiaeo population is content to live out their lives in a dream
state; their motivations are simply to do what their minds manufacture for them. Occasionally, an adult
Aeoruiiaeo will have a negative dream experience and will seek to leave their world in order to combat their
addiction to Dreamgrids. Many such individuals ultimately fail in their quest; those that do know that they
cannot return to their world without attracting the attention of the Uhl’s offspring. Most Aeoruiiaeo who
successfully leave their world do so in late childhood, before they must use their first Dreamgrid. In the days
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since the removal of the Uhl’s offspring from the Sector, few have gone back for fear of falling back under the
influence of Dreamgrids; a small number of those few that never subjected themselves to Dreamgrids have begun
lobbying to prevent their sale to the rest of the population. Given the zeal of Humna Humna trading and the
insanity of the Kher, these individuals have got a real uphill battle ahead of them.
• Basic Characteristics:
o Size Class: C5
o Base HD: 50/50/50
o Durability: 5
o Learning Rate: 3
o Science: Initial 0, Maximum 100 (Poor)
o Navigation: Initial 0, Maximum 100 (Poor)
o Engineering: Initial 10, Maximum 150 (Average)
o Communications: Initial 10, Maximum 150 (Average)
o Medical: Initial 30, Maximum 200 (Good)
o Genders: 2
o Life Stages: Adolescence/Adulthood at 7 years. Middle Age at 18 years. Old Age at 27 years. Venerable
Age at 39 years.
o Lifespan: 40+4d5 years.
o Height (Male): 1.65 + (2d5 * 0.11) m.
o Height (Female): 1.8 + (2d5 * 0.12) m.
o Mass (Male): 52.5 + ((2d5 from height) * 3.5) kg.
o Mass (Female): 56.25 + ((2d5 from height) * 3.75) kg.
o Speed: 9 kph (15 m/rd)
o Racial Abilities and Restrictions:
Dreamgrid Dependency. All Aeoruiiaeo that have reached adulthood have Addiction
(Dreamgrids) at -25, unless the character in question left the Aeoruiiaeo world before reaching
adulthood. Aeoruiiaeo characters may only buy off a point from their Dreamgrid addiction
after detoxing once every two months instead of once every month.
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phase caste (the Xee) or the thirteenth life phase caste (the Pe). Ch-Q-Tss-T in those life phases tend to be more
diplomatic than the lower castes, no doubt why they make such good traders and leaders. In dealings with these
castes, the main perception of the Ch-Q-Tss-T is that they are a friendly and inquisitive race. They've also shown
some curiosity and a taste for exploration, attested by their nascent global spacefaring program. However,
according to the Humna Humna (with whom the Ch-Q-Tss-T have had a strong trading relationship for
decades), these qualities aren't as evident in most of the lower castes. In general, they don't like to bargain a great
deal. They are a very proper race that believes strongly in etiquette and in particular the social necessities of the
caste system. Starting with the fifth life cycle caste (the Ze), Ch-Q-Tss-T are expected to show due deference to
their betters (i.e. higher castes) and disdain to their subordinates. This can get harsh and there are known cases
where individuals have been put to death for perceived transgressions against a member of a higher caste. It's
unlikely that the species will be able to progress much further into space without including members from lower
castes on their spacecraft; this inclusion may ultimately impact the overall perception of the Ch-Q-Tss-T
negatively. The caste system is set up in such a way that the skills of the individual are maximized for the life
stage they are in. The first four life phases (the B, G, D and E respectively) are childhood phases mainly devoted
to initial development. Pubescence hits in the fifth stage, with the biggest physical changes occurring during the
sixth phase (the He). Members of the seventh phase (the The) serve in the planetary military and defense forces.
The eighth phase (Kee) is reserved for reproductive activities. Members of the ninth phase (Le) are the laborers,
while members of the tenth phase (Me) are scientists, intellectuals, and teachers. Eleventh phase (Ne) members
serve in civil positions, twelfth phase members are merchants and businessmen, and the thirteenth and final
phase are leaders, politicians and diplomats.
• Physical Description: The Ch-Q-Tss-T are a race of amphibians not unlike salamanders. They are well known for
their multi-phased lifespan, upon which they have built their unique culture. During the course of their life, an
individual Ch-Q-Tss-T will undergo a total of twelve metamorphoses, each one entailing some kind of physical or
mental change. Throughout their lives, Ch-Q-Tss-T are predominantly omnivorous, though many individuals
prefer to feed off of insectoid life. Individuals usually take in two large meals per day and can go for periods up to
one week without food. Ch-Q-Tss-T are primarily a race of swimmers, though once they reach their seventh life
phase they are able to use muscle contractions to move around on land like a legless lizard, and develop lungs at
the same time. Ch-Q-Tss-T begin developing rudimentary legs in the eleventh life phase and can use them to
move by the twelfth phase, though many individuals still prefer to swim or crawl to get around places as it is a
good deal faster. Ch-Q-Tss-T are long, slender creatures. They average about 1.75 meters in length when fully
grown and have an average mass of about 70 kilograms. Their scaly exterior is banded, alternating between blue
and green in color. Their craniums are a large, arrowhead shape that sets at an acute angle to the rest of their
body, the tip of which contains an individual's olfactory organs after the fifth life phase. The creature's mouth
(through which they communicate) and gustatory organs are on the underside of the cranium. Auditory organs
(which are fully developed by the second life phase) are also located on the sides of the cranium, towards the
posterior (on a juvenile, they appear to be along the sides). On the topside center of the cranium are three simple
eyes, typically orange in color. Juvenile Ch-Q-Tss-T are coated with an outer bioluminescent layer. The
characteristic arrowhead shape of their craniums doesn't form until the end of their sixth phase, when the
bioluminescent layer moults off (this layer, incidentally, provides the raw material needed to make Shimmer
Cloth). At the same time, Ch-Q-Tss-T grow a set of forelimbs which function as manipulators. Ch-Q-Tss-T
aren't very durable creatures, thanks largely to their aquatic environment. A fairly unique feature of the Ch-Q-
Tss-T is the ability to regrow lost body parts, an ability that first manifests in the third life phase. Because
individuals will temporarily lose access to knowledge gained in early life phases, the Ch-Q-Tss-T have developed
the ability to learn new skills and techniques very quickly. Beginning with the fifth phase, development of a Ch-
Q-Tss-T's reproductive organs begins, at which point individuals gain gender. What gender an individual winds
up as is largely determined by environmental factors. By the eighth life phase, the reproductive organs are fully
developed, but by the ninth life phase the reproductive organs stop functioning and usually moult off during the
tenth life phase. It is for this reason that the eighth life phase is reserved for the continuation of the species. Ch-
Q-Tss-T reproduce sexually using external fertilization. Females will lay anywhere from 300 to 500 eggs at any
one time in an aquatic environment, which are then fertilized by a male. Males guard the brood against predators
while gestation occurs, a process which takes approximately six weeks. Newly hatched Ch-Q-Tss-T are not
tended to by their parents and there is a high mortality rate; any Ch-Q-Tss-T that can make it to the second life
phase has a high overall chance at survival.
o Motor Appendages: 2* (see Physical Description)
o Visual Organs: 3
Field of Vision: 100 degrees forward Optimal, 150 degrees forward Peripheral
o Auditory Organs: 2* (see Physical Description)
o Olfactory Organs: 2* (see Physical Description)
o Gustatory Organs: 1
o Propulsive Appendages: 3* (see Physical Description)
o Reproductive Organs: 1* (see Physical Description)
• Relations with Other Races: Most of the species in the Delta Sector are neutral towards the Ch-Q-Tss-T. They
haven't as yet had a big effect on affairs in the Sector. They aren't known for being big on trading; they don't buy
goods manufactured by other races, and only have one product of any special value, Shimmer Cloth, which they
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sell to other species. That singular good, however, has brought the Ch-Q-Tss-T a good deal of interstellar
commerce. Shimmer Cloth happens to be desirable to the Teeelveee (though not to the degree of Tandelouvian
Happy Juice). This puts the Ch-Q-Tss-T at the beginning of a trade route (the Two-Headed Route) that
ultimately involves the sale of Livelong to the Humna Humna. The Humna Humna try to keep a good rapport
with the Ch-Q-Tss-T for this reason, especially considering that their world falls within the Humna Humna
sphere of influence and that the Ch-Q-Tss-T may soon be headed into space themselves. The Ch-Q-Tss-T in
recent years have failed in attempts to negotiate trade agreements with the nearby G'Nunk and Ng-Kher-Arla (it's
believed the emissary to the Ng-Kher-Arla attempted first contact during the Ng phase). Whether or not they'll
try again remains to be seen.
• Territory: The Ch-Q-Tss-T are a non-starfaring race as of 4642, but they are on the cusp of their Starfaring Age.
The species makes use of very advanced Industrial Age technologies, including fast supercomputers, wireless
communications, and Shyneum-based power supplies. They are having some problems working out the technical
details of sublight engines, which are also preventing their advancement in the field of superluminal travel. It
seems likely, however, that the Ch-Q-Tss-T will be hyperspace capable within the next 10 solar years; high-level
talks between the Ch-Q-Tss-T and the Humna Humna regarding territorial boundaries have already begun. For
now, the Ch-Q-Tss-T can only be found on their home planet at δ199x82, p2. Most of the sparse land-based
planetary population lives around the shoreline of the western continent in the planet's tropical zones, while
many of the species' juveniles can be found swimming in the eastern ocean.
• Onomastikon: Ch-Q-Tss-T names consist of a phrase containing seven syllables, separated from each other by
hyphens when written out and spoken as glottal stops. Their names are very reptilian sounding, favoring harsher
sounds (such as "Ch", "Ts", and "T") but including some softer sounds such as "R", "S", and "Vr". The only vowel
found in the Ch-Q-Tss-T language is "E", which is always pronounced short except when followed by a second E
(when it's pronounced as a long E). Ch-Q-Tss-T are very proper individuals and while they understand the
necessity some species feel to shorten their names when talking, they still consider the use of nicknames rude.
Sometimes, though, members of the species will omit their given name and phase name from their names when
talking to others. In all cases, the first four syllables are the species name, Ch-Q-Tss-T. The next syllable is
usually the name of the life phase of the individual, followed by the surname syllable and finally the given name
of the individual. It is possible for the given name and surname syllables to sound the same, and it is also possible
to interchange them.
o Given Names: Chr, Chs, Chts, E, Ets, Qts, Rch, Rts, Sq, Sr, Ss, Sts, Tts, Txe, Vrch, Vre, Vrs, Vrts, Xech,
Xets.
o Surnames: Chs, Ech, Er, Eq, Es, Exe, Qch, Qr, Rr, Rs, S, Sch, Str, Tch, Tss, Tsts, Vrq, Vrr, Vrxe, Xer.
o Life Stage Names (in numeric order): B, G, D, E, Ze, He, The, Kee, Le, Me, Ne, Xee, Pe.
• Motivation: Ch-Q-Tss-T haven't until recently been spotted off their world in large numbers. Largely this has to
do with the very defined roles of the various caste stages. With a Starfaring Age seemingly around the corner,
however, some members of the species have left their world to conduct diplomatic talks with other races (most
notably the Humna Humna but a few others as well). Others have hired starships to search for potential colony
worlds in case the new Age brings with it a population boom, as well as planets where larger amounts of suitable
minerals may be found.
• Basic Characteristics:
o Size Class: 5
o Base HD: 52/52/50
o Durability: 4
o Learning Rate: 10
o Science: Initial 30, Maximum 200 (Good)
o Navigation: Initial 50, Maximum 250 (Excellent)
o Engineering: Initial 10, Maximum 150 (Average)
o Communications: Initial 50, Maximum 250 (Excellent)
o Medical: Initial 10, Maximum 150 (Average)
o Genders: 2
o Life Stages: *(see Racial Abilities)
Childhood: Hatchling at 0 yr. Infant at 1 yr. Tadpole at 3 years. Late Childhood at 5 years.
Adolescent: Early Pubescent at 7 yr. Late Pubescent at 11 yr.
Adult: Military Phase at 13 yr. Reproductive Phase at 21 yr.
Middle Age: Labor Phase at 32 yr. Scientist Phase at 41 yr.
Old Age: Civil Servant Phase at 51 yr. Merchant Phase at 53 yr.
Venerable Age: Leadership Phase at 58 yr.
o Lifespan: 58 + 4d10 years.
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o Height: 1.24 + (1d5 * .17) m.
o Mass: 52.5 + ((1d5 + 1d5 from height) * 3.5) kg.
o Speed: Swimmer 17 kph (28 m/rd)*
o Racial Abilities and Restrictions:
Specialized Life Phases. Depending upon what life phase a Ch-Q-Tss-T is in, access to certain
Disciplines may not be available. For unavailable Disciplines, an individual making a Check in
that Discipline gets no bonus to the Check from their Sub-Discipline or Discipline score.
Further, those scores may not be raised during that phase under any circumstances. Specific
restrictions are as follows:
Stage 1 (Hatchling): Communications Only.
Stage 2 (Infant): Navigation Only.
Stage 3 (Tadpole): Science Only.
Stage 4 (Late Childhood): Engineering Only.
Stage 5 (Early Pubescent): Medical Only.
Stage 6 (Late Pubescent): Command Only.
Stage 7 (Military Phase): Navigation Only.
Stage 8 (Reproductive Phase): All Disciplines Unavailable.
Stage 9 (Labor Phase): Engineering and Communications Only.
Stage 10 (Science Phase): Science and Medicine Only.
Stage 11 (Civil Service Phase): Science, Medicine and Communications Only.
Stage 12 (Merchant Phase): Science, Medicine, and Communications Only.
Stage 13 (Leadership Phase): No Restrictions.
Muscular Contractions. Ch-Q-Tss-T that have reached Stage 7 may use their gut muscles to
move on land. They have the Multiple Movement Modes Special ability and may crawl on
land at a top speed of 17 kph (28 m/rd)
Rudimentary Legs. Ch-Q-Tss-T that have reached Stage 12 have grown legs. They have the
Multiple Movement Modes Special ability and may also run on land at a top speed of 6 kph
(10 m/rd)
Full Recovery. Ch-Q-Tss-T that have reached Stage 3 have the Regeneration Special Ability.
Glowing Exterior. Ch-Q-Tss-T have the Bioluminescence Special Ability until Stage 6.
The Chichifa are a race of rabbit-like creatures native to the Delta Sector. They exhibit most of the characteristics common
to Old Earth leporids (rabbits/hares), in that they are small, furry creatures with long, upright ears. There are, however,
some significant exceptions. The species is sentient, though they still largely act on instinct in many matters.
Unfortunately for visitors to their world, one of these matters is an aversion to significant heat sources (which the species
tends to equate to the presence of predatory megafauna species such as Grey Anemones). Upon detection of any heat
source, members of the species will form massive swarms and attack. Extensive interaction with the Chichifa hasn't
occurred to date, due to the high risk of loss of manpower and equipment.
• Personality: Not a great deal is known about the normal personality of the Chichifa; observing them in any other
situation besides a highly agitated and defensive state is a problematic proposition, as most sentient lifeforms
generate sufficient heat to trigger their instinctive swarming behavior. Even those species that do not generate
heat naturally (including ectothermic and photosynthetic races) have to exercise extreme caution, as the Chichifa
will attack any vehicle generating a sufficient amount of heat. Chichifa swarms are generally massive enough to
utterly destroy a vehicle, usually with tragic results for its occupants, heat-producing or not. Most of what is
known (or at least surmised) about the Chichifa has come from observations made by orbiting observatory space
probes and by those extremely rare visitors that don't generate heat and use surface vehicles that sufficiently
mask their heat signatures. From these limited observations, it seems that the Chichifa are not much different in
behavior from most other small herbivores (the key exception being their famed swarming behavior). They are
very social creatures and form communities, with populations sometimes approaching those of a small city. Local
food supply and abundance of local resources appears to be the limiting factor on how large a Chichifa
community can grow. Because Chichifa lack fine motor control, their communities largely consist of large
concentrations of underground warrens.
• Physical Description: While exhibiting many traits common to other quadruped leporids, Chichifa have some
very key differences. Their skin includes a layer that blocks all infrared emissions from their bodies, which
combined with their external white-colored body fur is an efficient way of staying warm in the harsh polar
regions of their homeworld (where most of the species is located). The species has a pair of infrared "pits" not
unlike those found on many species of Old Earth snakes. Finally, their musculo-skeletal and skin structure is built
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like a spring in their lower abdomens, allowing them to compress themselves before leaping; this allows them to
cover a tremendous distance in the process. This leaping action is combined with a set of maxillary bicuspids
(whose sole purpose seems to be self-defense) to give the Chichifa a bite with incredible force behind it; there
were documented cases from the 4640 Interstel crews of Human crewmembers being decapitated by a bite from a
single Chichifa. Chichifa can also use their bodily compression in order to hurl small projectiles (such as rocks)
with deadly force. To do this, Chichifa simply scoop up a projectile into their mouth, plant their hind feet,
compress their body and release the improvised projectile once fully extended, in effect turning their whole body
into a catapult. Chichifa are fairly small creatures; they weigh just shy of ten kilograms on average and are
approximately 1.25 meters in length when their abdomen is in the "rest" position. When compressed, Chichifa on
average are only about half a meter in length; when they are fully uncompressed, a Chichifa can measure three
meters in length or more. Chichifa are capable of sitting on their haunches and using their forepaws for coarse
manipulation of objects when the need arises. Fine manipulation, however, is beyond their capabilities. Chichifa
aren't particularly durable creatures; if singled out and caught by a predator they can be subdued fairly easily.
They also don't learn particularly quickly, as evidenced by their tendency to act instinctively in many situations
rather than think through a more rational course of action. Though fully capable of generating sounds with their
vocal apparatus and perceiving them with their long ears, Chichifa as a rule communicate with each other using
various scents produced by glands on their outer bodies. The major exception to this rule is when they need to
protect themselves as a group, when they are more likely to use vocalizations to coordinate their efforts. Chichifa
are herbivorous; for the most part, Chichifa feed on their homeworld's gelatinous carpet lifeform, though on
occasion they can be seen munching on the lower portions of the native Fur Trees. They generally spend about an
hour each day feeding, usually broken up into three twenty-minute periods at irregular points during the day.
Unlike other leporids, Chichifa do not practice coprophagia and are capable of emesis if necessary. Chichifa may
sleep up anywhere from four to six hours per day. Chichifa are a highly prolific race. Females of the species
ovulate during copulation, usually releasing between five and ten ovum at a time. Gestation takes approximately
two months. Females of the species also experience postpartum estrus, allowing them to conceive again almost
immediately after giving birth to a litter.
o Motor Appendages: 0
o Visual Organs: 2
Field of Vision: 135 degrees forward Optimal, 180 degrees forward Peripheral
o Auditory Organs: 2
o Olfactory Organs: 1
o Gustatory Organs: 1
o Propulsive Appendages: 4
o Reproductive Organs: 1
• Relations with Other Races: Chichifa don't have any significant relationships with any other races. They don't
manufacture any goods for export, and even if they did, it's unlikely they could control their attack instincts long
enough to initiate a trade, let alone conclude it. As a result, most visitors to their world are either ships that have
gotten lost in one of the nearby fluxes whose crews think they've arrived at the nearby Humna Humna colony
and don't bother to check the trade buoy data (oftentimes leading to tragic results), less than sane lifeform
collectors hoping to stock up on Pulsating Gummies and Grey Anemones, truly suicidal Dweenle, G'Nunk on
holiday, or those ignorant of their nature. Everyone else familiar with the Chichifa knows well enough to leave
them be; a visit to their world simply isn't worth the risk.
• Territory: The Chichifa are a non-starfaring race. They can only be found on their home planet, located at
δ12x158, p2, which is located in between Dweenle and Tandelou territory. They can only be considered
marginally civilized, as would be expected due to their lack of fine manipulators. They have yet to invent many
primitive machines or organized religion. They haven't even mastered fire, though this is largely on account of
their natural intolerance to heat. On the other hand, they've nearly mastered organized hunting skills (which are
used when the species swarms). While some members of the species have experimented with domesticating the
local minifauna, these efforts have yet to really yield fruit. The Chichifa have a very dense population density (no
doubt due to the virility of the species), making any exploration of the land area of their homeworld (around the
planet's southern pole) extraordinarily dangerous for almost all visitors to their planet.
• Onomastikon: Intensive study of Chichifa name structure largely hasn't happened to date, due to the
aforementioned difficulties inherent in studying the species as well as their instinctive tendency to communicate
using scents over sounds. That said, there have been some inroads in this field (due to the efforts of some
exceptionally brave cultural anthropologists with some very expensive equipment). Chichifa names always
consist of one three-syllable word, consistently between seven and nine characters in length when Romanized.
Members of the same family groups often share the same third syllable. Any similar significance cannot be
ascribed to the first two syllables, and any further meaning to their names has yet to be discerned. Chichifa do
use nicknames amongst themselves, usually consisting of just the prefix (though sometimes including the first
syllable of the suffix, in cases where further clarification is necessary). Chichifa are capable of making the same
range of vocalizations as Humans, and have no real preferences of any one sound in their names over others (how
they can generate the same vocal range is a mystery). It should be noted that the species never seems to use long
vowel sounds, even in situations where it would seem that way from the Romanized spelling of their names.
Chichifa names consist of a single prefix followed by a single suffix.
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o Prefixes: Be, Ca, De, Di, Fe, Fo, Hu, Ja, Ki, La, Le, Lhe, Qe, Re, Se, Sha, Va, Vu, Wi, Xe.
o Suffixes: chechal, chopid, citeq, gahah, gebec, laged, lighox, medep, narol, phuciq, posoh, qoyow, reroj,
ruhof, voghac, vuruv, wughun, yatuj, yazhel, yelom.
• Motivation: As noted before, the species has a strong sense of community and an instinctive need to band
together in order to face danger. Individual members of the race aren't keen to strike out on their own; most who
do probably have been ostracized and are likely searching for another nearby community to join. No Chichifa has
left their world to date, and given their instinctive reaction to most other races, it's not likely any ever will.
Chichifa will not be found off-world, not without a damned unusual reason; certainly any individual who
happens to make it off-world would find themselves almost continually fighting the instinct to attack, a battle
they'd be certain to lose at some point.
• Basic Characteristics:
o Size Class: 2
o Base HD: 59/50/59
o Durability: 4
o Learning Rate: 3
o Science: Initial 0, Maximum 100 (Poor)
o Navigation: Initial 10, Maximum 150 (Average)
o Engineering: Initial 0, Maximum 100 (Poor)
o Communications: Initial 0, Maximum 100 (Poor)
o Medical: Initial 0, Maximum 100 (Poor)
o Genders: 2
o Life Stages: Adolescent at 6 years. Adult at 8 years. Middle Age at 14 years. Old Age at 21 years.
Venerable Age at 26 years.
o Lifespan: Lifespan 27 + 3d5 years.
o Height: 0.94 + (2d5 * 0.06) m.
o Mass: 7.125 + ((2d5 from length) * 0.47) kg.
o Speed: 8 kph (13 m/rd)
o Racial Abilities and Restrictions:
They Can Leap About.... Chichifa may make one "leap" per minute, allowing them to move 100
meters for one round. Alternatively, they may use this ability to throw a stone with the same
range and damage capabilities as a Class One Slugthrower; a Chichifa cannot move during
the same round.
Nasty Big Sharp Pointy Teeth. Biting Attack (5 Points Lethal Damage; if inflicted after a leap,
the attack does 30 points instead).
Heat Pits. Chichifa have the Enhanced Visual Sense special ability and can "see" in infrared.
Dangerous Rep. Chichifa have Reputation at -15.
Stays Out of the Kitchen. Chichifa are Intolerant of heat sources at -15.
The Dershetche are a race of stingray-like, flying carnivorous plants native to the Delta Sector. They have a fairly bad
reputation with most of the races in the Sector; even the Humna Humna will not trade with them. This isn't for lack of
trying, mind you, but their policy of immediately devouring any sentient lifeform has, quite understandably, kept them
from becoming very popular.
• Personality: Not much is known about the personality of a Dershetche; much of what is known is second-hand
information that comes from the Tandelou. Dershetche are a fairly amicable race, at least to other plant-like
forms of life. They apparently are mildly aloof, and tend to keep to themselves most of the time. The Dershetche
have a word for most animal forms of life. That word is "food". Due to their physiology, the Dershetche rarely get
enough nutrition from any of the extant lifeforms on their homeworld; the only animal megafauna on their
world are Wheel Snakes, which don't provide a good deal of nutrition. They therefore attack any other animal
lifeform on sight, regardless of its size or intelligence. The Dershetche do possess a moderate level of intelligence,
having reached an industrial level of development without outside assistance.
• Physical Description: The Dershetche are a race of flying carnivorous plants. Their ability to fly is unique among
carnivorous plant species; they are members of the order Ericales but are otherwise completely unrelated. The
wingspan of a Dershetche is approximately four and a half meters in length, with individuals weighing
somewhere around 450 kilograms. The Dershetche are highly dependent upon their planet's oftentimes severe
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weather to assist them in flight. Their general overall appearance is similar to a manta ray; they have a very
round shape (when viewed from above), but are very flat. They have two simple eyes on their dorsal side set
forward, and a long, prehensile vine towards their posterior which serves as a control surface in flight. While they
are slow to learn new skills, Dershetche are very durable and have been known to survive direct lightning hits
without even so much as a scar. Dershetche utilize photosynthesis to gain energy from the environment. This
gives them their characteristic green outer skin color. They usually can't gain sufficient nutrients through
photosynthesis; they gain those nutrients through predation on smaller animal lifeforms (the intelligence level of
their prey is not typically a concern to a Dershetche). The Dershetche mouth is located on their ventral side.
Dershetche are capable of creating low-pitched, rumbling vocalizations which other members of the species hear
through an in-line auditory organ. The vine-like tail is capable of grabbing hold of creatures of significant size and
stuffing them into the creature's mouth, where the prey is suffocated before being slowly digested. A typical
Dershetche can go for about six months after a sufficiently sized kill before needing to kill again, though will eat
anytime the opportunity arises (even if they've already eaten a large kill recently). Dershetche do not require
sleep and usually gain sufficient water through atmospheric moisture. Dershetche reproduce via self- or cross-
pollination, generally around the time they enter Middle Age. For a three-month period, a series of small, white
flowers bloom from the vine; this renders the vine useless for controlled flight. Pollen is carried between blooms
by pollinating insects. A white, poisonous fruit is produced from any fertilized bloom, containing anywhere from
2 to 8 seeds (depending upon how much of a chance the fruit has had to grow during blooming). At the end of
the period, all the blooms and fruit fall off the vine. Dershetche take approximately a year to sprout out of the
soil and can gain flight after about ten years. While still in the ground, the parent Dershetche oftentimes will
protect the area from would-be predators.
o Motor Appendages: 1
o Visual Organs: 2
Field of Vision: 90 degrees forward Optimal, 150 degrees forward Peripheral.
o Auditory Organs: 1
o Olfactory Organs: 0
o Gustatory Organs: 1
o Propulsive Appendages: 2
o Reproductive Organs: Numerous* (see Physical Description)
• Relations with Other Races: Dershetche are generally viewed negatively by most of the Starfaring Age sapient
races in the Delta Sector, given their peculiar dietary habits. Most of the non-starfaring races in the Sector also
view the Dershetche the same way, though any contact between the Dershetche and other non-Starfaring Age
races is rare at best. Only two extant starfaring races don't view the Dershetche with abject loathing. The first
are the G'Nunk, who visit the planet every now and again to test their mettle. Dershetche reportedly find
armadillo G'Nunk tastier than worm G'Nunk. There are rumors that the G'Nunk use the planet as part of their
justice system; anyone who survives receives a full pardon. There are also rumors of G'Nunk visiting the planet
for other purposes, though the nature of those purposes remains a mystery. About the only race in the Sector
that doesn't take a dim view of the Dershetche are the plant-like Tandelou, who make infrequent visits to their
planet. It is suspected that the Tandelou "Center of the Universe", where they conduct the Thdok-Bryg-Ahhh in
the presence of the Most Valuable Thing, is in fact somewhere on the surface of the Dershetche homeworld.
While they haven't had regular contact with Alpha Sector races as yet, it can be assumed they would only be
friendly with the Elowan, and possibly neutral towards the Spemin.
• Territory: The Dershetche are a non-starfaring race. They can only be found on their home planet, located at
δ106x73, p1. The Dershetche have not yet progressed far enough industrially to begin exploration of their home
system; they do have rudimentary air vehicles which are used for faster travel (much like the way Humans use
automobiles), as well as durable sea craft capable of withstanding conditions in the equatorial oceans. They have
yet to develop computers of any significant processing power, and have only recently begun developing
telecommunications. On their home planet, the Dershetche have a roughly Average population density, which is
a little more scarce around the planet's equator and more dense towards the poles (with a far greater percentage
of the population living around the south pole, due to the higher volume of land mass there).
• Onomastikon: Dershetche names tend to have a lilt to them, heavy on soft sounds (particularly "J", "H", "C") and
vowel sounds. They generally have single word names which depict who their parent was, when they were born
and where they germinated. Dershetche names are usually four syllables long. Nicknames are not used amongst
the Dershetche; what few friends they do have usually take the time to pronounce their names in full.
Dershetche names consist of a single prefix and up to three suffixes, with suffix sounds also used for the prefix. It
is possible for a suffix to be used as a prefix as well, and for the same suffix to be used multiple times.
o Names: ai, ae, ao, au, ay, cha, che, chi, ee, ei, hei, joi, li, ooo, sei, soo, sui, swe, swi, ua.
• Motivation: Dershetche don't generally stray too far from where they were born. When they do, it’s usually
because the animal food supply has become too scarce, or to find a better spot to spread seeds. Some Dershetche
are known to keep a constant vigil for landing starships, to see just who is daring enough to visit their world.
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• Basic Characteristics:
o Size Class: C8
o Base HD: 48/57/41
o Durability: 7
o Learning Rate: 4
o Science: Initial 30, Maximum 200 (Good)
o Navigation: Initial 50, Maximum 250 (Excellent)
o Engineering: Initial 10, Maximum 150 (Average)
o Communications: Initial 30, Maximum 200 (Good)
o Medical: Initial 0, Maximum 100 (Poor)
o Genders: 1
o Life Stages: Adolescent at 53 years. Adult at 79 years. Middle age at 132 yrs. Old Age at 211 years.
Venerable Age at 295 years.
o Lifespan: 300 + 14d10 years.
o Wingspan: 3.3 + (2d5 * .22) m.
o Mass: 346.5 + ((2d5 from wingspan) * 23.1) kg.
o Speed: 42 kph (70 m/rd)
o Racial Abilities and Restrictions:
Reputation for Eating Sentients on Sight. All Dershetche begin with Reputation at -10.
Policy of Eating Sentients on Sight. All Dershetche begin with Creed at -5.
Prehensile Tail. All Dershetche have the Improved Grab special ability.
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not. For this reason, it is recommended that any Arthian species conducting business with this race carry Charm
Babies on their person at all times.
• Physical Description: The Djaboon are massive, six-legged creatures with thick, armored hides and numerous
horns. They range in color from dark brown to a light grey; completely white individuals occur rarely. They are
ectothermic, though given their large size and extremely warm environment, cooling is a far bigger biological
challenge for them than heat retention. They have a series of four vents on each cheek that help them cool
themselves and keep from overheating. They have two horns on the crown of their heads; the front horn is
smaller and curves back, while the larger, rear horn curves slightly forward. Modern Djaboon typically use these
in ritualistic combat, locking them with those of opposing individuals, and also for displays of dominance, with
larger-horned individuals attracting the best mates; while they may have once been used for defense from
predators, no extant predatory species on their world is anywhere near powerful enough to prey on the Djaboon.
The Djaboon body is completely covered in a shell of bony armor, which for flexibility purposes is divided into
three segments. Even with the segments, Djaboon are very inflexible as a species, and can only bend their bodies
laterally about five degrees out of true. Fortunately, their many legs give them the ability to turn quickly for a
creature their size. Should the need arise, a Djaboon will plant one of its middle set of legs firmly, then use the
others to spin itself rapidly in the desired direction. Surmounting each segment of bony armor are four additional
horns, which form a razor-back ridge along their spin. At their rear, a short, reptilian tail strongly resembling that
of a terran snapping turtle concludes their length. Djaboon have two eyes set on the sides of their heads, giving
them a field of vision of about 300 degrees. This particular visual configuration is typical for that of a herbivorous
prey species; this, along with their horns and armor, lead scientists to conclude that, at one time, there may have
been top predators capable of taking them down. Djaboon communicate with each other verbally, their un-
translated language sounding like articulated grunting. When they communicate, it tends to be at close range,
though they are capable of extremely loud vocalizations which can be heard for many kilometers. Djaboon are a
prime example of K-strategists. They usually mate in their late teens, and except in extremely rare occurrences,
only deposit one egg into their nests. Both parents care for their young, who remain with their families for about
a decade before branching out on their own. While the Djaboon are naturally herbivores, as sentients they have
begun to consume other forms of animal life. While primitive, some few individuals do raise and slaughter
domesticated livestock, which they sell to their neighbors. While they do sometimes make use of large,
cumbersome tools to carry out this task, as often as not they dispatch their victims with their natural weaponry.
o Motor Appendages: 0
o Visual Organs: 2
Field of Vision: 240 degrees forward Optimal, 300 degrees forward Peripheral
o Auditory Organs: 2
o Olfactory Organs: 1
o Gustatory Organs: 1
o Propulsive Appendages: 6
o Reproductive Organs: 1
• Relations with Other Races: The Djaboon are an often-violent race confined to a single, extremely inhospitable
planet in a particularly rough area of the Delta Sector, and as such are limited in their interactions with other
races. If not for their production of Amusoballs, a commodity desired by the Dweenle, it is doubtful other species
would voluntarily visit them at all. At this point, only very determined merchants from a handful of species make
trade stops on their world; even more rarely, they may attract teams of researchers interested in studying them.
The race with which they have the most interaction is the G’Nunk, who control the area of space around their
solar system. The G’Nunk have taken an unusual interest in the Djaboon; despite the fact that they have
virtually no technology and could be wiped out by a mere day’s orbital bombardment, the G’Nunk have
apparently granted them G’Nasch status, probably due to their physical fighting prowess. It is known that the
G’Nunk sometimes visit their surface to test themselves against the armored giants, who are physically more
than a match for any of the G’Nunk species, and to help drive the species along in their evolution. For their part,
the Djaboon hate the G’Nunk and do not understand the logic behind their occasional forays against them. The
Djaboon have come to tolerate most other visitors to their planet, and are most accustomed to the Humna
Humna, Umanu, and the various races of Arth. Unless they venture into a trade center, these races are most
likely to be simply ignored by the Djaboon when encountered, which is as friendly a greeting as any race should
expect from them. Other races should exercise caution when dealing with them for the first time, and bring some
Charm Babies with them. Once the Djaboon become more accustomed to a new race, they can move and interact
with them a little more freely, but that race should always show the armored giants respect as they can crush
most other species with ease.
• Territory: The Djaboon are a non-starfaring race. They can only be found on their home planet, located at
δ161x53, p1. Djaboon physiology is such that fine manipulation of objects is an extremely difficult task for them.
As a result, they haven't been able to achieve a great many technologies and can only barely be considered a Stone
Age civilization. They have developed some religious beliefs and superstitions, including the use of talismans (this
may explain their fascination with Charm Babies). Djaboon will occasionally eat a Hot Fungus, which ultimately
passes from their system as a cluster of five near perfect glassy spheres, which are a bright bluish color and
clumped together in a rough x-shape. These leavings are left to dry out in the sun. A mild, gaseous hallucinogen
starts to be released from the spheres as the drying process continues, giving almost anyone who beholds them
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the impression that they have been painted with odd shapes. After allowing a few days of baking in the sun, the
leavings are collected and sold to the Dweenle as Amusoballs (who, incidentally, don't see any odd shapes on the
balls). Finally, the Djaboon are able to use their horns to perform some digging. Every now and again, they will
dig up brookite and titanite crystals formed in the lava flows. They collect these crystals and sell them
collectively as Firegems. The Djaboon have a relatively sparse population that tends to favor living in the
southern lowlands of the main continent, away from the constant lava flows that come from the mountains to
the northeast.
• Onomastikon: Most Djaboon are reticent to give out their names, though there are some friendlier individuals
who have been willing to discuss the subject with outsiders. Djaboon names consist of a single word, usually four
syllables in length. Female Djaboon will give all of their children the same prefix, which usually consists of a
portion of her own name (generally part of the suffix). The suffix of their names is given after birth, and typically
reflects some aspect of the individual's character or appearance. As gruff and solitary as most Djaboon are, it
shouldn't be a surprise that they don't use nicknames; fortunately for outsiders their names are reasonably short
and relatively easy to pronounce. Djaboon are capable of generating a full set of sounds and don't particularly
favor any one set of sounds over another. There are no "silent" sounds in Djaboon names; a letter that exists in
their Romanized names must be pronounced. Further, all consonant sounds in their names are "hard” consonants.
Djaboon names consist of one prefix and one suffix.
o Prefixes: Bic, Chop, Chuk, Dik, Fig, Ghod, Hub, Lay, Lhilh, Lhith, Phit, Quz, Rip, Riw, Suh, Theb, Wam,
Wiv, Zaz, Zon.
o Suffixes: afitho, agevu, alocho, asaxa, athala, ayilhu, edetha, efite, eviqo, ipagi, isici, ixushu, ochotha,
ojagi, omiro, osusha, uchore, upalo, uthapi, uwovu.
• Motivation: The Djaboon, for the most part, simply wish to be left alone by the universe at large, and pursue
their interests as they have always done. The introduction of the Charm Baby into their society has changed that
outlook somewhat, but by and large they still wish as little interaction with outsiders as possible, aside from the
occasional trader.
• Basic Characteristics:
o Size Class: 10
o Base HD: 33/48/31
o Durability: 10
o Learning Rate: 2
o Science: Initial 0, Maximum 100 (Poor)
o Navigation: Initial 10, Maximum 150 (Average)
o Engineering: Initial 0, Maximum 100 (Poor)
o Communications: Initial 0, Maximum 100 (Poor)
o Medical: Initial 0, Maximum 100 (Poor)
o Genders: 2
o Life Stages: Adolescent at 10 years. Adult at 12 years. Middle Age at 22 years. Old Age at 38 years.
Venerable Age at 47 years.
o Lifespan: 50 + 6d5 years.
o Height: 3.85 + (1d5 * 0.55) m.
o Mass: 3500 + ((1d5 + 1d5 from height) * 150) kg.
o Speed: 17 kph (28 m/rd)
o Racial Abilities and Restrictions:
Segmented Bony Armor. Djaboon have Class Two Natural Armor.
A Bit Dangerous to get Underfoot. Djaboon have the Trample special ability.
Shortened Fuse. All Djaboon have Temper as a Complication at -5.
Good Recall. All Djaboon have Memory as a Talent at +5.
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DRAFFA BASTII (Incertae sedis sapiens)
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use to ingest and taste. Since they do not also breathe through this apparatus, the Draffa Bastii are incapable of
choking to death. At the front of the Bastii, just under their large eye, are six small pinkish stalks, which are used
to detect odors. Again, their sense of smell is keen, on par with that of the turkey vulture. Draffa Bastii are
relatively short-lived creatures, reaching adolescence in just under two years and having a maximum lifespan of
less than forty years. They reach sexual maturity between their seventh and eighth year; copulation takes place
by having two members of the opposite sex lay on their sides and entangle their legs together, in which are
hidden the reproductive organs. Young are produced in live births, one per five month gestation. Draffa Bastii
pairs may have more offspring, but usually stop by the female’s twelfth year. Couples mate for life, and if one
partner dies, the other does not seek a replacement.
o Motor Appendages: 1
o Visual Organs: 2
Field of Vision: 160 degrees forward Optimal, 180 degrees forward Peripheral
o Auditory Organs: * (see discussion)
o Olfactory Organs: 6
o Gustatory Organs: 1
o Propulsive Appendages: Numerous
o Reproductive Organs: 1
• Relations with Other Races: The Draffa Bastii keep outside contacts restricted to trade, and even that is
dispensed with as quickly as possible. To that end, they have contact only with the Arla, the Humna Humna, and
the races of Arth. Interactions between Draffa Bastii and these races are quick and formal, and once transactions
are completed, the merchants retire quickly. It is certain that the Bastii do not consider any of these alien visitors
as friends or allies, simply the means by which they procure Grow Goo from the Nga-Seng-Diul.
• Territory: The Draffa Bastii are a non-starfaring race. They can only be found on their home planet, located at
δ242x164, p1, which is within a nebula in Ng-Kher-Arla territory and the closest inhabited world to the Delta
Sector Anomaly. The Draffa Bastii are a very high level Industrial Age race. Their level of technological
development is such that if they were to ever pursue faster-than-light travel, they would probably achieve it in a
very short period. It's thought that their natural shyness prevents their willingness to pursue FTL flight,
combined with their current economic status. Their greatest achievement is the planetary teleporter, a device
capable of instantaneously transporting any small craft to a pre-programmed point on a planet's surface. During
their initial forays into the Delta Sector, many Interstel captains installed planetary teleporters on their ITVs
with their destination points locked onto their parent starships; this effectively doubled the range of most ITVs.
The Draffa Bastii have a moderate population density. Most of the species can be found along the northern
shorelines of the main continent where the temperature is moderate, though there are some that live on the
secondary island continent and a few that live in more inhospitable areas.
• Onomastikon: Draffa Bastii names consist of one three-syllable long word, almost always containing exactly
eight letters and one apostrophe (representing a glottal stop between the first and second syllables) when
Romanized. Typically, Draffa Bastii are given a "baby name" (consisting of their prefix) after being born, and are
given their full name upon reaching adolescence. The full name given is most often the name of the individual's
family, although there are some exceptions for those in their society's upper echelons. In any case, the individual's
baby name is used as a nickname by the family for the whole of the individual's life, and may also serve as a short
name among friends. To refer to a Draffa Bastii by their baby name without being a close friend or family
member is a grave insult. Draffa Bastii names always begin with a vowel sound. All vowel sounds in Draffa Bastii
names are "short" sounds. While they favor no one set of consonant sounds over any other, plosive consonants
are ever so slightly more common in their names. Draffa Bastii names consist of a single prefix and two suffixes.
o Prefixes: Al', Aph', Aq', Aw', Eb', Esh', Et', Ic', Im', In', Ish', It', Iy', Iz', Uch', Uh', Uj', Ul', Up', Ux'.
o Suffixes: ban, gog, hip, hov, hox, huq, huv, med, nag, pih, qew, qim, sif, sip, xay, xiz, xom, yac, zaf, zij.
• Motivation: The Draffa Bastii wish to keep the Grow Goo imports rolling, but otherwise wish for other species to
leave them alone. They are not above allowing new races into their trade centers, but only as a means to an end.
Unless something drastic were to happen to change their outlook, other races should not look to them as a source
of friendship.
• Basic Characteristics:
o Size Class: C3
o Base HD: 51/45/56
o Durability: 5
o Learning Rate: 8
o Science: Initial 50, Maximum 250 (Excellent)
o Navigation: Initial 10, Maximum 150 (Average)
o Engineering: Initial 30, Maximum 200 (Good)
o Communications: Initial 10, Maximum 150 (Average)
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o Medical: Initial 30, Maximum 200 (Good)
o Genders: 1
o Life Stages: Adolescent at 23 months. Adult at 81 months. Middle Age at 135 months. Old Age at 198
months. Venerable Age at 284 months.
o Lifespan: 290 + 16d10 months
o Height: 0.56 + (2d5 *0.04) m.
o Mass: 22.5 + ((2d5 from height) * 1.5) kg.
o Speed: 3 kph( 5 m/rd)
o Racial Abilities and Restrictions:
Infrared Vision. Draffa Bastii have the Enhanced Visual Sense special ability and can see in
infrared (heat sources).
Replaces Damaged Organs. Draffa Bastii have the Regeneration special ability.
Don't Care Much for Outsiders. All Draffa Bastii are xenophobes, and have the Phobic
Complication at -15.
Scientific Geniuses. All Draffa Bastii have the Scientific Sense Talent at +10.
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by alien hands, the Vadish will not repurchase them). Given the incredibly high esteem in which the Vadish hold
their feathers (as they are the most elemental requirement of their flight), and the care in which they have
adorned the Xingtay, it is endlessly puzzling to them that no knowledgeable trader wants them.
• Physical Description: Despite being Humanoid and inhabiting a world with Arth-like gravity, the Lieu Vadish
have two wings and are capable of flight under their own power. This is partly because they, despite appearing
roughly the same shape and size as Humans, are in actuality much lighter. Their bones are hollow, like those of
birds, and their body weight is low compared to Humans, topping out at just over 30 kg; over the eons, their
skeletons have also lost unnecessary bones to further conserve weight. Also, their chest muscles are far stronger
than those of Humans, as they must power their large wings. Still, sustained flight is difficult for them; unless
gliding, they can only stay in the air a few moments before tiring and being forced to land. Fortunately, their
wings are designed for soaring, being broad and having a larger lift surface than those of comparable species of
birds. While these types of wings typically allow for a short takeoff, the lack of aerodynamics in the rest of the
Lieu Vadish body cancels out any potential advantage this wing shape may offer in that respect, and they require
quite a running start to get airborne. The Lieu Vadish are scavengers, and as such, they have developed a great
deal of resistance to carrion-borne pathogens, and can shrug off the dangerous bacteria and toxins associated with
rotting flesh. They have a keen sense of smell, and can sniff out carcasses over many kilometers. Earlier in their
development, they would simply detect potential food sources in this way. Once a kill was located, they would
converge on it, drive off any predators, dress the meat, divide it up, and wing it back to their settlements to be
consumed. Now, however, they often use trained, domesticated animals to bring down their prey for them,
providing them with a more reliable source of meat. These ‘hunts’ are monitored from above; the Vadish wait for
them to make a kill, then swoop down and take it once the prey animal is definitely dead. On a personal level,
they view killing as extremely distasteful, something to be undertaken only as the last possible course of action.
As a result, any occupation that involves the direct killing of animals (such as butchering and husbandry, for
example) represent the very lowest caste in their society. Killing as part of warfare, however, is viewed very
differently; warriors actually rank fairly high in the caste system. Aside from being winged, the Lieu Vadish are
largely Humanoid, although as mentioned above, very scrawny. Their bodies are completely covered in a downy
fur, making them able to naturally tolerate fairly cold climates. Their heads, however, are completely bald, so as
to help with thermoregulation. Males are typically larger than females. Lieu Vadish reproduce sexually, pairing up
anywhere from thirteen to nineteen years of age. Young children (age 1-5) are typically cared for by the mother,
but upon reaching adolescence, they are looked after by the parent of the same sex, who is responsible for
teaching them the ins and outs of fashion, and passing on the family trade. It should be noted, however, that
separation is very common with this species, as both partners always keep a look out for a better-dressed mate,
and seem not to form deep emotional attachments. This results in children being placed on a lower priority,
which often ends very badly for them, especially if the couple splits up while the children are very young. This is
one of the biggest reasons for the sparseness of the Lieu Vadish population.
o Motor Appendages: 2
o Visual Organs: 2
Field of Vision: 140 degrees forward Optimal, 180 degrees forward Peripheral
o Auditory Organs: 2
o Olfactory Organs: 1
o Gustatory Organs: 1
o Propulsive Appendages: 4* (see discussion)
o Reproductive Organs: 1
• Relations with Other Races: The Lieu Vadish sneer at other races, with their drab, predictable clothing and the
clumsy, clunking starships they require to achieve flight. Other races, in turn, deeply dislike the Vadish, and visit
their world as little as possible, unless they want to purchase Delightful Fungus Chews or (more rarely) stock up
on cheap standard trade items. Of all the star-faring races, the Humna Humna have the closest relationship with
them, though the Master Trade Merchants also do not associate with them more than they have to. The same is
true for the Sector’s newest arrivals, the Arthians. Perhaps if the Jeweled Xsiao Xingtay were to find enthusiastic
buyers in the Alpha Sector, the situation might change, but most economists just don’t see that happening.
• Territory: The Lieu Vadish are a non-starfaring race. They can only be found on their home planet, located at
δ1x24, p5. This location is well outside the territory of any of the extant starfaring races and if it weren't for the
export of Delightful Fungus Chews (a fact that places the Lieu Vadish world at the beginning of the Downspin
Trade Route), the world would only be useful for cheap standard trade goods. As previously mentioned, the Lieu
Vadish have a later Stone Age society. In addition to being skilled potters, they have developed some religions,
masonry and animal husbandry techniques. Some have even become adept at wrangling and domesticating the
local Humanoid Hopper population for use as ground transport when the need arises. While they hardly ever eat
them themselves (except in dire straits), some Lieu Vadish are known to keep crops of Sticky Fruit. The Fruit,
when combined with the mycelium from a Running Fungus and certain parts from Green Blob, is cooked to
become Delightful Fungus Chews. The Lieu Vadish world is sparsely populated, with most of the cities centered
around the large equatorial freshwater lake as well as the shoreline of the southern ocean near the planet's
southern tropical zone.
• Onomastikon: The Lieu Vadish are usually reticent to speak their names to most outsiders. This seems a bit of a
non-sequitur; in most other races, arrogant individuals often want others to know, remember, and revere their
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names. Perhaps they know that most outsiders will fail to do this. Usually when a Lieu Vadish does speak their
name to an outsider, it's one of the younger members of the race, one who has not yet learned the indifference
their name will garner. Lieu Vadish names consist of a single word containing between three and five syllables,
consisting of six or seven characters when Romanized. The significance of Lieu Vadish names has not been
revealed to outsiders, though it's generally thought that they describe some aspect of the individual's appearance
or personality (whether or not the term accurately describes the individual or not). Lieu Vadish do not use
nicknames and consider it vulgar if anyone uses them (rather, if they realize that one is being used), even if the
society of the individual being referenced has no problems with it. Lieu Vadish names make heavy use of vowel
sounds and diphthongs. Typically, their names contain a single consonant sound, usually placed after an initial
vowel cluster. While Lieu Vadish use all manner of consonants, fricatives have a greater rate of appearance than
other types of consonant sounds. The vowel immediately following the consonant is always pronounced long
and in the same syllable as the consonant. Lieu Vadish names contain a single prefix followed by any
combination of two vowels which form the final syllable. "Y" is used as a vowel in this sense, as is "w"; where
these appear, the sound indicated is similar to Welsh diphthongs.
o Names: Aegho, Aizu, Aori, Aupi, Autho, Eega, Eelha, Eeno, Eizi, Eulhi, Eushu, Iaci, Ievi, Iibi, Oeki,
Oozha, Ouwu, Uashi, Uaza, Uiga.
• Motivation: Motivation for the Lieu Vadish is actually something of a contradiction. The self-absorbed race
might say they desire a great many things: A stronger economy, buyers for their Xingtays, respect from alien
races, and a color of robe that really sets off their wings. However, their natural vanity and pride so often stand
in the way of these things that they have virtually no hope of achieving them, given their current cultural
attitude. Therefore, the only desire the Vadish have that they show any motivation of achieving is to stay on the
cutting edge of fashion and style. To that end, they’ll pursue any alien good that they might be able to work into
their designs, thus staying ahead of the curve for another season.
• Basic Characteristics:
o Size Class: 5
o Base HD: 50/50/50
o Durability: 4
o Learning Rate: 4
o Science: Initial 0, Maximum 100 (Poor)
o Navigation: Initial 10, Maximum 150 (Average)
o Engineering: Initial 0, Maximum 100 (Poor)
o Communications: Initial 10, Maximum 150 (Average)
o Medical: Initial 0, Maximum 100 (Poor)
o Genders: 2
o Life Stages: Adolescent at 6 years. Adult at 13 years. Middle Age at 26 years. Old Age at 43 years.
Venerable Age at 55 years.
o Lifespan: 58 + 6d5 years.
o Height: 1.4 + (1d5 * 0.2) m.
o Mass: 22.5 + ((1d5 + 1d5 from height) * 1.5) kg.
o Speed: 10 kph (16 m/rd) (flight); 6 kph (10 m/rd) (walking)
o Racial Abilities and Restrictions:
Strong Stomachs. Lieu Vadish have Health as a Talent at +5.
Flyer's Reflexes. All Lieu Vadish have Reflexes as a Talent at +5.
Extreme Arrogance. All Lieu Vadish have the Overconfident Complication at -15.
Known for their Arrogance. Lieu Vadish have Reputation as a Complication at -5.
Buzzard's Nose. Lieu Vadish have Senses as a Talent at +10 for their keen olfactory capability.
The Mbe are a race of bird-like creatures extant to the Delta Sector. The
species is obsessed with art, so much so that it permeates every aspect of their
culture. As the artistic styles on their world change, so does the culture; Mbe
culture is substantially more fluid than most other races. Few other races are
capable of appreciating their aesthetic sense, which has kept the Mbe from
making a market selling their artwork. With the opening of trade between the
Delta and Alpha Sectors, however, this state of affairs may soon change.
• Personality: Mbe are artists. Period. That's not to say that all Mbe
are solely painters or sculptors (though it's are a rare Mbe that So, these guys deliver mail to the Starflight
doesn't pick up a brush or chisel at some point in their lives), but wizarding world?
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rather that their art affects everything that they say and do. Mbe are poets, musicians, dancers, writers,
architects, and so forth. In Mbe culture, there are basically two types of individuals. The first type is the "starving
artist", whose work either hasn't been discovered by the greater planetary community or has been ignored. These
individuals, who make up the bulk of the populace, form most of the planet's available labor pool, performing
small jobs until the day they hit it big. Even considering how big the paycheck is for those individuals who run
the local trading centers, being a trader is still considered a menial job in Mbe society. The other type of
individual is the one who has made it to the big time. These individuals are able to thrive by sharing their works
with the world. These are the Mbe whose works the universe sees; most of these individuals view themselves as
"better" than everyone else. All Mbe are somewhat competitive, and more than one is very possessive and
protective of their own work.
• Physical Description: Mbe bear a resemblance to most of Old Earth’s raptor species, in particular those of the
order Strigiformes. There are, however, some very important differences. The biggest difference is with the wings,
which are fully prehensile and provide fine motor control in addition to providing propulsion for the species. Mbe
have a pair of these wings which are covered in feathers, which are typically a bright yellow color, though they
may also contain shades of orange and brown, especially as an individual Mbe ages. Mbe are particularly fast
fliers and have been known to reach speeds of around eighty kilometers per hour in a pinch. Their faces are
particularly owl-like, containing large forward-facing eyes (which are typically a bright green color) and ear-holes
(located towards the individual’s anterior), a flat face, and a facial disc around each eye. Unlike the order
Strigiformes, Mbe eyes aren’t fixed in their sockets, allowing an Mbe to look in other directions without being
required to turn their entire head. Mbe have a very small beak located between the facial discs, just below the
major olfactory organs. This beak is often covered by the elaborate clothing the species wears and as a result is
oftentimes not directly visible. As with most other species, communication is conducted through the generation
of sound via the major gustatory apparatuses. Mbe language is vocal and typically includes random,
untranslatable chirps and whistles, which are likely merely aesthetic but tend to make translating their language
and conversation all the more difficult. Finally, Mbe are able to land via the presence of a single "foot" located
towards the posterior of their bodies, which at a glance resembles tail feathers (which the species does not
possess, as their wings are designed such that they can maintain stable flight without them). Mbe prefer to be
active during the day, rather than at nighttime like most birds of prey. Mbe aren’t particularly large creatures;
their average length is only around one meter, and their mass is usually somewhere around twenty kilograms.
Their wingspan approaches two and a half meters on average. Though not a particularly physically tough race,
they do have keen minds and are capable of picking up new skills relatively quickly, a handy trait when it comes
to learning about new art forms. Mbe are carnivorous. They typically take two or three breaks during a day to
consume food, though if an individual is working hard on a new piece they may not eat for periods up to five or
six days. Mbe are more than capable of hunting the microfauna on their planet, but this is largely unnecessary in
their advanced society; food is usually no further away than the closest market. Mbe will rest up to seven hours a
day, though they can sleep up to six days (this usually happens if they’ve foregone sleep in recent days, again
usually to finish up a new work). Mbe are oviparous. Unattached males will design a place for unattached
females. These females will then select which design they like best and bond themselves to that male. At a later
time, intercourse takes place. The female will usually lay one large egg approximately six weeks later and will
spend her time tending to the egg. During this time, the male is expected to take care of the female, including
providing food and tending to any ongoing art projects as needed (putting his own projects on hold if absolutely
necessary). Fledglings hatch after about three months. Mbe will never reproduce at a rate faster than one
fledgling per year, and will often go several years at a time without attempting to produce offspring.
o Motor Appendages: * (see discussion)
o Visual Organs: 2
Field of Vision: 150 degrees forward Optimal, 200 degrees forward Peripheral
o Auditory Organs: 2
o Olfactory Organs: 1
o Gustatory Organs: 1
o Propulsive Appendages: 2
o Reproductive Organs: 1
• Relations with Other Races: Like most of the other non-starfaring races in the Delta Sector, the Mbe are largely
neutral towards most other known races. Many other races find the Mbe to have a particularly highbrow attitude
and are largely confused by their aesthetic sense. Amongst the races of the Delta Sector, the race they have the
most contact with is the Humna Humna, who (like most other races in the Sector) conduct trade and then leave
before they get forced into viewing a new art exhibit. Mbe like the Tarn, who supply Screech Harps for their
musical community. However, given the favorite activity of the Tarn (namely sitting around listening to Singing
Beetles), it's a very rare occasion when one does visit (and usually their visit is marked with periods of awkward
silence). Contact with the Alpha Sector has been limited as of yet, though there are those among the Elowan who
seem to appreciate certain aspects of Mbe art, as well as a small number among the graphic artist community on
Arth. There has been some talk of trying to import Mbe Artwork to the Alpha Sector, though as of 4641 there
haven't been any significant inroads towards such trades; despite the obvious benefit to their entire world of
having a solid specialty trade good, many Mbe have yet to overcome their possessive tendencies towards their
own art.
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• Territory: The Mbe are a non-starfaring race. They can only be found on their home planet, located at δ64x6, p2.
The Mbe world is situated roughly halfway between the "borders" of the Tandelou and G'Nunk spheres of
influence, yet the Mbe are largely ignored by both races. Mbe are an Industrial Age species, having only recently
achieved that status through their experimentations with steam power. Their fondness for Screech Harps
manufactured by the Tarn places them at the end of the Two-Headed Route. The Mbe don't manufacture any
specialty goods of their own, though like all Delta Sector races they will sell whatever standard trade goods they
can. The Mbe homeworld is very densely populated. Major cities can be found all over the planet; though most
are along the shoreline of the northern ocean, some can be found in the planet's mountain ranges as well as the
two small islands in the planet's northern and eastern hemispheres.
• Onomastikon: Though the Mbe aesthetic sense applies mainly to visual pieces of art, there are similar
phenomena in all fields of their culture, including onomastics. If an Mbe tells another being its name for the first
time, there is some expectation to hear some reaction as to the musical and tonal qualities of it. Naturally, since
most species don't know to do this, Mbe rarely share their names with anyone besides fellow Mbe. Mbe names
consist of a single three-syllable word, usually containing anywhere from seven to ten characters when
Romanized. Names in Mbe culture are given out with the same set of aesthetics they use for judging artwork. As
such, there is no meaning to Mbe names other than what the beholder (either the individual or whoever hears
their name) sees in it. It should be noted that Mbe may change names several times during the course of their life,
simply because they grow bored with the old one. Mbe feel that to appreciate a name, it should be spoken in
whole; they don't use nicknames and don't respond to any attempts to use one. The aesthetic requirement of
their names assures a full range of sounds; no one set of sounds is favored over any other set of sounds. Mbe
names consist of a single prefix followed by a single suffix.
o Prefixes: Chix, Chuv, Dag, Hor, Lhozh, Map, Mex, Poth, Pus, Qep, Shelh, Shogh, Siz, Tey, Vif, Wey,
Wiw, Xep, Yib, Zhej.
o Suffixes: aclho, aghte, ectu, edthe, eqgu, eshta, ilhxu, inre, ipsa, ishcu, ithqi, iyghe, izhfu, occhu, ochfo,
olhxi, orgho, oxcha, ozhbe, uszi.
• Motivation: Most Mbe like to travel around to other communities in order to experience local sites and sounds
firsthand. Such experiences serve as a means for inspiration for many Mbe, who will later try and incorporate
something they experienced directly into one of their own works. These adventures also serve as a means of
learning about the styles of other communities, accounting for the relatively small number of artists in each
community that adopt another community's aesthetic. Some of the wealthier Mbe have, occasionally, booked off-
world passage on visiting trading vessels for similar experiences learning the art of other species.
• Basic Characteristics:
o Size Class: C4
o Base HD: 55/52/53
o Durability: 3
o Learning Rate: 7
o Science: Initial 10, Maximum 150 (Average)
o Navigation: Initial 50, Maximum 250 (Excellent)
o Engineering: Initial 30, Maximum 200 (Good)
o Communications: Initial 0, Maximum 100 (Poor)
o Medical: Initial 10, Maximum 150 (Average)
o Genders: 2
o Life Stages: Adolescent at 6 years. Adult at 7 years. Middle Age at 16 years. Old Age at 22 years.
Venerable Age at 31 years.
o Lifespan: 32 + 3d5 years.
o Wingspan: 1.85 + (2d5 * 0.13) m.
o Mass: 15 + (2d5 from wingspan * 1.0) kg.
o Speed: 19 kph (32 m/rd)
o Racial Abilities and Restrictions:
Flyer's Aerobatic Instincts. All Mbe have Reflexes as a Talent at +5.
Knows Where They're Going. Mbe have the Navigational Sense Talent at +5.
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NATHRACCH (Morchella sapiens diversus)
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before eating something is that it is dead; this can, if need be, include hunting prey. While they have been known
to risk their lives in order to kill one of the local Brass Harpooners for food, Harpooners are difficult for
Nathracch to digest. Nathracch typically are inactive for a period of roughly four hours each day. Reproduction
can occur both sexually and asexually via sporing. Once released from an apothecia, spores settle into the ground.
During this time, the spores gain nutrition through a sub-surface mycelial mat that covers portions of their
homeworld. One out of every thousand spores that attach to the mat grows to become Nathracch; the remainder
are absorbed into the mat. Nathracch uproot their rhizomes from the mat upon reaching the age of adolescence.
o Motor Appendages: * (see discussion)
o Visual Organs: * (see discussion)
Field of Vision: 360 degrees
o Auditory Organs: * (see discussion)
o Olfactory Organs: None
o Gustatory Organs: * (see discussion)
o Propulsive Appendages: 1d10 * 1d10 +1
o Reproductive Organs: 50 + 2d%
• Relations with Other Races: As with most of the non-starfaring races in the Delta Sector, the Nathracch have a
neutral relationship with almost every other race in the Sector and almost no relationships with Alpha Sector
races whatsoever (excepting Interstel crews). The race they have the most contact with is the Humna Humna,
who largely see them as a quaint, somewhat backwards race. There are a few of their number, however, who take
their prognostications seriously enough to want to purchase them (which provides the Nathracch with a
specialty trade good, Important Secrets). Nathracch don't wear a lot of clothing, but what they do wear usually is
made of Mip Fur, so they generally try and stay on good terms with the Aeoruiiaeo. Nathracch also use
Dreamgrids as a form of entertainment, but they don't often receive very many of these from outside traders as
the nearby Aeoruiiaeo place an even higher level of importance on them (read: are willing to pay more for them). As
might be expected due to their desire for Dreamgrids, they also have a rapport with the Kher, though not nearly
as strong as that between the Kher and the Aeoruiiaeo. The Ng and Arla generally leave them alone. Occasionally,
a G'Nunk expedition might wander as far upspin as the Nathracch world to hunt Brass Harpooners, though in
most cases their world is too far distant to guarantee a safe return to G'Nunk territory.
• Territory: The Nathracch are a non-starfaring race. They can only be found on their home planet, located at
δ181x197, p3, which is located towards the Upspin and Outward edges of the Ng-Kher-Arla sphere of influence.
Divination and prognostication is something at which their culture specializes. These forecasts are collected,
recorded, and sold to the Humna Humna as Important Secrets. This production cycle places the Nathracch on the
Circle Route. Nathracch will pay handsomely for Brass Harpooners, which they use for a variety of different
purposes. The Nathracch have a sparse population density, which is not surprising considering how much of the
planet's surface is covered in lava. There are very few places where the Nathracch have been able to put down
cities, and often must compete for the spots with the local Brass Harpooner population.
• Onomastikon: Most members of the Nathracch race have two names, one for use in social situations, and a "true"
name which they keep a complete secret. Considering their undying belief in magic, this is perhaps not such a
surprise; most cultures that believe in magic hold that true names have special powers all of their own, and their
use may invoke powerful effects (such as total control over an individual). As might be expected given their
unwillingness to share their true names, no significant progress in the onomastics of the true names of Nathracch
has been made. Nathracch are willing to share their social names with outsiders, particularly when first forming
new friendships. Nathracch social names consist of a single multi-syllabic word that's usually eight to eleven
characters long when Romanized. When they first begin to bloom, an elder will select an individual Nathracch's
social name using a special divining apparatus. This apparatus consists of a board upon which is listed all of the
characters of the native alphabet and a planchette which is used to indicate individual glyphs of the native
language (very similarly to the various spirit boards often seen on old Earth). It's thought that the same apparatus
is used to select their true name, though once again this cannot be confirmed. Nathracch will respond to a
shortened form of their names. Generally this shortened form consists of the prefix without the ending vowel
sounds, although depending upon the planetary region only the first syllable may be used, or even just the end
sounds. The Nathracch language contains a full range of sounds, and as their names are selected fairly randomly
(spiritual forces aside), it should come as no surprise that there is no preference in one set of sounds over others.
It should be noted that all Nathracch names consist of a double consonant between the first and second syllables;
this usually means the end sound of the first syllable and the beginning sound of the second syllable are the same,
and as a result the vowels in both syllables have short sounds. Nathracch names consist of a single prefix
immediately followed by two pairs of vowels; "yy" is considered a vowel pair in this sense and carries a long "E"
sound.
o Names: Biffid, Fakkox, Ghattiy, Gittal, Hokkox, Jazzux, Kezhzhij, Konnush, Kulluh, Kuyyan,
Mophphilh, Pheqquz, Piggur, Qiccow, Sarreth, Shillef, Teddiv, Thivvah, Wikkazh, Xokkazh.
• Motivation: Nathracch are largely content to stay in their communities and perform whatever magical services
they believe will serve their community best. Nathracch will only leave their communities in order to learn the
magical traditions and techniques of other communities, in order to incorporate that knowledge into the local
society. They might also leave their communities voluntarily in order to practice some new or particularly
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dangerous technique out in the wild, testing it before it is incorporated (though such solo forays are
extraordinarily rare). Nathracch are by and large not interested in the affairs of the universe, unless one of their
number has had a premonition of portentous events involving other species. At that point, personal involvement
in those affairs might be warranted; even then, the only Nathracch ever found off of their world are those
wealthy enough to afford passage. While there have been some Nathracch who have gone out into the universe to
study the magical techniques of other races, most come back within two years time (and are generally a little
disappointed in the whole journey, given the attitude of most species towards magic as opposed to science).
• Basic Characteristics:
o Size Class: C4
o Base HD: 48/45/53
o Durability: 2
o Learning Rate: 5
o Science: Initial 0, Maximum 100 (Poor)
o Navigation: Initial 0, Maximum 100 (Poor)
o Engineering: Initial 10, Maximum 150 (Average)
o Communications: Initial 10, Maximum 150 (Average)
o Medical: Initial 30, Maximum 200 (Good)
o Genders: 2
o Life Stages: Adolescent at 4 years. Adult at 13 years. Middle Age at 18 years. Old Age at 33 years.
Venerable Age at 41 years.
o Lifespan: 45 + 5d5 years.
o Height: 0.56 + (2d5 * 0.04) m.
o Mass: 22.5 + ((2d5 from height) * 1.5) kg.
o Speed: *varies based on number of rhizomes
5-24 rhizomes: 2 kph (4 m/rd)
3-4 rhizomes, or 25-44 rhizomes: 3 kph (5 m/rd)
2 rhizomes, or 45-64 rhizomes: 4 kph (6 m/rd)
1 rhizome, or 65+ rhizomes: 4 kph (7 m/rd)
o Racial Abilities and Restrictions:
Bad Trip. Nathracch are poisonous if their bodies are eaten. One hour after eating the body of
a Nathracch, the eating character must make a DC 50 Fortitude Save. Failure of the save will
cause the character to begin hallucinating (causing them to become Dazed, fatigued and
Shaken) until they begin to recover. The character takes 1d10 Basic Damage per hour, as well
as a cumulative 1d10 penalty to their Physique score per hour. Each hour the character can
attempt a DC 100 Fortitude Save, or another character may make a DC 100 Toxicology Check,
in order to treat the poison. If successful, the character will heal HP first, and any lost
Physique points afterwards at a rate of 1d5 points per day. Should the character's Physique
score fall to less than zero as a result of the poisoning, the character becomes comatose.
Fortune Teller. Nathracch are clairvoyant and have the Esper Potential special ability.
Nathracch characters may make Knowledge Checks regarding the future, and gain a +10
bonus to all such Checks. Additionally, any player playing a Nathracch character may make a
d% roll at the beginning of a session, and may use the result of that roll for any d% roll they
wish during the course of the session (they must declare the use of the roll before making any
actual rolls).
Fungal Blooms. Nathracch have the Regeneration special ability.
Good Guessers. All Nathracch have Luck as a Talent at +10.
Magical Tinkerers. All Nathracch have the Curious Complication at -5.
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NELSONS (Homoparilis rufusgutter)
The Nelsons are a race extant to the Delta Sector, one that is so near-Human
that there are some cultural anthropologists that suggest that they are
Human. Certainly if they were, it would explain a great many things about
them (such as their usage of Human names and the similarities between their
native language and Arth Standard). How a group of Humans would've come
to live on a remote ice world in the Arrow Cluster can only be guessed at
(some of the more popular guesses are that they were an offshoot of the Noah
Six expedition, a group of Umanu who fled from the Uhl, or a distinct Noah
expedition; all of these theories involve a loss of advanced technology and the
occurrence of certain physiological changes due to the intoxicating influence
Green acres is the place to be...
of the planet's native Gas Slug population). The Nelsons are a simple,
wholesome, family race who strongly believe in hard work, and good, honest "down home" values.
• Personality: The Nelsons have been described as a race that exhibits a glorious lack of sophistication. They have a
very strong work ethic. Six days each week, they get up before the sun rises in the morning, work their fields and
tend to their herds until those tasks are complete, and spend the remainder of the day engaged in various forms
of entertainment. Most of this entertainment comes in the form of community folk dances, or similar gatherings
to sing or to play primitive instruments. Nelson music is bright and often fast-paced, and their singers tend to be
quite talented. One day each week is spent resting, a time when many of their number choose to engage in
religious activities. Nelsons as a whole are extroverted and have a strong sense of community; it's a rare
individual in their society that keeps their ideas and beliefs to themselves. Females of the race tend to be
busybodies, which lends itself towards the rapid communication of any local news and gossip. Nelsons can be a
bit naive and are honest almost to a fault, and some have social manners that many other civilized races find
atrocious. They are fascinated with advanced technologies but any attempt to use those technologies often ends
disastrously. Still, they usually try to do right with others and to honor their obligations, are usually rock-solid in
tight situations, and make fast friends.
• Physical Description: The Nelsons are a bipedal race of omnivorous consumers, similar in almost every respect to
Humans (though there are a couple of noteworthy exceptions). On average, they have the same overall height
and weight as Human beings (two meters and eighty kilograms). Nelsons have the same external features and
sensory organs as Humans, including a pair of arms for fine manipulation and a pair of legs for propulsion. Their
skin color is almost universally light beige. Eye and hair color are usually brown, though there are those among
the female population with blonde hair. They have roughly the same constitution as Humans. While they have a
relatively high learning rate, it is slightly lower than that of Humans (possibly as a racial side effect from the
constant exposure to Gas Slug emissions). Nelsons as a rule choose to eat at least twice a day, once before
commencing their day's activities and once at their conclusion. Some individuals choose to eat a very small meal
towards mid-day. Nelsons usually go to sleep a few hours after dark; depending on the time of year and location
on the planet, they may get anywhere from five to ten hours sleep, though six is the average. Reproduction is
performed sexually; females usually give birth to anywhere from two to four offspring after a 40 week gestation
period.
o Motor Appendages: 2
o Visual Organs: 2
Field of Vision: 140 degrees forward Optimal, 180 degrees forward Peripheral
o Auditory Organs: 2
o Olfactory Organs: 1
o Gustatory Organs: 1
o Propulsive Appendages: 2
o Reproductive Organs: 1
• Relations with Other Races: For the most part, the Nelsons have been isolated from other races. This is largely
due to the location of their homeworld in the "tip" of the Arrow Cluster, an area well within the territory of the
G'Nunk. For their part, the G'Nunk largely leave the Nelsons alone; why the G'Nunk haven't wiped them out is a
matter of some speculation (again, the matter of whether or not the Nelsons are an Umanu offshoot comes up in
these speculations). Those brave enough to face an encounter with the G'Nunk make their way to the Arrow
Cluster on occasion in order to pick up either Nid Berries and/or Charm Babies, the latter of which are highly
desired by the Djaboon. The Nelson/Djaboon link forms the first leg of two of the major Delta Sector trade
routes, the Short Route and the Cross-Cloud Route. The Nelsons themselves don't desire any particular specialty
trade goods but are very interested in several standard trade goods, particularly Seeds and Spores for their farms,
and Musical Instruments, which are often employed in their socials. Nelsons can sometimes be found off-world
in the company of the Humna Humna, with whom they have a good rapport. Other races tend to find their
primitive, simple ways amusing at first, but steadily more and more annoying if forced to spend an extended
period of time in close proximity with them. Indeed, many visitors to their world don't stay for very long; it's not
entirely clear if it's them, the Gas Slugs, or both...
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• Territory: The Nelsons are a non-starfaring race. They can only be found on their home planet, located at δ131x7,
p4. They are a high-end Stone Age race who has mastered basic machinery and agriculture. Some of their
communities are involved in the wrangling and domestication of some of the planet's Gas Slugs, selling them to
unknowing visitors to their world. There are a number of religions in place on the planet, though the vast
majority of them seem to be relatively minor variations of a single, larger religion. Some members have begun
experimenting with making alloys of the native Molybdenum and Nickel, indicating the planet's Metal Age is
likely not too far off. The Nelsons have a moderate population density, which is mostly centered in the planet's
tropics where conditions are more conducive for growing crops, despite the more active weather patterns and
higher density of wild Poison Gliders.
• Onomastikon: One of the more unusual aspects of the Nelsons (and one that lends credence to the idea that they
are a Human offshoot) is their name structure and content. Nelsons use a patronymic name structure. They have
two names: their given name and their "surname", the second of which consists of a possessive form of their
father's "first" name and the word "son" tacked on if the individual is male and "daughter" tacked on if the
individual is female (similarly to many of old Earth's Scandinavian naming conventions). Their given names are
almost exact matches to names used in many of old Earth's European and North American states, often
consisting of at least two such names (but sometimes up to as many as four or five). Short address often consists
of the first given name with an added vowel sound (often long E), or shortened forms of the first two names.
o Names (Male): Bart, Bill, Bo, Bob, Bubba, Buck, Doc, Duke, Emmett, Grat, Hank, Ike, Jesse, Jim, Joe,
Roy, Slim, Virgil, Will, Wyatt.
o Names (Female): Abigail, Adeline, Amelia, Ann, Barbara, Belle, Betty, Connie, Lucy, Lynn, Martha,
Maude, May, Minnie, Mollie, Peggy, Penny, Rose, Sal, Sue.
• Motivation: Nelsons do have an exploratory streak in them and, thanks to the Humna Humna, they are aware of
other worlds and starfaring culture. Older adolescents and younger adults (particularly males) may occasionally
sign on to "hitch a ride" with visitors to their world in order to experience what's out there first hand.
Occasionally, members of the race may leave their world in order to purchase Seeds and Spores from other races,
particularly after a poor harvest. Sometimes they will offer Gas Slugs in exchange for these seeds; occasionally
they're even successful in trading them away (though usually they can only offload them to smaller communities
without dedicated medical service or to less scrupulous merchants). The vast majority of the population,
however, are too industrious and have too much of a sense of community to want to leave for extended periods
of time. Indeed, even those that leave willingly oftentimes will count the days until they can return home.
• Basic Characteristics:
o Size Class: C5
o Base HD: 45/45/50
o Durability: 6
o Learning Rate: 8
o Science: Initial 0, Maximum 100 (Poor)
o Navigation: Initial 0, Maximum 100 (Poor)
o Engineering: Initial 10, Maximum 150 (Average)
o Communications: Initial 0, Maximum 100 (Poor)
o Medical: Initial 0, Maximum 100 (Poor)
o Genders: 2
o Life Stages: Adolescent at 8 years. Adult at 15 years. Middle age at 33 years. Old Age at 58 years.
Venerable Age at 70 years.
o Lifespan: 70 + 4d10 years.
o Height (Male): 1.5 + (1d5 * 0.1) m.
o Height (Female): 1.4 + (1d5 * 0.1) m.
o Mass (Male): 40 + ((same 1d5 from height + 1d5) * 10) kg.
o Mass (Female): 30 + ((same 1d5 from height + 1d5) * 5) kg.
o Speed: 4 kph (6 m/rd).
o Racial Abilities and Restrictions:
Hard to Bake. Nelsons have developed a resistance to intoxicating effects. They automatically
halve (round down) all rolls for intoxication and may only use half the normal bonuses
(round down) involved when taking medicines and drugs (such as anti-toxins). Nelsons never
suffer from Gas Slug Intoxication.
Honest to a Fault. Nelsons have the Honest Complication at -15.
Bad Manners, or So Others Believe. Nelsons either have the Crude Complication at -10, or have
Reputation as a Complication at -10. To determine which, a roll of 1d2 may be made, with 1
indicating actual bad manners.
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NGA-SENG
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Mip Furs (manufactured by the Aeoruiiaeo) and allow them to sit in vats with an Oily Spore Bush. The oil and
spores breaks down the fur and causes it to ferment; after a sufficient amount of time has passed, the resultant
liquid, known as Blue Ale, is collected and sold. Blue Ale is highly desired by the Diul as a drink used in local
festivities. The Diul process the central nuclear structures of the native Pulsating Gummy population; the solid
portion of these structures, which still thrum and pulsate well after the death of a Gummy, are collected and sold
to traders as Harmony Stones. Harmony Stones are vital to the Kler; it's thought that their vibrations may be
what in fact allows their bodies to remain safely inhabited by Nga-Seng. The Diul also process the semi-solid
portions of Pulsating Gummies into a glowing paste with some regenerative properties known as Grow Goo, a
commodity highly desired by the Draffa Bastii. The Diul have a somewhat sparse population that lives in the
temperate equatorial lowlands of their world, on the eastern and western coasts of the main continent where
there are some liquid water oceans. The Kler world is moderately populated, with most of the population living
along the tropical coasts of the planet's three major continents. The actual number of Nga-Seng on both worlds is
unknown, as is their distribution; the best estimate places their numbers at roughly five nonillion (5x10^30)
individuals per world (roughly the same as the amount of bacteria found on Earth prior to the Crystal Planet's
passing), forming the vast bulk of the planetary biomass of both worlds.
• Onomastikon: The Kler and the Diul don't have their own names; as non-sapient beings, they have no concept of
self. Thus, any name an individual may have has been given to it by the inhabiting Nga-Seng. Individual Nga-
Seng likewise have no names, but recognize their importance to other sapient lifeforms. Thus, one of the first
things that happens after a host is successfully inhabited is a colony "meeting" of sorts to name the individual
host. Nga-Seng names are therefore more akin to the names of communities, and have significance mainly to the
host's inhabitants only. Nga-Seng names consist of a single multi-syllabic word, usually between six and eight
characters when Romanized. While all abbreviation of names does not occur in direct interactions between Nga-
Seng hosts, nicknames are sometimes used to refer to individuals not in earshot. These nicknames usually consist
of the first syllable of the suffix, or sometimes even the whole suffix. Nga-Seng names tend to make heavy use of
vowel sounds. Prefixes usually consist of two vowels (including "y" in this definition). Though it is possible for
the same vowel to be used twice, this happens rarely; when it does happen, the first vowel is pronounced short
and the second long. Double-y never occurs. Suffixes also include a vowel pairing. The position of these two
vowels denotes a syllabric break; the two vowels form the end and beginning sounds of two syllables
respectively. Consonant usage covers the entire known range of sounds; there is no preference of consonant
sounds over other consonants. Nga-Seng names consist of a single prefix followed by a single suffix.
o Prefixes: Ai, Au, Ea, Ei, Eo, Ia, Ie, Ii, Oa, Oe, Ou, Oy, Ua, Ue, Ui, Uu, Uy, Ye, Yi, Yo.
o Suffixes: beigh, choav, cuush, ghuan, ghuaph, hoin, jiox, koab, leez, lheaph, maalh, mias, mual, peuth,
riaph, shiuth, shoim, tien, waom, zheaq.
• Motivation: Nga-Seng as a rule are interested in maintaining their colonies, which means taking care of the
individual Kler and Diul that they inhabit. This generally means that individual Kler or Diul will not leave their
worlds, as the best way of taking care of their colonies is to make more hosts. This doesn't prevent individuals
from occasionally hitching rides on passing starships, but any who do will be compelled to return after so long.
The purpose of these forays varies; very rarely is it to try and find new species for the Nga-Seng to colonize
(given their transmission vectors).
• Physical Description: The Nga-Seng are a race of spherical microorganisms with a greenish external appearance.
Members of the family Sarcocystidae, Nga-Seng are obligate, intracellular lifeforms, which requires them to live
and reproduce within an animal cell like all other coccidia. They share many of the same characteristics of their
cousin species Toxoplasma gondii, in that they are capable of living within a number of different animal species.
Nga-Seng are usually around ten microns in radius and have a mass of only a few micrograms; the variations
between individual Nga-Seng are generally too negligible to be noteworthy. Nga-Seng are capable of actively
selecting various types of cells to inhabit within their hosts. Their preferred transmission vector is through
reproductive cells (gametes in particular); they can, however, enter into a new host body if the host is killed and
ingested by another lifeform (though this must occur within six hours of the host's death or the individual Nga-
Seng will perish). If ingested, Nga-Seng will rapidly develop a rudimentary flagellum which also, when the time
comes, serves as a means for penetration of a target cell wall for inhabitation; once inside a host cell, Nga-Seng
are sessile. Nga-Seng conducting an initial habitation will specifically target the host's Golgi cells or other
cognitive support cells, as these cells are the most crucial ones needed in order to gain control over the host. Once
inside a host cell, Nga-Seng depend upon the mitochondria within the cell to provide them with a source of
energy. The amount they use is small enough that the cell is still able to carry on with its own processes. Nga-
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Seng will begin producing and secreting chemical compounds which perform two key functions. First, these
compounds thicken up the cell wall, protecting the cell from further infection. Second and most importantly,
they form a kind of link between the cell and neighboring cells which enables rapid communication with other
Nga-Seng inhabiting other cells, which helps to form the collective intelligence characteristic of the species. If
there are any uninhabited cells within the host's body, members of the local colony will be selected to undergo
reproductive processes. If a small number of additional inhabitants are needed, Nga-Seng will take the time to
exchange genetic information between neighboring cells, reproducing through meiosis. If the need for new colony
members is great, mitosis can be used, though that method tends to put a greater amount of strain on host cells.
Nga-Seng cannot reproduce prior to 3 months of age, and cannot reproduce after they've reached "Middle Age"
around 15 months. The lifespan of an individual Nga-Seng is somewhere around 4 years. Finally, it should be
noted that while it is exceptionally difficult, it is possible to completely eradicate a rooted Nga-Seng colony
through the use of exceptional amounts of antibiotics. The amount of antibiotics needed in all cases would be
almost sufficient to kill the host outright; indeed, if one really wanted to get rid of an Nga-Seng colony it'd be far
easier to just kill the host (preferably through vaporization). See the individual sub-species discussions for further
information on how the Nga-Seng affect host species.
• Physical Description: The Kler are a race of non-sentient echinoderms extant to the Delta Sector. Like all
echinoderms, the Kler exhibit pentamerism, one of the special forms of radial symmetry. Similar in some respects
to the sand dollars of old Earth, Kler exhibit some very unusual features. The most unusual of these features is a
column that continually emanates from the dorsal center. Depending upon the needs of the individual, this
column can be anything from a smoky gas to a semi-solid state (which often manifests as clear spheroids
resembling soap bubbles). What is so unusual about this column is that, though it lacks any kind of physical
connection to the rest of an individual's body, it serves as the housing for the sensory organs, motor appendages,
and vocal apparatus. Further study of the mechanisms involved is warranted. No matter what form the column
takes, however, Kler have only a single, spherical visual organ located near the top of the column that provides
the individual a complete field of vision. Kler can produce their own energy, though it is sometimes necessary for
them to consume small amounts of the native carpet lifeform in order to gain additional nutrients. Kler move by
means of hundreds of "feelers" on their underside, which also serve as gustatory organs when the time comes to
feed on the carpet lifeform. Typical Kler sit at two meters in diameter and have a mass somewhere around eighty
kilograms. They are somewhat fragile and not noted for their resilience. "Native" (non-infected) Kler are generally
inactive after sundown, while infected Kler colonies are typically inactive for no more than seven hours per day
regardless of ambient conditions. Like most echinoderms, Kler are capable of reproducing either asexually
through fragmentation, or sexually through external fertilization. Non-infected Kler will use whatever calm body
of water they can find in which to deposit their gametes; Nga-Seng will direct their host to relatively sterile,
controlled environments. Nga-Seng prefer their Kler hosts to use the external fertilization method, as they can
inhabit the gametes beforehand and have an immediate presence in a new host (such a presence is not guaranteed
when a Kler fragments). Typically it takes six months for a viable individual to form after fragmentation, and
roughly the same amount of times for eggs to hatch after fertilization.
o Motor Appendages: 4 (see discussion)
o Visual Organs: * (see discussion)
Field of Vision: 360 degrees
o Auditory Organs: * (see discussion)
o Olfactory Organs: None
o Gustatory Organs: * (see discussion)
o Propulsive Appendages: Numerous
o Reproductive Organs: 1
• Basic Characteristics:
o Size Class: C5
o Base HD: 50/50/50
o Durability: 3
o Learning Rate: 1 (native only); 6 (infected)
o Science: Initial 30, Maximum 200 (Good) (infected only)
o Navigation: Initial 0, Maximum 100 (Poor) (infected only)
o Engineering: Initial 0, Maximum 100 (Poor) (infected only)
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o Communications: Initial 10, Maximum 150 (Average) (infected only)
o Medical: Initial 10, Maximum 150 (Average) (infected only)
o Genders: 1
o Life Stages: Adolescent at 6 years. Adult at 22 years. Middle Age at 34 years. Old Age at 51 years.
Venerable Age at 64 years.
o Lifespan: 66 + 4d10 years.
o Height: 1.4 + (1d5 * 0.2) m.
o Mass: 60 + ((1d5 + 1d5 from height) * 4) kg.
o Speed: 6 kph (10 m/rd)
o Racial Abilities and Restrictions:
Can't Hit The Smoke. Because of their physiology, Kler cannot take damage to their Visual
Organs, Auditory Organs or Gustatory Organs.
Glows In the Dark. Kler have the Bioluminescence special ability.
It'll Grow Back. Kler have the Regeneration special ability.
If the Kler in question is infected with Nga-Seng:
Healthy Little Buggers. Infected Kler are more resistant to damage than normal.
They have +5 Health and all physical attacks inflicted on them only cause half the
indicated normal amount of damage.
• Physical Description: The Diul are a non-sapient race extant to the Delta Sector. They are best described as a
near-Humanoid race; while they are a bilateral, bipedal race of omnivorous consumers, they exhibit some
substantial differences from the Humanoid norm. These differences include the presence of only one large eye, a
short "head-tail", and the lack of any olfactory organs whatsoever. As might be expected, Diul have some
significant problems with depth perception. Diul have a pair of arms which are used for fine manipulation,
though they lack elbow joints and thus don't have quite the same level of control as most other Humanoids.
They also lack knee joints in their legs, which makes it more difficult for them to move particularly fast. Diul
have webbed feet and hands. As with other Humanoids, the Diul vocal apparatus is associated with their
gustatory organs. The range of sounds a Diul can generate is usually lower in pitch than most Humanoids. Diul
have no external ears; audition is achieved by means of an internal apparatus located in their head-tail. On the
average, Diul are 1.25 meters in height and 100 kilograms in mass. Diul are particularly efficient at storing excess
energy; almost every member of the species appears to be overweight (no doubt this is an evolutionary
adaptation the species has made to counter the relatively cold conditions on their world). Despite their flabby
appearance, Diul have a very strong musculo-skeletal system as well as a rudimentary exoskeleton in spots,
making them more durable than most other Humanoids. On the other hand, their physiology is not as capable as
other Humanoids when it comes to production of thrombocytes, which means that relatively small wounds
could potentially be fatal. "Native" (non-infected) Diul may spend up to sixteen hours a day to feed, stopping
only to sleep and to reproduce. Infected Diul will eat four meals a day at four hour intervals, and will spend eight
hours per day sleeping. Reproduction occurs via intercourse; females give live birth to two offspring after a seven
month gestation period. In situations where one or both Diul are infected, the inhabiting Nga-Seng will make a
point to inhabit the individual's gamete cells, thus ensuring the offspring will become a host for a new Nga-Seng
colony.
o Motor Appendages: 2
o Visual Organs: 1
Field of Vision: 90 degrees forward Optimal, 135 degrees forward Peripheral
o Auditory Organs: 1
o Olfactory Organs: None
o Gustatory Organs: 1
o Propulsive Appendages: 2
o Reproductive Organs: 1
• Basic Characteristics:
o Size Class: C5
o Base HD: 45/45/50
o Durability: 7
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o Learning Rate: 1 (native only); 6 (infected)
o Science: Initial 30, Maximum 200 (Good) (infected only)
o Navigation: Initial 0, Maximum 100 (Poor) (infected only)
o Engineering: Initial 0, Maximum 100 (Poor) (infected only)
o Communications: Initial 10, Maximum 150 (Average) (infected only)
o Medical: Initial 10, Maximum 150 (Average) (infected only)
o Genders: 2
o Life Stages: Adolescent at 15 years. Adult at 22 years. Middle Age at 32 years. Old Age at 52 years.
Venerable Age at 68 years.
o Lifespan: 68 + 9d5 years.
o Height: 0.94 + (2d5 * 0.06) m.
o Mass: 75 + ((2d5 from height) * 5) kg.
o Speed: 3 kph (5 m/rd)
o Racial Abilities and Restrictions:
Can't Make As Many Platelets. Diul have the Bleeder Complication at -5.
If the Diul in question is infected with Nga-Seng:
Healthy Little Buggers. Infected Diul are more resistant to damage than normal.
They have +5 Health and all physical attacks inflicted on them only cause half the
indicated normal amount of damage.
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quickly and are resistant to disease. They have no real motivation or incentive to learn anything, and aren't
known for learning such things very quickly. Like many Amanitas, Tarn are almost universally poisonous if they
should happen to be eaten; death is common within twelve hours in such cases. This fact protects them from
predation by the native Psychic Blaster population. Tarn gain energy for their own life processes through a
dedicated organ that converts sound energy in certain frequencies received into chemical energy for their cells.
Teeelveeean Singing Beetles provide just the right frequency for maximum energy production. Tarn never take a
break from listening to Singing Beetles to rest. Tarn reproduce via sporing. If a spore finds a suitable substrate,
the spore will germinate forming ring-like hyphae. These spores contain haploid nuclei only; in order to form a
complete genome, it is necessary for the hyphae to merge with those of a spore originating from another
individual. Tarn thus reproduce sexually; germination of a new individual typically takes about three months,
after which a new growth forms inside a universal veil. This veil typically ruptures after two years, with the
rhizomes forming a year later. Individuals uproot themselves approximately six months after the first formation
of the rhizomes, leaving behind what remains of the volva from their universal veil (which is usually not much;
most of the veil is incorporated into the annulus).
o Motor Appendages: 10
o Visual Organs: * (see discussion)
Field of Vision: 360 degrees
o Auditory Organs: * (see discussion)
o Olfactory Organs: None
o Gustatory Organs: * (see discussion)
o Propulsive Appendages: 10
o Reproductive Organs: 10
• Relations with Other Races: Like most of the non-starfaring races extant to the Delta Sector, the Tarn are largely
neutral towards all other races. For the most part, the Tarn haven't made any significant efforts to socialize with
other races, as that would be an activity that would seriously detract from listening to Singing Beetles. The
nearby Tandelou leave the Tarn alone; neither race has anything the other one wants. Once again, the Humna
Humna perhaps have the best relationship with the Tarn, and that is simply because they convey Singing Beetles
to their world. Relations are similarly neutral towards the Alpha Sector races, though the Tarn world is
frequented by Interstel crews (as well as archaeologists following the trail of the Elthar-Esh). Finally, it should be
noted that, though a non-starfaring race, there are legends about a segment of Tarn society that are far more
advanced, even to the point of them being a starfaring race. Frequent surveys of their planet would suggest that
this is not the case; it is only noteworthy because no other non-starfaring race in the Sector makes such a claim.
• Territory: The Tarn are a non-starfaring race. They can only be found on their home planet, located at δ54x104,
p1, within the Tandelou sphere of influence close to the outskirts of the Cloud Nebula. They are the second to
last stop along the Two-Headed trade route. The Tarn have a relatively advanced Stone Age society, despite their
relatively sedentary nature. Tarn are musical connoisseurs, which is to be expected of a mousivoric species. They
appreciate any form of music that can be produced at will; in practice this means Teeelveeean Singing Beetles
(which never stop their singing). The Tarn have also perfected basic hunting techniques (more specifically the
execution of stalking prey) and employ them frequently on the local Green Blob population. Once a blob is
caught, its organs are harvested and used in the manufacture of Screech Harps. The Tarn world is sparsely
populated. Most of the population of their mountainous homeworld lives in the northeastern lowlands, which is
relatively close to the poles and much more temperate than the planet's equatorial regions.
• Onomastikon: Tarn as a rule are particularly anti-social, especially in interactions with outsiders. As most
productive interactions with the Tarn occur through trade, the subject of the trader's name rarely comes up. That
said, it has come up enough times for cultural anthropologists to make some inroads in the field of Tarn
onomastics. Tarn names consist of a single multi-syllabic word, usually eight to eleven characters in length when
Romanized. Tarn usually name themselves at some point in their early childhood. These names often reflect an
overriding characteristic of the individual, though sometimes an individual may be inspired to select a name by
listening to the songs of Singing Beetles. Tarn don't use nicknames amongst themselves, largely on account of
their aforementioned anti-social behavior. They don't necessarily mind outsiders using them, though whether or
not they'll actually respond to one is strictly a matter of mood. Tarn names are essentially selected at random, so
they contain a full range of sounds with no real preference of one set of sounds over any other. Double
consonants are not uncommon in their names, but how they are pronounced within the name is largely
dependent upon the remaining characters. Tarn names consist of a name element followed by two vowels. "Y" is
considered a vowel in this case and may impart a soft "J" sound if it is placed as the first vowel. In the second
position, it forms a diphthong with the first vowel.
o Names: Cephphazh, Chovveb, Colhlhaf, Colhlhash, Gerriph, Koghghuw, Lhojjuk, Mikkun, Phishshush,
Qeggin, Rassiw, Shottel, Sovvat, Thazhzhen, Theshshut, Weghghiz, Yossax, Yujjub, Yurraph, Zoggiy.
• Motivation: Tarn aren't inclined to go anywhere or do anything other than kick back and listen to some Singing
Beetles. They may occasionally go out and chuck rocks at a Green Blob or two and harvest the parts so that they
can build a Screech Harp, or go trade with Humna Humna, but for the most part they simply aren't motivated to
do anything else. For a Tarn to go and do something, it'd likely require a substantial shortfall in the local Singing
Beetle supply. For one to want to hit space on a passing trader ship, the shortfall would probably have to be on a
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global scale, not a likely proposition even under the worst circumstances. Any Tarn found off world is likely
there against their will, and is probably pretty cranky as well.
• Basic Characteristics:
o Size Class: C6
o Base HD: 47/50/47
o Durability: 4
o Learning Rate: 1
o Science: Initial 0, Maximum 100 (Poor)
o Navigation: Initial 0, Maximum 100 (Poor)
o Engineering: Initial 0, Maximum 100 (Poor)
o Communications: Initial 10, Maximum 150 (Average)
o Medical: Initial 0, Maximum 100 (Poor)
o Genders: 2
o Life Stages: Adolescent at 4 years. Adult at 8 years. Middle Age at 17 years. Old Age at 29 years.
Venerable Age at 37 years.
o Lifespan: 40 + 2d10 years.
o Height: 2.1 + (1d5 * 0.3) m.
o Mass: 150 + ((1d5 + 1d5 from height) * 10) kg.
o Speed: 9 kph (15 m/rd)
o Racial Abilities and Restrictions:
Death Cap. Tarn are poisonous if their bodies are eaten. One hour after ingesting a Tarn, the
eating character must make a DC 50 Fortitude Save or they will become violently ill,
instantly becoming fatigued and taking 1d10 Basic Damage per hour. If the eater is not dead
at the end of twelve hours, they must make a DC 100 Fortitude Save to avoid death. If
successful, their HP and NHP drops to one but recovery begins immediately; the character
remains fatigued until all HP has been restored. A Toxicology Check with a DC of 100 may be
made once every three hours by another player to prevent further HP loss; if successful, the
Fortitude Save at twelve hours is not necessary and recovery begins immediately.
Hard to Infect. All Tarn have Health as a Talent at +5.
Fungal Growth. Tarn have the Regeneration special ability.
• Personality: If the Teeelveee personality had to be summed up in a single word, “mischievous” would do quite
nicely. Alternatively, “impish” and “playful” could be used equally well. Like any society, they have organization,
hierarchy, and social rules, but everything comes in second to their exaggerated sense of humor, a fact some
xenologists point to as an explanation for their primitive technological level. Others disagree, saying it is
incorrect to state that their culture is totally enslaved to their prankish personality: They do understand that
there are certain less-than-pleasant tasks that must be performed to keep society functioning. Where this race’s
personality shines through is in the execution of those tasks. For instance, in the unpleasant case that an
individual’s crime requires him to be ostracized from his community, his neighbors make a game of it; namely,
determining how many pieces of rotten fruit he can be pelted with before being driven away. Also, due to the
dense population of their homeworld, overcrowding can be a serious issue. To mitigate this, all across their
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heavily-forested homeworld, the arboreal race holds an annual “Festival of Falling Love” (the best translation
available) in which members of their species above a certain age engage in a days-long ‘dance’ along the peripheral
branches of the highest tree in each region. During this time, they imbibe, procreate, and not a few of them fall to
their deaths from exhaustion and inebriation. Such it is with many other aspects of their society as well. It is
worth noting that, contrary to expectation, the Teeelveee are not avid traders, and will not budge once they set
their prices. This is likely because their “money games” change based on the condition of their current economy.
With their current, level economy, prices are viewed as precisely where the market dictates, and therefore there is
no need to change them; this leads to the ‘game’ being how many times a visitor will attempt to barter before
getting frustrated and just accepting their price. In different economic times, bartering does indeed come back
into the picture, in which case, “How high can I sell?” or “How low can I buy?” become the rules of the game.
• Physical Description: The Teeelveee are a small race of bilateral six-limbed arboreal creatures. They have a central
head-like structure with no separate body. They have two yellow, forward-looking eyes, a nose, and mouth in a
formation that looks disturbingly Humanoid, given that nothing else about them looks even remotely Human.
Branching out from the top of their heads are six long, thin arms, with one set of arms forward, one middle, and
one posterior. Each arm terminates in a three fingered hand with an opposable thumb; these can be used for
grasping and fine manipulation. As one would expect from an arboreal race, these arms are primarily used for
grabbing branches and vines within the creatures’ home tree, but should they find themselves on the ground, are
quite capable of use in walking. Despite their seeming frailty, the Teeelveee arm is very strong, as is necessitated
by their planet’s high gravity (2.1 gees). The Teeelveee are a very hairy race, and are completely covered by
course, brown fur. Males of the species may also have significant beards, and beard styling is yet another example
of an area of life subject to intense games (and jokes- woe betide the bearded Teeelveee who falls into a deep,
unprotected slumber near a prospective rival). Surmounting the arms are two antenna-like appendages, which are
very flexible and make up the Teeelveee’s primary means of picking up odors, as their ‘nose’ is used strictly for
breathing and contains no sensory apparatus. These antennae are also important to Teeelveee interaction,
making a significant contribution to their non-verbal communication. The Teeelveee are omnivorous, readily
eating fruit and other tree-dwelling creatures, including mammals, insects, and birds. They are mammals (and
very active ones at that, often performing aerial acrobatics easily rivaling that of Old Earth monkeys). As one
might expect from small, hyperactive mammals from a densely populated homeworld, the Teeelveee are quite
promiscuous, and the females give birth to multiple live young after a short, three month gestation period.
o Motor Appendages: *see Discussion
o Visual Organs: 2
Field of Vision: 120 degrees forward Optimal, 200 degrees forward Peripheral
o Auditory Organs: 2
o Olfactory Organs: 2
o Gustatory Organs: 1
o Propulsive Appendages: 6
o Reproductive Organs: 1
• Relations with Other Races: The Teeelveee are one of the most-liked races of the Delta Sector- quite an
accomplishment, given that they’re largely confined to their homeworld. Visitors representing several different
alien species have opted to spend leisure time on their planet; though it is usually other business that brings them
to the planet in the first place, there are those few who come to the Teeelveee solely to enjoy themselves. This is
due to the fact that, when in the company of the Teeelveee, it is nearly impossible to remain completely
unamused, and many individuals seek them out solely for their heightened sense of humor. While many may
come strictly to observe their humorous ways, most eventually find themselves drawn into the native games and
jokes of their hosts, willingly or unwillingly. While there are those who find the Teeelveee obsession with jokes
grating (having likely been the target of some particularly unpleasant prank), species for the most part
understand that their antics are all in good fun. Vacations aside, however, the Teeelveee planet is also a crucial
nexus for the Sector’s trade routes, and they produce what is arguably the single most valuable trade good in the
region. Their world positively teems with life (over 90% bio rating on the orbital scans), so it should come as no
surprise that two of the native insect races serve as the main goods sold by the Teeelveee. The first of these,
Singing Beetles, are highly sought after by the Tarn. The second are Tongi Worms, which are collected and then
agitated by the Teeelveee. When agitated, the worms secrete a substance designed to ward off predators, which is
also collected and sold as Livelong. Livelong is fanatically desired by the Humna Humna (who have been known
to lower the prices of goods for purchase after receiving even a small amount of Livelong). Through their humor
and their sale of the above items, the Teeelveee have won themselves good reputations in the minds of all those
who have come into contact with them. The Humna Humna obviously hold them in high esteem due to their
production of Livelong, and the Tandelou appreciate their avid consumption of their own Happy Juice. Indeed, it
is notable that, despite their disinterest in the Thdok-Bryg-Ahhh, the Tandelou have no ill words for them,
merely describing them as ‘playful’. Most other races are diplomatically neutral towards them, though since their
homeworld falls in the demesne of the Umanu, the powerful Cloud-dwellers have taken on an unofficial role in
protecting them from the G’Nunk, lest the G’Nunk suddenly decide the playful tree creatures need a crash lesson
from She/It Who Hunts.
• Territory: The Teeelveee are a non-starfaring race. They can only be found on their home planet, located at
δ125x91, p1. Their system is almost within the confines of the Cloud Nebula; while the Uhl was still present in
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the Delta Sector, the Teeelveee world fell within the Uhl's region of influence. Fortunately for the Teeelveee, their
society was too primitive to warrant too much of the Uhl's attention, though because their world was within the
Uhl's region of influence it was somewhat hazardous for Interstel ships with Human crewmembers to remain in
the area for extended periods of time. The Teeelveee are a fairly primitive Stone-Age species, having achieved
only a few pieces of technology necessary for a thriving civilization. This lack of progress no doubt has to do with
the aforementioned disposition of the species towards jokes and games. Most of the technologies they have
developed (the wheel, pottery, masonry, etc.) have at least one gaming application. On a similar vein,
manufacture of any of their goods and services has to be couched in the guise of "playing a game", lest they go
without those goods. The Teeelveee home planet is very densely populated; most of their population is spread
over the main equatorial continent, with smaller pockets of population inhabiting the smaller, more mountainous
southern continent.
• Onomastikon: Teeelveee names are somewhat problematic. As with everything else with the species, their names
(and in particular their usage) are the subjects of jokes and games. There are those cultural anthropologists who
believe the Teeelveee invented the written word specifically so that they could play a particular game with their
names (rather than to keep track of commerce as with most other cultures). Teeelveee names are best described
as a controlled laugh. They contain any combination of roughly twenty unique sounds usually crammed together
into a single "word" when written down. The number of these sounds in a Teeelveee name is usually anywhere
from one to ten, though longer names have seen use in their society. The use of nicknames is acceptable in their
society (after all, their full names can get fairly long), but they make a game out of it. Anyone attempting to use a
Teeelveee nickname may use as many of the sounds of their name as is necessary to finally indicate a single
individual; anyone who botches it up and doesn't use enough elements is in for a response from each one of those
individuals, followed by intense laughter from any other Teeelveee in the vicinity. For example, it's acceptable to
call a Teeelveee "Kwa" if there's only one Teeelveee whose name begins with that sound in the area, but if there
are several Teeelveee nearby whose names begin with "Kwa", it might be necessary to say "Kwa-ha", or to use
even more elements. There have been cases (though thankfully, these situations are rare) wherein it's simply
necessary to say their entire name. In cases where two individuals have the exact same name, it's left up to those
individuals to ultimately resolve who gets to use the name and who has to pick a new one. And in the case where
the whole of one's name is contained in the beginning of another's, it is considered good form to explain the
situation to the assembled group (though not all Teeelveee actually do this). Teeelveee names make heavy use of
hard "B", "H", "K", "M" and "P" sounds, along with short "A" and long "O" and "U". The occurrence of "Ha" is
particularly heavy in their names. There are no set "prefixes" in Teeelveee names, and it is entirely possible for all
included name elements to sound exactly the same.
o Names: bua, buw, bwa, bya, ha, ho, hu, kua, kuw, kwa, mua, muw, mwa, mya, pua, puw, pwa, pya, ts.
• Motivation: The Teeelveee, as might have been mentioned above once or twice, are primarily interested in jokes
and games- all other aspects of life are secondary. Thus far, they have been mostly content to remain on their
homeworld, pursuing their entertainment there as they have for generations, but some few slightly more serious-
minded individuals have traveled off-world aboard visiting starships. These folks have no overriding interest in
being ambassadors or going on adventures, but rather have chosen to venture into the vastness of space to see
how other races amuse themselves. Once they’ve visited all the comedy clubs, watched all the sitcoms, and
viewed all the sporting events their hosts have to offer, they either move on or return home, perhaps with a few
additional tricks up their sleeves, a new wrinkle on an old joke, or an idea for a new game that can be adapted to
their own people.
• Basic Characteristics:
o Size Class: C3
o Base HD: 51/45/56
o Durability: 6
o Learning Rate: 8
o Science: Initial 0, Maximum 100 (Poor)
o Navigation: Initial 10, Maximum 150 (Average)
o Engineering: Initial 0, Maximum 100 (Poor)
o Communications: Initial 10, Maximum 150 (Average)
o Medical: Initial 0, Maximum 100 (Poor)
o Genders: 2
o Life Stages: Adolescent at 3 years. Adult at 6 years. Middle Age at 14 years. Old Age at 25 years.
Venerable Age at 32 years.
o Lifespan: 34 + 3d5 years.
o Height: 0.38 + (2d5 * 0.03) m.
o Mass: 16.5 + ((2d5 from height) * 1.1) kg.
o Speed: 3 kph (5 m/rd)
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o Racial Abilities and Restrictions:
Good sense of humor. The Teeelveee are universally known for their mischievous personalities
and practical jokes, and have Reputation at +5.
Enhanced Vision. The Teeelveee have eyes that can see in very low light conditions.
Ambidextrous. Due to their arboreal environment, the Teeelveee can perform any task equally
well with each of their six arms. They have Ambidexterity at +25.
The Xxr are a race of huge, silicon-based tripeds native to the Delta Sector. Their biology marks them as unique from every
other race in the Sector, though their volatile temperament puts them in like company with numerous other, carbon-based
species. Violent and warlike, they trade with no one, nor do they suffer visiting starships to land on their planet
uncontested. Somewhat like the G’Nunk, constant aggressive posturing is an essential part of their society, and because of
this, they have a roundly negative reputation in the Sector.
• Personality: For several reasons, it is difficult to describe with much certainty the motivations behind the
aggressive Xxr personality. This stems, in part, from the fact that they are one of the three Delta Sector races that
attack visitors on sight, and so, to date, little research regarding them has taken place. However, in their case the
available sources of information are even more limited; unlike the Dershetche, with whom the Tandelou have
been able to establish limited contact, or the Chichifa, who can be somewhat calmed by non-heat-producing
species, the Xxr show tolerance to no other species. What information that has been gathered has been done so
by elaborately equipped scientific expeditions, undertaken at great risk for all concerned, and were only made
possible by the heavy use of personal cloaking technology. More troublesome, however, is the total lack of
precedence in understanding a silicon-based species. With most other alien forms of life, there is usually some
previously identified species that provides at least a rough parallel to understand its behavior. Not so with the
Xxr. From what little is understood, it is perceived that the Xxr are an exceptionally proud, individualistic race
who follow an extremely intricate code of behavior, the slightest breach of which can result in a fight to the
death. Each individual is expected to fend for itself from a very young age, with only the very young shown any
forbearance. Groups center on one dominant individual who rules absolutely, and generally are made up of
relatively few members, as no two members of the same group can be perceived to be equals. For this reason,
most groups are composed of only one representative of each stage of the species’ life cycle. This makes group
membership exceptionally fluid; upon being ‘dethroned’, the previously dominant Xxr (probably just past middle
age) will travel to a different group and attempt to kill the closest analogue to its new position; that individual, if
it survives, may travel to yet another group and knock off that group’s next oldest member. This sort of
organization severely limits their number- likely an evolutionary result of competition pressure for the relatively
scant resources of their world. While exceptionally brutal by any race’s standards, the Xxr are a very polite
species in their conversation. The few individuals who have survived an encounter with them (and had
translators on their persons) reported a very courteous exchange followed by an extremely violent attack.
• Physical Description: Vaguely resembling immense, irregular three-sided pyramids, the Xxr are a tripedal race,
having three strong, pillar-like legs of equal length. Just above each leg are thick, double-jointed arm-like
appendages that fray towards their ends, with the individual strands functioning like digits; these are the primary
means by which the Xxr grasp and manipulate objects. Towards the top of their pyramid-like bodies are three
compound eyes, each facing one triangular side. These eyes are especially attuned to movement, though relatively
near-sighted, and provide them with a nearly 360 degree field of vision, though there is significant loss in visual
acuity in the area where one eye’s periphery meets another’s. The Xxr are very large creatures, standing about
four meters tall. They are incredibly tough as well, having a hard exoskeleton, though they are also somewhat
brittle; virtually all individuals evidence notable scarring due to combat with other members of their species. To
combat this, they usually cover much of their exterior with bronze plate armor, which adds significantly to their
already-significant weight. Overall, they are a somewhat light grey color, though towards their extremities
become translucent. While their frozen home planet seldom tests this ability, the Xxr are also exceptionally
resistant to heat; it is estimated that they could theoretically operate at temperatures around 900° C (many
scientists believe this temperature to be a conservatively low estimate of their tolerance, with some going as high
as 1500° C). This also has the added benefit of making them impervious to all flame thrower-type weapons and
highly resistant to beam weapons. The Xxr are the only sentient silicon-based lifeform known to Arth science,
and as such, they somewhat resemble animated crystals, though this is most evident in immobile, inflexible areas
of their bodies. Joints, such as those on their legs and tentacles, consist of segments of hard, crystal structures
joined by threads of silicon/oxygen polymers, which allow the race’s limbs their flexibility. Some areas, such as
around their joints and nostrils, are coated with filmy substances of the same basic makeup. The Xxr breathe an
oxygen/nitrogen atmospheric mix much like most other known lifeforms, but because of the limitations of their
biology, they usually breathe very slowly even for a creature their size. While they possess a large lung capacity,
the Xxr only exchange a volume of approximately 500 milliliters (roughly Human equivalent) over a period of
about five minutes. This limits their production of silicon dioxide, the byproduct of the combination silicon and
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oxygen, which they excrete as solid waste. The evolutionary downside of this development is that the Xxr, while
possessing formidable strength, tire exceptionally quickly. They can make use of their entire lung capacity for a
short period, but at the cost of rapid build-up of silicon dioxide, which they must dispose of before continuing
exertion. Therefore, they cannot exert themselves strenuously for any appreciable length of time, though they
can move in a slow, consistent fashion without difficulty. For this reason, the Xxr try to make their first strike
count, as they lack the physicality to pursue enemies over any great distance. Fortunately, their incredible size
and strength usually make their first strike fatal to other species or smaller specimens of their own. As the Xxr
have such a slow, limited respiration process, it should come as no surprise that they do not use their breathing
apparatus to communicate vocally. Instead, they rely on a combination of visual signaling and energetic
stomping, which they use to transmit surprisingly intricate vibrations through the ground to each other.
Depending on the consistency of the surface, this usually allows them to communicate with each other at a range
of no more than a few dozen meters, though ‘shouting distance’ might measure a few hundred. The Xxr are
exotic consumers, and obtain energy from several different sources. One source is the heat of the swollen red
giant star at the heart of their solar system, though since relatively little energy makes its way to the surface of
their distant, frozen world, this has to be regarded as a supplement. Their primary sources of energy are the
smaller silicon-based creatures that share their world, which they also ingest to obtain the silicon to maintain
their life functions. All their consumption is through special mechanisms in the soles of their feet; their normal
method of feeding is to stomp their prey, then stand on its remains, though they use their firearms to down
faster creatures. The Xxr have only one gender, and reproduce asexually by division. Late in adulthood, two to six
small, pyramidal shards of filmy, translucent silicon form on the underside of the parent’s body. Growing until
they are about half a meter in size, these ‘clones’ of the parent drop off and bury themselves in the ground,
feeding on minerals in the soil until approximately three years of age, at which point they will have fully
developed their ‘adult’ body shape. This feeding method is very inefficient for them, and at three years they are
too large for it to sustain them fully, causing them to emerge from the ground, ravenously hungry and ill-
tempered. At this point in time, the emerging clutch of young engages in their first cultural tradition: A fight to
the death. Only one of the clutch will survive, at which point it will cannibalize its siblings, using their energy
and nutrients to rapidly grow in size, enabling it to be more prepared to deal with the incredibly hostile world in
which it then finds itself.
o Motor Appendages: 3
o Visual Organs: 3
Field of Vision: 330 degrees forward Optimal, 360 degrees Peripheral
o Auditory Organs: * (see discussion)
o Olfactory Organs: None
o Gustatory Organs: * (see discussion)
o Propulsive Appendages: 3
o Reproductive Organs: 1
• Relations with Other Races: As has no doubt been established by now, the Xxr have no friendly relations with
other species. They immediately attack any other race that lands on their world. In only one case does another
race view them favorably, and it should come as no surprise that this is the G’Nunk, who greatly appreciate their
warlike ways. Ironically, however, the Xxr seem to like the G’Nunk even less than most other races. This is likely
because the G’Nunk are the only Starfaring Age race who come to their planet with any frequency, and therefore
are the most often encountered. However, too, G’Nunk protocol demands that they always be hostile in
communications; the Xxr, who aside from their penchant for killing are otherwise very polite, undoubtedly find
this irritating.
• Territory: The Xxr are a non-starfaring race. They can only be found on their home planet, located at δ214x149,
p1. They are roughly a mid-level Metal Age race, with a large proportion of technological innovations going into
weaponry. The Xxr were able to mimic the explosive qualities of the native Pop Berry Plant population fairly
early in their cultural development. Basic, harquebus-like firearms have been common on their world for
centuries. Since Copper and Tin are the most common elements on the planet, items made of bronze (including
melee weaponry) have also been a standard in their culture for centuries. Due to their constant warring with each
other, the Xxr have a sparse population. Most of their population favors the icy lowlands bordering the southern
ocean and the equatorial sea for combat, and can be found residing in those areas.
• Onomastikon: Unlike most non-starfaring races in the Delta Sector, the Xxr have absolutely no problems telling
outsiders their names. This stems from the general belief that, as a courtesy, it's just polite to let someone know
exactly who is about to kill them. Xxr names are short; when Romanized, they are consistently six letters long.
It's not entirely clear just exactly what underlying meaning exists in Xxr names. It's thought by the few cultural
anthropologists brave enough to study them that Xxr names represent a defining event in the life of the
individual, at which point they receive their name. Before this happens, most Xxr are named "Ggahhl", a name
that has no clear meaning but seems to have some pejorative connotations. Given the shortness of their names,
it's perhaps not surprising that the Xxr don't use nicknames. Anyone who attempts to refer to a Xxr by a
nickname can expect a violent response (though in fairness, anyone attempting to refer to a Xxr by their full
name will oftentimes also get a violent response). Proper vowel sounds are a bit of a rarity in Xxr names. Indeed,
there are many individuals on the planet's surface whose Romanized names contain no vowels whatsoever.
Consonant sounds are usually doubled up and pronounced hard; double plosives are particularly common sounds
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(incidentally, when a Xxr name containing a double plosive is pronounced properly, it tends to cause
expectoration in species capable of producing saliva). Xxr names contain exactly two name elements. It is entirely
possible for both name elements to sound exactly the same.
o Names: chc, ddu, ffo, ggo, ggu, ghg, hhi, lhl, lli, nna, nnu, ppa, qqa, qqo, qqu, rri, sse, wwu, xxo, zhz.
• Motivation: Pertaining to other species, the only perceivable motivation of the Xxr is to be left in isolation. They
restrain themselves by means of code with each other (and just barely at that), but not at all with other races.
They want nothing from the wider universe aside from its absence. Among themselves, they simply wish to
continue their lives as they always have, competing over resources, surviving, and developing better weapons
with which to war against each other.
• Basic Characteristics:
o Size Class: C9
o Base HD: 37/49/36
o Durability: 10
o Learning Rate: 3
o Science: Initial 0, Maximum 100 (Poor)
o Navigation: Initial 30, Maximum 200 (Good)
o Engineering: Initial 10, Maximum 150 (Average)
o Communications: Initial 0, Maximum 100 (Poor)
o Medical: Initial 0, Maximum 100 (Poor)
o Genders: 3
o Life Stages: Adolescent at 4 years. Adult at 16 years. Middle Age at 25 years. Old Age at 35 years.
Venerable Age at 44 years.
o Lifespan: 45 + 6d5 years.
o Height: 3.15 + (1d5 * 0.45) m.
o Mass: 4500 + ((1d5 + 1d5 from height) * 300) kg.
o Speed: 14 kph (23 m/rd)
o Racial Abilities and Restrictions:
Tires Easily. Xxr can only run at a maximum of three times their normal speed, and can only
run for a number of turns equal to a third of their Durability score (round down).
Stomping and Crushing. All Xxr have the Trample special ability.
Silicon-based Skin. All Xxr have Class Two Natural Armor. Additionally, Xxr are immune to
all Fire Damage (including all damage from flamethrowers) and have Weapons Resistance to
all other beam weapons.
Not Known for their Hospitality. All Xxr have Reputation as a Complication at -10.
A Bit Cranky.... All Xxr have Temper as a Complication at -10.
Deadly with a Harquebus. All Xxr have the Quick Draw Talent at +5.
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The following rules outline how to create a character from scratch, but this is not always a necessary procedure. Sometimes
a GM will want to create cookie cutter characters (like a band of G'Nunk fighters, when their stats really don't matter all
too much). For those situations, a set of character archetypes has been created for SFRPG. This list of archetypes and
instructions for their use is covered in Chapter 12.3.1.
Regardless of whether or not a character is created using archetype rules or from scratch, all characters use the Character
Record Sheet (available in Appendix Two) in order to record their vital stats.
One of the biggest decisions a character designer can make about a character is whether or not it will be controlled by a
player and whether or not there’s the possibility that, should the character begin life as an NPC, the character may become
a PC later on. These decisions are up to the player creating the character, and should be made before the character creation
process proceeds. If the character is a PC, the player should write their name in the Player field on the sheet. If the character
is an NPC, the character designer may simply write "NPC" in the same field.
If a character is not a player character (a non-player character, or NPC), chances are they have something to do with the
storyline. Examples of NPCs that players may encounter in the course of an adventure include captains of other ships,
traders, etc.
Obviously, a player will at the very least need to create a player character for themselves, but there is nothing that says
they cannot create an NPC at any time. NPCs created by players can be used in upcoming adventures, or possibly in the
current adventure, if the gamemaster so wishes. GMs will be primarily interested in creating NPCs for use in their
adventures, but may create PCs for other players if they so choose. Having a couple of readymade PCs available can save
time for a group should a new player join the game.
Because some of the character creation rules can be confusing, an example will be provided at the end of each step in the process.
A player is creating a character for a traditional Starflight campaign. This player in particular eventually wants to fulfill the role of
the group's Doctor, and has been instructed by the GM to create their character from scratch. Since this character will be the character
the player conducts the campaign with, this one's a no-brainer: the character will be a PC.
SFRPG uses a system of points to determine the strength of sub-disciplines and Skills, which in turn determine the strength
of the character’s Disciplines and Attributes. The amount of points a character receives when they are initially created is
determined largely based upon a character’s species. A player should select their character’s species based upon the
adventure the GM has in mind. For example, a traditional Starflight campaign would have the characters hailing from the world of
Arth, limiting the players to five species they could choose from (Human, Veloxi, Thrynn, Elowan and Android). Other types of
campaigns, however, may call for other races; this may limit a player’s choice to a single species. A campaign where the PCs are
supposed to be Gazurtoid will certainly limit each player to picking a Gazurtoid for their character; a member of another race would
certainly be shunned at best, and would probably find it difficult to survive underwater for very long!
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On the Character Reference Sheet, there is an area labeled
Race Stats. Once the character's species has been selected,
that species should be noted in the box on the sheet, and
the seven Racial Statistics (Durability, Learning Rate,
Science, Navigation, Engineering, Communications, and
Medicine) should be noted in that area. These modifiers
indirectly determine the remainder of a character’s derived
stats, and will help the player later on in the character
creation process.
The GM will (hopefully) have an idea of just how difficult their adventure or campaign will be before character creation
begins. In certain situations (such as if the GM determines their adventure will be especially difficult for newcomers, or if the
character is a major NPC that'll be used in a campaign that has been going on for a while), they may elect to give players
additional points to help build their characters, establishing the adventure's "hero level". GMs are allowed to give as many
additional points as they wish, but are generally encouraged to give no more than 50 additional points for a beginning
player character; part of the fun of the game is allowing the characters to grow as they go along, after all. A good rule of
thumb when attempting to add a new PC for an ongoing campaign is to add up the total number of points a PC involved in
the campaign already has (preferably the PC with the lowest total), and to give the new character a comparable amount of
bonus points, or perhaps a slightly smaller amount. If a GM is attempting to create a more seasoned character, they may
use as many extra points as they think is appropriate for the character; a thousand points (or even more) may be necessary
in order to create an extremely experienced character, such as a fully trained Interstel captain. A GM never has to give out
extra building points; it's entirely at their own discretion. If a player is building a character without the guidance of a GM,
they may add extra points for hero level, but it is strongly recommended that the GM of any future adventure involving
that character review it before they or another player use it.
Added building points are set into a general pool; later, these points may be assigned to any of the character's various sub-
disciplines and/or Skills.
The GM of Lisa's campaign has decided to beef things up just a tad, and gives all players 30 points to add to their general building
point pools.
After any points have been assigned to the character for hero level, the amount of points available may be bolstered by
assigning Traits to the character. Traits are discussed in depth in Chapter 4. There are three types of Traits: Complications,
Talents, and Variable Traits. Strictly speaking, a character does not need Traits. However, in addition to adjusting a
character's available general pool of building points, Traits are a great way of adding depth to a character. They may even
become the pivotal focus of an adventure (particularly for Complications, which are specifically designed to make life
interesting...).
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Complications are Traits that generally have negative
consequences, which can potentially impact the character
severely (examples of Complications are effects such as
blindness, short-term memory, a social stigma of some kind,
and so forth). To offset the negative impact, a character
gains a number of general build points if they voluntarily
take a Complication (note that there are times during the
game wherein it is possible for characters to take
Complications involuntarily, and that the character does not
get building points in those instances). The number of
building points the character earns depends entirely on
the severity of the Complication they take on; the more
severe the Complication, the more points they earn. Most
Complications cannot be lifted under any circumstances,
and usually must be role-played out (if a character is
placed in a situation wherein their Complication has the
potential to dictate their action, the player oftentimes, but not
always, has the option to make a self-control Check to keep the
character from giving in to the dictates of the Complication or
just giving in; giving in is good role-playing and the GM
should consider rewarding the player for it).
The third type of Trait is the Variable Trait. Variable Traits are unique in that they can behave either as a Complication or
a Talent, and as a result they can either add building points to the character's general pool (if the Trait is taken as a
Complication), or cost building points (if taken as a Talent). Variable Traits taken as Talents can also cause a building point
deficit, which can be resolved in the same manner.
Characters are limited in which Talents and Complications they may take. Characters must have at least five points worth
of Talents and five points worth of Complications, and no more than fifty points worth of either. It is recommended a player
character have no more than five Talents and five Complications. Variable Traits can be used to count towards a player’s
Talent/Complication tally. Certain species have Traits as part of their racial abilities and restrictions. Where those Traits
are listed, the character must take those Traits, and either gain or lose points for their general pool based on whether or not
the Trait is a Talent or Complication.
Doctor Freeman already has 30 building points from the campaign's hero level. The player creating Lisa's character decides that a few
more points would be helpful, so she decides to have the character take on a few Complications. She decides to give Lisa a minor (5
point) Allergy to plant pollen, gaining five build points. The Doc also probably took the 43rd-cetury equivalent of the Hippocratic
Oath; that justifies taking a 15 point Creed to "Do No Harm". These Complications add 20 points total to the general pool, so Lisa
now has 50 general building points.
Now the player moves on to Variable Traits. She wants Lisa to have good Nerves and at least a little Wealth. A good Education would
also be nice. She decides to give Lisa 5 points worth of Talent in each. This takes 15 points from her general pool, leaving Lisa at 35
points. This almost entirely offsets the gain from her Complications, so she decides Lisa has bad Luck (10 points) and a bit of a
Temper (5 points). These add the 15 points back into the pool, putting Lisa back at 50 total building points.
Finally, the player looks at Talents. The Empathic Sense Talent is an obvious choice; she gives Lisa the full 25 count in that Talent.
Lisa's at 25 points in her general building pool. She may not have a whole lot of points there, but she's picked up a very powerful Trait.
The points a character earns (or loses) from their general pool are not the only points the player has to determine the
character's initial characteristics. At this stage in the character creation process, the player will roll dice to determine the
number of building points that can be spent on specific Disciplines and Attributes. This is where the Racial Statistics
recorded earlier come into play.
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The player begins by rolling out the number of points in their character's Disciplines. This is accomplished by making six
rolls on the d10x10 and recording the results of each roll separately. The player then "assigns" the results to the six
Disciplines (again, these are Command, Science, Navigation, Engineering, Communications, and Medicine). Each
assignment represents the number of added points the player may spend on the character in that Discipline. Optionally, a
character may be given the indicated number of points for an average member of their species.
Now for the tricky part...the character may be entitled to a greater or lesser amount of training, depending on what the
player has assigned the character for a given Discipline, and given the character's Racial Statistics (for more on training, see
Chapter 12.2 and Chapter 11.1). To determine how the character's assigned initial point value in a Discipline will affect their
maximum training, subtract the assigned value from the normal racial value for the character's species, and add the result to
the normal maximum racial value for the species. The final result is the maximum value the character may be trained up to
within the Discipline. This arrangement gives a player a tough decision when creating a character; they can either take a
lower score in a field and be able to receive more training, or take a higher score but receive less training. An initial score
over 50 points may not be assigned to any character whose species average initial point value is zero points in a given
Discipline (100 points maximum). Similarly, an initial score over 80 points may not be assigned to any character whose
species average initial point value is ten points in a given Discipline (150 points maximum).
The Command Discipline is a unique field, in that no species has a point listing in the Command Discipline. For all species,
the maximum trainable skill level in Command is 150, regardless of the original assignment level.
With the crucial score out of the way, the player assigns 90, the high throw, to Lisa's Command Discipline (giving her a +9 modifier to
all Command related throws). This is because she knows there are several helpful sub-disciplines under Command, even if the good
Doctor never becomes the captain of a starship...
The player decides that it might be good for the doc to have some knowledge of Biology and Anthropology, and so decides to assign
80 to Lisa's Science Discipline, even though this means she won't be able to receive the full normal amount of Science training; 220 to
be exact (50-80 = -30, 250 + -30 = 220). Lastly, she decides to throw the 70 points to Communications (since knowing a patient's
language could be helpful) and the 60 point rolls into Navigation and Engineering, where the Doc is least likely to spend much time.
The maximum training level for Communications will be 160 (30-70=-40, 200-40=160), and the maximum for the other two
Disciplines will be 170 (30-60=-30, 200-30=170). Her modifiers for these Disciplines are +8 for Science, +7 for Communications,
and +6 for both Navigation and Engineering.
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Determine the amount of points to add to the character's
Attributes.
If the campaign calls for RPG-style stats, the character will receive a number of building points to spend in each of the
character's Attributes. The method of determining the number of building points is different from that of Disciplines, but
not very much so.
To determine the points that may be spent on the character's "physical" Attributes (Power, Finesse and Physique), the
player makes three rolls of xd10, where x is the character's Durability score (e.g. for a Human, each roll would be 6d10 since a
Human has a Durability score of 6). As with Disciplines, the results of these rolls are recorded separately, and then assigned
to one of the three physical Attributes. The player then does the same thing again for the character's "mental" Attributes
(Intellect, Acumen and Charm), using the character's Learning Rate score to determine x (e.g. for a Human, each roll would be
9d10 since the normal Human Learning Rate is 9).
Now the player makes three 9d10 rolls for mental Attributes, which come up as 41, 41, and 36 (much to the player's disgust; these rolls
are all below average for 9d10). 90 points go into the character's mental Attribute pool. The player splits the pool evenly (30 points)
among the three rolls, as all three mental Attributes contain potentially useful Skills (such as Resourcefulness under Intellect,
Perception under Acumen, and Personality under Charm). This gives a final result of 71, 71 and 66. Given a Doctor's need to
sometimes be forceful with stubborn patients and the need for extensive medical knowledge, the player assigns the two 71s to Intellect
and Charm, leaving the 66 for Acumen. She'll get +7 for all Intellect and Charm rolls, and +6 for Acumen rolls.
A character with any additional general points left over at this point may spend the remainder however they see fit on any
of their character’s Disciplines and Attributes. The pool must be emptied of points at this point in the character creation
process. Should the pool have a negative number of points (i.e. if the character has more on Talents than on
Complications), enough points will need to come out of whatever Disciplines and Attributes the character wishes in order
for the pool to balance to zero exactly.
Once there are no more remaining points in the general pool, the time has come to spend the points the player has allocated
to the character's various Disciplines and Attributes on the Skills and sub-disciplines that the individual characteristics
cover. For more information about the effects of Skills and sub-disciplines, see Chapter 3. Each point spent on sub-
characteristics correlates to a +1 modifier to any d% rolls that require them (usually called a Check of that sub-
characteristic). A player may leave any sub-characteristic under these characteristics unmodified, but must allocate all of
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the points given to the characteristic sub-characteristics under that characteristic; they cannot be "saved" to be applied later.
Under no circumstances is a Skill or sub-discipline allowed to have a score greater than 100 at any point during the game.
Lisa's player decides that the 25 points left from her character's general building point pool would be best spent on freebies for the
doctor's Medicine Discipline. She allocates all 25 points to Medicine boosting it to 45. This increases her Medicine modifier to +4.
The player decides to assign Skill values first. She only has 17 points in Power; she decides to put all 17 points in Three-Dimensional
Maneuvers, as that will help her move around in combat a little easier. It's an even split, 30 points each, to Dodge and Dexterous
Maneuvers. Physique Skills are a little harder. She decides to put 22 points in Concentration and Stamina, leaving 20 for
Recuperation. Moving on to mental Attributes, she puts 30 in Lisa's Knowledge (you have to know a lot to be a doc), 21 in
Resourcefulness and 20 in Cunning. She splits the 66 points evenly among the three Acumen Skills (22 apiece). Finally, 50 points go
into the doctor's Personality (she can be really intimidating when she needs to be), and 21 goes into Lisa's Leadership.
Now the player moves on to Disciplines. None of the Command sub-disciplines are particularly crucial for the doc, but she nonetheless
gets 40 points in Inspire (to help out Shaken crewmembers) and 50 points in Security (this helps out the doc's combat bonuses, which
haven't received much attention up to now). She receives an even split (40 points apiece) in Biology and Anthropology, as the player
intended. The Navigation and Engineering points are largely unnecessary, so the player decides to have a little fun there: she places
the 60 Navigation points in Vehicle Piloting, and thinking there might be room for some medical synergy, puts the 60 Engineering
points in Synthesize. 50 of the doc's Communications points go to Alpha Sector Languages, and the other 20 go to Intimidation.
Finally, the player reaches Medicine, the doc's crucial Discipline. She's got a measly 45 points to spend here, but her Empathic Sense
will help offset this obvious disadvantage. While the player might have preferred to spend points on specializations, she realizes the
general Medicine sub-disciplines will give Doctor Freeman the greatest latitude. She puts 25 points in her Long-Term Care sub-
discipline, and places the remaining 20 points in Intensive Care.
Once the scores for the character’s characteristics have been determined, then it is time to figure out the derived statistics
for that character. All characters have twelve derived statistics: hit points (HP), non-lethal hit points (NHP), strength index
(SI), hit difficulty (HD), touch hit difficulty (THD), flat-footed hit difficulty (FHD), Initiative, Melee Attack Bonus,
Ranged Attack Bonus, Fortitude Save, Reflex Save, and Willpower Save. How these statistics are derived is largely
dependent upon what style is utilized to make the character. Where there is a substantial difference, it will be so noted.
The first two derived stats are the character’s hit points
(HP) and non-lethal hit points (NHP). These two counts
are used as a measure of the amount of damage the
character can sustain before either passing out (in the
case of NHP) or dying outright (in the case of HP). The
effects of loss of HP and NHP are thoroughly covered in
Chapter 9.2. To find the character's HP and NHP,
simply multiply the character’s Durability score by ten.
Hit Difficulties (HD, THD and FHD) are a measure of how hard it is to hit a character in order to cause damage, whether in
combat or in situations such as industrial accidents (wherein no one necessarily intends to cause damage, but damage could
still potentially result). All characters have three hit difficulty ratings. Normal hit difficulty, or HD, is how hard it is to hit
the character under normal circumstances. Touch hit difficulty (THD), measures how hard it is to hit the character with a
"touch" attack, such as an attack with a stun baton or other mechanism which requires an opposing character to touch the
character in order to cause damage. Flat-footed hit difficulty (FHD) measures how hard it is to hit the character when they
are surprised, i.e. they aren't expecting to have to try and avoid taking damage. HD ratings figure heavily into combat (see
Chapter 9.2). The determination of HD ratings is dependent upon what style is being used to create a character, as well as
whether or not the character is wearing armor (see Chapter 5.3). All characters and lifeforms have a base rating to each HD
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count noted with the race's Basic Characteristics. HD bonuses from armor are added to the character's HD and THD. If
Starflight-style stats are being used, add the character’s Durability rating to their HD and THD ratings. If RPG-style stats
are used, add the character’s Finesse modifier instead.
Initiative is a measure of the character's quickness and ability to react. Higher Initiative scores can enable a character to go
ahead of other characters and move further in combat situations. Generally, the tougher a character is, the slower they are.
To determine a character's Initiative value, subtract their Durability score from 11.
All characters have two attack bonuses: Melee Attack Bonus (MAB) and Ranged Attack Bonus (RAB). Both are used in
combat situations as a bonus to the character's attack rolls in combat situations. Which one is used depends upon the
"flavor" of combat being experienced by the character (for more on this, see Chapter 9.2). The determination of a character’s
Attack Bonuses is dependent upon the style being used to create the character. Both styles use one-tenth of the character's
Security sub-discipline score (rounded down) as a base value for Attack Bonuses. If Starflight-style stats are being used, the
two attack bonuses are identical; simply add the character's Durability score to the base value. For RPG-style stats, add the
character's Power modifier to the base value for the character's MAB, and add their Finesse modifier to the base value for
the character's RAB.
Finally, all characters have three Save rolls: Fortitude Save, Reflex Save, and Willpower Save. Saves are generally used in
extreme situations where quick action on the part of the character can prevent serious consequences, or to mitigate the
severity of situations where there will be some negative consequences against the character. Fortitude Saves are used in
situations where a character's toughness can mitigate the situation (such as when the character has been exposed to a
disease, whether or not they will contract the disease). Reflex Saves are needed when the ability to move instinctively is
needed (such as moving to avoid falling boulders). Willpower Saves are needed when mental fortitude is required to keep
the character from doing something against their will (such as trying to avoid getting scared after taking a nasty weapon
hit). The determination of a character’s Saves is dependent upon the style being used to create the character. Both styles
use the value of certain Traits as the base value (the Health Trait is used as the base for the character's Fortitude Save,
Reflexes for the Reflex Save, and Discipline for the Willpower Save). If Starflight-style stats are being used, simply add the
character's Durability score to the base value for their Fortitude and Reflex Saves. For their Willpower Save, add the
character's Learning Rate score to the base value. If RPG-style stats are being used, add the character's Physique modifier to
the base value for their Fortitude Save, their Finesse modifier to the base value for their Reflex Save, and their Acumen
modifier to the base value for their Willpower Save.
Doctor Lisa Freeman's derived stats can now be determined. Her Durability is 6; this gives her an HP and NHP of 60 (6*10 = 60).
Her Finesse modifier is +6 and she hasn't been given any armor yet. She also has no weapons yet; only her HP counts towards her SI,
so her SI is also 60 for the time being. A Human has a base HD count of 50/50/50 as listed in the species' Basic Characteristics. She
therefore has an HD and THD of 56, and an FHD of 50 (50 + 0 +6 = 56; 50 +6 = 5; 50 + 0 = 50). Since her Durability is 6, she
has an Initiative value of 5 (11-6 = 5). She spent 50 points in her Security sub-discipline, so her base attack value is 5 (50/10 = 5);
she adds +1 to that amount for her Power Attribute, making her MAB +6 (5+1 = 6). She also adds +6 for her Finesse modifier to
that base amount, getting +11 for her RAB (5+6 = 11). She didn't take any points in Health, Reflexes or Discipline, so the base
value of all three of her saves is zero. She has a Physique modifier of +6, the Finesse modifier is (once again) 6, and an Acumen
modifier of +6. She therefore has a Fortitude Save of +6, a Reflex Save of +6, and a Willpower Save of +6 (6+0 = 6).
Once the derived stats have been calculated, the character is technically playable. The player may stop at this point, or they
may go on to add other finishing touches to their character depending on how much of the details of that character's life
they wish to fill in right away. Many good role-players will go on and add more details to their character at this point;
doing so adds more depth to the character and may explain some of the choices made during the character's creation, and
can even serve as a launching point for a group adventure.
• Name: If the character hasn't been named yet, now would be a really good time. Suggested names for characters
of any given species are listed in that race’s Onomastikon section, along with the convention they typically use
for names. If using a character record sheet, the character's name goes in the Character field.
• Gender: This may or may not be obvious from the name picked out for the character, depending on the species.
There are few real game effects that depend upon being male-versus-female-versus-something else; these usually
crop up during the course of gameplay
• Billet: Occupation is another term for this; what job does your character perform? This could be anything from a
starship captain, to a master trader merchant, to a lowly burger flipper on some backwater Thrynn outpost...
• Age: Knowing the character's age can be vitally important. It's generally assumed that PC characters are at least
"Adult" age when they begin their adventure (giving them time to gain knowledge and experience, at least enough
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to justify the levels they have in their skills). On the other hand, NPCs can be any age as needed for an adventure.
There are six categories of ages for each species, known as life stages: Child, Adolescent, Adult, Middle Age, Old
Age, and Venerable Age. Life stages have varying effects on a character's stats. Pre-Adult characters have
temporary drains on their Attributes; if creating a pre-adult character, go ahead and assign their stats as with a
normal character but make the following temporary adjustments when done. A Child has -2 Durability, +2
Learning Rate, -20 to physical Attributes, -10 to mental Attributes and no Discipline scores whatsoever. An
Adolescent has -1 Durability, +1 Learning Rate, -5 to all Attributes, and a maximum score of 10 in Disciplines.
The drains on pre-Adult characters are lifted as the character ages on toward adulthood. Post-Adult characters
have permanent changes to their Attributes; create the character as normal but modify the final results by the
indicated amount. Middle-Aged characters reduce physical Attributes by 5, increase mental Attributes by 5, and
gain 50 points to any Discipline or combination of Disciplines. Old-Aged characters reduce physical Attributes by
10, increase mental Attributes by 5, and gain 50 points to any Discipline or combination of Disciplines. Venerable
Aged characters reduce physical Attributes by 15, increase mental Attributes by 5, and gain 50 points to any
Discipline or combination of Disciplines. Post-Adult gains and drains are cumulative. To create a character in one
of these age brackets, go ahead and create the character assuming it's an Adult member of the species, and then
adjust the characters stats as necessary. Upon reaching a new age bracket for their species, a character's stats
should be changed as indicated. If an Attribute must be reduced as the result of changes due to age, one or more
of the individual Skills under the given Attribute will need to be reduced to reflect the changes. Should a
character wind up with an Attribute score of less than zero as a result of the change, it will be necessary for some
Skills to have negative values. When a character reaches Venerable age, roll the Lifespan roll indicated in the
species' Basic Characteristics; after that many more years have passed, the character will finally die of old age.
• Height: This is an indication of the character's height. Along with the character's weight and the character's
abilities, this little factoid helps to indicate the character's overall build. Height can be determined via a dice roll
under the Basic Characteristics of the character's race.
• Weight: This is an indication of how much the character weighs. Along with the character's height, this little
factoid helps identify the character as lanky, stocky, slender, fat, etc. Height can be determined via a dice roll
under the Basic Characteristics of the character's race.
• Size Class: Characters have a "Size Class" based upon a "bounding box" volume (the minimum dimensions of a box
needed to contain the whole of the character). A character’s Size Class is determined by their species and is listed with
the race’s Basic Characteristics. Size Class is important for a number of actions that can occur in combat.
• "Handedness": This stat is called "handedness" for lack of a better term; it's entirely possible that a character has
no hands whatsoever. However, any character with motor appendages may use one of them more predominantly
than the others. When a character has a dominant motor appendage, they have “handedness” in that particular
appendage (for example, the vast bulk of Humans use their right hand predominantly, and are thus right-
handed). Handedness is important in combat, as using another appendage (using the "off-hand") can inflict
significant penalties.
• Equipment: After creating a character, it’s not uncommon for a player to want to purchase vital tools the
character will need in order to survive. This includes weapons, armor, shields, computers, medicines, food, and so
forth (equipment and purchases are discussed in Chapter Five). The amount of money a player receives with
which to equip their character is dependent upon the character's Wealth Trait: add 30 to the level of the Wealth
Trait to determine how much money they receive. Regardless of how much money a character receives, all
characters receive one outfit free of charge (except under unusual circumstances as determined by the GM). GMs
may want to restrict the kind of gear available for a number of reasons, including the technological development
level of the civilization at large (see Chapter 10.2.5).
Here are some suggestions for other details to add to the character:
• Distinguishing Marks: Distinguishing marks help to identify your character and make them unique among the
many members of their species. These can be mundane marks (such as having red hair, blue eyes, dark skin, etc.), or
something more exotic (such as a jagged scar, third nostril, hypomelanism, etc.). Some of the more exotic marks may
have game effects; a player should consult a GM before giving the character an exotic distinguishing mark.
• History: No good role-player ever neglects their character's history. Characters don't just pop into the world,
unless they do; this is sci-fi, after all. The vast majority of characters will have a back story, including such details as
where they were born, what kind of place they grew up in, a family life, and events and experiences which
ultimately lead them to where they are, who they are, and why they do things they way in which they do them.
Characters may have secrets about their life from things that have happened to them; these little tidbits can
become elements of an adventure or campaign, or even its main focus. A character's history can also contribute to
that character's goals for their life; again, these goals may serve as a focus for an adventure or two (as the
character tries to fulfill those goals).
• Personality: All characters have some sort of personality, something which indicates how the character acts, what
are their likes and dislikes, what makes them react in whatever way they react, their code of ethics, and their
overall life outlook. If a character is a PC, the character's personality should be set up such that the player is
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comfortable being that character; it should be interesting and fun to play. Personality can change over time as the
character grows and develops.
Lisa's player decides to add a few details about her character. She
obviously already has both a name and a gender. She will be
assigned as the Chief Medical Officer (i.e. the Doctor) aboard the
ISS Abylwyvern. Since Lisa has little actual medical skill, the
player decides that she is fresh out of medical school (perhaps
beginning her residency), so about 29 years old. This makes Lisa
an Adult, so none of her stats are modified. The player rolls the dice
for Lisa's height and weight; she is 1.9 meters tall and weighs 80
kilograms...so she's taller than average for a female, but of average
build. Humans are a Character Size Class 5 species; Lisa is also
that Size Class. The player decides to make Lisa left-handed, fair-
skinned, blonde-haired, and blue-eyed. She also has pierced ears.
Dr. Freeman's "Finishing Touches" Lisa's Wealth Trait lets her start out with a little more money than
normal for purchasing her initial equipment (35 MU, to be exact). She selects a Military Service Uniform for her outfit (which makes
sense if she's serving on an Interstel ship), as well as a Trouser Holster and a Satchel to hold all of her stuff. She arms herself up with
a Class Three Sonic Gun (a good non-lethal weapon; she'll put it in the trouser holster) and defends herself with Class One Ballistic
Mesh as well as a Class Two Energy Shield, the latter of which she deploys on her uniform's holster pocket. She purchases a PDA and
a Short-Range Communicator along with spare batteries for her gun and her shield, all of which she places in her uniform pockets. She
also purchases a chronometer, which she straps to her wrist. Finally, she purchases three Vita Kits, which she places in her satchel.
After all of these purchases, she has 3.64 MU cash remaining. Her Ballistic Mesh has a -1 penalty to all of her HD ratings, so her
final HD ratings are 55/55/49. The Sonic Gun can do 40 points of Non-Lethal Damage, the Ballistic Mesh offers 50 AHP of
protection, and the Energy Shield offers up 100 SHP. All of these are added into her character's SI along with her HP, giving her a
final SI of 250 (60+40+50+100 = 250).
Lisa was born into a middle-class family on Arth. She caught a disease during her childhood (leukemia) and was subjected to a long
medical stay in a hospital while undergoing treatment; this led to her interest in medicine, but also a simmering resentment towards
her situation and her life outlook (possibly explaining her somewhat bad Temper). Having ultimately been cured of her cancer, Lisa
recovered but never developed a lot of strength afterwards (hence her low Power score). In high school she was part of a track and field
team; she wasn't so great at it, but at least it helped her keep limber and develop her stamina. She ultimately went to medical school to
fulfill her childhood ambition of becoming a doctor. She joined Interstel as a means of paying for med school.
Lisa does have a bit of a Temper, so it can be hard for her to make new friends. So far her temper hasn't led her to insubordination, but
it could happen; she's aware of this and is trying to keep her anger reigned in. She doesn't make friends easily, though she is generally
easy going towards people she trusts. She will drop everything to help someone is in need of medical help, and remains steady in a
crisis.
The player decides that's enough about Lisa for the time being, but continues to consider her character and how she will develop as the
GM begins to tell the tale of the ISS Abylwyvern...
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3.0: INTRODUCTION
This chapter goes over Skills and sub-disciplines, including how they are used and their effect on game play.
There are fifty-seven sub-disciplines in the game, ten for the major Discipline categories and seven for the Command
Discipline. All characters, regardless of whether RPG or Starflight-style stats are being used, will have levels in all fifty-five
of these sub-disciplines even if that level is zero. The sum of the scores of all sub-disciplines determines the score of that
Discipline which in turn determines a dice modifier to all sub-disciplines under that Discipline. For games wherein RPG-style stats
are being used, there are an added sixteen Skills, three for each of the six controlling Attributes (taking the Leadership and
Survival Command sub-disciplines and placing them under Charm and Acumen, respectively). Skills function in the exact
same manner as sub-disciplines and for purposes of discussion in this chapter, both Skills and sub-disciplines will be
referred to as Skills.
When the character needs to use a Skill to get past a certain obstacle, and when there are significant consequences in the
event of failure, a Skill Check is required. To perform a Skill Check, roll d% and add to that result the current score of the
Skill, plus any extra amount from the Skill’s controlling Discipline/Attribute that may apply. This result is either compared
to a DC set by the GM, or against a set of rolls made by the GM in those cases where an opposed roll is appropriate (such as
a target’s Dodge roll in response to a character’s Brawling roll in a melee).
When a character succeeds at a Skill Check, they may have the opportunity to gather experience in the Skill utilized. If the
result is at least ten points greater than the result needed, then not only does the character succeed in the task at hand but
they also gain one point in that Skill. This is the only way to boost Skills in Disciplines where the character has already
received as much training as they possibly can (for more information, see Real-World Training in Chapter 11.1). Remember, no
Skill can ever have a score greater than 100.
Characters can also fail Skill Checks, by getting a result that’s less than the required DC or rolling lower than the opposed
Check. How the GM handles failure is entirely up to them, but should be appropriate to the situation at hand. The
character may or may not be allowed to try again after failing a Skill Check; most of the time, the character should be
allowed to try again, unless the character’s time is restrained or it’s obvious that trying again is impossible in the situation
at hand. Failing a task wherein the character doesn’t get a second chance can derail an adventure in a hurry, so these
situations should preferably be few and far between.
Situations may arise in the course of a game where the GM does not want the characters to succeed at a certain task. In
those situations, the GM has to decide if the task at hand is totally impossible, or just nearly so. If the task is utterly
impossible, the GM can set a DC of “infinity” and have the players roll the Skill Check against it. Totally impossible
situations should not have penalties for failure. If the task is just nearly impossible, there’s still an off-chance the characters
will succeed, which means that the potential is there for the characters to fail miserably.
The GM can bestow circumstantial penalties or bonuses to the DC on a Skill Check if they feel that circumstances are
either significantly in the character’s favor or vice versa. In these situations, if the GM is having problems deciding how
much to raise or lower the DC, they can just add +/- 10 to the DC, as a rule of thumb.
In situations where the players are confident of success regardless of a Skill Check, they have the option to either take 50 or
take 99. If a short amount of time is available for the character to complete a task, they can only take 50; taking 50 is
basically just saying they’ll take an average score without rolling (a roll of 50 on d%). Taking 99, on the other hand, is a
choice to perform a task until the character gets it exactly right. Taking 99 takes 20 times the normal amount of time
required for a task, but guarantees a good score roll for it (note that if the DC is high enough, even an awesome score may not
guarantee success at a task).
The rest of this chapter is devoted to the individual Skills. Each Skill is listed by its controlling Discipline/Attribute. Each
listing will contain a basic overview of the Skill, a listing of any bonuses that a character may receive for high scores in the
Skill, and any other special notes about given Skills.
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Brawling
This Skill is used when a character is required to fight in hand-to-hand combat (the Skill Check for this Skill is the combat
roll for all melee combat, if RPG-style stats are being used). A character may specialize in any form of martial arts. Every
ten points added to this Skill adds a +1 modifier to the amount of basic damage caused by any melee or unarmed attack (for
more details, see Chapter 9).
Lifting
This Skill is used when a character is required to lift an object in situations where the character must either hold the object
for a length of time or has a significant chance of failing to lift an object. Typically, the DC of any roll that requires this
Skill is dependent upon the weight of the object being lifted as compared to the level of the character’s Power Attribute. A
character may specialize in a particular range of weights or type of weights (such as a body builder or weightlifter). Every
ten points added to this Skill removes one point from the character's current total encumbrance class (see Chapter 5.4).
Dexterous Maneuvers
This Skill is used whenever a character has to use a degree of agility in order to be successful. Some examples of this kind of
situation may include when the character must ride a wild animal, or when they have to walk a balance beam between two
tall buildings. Specializations in Dexterous Maneuvers include riding animals, riding in vehicles, trying to keep balance,
disabling traps, and so forth. Picking a mechanical lock is handled using the Dexterous Maneuvers Skill (electronic locks,
however, require a Cunning Check, which is an Intellect Skill; see Chapter 3.4). The DC of such a Check is dependent upon
the complexity of the lock; lock complexities use the DC chart as presented in Chapter 1.1, adding a hundred to the
indicated DC should an alarm need to be deactivated at the same time (the extra amount is needed to keep from setting the
alarm off). The amount of time that passes in a Dexterous Maneuvers Skill Check will vary greatly based upon the situation.
When in doubt, use 3d5 rounds for a Dexterous Maneuvers Skill Check. Some actions, such as picking a simple catch-hook
lock, may take as little as 1 round. Others, such as carefully defusing a bomb, may take upwards of an hour or more. Every
ten points added to this Skill count as a +1 bonus to all Power Attribute Skill Checks.
Stamina
Stamina is used when a character is enduring physical hardship or duress, such as when they have been hit by certain
weapons or when they are holding an object too heavy for them to carry. This Skill can also be used to resist damage due to
the character’s exposure to heat, cold, radiation, biohazards, etc. Any failure of a Stamina Skill Check results in damage
(loss of HP) to the character, or in failure to resist certain effects (such as becoming stunned or Shaken or shaking off a
disease). Every ten points added to this Skill adds a +1 modifier to all Survival and Lifting Skill Checks, as well as a -1
modifier to all HP damage the character receives.
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Recuperation
Recuperation is used when a character is attempting to regain vitality (HP). It can be enhanced with successful application
of medicines and completely countered by application of poisons or other toxins. A character may be assigned
“specializations” to Recuperation, to represent the ability to recover quickly from various types of specific ailments (for
example, a player who has received an influenza vaccination would “specialize” in Recuperation from the Flu). Every ten
points added to Recuperation adds a +1 modifier to the number of HP a player regains upon a successful Check.
Cunning
This Skill is used whenever the character is forced to be clever or deceptive in order to succeed in a situation. The DC of a
Cunning Skill Check will depend on the situation the character is in. For example, a character attempting to trick an enemy
guard into letting them go may have to overcome a very high DC. Specializations in this Skill may include con artistry,
deception, treachery, etc. Every ten points added to this Skill add a +1 bonus to all Personality and Diplomacy Skill Checks.
Resourcefulness
This Skill is used whenever a character needs to craft any makeshift item, when they must figure out a way to demolish
something, or when they must be particularly resourceful to overcome a situation. Some example uses of this Skill may be
using available materials to construct a crude weapon in a tight situation, shorting out a crucial electrical circuit with a
hairpin, or setting explosives in just the right spot to send a skyscraper tumbling. Specializations may include lock-picking,
odd uses of materials, etc. Every ten points added to this Skill add a +1 bonus to all Skill Checks.
Performance
This Skill is used whenever the character is required to perform any job-related action not covered by another Skill. This
includes any NPCs whose tasks are mundane or otherwise fall out of the range of normal Attributes and Disciplines. For
example, a farmer would make a Performance Skill Check to successfully plant or harvest crops (note in this case that the
farmer won’t know if the Check was successful for quite some time). Every ten points added to this Skill act as a +1
modifier to all Checks related to the character’s job (a ship’s navigator would get +1 to all Navigation Checks, etc.).
Survival
This Skill represents the character’s knowledge and application of survival techniques in extreme situations. Specializations
may include various types of terrain, planetary surfaces, or weather conditions. Every ten points added to this Skill count as
a +1 modifier to any Stamina Checks the character makes and +1 to all Skill Checks made while the character is exploring
a planet.
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Leadership
This Skill is an indication of the character’s ability to lead others in various situations. It can be used to rally others, or to
organize a group into a functioning team. It can also be used as a Check whenever it seems like a group is about to
degenerate into factions. The DC of a Leadership Skill Check depends upon the situation. Specializations may include
specific situations where leadership may be important, such as commanding a starship. Every ten points added to this roll
add +1 to all Skill Checks a leader’s crew makes while in the presence of the leader and +1 to all of the character’s
Command Skill Checks.
Diplomacy
This Skill measures how diplomatic the character is and how Skillful the character is at employing diplomacy in certain
situations. Use of diplomacy can get the characters out of many military situations, or can help bring two unfriendly sides
together in friendly co-existence. The DC of a Diplomacy Skill Check depends on the situation at hand and how familiar the
character is with it. Specializations may include signing treaties, opening dialogue, pacifying hostile aliens, etc. Every ten
points added to this roll add a +1 bonus to all Negotiations Skill Checks.
Battle Tactics
This sub-discipline indicates the group commander’s knowledge of offensive and defensive combat tactics and maneuvers.
A commander highly Skilled in Battle Tactics has an easier time issuing the necessary orders needed to get into an advantage
position over an opponent. For every ten points in the Commander’s Battle Tactic sub-discipline, the ship’s combat
Navigator gets a +1 bonus to their Combat Maneuvers and Evasive Maneuvers sub-disciplines.
Coordination
This sub-discipline reflects a group commander’s ability to utilize the full resources of every member of the team available
to them. For every twenty-five points in the Commander’s Coordination sub-discipline, another escort can be placed under
the direct control of the players (see chapter 12.2 for more details).
Experience
This sub-discipline measures the amount of experience the group leader has with given situations (such as commanding a
starship) and how much of that knowledge and experience can be imparted to the leader’s crew. For every 25 points in the
Commander’s Experience sub-discipline, increase the Learning Rate of all members of the crew by one point. Every ten
points in the Commander’s Experience sub-discipline also increases the number of points earned for real-world training by
one for all crewmembers.
Security
This sub-discipline reflects the Commander’s general knowledge of security protocols and ability to apply that knowledge.
A commander highly Skilled in Security can more readily identify threats to their crew in the immediate area and take
positive action to mitigate those threats. For every ten points in the Commander’s Security sub-discipline, all crewmembers
get a +1 bonus to all ground combat attack and defense rolls. Security Skill Checks may also be used by the Commander to
identify ambushes.
Leadership
This sub-discipline is the same as the Charm Attribute Skill. If RPG-style stats are being used, then Leadership is not considered a
Command Sub-discipline. Otherwise, that Skill is considered a Command sub-discipline with the same effects.
Survival
This sub-discipline is the same as the Acumen Attribute Skill. If RPG-style stats are being used, then Survival is not
considered a Command Sub-discipline. Otherwise, that Skill is considered a Command sub-discipline, with its planetary
exploration bonus increased to +2.
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Starship Technology
This sub-discipline measures a science officer’s knowledge of starship systems technology and the ability to identify and
provide detailed information on any alien craft the ship may run into during its journey. A Starship Technology Check is
needed to scan and analyze starships properly. The DC on any Starship Technology Check defaults to 150, which can be
adjusted upwards if there is something of particular note about the ship (such as if it can separate into two or more ships,
or if it's rigged to explode). The amount of information compiled on a starship is directly dependent upon the level of
success of the Check, and some information can be collected even if the Check fails (information on the ship's mass, energy
levels and occupancy is garnered automatically). Starships count as "Craft" on the table on the following page. The DC of any
Starship Technology Check decreases by ten on each subsequent scan of the same ship. Starship Technology Checks have
critical potential; in the event of a critical success, the GM may divulge any metadata to the group about the ship (such as
any installed accessories, current HP levels, etc.) that they wish to reveal.
Vehicle Technology
This sub-discipline measures a science officer’s knowledge of the use of technologies commonly found on various types of
terrain vehicles, as well as the ability to identify and provide detailed information on any vehicles the crew may run into
during planetary excursions. A Vehicle Technology Check is needed to scan and analyze vehicles properly. The DC on any
Vehicle Technology Check defaults to 150, which can be adjusted upwards if there is something of particular note about the
vehicle (such as if it can operate in two or more terrain modes, or if it's carrying nuclear missiles). The amount of
information collected on a vehicle is directly dependent upon the level of success of the Check, and some information can
be gathered even if the Check fails (information on the vehicle's mass, energy levels and occupancy is garnered automatically).
Vehicles count as "Craft" on the table on the following page. The DC of any Vehicle Technology Check decreases by ten on
each subsequent scan of the same vehicle. Vehicle Technology Checks have critical potential; in the event of a critical success,
the GM may divulge any metadata to the group about the vehicle (such as its top speed, current HP levels, etc.) that they
wish to reveal.
Planetology
This sub-discipline reflects a scientist’s working knowledge of planets and planetary mechanics, with particular regard to
the planet’s orbital mechanics. Planetology Checks are required to compile basic information on a planet, such as its
atmospheric components, bio-diversity, mass, global weather, and so forth. The DC on any planetary scan and analysis
defaults to 150, which can be adjusted upwards if there is something of particular note about the planet (such as an alien
homeworld, or a control nexus). The amount of information collected on a planet is directly dependent upon the level of
success of the Check, and some information can be gathered even if the Check fails (information on the planet's mass,
biodensity and mineralogical density is garnered automatically). Planets count as "Objects" on the table below.
Astronomy
This sub-discipline reflects a scientist’s working knowledge of space-borne objects (including such objects as stars,
asteroids, comets, and so forth) and their ability to identify key features about said objects. Astronomy Checks are required
in any circumstance in which a space-borne object other than a ship or planet needs to be scanned and analyzed. As with a
Planetology Check, The DC on any astronomical scan and analysis defaults to 150, increasing if there is something of
particular note about the object (such as a star nearing a massive flare, or detecting life-signs underneath the surface of an
asteroid). The amount of information collected on an object is directly dependent upon the level of success of the Check,
and some information can be gathered even if the Check fails (information on the object's mass is garnered automatically).
Obviously, space-borne objects count as "Objects" on the table below.
Geology
This sub-discipline indicates a scientist’s knowledge of topics in geological Disciplines, with particular emphasis on being
able to distinguish between different types of fundamental elements and ores and knowledge of the conditions under
which a particular type of ore is likely to form. The Geology sub-discipline is largely used on planetary surfaces in order to
locate suitable mineral deposits for planetary mining. If a mineral deposit is found while the characters are exploring the
surface of a world (see Chapter 8.2), the find increases by size by one-tenth the number of points in the scientist’s Geology
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Skill (e.g. the characters will find an added 5.3 cubic meters of Gold in a find if their Science Officer has a Geology score of
53). Alternatively, the same amount of a different mineral may also be found at the same time. Geology Checks may be
made before picking up a mineral deposit to
Data Received after Failed Science sub-discipline Check via Check Result
Data Received
Check Gravity Atmo. Density Temperature Weather (Object)
Result Type (Object or
(Object) (Object) (Object) Projectile Status
Craft)
Size (Craft) Shield Status (Craft) Beam Status (Craft) (Craft)
0-29 No No No No No
30-33 No No No No Yes
34-37 No No No Yes No
38-41 No No Yes No No
42-45 No Yes No No No
46-49 Yes No No No No
50-53 No No No Yes Yes
54-57 No No Yes No Yes
58-61 No No Yes Yes No
62-65 No Yes No No Yes
66-69 No Yes No Yes No
70-73 No Yes Yes No No
74-77 Yes No No No Yes
78-81 Yes No No Yes No
82-85 Yes No Yes No No
86-89 Yes Yes No No No
90-93 No No Yes Yes Yes
94-97 No Yes No Yes Yes
98-101 No Yes Yes No Yes
102-105 No Yes Yes Yes No
106-109 Yes No No Yes Yes
110-113 Yes No Yes No Yes
114-117 Yes No Yes Yes No
118-121 Yes Yes No No Yes
122-125 Yes Yes No Yes No
126-129 Yes Yes Yes No No
130-133 No Yes Yes Yes Yes
134-137 Yes No Yes Yes Yes
138-141 Yes Yes No Yes Yes
142-145 Yes Yes Yes No Yes
146-149 Yes Yes Yes Yes No
determine the amount and composition of a mineral deposit; failure of the Check leads to an over-estimation of the size of
the deposit, a mis-identification of the mineral (GMs are encouraged to go with a mineral of lesser value), or some other
kind of mishap (should the failure be severe enough).
Archaeology
This sub-discipline reflects a scientist’s knowledge of topics in archaeology, specifically identification of ruins and artifacts
of various origins. The Archaeology sub-discipline is largely used on planetary surfaces in circumstances wherein the
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characters have located some ruins and wish to further explore them (see Chapter 8.2). The DC of an Archaeology Check
depends entirely on what the characters may find in a ruin (curio objects tend to have an Easy DC, important messages
have Moderate DCs, and such rare items as Endurium deposits and important artifacts may have Difficult DCs).
Archaeology Checks can also be conducted just to determine the origins or age of a structure on a planet’s surface.
Anthropology
This sub-discipline is an indication of a scientist’s knowledge of the various races that their species has made contact with
for various reasons, as well as knowledge of their culture and way of life. Anthropology Checks generally are made on
planetary surfaces in which the characters encounter sentient life-forms to determine just who they’ve encountered, and if
they pose a threat. Easy Anthropology Check DCs are generally used to determine the technology level of the approaching
sentients, Moderate DCs generally indicate the specific race, and Difficult DCs generally give an indication of their
intentions. The scientist’s Anthropology sub-discipline can also help in diplomatic situations. For every ten points in the
scientist’s Anthropology sub-discipline, the group’s communications officer gets a +1 bonus to all Diplomacy and Negotiation
Checks they may make.
Sensor Use
This sub-discipline reflects a scientist’s working knowledge of standard starship or vehicle scanning equipment, as well as
their aptitude at the use of such equipment. Sensor Use Checks can be made in situations where no other scanning sub-
disciplines apply or in situations where the GM wants to keep the target of the scan a secret. For every ten points in a
scientist’s Sensor Use sub-discipline, the scientist gets a +1 bonus to all Science sub-discipline Checks.
Meteorology
This sub-discipline measures a scientist’s knowledge of theoretical and practical uses of atmospheric science as well as solar
weather phenomena, with particular emphasis on planetary and solar weather prediction. The Meteorology sub-discipline is
used largely to predict when planetary weather will turn nasty, thus giving the crew on the surface of a planet time to seek
shelter before the weather turns bad. In space, the Meteorology sub-discipline can also be used to predict imminent solar
flares, novae, ion storms, and the like. For every ten points in the scientist’s Meteorology sub-discipline, the crew gets
another hour’s lead time on a successful Meteorology Check.
Orientation
This sub-discipline reflects a navigator’s ability to use a map and compass (or other navigational aid) in order to determine
their exact position on the surface of a planet. Orientation Checks are necessary if planetary weather becomes particularly
severe (severe enough to cause damage to the characters). The DC for such a Check is always 75. Orientation Checks may
also be made to remember the location of objects (cities, trade posts, rich mineral deposits, unfueled terrain vehicles, etc.)
on planets that the Navigator has already visited, with a variable DC on the Check.
Marksmanship
This sub-discipline measures a navigator’s familiarity with beam-style weaponry (such as lasers and particle beams) and
their ability to use such weaponry in combat situations. Marksmanship Checks are made whenever beam weapons are to be
utilized in combat, serving as the ship’s Attack Roll (see Chapter 9 for more details).
Ballistics
This sub-discipline measures a navigator’s familiarity with ballistic-style weaponry (such as missiles and plasma bolts) and
their ability to use such weaponry in combat situations. Ballistics Checks are made whenever projectile weapons are to be
utilized in combat, serving as the ship’s Attack Roll (see Chapter 9 for more details).
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Combat Maneuvers
This sub-discipline indicates a space navigator’s familiarity with offensive combat piloting tactics and maneuvers, allowing
the navigator to maneuver into a tactically advantageous position for finding a firing solution on an opponent. The
Navigator’s Combat Maneuvers sub-discipline acts as a bonus in combat, and can dramatically improve the ship’s chance of
hitting its target (for full details, see chapter 9).
Starship Piloting
This sub-discipline is a measure of a space navigator’s ability to control the handling of their ship regardless of the ship’s
condition. This can be a particularly important Skill, especially if the ship is damaged or if any attempts are being made to
avoid space hazards. Starship Piloting Checks are used inside planetary systems to move from one planet to another in a
manner not unlike an Astrogation Check (see Chapter 8.3 for full details), although typically moving through a star system is
much easier than moving through hyperspace. Starship Piloting Checks are also required if there is damage to the Engine
system; the DC of the Check is equal to the amount of damage that has been done to the engines.
Vehicle Piloting
This sub-discipline is a measure of a navigator’s familiarity with terrain vehicles in general, as well as their Skill in piloting
said terrain vehicles. The Vehicle Piloting sub-discipline is used to move the terrain vehicle around on the surface of a planet,
moving similarly to a ship in hyperspace or in a planetary system (see chapter 8.2 for full details). Vehicle Piloting Checks are
also required if there is damage to the vehicle’s propulsion system; the DC of the Check is equal to the amount of damage
that has been done to the system.
Stealth
This sub-discipline reflects a space navigator’s ability to use piloting techniques in such a manner as to make the ship
harder to detect by conventional scanning means. Stealth Checks can be made on a planet’s surface to avoid encounters
with lifeforms (whether they're hostile or not). Stealth is also used to determine whether or not the navigator's ship will
have encounters in space, either while inside a star system or in hyperspace (for full details, see Chapters 8.2, 8.3 and 8.4).
Evasive Maneuvers
This sub-discipline indicates a space navigator’s familiarity with defensive combat piloting tactics and maneuvers, allowing
the navigator to maneuver away from tactically neutral or disadvantageous situations and hampering an enemy’s ability to
find a firing solution on their craft. The Navigator’s Evasive Maneuvers sub-discipline acts as a penalty for any opponent
firing on the Navigator’s ship, and can dramatically reduce the ship’s chance of taking weapons damage (for full details, see
chapter 9).
Targeting
This sub-discipline reflects a navigator’s ability to pinpoint certain areas on the surface of a opposing craft’s hull that are
more sensitive or otherwise vulnerable to weapons fire and to inflict damage specifically to that area. This allows a weapon
to cause damage above what would normally be indicated for a weapon of its type and Class. The Navigator’s Targeting
sub-discipline acts as a bonus in combat, causing an additional amount of HP damage to an enemy craft equal to the
number of points spent on the sub-discipline.
Applied Relativity
This sub-discipline reflects the engineer’s knowledge of practical uses of general and special relativity, including production
and maintenance of the gravitational fields that comprise the ship’s shield systems. An Applied Relativity Check is required
whenever one of the ship’s shield generators or any related shielding system needs to be repaired (see Chapter 12.2 for full
details). Every 10 points spent on Applied Relativity knocks one hour off the repair time needed for Shield repairs.
Weaponry
This sub-discipline indicates the engineer’s knowledge of common types of armament systems, particularly launching
mechanisms of projectile weaponry and emission methodology of beam weaponry. This knowledge can be applied to aid in
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the repair of the ship’s weapons systems. A Weaponry Check is required whenever one of these systems needs to be repaired
(see Chapter 12.2 for full details). Every 10 points allocated to Weaponry knocks one hour off the repair time needed for Beam
and Projectile repairs (note, however, that this bonus does not apply for Special weaponry, even though a Weaponry Check
is also used to repair Special weapons).
Electromagnetism
This sub-discipline measures the engineer’s knowledge of theoretical and practical uses of electromagnetic fields and EM
radiation, as well as the most common uses of quasi-EM phenomena. This knowledge can be utilized to aid in the repair of
the ship’s sensors and communications systems, which utilize EM or tachyon equivalents. An Electromagnetism Check is
required whenever one of these systems needs to be repaired (see Chapter 12.2 for full details). Every 10 points spent on
Electromagnetism knocks one hour off the repair time needed for Sensor or Communications repairs.
Nuclear Physics
This sub-discipline reflects the engineer’s knowledge of theoretical and practical uses of nuclear and quantum physics,
particularly in relation to how these fields apply to sublight and faster-than-light propulsion systems. This knowledge can
be applied to aid in the repair of the ship’s engines. A Nuclear Physics Check is required whenever one of the ship’s engine
systems needs to be repaired (see Chapter 12.2 for full details). Every 10 points allocated to Nuclear Physics knocks one hour
off the repair time needed for Engine repairs.
Mechanics
This sub-discipline indicates the engineer’s knowledge of practical uses of common machinery as well as maintenance of
such systems. This knowledge can be used to aid in the repair of any small craft the engineer’s starship may be carrying,
including terrain vehicles, shuttles, and fightercraft. A Mechanics Check is required whenever any system on one of these
small craft needs to be repaired (see Chapter 12.2 for full details). Every 10 points spent on Mechanics knocks one hour off the
repair time needed.
Synthesize
This sub-discipline measures the engineer’s ability to use specialized equipment capable of altering the atomic structure of a
particular element, giving that element the characteristics of another, similar element. The Synthesize sub-discipline enables
an Engineer to perform major repairs with a lower amount of repair minerals and to substitute the use of other elements
when making repairs. In a pinch, this will allow an engineer to perform a critical repair when they’d not be able to do so
otherwise. For every ten points the engineer has in their Synthesize sub-discipline, one less cubic meter of material is
required to make a crucial repair. Alternatively, for every ten points, a different element may be used, with a monetary
value either 20 above or 20 below the required mineral’s value (for example, an Engineer with a Synthesize score of 10 could
use Zinc or Tin instead of Molybdenum to make a repair). These bonuses can be combined at the GM’s discretion.
Jury Rig
This sub-discipline reflects an engineer’s ability to make improvised repairs in critical situations, giving an inoperable ship’s
system at least some amount of temporary functionality. An engineer may make a Jury Rig Check to restore functionality
to a system that has malfunctioned and that, for whatever reason, the engineer cannot fix normally or needs to restore
functionality in an abbreviated period of time. By definition, an engineer cannot take 99 on a Jury Rig Check. The DC of the
Check is 50 plus the amount of damage that has been inflicted on the malfunctioning system. If the Check succeeds, the
system regains functionality for a limited amount of time. The amount of time a jury-rigged system will function is equal
to one hour per ten points in the engineer’s Jury Rig score. Should the Check fail by more than 30 points, d% points of
additional damage are inflicted on the system and no further attempt may be made to jury rig the system. Jury rigged
systems are considered “available” for purposes of combat, though damaging a jury-rigged system immediately causes it to
malfunction once again.
Damage Control
This sub-discipline indicates the engineer’s ability to direct damage control parties, as well as their ability to quickly repair
any critical components to a system, no matter how badly damaged the system is. Damage Control Checks are required
whenever any attempt is made by any crewmember to use a damaged system. The DC for Damage Control Checks starts
out with a difficulty of 50; add the amount of damage to the system in question to the DC. A Damage Control Check can
also be made as a counter to any systems damage taken (see Chapter 9). If a Damage Control Check fails, the system
malfunctions and is rendered inoperative until fully repaired.
Quantum Mechanics
This sub-discipline is a measure of the engineer’s practical knowledge of quantum mechanics, particularly in regards to
wormholes and how they are affected by phenomena in the interstellar medium. This sub-discipline improves the
Engineer’s ability to utilize jump pods to get a ship to a destination via temporary flux. A Quantum Mechanics Check is
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required any time a jump pod is used. The DC of the Quantum Mechanics Check is dependent upon the selected destination
(for full details, see Chapter 8.4). Minimum DC for a Quantum Mechanics Check is 50.
Delta-Sector Languages
This sub-discipline reflects a character’s fluency in the languages commonly spoken by races considered indigenous to the
Leghk Sector, including Tandelou, Dweenle, Humna Humna, G’Nunk, and Ng-Kher-Arla. Any other native race that lives in
the Delta Sector, including non-spacefaring races, requires a Delta-Sector Languages Check before communications are
established. Delta-Sector Languages Checks are used upon hailing a craft of one of the aforementioned races. The DC of the
Check is 100, decreasing by one each time communications with the same species is involved. Natural interference may
increase the DC; the amount of increase is at the GM's discretion. Failure of the Check means that some of the message will
be garbled or otherwise un-translatable (GMs may handle this situation through role-playing in any manner that they
wish), whereas a successful Check allows the characters to talk freely with the crew of the alien craft.
Xenolinguistics
This sub-discipline measures a character’s familiarity with the structure and form of various languages, and the ability of
the character to apply that knowledge into translating the language of any unknown or rarely encountered race. A
Xenolingustics Check is required before communications can be established with any non-Alpha or Delta Sector race, or one
that communicates rarely for some reason (examples may include the Uhlek, the Phlegmak and the Numlox). The DC of the
Check is 125, decreasing by one each time communications with the same species is involved. Natural interference may
increase the DC; the amount of increase is at the GM's discretion. Failure of the Check means that some of the message will
be garbled or otherwise un-translatable (GMs may handle this situation through role-playing in any manner that they
wish), whereas a successful Check allows the characters to talk freely with the crew of the alien craft. Note that a
Xenolinguistics Check is required for all communications in a campaign that does not take place in either the Alpha or Delta
Sectors.
Jam
This sub-discipline indicates a character's familiarity with electronic countermeasure and counter-countermeasure
(ECM/ECCM) equipment, and the ability to use that equipment to interfere with enemy communications. A Jam Check is
required when a character wishes to prevent an enemy's communications. The DC of the Check is 100, plus five times the
Range to the target in combat. If not in a combat situation, the DC of the Check is simply 100. A successful Check garbles
all attempts at sending Distress calls or Hailing for a set period of one minute per point in the Check's degree of success.
Bluff
This sub-discipline is a measure of a character’s ability to tell a convincing falsehood or to make someone believe something
that is not necessarily truthful. Bluff Checks are required in any circumstance in which the character’s ability to lie
convincingly has a bearing on a successful outcome to the situation. The DC of the Check is dependent upon who is being
told the falsehood (and how gullible they are), and just how outrageous the lie actually is. Failure of the Check, in addition
to causing a failure of the situation at hand, gives the character a -2 reaction penalty to all future dealings with the target of
the lie (this is cumulative, as that character knows you to be a liar).
Intimidation
This sub-discipline reflects a character’s ability to instill fear in others, allowing the character to achieve a favorable result
by the sheer force of their personality. Intimidation Checks are required when the character must act aggressively in order to
succeed at a task or otherwise attempt to instill fear in a target (examples might be trying to get any information out of the
Spemin, or simply talking to a G’Nunk captain). The DC of an Intimidation Check depends on whether or not the character has
had dealings with the target before, what actions the character has taken recently, and how the target feels about the
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character personally. Failure of the Check not only results in the target’s failure to be intimidated, but also gives the
character a -2 reaction penalty for all future dealings with the target (this is cumulative). An Intimidation Check can be
combined with a Bluff Check if telling a falsehood is required to be intimidating; in that case, just combine the modifiers
and add them to a single die roll.
Distress
This sub-discipline reflects the character’s familiarity with the use of emergency communications equipment for the
purpose of sending out general distress signals to other (hopefully friendly) communications receivers in the area. Distress
Checks are required whenever a character attempts to issue a distress signal. The DC of the Check defaults to 100, but can
be increased depending upon the sender’s distance to the nearest friendly receiver (in space, the DC increases by one per
hyperspace coordinate unit; see Chapter 8.4 for more details), and the strength of any hostile forces between sender and
receiver (increases by one for every hundred points in the opposing group's CSI if in combat; see Chapter 9.4 for details).
Failure of the Check means that the distress signal is jammed, and help is not forthcoming. A successful Check will result in
the sender being towed back to a friendly port or the arrival of a number of friendly forces. The composition of friendly
forces should be directly proportional to the degree of success of the Check. Every ten points in the character’s Distress sub-
discipline knocks one hour off the amount of time needed for help to arrive.
Diplomacy
This sub-discipline is the same as the Charm Attribute Skill. If RPG-style stats are being used, then Diplomacy is not considered a
Communications sub-discipline. Otherwise, it is considered a Communications sub-discipline with the same effects.
Negotiation
This sub-discipline is a measure of the character’s familiarity with the mechanics and techniques of negotiation and their
ability to utilize them in a real world setting, with particular emphasis on negotiating in trading situations. Negotiation
Checks are used in trading situations in order to move the offered price of an item more in the character’s favor. The DC on
any single Negotiation Check depends on a number of factors, including the disposition and temper of any other parties
engaged in the trade, how fair the price offered by the character is to the other parties, and the current relations with that
race in general (for more on Trading, see Chapter 5.1.2). Failure of a Negotiation Check can result in either a less favorable
response by the target, a refusal to negotiation further, or even complete termination of trading privileges (should the
failure be severe enough). Every ten points in the character’s Negotiation Skill acts as a +1 bonus to all of the character’s
Diplomacy Checks, and increases the number of failures they can make in a single trade before the other party calls it quits.
Gather Information
This sub-discipline indicates the character’s ability to gather information by various means, regardless of which sense is
needed in order to properly gather the information. Gather Information Checks are required during communications
situations where there is a chance that the target of communications may or may not remember some piece of important
information. The DC of the Check is dependent upon how hard it is for the target to remember the fact, and how
important of a fact it really is. An Easy DC can be used for unimportant or easily remembered facts, Moderate DCs for
somewhat important facts or facts that could be forgotten after a while, and Difficult DCs for very important facts or ones
that can be easily forgotten. Failure of the Check means that the target has forgotten the fact, and will probably either
mention that they’ve forgotten or say something not entirely accurate (a failure can also indicate a target with a perfect
memory that also has a really good reason not to divulge what they know). Gather Information Checks can also be used with
normal communications situations in an attempt to get a target being to give more details on something they’ve already
said. Finally, for every 10 points in a character’s Gather Information sub-discipline, they gain a +1 bonus to all other
Communications sub-discipline Checks.
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Long-Term Care
This sub-discipline measures a medic’s ability to handle the medical needs of the people under their care, whether or not
the medic is actively treating their wounds or not. Long-Term Care Checks are made to actively treat patients. The DC of a
Long-Term Care Check is 50 plus a number equal to the amount of HP the patient is below their maximum HP level (or 75
plus this amount in a terrain vehicle). If the Check fails, the patient restores no HP that turn. This Check has critical
potential: in the event of a critical failure, the patient loses one-tenth the amount of the failure in HP. A successful Check
restores a number of HP equal to the degree of success, up to the character’s maximum HP level. Every ten points added to
the medic’s Long-Term Care sub-discipline adds a +1 HP bonus to the natural healing rate of any wounded character in the
medic’s group that is not actively being treated.
Toxicology
This sub-discipline is an indication of a medic’s familiarity with toxins of various types and their ability to detect and treat
said toxins in various different species, particularly common types of venom and poison. A Toxicology Check may be made
by a group’s medic to counter the effects of any poison that any member of their crew may be exposed to during the course
of an adventure. The DC of the Check depends upon what the medic is attempting to do, and how complex the poison is
(for a partial list of poisons, see Chapter 12.4.2).
Pathology
This sub-discipline is a measure of a medic’s familiarity with pathogens of all types and their ability to detect and treat said
pathogens in various different species. A Pathology Check may be made by a group’s medic to counter the effects of any
disease or other contagion that any member of their crew may be exposed to during the course of an adventure. The DC of
the Check depends upon what the medic is attempting to do and how virulent the pathogen is (for a partial list of common
pathogens and their effects, see Chapter 12.4.2). Note that in some cases, a Pathology Check may also be used to prevent a
pathogen from infecting an entire crew.
Psychology
This sub-discipline reflects a medic’s familiarity with various types of mental disorders, whether naturally occurring or
induced by certain conditions, as well as their ability to detect and treat these disorders in various different species. A
Psychology Check may be made by a group’s medic to counter the effects of any psionic attacks or mental disease that any
member of their crew may be exposed to during the course of an adventure. The DC of the Check depends upon what the
medic is attempting to do (for a brief discussion of psionics, see Chapter 12.4.2). Note that in some cases, a Psychology Check
may also be used to curtail a psionic effect before it becomes too pronounced.
Primatology
This sub-discipline indicates a medic’s familiarity with the anatomy and structure of mammalian creatures, particularly
primates. This knowledge can be used to speed the healing of Human characters, as well as reducing any penalties that may
occur when healing Human characters. For every ten points allocated to Primatology, the amount of time it takes to fully
heal a Human character is reduced by one hour, and a +1 bonus to Intensive Care and Long Term Care Checks is granted for
Human characters.
Entomology
This sub-discipline measures a medic’s familiarity with the anatomy and structure of insectoid creatures. This knowledge
can be used to speed the healing of Veloxi characters, as well as reducing any penalties that may occur when healing Veloxi
characters. For every ten points spent on Entomology, the amount of time it takes to fully heal a Veloxi character is reduced
by one hour, and a +1 bonus to Intensive Care and Long Term Care Checks is granted for Veloxi characters.
Herpetology
This sub-discipline reflects a medic’s familiarity with the anatomy and structure of reptilian creatures. This knowledge can
be used to speed the healing of Thrynn characters, as well as reducing any penalties that may occur when healing Thrynn
characters. For every ten points allocated to Herpetology, the amount of time it takes to fully heal a Thrynn character is
reduced by one hour, and a +1 bonus to Intensive Care and Long Term Care Checks is granted for Thrynn characters.
Herbology
This sub-discipline measures a medic’s familiarity with the anatomy and structure of various forms of plant life. This
knowledge can be used to speed the healing of Elowan characters, as well as reducing any penalties that may occur when
healing Elowan characters. For every ten points allocated to Herbology, the amount of time it takes to fully heal an Elowan
character is reduced by one hour, and a +1 bonus to Intensive Care and Long Term Care Checks is granted for Elowan
characters.
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Xenobiology
This sub-discipline indicates a medic’s familiarity and flexibility in determining and working with the anatomy and
structure of exotic life-forms. This knowledge can be used to speed the healing of non-Arthling characters, as well as
reducing any penalties that may occur when healing non-Arthling characters. For every ten points spent on Xenobiology, the
amount of time it takes to fully heal a non-Arthling character is reduced by one hour, and a +1 bonus to Intensive Care and
Long Term Care Checks is granted for non-Arthling characters.
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CHAPTER FOUR:
TRAITS
CHAPTER FOUR: TRAITS
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4.0: INTRODUCTION
This chapter lists the various Traits that a character may be given during the creation process. Traits come in three types:
variable Traits, Talents, and Complications. Variable Traits are Traits that can act either as a Talent or a Complication,
depending upon whether the Trait earns the character points (a Complication) or if points must be spent to get the Trait (a
Talent). Talents are generally positive things that help your character excel at something. Talents have a point cost, which
can be paid either by using some of the points that go to the character’s skills or sub-disciplines, or by buying
Complications. Conversely, Complications are generally negative Traits that your character has, which the character has to
deal with and can get in the way of their success in certain situations. Taking a Complication gives the character points
back (they are listed as having a negative point cost), which can be spent on skills and/or sub-disciplines, or as a way of
buying off a Talent.
In game-play terms, Traits usually provide a modifier to the outcome of any dice roll where that particular Trait may apply,
at a rate of +/- 1 per point for the Trait. This can include self-control Checks, a (usually) voluntary roll made to gauge a
character’s reaction to a given situation. Traits can compound upon one another in certain situations, making certain
actions almost guaranteed of success and others guaranteed failures. All Traits must be role-played where appropriate; if a
character does not role-play a Trait, the GM may inflict whatever penalty they wish on the character during the resolution
of the adventure. Usually, this will be the loss of a skill point or two that the character might've otherwise earned for an
adventure, or the reduction of the level of the Trait in question (for more details on giving skill/sub-discipline, Talent and
Complication points, see Chapter 11.1).
Comeliness
A character’s Comeliness level reflects how “beautiful” they are by the standards of their species (a slobbering G’Nunk may
not appear very attractive to other races, but to other G’Nunk, they could be akin to a lesser deity). A character’s
Comeliness level is added in situations where their level of physical beauty may make a difference in the final outcome of
that situation. Players with positive Comeliness levels (Comeliness as a Talent) are considered attractive, while those with
negative levels (Comeliness as a Complication) are considered ugly. Those with significant levels either way may even be
considered that way by members of other species. Characters by default have a Comeliness level of zero, representing
average attractiveness.
Senses
A character’s Senses Trait is a measure of how sharp (or dull) their senses are, ranging the gambit from eagle-eyes to totally
blind, from incredible hearing to stone-deafness, and so forth. The Senses Trait may be taken multiple times by a character,
each time reflecting a particular abnormality in that character’s Senses; alternatively, a player may consider this Trait an
average value of all their character’s senses. The Senses Trait is added to any Checks in which how well a character can see,
hear, etc. will have an impact on the final result. Characters who take the Senses Trait at the maximum Complication level
(-30) completely lose the sense in question. Characters by default have a Senses level of zero, representing average ability.
Wealth
A character’s Wealth Trait indicates how well off they are as far as their personal wealth is concerned. Wealth doesn’t
necessarily mean having money (particularly for characters in Stone Age societies). Rather, it reflects the character’s
purchasing power (whether this is through money, personal assets, livestock, or whatever). Wealth is used when the PC is
making personal purchases, or averaged with the rest of the group’s Wealth values to make purchases for the group.
Characters who take Wealth as a Talent are fairly rich, and have little trouble accessing goods regardless of quality. The
wealthiest people may hold significant assets (the Directors of Interstel, for example, own starships). Conversely, those
characters who take Wealth as a Complication are unusually poor and often have to struggle to make ends meet. The
poorest of these people are dirt broke, with either no prospect for serious work or in so much debt that they’ll never work
their way out of it. Characters by default have a Wealth level of zero, denoting average wealth with a lower-middle class
lifestyle. Wealth can be used by a GM to determine the initial amount of money that they can give a PC group. Average
together the Wealth values of all the players in the group, multiply the result by 1000, and add it to an initial value of
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15,000 MU/SP. Note that this method makes it possible for the character group to start out in debt, should they all be
unusually poor. For individual characters, add 30 to their Wealth level to determine the initial amount of money that they
have with which to purchase equipment (note that characters with Wealth scores of -30 will start out with no money).
Reputation
A character’s Reputation Trait reflects how well known (for better or for worse) that character is in their field. Characters
that are well known in their field may get stronger reactions from other people, particularly ones who know the character
or have heard of them and know their level of expertise. A character’s Reputation Trait score is added in situations where
the character’s reputation makes a difference to the outcome. Characters that have Reputation as a Talent are well-
respected and praised for their good work in their particular field. Conversely, characters that have Reputation as a
Complication have somehow managed to become less well-respected within their community, whether through their own
actions or not. Note that a person outside of the character’s field might have heard of the character; they just won’t react as
strongly as someone within the field. Characters by default start with a Reputation of zero, denoting lack of repute,
whether positive or negative.
Social Status
Social Status is like Reputation in many ways, except Social Status reflects how well the character is known in their
society, and what niche they fill in their society. This is particularly important in caste-based societies, wherein the
character’s place may determine such things as their social rights, who they may associate with, which laws they are
expected to obey, which buildings are off-limits, and so forth. Characters may add their Social Status score to situations
where the character’s status in society makes a difference. Characters that have Social Status as a Talent are above the
norm for their society. Those with the highest levels may be members of the ruling class, or a celebrity of some sort.
Characters that have Social Status as a Complication are below the norm for their society, and may suffer ill-effects as a
result. Those with the lowest Social Status scores are considered pariahs in their society, lower than dirt and probably just
as poor. Characters by default have a Social Status score of zero, denoting someone of the most common class. Social Status
is a good Trait to couple with Reputation or Wealth.
Nerves
The Nerves Trait reflects the character’s ability to stay calm or brave in intense situations, or how easily they get shaken up
when things don’t go smooth. The character’s Nerves score is added in situations where a player’s nerve makes a difference.
Characters that have Nerves as a Talent are exceptionally calm and courageous in the face of danger. Something has to be
seriously wrong for them to become frightened or lose their cool. Conversely, characters that have Nerves as a
Complication tend to be easily shaken in extreme situations and are easily frightened. By default, characters have a Nerves
score of zero, denoting average bravery.
Memory
The Memory Trait is a measure of the character’s ability to remember critical details about experiences and encounters they
may have had at any time. A character’s Memory score is added in situations where it is important that the character
remember something. Characters who take Memory as a Talent are very good at remembering minor details about things
that happen to them. They can be counted on as a viable source of information about the past. Conversely, characters that
take Memory as a Complication have trouble remembering small details. They may have trouble remembering what they
ate for breakfast that morning. Characters start off with a Memory score of zero, denoting average memory skills. NOTE:
This score reflects the character’s memory, not the player’s. If a situation comes up wherein a player has forgotten a key
detail, but it is something the character would remember, it is up to the GM to remind the player of that fact.
Luck
The Luck Trait indicates how lucky the character can occasionally be. Characters who take Luck as a Talent are unusually
lucky, and often find things going their way. Those that take Luck as a Complication are the exact opposite, and some may
choose not to hang out with them because of their bad luck. Once per gaming session, the GM has the option of adding a
player’s Luck score to any roll of their choosing, reflecting the influence of luck on the outcome. Characters start off with a
Luck score of zero, denoting average luck.
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Health
The Health Trait reflects the character’s general level of health, including their physical shape and how easily they catch
diseases. A character’s Health score is added to any roll wherein their resistance to disease or physical shape may help
determine the outcome. Characters that take Health as a Talent are remarkably healthy, despite any other indications to
the contrary. They are always the last member in a group to catch a disease, and usually recover from any diseases they do
contract very quickly. Conversely, a character that has Health as a Complication is remarkably unhealthy, is vulnerable to
diseases and tends to suffer from the effects for extended periods. By default, characters have a Health score of zero,
denoting average health and resistance.
Reflexes
The Reflexes Trait is a measure of the speed of the character's reflexes and generally notes how quickly they are able to
handle parts of their body. The character's Reflexes score is added to any roll wherein fast action may help determine the
outcome of the situation. Characters that have a high Reflexes score can move their body with lightning speed. They can
see something about to hit their head and manage to get out of the way in time to avoid a collision. Conversely, a character
with a low Reflexes score doesn't move all that fast. They might have trouble getting out of the way of a passing cyclist
and have never been good at dodgeball. By default, characters have a Reflexes score of zero, denoting average reflexes and
speed.
Discipline
The Discipline Trait indicates how well a character has trained their mind and body to resist external stimuli, particularly
in situations that would either trigger a strong flight reaction or result in severe physical pain. The character's Discipline
score may be added to any roll wherein their force of will or resistance to pain may help determine the outcome of the
situation. Characters with high Discipline scores don't break easily. They won't give information away even if tortured, and
can resist truth-telling drugs. Conversely, those with low Discipline scores will break with very little stimuli. They spill
their guts with the slightest poke. By default, characters have a Discipline score of zero, denoting an average overall mental
resistance and pain tolerance.
Education
The Education Trait reflects how well the character has been educated in life, whether through schooling, experience, or
other means. Education can also refer to the quality of the institution at which the character received their education. A
character’s Education score is added to any roll wherein something they’ve learned in a classroom setting has a significant
bearing on the outcome of a situation. Characters who take Education as a Talent have either achieved a great deal of
education or have attended very high quality schools. Conversely, those who have Education as a Complication may have
no formal education whatsoever, or may have performed very poorly while in school. For each ten points added to
Education, a player may add (or subtract) 1 point to their character’s learning rate. By default, all characters have an
Education score of zero, denoting average performance in average quality schools.
Temper
The Temper Trait indicates how easily a character may become angry in a given situation, as well as the potential severity
of their anger once the character does become angry. A character’s Temper score is added to any roll wherein how short of a
fuse the character has may have a bearing on the final outcome. Characters who take Temper as a Talent are very slow to
anger, tend not to stay angry once angered, and remain generally non-violent while angry. Those with the highest Temper
scores may be nearly completely pacifist in nature. Conversely, those characters who take Temper as a Complication tend
to become angry quickly, tend to stay angry and hold grudges, and may become violent when angered. Those with the
lowest Temper scores may be so easily enraged that managing their anger is a constant struggle. By default, all characters
have a Temper score of zero, denoting an average temper.
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4.2: TALENTS
All Talents have a point cost of 0 to 25 points. Points that are spent on Talents must first come from any points gained by
taking Complications. If there aren't enough points from Complications to foot the bill, the remainder must come out of
(any combination of) the character's Attribute or Discipline points.
Contacts
Characters with the Contacts Talent know people, or know people who know people, who may prove to be useful in
particular situations or otherwise owe the character a favor. For example, knowing a Humna Humna trader on a first name
basis may help get the character better prices while trading, or allow access to particular kinds of goods. The strength of the
Talent depends on what kinds of contacts the character has. Multiple contacts or few contacts with a great deal of
influence in their area will tend to lend themselves to a higher Contacts score. A player’s Contacts score is highly flexible
and it is possible for a character to lose this particular asset (if their contact dies or otherwise becomes unavailable, or if the
character uses up their last favor with that contact). When the contact is attempting to do whatever the character has
asked them to do, add the number of points in the character’s Contact score to whatever Check is required.
Ambidexterity
Characters with the Ambidexterity Talent are capable of using more than one motor appendage with an increased level of
skill. This offsets any “off-hand” penalties the character may face in order to use any weapon or any defense in any
available hand other than their main hand (see Chapter 9.2 for more details). For every five points (round down) spent on
Ambidexterity, subtract one point from the amount of the off-hand penalty the character faces.
Math Expert
Characters with the Math Expert Talent are particularly skilled in math. When a situation arises in which the character’s
knowledge of mathematics or ability to calculate numbers is required, add the number of points in the character’s Math
Expert score to whatever Check is required.
Quick Draw
Characters with the Quick Draw Talent are able to draw a weapon very quickly. Ordinarily, a character in combat draws a
weapon as a standard action (see Chapter 9.2). This Talent enables the character to draw any one weapon per round as a
free action instead, provided their Quick Draw score is greater than or equal to their current level of encumbrance (for more
on encumbrance, see Chapter 5.4).
Scientific Sense
Characters with the Scientific Sense Talent are unusually gifted in understanding and applications of science for a member
of their species. Characters who have the Scientific Sense Talent gain a number of significant bonuses. First, they may
choose to add their Scientific Sense score to any Science Checks they make. Secondly, the character may gain additional
training in Science above the normal amount indicated in the character creation process up to the number of points spent
on Scientific Sense. Finally, for every ten points (round down) spent on Scientific Sense, the character gets an arbitrary
“freebie” per day on any Science Check, automatically succeeding at the Check without having to roll. The player must
declare whether or not their character will use a freebie before rolling. NOTE: If a player tries to use a freebie in a
circumstance wherein the plot requires the character to fail, the GM may decide whether or not the freebie is expended.
Navigational Sense
Characters with the Navigational Sense Talent are unusually gifted in understanding and applications of interstellar and
planetary navigation for a member of their species. Characters who have the Navigational Sense Talent gain a number of
significant bonuses. First, they may choose to add their Navigational Sense score to any Navigation Checks they make.
Secondly, the character may gain additional training in Navigation above the normal amount indicated in the character
creation process up to the number of points spent on Navigational Sense. Finally, for every ten points (round down) spent
on Navigational Sense, the character gets an arbitrary “freebie” per day on any Navigation Check, automatically succeeding
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at the Check without having to roll. The player must declare whether or not their character will use a freebie before rolling.
NOTE: If a player tries to use a freebie in a circumstance wherein the plot requires the character to fail, the GM may decide
whether or not the freebie is expended.
Mechanical Sense
Characters with the Mechanical Sense Talent are unusually gifted in understanding and applications of astrodynamic and
mechanical engineering for a member of their species. Characters who have the Mechanical Sense Talent gain a number of
significant bonuses. First, they may choose to add their Mechanical Sense score to any Engineering Checks they make.
Secondly, the character may gain additional training in Engineering above the normal amount indicated in the character
creation process up to the number of points spent on Mechanical Sense. Finally, for every ten points (round down) spent on
Mechanical Sense, the character gets an arbitrary “freebie” per day on any Engineering Check, automatically succeeding at
the Check without having to roll. The player must declare whether or not their character will use a freebie before rolling.
NOTE: If a player tries to use a freebie in a circumstance wherein the plot requires the character to fail, the GM may decide
whether or not the freebie is expended.
Linguistic Sense
Characters with the Linguistic Sense Talent are unusually gifted in understanding and applications of communication and
translation for a member of their species. Characters who have the Linguistic Sense Talent gain a number of significant
bonuses. First, they may choose to add their Linguistic Sense score to any Communications Checks they make. Secondly,
the character may gain additional training in Communications above the normal amount indicated in the character creation
process up to the number of points spent on Linguistic Sense. Finally, for every ten points (round down) spent on
Linguistic Sense, the character gets an arbitrary “freebie” per day on any Communications Check, automatically succeeding
at the Check without having to roll. The player must declare whether or not their character will use a freebie before rolling.
NOTE: If a player tries to use a freebie in a circumstance wherein the plot requires the character to fail, the GM may decide
whether or not the freebie is expended.
Empathic Sense
Characters with the Empathic Sense Talent are unusually gifted in understanding and applications of practical medicine for
a member of their species. Characters who have the Empathic Sense Talent gain a number of significant bonuses. First, they
may choose to add their Empathic Sense score to any Medicine Checks they make. Secondly, the character may gain
additional training in Medicine above the normal amount indicated in the character creation process up to the number of
points spent on Empathic Sense. Finally, for every ten points (round down) spent on Empathic Sense, the character gets an
arbitrary “freebie” per day on any Medicine Check, automatically succeeding at the Check without having to roll. The
player must declare whether or not their character will use a freebie before rolling. NOTE: If a player tries to use a freebie
in a circumstance wherein the plot requires the character to fail, the GM may decide whether or not the freebie is
expended.
4.3: COMPLICATIONS
All Complications have a point "cost" of -25 to 0 points. Points that are gained by taking Complications may either go
towards the purchase of Talents, or may be used to boost any of the character’s Attribute or Discipline scores.
Allergic
Characters with the Allergic Complication have particularly bad reactions when exposed to certain materials, such as
certain foods, plant pollens, venoms, etc. The allergy must be specified at the time of the character’s creation, and may not
be bought off directly. The severity of the character’s reaction to the allergy is dependent upon how many points the
character gains by taking the Allergic Complication. Someone who takes a relatively low score may start sneezing
uncontrollably or break out in hives when they come into contact with their specific allergen. Someone with a high score
may be reactive, bringing on some kind of life-threatening situation (anaphylactic shock, for example). The character’s
Allergic Complication score is added to any rolls made to attempt to resist being affected by their specific allergen. A
character may take the Allergic Complication more than once, to reflect multiple allergies.
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Lecherous
Characters with the Lecherous Complication are unusually enamored with the opposite sex, making it hard to control
themselves whenever they have more than the briefest contact. Characters with this Complication may choose to make a
Check for self-control when they encounter a member of the opposite sex. If it fails, the character must attempt a “pass”,
using whatever means available to them.
Amputee
Characters with the Amputee Complication have lost some parts of their body. Low Amputee scores may reflect a missing
finger or toe, whereas the highest Amputee scores may be given to a quadriplegic. The character’s Amputee score is
subtracted from all Power, Physique and Finesse Checks. Every ten points gained from being an Amputee reduce the
character’s Durability score by one point.
Bleeder
Characters with the Bleeder Complication are particularly susceptible to wounds. Whenever this character takes damage,
no matter how minor, subtract from their HP a number of points equal to their Bleeder score, in addition to any normal
damage they may receive due to the situation. As might be obvious, this is one Complication that is most definitely not
recommended for PCs, particularly those who enter combat frequently.
Creed
Characters with the Creed Complication live their lives by some kind of code of honor, which they may obey to the
exception of all other things. The strength of this Complication reflects how arbitrary and irrational the requirements of
the code are, as well as the penalties the character may face for breaking the code. In situations where the character’s Creed
may be challenged, the player may choose to make a self-control Check with a DC of 50, subtracting the character’s Creed
score from the roll. If the Checkl fails, the character will go with the dictates of their creed, no matter the consequences.
Curious
Characters with the Curious Complication are abnormally curious about everything. They’ve always got to satisfy that
curiosity, even if they know that the consequences of satisfying it will be disastrous. If a character is presented with an
interesting item or situation, the player may choose to make a self-control Check to overcome their character’s curiosity.
The Check has a DC of 50, and the character’s Curious score is subtracted from the roll. Failing the Check means the
character will take whatever steps are necessary to satisfy their curiosity, regardless of the consequences.
Glutton
Characters with the Glutton Complication love to eat, to the exception of almost anything else. These characters never
willingly skip a meal and rarely refuse to eat anything offered to them. Gluttonous characters are not necessarily overweight or
otherwise unhealthy. If a gluttonous character is presented with a situation in which they should resist partaking in food or
drink (if the food is tainted or otherwise poisoned, for instance), the character may choose to make a control Check and
subtract their Glutton score from the result. Failing the Check means the character partakes, regardless of the
consequences.
Greed
Characters with the Greed Complication lust after wealth, and will do whatever it takes to accumulate additional wealth.
The player must make a self-control Check with a DC of 50 if money is offered in payment for a service (no matter what
kind of service), subtracting their Greed score from the roll and adding their Wealth Trait score. Characters that fail a greed
roll will do whatever it takes to get the payoff.
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Impulsive
Characters with the Impulsive Complication have a tendency to rush into situations without thinking things through or
employing a great deal of planning ahead. This tendency often leads the character into situations that turn out to be more
difficult than they needed to be. If an impulsive character is in a situation where thinking something out is crucial to
success, the character may choose to make a self-control Check with a DC of 50. Failure of the roll means that the character
won’t stop to think; they’ll just act, regardless of the consequences to themselves and others in their group.
Honest
Characters with the Honest Complication are honest to a fault. They will hardly ever lie, and when they do lie they tend to
be bad at it. They are honest, even when being honest either hurts the efforts of the group or may hurt another’s feelings.
When asked a question wherein the character’s ability to lie lends itself to a successful conclusion, or when the character
must attempt a dishonest act, the character must make a self-control Check with a DC of 50. If the Check fails, they must
be honest. In the event that they succeed at a self-control Check to try and perform a dishonest action, they are allowed to
perform that action, but then must make a second self-control Check to deal with their guilt. Should that Check fail, the
character must admit their dishonesty to whatever authority is present, no matter the personal cost.
Intolerant
Characters with the Intolerant Complication have some kind of irrational grudge against a group or type of object. This can
be members of other species (Thrynn and Elowan tend to be intolerant of one another), different ethnic groups of one’s
own race, certain classes of starships, and so forth. If the character must interact with someone or something to which they
are intolerant, they take a penalty to all Checks involving the object of their intolerance equal to the amount of points in
their Intolerant score. A character may choose to attempt to control their intolerance with a self-control Check with a DC of
50; success cancels the penalty for the current situation only. Characters may have the Intolerant Complication multiple
times, one for each group/object to which they are intolerant.
Jealous
Characters with the Jealous Complication tend to become angry when reacting to the fortunes of others, and are generally
(but not always) irrational in becoming angry. A character that is jealous of another character will have a tendency to react
negatively to any other character or member of a group that they are jealous of. If forced to interact with such a character,
the character may choose to make a self-control Check with a DC of 50 in order to contain their jealousy. Should the Check
fail, the character takes a penalty to any Check made in which interaction with that other character is made, equal to the
amount of the failure of the Check. A character may be jealous of more than one person or group, and thus is allowed to
take the Jealous Complication more than once.
Obsessed
Characters with the Obsessed Complication are so fixated on achieving a particular goal (whether it is to avenge the loss of
something/someone important to them, obtaining a particular item, participating in a particular event, and so forth) that
anything that they can do to achieve that goal takes precedence over everything else in their life, even to the detriment of
everything else. If a character is presented with an opportunity to do something that will enhance their chances of
achieving the object of their obsession, they may choose to make a self-control Check with a DC of 50 in order to resist the
offer. If the offer would result in the complete fulfillment of the goal, the DC is increased to 75. Should the Check fail, the
character will do whatever has been asked of them, regardless of any other consequences that character or their group may
face. A character may be obsessed with more than one thing, and thus may have the Obsessed Complication multiple times
(however, if a character has more than one obsession, the obsessions should be given a list of priorities, particularly if fulfilling one
obsession may result in the non-fulfillment of another).
Addicted
Characters with the Addicted Complication require something in order to function in life, generally hard to come by and
sometimes illegal or dangerous. Whatever it is, they have to have it regardless of the effects that thing might have on their
life or relationships with others. When a character takes the Addicted Complication, the player controlling the character
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must declare what the character is addicted to, with the degree of the Complication indicating how badly and how often
the character needs the object of their addiction. Subtract the number of points spent on the Complication from 26; the
result indicates how often, in days, the character must indulge in their addiction. If they don’t get the object of their
addiction within that time period, they begin to detox. Detoxing takes twice the number of days as there are points spent
on the Complication, during which time the character is at a -20 penalty on all rolls. The character comes out of detox after
spending the indicated amount of time, or by subjecting themselves to the object of their addiction. A detoxed character no
longer requires exposure to the object of their addiction, but may choose to make a self-control Check with a DC of 50 if
offered it. If the Check fails, they succumb and partake, and are no longer considered detoxed. For every month a character
stays clean, they may buy off one point of their addiction, until the Complication reaches zero. A character that partakes in
the object of their addiction must make a self-control Check with a DC of 50 immediately afterwards; failing that Check
increases the number of points in the addiction by one. A character may have multiple addictions.
Overconfident
Characters with the Overconfident Complication tend to overestimate the strength of their position in crucial situations,
and thus have a tendency to not prepare for them as well as they should. If a character is faced with a situation wherein
they need to consider whether or not they’ve made adequate preparations and the outcome of the situation may be crucial,
the character may choose to make a self-control Check with a DC of 50. Failure of the Check will lead the character to
believe they can overcome the situation, whether they actually can or not.
Crude
Characters with the Crude Complication are generally considered boorish and rude, at the very least by the members of the
societies in which the character most frequently interacts. If there’s a wrong thing to say or do in a social situation (pick
one’s teeth, belch, compliment the hostess’s physical attributes out loud, etc.) the character will have a tendency to open
their mouth and insert their foot. Crude characters tend to be viewed as objects of disgust in polite society. In any situation
wherein a crude character has to interact with polite society, the player controlling that character may choose to make a
self-control Check with a DC of 50. Should the Check fail, the character will do something (and the GM can be as
imaginative as they want) that the group may later come to regret. Any NPCs that interact with the character after they
fail the Check will have a more negative reaction to that character (-2 penalty, cumulative) in any future interaction with
that same character.
Phobic
Characters with the Phobic Complication are unusually afraid of certain objects, people, or situations. The phobia must be
declared at the time of the character’s creation, and may not be bought off directly. The severity of the character’s reaction
to coming into contact with whatever frightens them depends on how many points the character gains by taking the
Phobic Complication. Characters with low scores may feel minor discomfort, and may find it difficult to concentrate or
perform involved tasks. Those with high scores can be deeply affected just thinking about what they’re afraid of and may
go into a catatonic state when actually confronted by the genuine article. The character’s Phobic Complication score is
added to any rolls made to attempt to resist being affected by their specific fear. A character may take the Phobic Trait
more than once, to reflect multiple fears.
Tightwad
Characters with the Tightwad Complication are particularly stingy when it comes to parting with money in any form and
for any reason. If confronted with a situation wherein they must give up money, the character must make a control Check
with a DC of 50, subtracting their Tightwad score from the result. If the roll fails, the character will either make an
attempt at haggling the price in their favor (if the roll doesn’t fail by much), or refuse outright to pay, regardless of the
consequences to themselves or others around them.
Insane
Characters with the Insane Complication may have any of a spectrum of abnormal mental behaviors, which typically
present as violations of societal norms. These characters may readily become a danger to themselves and others. Characters
with low scores in Insane may simply be suffering from the occasional nervous breakdown, while those with high scores
could be completely psychotic, and a danger to all around them. At any time during the course of an adventure, the GM
may decide an Insane character will "lose control" and do something off. To fight this, the character may choose to make a
Willpower Save with a DC of fifty, adding their Insane score to the result. If the Check fails, the character will immediately
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exhibit odd behavior; the higher the character's score, the worse the behavior will be. At a score of -15 or more, the GM
may decide to have the character openly attack any other characters they happen to be with.
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EQUIPMENT AND TRADING
CHAPTER FIVE: EQUIPMENT AND TRADING
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5.0: INTRODUCTION
This chapter refers to equipment that can be bought and used by individual characters during the course of a game. In the
original games, such equipment was not available for players to use, and it is up to the GM whether or not to allow players
the use of equipment as described in this chapter.
The equipment contained within this chapter is by no means a comprehensive list of everything that can be found and used
within a game (nor will any attempt to create such a list be made, though players are welcome to discuss and contribute
items as they come up in their adventures). This is because most objects the players can interact with are mundane items
(such as clothing, books, videos, etc.) that don’t have any kind of game effect. The effect of these items can be determined at
the GM’s discretion, as discussed in Chapter 5.4.
Generally, the purchase of non-mundane equipment (including personal weaponry and armor) is conducted at friendly
Trade Depots, with the price of that equipment fixed at a certain level. While characters can look for this kind of
equipment at alien Trade Depots, they may not have any luck, depending upon the culture level of the alien race and even
their physiology. It’s up to a GM to decide whether or not a particular item is available at a given Trade Depot, and if an
item is available, whether or not the alien trader wants to barter for it.
Equipment also includes the general categories of trade good items, artifacts, technology, and non-sentient lifeform trade.
Trading any of these items can be conducted at any Trade Depot, friendly or not, though (again) what an alien trader will
want to buy or sell the characters depends upon the preferences of that trader. This chapter lists the most common items
available for trade, and includes the procedure for conducting trade.
5.1: TRADING
Both of the original games in one form or another revolved around the concept of the player making a profit via trading, the
ultimate goal of which was to improve their starship as much as possible. The usefulness of trading is most obvious in SF2,
where the player was expected to go to various trade centers around the Sector and make money of off several different
types of goods. Trading is more subtle in SF1, but nonetheless still present; mining, the primary reliable mode of making
money in SF1, involved collecting minerals and then going back to Starport to sell them at the Trade Depot. "Trading" as used
in SFRPG encompasses all business transactions in the Starflight Universe. This includes not only purchases and sales of
trade goods, minerals, and lifeforms, but can also include personal equipment, starship and vehicle parts, small craft, and
the like. In any campaign, trading is going to be vitally important no matter which model (SF1s, SF2s, or something else)
the GM uses.
Trading using Starflight II's model has some complex mechanics to it and is probably the most math-intensive portion of
SFRPG, and bears further discussion. The following two sub-chapters deal with the trading process using the SF2 trading
model. The first deals with the creation of lists used to determine what goods a trader is willing to buy from and sell to the
PCs. The second deals with the specifics of the trading process itself, including what die rolls need to be made and what can
happen when the players try to deal.
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The basic procedure for compiling a trade list is as follows:
Making a trade list begins by taking a look at species data for the particular world. This information is kept with the
interstellar navigation data in Chapter 12.4.1 (alternatively, GMs interested in running a Delta Sector campaign may look at the
information in the SF2 cluebook, or check out www.starflt.com for further information). That data will provide information about
which specific specialty trade goods will be available for buying and selling, along with data on artifacts available for sale
and lifeforms desired.
Coming up with a trade list takes a lot of work, so it seems appropriate that an example be provided.
Let's say the current adventure involves the characters visiting the homeworld of the Mbe. The GM checks the information available
about them. From the data available, the GM learns that the Mbe have an Industrial Age society with an Inflated Economy and like to
Bargain a Lot. They sell Passion Pumps, and Buy Screech Harps, Spinning Crabs and Yellow Huggers.
With this information in hand, the GM can then go through the list of standard trade goods to see if any of those items will
be for sale. The GM may begin by rolling 1d10. The result is the number of standard trade goods that will be available for
sale. The GM should, at random, select the indicated number of standard trade goods using the list in Chapter 5.5.
Alternatively, the GM may substitute any custom standard trade goods they have created for the present campaign. When
selecting standard trade goods, it is recommended that the GM not select goods that are above the current technological
level of the world (see Chapter 10.2.5). Goods from below the current technological level may (and should) be selected,
however. If goods are being selected at random, the GM may completely ignore any repeat instances of a particular good,
and may choose to ignore any instances of a good above the current technological level.
The GM begins selecting standard trade goods by rolling 1d10; it comes up 8. So they roll 8d% and come up with 41, 17, 53, 41, 84,
74, 98, and 05. This indicates Furs and Skins, Tools and Weapons, Medicine and Narcotics, Synthetic Materials, Native Science
Texts, Robots and Automatons, and Nutritive Fluids. Furs and Skins comes up twice, so the second instance is ignored. Robots and
Automatons are Starfaring Age goods, so the GM chooses to ignore them as well.
Add specialty trade goods, artifacts and fuel to the list of goods to
sell.
Once standard trade goods for sale have been determined, combine that list with the list of specialty trade goods and
artifacts for that planet; this makes up the available list of goods for sale. For each item, select an amount (in cubic meters)
up to 100 cubic meters. This sets the maximum amount of that item that can be sold at the trade depot. A good method for
coming up with a random amount of the item in question is for the GM to roll d% and use the result in whole cubic meters
(they may also make a single d% roll and use it for all available goods, if saving time is important).
Whatever mineral is being used for Fuel (either Endurium or Shyneum) is always added to the list of goods for sale, at the
current going rate. The price of fuel can never be haggled over by the players, regardless of the trading style of the species in
question. Whether or not there is a limit to the amount of fuel the players may buy is entirely up to the GM.
The Mbe only sell Passion Pumps; adding them to the list of standard trade goods is fairly easy. The GM elects to roll for the amounts
available for sale, and records the results. The Mbe can sell up to 14 m3 Passion Pumps, 98 m3 Furs and Skins, 75 m3 Tools and
Weapons, 59 m3 Medicine and Narcotics, 47 m3 Synthetic Materials, 50 m3 Native Science Texts, 13 m3 Nutritive Fluids, and 31 m3
Shyneum (which is the Fuel mineral for the present campaign).
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With the list of goods for sale available, it’s time to determine what goods the traders would like to purchase. This is done
in largely the same manner as creating a list for sale, except that in addition to standard trade goods, minerals may also be
purchased by the traders. Roll 1d10, and select the resultant number of minerals from the list in Chapter 5.8 (the method
included in that chapter can be used to randomly select specific minerals for purchasing). If the GM has selected a different
set of minerals for their campaign, they may substitute those minerals into the trade list. Amounts of purchase do not need
to be determined for the purchase list; the maximum amount that can be traded is dependent upon how much of the item
in question the player group possesses. When trading actually begins, remove any item not in the player’s possession from
the purchase list. As with goods for sale, it is recommended that the GM not allow the purchase of goods above the trader's
technological level.
Now the GM turns their attention to purchasing goods. Again, the GM chooses to roll dice to determine the number of goods they may
wish to buy. The dice roll comes up as a two, and the GM rolls again to determine the specific goods. The Mbe will be buying Cloths
and Tapestries, and Tools and Weapons.
The GM now rolls 1d10 for minerals to purchase; the result is a nine. The individual die results indicate Plutonium, Promethium,
Aluminum, Lead, Rodnium, Nickel, Tin, Promethium, and Rodnium. Since there are two instances of both Promethium and Rodnium,
the second instance of each mineral is ignored.
At this point, the GM would likely compare their purchase list to the goods the character group possesses, and would get rid of any
item that they don’t have.
Set the best price points for both purchase and sale lists.
After the amounts of goods have been determined, the next thing to do is to determine the best price point of each good.
This represents the price at which the trader would either like to sell their wares, or the price they’d like to pay for the
players’ goods. The best price for any item is dependent upon the standard trade value of that good and the level of the
economy of the planet (see Chapter 10.2.5). There are two methods the GM may follow to determine the best price point
of an item. The first is to calculate a best price based on a percentage of the STV; this is the more formal method, which is
more accurate to the system used in Starflight II but requires more math. The second is to add or subtract a fixed amount
from the original amount. This has the virtue of being easier to calculate, but is not always very clean cut. Recommended
percentages and amounts for an individual planet’s economic level are listed in the Trading Percentage Tables later in this
sub-Chapter.
The GM begins looking through their list of goods to sell and begins rolling dice to set the best price point of their goods. For Furs and
Skins (which has an STV of 275), the GM rolls 1d10 for a percentage on the "Bargains a Lot" table. The roll comes up as a 4, so the
best price point will be 125% of the STV for Furs and Skins. The GM does the math, and comes up with a result of 344. The GM goes
through the remaining goods on the sale list in turn, and sets the prices in a similar manner.
On their purchase list, the GM takes a look at Cloths and Tapestries, which has an STV of 360. The GM checks the table for
"Bargains a Lot" and rolls 1d10. The result comes up as a 3, so the best price point is 120% of the STV, which is 432. The GM
proceeds with the remainder of the list, coming up with the best price points in a similar manner.
Set the initial offer prices for both purchase and sale lists.
With the best price point set for each good, it’s time to set the initial offer price for those goods. This price represents the
trader’s opening offer for a good (often a price they could only really dream the player will accept). Like the best price point, the
initial offer price is based upon the standard trade value of that good and the planet’s economic level; it’s also based upon
the trading style of the planet in question (worlds where traders like to bargain only a little will have initial offers much
closer to their best buy price than worlds where traders like to bargain a lot). This price can also be set as a percentage of
the standard trade value or as a fixed amount. Recommended percentages and amounts for an individual planet’s economic
level are listed in the Trading Percentage Tables later in this sub-Chapter.
Now the GM begins setting the initial offer points for their goods. Beginning with the sale list, the GM comes back around to Furs and
Skins and rolls 1d10 on the "Bargains a Lot" table for "Initial Price - Selling". The result comes up as a 4, so the initial offer price is
175% of the STV, or 481. The GM sets the initial offers for the remainder of the list in a similar manner.
For their purchase table, the GM begins again with Cloths and Tapestries. The GM rolls 1d10 on the "Bargains a Lot" table for
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"Initial Price - Purchasing", and gets a 6. This indicates 66% of the STV, so the initial offer price will be 238. Again, the GM goes
through the rest of the purchase list and sets the initial offer prices in a similar manner.
Set the boundary prices for both purchase and sale lists.
The final price that must be set for each good is the boundary price, also known (depending on the transaction taking
place) as the maximum bound or the minimum bound. The boundary price is the price that, beyond which, the trader will
refuse all offers (even with a successful Negotiation Check). As with the best price point and the initial offer price, the
boundary price is dependent upon the standard trade value of the good and the planet's economic level.
To determine the appropriate boundary price, look at the tables below and find the recommended percentages for the best
price point, matching the trader's bargaining style and their planet's economy. If the current action is a sale, use the low
end of that scale as a base for determining the boundary price. If the current action is a purchase, use the high end. To the
amount indicated, either add (if purchasing) or subtract (if selling) anywhere from 5-50% of the good's STV. Recommended
percentages and amounts for an individual planet’s economic level are listed in the Trading Percentage Tables below. The
final result is the boundary price for that good.
The GM is finally ready to find their boundary prices for each good. The GM starts with the sale list, and gets back around to Furs
and Skins. Checking the charts, he sees that an Inflated economy (like the Mbe's) has a recommended best price point of 100 to 150%
of the STV, so the base value of the minimum bound is 100% of the STV. He then rolls 1d10 to see how much to subtract from that
value. The roll comes up as a 5; this corresponds to 25%, so the minimum bound will be 75% of the STV, or 207. The GM now has the
four critical prices for Furs and Skins: 207 as the minimum bound, 275 for the STV, 344 for the Best Price Point, and 481 as the initial
offer price.
After finishing out the sale list, the GM's attention turns to the purchase list, and Cloths and Tapestries. Once again, he knows that
the recommended best price point for an Inflated economy is between 100 and 150%. Since this is a purchase, 150% is the baseline for
the maximum bound. The GM rolls 1d10; a result of 2 tacks 10% on to that, so the maximum bound for Cloths and Tapestries will be
576. The GM now has the four critical prices for Cloths and Tapestries: 576 is the maximum bound, 432 for the best price point, 360
for the STV, and 238 as the initial offer price. The GM determines the maximum bounds for the remaining goods in a similar manner.
Finding an arbitrary amount for a best price point, initial offer price and/or boundary price can be tricky. The following
tables list recommended amounts and percentages for each, based on trading style and planetary economic level. A list of
results on a 1d10 roll is also given, in case the GM does not want to make arbitrary selections. If using dice, it is
recommended that the GM roll multiple times for a single object and figure up average values. NOTE: If using fixed amounts,
the best price point, initial price or boundary price can never be less than 5 MU/SP. Using fixed amounts is not recommended for
mineral prices.
Specialty trade goods use their own chart in order to set the best buy prices. These amounts are used for specialty trade
goods regardless of the planet’s economic level. Specialty trade goods use the regular charts to set the initial offer price, as
well as the boundary values.
Bargain a Little
Depressed Level Inflated Initial Offer - Selling Initial Offer – Purchasing Boundary Adjustment
D10 Result
(50-100%) (70-130%) (100-150%) (125-150%) (75-85%) (5-50%)
0 50% (-75) 70% (-45) 100% (0) 125% (38) 75% (-38) 5% (8)
1 60% (-60) 80% (-30) 110% (15) 128% (42) 76% (-36) 10% (15)
2 65% (-53) 90% (-15) 115% (23) 131% (47) 77% (-35) 15% (30)
3 70% (-45) 95% (-8) 120% (30) 134% (51) 78% (-33) 20% (45)
4 75% (-38) 100% (0) 125% (38) 137% (56) 80% (-30) 25% (60)
5 75% (-38) 100% (0) 125% (38) 138% (57) 80% (-30) 30% (75)
6 80% (-30) 105% (8) 130% (45) 141% (62) 82% (-27) 35% (90)
7 85% (-23) 110% (15) 135% (53) 144% (66) 83% (-26) 40% (105)
8 90% (-15) 120% (30) 140% (60) 147% (71) 84% (-24) 45% (120)
9 100% (0) 130% (45) 150% (75) 150% (75) 85% (-23) 50% (135)
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Bargain a Lot
Depressed Level Inflated Initial Offer - Selling Initial Offer – Purchasing Boundary Adjustment
D10 Result
(50-100%) (70-130%) (100-150%) (150-200%) (50-75%) (5-50%)
0 50% (-75) 70% (-45) 100% (0) 150% (75) 50% (-75) 5% (8)
1 60% (-60) 80% (-30) 110% (15) 160% (90) 53% (-71) 10% (15)
2 65% (-53) 90% (-15) 115% (23) 165% (98) 57% (-65) 15% (30)
3 70% (-45) 95% (-8) 120% (30) 170% (105) 60% (-60) 20% (45)
4 75% (-38) 100% (0) 125% (38) 175% (113) 63% (-56) 25% (60)
5 75% (-38) 100% (0) 125% (38) 175% (113) 63% (-56) 30% (75)
6 80% (-30) 105% (8) 130% (45) 180% (120) 66% (-51) 35% (90)
7 85% (-23) 110% (15) 135% (53) 185% (128) 69% (-47) 40% (105)
8 90% (-15) 120% (30) 140% (60) 190% (135) 72% (-42) 45% (120)
9 100% (0) 130% (45) 150% (75) 200% (150) 75% (-38) 50% (135)
In the event that the characters have dashed off to a world unexpectedly, and the GM has had no time to prepare a trade
list for that world, the following chart can be used to quickly generate a generic list of trade goods. This chart may also be
used as a way to generate a trade list manually, although it’s not as robust as the method described above and does not
account for goods wanted at specific worlds (i.e. specialty trade goods and lifeforms).
To use these tables, simply roll 2d10 and find the results on the table. The GM should do this one time to come up with a
purchase list and one time for a sale list, remove from the indicated list any goods that are not within the planet’s
technological level, and remove from the purchase list any good the player group does not currently possess. To denote
goods that might be too advanced, all Metal Age goods are underlined, all Industrial Goods are italicized, and all Starfaring
Goods are in boldface in the following charts. Each good comes with seven values. Respectively, these values are the
minimum bound, initial offer for purchasing, best price point for depressed economies, best price point for level economies
(this is also the item's STV), best price point for inflated economies, initial offer for selling, and maximum bound. Minerals,
as normal, will only be included on the purchase list. For all items being sold using this system, the trader only has 60 cubic
meters of the item in question. NOTE: Items on these tables can be substituted for any custom trade goods the GM comes up with.
If the GM elects to do this, it’s recommended that they swap out an indicated good for their good with a similar standard trade value,
if possible. Alternatively, they can make their good available as an added item on a dice roll of 0, 1, 17, or 18.
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Quick Trade Good Chart
2d10
Standard Trade Goods Minerals (Sell Only)
Result
Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280) Lead (10, 26, 30, 40, 50, 60, 70)
8
Seeds And Spores (46, 120, 139, 185, 231, 278, 324) Iron (15, 39, 45, 60, 75, 90, 105)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Lead (10, 26, 30, 40, 50, 60, 70)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
9 Iron (15, 39, 45, 60, 75, 90, 105)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tungsten (85, 221, 255, 340, 425, 510, 595)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280) Lead (10, 26, 30, 40, 50, 60, 70)
10
Seeds And Spores (46, 120, 139, 185, 231, 278, 324) Iron (15, 39, 45, 60, 75, 90, 105)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Lead (10, 26, 30, 40, 50, 60, 70)
11 Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Iron (15, 39, 45, 60, 75, 90, 105)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280) Lead (10, 26, 30, 40, 50, 60, 70)
12 Seeds And Spores (46, 120, 139, 185, 231, 278, 324) Iron (15, 39, 45, 60, 75, 90, 105)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376) Nickel (25, 65, 75, 100, 125, 150, 175)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Nickel (25, 65, 75, 100, 125, 150, 175)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Copper (30, 78, 90, 120, 150, 180, 210)
13 Native Literature (63, 163, 188, 250, 313, 375, 438)
Zinc (35, 91, 105, 140, 175, 210, 245)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Nickel (25, 65, 75, 100, 125, 150, 175)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Copper (30, 78, 90, 120, 150, 180, 210)
Native Literature (63, 163, 188, 250, 313, 375, 438)
Zinc (35, 91, 105, 140, 175, 210, 245)
14 Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Molybdenum (40, 104, 120, 160, 200, 240,
Furs And Skins (69, 179, 206, 275, 344, 413, 481)
280)
Nickel (25, 65, 75, 100, 125, 150, 175)
Copper (30, 78, 90, 120, 150, 180, 210)
Native Literature (63, 163, 188, 250, 313, 375, 438) Zinc (35, 91, 105, 140, 175, 210, 245)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446) Tin (45, 117, 135, 180, 225, 270, 315)
15
Musical Instruments (65, 169, 195, 260, 325, 390, 455) Cobalt (20, 52, 60, 80, 100, 120, 140)
Furs And Skins (69, 179, 206, 275, 344, 413, 481) Molybdenum (40, 104, 120, 160, 200, 240,
280)
Aluminum (55, 143, 165, 220, 275, 330, 385)
Tin (45, 117, 135, 180, 225, 270, 315)
Cloths And Tapestries (90, 234, 270, 360, 450, 540, 630) Magnesium (50, 130, 150, 200, 250, 300, 350)
Furs And Skins (69, 179, 206, 275, 344, 413, 481) Chromium (65, 169, 195, 260, 325, 390, 455)
Art Objects (73, 189, 218, 290, 363, 435, 508) Antimony (70, 182, 210, 280, 350, 420, 490)
16
Medicine And Narcotics (78, 202, 233, 310, 388, 465, 543) Molybdenum (40, 104, 120, 160, 200, 240,
Exotic Pets (95, 247, 285, 380, 475, 570, 665) 280)
Work Animals (96, 250, 289, 385, 481, 578, 674) Aluminum (55, 143, 165, 220, 275, 330, 385)
Titanium (60, 156, 180, 240, 300, 360, 420)
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Synthetic Foods (103, 267, 308, 410, 513, 615, 718)
Cloths And Tapestries (90, 234, 270, 360, 450, 540, 630) Magnesium (50, 130, 150, 200, 250, 300, 350)
Metal Weapons And Armor (108, 280, 323, 430, 538, 645, 753) Chromium (65, 169, 195, 260, 325, 390, 455)
Native Science Texts (125, 325, 375, 500, 625, 750, 875) Antimony (70, 182, 210, 280, 350, 420, 490)
17
Art Objects (73, 189, 218, 290, 363, 435, 508) Mercury (80, 208, 240, 320, 400, 480, 560)
Medicine And Narcotics (78, 202, 233, 310, 388, 465, 543) Aluminum (55, 143, 165, 220, 275, 330, 385)
Exotic Pets (95, 247, 285, 380, 475, 570, 665) Titanium (60, 156, 180, 240, 300, 360, 420)
Work Animals (96, 250, 289, 385, 481, 578, 674)
Magnesium (50, 130, 150, 200, 250, 300, 350)
Synthetic Foods (103, 267, 308, 410, 513, 615, 718) Tungsten (85, 221, 255, 340, 425, 510, 595)
Synthetic Materials (128, 332, 383, 510, 638, 765, 893) Silver (90, 234, 270, 360, 450, 540, 630)
Native Science Texts (125, 325, 375, 500, 625, 750, 875) Gold (95, 247, 285, 380, 475, 570, 665)
18
Genetic Materials (133, 345, 398, 530, 663, 795, 928) Platinum (100, 260, 300, 400, 500, 600, 700)
High Tech Devices (158, 410, 473, 630, 788, 945, 1103) Plutonium (105, 273, 315, 420, 525, 630, 735)
Gemstones And Geoforms (133, 345, 398, 530, 663, 795, 928) Rodnium (110, 286, 330, 440, 550, 660, 770)
Promethium (75, 195, 225, 300, 375, 450, 525)
Whether or not a character can haggle a price is entirely dependent upon the rules of the adventure, the location of the
character (for example, friendly Starports using an SF1 trading model won’t allow any haggling to take place) and if any haggling
over the price is allowed. If the trader’s trading disposition is “No Bargaining”, then there is no haggling over the price. The
GM gives the characters their best price point as their initial offer. The characters must accept the price as given and go on
to indicate how much of the item they’d like to trade, or refuse to trade (which automatically causes the trader to break off the
trade and raises their Frustration Level (see below) by two).
When the trader’s disposition is either “Bargain a Little” or “Bargain a Lot”, the characters are allowed to haggle over the
price. The GM gives the characters the initial offer point as the opening price for the good. At this point, the PC who is
doing the actual haggling makes a Negotiation Check, which is opposed by the trader's own Negotiation Check. If either
character has earned a reputation in trading circles for their style of trading, add whatever Reputation Trait modifier they
may have to the result of the roll. The characters also add whatever Temper modifier they may have to the result of the
roll. This opposed Check determines if trading will go in the character’s favor (their result is higher than the traders), or in
the trader’s favor. It's generally recommended that haggling be attempted by characters that are strong in the
Communications disciplines (particularly one who is strong in Negotiation), though of course any character may attempt to
conduct the negotiations for the group.
After the Negotiation Check has been made, the characters have three options: they can either accept the proposed price as
is, they may make a counter offer, or they may refuse the offer. If the players refuse the offer, the result of the trader's
Negotiation Check changes; see the table below for specifics and adjust the result if necessary. In the event of a counter
offer, the GM checks to see where the counter offer lies in relation to the four key prices, and then takes an action as
prescribed on the table on the next page (they will either accept the character's price, make a new counter offer, or refuse to
budge from their previous price). If the action prescribed by the table is a counter offer but the recommended new amount
of the counter offer would indicate a better deal for the trader (i.e. a higher price than offered while selling or a lower price
than offered while purchasing), the trader will accept the current offer of the PCs instead. This whole process repeats until
either both sides have come to a final agreement on a sale price or until both sides refuse to deal any further.
Should the GM make a counter offer, the character may choose to either make a fresh opposed Negotiation Check or just use
the result of the previous Check (whether it was in their favor or not). Taking a fresh Check may give the negotiating
character more chances to increase their skill score in Negotiation, at the risk of failing the Check and making life harder on
the group. Not re-rolling the Check speeds up the trading process a little bit, but sticks the group with whatever result they
got from their previous Check. The result of the trader's Check may be adjusted in subsequent trading rounds depending
upon what transpired in the previous round. If the trader makes a counter offer, the result of their Check increases by five.
If their Frustration Level is increased, the result of their Check increases by ten per increase in the Frustration Level.
In all successful trades, the characters are limited by the amount they can buy from a trader by the amount of space
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currently available to them, the amount of cash they have on hand and the amount of the good the trader has on hand.
They are limited in the amount they can sell to the trader by the amount of the good they have on hand.
Some of the actions listed on the Negotiation Check table refer to the trader’s Frustration Level and refer to a status of
“Green” or “Red”. These are all in relation to the Frustration Level, which is a measure of how angry the characters have
made the trader since they’ve walked into the trade center (“Green” denotes a happy trader, “Yellow” one with a neutral
attitude, and “Red” as an angry trader). These colors correspond to the possible colors of the Psychic Probe artifact (see
Chapter 5.9); if the players have that artifact in their possession, they may request the GM to reveal the trader's color level
at any time during the negotiations. Otherwise, the GM keeps the color a secret. The GM should keep the actual
Frustration Level counter (as explained shortly) secret at all times.
Upon entering a trade center, the trader begins trade with a Frustration Level counter of zero and a condition of “Yellow”.
This is modified based on the Reputation level of the character who will be conducting the actual trading. For every five
points of Reputation as a Complication, the starting Frustration Level is placed one level higher, and vice versa. Note that
this may make it to where the characters are considered “Red” before they even enter the trade center; if this is the case, they will be
denied entry altogether. The trader is considered “Yellow” until the characters sell the trader a desired specialty trade good
item, after which time the trader can achieve “Green” status by having a negative Frustration Level. Going green earns the
character five points towards Reputation as a Talent for that species.
The trader’s Frustration Level can only be so high before they reach “Red” status. This maximum level is determined by the
trader’s trading style. Traders that like to “Bargain a Lot” go Red when the Frustration Level reaches seven, or after the
players conduct four actions in a row that increase the Frustration Level of the trader. Those that only like to “Bargain a
Little” go Red at six or three actions in a row, while those that don’t like to bargain go Red at five or two consecutive
actions that raise the Frustration Level.
Once at Red status, the next action that raises the Frustration Level will cause the trader to stop trade. This can be
mitigated by the character’s Negotiation sub-discipline level; for each ten points in their Negotiation sub-discipline, the
character gains one more chance. Should the trader become frustrated enough to stop trade, any subsequent trade
automatically begins with a +2 Frustration Level penalty (which is cumulative) and the player is penalized one point
towards Reputation as a Complication. If the trader gets to the point where they’d be Red before trade on the next item
begins, they will boot the characters from the trade center (which carries a five point penalty towards their Reputation as a
Complication).
The trader’s Temper trait factors in to some Frustration Level adjustments. If the trader’s Temper is a Complication, then
for every ten points in their Temper trait, an extra point of Frustration is given out whenever their frustration is increased.
Conversely, if the trader’s Temper is a Talent, then any time the Frustration Level is decreased, an extra amount for every
ten points in their Temper trait is taken off.
NOTE: The price percentage amounts listed in this table are meant only as a guideline. During actual game-play, the GM might not
have enough time to calculate an exact amount to change their offer price. If strict adherence to the table detracts from the game, it’s
perfectly fine to wing it and the GM should do so.
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5.2: WEAPONS
Most Role Playing Games require the characters to engage in combat at some point or another. This is one of the main
reasons why some people play; even for those groups that prefer not to get into combat, sometimes a fight is unavoidable.
For those times when the characters have to get into the thick of things, they'll need weapons.
Characters can carry and utilize various forms of weapons. The use of weapons on the character-scale is covered more in
depth in Chapter 9.2. Weapons come in three main varieties: beam weapons (ranged weapons which fire in constant
streams), projectile weapons (ranged weapons wherein a physical object is shot at the target), and melee weapons (close-
range weapons that rely on a character's strength or dexterity for their capabilities). Each weapon has the following
statistics:
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• Cost: This is the amount a weapon of the given Class costs, in MU/SP.
• Damage: This lists the amount and type of damage the weapon applies to a target upon a successful hit.
• Options: This is a list of features that may be added to the weapon, which change one or more of its basic
characteristics. A weapon may only have one of the options listed, if any are selected at all. Again, HD/THD
penalties apply to whoever is wielding the weapon.
A "pure" Starflight-style game won't have character-scale weaponry involved, as the original games didn't include individual
characters very much at all. That said, traditionally-based Starflight-style campaigns will tend to use only the Laser Gun
and Grenade weapons systems without options, at least for starfaring races. For industrial races, the slugthrower is the
recommended weapon of choice. More primitive races will tend to use melee weaponry more heavily than starfaring races,
and bow-and-arrow style weaponry as a ranged option. Other weapons listed here, as well as the options that go with
them, are meant merely as examples of what a creative GM might decide to implement in the game, and as a means of
adding a little variety to the game itself.
Note that the statistics listed herein are for a typical medium-sized weapon. Here are some common options that may
apply to all forms of weaponry, which may be used to affect any of the basic statistics of the weapon type (at the GM's
discretion):
• Age: A weapon can be more or less effective depending on how long ago the weapon was manufactured. A three-
thousand year old firearm may be priceless (at least to a collector), but it's probably not going to fire worth a
damn, so it's useless as a weapon (unless it's used as an improvised club).
• Quality: A weapon that was well manufactured may have capabilities that go above and beyond what the
weapon was originally designed for. Effects of a well-made weapon may include longer than normal range, faster
reload, or extra punch. Deliberately trying to acquire an above average quality weapon will almost always be
more expensive than your average weapon. Conversely, weapons of below average quality may not perform
nearly as well as a run-of-the-mill weapon. Those of the worst quality may even break or jam whenever someone
attempts to use them (the GM can roll 1d10 when the weapon is used; if the number rolled is lower than the
weapon's Class, it malfunctions). The key thing about quality is that unless a character has innate knowledge of
weaponry, it'll almost always be impossible to tell a high quality weapon from a low one.
• Rarity: Depending on where a character tries to acquire a weapon, it might be less common (and therefore more
expensive). Weapons might also be rarer because fewer of them were made, or because they are an older type of
weapon and few specimens of that weapon survive. In any of these cases, acquiring the weapon is likely to be
quite pricey.
• Size: Weapons don't necessarily have to be one size fits all; there would be some species that couldn't use a
weapon either because it's too heavy for them to lift or because the weapon is too delicate or small to be effective.
GMs can make larger or smaller weapons of the same type and Class in this case. Usually, larger weapons are
more expensive and have higher ECs, while smaller ones are less expensive and less encumbering. Regardless of
the weapon's size, though, it still does the same damage as a basic model of that weapon (a Class One Laser Gun
is a Class One Laser Gun, whether it's large, medium, or small).
Finally, as with many of the other sections in this rulebook, this list is by no means meant to be a complete directory of
every weapon that can be used in the game. GMs are welcome to create their own weapons to add to a campaign, using the
item creation rules in Chapter 10.2.4. Should a character want to use a type of weapon that is not listed here, it’ll be up to
the GM whether or not to allow the weapon type in question. If it is allowed, one of the existing weapons can be modified
into the new weapon, or the GM may just create the weapon themselves. If adapting a weapon, the GM will need to adjust
the stats as they deem necessary. The player in question may offer suggestions, but under no means should they be allowed
to make the weapon entirely by themselves.
Beam Weapons
Laser Gun
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• Falloff: -1 Damage per range increment (minimum 10).
• Effects: Burns. All lasers cause double the normal amount of Wounds (see Chapter 12.4.2 for further details).
Weapon damage reduced by 10% in precipitation.
Laser Cannon
Basic Cost Damage
Class One 0.8 10
Class Two 2 20
Class Three 5.4 35
Class Four 9 50
Class Five 15 65
Class Six 30 70
Class Seven 60 75
Class Eight 120 80
Class Nine 240 90
Class Ten 480 100
*Options:
Dazzler; falloff -20 damage per range increment, 0.5* cost, Non-Lethal Damage only.
Phased Beam; 2.0* cost, weapon can be set for Non-Lethal, Basic, or Lethal Damage and can be fired at lower "Class" settings.
Spread-Beam; falloff -15 damage per range increment, 1.1* cost, fires in 45-degree cone ahead of the weapon, spreads 1/2 total damage (round down) to
all targets in firing cone.
Compressed Pulse; projectile weapon, falloff -5 damage per range, +5 HD per range increment, 2* cost, 1.5* damage.
Pulse Repeater; projectile weapon, falloff -5 damage per range, +5 HD per range increment, 3* cost, 1.1* damage, fires a number of times per round
equal to the weapon's Class, plus one.
Flamethrower
Flamethrower
Basic Cost Damage
Class One 0.2 3
Class Two 0.5 7
Class Three 1.35 12
Class Four 2.25 17
Class Five 3.75 22
Class Six 7.5 23
Class Seven 15 25
Class Eight 30 27
Class Nine 60 30
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Flamethrower
Basic Cost Damage
Class Ten 120 33
*Options:
Spread-Fire; Industrial Age, -1 range, spread 1/2 damage (round down), fires in 45-degree cone ahead of the weapon.
"Greek Fire"; 1.5* cost, 1.5* damage, doubles DC required to put out the fire.
Napalm; Industrial Age, -1 range, 2* cost, can set metal-skinned objects (including armor) on fire.
Cryo-Gas Dispenser; Starfaring Age; 1.1* cost, requires Cryogenic Gas Canister, causes Cold Damage equal to five plus Class rating
temperature severity levels (see Chapter 12.4.2) instead of indicated Fire Damage and causes an added amount of Non-Lethal
Damage equal to double any Lethal Damage inflicted.
Sonic Gun
Sonic Gun
Basic Cost Damage
Class One 1.2 10
Class Two 3 25
Class Three 8.1 40
Class Four 13.5 55
Class Five 22.5 85
Class Six 45 90
Class Seven 90 95
Class Eight 180 100
Class Nine 360 105
Class Ten 720 115
*Options:
Rifle; 1.5* cost, requires +1 Appendages. Range 250m (Range 10).
Boom Cannon; 3*cost, all Classes require a Tripod Mount, -1 HD/THD per Class, range 2500m (sniper), can be set for Basic
Damage.
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• Effects: Basic Damage. Target is automatically Dazed and knocked prone (roll the Reflex Save to check for critical
failure).
*Options:
Long Range; 1.5* cost, Class Six through Ten requires two Appendages, +3 range (75 m), no falloff until after 75m (Range 3).
Repeater; 2* cost, Class Ten requires two Appendages, weapon fires a number of times per round equal to the weapon's Class, plus
one.
Projectile Weapons
Slugthrower
Slugthrower
Basic Cost Damage
Class One 0.96 15
Class Two 2.24 30
Class Three 4.8 55
Class Four 9.6 75
Class Five 16 115
Class Six 32 120
Class Seven 64 130
Class Eight 128 135
Class Nine 256 140
Class Ten 512 150
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*Options:
Shotgun; Industrial Age, 1.1* cost, requires +1 Appendages (no bonus), -2 range (-50m), +15 HD per range increment, 2* damage,
double Wounds.
Rifled Barrel; Industrial Age, 2* cost, requires +1 Appendages (no bonus), 1.5* damage, +3 range (+75m).
Sniper Rifle; Industrial Age, 2.5* cost, requires +1 Appendages (no bonus), 1.5* damage, range 2000m (sniper).
Automatic Fire; Industrial Age, 3* cost, 1.1* damage, fires a number of times per round equal to the weapon's Class, plus one.
Railgun; Starfaring Age, 1.5* range, 1.5* damage, fires silently, requires Medium Battery (requires number of charges equal to
weapon Class per shot to fire).
Basic Missile
Basic Cost Damage
Class One 1.2 20
Class Two 2.8 40
Class Three 6 70
Class Four 12 100
Class Five 20 150
Class Six 40 160
Class Seven 80 170
Class Eight 160 180
Class Nine 320 190
Class Ten 640 200
*Options:
Kinetic Energy; 0.5* cost, 1.5* damage, +20 HD per range increment.
Seeker; 1.2* cost, 0.8* damage, re-acquires target at +10 HD in event of miss.
Friend-or-Foe; 1.1* cost, 0.9* damage, if misses, automatically targets next enemy craft with lower initiative (or friendly craft with
malfunctioning communications) at +5 HD. If no such craft exist, weapon misses.
Image Recognition; 1.5* cost, +2 HD per range increment, re-acquires target at +5 HD in event of miss, increasing by +5 HD on
subsequent misses.
Electromagnetic Pulse Missile; 1.2* cost, no damage but completely disables target for a number of seconds equal to the amount of
damage that would otherwise have been done.
Anti-Radiation; 1.3* cost, 0.75* damage, causes 1d% damage to target's sensors.
Radar-Guided; 1.4* cost, 0.6* damage, no HD penalty for range.
Mass Driver
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• Range: 375m (Range 15)
• Appendages: One (Class One through Class Six); Two (Class Seven through Class Eight).
• Magazine: Requires Medium Battery. Uses one charge per weapons Class per shot.
• Falloff: +10 HD per range increment, -5 damage per range increment (minimum 5).
• Effects: None
Mass Driver
Basic Cost Damage
Class One 0.88 15
Class Two 2.2 30
Class Three 5.94 55
Class Four 9.9 75
Class Five 16.5 100
Class Six 33 105
Class Seven 66 115
Class Eight 132 120
Class Nine 262 135
Class Ten 528 150
*Options:
Exploding Mass Driver; 1.5* Cost, +xd10 damage (where x is the weapon's Class), use target's BHD.
Needle Mass Driver; 1.1* Cost, range 5, *1/10 damage, -1/2 target HD, bypasses shields.
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Bow and Arrow
Basic Cost Damage
Class Ten 48 30
*Options:
Compound Bow; Industrial Age, 1.5* cost, requires Two Appendages (All Classes), increases range to 50m per 10 points in character's
Power Attribute.
Sight; Industrial Age, 1.1* cost, no HD penalty for range.
Crossbow; Metal Age, 2* cost, requires Two Appendages (All Classes), Class One through Class Six can be fired with One
appendage (-5 to Attack Roll), 3* basic weapon damage, do not add the Ranged Attack Bonus to the amount of damage inflicted.
Grenades
Grenade (Fragmentation)
Basic Cost Damage
Class One 0.4 5
Class Two 1 10
Class Three 2.7 15
Class Four 4.5 20
Class Five 7.5 25
Class Six 15 30
Class Seven 30 35
Class Eight 60 40
Class Nine 120 45
Class Ten 240 50
*Options:
Concussion; 0.8* cost, half damage at one range increment, quarter damage at two range increments, no damage past two range
increments.
Stun (Flashbang); Industrial Age, 1.1* cost, does character-scale Basic Damage plus added character-scale Non-Lethal Damage equal
to weapon's base damage.
EMP Canister; Industrial Age, 1.2* cost, no damage but disables mechanical target for a number of seconds equal to the normal
amount of damage.
Sonic; Starfaring Age, 0.5* cost, does character-scale Basic Damage.
Satchel; Industrial Age, 3* cost, requires either shoulder (Class One through Class Five only) or back to carry, Class Six through
Class Nine requires Two Appendages, Class Ten requires Three Appendages and inflicts -1 HD/THD penalty, 5* damage, half
damage at one range increment, quarter damage at two range increments, no damage past two range increments. Radio control allows
for controlled weapon detonation.
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Melee Weapons
Blades
Blade (Dagger)
Basic Cost Damage
Class One 0.1 2
Class Two 0.25 4
Class Three 0.68 6
Class Four 1.13 8
Class Five 1.88 10
Class Six 3.75 12
Class Seven 7.5 14
Class Eight 15 16
Class Nine 30 18
Class Ten 60 20
*Options:
Axe; Metal Age, 1.1* cost, Class Eight through Class Ten requires Two Appendages, 1.5* damage.
Battle Axe; Metal Age, 1.3* cost, Class Seven through Class Ten requires Two Appendages, 2.5* damage.
Short Sword; Metal Age, 1.1* cost, Class Six through Class Ten requires Two Appendages, 2* damage.
Long Sword; Metal Age, 1.5* cost, Class Five through Class Nine requires Two Appendages, Class Ten requires Three Appendages
and inflicts a -1 HD/THD penalty, 3* damage.
Laser Sword; Starfaring Age, 20* cost, does same amount of damage as a Laser Gun of equivalent Class, causes Burns (double
Wounds; see Chapter 12.4.2 for further details).
Sprays
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Spray (Pepper Spray)
Basic Cost Damage
Class One 0.06 6
Class Two 0.15 12
Class Three 0.41 18
Class Four 0.68 24
Class Five 1.13 30
Class Six 2.25 35
Class Seven 4.5 40
Class Eight 9 45
Class Nine 18 50
Class Ten 36 60
*Options:
Tear Gas; 1.5* cost, 1.2* damage, blast weapon (use BHD), radius 50m, affects all targets in blast area, DC50 Fortitude Save to
avoid becoming Dazed for a number of minutes equal to weapon's damage, magazine 1.
Sticky Foam; 5* cost, Non-Lethal damage. If hits a motor or propulsive appendage, prevents usage of that appendage for a number of
rounds equal to the weapon's damage.
Acid Spray; 20* cost, Lethal damage, causes Burns (see Chapter 12.4.2 for details)
Clubs
Club
Basic Cost Damage
Class One 0.08 1
Class Two 0.2 2
Class Three 0.54 3
Class Four 0.9 4
Class Five 1.5 5
Class Six 3 6
Class Seven 6 7
Class Eight 12 8
Class Nine 24 9
Class Ten 48 10
*Options:
Metal Club; Metal Age, +0.05 cost, +1 damage, causes Lethal Damage.
Stun Baton; Industrial Age, 1.5* cost, requires Small Battery, uses a number of charges equal to the weapon's Class per impact, use
THD, recharge 1 turn, causes additional Non-Lethal damage equal to three times the weapon's base damage.
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5.3: ARMOR
Since combat is such an integral part of a role-playing game, it follows that death and injury are also a part of an RPG. In
order to make sure that this occurs to the bad guys and not themselves, characters will need extra protection. They will
need armor.
Most societies in the Starflight Universe generally don't allow the use of armor except in combat situations or as a part of
police duties, and thus it is unusual to see anyone wearing armor in normal everyday life, unless that person either is
expecting trouble or plans to cause trouble.
Specific armor types have their own statistics. The statistics included with each type of armor are as follows:
Note that these statistics are for a typical medium-sized armor with default features. It is possible for suits of armor to be
slightly modified or enhanced, or for them to come in different sizes (in order for them to be handled by different sized
creatures more often). The same general list of modifiers that applied to weaponry (age, rarity, quality and size) can also be
applied to various forms of armor.
The stats listed for armor in this chapter assume that the wearer is being subjected to weapons from the same technological
era as the armor. If this is not the case, the effectiveness of the armor may be reduced or increased, depending upon
whether the weapon or the armor is of the later technological era. If the armor is one technological era ahead of the
weapon, damage from the weapon is halved. If the armor is more than one technological era ahead of the weapon, the
weapon does no damage. If the weapon is one technological era ahead of the armor, the armor's effectiveness is reduced by
half. Finally, if the weapon is more than one technological era ahead of the armor, the armor is completely ineffective.
Finally, as with weapons, this is by no means a comprehensive or exhaustive list of available types of armor (simply put it'd
be too time consuming to come up with one, considering you'd have to have various forms of armors for various
technological ages and various species). GMs are welcome to create their own armor to add to a campaign, using the item
creation rules in Chapter 10.2.4. Should a character want to use a type of armor that is not listed here, it’ll be up to the GM
whether or not to allow the armor type in question. If it is allowed, one of the forms of armor may be modified into the
new armor type, or the GM may just create the armor themselves. If adapting armor, the GM will need to adjust the stats
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as they deem necessary. The player in question may offer suggestions, but under no means should they be allowed to make
the armor entirely by themselves.
Full-Plate Armor
Basic Cost Hit Points
Class One 1.5 50
Class Two 3.1 75
Class Three 6.2 100
Class Four 12.5 125
Class Five 25 150
Class Six 50 175
Class Seven 100 200
Class Eight 200 225
Class Nine 400 250
Class Ten 800 275
*Options:
Pocketed Armor: Industrial Age, 1.05*cost, provides 6x16 pockets on exterior of armor.
Leather Armor: Stone Age, 0.15*cost, deployment 1 minute, EC1 per two Classes, no penalties, AHP*0.25, transforms damage from a
Bow and Arrow hit into Non-Lethal Damage, no Lethal Damage is transformed from any other weapon.
Mail: 0.5* cost, 1/2 deployment time, EC2 per Class, -1 HD/THD/FHD per Class, -2 to all Finesse Rolls, -1 to all Perception Checks
per Class, AHP*0.5, ineffective against Slugthrowers and explosive ordinance.
CBRN: Industrial Age, 1.1* cost, EC5 per Class, -3 HD/THD/FHD per Class, -5 to all Finesse Rolls, -3 to all Perception Checks per
Class, prevents exposure to chemical, nuclear, biological or radiological hazards, 15% DR to all weapons hits.
Ballistic Mesh: Industrial Age, 1.25*cost, EC1 per Class, half HD/THD/FHD penalty, no Finesse or Perception penalties, protects
Body Area (vital/non-vital) only against damage from Slugthrowers, transforms all Lethal Damage from Slugthrowers into Non-
Lethal Damage, 10% DR for all other weapons hits.
Ballistic Plating: Industrial Age, 1.5*cost, EC5 per Class, -3 HD/THD/FHD per Class, -5 to all Finesse Rolls, -3 to all Perception
Checks per Class, covers entire body, transforms Lethal Damage from all projectile weapons into Non-Lethal Damage, 25% DR for all
Beam Weapon hits.
Regenerative: Starfaring Age, 2* cost, same penalties/benefits as Ballistic Plating, restores 10% of any AHP lost per round.
Reflective: Starfaring Age, 1.3* cost, same penalties/benefits as Ballistic Plating, if hit by a laser, returns half the laser's damage back
to the source (Reflex Save to avoid damage).
Ablative: Starfaring Age, 1.2* cost, same penalties/benefits as Ballistic Plating, transforms all damage from Lasers and any Fire
Damage into Non-Lethal Damage.
*Components:
Helm: 0.25*cost, contributes all Perception penalties, contributes EC1 per Class, deployment 1 round, protects Cognitive, Gustatory,
Olfactory, and Auditory organs only.
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Cuirass: 0.25*cost, contributes half of total HD/THD/FHD penalties (round up), contributes EC1 per Class, protects Body Area
(vital/non-vital) only.
Armored Sleeve: 0.25*cost, contributes all Finesse penalties and EC1 per Class (but additional sleeves do not add further penalty or
EC), protects one Motor Appendage or Propulsive Appendage only.
Fauld: 0.25*cost, contributes half of total HD/THD/FHD penalties (round down), protects Reproductive Organs only.
Shield (Physical)
Shield (Physical)
Basic Cost Hit Points
Class One 0.75 25
Class Two 1.5 50
Class Three 3.1 75
Class Four 6.25 100
Class Five 12.5 125
Class Six 25 150
Class Seven 50 175
Class Eight 100 200
Class Nine 200 225
Class Ten 400 250
*Options:
Wooden Shield: Stone Age, 0.1* cost, 0.1*AHP, requires DC 25 Dexterous Maneuvers to deploy. EC1 per two Classes. Sundered on
any attack that causes more than 50 points of Lethal Damage.
Scutum: Metal Age, 1.2* cost, -3 HD/THD/FHD per Class, covers all body parts except Propulsive Appendages when deployed.
Buckler: Metal Age, 0.5* cost, 0.5*AHP, requires DC 25 Dexterous Maneuvers to deploy, can be used as an improvised melee weapon
causing 1/2 total AHP Non-Lethal Damage.
Spiked Buckler: Metal Age, 0.6* cost, 0.5*AHP, requires DC 25 Dexterous Maneuvers to deploy, can be used as an improvised melee
weapon causing 1/2 total AHP Basic Damage.
Ballistic Shield: Industrial Age, 1.5* cost, converts all Lethal Damage from Projectile weapons into Stun Damage.
Energy Shield
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• Beam DR: None.
• Projectile DR: None.
• EC: 1 (All Classes).
• Penalties: None.
• Effects: Ineffective against melee weapons. Shield generator requires a belt or holster to deploy; can be pocketed
(requires two slots, all Classes).
Energy Shield
Shield Hit Points
Basic Cost
(Design Minimum)
Class One 4 50
Class Two 12 100
Class Three 32 150
Class Four 70 200
Class Five 125 250
Class Six 250 300
Class Seven 500 350
Class Eight 1,000 400
Class Nine 2,000 450
Class Ten 4,000 500
*Options:
Personal Cloak: 40* cost, only available at Metropolis or Megalopolis-sized communities, *0.5 SHP, +25 HD/FHD while active,
wearer becomes effectively invisible (+50 to any Hiding and Seeking Check made for hiding).
Total Shield: 1.5* cost, effective against melee weapons.
Offensive Shield: 3* cost, character can use a Battery charge (per shield Class) to inflict an attack (Basic Damage) at Melee Range
Zero equal to the current SHP.
Half-Shield: 0.5* cost, requires Small Battery, 1/2 SHP, does not cover motor or propulsive appendages.
Area Shield: 0.25* cost, requires Small Battery, covers one bodily area.
Bio-Hazard Shield: 1.5* cost, requires Large Battery, prevents all exposure to chemical, nuclear, biological and radiological hazards.
Laser Resistant Shield: 1.1+x* cost (x=level of Class reduction), treat damage from laser hits as if it were done by a x number of
Classes below the weapon’s actual level before any damage adjustments are made for range; if the reduction would indicate a "Class
Zero" laser or lower, the weapon causes no damage.
Rapid Recharge Shield: x* cost, shield recharges x * 50 SHP per charge expended when recharged manually.
Note that all the equipment listed in this chapter, as with weapons and armor, are for generic, medium-sized pieces of
equipment. It is possible for pieces of equipment to be slightly modified or enhanced, or for them to come in different sizes
(in order for them to be handled by different sized creatures more often). The same general list of modifiers that applied to
weaponry and armor (age, rarity, quality and size) can also be applied to various forms of equipment.
While it might be nice if a character could carry everything possible all at one time (and as a result be prepared for almost
any contingency they might face), the simple truth of the matter is that that isn't realistic. Stuff takes up space and has
weight. Sooner or later, a character will get to the point where what they are carrying is going to affect their abilities in the
course of the game. This effect is known to all role-players by that foulest of words, encumbrance.
Encumbrance in SFRPG is handled through the use of "pockets". Pockets are any item or device which allows a player to
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carry an item without the use of a "motor appendage" (more on motor appendages later). A pocket can also be referred to as a
container, and thus collectively any object that has pockets is known as a container object. This can include items such as
backpacks, sacks, purses, luggage, utility belts, holsters, or actual pockets sewn into clothes. The most common source of
pockets is clothing, listed amongst the equipment presented in this sub-Chapter. The number of pockets the character
receives from a container object is listed with that object.
Pockets are given ratings in units of slots (sometimes called base pocket units) based on their relative size. Each available
slot in a pocket correlates roughly to 50 cubic centimeters of internal volume. All of the pockets used to store an object
must belong to the same container and the container must have enough available slots to handle the object. A pocket may
hold as many objects as its overall size will allow.
A character is limited in regards to the total size of objects that can be carried at any given time on their person. This limit
is equal to two hundred times the character's Durability score. A character is allowed to physically have more slots in their
available pockets than this limit on their person; they just can't fill them past a certain point. For example, a typical Human
with a Durability of 6 can only have 1200 slots worth of stuff on them at any given time. If they are carrying field binoculars (256), a
laser pistol (8), an environmental scanner (16), and a PDA (4), they are carrying a total of 284 slots worth of objects (256+8+16+4
= 284), and can only handle another 916 (1200-284 = 916). Containers themselves never count against this limit.
Additionally, all objects have an encumbrance class (or EC). The combined EC of all of a character's objects taken together
is known as their encumbrance total, which acts as a penalty against all of the character's physical Attribute Checks (this
includes all Checks made for Power, Finesse and Physique skills). In the example above, the field binoculars have an EC of 8, the
laser an EC of 3, the scanner 4 and the PDA 2. The Human's encumbrance total is therefore 17 (8+3+4+2 = 17), and so the Human
has a -17 penalty to all of their physical Checks. Large or heavy containers may have their own EC. When a character's EC goes
over 100, they are so overloaded with stuff that they cannot move. When purchasing items (including weapons and some
forms of armor such as shields), players should specify the pocket in which the character will carry the object. This makes
it easier for a GM to quickly determine a change in EC if the character should happen to drop an item. It also tends to make
it easier to determine when exactly a container is full.
Some items are so heavy by themselves as to have additional HD/THD and Finesse penalties. Where an added penalty does
apply, it will be so noted. Penalties for carrying specific objects apply regardless of whether the item is being carried in a
motor appendage or in a pocket.
Note that a character can wear armor over their clothing, and can wear some types of clothing that are designed to fit over
other types of clothing. Objects may still be carried in pockets covered by other pieces of clothing or armor, provided that
they are placed in the pockets before the outer layer is put on. Moreover, objects in pockets covered by other layers may not be
accessed without removing the covering layer first. Objects that can be worn over clothes and armor will usually be noted
(items such as weapons holsters, belts and backpacks are usually assumed to be worn over clothing and armor without any
notation).
All characters in SFRPG, regardless of their species, have different areas of the body. Collectively, these areas are known as
body parts. The nature of these areas largely determines how that species can behave biologically and can have some game
effects. Body parts correspond to the areas that can take damage in combat (see Chapter 9.2).
The Starflight Universe contains a very small number of humanoid species (at least compared to other sci-fi universes). Because
of the need to represent a diverse dichotomy of both humanoid and non-humanoid species, the names given to body parts
in SFRPG are very vague. Because it is assumed that most of the players that play SFRPG will be Human, Human frames of
reference are used when necessary. The following is a brief overview of body parts in SFRPG, and how pockets tend to be
used with those body parts.
Cognitive Organs are what enables a character to think and to control their life processes (the Human equivalent would be
the brain and spinal column). Related to this bodily section are the Sensory Organs (including eyes, ears, noses, antennae,
infrared pits, etc.), which are used to give the character information about their surroundings. In general, these organs are
so crucial to a lifeform's very existence that their performance is left unimpeded. No pockets are usually made for these
areas, though certain pieces of gear (sunglasses, hearing aids, nose plugs, etc.) can be set in these areas directly, without a
pocket. A piece of equipment that can be used in this manner will be so noted in the equipment's description.
Motor Appendages can include arms, tentacles, branches, or anything else that is used for the purpose of using or
manipulating other objects (for a Human being, this includes an entire arm from the shoulder all the way down to the fingertips).
They may be used to directly "store" an object that isn't being used; in this case the object is considered to be "carried in
hand". A character is allowed to carry one item per motor appendage, unless the item specifically states that it requires the
use of multiple appendages. If an item requires more appendages than the character has available, then they cannot use that
item (though they are still allowed to carry it). Multiple characters can carry such an item; any penalties from that item are
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inflicted upon all characters carrying it. A motor appendage can have an additional pocket or two added to it from clothing.
The "shoulder" (the part of the appendage that directly attaches to the main part of the lifeform's body) can also be used to
directly carry certain pieces of gear with straps (things such as purses, backpacks, satchel charges, and so forth). Heavy items
stored in a motor appendage pocket may make it more difficult for a character to utilize the appendage. If an item stored in
a motor appendage pocket has an HD penalty associated with it, the item inflicts an equal penalty to all of the character's
Finesse Checks.
Propulsive Appendages can include legs, tentacles, prehensile root structures, or anything else that is used in order to move
a character along. Propulsive appendages can have some pockets added to them from clothing. Heavy items stored in a
propulsive appendage pocket may make it more difficult for a character to move quickly. If an item stored in a motor
appendage pocket has an HD penalty associated with it, the item inflicts an equal penalty to all of the character's Finesse
Checks.
Reproductive Organs include any kind of gonadal structure or other genitalia, used in order to procreate the species at
hand. Typically, hanging any kind of weight off of these structures results in a marked drop in the lifeform's overall
performance (get your mind out of the gutter, perv), not to mention severe pain and possible dysfunction of the organ in
question. The reproductive organs are like sensory organs, in that in general no pockets may be added to them, though a
creative and somewhat repressed GM may come up with some pieces of equipment that may be set in these areas directly.
Finally, the Body Area includes the remainder of the lifeform, and whatever typically constitutes its center of mass
assuming a symmetrical lifeform (this would include the torso area down to the waist on a Human being). Typically, most of the
pockets added to a character via gear will be Body Area pockets. There are two particularly important parts of the body
that deserve special attention: the "waist" and the "back". The waist area can be used as a mounting point for equipment
such as belts. All characters are allowed to wear one belt of any type. For some species, this may be the only way they can
haul any gear whatsoever. The back is required to haul some pieces of equipment, including large satchel charges,
backpacks, flammable gas canisters, and so forth. When carrying objects on the back, two of the character's "shoulders" are
also used; other objects can still be mounted on the shoulders. Finally, a character may have a holster for a multi-handed
weapon mounted on their back at the same time they have another object mounted there as well.
Let's face it: there are a lot of things out there in the world that can be classified as general "stuff", such as computers,
pencils, cell phones, toilet paper, candy bars, shoes, etc. Moreover, there's not just one brand name of most of these
things...there are usually generics of each item, but brand names can imply higher (or lower) quality. Then you've got stuff
over different technological periods. A clay jar is high technology to someone living in the Stone Age. Give them a cell
phone and they're liable to stone you to death as a heretic (if they’ve invented religion, of course). It should be needless to say,
but if coming up with a comprehensive weapon and armor list was merely a Herculean effort, trying to come up with such
a list for items probably comes as close to impossible as it gets (at least not without accumulating enough mass for the list
to collapse into a gravitational singularity...).
Still, any one such item could very well be the critical item in an adventure or campaign, depending on how the GM decides
to run the game. In this case, the GM might choose to avail themselves of the Outfitter Rule. Provided an item cannot be
classified as armor or a weapon, the GM can still try and include the item as is. All they need to do is gather information on
a real life object of the same type (information on its rough size, weight and technological era should be fairly easy to come
by), come up with any game effects for the object, and adjust its price. The exchange rate for items in SFRPG using the
Outfitter Rule is 150 United States Dollars (USD) per Arth Monetary Unit (MU) or Shyneum Penny (SP). For all intents
and purposes, the MU is equal to the SP.
Information on the item's size can be used to determine how big of a pocket would be required in order to carry it and what
its encumbrance class will be. For reference, any item up to 50 cubic centimeters in size takes up one slot and has an EC of
zero. Objects above 50 and below 100 cubic centimeters take up two slots and have an EC of 1. For each additional
doubling of the needed slots, the EC increases by one level (i.e. objects above 100 and below 200 cm3 require four slots and have
an EC of 2, below 400 cm3 needs eight slots with an EC of 3, below 800 cm3 is sixteen slots for an EC of 4, below 1600 cm3 needs 32
slots with EC5, and so on.)
The item's weight can be used to determine if there will be any additional penalties involved for carrying around the object.
This is a fairly simple determination: for every 5 kilograms (roughly ten pounds) the object weighs, the object imposes a -1
HD/THD penalty. If the device will restrict its user's movement more than usual, added Finesse penalties can be added as
well, up to a maximum penalty of -5 for something really restricting.
Weight is also generally a good predictor of the number of appendages needed to utilize the object. In general, objects
require an additional appendage for every additional HD/THD penalty they inflict. This is not necessarily true for all
objects (for example, something like a Rubik's cube is both very small and very light, but still requires two hands in order to operate -
one to hold it, while the other operates it). When determining the number of appendages needed to use an object, the GM is
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encouraged to use common sense when possible.
Once all the other data has been gathered on an item, the GM can finish the item by considering any in-game effects it
might have. A word of caution is warranted here: A GM must be careful not to make a piece of equipment too powerful. If
it is too powerful, it may unbalance the game by giving its user an insurmountable advantage (for example, a device that
completely nullifies all damage the character takes is too powerful.) Such devices should be designed with limiting factors. The
best limiting factors are price, weight, or number of uses; powerful items can be made to be exorbitantly expensive,
extremely heavy, or an expensive paperweight after only two or three uses. However a GM chooses to balance the item’s
power, it must be sufficient to overcome the imbalance, or else a different type of in-game solution may be necessary (see
Chapter 10.4).
The Outfitter Rule works very well for items that already exist in real life. For brand new objects, however, more
information will be needed in order to make a working item. For these objects, a more comprehensive item creation
procedure (along with a specific procedure for creating weapons and armor) is outlined in Chapter 10.2.4.
For example, let's say the GM wants to include a decent-quality MP3 player in the game, say one that holds about 4 gigabytes worth
of music. The GM could go check out the website of a certain company that makes the most popular of these devices and find the
specifications of one of their 4GB models. Upon checking, they'd discover that the 4GB model weighs in at around 49.2 grams, is
roughly 23.7 cubic centimeters in volume, and sells for somewhere around 150 USD.
That should be all the information they need to create the object. 49 grams equates to roughly 0.05 kilograms...not a very heavy object
at all, so no added penalties. The GM also decides to make this a one-appendage object based on its weight and based on how they
envision the controls work. 23.7 cm3 is less than the 50 cm3 upper bound for a single slot object, so it needs one slot and has an EC of 0.
150 USD, conveniently enough, equates exactly to 1 MU. It's a modern day object, which puts it in the Industrial Age. The GM takes
the time to consider its game effects, and comes up with the following:
While this may be somewhat of a mundane example, being able to play the right song at the right time may be the crucial event of a
campaign, depending on what the GM has in mind...
Equipment
The following section lists specific pieces of equipment included in SFRPG. While most equipment categories will have
their own set of statistics, there are a few stats that are common among the categories. These stats are known as the basic
stats, and consist of the following items:
• Category: This lists the specific category into which the item fits. When an effect is universal to every piece of
equipment in that category, it will be so noted.
• Name: This is what the equipment is called.
• Availability: This lists at what level of technology the equipment becomes available.
• Cost: This lists the general price of the equipment, in MU/SP.
• EC: This lists the equipment's encumbrance class. All pieces of equipment count towards the character's
encumbrance (with the exception of container objects).
• Size: This lists the size of the equipment in slots.
• Appendages: This lists the number of appendages required to utilize the object.
• Description: This gives a generic description of the equipment. If the equipment has any special qualities or
effects, they will be listed here.
Any changes to the basic stats will be denoted in the category's general overview, as well as any differences in the usage of
the basic stats from the norm. Any additional stats, as well as their usage, will also be described in the overview.
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As explained above, the primary function of clothing and containers is to provide a character with pockets, which
determines how much stuff they can carry at any given time. Clothing is fairly ubiquitous amongst sentient races; total
nudity is taboo in many cultures (although what constitutes nudity is another matter). In any case, all characters are
assumed to have at least one outfit at the time of their creation that's appropriate to the role they play in society. All
clothing listed here, unless expressly stated otherwise, becomes available in Metal Age societies. Because containers are
used primarily for holding other objects, they have a pockets statistic instead of a size statistic, which lists the number of
pockets that come with the container as well as the number of slots in those pockets. Remember that it is possible for a
character to have more pockets than they can fill at a given time based on their Durability. Containers also have a listing
for mountpoints, which lists the "mount point" for the container, indicating on what part of the body it's designed to be
worn. Clothing in particular goes on underneath other objects that may share the same mount point. Containers otherwise
use the basic stats.
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A specialized suit made of materials that include at least one layer that is
Body relatively impermeable to water. The material is designed such that the wearer
Raingear 0.35 1 2x16
Area† can still remain relatively cool while being protected from adverse weather
conditions. The price listed is for a combination raincoat and pants.
A very light garment designed to streamline the flow of water around a being's
body, usually worn in societies wherein nudity is considered taboo. Usually
covers only a portion of the wearer's body area and their Reproductive Organs;
Body
Swimwear 0.10 0 None some models only cover the Reproductive Organs. Use of swimwear is
Area†
generally meant only for casual occasions; there is no such thing as formal
swimwear, though swimming teams may have matching "uniforms". The price
listed is for a single-piece suit.
Industrial Age. A suit designed to offer full body protection from fire and other
sources of extreme heat. The suit includes a fire-retardant jacket and pants,
gloves, self-contained breathing apparatus with transparent face mask (small
Fire
Full Oxygen Tank equivalent), heavy boots, and a hard waterproof hat (Class Two
Fighting 100.00 12 None
Body Helmet equivalent). Also typically includes a hand axe (Class One equivalent).
Gear
Provides heat protection (three levels) and prevents burns from all sources
(except Laser-based weaponry). Inflicts a -5 penalty to HD/THD and a -1
penalty to all Finesse Checks when worn.
A set of equipment designed to be used in water at shallow to moderate depths.
Includes a wetsuit, a rebreather with face mask, a pair of swimming fins, and a
Full utility belt. The suit allows its wearer to remain submerged at depths up to 100
Diving Gear 6.80 3 8x2
Body meters for periods up to six hours, including some time to decompress from
lower depths. Underwater movement penalties are ignored while wearing this
gear.
Industrial Age. A small one-being sealed frame resembling a suit of physical
armor, with elaborate pressure joints to allow articulation while maintaining
suitable internal pressure. The suit allows its wearer to remain submerged at
depths up to 700 meters for periods up to 48 hours, without requiring
Pressure Full decompression before resurfacing. The suit also allows the wearer to remain in
2,000.00 20 4x16
Suit Body a total vacuum for periods up to 48 hours. Industrial Age suits are heavy and
bulky; -20 HD/THD penalty and -5 penalty to all Finesse Checks when worn.
Starfaring Age suits reduce the penalty to -10 HD/THD and -2 to Finesse, and
cost 1,000.00. The suit acts as Class Three physical armor; if reduced to zero
AHP, the suit is breached.
An article of clothing designed to be worn on the upper part of the body.
Typically covers up the Body Area only. This kind of shirt is typically meant to
Shirt (Short Body
0.05† 0 None† be worn on informal occasions or in warmer climates. The price listed is for an
Sleeved) Area
un-pocketed shirt. A shirt can have up to two 2-slot pockets; each adds .01 to
the cost.
An article of clothing designed to be worn on the upper part of the body.
Typically covers up the Body Area and covers most of the wearer's Motor
Shirt (Long Body
0.10† 0 None† Appendages. This kind of shirt is typically meant to be worn in more formal
Sleeved) Area
occasions or in cooler climates. The price listed is for an un-pocketed shirt. A
shirt can have up to two 2-slot pockets; each adds .01 to the cost.
Industrial Age. An article of clothing designed to be worn on the lower portions
of a humanoid body. Typically covers up the area around the being's
Waist Reproductive Organs. This kind of covering is meant to be worn in very
Shorts 0.10 0 None† (Body informal occasions in particularly warm climates. The price listed is for an un-
Area) pocketed pair of shorts. Shorts can have up to four 2-slot pockets or two 4-slot
pockets; each 2-slot pocket adds .01 to the cost and each 4-slot pocket adds .02
to the cost.
An article of clothing designed to be worn on the lower portions of a humanoid
body. Typically covers up the area around the being's Reproductive Organs and
Waist part of their Propulsive Appendages. The fit of a skirt does not form fit a being
Skirt 0.10 0 None† (Body as do pants and shorts. This kind of covering can be worn in many different
Area) types of occasions, and is generally best worn in warm climates. The price
listed is for an un-pocketed skirt. A skirt can have up to two 4-slot pockets;
each pocket adds .02 to the cost.
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An article of clothing designed to be worn on the lower portions of a humanoid
body. Typically covers up the area around the being's Reproductive Organs as
Waist (Body well as their Propulsive Appendages. This kind of covering is meant to be worn in
Pants 0.15 0 None†
Area) semi-formal occasions or in cooler climates. The price listed is for an un-pocketed
pair of pants. Pants can have up to four 4-slot pockets and one 2-slot pockets;
each 2-slot pocket adds .01 to the cost and each 4-slot pocket adds .02 to the cost.
An article of clothing designed to be worn on the lower portions of a humanoid
body. Typically covers up the area around the being's Reproductive Organs as
well as their Propulsive Appendages. This kind of covering is meant to be worn
4x4, Waist (Body
Jeans 0.25 0 for casual occasions, though nicer pairs may be worn for semi-formal occasions.
1x2† Area)
They're typically made of a thick material (adds one level thermal protection).
Jeans may have two 8-slot pockets substituted for two of the 4-slot pockets; each
8-slot pocket adds .02 to the cost.
An article of clothing designed to be worn on the lower portions of a humanoid
body. Typically covers up the area around the being's Reproductive Organs as
well as their Propulsive Appendages. This kind of covering usually has higher
Cargo 4x8, Waist (Body
0.20 0 carrying capacity as compared to other forms of pants, and can be worn in many
Pants 1x2† Area)
of the same circumstances as regular pants. Cargo pants can include up to four
more 2-slot or 4-slot pockets; each 2-slot pocket adds .01 to the cost and each 4-
slot pocket adds .02 to the cost.
An article of clothing designed to be worn on a humanoid head. Typically covers
Head
up the area around the being's Cognitive Organ. May provide some protection for
Hat 0.10 0 None (Cognitive
the being's Auditory and Visual Organs, depending upon their placement and the
Organ)
type of hat being worn. Hats provide one level of thermal protection.
An article of clothing designed to be worn on the far end of a being's Propulsive
Appendages, designed to protect them against terrain hazards. There are many
Propulsive different types of shoes; usually only certain types are considered appropriate for
Shoes 0.15 0 None
Appendages certain occasions. Some beings go so far as to have certain pairs of shoes for
particular outfits in their wardrobes. The price listed is for a matching pair of
shoes.
An article of clothing designed to be worn on the far end of a being's Propulsive
Appendages. Boots are a toughened form of shoe usually meant to provide
Propulsive
Boots 0.20 0 None additional protection to the Propulsive Appendage. Most are meant to be worn in
Appendages
cold weather and/or in wilderness conditions. Boots provide one level of thermal
protection. The price listed is for a matching pair of boots.
An article of clothing designed to be worn on the far end of a being's Motor
Appendages. Gloves are generally designed to provide a layer between the being's
fine manipulators and the outside environment. Though sometimes worn in fine
Motor
Gloves 0.10 1 None society, they are more often found in one of two settings, either as barrier
Appendages
protection in hospitals and other critical care facilities, or as thermal protection in
outdoor settings (this kind of glove provides one level of thermal protection). The
price listed is for one pair of gloves.
An article of cold-weather clothing designed to be worn on the upper part of the
body. Typically covers up the Body Area and covers most of the wearer's Motor
Sweater 0.15 0 None† Body Area Appendages. Sweaters are meant to be worn over shirts as a means of providing
minimal thermal protection (one level). The price listed is for an un-pocketed
sweater. A sweater can have up to two 2-slot pockets; each adds .01 to the cost.
An article of cold-weather clothing designed to be worn on the upper part of the
body. Typically covers up the Body Area and covers most of the wearer's Motor
Appendages. Coats are meant to be worn over shirts and sweaters as a means of
Coat 0.20 1 3x4† Body Area
providing thermal protection in subfreezing temperatures (two levels thermal
protection). Coats may have up to four additional 8-slot pockets; each adds .03 to
the cost. Coats may be fitted over armor.
An article of extremely cold-weather clothing designed to be worn on the upper
part of the body. Typically covers up the Body Area and covers most of the
4x8,
Heavy wearer's Motor Appendages. Coats are meant to be worn over shirts and sweaters
0.25 2 4x4, Body Area
Coat as a means of providing maximum thermal protection in subfreezing
1x2
temperatures (three levels thermal protection). Heavy coats may be fitted over
armor.
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A belt which contains a special pocket designed to hold a single one-
appendaged weapon or a deployed energy shield. The pocket has a clasp
designed to keep the weapon from falling out or being drawn by anyone
other than the weapon's wielder. For non-weapon objects, the pocket is
Duty (Hip) Waist (Body useless. Multiple-appendaged weapons can be stowed in this type of
0.30 0 1x8†
Holster Area) holster; add .05 to the cost for each added appendage needed by the
weapon and multiply the available number of slots by eight. This
particular type of holster allows the weapon to be drawn from the lower
body area (around the area of the humanoid hip), and is designed to be
worn over armor and clothing.
A strap which contains a special pocket designed to hold a single one-
appendaged weapon or a deployed energy shield. The pocket has a clasp
Propulsive designed to keep the weapon from falling out. For non-weapon objects,
Ankle Holster 0.20 0 1x8†
Appendage the pocket is useless. This particular type of holster allows the weapon to
be stowed in the lower area of a Propulsive Appendage, and is designed to
be worn under clothing.
A special pocket designed to hold a single one-appendaged weapon or a
deployed energy shield, designed to clip to a belt thus allowing the
weapon to be concealed inside a pair of pants. The pocket has a clasp
Trouser Waist (Body designed to keep the weapon from falling out or being drawn by anyone
0.15 0 1x8†
Holster Area) other than the weapon's wielder. For non-weapon objects, the pocket is
useless. This particular type of holster allows the weapon to be stowed
and drawn from the lower body area, and is designed to be worn under
clothing.
A set of straps which contains a special pocket designed to hold a single
one-appendaged weapon or a deployed energy shield. The straps are
Shoulder designed to be worn like a backpack and can be worn underneath a
Shoulder
0.37 0 1x8† (Motor backpack. The pocket has a clasp designed to keep the weapon from
Holster
Appendage) falling out. For non-weapon objects, the pocket is useless. This particular
type of holster allows the weapon to be stowed in the upper area of a
motor appendage, and may be worn over or under clothing and/or armor.
A special pocket insert designed to convert a normal pocket into a holster
for a single one-appendaged weapon rated Class One or Class Two (but
not a deployed energy shield). The pocket has a clasp designed to keep the
Pocket Holster 0.13 0 1x8† Varies† weapon from falling out. If a weapon is being stowed in this kind of
holder, the pocket is useless for stowing other objects. This particular
type of holster can be placed in any pocket that has at least eight slots,
regardless of its position on the body.
A baldric which contains a special pocket designed to hold a single
weapon or a deployed energy shield. For non-weapon objects, the pocket
is useless. Multiple-appendaged weapons can be stowed in this type of
holster; add .05 to the cost for each added appendage needed by the
Back (Body
Back Holster 0.25 0 1x8† weapon and multiply the available number of slots by eight. The size of
Area)
the pocket is proportionately bigger as well. This particular type of
holster allows the weapon to be stowed in the middle of the back, and is
designed to be worn over clothing and armor. It may be worn either over
or under anything else the wearer is carrying on their back.
Industrial Age. A medium-sized polyester sack designed primarily to carry
a large number of textbooks and other school supplies. Each pocket
Backpack 2x128, Back (Body
0.20 1 comes with a zipper to help protect the sack's contents from the
(Academic) 4x64 Area)
elements. Comes with straps for mounting on the wearer's shoulders,
with an additional handle available for direct carrying.
A large, multi-pocketed sack and frame assembly designed to enable its
wearer to carry a large number of supplies and pieces of equipment.
1x512, Comes with straps for mounting on the wearer's shoulders, as well as a
Backpack 1x128, Back (Body belt to prevent the pack from causing too much strain on the wearer. The
0.70 3
(Wilderness) 5x64, Area) sack portion may either be made out of cloth (with grommet fasteners)
2x32 or advanced polymers (with zippers), depending upon the period of
manufacture. For hardcore adventurers, this is the premier container
object. Inflicts a -2 penalty to all of the wearer's Finesse Checks.
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Industrial Age. A bag made from polyethylene resin, open at one end and
Motor
Sack (Plastic) 0.13 0 1x128† with handles for easy carrying. Can be folded down into a much smaller
Appendage
shape (2 slots) for storage. The cost listed is for 100 units.
Industrial Age. A very large sack shaped like a rectangular prism with one
short end missing. May or may not have handles; non-handled sacks
Motor impose a -1 penalty to all Finesse Checks while they are being carried.
Sack (Paper) 0.02 0 1x1024†
Appendage The sack is made of 3-ply durable paper capable of handling a significant
amount of weight. Can be folded down into a much smaller shape (8
slots) for storage. The cost listed is for a single sack.
Shoulder A large cloth sack made out of durable cloth or leather, usually with an
Satchel 0.25 0 1x128 (Motor adjustable strap designed to allow the sack to be slung onto a shoulder.
Appendage) Seals with a zipper. The cost listed is for a single satchel.
A medium-sized rectangular case made out of durable cloth or leather,
Motor
Briefcase 0.20 0 1x64 incorporating a hard grip for carrying. Seals with a zipper. The cost listed
Appendage
is for a single briefcase.
A very large, hard, plastic-based fabric case with a leather grip for
carrying. Seals with a zipper that runs along the perimeter of the largest
pocket. Also has a separate, smaller outer pocket sealed with a single
1x1024, Motor zipper. If packed carefully, a suitcase can carry a wardrobe for a single
Suitcase 0.35 1
1x16 Appendage person for up to two weeks. While being carried, the suitcase inflicts a -4
penalty to all Finesse Checks. Some models come with an extendable
handle and wheels; these models add .05 to the cost but reduce the
Finesse penalty to -1.
A medium-sized circular cloth bag designed to attach to the body using
1x64, Waist (Body an adjustable belt. The belt is designed to go on the outside of clothing
Hip Pack 0.10 0
1x4 Area) and armor. Both pouches are accessible from the outside and seal with
zippers.
A belt which has a number of small pouches and loops attached to it. The
belt is designed to go on the outside of clothing and armor. Each pouch
Waist (Body
Utility Belt 0.25 0 8x4 has a button clasp designed to hold in its contents. Some belts include a
Area)
Duty Holster (adds 0.10 to the cost; adds 1x8 holster, removes 2x4
pockets).
Starfaring Age. A specialized combination shirt and pants designed to fit
underneath physical armor plating. The materials inside the suit's fiber
Armor serve to amplify the strength of the wearer's movements, effectively
Enhancement 5.00 0 None† Body Area counteracting any loss of mobility due to the weight of the armored suit
Suit itself. The suit imparts a +10 HD/THD bonus, as well as a +4 bonus to
the wearer's Finesse Checks (these bonuses are imparted whether the
wearer is wearing armored plating or not).
Tools are devices or pieces of equipment which typically provide a mechanical advantage in accomplishing a physical task,
or provide an ability that is not naturally available to its user. The vast majority of objects fall into this broad category.
Related to tools are pieces of wilderness gear, which are basically tools generally meant to be used in planetary
environments outside urban areas. Tools and Wilderness Gear use the basic stats only.
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Requires Medium Battery; uses one charge every minute while in use. A
rectangular box containing an apparatus designed to capture audio via a
Audio Industrial microphone attachment and record the audio onto a small recording disc (1
2.65 4 16 One
Recorder Age slot; box of 3; costs .05). Comes with a shoulder strap for easy carrying
(shoulder mount). Provides audio recording for up to one hour when used
before needing a new disc.
Requires Large Battery; uses one charge every thirty seconds while in use. A
hand-held apparatus designed to capture sequences of images and
Video Industrial accompanying sound, and to store those images on a Memory Stick. Comes
6.00 4 16 One
Recorder Age with a shoulder strap for easy carrying (shoulder mount). Provides visual
recording for up to two hours when used before needing data download
(requires any Computer).
Requires Large Battery; uses one charge every five minutes while in use.
Self-propelled repulsor device with a full camera mount, can record in visual
Field Starfaring and infrared spectrums. Provides visual recording for up to 6 hours when
6.50 3 8 None*
Recorder Age used before needing data download (requires any Computer). Comes with a
1 slot, EC0 remote control. Can be set to directly transmit its data; power
usage increases to one charge every thirty seconds in this mode.
Domestic vacuum flask with a metallic exterior and a handle for gripping.
Thermos Industrial
0.07 4 16 One Lid can be used as a cup. Holds up to 1 liter of liquid at its current temp for
Bottle Age
up to 7 hours.
Oxygen Industrial Portable O2 canister; provides 30 minutes worth of air at 1 liter per minute.
3.81 5 32 None
Tank (Small) Age Comes with its own belt (belt requires waist mount) and recharge unit.
Portable O2 canister; provides 90 minutes worth of breathable oxygen at 4
Oxygen Industrial
0.72 9 512 One liters per minute. Comes with a wheeled cart for portability. -3HD/THD
Tank (Large) Age
penalty.
A metallic box with a tripod mount, and a hinged door on the top. Once set
on its mount, the user can place trash inside the box until it is full, and then
Trash Starfaring press a button. Anything placed inside is completely incinerated in a very
1.23 8 256 One*
Incinerator Age short time. The user must wait one minute after use before storing or re-
using the device, as it gets hot enough to cause burns during the
incineration process (1d10 Lethal Damage and two Wounds).
A dual set of telescoping lenses set into a metal and hard-plastic casing,
designed to allow the user to see clearly at a distance. Lenses in the device
are coated with special chemicals to prevent fogging and dust
Compact
Industrial contamination, while porro prism mirrors are used to reduce reflection
Field 0.55 6 64 One†
Age inside the device. Comes with a manual adjustment wheel, enabling the
Binoculars
user to see a 60 meter field of vision clearly at a range of 100 meters, or less
clearly at larger distances. Comes with a shoulder strap and case for
carrying, and caps for the exterior lenses when not in use.
A dual set of telescoping lenses set into a metal and hard-plastic casing,
designed to allow the user to see clearly at a distance. Lenses in the device
are coated with special chemicals to prevent fogging and dust
contamination, while roof mirrors are used to reduce reflection inside the
Field
Metal Age 1.33 8 256 Two device. A rubber armor exterior protects the device from damage if
Binoculars
accidentally dropped. Comes with a manual adjustment wheel, enabling the
user to see an 85 meter field of vision clearly at a range of one kilometer, or
less clearly at larger distances. Comes with a shoulder strap and case for
carrying, and caps for the exterior lenses when not in use.
Requires Sensory Organ Mount. A set of goggles which include optical
instruments that allows images to be produced in levels of light
approaching total darkness. Image intensifiers in the device change the
Field Multi- range of images received from ambient EM into a range detectable by the
Starfaring
Spectral 3.00 5 32 None† user. A sensor shuts off the intensifier if the ambient EM becomes high
Age
Goggles enough to overload the device. Allows the wearer full vision in conditions in
which they would not ordinarily be able to see, and includes the ability to
manually see a hundred meter field of vision clearly at a range of one
kilometer (and less clearly at ranges beyond that).
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A medium-sized cloth bag designed to carry toiletry items for travel. A
typical kit for a Human being may include such items as a comb, small
hairbrush, astringent, cotton balls, wipes, collapsible toothbrush,
Industrial
Toiletry Kit 0.17 6 64 One toothpaste, razors, shaving cream, deodorant, 2-in-1 shampoo, and soap
Age
or body wash. Generally holds enough of these items for up to five days
of use. Effects of toiletry kits may vary at the GM's discretion; any
penalties from their lack of use might be limited to Charm penalties.
A set of aluminum cookware designed to nest together for easy storage
and transportation. A typical mess kit includes a twelve-inch skillet (the
Mess Kit Metal Age 0.20 7 128 One handle can be adjusted to lock the assembly for storage), a slightly smaller
lid/bowl, a pot with lid, utensils, and a small cup. Can be used to cook
food in wilderness settings.
Cloth pads designed to serve as emergency bedding in wilderness areas.
At least one pad is thicker than the rest and is meant to be placed directly
on the ground, with the others serving as blankets. Later era rolls come in
Bedroll Metal Age 0.25 7 128 Two†
a single "sleeping bag" unit, and are usually thicker and thus able to keep
the user warmer at night. Usually comes with a bag that, if filled with
soft materials such as dirty laundry, can be used as a makeshift pillow.
A length of fibers, twisted or braided together to improve strength for
pulling and connecting. It has tensile strength, but is too flexible to
provide compressive strength (i.e., it can be used for pulling, not
pushing). Materials for rope vary from natural sources (such as vines) to
Rope Stone Age 0.02 5 32 One†
advanced polymers (designed to prevent rot and mildew damage),
depending on the age of manufacture. Rope can be used for multiple
purposes (including tying off shelter-halves, climbing, or animal
wrangling), at the GM's discretion.
A hard metallic case containing several tools designed to be used for
ascent and descent in areas of extreme terrain (such as sheer cliffs,
mountains, or any other terrain with a grade higher than 45 degrees). A
Mountaineering Industrial typical mountaineering kit may contain items such as multiple ropes,
6.00 8 256 Two
Kit Age pulleys, carabiners, a helmet (Class One equivalent), pads, gloves, spikes,
chocks, ascenders, cams, a hand-axe (Class One equivalent) and
harnesses. The kit provides a +10 bonus to any Three-Dimensional
Maneuvers Check made for the purposes of climbing.
A metallic loop with a sprung or screwed gate. Can be used as a secure
fastening point for a rope-and-pulley system. Carabiners can also be used
Industrial to fasten objects to the exterior of a Utility Belt, allowing the belt to carry
Carabiner 0.02 0 1 One
Age objects up to four times larger than the size of any pocket on the belt, at
the cost of a -1 Finesse modifier to the wearer for every object carried in
this manner.
Requires Flammable Gas Canister; uses one charge every three minutes or
one charge every period required by any device hooked to the generator. A
large internal combustion reactor designed to provide power to electronic
devices. Comes with a set of wheels and a carrying bar for transportation.
Portable Industrial Can be used to power any electronic device with an external port (any
7.25 9 512 One
Generator Age device that requires Batteries, if the device is at least 8 slot-sized or larger;
weapons and shields are included in this definition). Later age models are
a fusion reactor design that use Endurium or Shyneum crystals for a
power source (adds 2.75 to the cost; EC 6, 64 slots; requires .01 m3 fuel,
provides 30,000 charges).
A stick approximately 4 centimeters in length with an enlarged tip that
contains a solution including red phosphorus. When struck on a surface,
some of the phosphorus transforms into white phosphorus, which ignites
Matches Metal Age 0.01 2 4 One
from the heat of friction. The stick is coated with wax, enabling it to
light even when wet. Can be used to start fires. The price listed is for four
1 slot, EC0 boxes containing 50 matches a piece.
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Metal can filled with a gelatinous flammable material. 8" tall, burns at
550 degrees for a maximum of 16 hours. Putting the lid back on snuffs
Starfaring
Fire Jelly Can 0.03 4 16 One out the flame; can be re-lit as long as there is still fuel in the can. Useful
Age
as a portable light and heat source, but must be ignited using another
source.
Requires Flammable Gas Canister; uses one charge every minute. A small
metal plate hooked up to a gas-powered heater with adjustable settings.
Industrial When activated, the plate warms up, enabling the heating of any object
Hotplate 0.25 4 16 One
Age placed on top of the plate. The plate may hold a pot or skillet with a
diameter of up to 30 centimeters. The device can also be used in a pinch
as a ready heat source.
Requires Small Battery; uses one charge every two minutes while
activated. A hard plastic cylinder with a small, moderate wattage
Flashlight Industrial
0.02 3 8 One incandescent bulb on the short end to provide directional illumination.
(Domestic) Age
Provides light up to ten meters, or dim light up to sixty meters from the
emitting end of the device.
Requires Medium Battery; uses one charge every three minutes while
Flashlight activated. A metallic cylinder with several small light-emitting diodes on
Industrial
(Terrain- 0.85 4 16 One the short end to provide directional illumination. Requires twice as much
Age
Proof) damage to sunder as a normal object. Provides light up to twenty meters,
or dim light up to 120 meters from the emitting end of the device.
A metallic, rounded, trapezoidal prism with three light-emitting diodes on
the short end to provide directional illumination. Comes with a hard
Flashlight Industrial
0.10 3 8 One plastic hand crank; turning the crank for one minute produces enough
(Emergency) Age
power to operate the device for one hour. Provides light up to ten meters,
or dim light up to sixty meters from the emitting end of the device.
A magnetized needle designed to float freely either inside or on top of a
liquid medium. If the planet on which the device is utilized has a
magnetic field, the needle will be able to serve as a constant pointer
towards the planet's magnetic poles. The planet must have a magnetic
Compass Metal Age 0.10 2 4 One
field for the device to function. Later age compasses may come with
sights, magnified readouts, inclinometers and the ability to adjust for
declination (adds 0.45 to the cost). Provides a +25 bonus to any
Navigation Check made while planetside.
A one-liter metal bottle with a cloth cover. The bottle has a twist on/off
lid to keep its contents from spilling. The bottle has no insulation, so over
Canteen Metal Age 0.06 5 32 One
time its contents will heat or cool to the ambient temperature. Comes
with a belt; the bottle hooks to the belt for storage.
A 6oz engraved metallic bottle designed to contain a small amount of
liquid. The bottle has a twist on/off lid to keep its contents from spilling.
Hip Flask Metal Age 0.20 1 2 One The bottle has no insulation, so over time its contents will heat or cool to
the ambient temperature. The bottle is curved to match the contours of a
hip, allowing it to be concealed and carried discreetly.
A 22-liter hard plastic cylinder containing supplies and equipment
designed to be used in the event of an emergency. Typical contents
include ten P-rations, five Fire Jelly Cans, a box of Purification Tablets, an
Industrial Emergency Flashlight, Matches, a roll of Duct Tape, a Tarp, Plastic Sacks,
Survival Kit 15.00† 9 512 One†
Age Pencils, Paper, a Rope, a Compass, a Multi-Tool, and a First Aid Kit. The
price listed is for a kit designed to support up to ten people for a period up
to one week under emergency conditions. Larger kits may include a
Distress Beacon and extra Batteries.
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A kit containing materials designed to provide a temporary A-
frame shelter for up to two persons in field conditions. A typical
tent usually consists of two poles, a large cloth cover or tarp,
ropes and ground stakes. Later era tents will come with two more
Backpack Tent Metal Age 0.75 9 512 Four† tarps, one to function as a ground cloth and one to function as a
rain fly, and are usually made of more durable materials. Usually
comes with a large bag with a shoulder strap for storage and
transport. Usually requires two people ten minutes to set up the
tent.
A kit containing materials designed to provide a large, multiple-
room temporary shelter in field conditions. This kind of tent
typically consists of multiple poles, a very large cloth cover or
tarp, ropes and ground stakes. Internal assemblies allow portions
of the tent to be cordoned off with additional Tarps, creating
Crew Tent Metal Age 1.65 10 1024 Six† "rooms". Later era tents will come with a ground cloth and rain
fly, and are usually made of more durable materials. Usually
comes with a large bag with a wheeled frame assembly for
storage and transport, and requires three people up to thirty
minutes to set up the tent. Provides shelter for up to twelve
people.
A large sheet of reinforced soft plastic designed to fold up to a
relatively small size for transport. The edges include several metal
grommets, allowing ropes or poles to be attached at various
Tarp Metal Age 0.10 5 32† Two
points along the perimeter. Can be used to cover objects that need
protection from the elements. In a pinch, a tarp can be used along
with rope and poles as a shelter-half, providing limited shelter.
Requires Back Mount. Requires Large Battery; uses one charge
every minute. A pack equipped with a miniaturized repulsor sled
unit. When activated, it allows its user to hover in the air at
altitudes up to 5000 meters and travel at a rate of up to 900 kph.
Starfaring Control is handled by two joysticks attached to the device. The
Hoverpack 1000.00 6 64 Two
Age device comes with a modified Environmental Field Generator to
maintain oxygen and prevent ill effects from traveling at high
speed, though for safety a Pressure Suit is recommended when
the device is used. An emergency parachute is included with the
unit in the event of sudden power loss.
Requires Large Battery; uses 150 charges per use. A metallic ovoid
prism with a rope lanyard, looking all the world like a transverse
ocarina. The device contains some very fine machinery designed
to enable a single person to teleport when the device is activated,
Personal Starfaring
10,000.00 3 8 One† enabling the user to instantly go to any point on a planet's
Teleporter Age
surface. Due to the power requirements of the device, only a
single teleportation is possible before the device's Batteries need
replacing. Unlike most electrical devices, the teleporter cannot be
hooked up to a Portable Generator for more power.
Requires Large Battery; uses one charge per minute. A large
projector apparatus designed to produce a unified field barrier,
designed to cordon off a given area of a planet's surface. This area
can then be modified to suit atmospheric and gravitational
requirements of anyone located inside the field, making the
Environmental Starfaring
60.00 10 1024 One device useful for setting up campsites in worlds with otherwise
Field Generator Age
inhospitable environments. Can cover an area up to 50m in
radius, with the projector in the exact center of the field. Is as
effective as a Class One shield (auto-recharges when damaged).
Has a dual battery bus; the unit can run on one battery while the
other is being replaced.
Container; 10x1. A tough cloth pouch designed to hold very small
objects, particularly coins. Later age models are designed to hold
Wallet Metal Age 0.15 1 2 One paper money and Debit Chits, or just chits in societies that have
done away with paper money. Also useful for holding paper notes
and receipts. Can hook onto or fit inside any normal pocket.
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A small, thin piece of plastic encoded with a magnetic stripe, designed to
be quickly scanned by a reader. The reader will read off the information
encoded on the stripe and use it to access a remote bank account, allowing
Industrial the card's carrier to pay for transactions without having any actual cash on
Debit Chit 0.00† 0 1 One
Age their person. For it to work, the user must be within transmission range of
their bank. Some models also require a thumbprint, retinal scan, or blood
sample in order to activate the card (for added security). Usually issued
through the user's bank.
Requires Small Battery; uses one charge every five days. A small, hard
plastic casing containing a microprocessor, a small quartz crystal, a
lithium-ion battery and liquid crystal display, designed to keep track of the
Industrial
Chronometer 0.03 0 1 None† passage of time and constantly display that information to its user. In
Age
addition to showing the time, small push buttons allow the user to set
alarms for particular times, as well as allow the device to act as a
stopwatch. Straps to a wrist (Motor Appendage) for transport.
Requires Small Battery; uses one charge every four days. A small, metallic
casing containing a microprocessor, a small quartz crystal, a lithium-ion
battery and liquid crystal display, designed to keep track of the passage of
Deluxe Industrial
0.80 0 1 None† time and constantly display that information to its user. In addition to
Chronometer Age
having the features of a normal chronometer, this device can act as a
calculator, radio receiver, and voice memo. Straps to a wrist (Motor
Appendage) for transport.
A generalized tool consisting of several small metallic tools designed to fold
down into a metallic case covered in hard plastic, which lock down into
Industrial position individually when in use. Tools can vary from model to model.
Multi-Tool 0.65† 1 2 One†
Age The price listed is for a model that contains two Blades (Class One), pliers,
two types of screwdrivers, a file, a bottle opener, a small ruler, tweezers,
wire cutters, scissors, a toothpick, and a hole punch.
A thick stack of paper glued to a piece of cloth along one long edge,
attached to two pieces of thick cardboard and glued in place with
additional paper. This kind of book typically includes material on a single
topic matter and is used in academic settings. The accuracy of the
Textbook Metal Age 0.67 5 32 Two
information contained in the book may vary, depending on the topic, the
author's knowledge of the topic, and how long ago the book was published.
Can be used to increase the result of a user's Knowledge Check on a given
subject.
Food
Food consists of any comestible item, which ultimately provides biochemical energy when ingested. For most races, food is
a single-use item (and we really don't want to think about those races that, for whatever reason, have their food eaten more than
once). Characters must eat; if they don't, it can have serious consequences (see Chapter 12.4.2). Food often has to be carried
in some kind of container until it is ready to be consumed; the "Size" stat below reflects the size of the container, not
necessarily the food itself. Food generally requires only one Motor Appendage to consume and two to get out of its
container. Otherwise, food uses the basic stats. Note that several types of drinks are included in this category.
Food
Name Availability Cost EC Size Description
The good stuff. This can be anything from caviar to filet mignon, as long as
it represents food that is very rare or very "choice" (and therefore very
Food
Metal Age 0.33 Varies† Varies† expensive to buy). It's unusual to find this kind of food anywhere in a
(Luxury)
starship's larders. Cost is per "unit" of food (i.e. enough for one person for
one meal, or perhaps one course).
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This refers to any food that goes in a straight line from its source to the
plate, without being packaged or overly processed along the way. Usually
this involves fruits and vegetables, but occasionally will include various
Food (Fresh) Stone Age 1.33 Varies† Varies† local meats. Fresh food is a high luxury to most starship crews; it's rare to
find a crew well off enough to keep a steady supply of fresh food for every
meal. Cost covers enough food to feed one Human-sized person for
approximately one week, assuming the food stays fresh that long.
Canned food, as the name suggests, is any food that has been processed
for prolonged storage. Storage in cans tends to deprive the food of a small
amount of its flavor and nutritional value. On the other hand, cans are
extremely easy to store and transport. Pull-tabs are used to open the can
Food Industrial and access the food within; once consumed the can itself can be used for
0.83 Varies† Varies†
(Canned) Age various purposes at the discretion of the players. The vast majority of
starship crews carry canned food for the bulk of their meals. Cost covers
enough food to feed one Human-sized person for approximately one week.
Cans generally keep the food fresh enough for consumption for several
months, or years in certain cases.
Three lies for the price of one - it's not a meal, it's not ready, and you can't
eat it. Box of 12 standard military rations, comes with a high-energy
Meal, Ready
course, high-carb course, drink mix and pouch, accessory pouch (includes
to Eat Industrial
0.52 10 1024 utensils and necessary materials), and flameless heater. Has a shelf life of
(MRE) Age
up to ten years if kept in dry storage. Heater unit can be used to jury-rig
Rations
an improvised explosive device (DC 125 Resourcefulness Check, Class One
Satchel Charge equivalent).
P-Rations are about as basic as it gets, but in a pinch provide a reliable
emergency source of food. Each ration tube is filled with a nearly tasteless
paste high in protein content, providing enough energy to sustain a person
until better food can be found. Dirt-poor starship crews can subsist on this
Starfaring stuff, though the lack of taste is liable to put a serious dent in the crew's
P-Rations 0.42 5 32
Age morale. The cost is for a single tube, which (if doled out in proper
servings) contains enough paste to feed a Human-sized being for one
week. P-rations are designed as a permanent staple; they will be as
nutritious a hundred years from their date of manufacture as they were
when they were first packaged (and will likely be just as tasty).
Package of 17 individually wrapped pieces of sweetened and flavored
Chewing hardened tree sap. Mildly adhesive once chewed. Appeases hunger for
Stone Age 0.01 0 1
Gum approximately one hour. Gum may be used for a variety of other purposes
at the player's discretion.
Alcoholic beverage distilled from the fermentation of sugars derived from
starch-based material. Price is for one .59 liter (20 fluid ounce) stein of
beer. Can require more than one Motor Appendage in order to consume,
Beer Stone Age 0.05 4 16
depending on how many the drinker has already consumed. Reduces the
amount of time the drinker can go without water by one hour, and can
cause intoxication (see Chapter 12.4.2).
Alcoholic beverage distilled from the fermentation of fruits. Price is for a
case of 12 magnums (1.5 liters each; 18 liters total) of medium quality
wine. Can require more than one Motor Appendage in order to consume,
Wine Stone Age 1.07 9 512
depending on how many the drinker has already consumed. Reduces the
amount of time the drinker can go without water by half an hour, and can
cause intoxication (see Chapter 12.4.2).
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Alcoholic beverage distilled from fermented grain mash and aged in a wooden cask.
Price is for three 0.75 liter decanters of high concentration drink (approximately 80
proof). Usually requires more than one Motor Appendage in order to consume,
depending on how many whether or not the drinker has already consumed at least
Whiskey Metal Age 0.93 6 64
one drink. Reduces the amount of time the drinker can go without water by two
hours, and can cause intoxication (see Chapter 12.4.2). If the particular brew is higher
than 80 proof, there is a chance that the drink will cause blindness (DC 35 Fortitude
Save, increasing by 15 for each added drink).
Non-alcoholic beverage made from a combination of carbonated water and syrups.
Price is for one 2 liter (67.6 fluid ounce) plastic bottle of soda. Reduces the amount of
Soda Metal Age 0.01 6 64
time the drinker can go without water by one hour. Drinking the entire bottle at once
causes -1 to all Finesse Checks for the next eight hours.
A box of thirty 600 mg chlorine dioxide tablets impregnated with a flocculating
Purification Industrial agent. Each tablet can purify up to 1 liter of water at 25 °C, with multiple tablets
0.07 2 4
Tablets Age required at lower temperatures. The agent takes 30 minutes to purify the water,
making it safe for consumption (removes all biological and chemical contaminants).
A scanner is any device used to electronically gather information about a character's surroundings. Computer technologies
include any type of machine that manipulates data according to a given list of instructions (known as a program) as well as
the programs themselves and their documentation. The presence of scanners and computer technologies in a society
generally doesn't come about until their Industrial Age, though there are a few more primitive societies that have machines
that can be considered computers. For the sake of simplicity, assume these technologies are available in Industrial Age
societies (Starfaring Age tech will be so noted). Some of the items indicated are software, while others are computers.
Software requires a computer in order to work; the type of computer needed can be determined by the GM. Scanners and
computer technologies otherwise use the basic list of stats.
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Requires Small Battery; uses one charge every two days, and one
charge to activate its alarm system. A small device that contains
passive infrared sensors as well as microwave emitters, designed to
alert its user if motion is detected within the sensor's field of view. A
Motion Detector 3.50 1 2 None† display on the device indicates azimuth and range to the motion
detected, if such accuracy or notice is necessary. Can be set for audible
alarm, to vibrate silently (for handheld models), and/or to transmit a
remote alert message. A network of these scanners can be set up
independently to provide zone security for a given area.
Requires Small Battery; uses one charge per minute while in use. A
hand-held, battery operated device designed to assist in planetary
navigation and location. The device receives a signal from orbiting
geosynchronous satellites, and uses the information received from
Hand-held Global
multiple satellites to triangulate its own position on a planetary
Navigation/Triangulation 1.30 2 4 One
surface. Starfaring Age sets may work without an orbiting satellite
System
network, provided that a communication link with a planetary
transmitter is available (a parked starship counts). Using the device
provides a +25 bonus to any Orientation Check made by its operator,
provided the device is in good working order.
Computer. Requires Medium Battery; uses one charge per minute while
in use. A small, limited utility handheld computer. Comes with day-
PDA 2.00 2 4 One planner, personal directory, scientific calculator, and memo-taking
software. Usually comes with a few games as well. Can carry up to
two pieces of installed software.
Computer. Requires Large Battery; uses one charge per minute while in
use. A portable computer, designed with many of the same features as
a desktop or integrated terminal, with the hardware miniaturized and
Laptop Computer 13.50 6 64 Two optimized for mobile use and efficient power consumption. Usually
comes with at least one port for Memory Sticks and/or Data Crystals.
May have several programs installed as part of the onboard operating
system. Can carry up to 25 pieces of installed software.
A thin device roughly the size of a Human forefinger, with a dongle for
interfacing with a computer's input port. Can be used to store
computer files and small pieces of software independently of a
Memory Stick 0.50† 0 1 One
computer. The memory capacity for the price listed is approximately
four gigabytes. Higher capacity sticks typically cost more, and vice
versa.
Starfaring Age. A carborundum crystal employed as a form of optical,
non-volatile data storage. The structure of the crystal makes it
particularly difficult to leave surface scratches, leading to a minimal
amount of data corruption over an extended period of time even under
conditions of extreme mechanical and thermal stress. Overall storage
Data Crystal 0.05† 1 2 One
capacity is dependent upon the physical size of the crystal itself. Can
be used to store computer files and small pieces of software
independently of a computer. The memory capacity for the price listed
is approximately four gigabytes, typically the lowest capacity available.
Higher capacity crystals typically cost substantially more.
Software. A set of inter-related programs and libraries designed so that
a user can develop their own computer programs. This kind of
development suite has been thoroughly assembled, tested and
debugged by a dedicated software development company, and is
typically released to the consumer at great expense. Can come in
various programming languages, at the choice of the user. Typically
includes an IDE interface as well as a compiler or interpreter
Software Development Suite 9.00 0† 0† None†
(depending on the needs of the language), and a debugger. Writing
software is a complicated process that takes a lot of time and effort to
accomplish. It takes at least one full day of concentrated effort to write
and begin debugging a program, which requires a Resourcefulness Check
(the DC of the Check is dependent upon the amount of time the
developer wants to spend on the program and the program's
complexity; a DC of 150 is a good starting point).
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Software. A set of inter-related programs and libraries designed so that
a user can develop their own computer programs. This kind of
development suite has been put together by a single programmer or
independent programming group, and is typically released to the
consumer at no expense. Can come in various programming languages,
at the choice of the user. May include an IDE interface and/or a
debugger, but always comes with a compiler or interpreter (depending
Freeware Development Suite 0.00 0† 0† None†
on the needs of the language). Writing software is a complicated
process that takes a lot of time and effort to accomplish. It takes at
least one full day of concentrated effort to write and begin debugging a
program, which requires a Resourcefulness Check (the DC of the Check
is dependent upon the amount of time the developer wants to spend
on the program and the program's complexity; a DC of 200 is a good
starting point).
Software. A set of inter-related programs designed to minimize a
computer's susceptibility to malicious software. Typically includes a
real-time malware protection system, real-time scanner, and firewall
program. Can protect a computer system from any form of malicious
software, provided the attacking software is included in the protection
Anti-Virus Software 0.80† 0† 0† None†
system's set of malware definitions. There's a 0.4 MU annual fee to
renew the usage of the software if privately owned. Inflicts a penalty
on any Check made to hack the computer upon which the software is
installed, the degree of which is left to the discretion of the GM (based
on the sophistication of both the malware and anti-virus software).
Software. A set of inter-related programs typically designed to be used
by scholars and clerical workers, usually with a similar interface
amongst the various programs of the software suite. Typically includes
a full word processor, spreadsheet program, personal info manager, and
Office Application Software 3.00 0† 0† None†
presentation program. Can be expanded with additional programs
(such as a database management or desktop publishing program).
Enables a character to perform basic office tasks using a computer (the
effects of this ability are left to the discretion of the GM).
Starfaring Age, Software. A set of inter-related programs and data files
designed to be used by researchers and academics, usually with a
similar interface amongst the various programs of the software suite.
Typically includes many different types of data files (from abstracts to
full electronic volumes), as well as software for reading those files and
Library Computer Software 12.25 0† 0† None† searching for particular subjects or key phrases within those volumes.
Can be expanded with cataloging software to control a particular
library collection. Enables a character to perform research using a
computer, which gives a +20 bonus to any Knowledge Check made
while using the software. Other effects are possible at the GM's
discretion.
Communication Technologies
Communication Technologies include any mechanical device designed to facilitate the transmission and/or reception of a
message (usually audio, video, or text) over a significant distance. Mechanical forms of broadcasting usually come about
during a society's Industrial Age, although primitive societies that have regular contact with more advanced species will
tend to employ advanced communications technologies (particularly translators). The communication technologies listed
here are considered to be Industrial Age technologies, unless otherwise noted. Also, it is assumed that the society is far
enough along in the Industrial Age that these technologies are light and compact and can be operated with a single Motor
Appendage (again, unless otherwise noted). Communication technologies otherwise use the basic stats.
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Communication Technologies
Name Cost EC Size Description
Requires Medium Battery; uses one charge per hour in standby mode, or one charge
every two minutes while in use. A small, multi-channel low-powered voice transmitter
and receiver assembly, usually encased in a hard plastic. When activated, it enables
long-range voice communication. Because most of the device's internal power goes into
encryption, the range of the device is limited, though it is substantially harder for
Short Range outside parties to intercept and listen in on any transmissions to or from the device
0.75 2 4
Communicator (add +25 to the DC of any such attempt). Enables any planetbound character to "hail"
any ship or character on that planet's surface that is set up to receive transmission.
Industrial Age sets must be no more than ten kilometers away from a suitable
broadcast tower (a parked starship counts). Starfaring Age sets add +3.00 MU to the
price, but can broadcast up to a range of 150 kilometers without access to broadcast
towers.
Requires Large Battery; uses one charge per hour in standby mode, or one charge every
two minutes while in use. A medium-sized, multi-channel high-powered voice
transmitter and receiver assembly, usually encased in a hard plastic. When activated, it
enables long-range voice communication. Because most of the device's internal power
goes into transmission, the device has a longer range than encrypted transmitters (up
Long Range
1.50 3 8 to 500 kilometers). However, all messages sent from the device are "in the clear",
Communicator
meaning anyone tuned in on the same frequency will receive the transmission whether
they are meant to receive it or not. Enables any planetbound character to "hail" any
ship or character on that planet's surface that is set up to receive transmission.
Starfaring Age sets add +3.00 MU to the price, and have the same level of encryption
as a short-range set.
Starfaring Age. Requires Large Battery; uses one charge per hour in standby mode, or
one charge every two minutes while in use. A medium-sized, multi-channel high-
powered voice transmitter and receiver assembly, usually encased in a hard plastic.
When activated, it enables long-range voice communication. Ship-linked
Ship-Linked communicators are set to a specific frequency, and may not be retuned in the field
2.50 3 8
Communicator without cracking open the device by hand (DC 125 Jury Rig Check). The selected
frequency is monitored by the device's parent starship, enabling a character equipped
with the device instant communication with their ship. Ship-linked communicators
use heavy encryption and are guaranteed to be able to contact its parent craft
regardless of its position, as long as the craft is within 500 kilometers.
Starfaring Age. Requires Medium Battery; uses one charge per hour in standby mode, or one charge
every two minutes while is use. A modified short-range communicator designed to analyze an
incoming message through its receiver, wash it through a sophisticated translation matrix, and
output the translated message through an auditory monitor (which takes the place of its
Translator 1.00 2 4 transmitter). The device is capable of delivering a message with almost 100% accuracy, even if the
source and/or target language is not within its pre-programmed database (though this will require
some translation skill from the device's operator). When employed on a planet's surface, the device
grants a +25 bonus to all Alpha-Sector Languages, Delta-Sector Languages and Xenolinguistics Checks
made by its operator.
Requires No Appendages; inserts into Auditory Organs. Requires Small Battery; uses one
charge per minute while in use. A small transceiver assembly designed to be worn on
the ear, containing a microphone and speaker assembly. The assembly is designed to
Handsfree 0.40 0 1 make a wireless connection to a more dedicated Communicator (either a Short-Range,
Long-Range or Ship-Linked Communicator). Enables the user to use their
Communicator without having to have the device in hand, though re-tuning must be
done through the parent Communicator.
Starfaring Age. A gold-alloy ring with a carborundum or diamond stone setting. The
interior of the ring incorporates a personal location beacon with a range of
Concealed
approximately fifty kilometers. Turning the stone to a pre-set position activates the
Emergency Signal 15.00 0 1
beacon, covertly sending out a distress signal to the local authorities. The extreme
Device
miniaturization of the technology combined with the value of the materials make this
device particularly expensive. Also available as a bracelet, brooch or pendant.
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Requires Large Battery; uses one charge per minute while in use. A large box containing an
ultra-high power transmitter set to a specific emergency band. Upon activation, the device
transmits a brief repeating emergency signal on that band. The message will repeat until
Distress deactivated or until the device runs out of power. Starfaring Age sets will allow the user to
5.00 5 32
Beacon record their own custom distress message and will contain a GPS navigation system, allowing
the device to transmit its own location. Maximum broadcast range is 50,000 kilometers in clear
weather, with markedly worse performance in poor conditions. Enables a planetbound
character to perform Distress Checks.
Requires Two appendages. Requires Large Battery; gulps down one charge every ten seconds. A
large box containing an ultra-high power transmitter. The device is designed to be tuned in on a
given frequency or limited set of frequencies and send out a dead-air transmission along those
frequencies. This overpowers any other transmission on those frequencies without necessarily
Signal revealing any overt jamming to the intended receiver (who receives nothing, not even static).
2.25 5 32
Jammer Given the large amount of power typically required to jam a transmission, Batteries tend not to
last long in the device (maximum ten minutes). Typically, these devices are equipped with a
dual battery "bus", so that one Battery can be switched out while the device operates on the
other. Range is typically 500 kilometers. Enables a planetbound character to perform Jam
Checks on any desired transmission source within that range.
Starfaring Age. Requires Large Battery; uses a charge every twenty seconds. A large metallic
toroid, designed to scan for harmful transmitted psionic brain wave patterns and transmit a
Psionic Wave
10.00 6 64 countersignal if necessary. While active, the device effectively prevents all esper activity within
Suppressor
a 100 meter radius. Can be used to neutralize psionic attacks used by certain lifeforms (such as
the Psychic Blaster). Any other effects will be campaign-specific, and therefore up to the GM.
Medicine objects are items used for the diagnosis, prevention and treatment of a variety of ailments. Medical Technologies
include any kind of device or tool designed to be used for the purpose of diagnosing medical problems in a sentient being
and/or treating those problems. This can include everything from an inoculation to a particular disease, all the way up to
fixing weapons damage. For the sake of simplicity, all objects in this category are available in Industrial Age societies,
unless otherwise noted. Medicine and Medical Technologies otherwise use the basic stats.
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Starfaring Age. Requires Large Battery. An Environmental Scanner that has been
modified for dedicated biological and medical applications. Usually comes with a
Bio-Scanner 18.00 4 16 One
palm-sized probe for more detailed scans at closer range. The scanner grants a +10
bonus to all Medicine sub-discipline Checks when used.
Metal Age. A long rolled-up strip of sterile cloth or gauze, used to cover up open
wounds to keep dirt and pathogens out and also to aid in clotting. Can be cut into
smaller strips as needed. Industrial Age bandages also come in a box with roughly
Bandage 0.10 4 16 Two
30 pre-cut strips with adhesive ends; these are generally designed for smaller
wounds. Can be applied to a wounded character to prevent additional HP loss
from Wounds.
A normal bandage that has been impregnated with a form of liquid antibiotic.
Usually this kind of bandage is already pre-cut into smaller strips, but larger
versions do exist. Shelf-life of a medicated bandage is approximately three months,
Medicated
0.12 4 16 Two after which point the antibiotic is inert and the bandage just functions as a normal
Bandage
bandage. Can be applied to a wounded character to prevent additional HP loss
from Wounds and keeps those Wounds from becoming infected (if they aren't
already infected).
Starfaring Age. Requires Medium Battery; uses one charge every thirty seconds
while in use. A handheld device designed to scan a lifeform for forms of physical
damage and produce a field that re-bonds damaged cells and tissues, usually with
minimal scarring even in the worst cases. Useful for healing anything from light
Cellular cuts and scrapes all the way to deep tissue damage. The process does take some
15.00 2 4 One
Regenerator time to take hold, so it is impractical to perform major surgery (such as
reattaching a severed limb) without administering other forms of medication and
treatment. When used, the device adds a +25 bonus to any Long Term Care Check
made to heal a Wound, and allows an extra Wound to be healed per healing
attempt.
An autoinjector containing a dose of antitoxin. Industrial Age injectors will be for
very specific types of toxins (antivenins for snakebites, etc.), whereas Starfaring Age
injectors may be used to counter any type of poison. Starfaring Age injectors also
incorporate a small stasis unit inside the autoinjector, which extends the
Anti-Toxin 3.50 1 2 One medicine's shelf life (add 0.5 to the cost of Starfaring Age doses). When injected
with Anti-Toxin, a patient must make a Fortitude Save with a DC of 100; if
successful, the medicine does not work. When successfully used on a patient, it
grants a +25 bonus to any Toxicology Check made in an attempt to counter any
poison given to that patient.
An autoinjector containing two doses of general stimulant (epinephrine is a good
Human example). Can be used to temporarily revive an unconscious character (see
Chapter 9.2) or to provide a temporary boost to stave off the need for sleep
(temporarily removes fatigue). Also effective against anaphylaxis (reduces the
effect of allergens if the character has a significant Allergic Complication, unless
Stimulant 0.50 1 2 One
the character's allergy is to the stimulants themselves). Stimulants are mildly
addictive (character must make a DC 25 Willpower save to avoid taking an
additional point towards an Addicted Complication (Stimulants)). When injected
with Stimulants, a patient must make a Fortitude Save with a DC of 75; if
successful, the medicine does not work.
An autoinjector containing one dose of general broad-spectrum medicine designed
to promote anti-bacterial, anti-fungal or anti-parasitic activity within the body
(penicillin is a good Human example). Can be used to fight existing infections within
Antibiotics 0.10 1 2 One wounds (shot removes an infection on a DC 100 Long-Term Care Check), or to
prevent an infection from occurring (DC 25 Long-Term Care Check). When injected
with Antibiotics, a patient must make a Fortitude Save with a DC of 125; if
successful, the medicine does not work.
An autoinjector containing one dose of a general analgesic (morphine is a good
Human example). Can be used to temporarily cancel any penalties to a character's
Checks from having Wounds. When injected with Painkillers, a patient must make
a Fortitude Save with a DC of 60; if successful, the medicine does not work.
Painkillers 0.15 1 2 One
Painkillers generally last for a period of eight hours per dose. Note that painkillers
do not prevent HP loss from Wounds. Painkillers are highly addictive (character
must make a DC 75 Willpower Save to avoid taking an additional two points
towards an Addicted Complication (Painkillers)).
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An autoinjector containing one dose of a general anesthetic/analgesic medicine
(ketamine is a good Human example). Can be used to render a patient unconscious,
a necessary step before beginning emergency surgery or other activities wherein
the patient would be exposed to excruciating pain. When injected with
Tranquilizers, a patient must make a Fortitude Save with a DC of 60; if
Tranquilizer 0.25 1 2 One
successful, the medicine does not work. Induces immediate stasis (character
becomes Unconscious with 0 NHP) in the patient if successfully administered.
Tranquilizers are moderately addictive (character must make a DC 50 Willpower
save to avoid taking an additional point towards an Addicted Complication
(Tranquilizers)).
A sterilized, sealed plastic bag containing one liter of a solution of water, 5%
dextrose and 0.45% Sodium Chloride. Allows a patient that is either starving or
dehydrated to begin recovering if they are Unconscious, and can be used to give
Intravenous injections to patients who cannot receive injections directly. Requires a
0.06 5 32 Two*
Fluid (IV) Sack successful DC 50 Long-Term Care Check to administer properly. Inflicts one point
of HP damage on a successful Check, or 1d10 HP damage on a failed Check. Once
in place, the patient may use a portable hangar to keep the bag in position to
deliver medicine, or simply hold it over their head.
Starfaring Age. Requires Large Battery and a Cryogenic Gas Canister; uses one
charge every thirty seconds of both battery power and cryogenic gas. If required
to operate on only a single Battery, the rate of both power and gas consumption
doubles. A metal and canvas stretcher large enough to carry a Human-sized
creature, incorporating a miniaturized, focused Environmental Field Generator as
well as a miniaturized Repulsor Sled. The field has been modified in order to
Portable Stasis
25.00 10 1024 Two maintain a cryogenic environment inside the field, no matter what the
Unit
conditions are outside the field. A triple battery bus allows the freezer unit to
maintain operation on two Batteries while the third is being replaced. Similar
fixtures are available for the Cryogenic Gas Canister. The Repulsor allows a
single operator to move the unit around, even while the device is in operation.
Allows a doctor to place a patient into stasis for a period up to three hours, or
until the patient can be placed in a more dedicated stasis unit.
Ammunition is any object required by a weapon in order to operate. In SFRPG, such objects include metal slugs (bullets),
sabots, and arrows. Similarly, a Battery is an object required by another device in order to provide enough power for the
device to operate. Devices that require Batteries include weapons such as laser cannons, personal shield generators, and
even some tools. Finally, weapon accessories are objects designed to be attached to weapons in order to improve upon or
maintain their performance or usability, and include such items as laser designators and sights. Unless otherwise noted, it's
assumed that ammunition, Batteries, and accessories are used by the weapons or devices that require them, and so do not
require direct manipulation by a character's Motor Appendages. They otherwise use the basic stats.
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Requires One Appendage. Belt with 1000 cartridge rounds designed to substantially
increase the magazine of an Automatic Fire Slugthrower (cannot be used with
Industrial
Bullet Belt 1.25† 5 32 other Slugthrower types). Add .1 to the cost for each Class above Class One.
Age
Allows an Automatic Fire Slugthrower to fire, provided the weapon is loaded
with ammo of the same type as the Slugthrower.
Box containing 100 darts, each with an auto-injection system designed to deliver
one dose of tranquilizer to the target and a sabot, enabling the dart to be fired
from a normal Slugthrower. If the dart hits an unarmored portion of the target's
body, the target is injected with a Tranquilizer (see above); otherwise the dart acts
Tranquilizer Industrial
4.00† 3 8 like a normal dart. Add 0.10 to the cost for each Class above Class One. If the
Dart Sabot Age
weapon itself has a cost modifier, multiply the ammo cost by that modifier. The
dart itself does 0.25* the damage of a bullet of the same Class, but the damage is
never converted to Non-Lethal Damage by Armor. Allows Slugthrowers to fire,
provided the weapon is loaded with ammo of the same type as the Slugthrower.
Blast Weapon. Box containing 100 explosive squash-head darts each with a sabot
enabling the dart to be fired from a normal Slugthrower. Add 0.50 to the cost for
each Class above Class One. If the weapon itself has a cost modifier, multiply the
Explosive Starfaring ammo cost by that modifier. Causes 1.5 times the normal damage for a
10.00† 4 16
Dart Sabot Age Slugthrower of the indicated Class. Damage falls off at a rate of 20 points per
range increment from the point of impact. Damage is never converted to Non-
Lethal Damage by Armor. Allows Slugthrowers to fire, provided the weapon is
loaded with ammo of the same type as the Slugthrower.
Box containing 100 darts, each with an auto-injection system designed to deliver
one dose of nerve agent to the target and a sabot, enabling the dart to be fired
from a normal Slugthrower. If the dart hits an unarmored portion of the target's
body, the target is injected with nerve agent (see Chapter 12.4.2); otherwise the
Poison Dart Industrial dart acts like a normal dart. Add 0.25 to the cost for each Class above Class One.
5.00† 3 8
Sabot Age If the weapon itself has a cost modifier, multiply the ammo cost by that modifier.
The dart itself does 0.25* the damage of a bullet of the same Class, but the
damage is never converted to Non-Lethal Damage by Armor. Allows Slugthrowers
to fire, provided the weapon is loaded with ammo of the same type as the
Slugthrower.
Requires One Appendage. Belt with 1000 flechettes, each with a large expanding
cup sabot to enable firing from an Automatic Fire Slugthrower. Add .05 to the
Starfaring cost for each Class above Class One. The dart itself does 0.25* the damage of a
Sabot Belt 2.00† 4 16
Age bullet of the same Class, but the damage is never converted to Non-Lethal
Damage by Armor. Allows an Automatic Fire Slugthrower to fire, provided the
weapon is loaded with ammo of the same type as the Slugthrower.
A set of small electrochemical cells connected in series and encased in a metallic
wrapper. Useful for providing power to pieces of equipment via direct electrical
Industrial current. This kind of Battery carries 100 charges. Some sets can be recharged once
Small Battery 0.20 0 1
Age discharged (add .05 to the price; recharging occurs at a rate of 5 charges per hour,
and removes 5 from the total maximum charge of the Battery). Can be used as an
improvised explosive device if thrown into a fire (Class One Grenade equivalent).
A set of medium-sized electrochemical cells connected in series and encased in a
metallic wrapper. Useful for providing power to pieces of equipment via direct
electrical current. This kind of Battery carries 125 charges. Some sets can be
Medium Industrial
0.40 1 2 recharged once discharged (add .05 to the price; recharging occurs at a rate of 5
Battery Age
charges per hour, and removes 5 from the total maximum charge of the Battery).
Can be used as an improvised explosive device if thrown into a fire (Class Two
Grenade equivalent).
A set of large electrochemical cells connected in series and encased in a metallic
wrapper. Useful for providing power to pieces of equipment via direct electrical
current. This kind of Battery carries 150 charges. Some sets can be recharged once
Industrial
Large Battery 0.60 2 4 discharged (add .05 to the price; recharging occurs at a rate of 5 charges per hour,
Age
and removes 5 from the total maximum charge of the Battery). Can be used as an
improvised explosive device if thrown into a fire (Class Three Grenade
equivalent).
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A wooden or leather bag designed to hold arrows. Comes with 20 arrows,
Quiver Stone Age 0.05 3 8 which cost 0.01 to purchase separately. Allows any Bow of any Class to be
used.
A metal canister containing a set volume of aliphatic hydrocarbons in liquid
form. Some canisters come with a canister of pressurized nitrogen gas, which
can be used to project the hydrocarbon mixture over a distance. Canisters
come in three sizes: small (100 charges), medium (125 charges; EC8, 256 slots;
Flammable
Metal Age 0.30† 7† 128† add 0.10 to the cost), and large (150 charges; EC9, 512 slots; add 0.25 to the
Gas Canister
cost). Can be recharged at a dedicated station; the process takes 15 minutes.
Can be used as an improvised explosive device if the interior of the canister is
exposed to fire or heat (as from a laser beam penetration) (Class Five Grenade
equivalent).
A metal canister containing a set volume of liquid nitrogen. Some canisters
come with a canister of pressurized helium gas, which can be used to project
the liquid nitrogen over a distance. Canisters come in three sizes: small (100
Cryogenic Industrial
0.25† 7† 128† charges), medium (125 charges; EC8, 256 slots; add 0.10 to the cost), and large
Gas Canister Age
(150 charges; EC9, 512 slots; add 0.25 to the cost). Can be recharged at a
dedicated station; the process takes 30 minutes. Can be used as an improvised
explosive device if the canister is punctured (Class Four Grenade equivalent).
A rocket assembly designed to be loaded into a shoulder-mounted launcher.
Industrial Price of the missile is 0.75* the total cost indicated for a weapon of a given
Missile Varies† 8 256
Age Class (and option, if applicable). Allows a Missile Launcher to be re-used after
its initial ordnance has been fired.
A set of six ratcheted straps made from very heavy plastic, designed to
securely bind the ends of two or more of an individual's Motor Appendages
Handcuffs Industrial together. Plastic handcuffs prevent a character on which they have been
0.10 2 4
(Zip-Tie) Age deployed from using any Motor Appendages bound by the cuffs. They can be
sundered with 50 points of physical damage, whether from a weapon (such as
a blade) or from a Brawling Check.
A set of nickel-plated manacles, designed to securely bind the ends of two (or
more, depending on the place of manufacture) of an individual's Motor
Handcuffs
Metal Age 0.20 2 4 Appendages together. Metal Handcuffs prevent a character on which they
(Metal)
have been deployed from using any Motor Appendages bound by the cuffs,
unless attempting to use a mechanical Lock-Picking Kit to pick them.
A metal case, containing various security-related tools and supplies (including
a pouch with a Short-Range Communicator, one pair of Metal Handcuffs, six
pairs of Zip-Tie Handcuffs, a Terrain-Proof Flashlight, a Vita Kit, and other
Industrial supplies). Also contains various pouches for holding weapons and tools (1x8,
Security Kit 6.00 8 256
Age 2x4 and 3x2 pockets). For active police and security forces, the "kit" is more
commonly a belt (similar to a Utility Belt; Waist Mount-point) from which the
various tools and equipment either hang or fit into pockets. Allows security
personnel easy access to a number of crucial tools in the field).
Requires Large Battery; uses one charge per minute. A modified Environmental
Field Generator designed to deliver an electrical shock to anything that
contacts the field (Class Five Stun Baton equivalent; automatic hit; uses 10
charges). This effect can be used to both keep things out of an area (such as
Security Starfaring dangerous wildlife or hostile sentients) as well as to keep things in an area
75.00 10 1024
Field Age (prisoners, for example). Can cover an area up to 50m in radius (projector sits
outside the field); can be tightened down to a 1m radius. Is as effective as a
Class One shield (auto-recharges when damaged), increasing one Class per ten
meters the field is tightened. Has a dual battery bus; the unit can run on one
Battery while the other is being replaced.
A special airtight casing with a compressed oxygen canister, designed to fit
around the end of a Slugthrower's barrel. When in a vacuum or low-
Vacuum Starfaring
0.4 4 16 atmosphere environment, the case pumps in the necessary oxygen to allow the
Case Age
weapon to fire normally. Allows a Slugthrower to be used while EVA. Only
comes with enough air for about ten shots.
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A metallic baffle system designed to attach to the end of a beam or projectile
weapon in order to reduce any muzzle flash and sound that may result from
the weapon's firing, so as not to make such effects readily identifiable as a
weapon report. Roll 1d% after firing a shot with the suppressor attached. On
Industrial
Suppressor 10.00 0 1 a result of 00, the suppressor is rendered useless. Must be attached to a
Age
weapon after it is drawn in order to be used. Starfaring Age suppressors
completely eliminate all ambient flash and noise from the weapon's firing,
cannot be rendered useless, and can be attached while the weapon is
holstered. May only be used with non-repeating weapons.
A case (either wooden, plastic or metal) containing several rods, tips, patches,
Weapon
wipes, and cleaning solutions designed to keep the bores of ranged weapons
Cleaning/Repair Metal Age 0.40 2 4
clean and to repair those weapons should they become damaged. Can be used
Kit
to repair any weapon that has been rendered inoperative for any reason.
Requires One Appendage. A plastic attachment for a ranged weapon containing
a magnifying telescope assembly. Designed to fold up into a very small space
when not in use. If properly focused, the scope allows the user to see much
Industrial further downrange than they could see with just their naked eyes. May
Scope 1.85 1† 2†
Age remain attached to a weapon while the weapon is stowed and is considered
part of the weapon in that case. When used, it grants a +10 bonus to the
user's Ranged Attack Bonus, or allows sniping (if attached to a weapon with
the necessary range).
Requires Small Battery (uses 2 charges when activated, and one every minute
if left on). A metallic attachment for a ranged weapon containing a low-
powered red neon laser, designed to substitute for the weapon's sight. Can be
seen downrange a great distance except in bad weather; the laser can be seen
Industrial
Laser Designator 2.25 2† 4† and traced back to the source in fog or smoke. May remain attached to a
Age
weapon while the weapon is stowed and is considered part of the weapon in
that case. When used under normal conditions, it grants a +25 bonus to the
user's Ranged Attack Bonus, or allows sniping (if attached to a weapon with
the necessary range).
A metallic stand designed to hold the far end of a ranged weapon steady while
the user is prone or kneeling. Some models come with adjustable legs,
Bipod/Tripod Industrial allowing the user to remain standing while still being able to use the tripod.
1.00 3 8
Mount Age When attached to a weapon, the mount allows the weapon to be used with
one fewer appendage than ordinarily indicated. A minimum of one appendage
is always required in order to use a weapon.
Services
Services aren't really equipment, per se, but as they do have a monetary cost, they will be the last thing discussed in this
chapter. They are best defined as things that a character might occasionally need (particularly while travelling), and include
such things as hotel rooms, charter transport, and meals. Availability refers to the smallest size community at which the
service becomes available. If a service is available only at a certain technology level, it will be so noted. Services are listed in
both categories and sub-categories. The category substitutes for the name of the service, while the sub-category lists the
name of the specific service. Note that the prices listed for services should be considered as averages; depending on the
character's location, services might cost either substantially more or substantially less. Finally, as services are not items that
can be carried by individual characters, they do not have sizes or require Motor Appendages.
Services
Sub-
Category Availability Cost Description
Category
For meal prices this high, the average sentient can expect good quality service
and a professional atmosphere. This food didn't hit the pan until the customer
ordered it. The staff goes out of its way to see to it the customer has everything
High 0.20 /
Meal Large City they want as soon as they want it. Sure, it may be the exact same thing a being
Quality person
can get for a lot cheaper somewhere else (and in some cases they might get
more food at a lower-class joint), but for an important business luncheon or a
potential romantic encounter, nothing beats a pricy meal.
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Medium quality meals aren't the best out there, but on the other
hand more probably went into the preparation of the food than just
reheating it. Medium quality meals may or may not be served in
Moderate Small 0.10 /
nice restaurants; often if there is a wait staff they will do little more
Quality Town person
than refilling (non-intoxicating) drinks. These places are good when
a being wants to go out someplace nice without spending a Motor
and Propulsive Appendage.
This kind of meal barely fits the definition. It's likely not very
healthy to eat. Preparation is usually done by adolescents and
disgruntled lower-class workers. No wait staff is present for any
other reason than to occasionally clean up after customers. There is
0.05 /
Low Quality All one thing these places have over higher quality joints: they are able
person
to mass produce the food they sell, and moreover they are able to
do it quickly. A being that needs to dine and dash would do well to
go to this kind of restaurant. The low overall price of these places is
also very attractive to a wide variety of beings.
Large, upright machine good for the dispensing of singular goods.
Machine typically vends one type of item (GM should specify
before use). Can be used to provide one low-quality food item or
Vending N/A All 0.01†
drink, or one mundane item. The price is solely dependent upon
what good is being vended, but is usually higher than buying the
item from a more traditional source.
This price range will get a being a very long way (or at least a very
short way extravagantly). If a being wants to schedule an interlunar
flight, this is the only way to go. Some carriers will offer
Interlunar 2.00 / interplanetary or even interstellar charters, though the price listed
Metropolis
(High Quality) hour should be considered as an absolute minimum. If a being is
remaining planetbound, this might be the price for a stretch
limousine between cities, a trip in a private luxury aerocraft, or a
luxury cruise.
This range is good for those seeking intercontinental travel, or for
those seeking a more opulent way of getting around on their own.
Intercontinental 0.85 / Low-quality passenger ships, aircraft, and subsurface maglevs often
Large City
(Avg. Quality) hour fall in this category. For those staying local, this would cover the
cost of a stretch limousine or maybe a private subway car, or
perhaps a taxicab for an entire evening.
This level is just slightly better than regular public transportation,
covering such things as intercity trains and buses. "Puddle jumpers"
Intercity 0.30 /
Small City can also be found in this category, though they are rarer. For those
(Low Quality) hour
seeking more private intra-city travel, this might cover the cost of a
Transportation regular taxicab, or perhaps a low-quality island ferry.
Public mass transportation can be a good way to get around in an
urban area if a being is on a tight budget. This kind of
transportation includes such things as buses, subways, trams, and
ferries. Express aircraft can sometimes be found in an urban area
Intra-city Large that goes from one local airport to another, though this is rare (and
0.01
(Public) Town more expensive). All of these forms of transportation go only to
specific points within a city, so if a being's destination is off the
transit route, they can still have a substantial walk ahead of them.
Nevertheless, it's usually the fastest way to go for those without
their own transportation.
Cargo hauling can be a pricy and potentially risky proposition. The
price listed is a median price for intercity or intercontinental
transportation of standard bulk freight. The price can be higher
Small 25.00 / depending upon the amount of freight that needs to be hauled, how
Freight
Town day much security or safety precautions are needed for the given cargo,
whether or not the customer wants a rush delivery, and whether or
not the cargo is legal or not. Interlunar or interplanetary freight
hauling usually costs substantially more, at the GM's discretion.
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Starfaring Age. For the being really on the go, nothing is faster or as
convenient as a teleportation chamber for getting to their final
destination (whether or not it's safer is always a matter of conjecture).
Teleportation booths are owned and operated by large corporations on
most worlds wherein service is available. Users can select any destination
Passengers Large City 6.00
in the corporation's network, after which they merely step into the booth,
await a millisecond flash, and step out somewhere else entirely. Booths
are usually limited to intercontinental or orbital distances; a rare few have
Teleportation
interlunar destinations, while none are capable of interplanetary
transport. Yet.
Starfaring Age. Teleportation of cargo is by far the fastest, easiest way to
move many bulk goods from one place to another. Cargo teleportation
networks are also handled by corporations, though they are seldom the
Cargo Small City 100.00
same corporations as passenger carriers. Because bulk cargo is usually a lot
heavier than the average sentient being, the rates are generally a lot
higher. Cargo booths have the same range limits as passenger booths.
Comparable to a Suite. Top rate rooms are basically small apartments, with
distinct rooms for sleeping, eating, bathing and entertaining. Standard
3.35 / amenities with this kind of room include a double bed, full walk-in
person shower, large jacuzzi tub, walk-in closets, work desk, several couches, a
5-Star Metropolis
per full kitchen, a mini bar, and a separate dining area. The best suites may
night even have their own private laundry room. These facilities come with full
concierge service and 24-hour room service. These rooms are as
extravagant as they come, with a price tag to match.
Comparable to a Luxury Stateroom. These rooms are very nice without
being overly extravagant. Usually the room is cordoned off into separate
2.00 / areas for entertaining and sleeping. The bedroom has a full bed, the
person bathroom has a large jacuzzi tub with separate double shower, and the
4-Star Large City
per entertainment area has several couches, a large kitchenette and a mini-
night bar. These facilities often offer concierge service and many offer room
service. These rooms are a good medium range choice when a traveler
wants a little bit of luxury.
Comparable to a Stateroom. Usually the room comes with a double bed, a
1.00 / separate bathroom area with a double shower and a separate jacuzzi tub,
person a couch and coffee table for lounging, and its own kitchenette area. Many
Lodging 3-Star Small City
per of these facilities have their own kitchens and offer room service. Three-
night star facilities are about the lowest a weary traveler can get and still expect
a modicum of opulence.
Comparable to a Double Cabin. This kind of room may have a double bed, a
separate bathroom area which has a small tub, and either a couch with a
0.65 /
coffee table or a table with chairs. The facility usually has a communal
Large person
2-Star dining area (which may serve things such as fresh fruits and other
Town per
moderate quality foods), or even a small restaurant or diner. The vast
night
majority of travelers stay at these places whenever possible, as they
provide comfortable amenities for a fairly reasonable price.
Comparable to a Single Cabin. This kind of room usually has a single bed,
0.25 /
maybe a table with a chair, and a small bathroom area. Meals could be
Small person
1-Star things a being might be able to buy at a convenience store. This is a good
Town per
place to crash for someone who doesn't bother making reservations ahead
night
of time.
0.15 / Comparable to a Medium Berth. Four walls, a single bed, and not much else.
person Generally has a communal restroom. If a being is lucky, the door might
0-Star All
per have a working lock. Still, for a traveler operating on a tight budget, it
night beats a tent in the woods.
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0.80 /
10kg
Heavy All This is more common for planetbound folk, though on occasion someone might
(200kg
max) need or want to send a physical message to someone either on a ship or on a
different planet. In any case, post and parcel services often exist to handle these
0.20 / particular needs, though what services are available will vary from place to
Postage 0.5kg place. The price to send a message depends on how far the package has to travel,
Medium All
(4.5kg how fast it needs to get to its destination, and how much the package weighs.
max) The prices given are for standard intercontinental 3-5 day delivery. Inter-sector
0.01 / overnight is liable to involve the use of at least one jump pod; its cost is going to
0.05kg be exorbitant, to say the least.
Light All
(0.5kg
max)
Major surgery usually requires an extended hospital stay with a potentially long
recovery period and the use of some of the most advanced medical equipment
available (it's not at all unusual for a patient in a Starfaring Age hospital to be
Major Small
100.00 placed in stasis before a major procedure, for example). Surgeries ending in -
Surgery City
ectomy, -ostomy and -otomy usually fit in this category. Facilities where major
surgical procedures can take place are often found only in major urban areas.
The price listed should be considered a median value.
Minor surgery generally involves any procedure ending in -oscopy, -oplasty, and
a few with -ectomy. They are procedures that are potentially serious but don't
necessarily require an extended hospital stay or the most advanced forms of
Minor Small
25.00 medical care. As such, minor surgical procedures tend to be available even in
Surgery Town
smaller communities, and often don't cost nearly as much as major procedures.
Medical The cost listed should be considered an average value for this level of medical
Care care.
A prescription of a series of antibiotic treatments given by a qualified physician.
Obviously, the antibiotics must be available on the world in question in order
Antibiotic
All 1.75 for the doc to prescribe them. Can be a lot more expensive than a simple
Treatment
autoinjector of antibiotics, but on the other hand the patient is far more likely to
get a drug that targets their specific disease, and heal faster as a result.
A medical checkup administered by a physician, who has been qualified
according to the standards of the governing body of the planet in question
Routine (someone on a Stone Age world might get an herbalist if they're lucky). Often
All 1.25
Physical involves minimal, minimally-invasive respiration, reflexes, and urinalysis tests
(among others). Can provide a being with significant information regarding the
state of their health. Whether they choose to act on that info is another matter.
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Sometimes a character cannot affect vehicle repairs by themselves, either because
they lack the expertise or the materials necessary to do it. At that point, they
might have to let someone else repair it. Vehicle repair facilities can often be
found planetside on most Industrial Age or Starfaring Age worlds. The price listed
is for labor only; parts will cost up to 10% of the vehicle's chassis price or the full
retail price of the system in question, whichever is higher (use the 10% figure for
Vehicle Village 10.00/hour† sensor and communications damage). The ability to replace a destroyed system
depends on availability, but will always cost the full retail price of the system in
question (i.e. putting a Class One engine on a vehicle as a replacement is always
going to cost 1 MU). The time it takes to repair a vehicle equals the highest Class
of equipment being repaired in days, with a minimum repair time of one day for
any system. Starfaring Age repair shops will perform the work in an equal
number of hours instead of days.
Starfaring Age. Sometimes a crew cannot affect repairs by themselves, either
Repairs
because they lack the expertise or the materials necessary to do it. At that point,
they might have to let someone else repair the ship. Starship repair facilities can
often be found planetside on most Starfaring Age worlds and at orbiting
starports. The price listed is for labor only; parts will cost up to 10% of the ship's
chassis price or the full retail price of the system in question, whichever is higher
(use the 10% figure for sensor and communications damage). The ability to
Large replace a destroyed system depends on availability, but will always cost the full
Starship 100.00/hour†
City retail price of the system in question (i.e. putting a Class One engine on a ship as
a replacement is always going to cost 1000 MU). The staff at repair stations will
not stop with their repairs until the customer's ship is at 100% across the board,
or until the customer runs out of money. The time it takes to repair a ship equals
the highest Class of equipment being repaired in hours, with a minimum repair
time of one hour for any system. These kinds of repairs are always a very
expensive proposition, so much so that most crews will seek this level of help
only as a last resort.
This sub-chapter and those that follow list a number of "trade goods", meant solely for trade within the Starflight Universe.
While it is possible for an individual character to own, carry around and barter trade goods independently, it is assumed for
the sake of game play that these goods are either owned by a starship's master or shared jointly amongst the crew and in
either case are simply for trading. Because of this, no weight or game effects will be included with these trade good lists.
This page lists the Standard Trade Goods that were included in SF2. These goods can be bought and sold at any trade post
that's technologically advanced enough to either want or carry the item. Unlike specialty trade goods, the supply and
demand for standard trade goods changes on a daily basis. Something that may sell for a high price one day may not be
tradable the next. Because of this generality, there is far less data available for Standard Trade Goods as opposed to other
forms of trade goods.
• d% Roll: This lists what number(s) indicate the good as the result of a d% roll. This roll is used in the preparation
of trade good lists by the GM (see Chapter 5.1.1).
• Name: This lists the name of the good. In most cases, the name is self-explanatory and is all the information the
players will have during a trading session on the good. A detail-oriented GM can, if they so choose, decide to get
more specific with the information (for example, instead of selling units of "Nutritive Fluids", they could be selling units
of "Protein Packs").
• Standard Trade Value: This lists the standard trade value of the item, which will determine the trading prices for
the good as well as help determine the final result of a haggling session (see Chapter 5.1.2). The Standard Trade
Value is good for a volume of one cubic meter of material.
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• Technology Level: This lists at what technology level the good becomes available for buying and selling. The
characters may sell goods from a lower technology level to a society that's at a higher level, but may not sell
higher technology goods to a society at a lower tech level. Likewise, characters cannot buy goods from a society
that's not advanced enough to sell them.
Note that since this list of trade goods comes from SF2, there are no Alpha Sector (SF1) species listed as either buyers or
sellers on this list. GMs have the option of either adapting the same list of Specialty Goods for Alpha Sector races, coming
up with their own list of Specialty Goods for the Alpha Sector, or just not having any trade in Specialty Goods there.
• Name: This lists the name of the good. In most cases, the name is all the information the players will have during
a trading session on the good. As far as any other effects the item might have during a campaign, that's up to the
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GM (for example, the GM might decide to make Vaccinall some kind of uber-antibiotic, making it a welcome addition to
any Medical Kit).
• Standard Trade Value: This lists the standard trade value of the item, which will determine the trading prices for
the good as well as help determine the final overall result of a trade (see Chapter 5.1.2). The Standard Trade
Value is good for a volume of one cubic meter of material.
• Sells: This lists who sells the item in question, as well as at what specific worlds the item the species will sell the
item. The characters must go to a listed world to buy the item in question, even if that species has more than one
world at which they conduct trade.
• Buys: This lists who will buy the item in question, as well as at what specific worlds the item the species will
buy the item. The characters must go to a listed world to sell the item in question, even if that species has more
than one world at which they conduct trade. Note that some items have no buyer; GMs may choose to allow
those items to be bought by Alpha Sector races rather than have the characters waste money on their purchase.
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Dweenle (δ54x195, p1)
Nutripods 1100 Dweenle (δ12x205, p3) Humna Humna (δ7x151, p1)
Dweenle (δ91x211, p5)
Parasitic Pets 1200 Tandelou Eshvara (δ35x69, p2) No Buyer
Passion Pumps 1300 Mbe (δ64x6, p2) No Buyer
Humna Humna (δ216x45, p3)
Phase Inductors 1400 G'Nunk (δ159x30, p2)
Humna Humna (δ237x41, p2)
Screech Harps 1500 Tarn (δ54x104, p1) Mbe* (δ64x6, p2)
Shimmer Cloth 1000 Ch-Q-Tss-T (δ199x182, p2) Teeelveee (δ125x95, p1)
Singing Beetles 1200 Teeelveee (δ125x95, p1) Tarn* (δ54x104, p1)
Tandelovian Happy Juice 1000 Tandelou Eshvara (δ35x69, p2) Teeelveee* (δ125x95, p1)
Humna Humna (δ216x45, p3)
Vaccinall 1400 Humna Humna (δ237x41, p2) No Buyer
Humna Humna (δ202x105, p1)
5.7: LIFEFORMS
This sub-Chapter lists lifeforms from Starflight II. Lifeforms were a secondary source of income in both of the original
games; though they were a 100% profit source, collecting lifeforms was time consuming and the profits they generated
were generally small as compared to similar volumes of minerals or trade goods. Collecting lifeforms was also potentially
dangerous: some lifeforms were capable of causing significant injury or even death to certain crewmembers, and had a
nasty habit of coming out of stasis just before the ITV was able to pick them up. Lifeforms are never sold at trade centers;
they must be captured out in the wild.
Because trade amongst the Alpha Sector races was impossible in Starflight I (simply because trade centers didn't exist in
that game), and because lifeforms in SF1 were characterized by a specific set of criteria rather than given fixed stats, there
are no Alpha Sector lifeforms on the following list. GMs have the option of either adapting the list to allow Alpha Sector
races to buy particular lifeforms from Starflight II, adapting the list to allow lifeforms from Starflight II to be sold at
Starport Central, or creating their own lifeform list for the Alpha Sector (using the creature creation rules in chapter 10.2.5;
determining where a lifeform may be sold is part of that procedure).
For full lifeform stats, see the Bestiary. The following information about lifeforms deals strictly with their trade:
• Name: This lists the common name of the lifeform. In most cases, the name is self-explanatory and is all the
information the players will have during a trading session on the lifeform. A detail-oriented GM can, if they so
choose, decide to get more specific with the information (for example, the characters might get involved in the sale of
an albino Yellow Hugger, which might affect the price).
• Size: This lists the unit size of the lifeform in question, or the volume of the entire lifeform in cubic meters (not
the lifeform's size class or bounding box volume, but its actual internal volume). Some GMs may allow player
groups to pick up and later sell "partial" lifeforms, in which case the volume would be reduced. Profit tends to be
reduced in partial sales as a result.
• STV per m3: This lists the lifeform's standard trade value per cubic meter. As some lifeforms are quite a good deal
larger than a cubic meter, this lets a trader know how much they can expect to get/pay out for the lifeform based
on its volume. This piece of information is most useful for partial sales.
• Unit Standard Trade Value: This lists the lifeform's total standard trade value, or the value of the lifeform if it is
sold intact. For most lifeform transactions, this value will be more useful than the STV per volume value.
• Buyer(s): This lists what species will buy the lifeform in question, as well as the locations of specific worlds at
which the species will buy that lifeform. The characters must go to a listed world to sell the lifeform in question,
even if that species has more than one world at which they conduct trade.
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Size
Creature Name STV per m3 Unit Standard Trade Value Buyer(s)
m3
Black Acid Squirter 2.0 800 1600 Aeoruiiaeo (δ184x148, p3)
G'Nunk (δ159x30, p2)
Brass Harpooner 7.0 1800 12600
Nathracch (δ181x197, p3)
Breathing Cactus 3.0 900 2700 Dweenle (δ54x195, p1)
Crystal Sponge Plant 5.0 650 3250 Draffa Bastii (δ241x164, p1)
Eight-Legged Rhino 7.0 1400 9800 Teeelveee (δ125x95, p1)
Electric Balloon 5.0 850 4250 Tandelou Eshvara (δ35x69, p2)
Expanding Hippo 7.0 500 3500 None
Funnel Tree 16.0 300 4800 Ch-Q-Tss-T (δ199x182, p2)
Fur Tree 20.0 200 4000 Ng-Kher-Arla (δ214x178, p4)
Glowing Spinner 4.0 675 2700 Aeoruiiaeo (δ184x148, p3)
Green Balloon 6.0 500 3000 Humna Humna (δ7x151, p1)
Lieu Vadish (δ1x24, p5)
Green Blob 8.0 600 4800 Tarn (δ54x104, p1)
Humna Humna (δ237x41, p2)
Grey Anemone 6.0 750 4500 Aeoruiiaeo (δ184x148, p3)
Hill Rat 1.0 1000 1000 Humna Humna (δ237x41, p2)
Hive Plant 3.0 300 900 Ch-Q-Tss-T (δ199x182, p2)
Tandelou Eshvey (δ29x74, p1)
Hot Fungus 1.0 2000 2000
Djaboon (δ161x53, p1)
Humanoid Hopper 3.0 650 1950 Humna Humna (δ202x105, p1)
Dweenle (δ54x195, p1)
Nid Berry Bush 2.0 1400 2800 Dweenle (δ12x205, p3)
Dweenle (δ91x211, p5)
Dweenle (δ54x195, p1)
Oily Spore Bush 3.0 750 2250
Nga-Seng-Kler (δ201x105, p4)
Parachute Spider 3.0 800 2400 Humna Humna (δ237x88, p2)
Peacock Tree 13.0 400 5200 Dweenle (δ12x205, p3)
Ng-Kher-Arla (δ214x178, p4)
Plant Bird 1.0 600 600
Humna Humna (δ239x216, p3)
Nelsons (δ131x7, p4)
Poison Glider 2.0 1500 3000
Humna Humna (δ216x45, p3)
Pop Berry Plant 1.0 400 400 Tandelou Eshvey (δ29x74, p1)
Psychic Blaster 2.0 1100 2200 Draffa Bastii (δ241x164, p1)
Pulsating Gummy 2.0 600 1200 Nga-Seng-Diul (δ203x106, p3)
Dweenle (δ91x211, p5)
Purple Screecher 4.0 1300 5200
Humna Humna (δ202x105, p1)
Red Puff-Wart 1.0 700 700 Humna Humna (δ237x88, p2)
Rocket Melons 3.0 200 600 Humna Humna (δ237x41, p2)
Lieu Vadish (δ1x24, p5)
Running Fungus 5.0 900 4500
Humna Humna (δ216x45, p3)
Humna Humna (δ239x216, p3)
Sandpit Stalk 4.0 1500 6000
Nga-Seng-Diul (δ203x106, p3)
Scaly Blue Hopper 1.0 900 900 Dweenle (δ12x205, p3)
Single Leaf 11.0 325 3575 Dweenle (δ91x211, p5)
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Size
Creature Name STV per m3 Unit Standard Trade Value Buyer(s)
m3
Spinning Crab 1.0 1200 1200 Mbe (δ64x6, p2)
Sticky Fruit 2.0 400 800 Tandelou Eshvara (δ35x69, p2)
Humna Humna (δ93x37, p5)
Stinging Cone 10.0 1000 10000
Nga-Seng-Kler (δ201x105, p4)
Vacuum Slug 2.0 1000 2000 Humna Humna (δ93x37, p5)
Wandering Chandelier 10.0 250 2500 Ch-Q-Tss-T (δ199x182, p2)
Wheel Snake 2.0 1300 2600 Dweenle (δ91x211, p5)
Tandelou Eshvey (δ29x74, p1)
Yellow Hugger 4.0 900 3600
Mbe (δ64x6, p2)
5.8: MINERALS
Mining was a way of generating revenue in both of the original games, though it took a backseat to trading and lifeform
collection in Starflight II. This section is a listing of minerals that could be mined in the two games. Note that for the most
part the same list of minerals that was in SF1 was in SF2. The only differences, in fact, are that Silicon replaced Plutonium
in SF2, and Shyneum was not available for mining in SF1. GMs may decide to continue this distinction, or to simply allow
all types of minerals in their campaigns.
Minerals are rarely sold at trade centers, with the sole exception of fuel minerals. As the name implies, fuel is necessary for
the functioning of the player's ship (see Chapter 8.1). Likewise, trade centers may or may not buy minerals depending upon
the demand (as with Standard Trade Goods). The sole exception to this general rule is Starport Central around Arth
(α125x100, p3), which will always buy minerals. Also, Starport Central and Starport Outpost One (at 35x73, p1) will
always sell repair minerals for their retail price.
• Name: This lists the name of the mineral. Note that there is no appreciable difference between trading refined
minerals and raw ores (i.e. selling cinnabar ore will result in the same price as selling a puddle of mercury,
provided of course that the same volume of material is sold).
• d% Roll: This lists what number range represents the mineral as the result of a d% roll. This roll may be used in
the preparation of trade good lists by the GM (see Chapter 5.1.1); upon determining how many minerals a trade
center is willing to buy, d% rolls can be used to determine which specific minerals are desired should the GM not
wish to just select a group at random. Note that since fuel minerals are always available for purchase, they are
not represented by a d% roll. Which fuel material is available for purchase is going to depend on the era of the
campaign; SF1-era campaigns and earlier will use Endurium for fuel, while SF2-era campaigns will use Shyneum.
The "other" fuel mineral is worthless in this case (i.e. Shyneum will be worthless in an SF1-era campaign, while
Endurium will be worthless in an SF2-era campaign).
• Standard Trade Value: This lists the standard trade value of the mineral, which will determine the trading prices
for the mineral as well as help determine the final overall result of its trade (see Chapter 5.1.2). The Standard
Trade Value is good for a volume of one cubic meter of material.
• Type: This lists the "type" of the mineral. A mineral may be one of three types, either mineral, repair mineral, or
fuel. Repair minerals are minerals that can aid in extended repairs (see Chapter 12.2), and are always available for
purchase at Starport. Fuel is always available at any trade center.
Minerals
Name of Element d% Roll Standard Trade Value Type
Aluminum 0-4 220 Repair
Antimony 5-8 280 Mineral
Chromium 9 - 13 260 Mineral
Cobalt 14 - 18 80 Repair
Copper 19 - 23 120 Mineral
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Minerals
Name of Element d% Roll Standard Trade Value Type
Gold 24 - 27 380 Mineral
Iron 28 - 32 60 Mineral
Lead 33 - 37 40 Mineral
Magnesium 38 - 42 200 Mineral
Mercury 43 - 46 320 Mineral
Molybdenum 47 - 51 160 Repair
Nickel 52 - 56 100 Mineral
Platinum 57 - 60 400 Mineral
Plutonium 61 - 64 420 Mineral
Promethium 65 - 68 300 Repair
Rodnium 69 - 72 440 Mineral
Shyneum - 500 Fuel
Silicon 73 - 76 420 Mineral
Silver 77 - 80 360 Mineral
Tin 81 - 85 180 Mineral
Titanium 86 - 90 240 Repair
Tungsten 91 - 94 340 Mineral
Zinc 95 - 99 140 Mineral
Endurium - 1000 Fuel
NOTE: Endurium's STV fluctuates in an SF1-era campaign. It can be as low as 500 MU, or as high as 2000 MU. Also, in
SF2-era campaigns, Endurium is always available to sell to the G'Nunk.
In the original games, artifacts were required in order for the player to bring the game to a successful conclusion. GMs may
or may not want to continue this tradition in their campaigns. If they do decide to use artifacts, they should carefully select
which ones they want to have available and consider what may happen if the characters use an artifact in a way they didn't
intend (for example, listening to the Thrynn and running off to go set a Black Egg down on the surface of Elan...).
• Name: This gives the name of the artifact. This may or may not be very descriptive of the object; if not, the GM
is welcome to describe the object however they wish (note that some objects, like the Hot P.Y.T., might require a
good deal of imagination).
• Size: This lists the bounding box volume of the object in question, in cubic meters. Unlike trade goods and
minerals, artifacts must be sold and bought as whole units (i.e. you could buy one Flux Scan, but not 1.8 cubic meters
of a Flux Scan).
• Standard Trade Value: This lists the STV of the artifact in question. Because artifacts must be bought and sold in
unit, this is the unit price for the artifact (not per cubic meter, as with other trade items).
• Type: This lists a sub-category under which the artifact falls. There are several different classifications of types,
as follows:
o Curio: The artifact is something considered novel, rare, or bizarre. It basically is a special case of an Art
Object, and has no game effects. Curios can be found during planetary exploration (see Chapter 8.2).
o Trade Route: The artifact is a map which gives suggestions for trade. Trade Route maps were introduced
in SF2, and so are exclusively for the Delta Sector. They can be purchased during any encounter with a
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Humna Humna starship, provided the characters have established an excellent rapport with the
Humna Humna.
o Ancient Technology: The artifact is a piece of technology created by the Ancients. These Endurium-based
items are rare, priceless, and can only be found through careful planetary exploration.
o Technology: The artifact is a useful piece of recent technology, generally manufactured for sale or for
general use sometime within in the last two or three thousand years. Some pieces of technology have
to be found through exploration, while others can be bought at trade centers (provided that the
potential purchaser has established a good rapport with the seller).
o Artifact: Those few artifacts that do not fall into one of the above categories are simply called "artifact",
for lack of a better term. Generic artifacts usually have some qualities of more than one type. Their
characteristics will be listed in the artifact's notes.
• Notes: This lists any additional information about the artifact in question. This can include game effects (if any)
and the location of the item (if it's unique). It should be noted that the listed location for a given artifact is from
the original games; GMs may or may not use the same location within their own campaigns, at their discretion.
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Buy Charm Babies from the Nelsons (δ131x7, p4). Sell them to the Djaboon
(δ161x53, p1) and buy Amusoballs. Sell them to the Dweenle (δ91x211, p5) and
Cross Cloud
0.1 17,000 Trade Route buy Nutripods. Sell them to the Humna Humna (δ7x151, p1) and buy Data
Route
Crystals. Make a final sale to either the Kher or Arla (δ214x178, p4), or the
Aeoruiiaeo (δ184x148, p3).
Ancient Located at α20x198 (p1, 29S X 55W). This device locates the control nexus on
Crystal Cone 0.2 24,000
Technology the Crystal Planet (at 47N X 45E). It otherwise behaves like a curio.
Located on Sphexi (α132x165, p1, 46N X 14E). Any ship carrying the Crystal
Orb may orbit and land on the Crystal Planet (α192x152, p1). Without the
Crystal Orb, any ship in orbit of the Crystal Planet takes 5% hull damage every
Ancient
Crystal Orb 0.2 24,000 minute and is instantly destroyed if any landing attempt is made. If a Veloxi
Technology
ship detects this artifact aboard an alien vessel (any successful Starship
Technology Check), they will demand it back and fire upon the vessel if it is not
immediately returned.
Located in the City of the Ancients (α56x144, p1, 29N X 13W). An emergency
Ancient warp device, any ship carrying the Crystal Pearl that takes systems damage in
Crystal Pearl 0.1 15,000
Technology combat is instantly and automatically withdrawn from the encounter, after the
damage to the ship is resolved.
Cute Doodad 0.1 100 Curio None
Located at α118x146 (p4, 16S X 20W). While carried aboard ship (does not have
Dodecahedron 0.4 6,000 Technology to be installed), the ship gains a +50 bonus to all Distress and Jam Checks, but
is inflicted with a -50 penalty to all Stealth Checks.
Buy Delightful Fungus Chews from the Lieu Vadish (δ1x24, p5). Sell them to
Downspin the Humna Humna (δ93x37, p5) and buy Data Crystals. Sell them to the
0.1 15,000 Trade Route
Route G'Nunk (δ159x30, p2) and buy Phase Inductors. Make a final sale to the Humna
Humna (at either δ216x45, p3 or δ237x41, p2).
Located at Harrison's Base (α81x98, p1, 44S X 137W). This is a Veloxi device,
used by Her Grand Lovely to communicate with all Veloxi everywhere. If given
to the Veloxi queen, a Veloxi may communicate with any other Veloxi,
Ancient
Ellipsoid 0.1 15,000 regardless of where they are. To all other races, the Ellipsoid functions like a curio.
Technology
If a Veloxi ship detects this artifact aboard an alien vessel (any successful
Starship Technology Check), they will demand it back and fire upon the vessel if
it is not immediately returned.
Available from the Humna Humna (δ237x88, p2). Auto-installs. If players
Encounter Scan 2.5 19,000 Technology would have a hyperspace encounter, they may elect to use the scanner to avoid
the encounter. GM rolls d%; on 49 or less, the encounter is avoided.
Available from the Aeoruiiaeo (δ184x148, p3). Auto-installs aboard terrain
vehicle. Uses 10% total fuel reserve when utilized. All living targets in combat
Field Stunner 0.7 20,000 Technology (PCs, NPCs and lifeforms) must make a Reflex Save, regardless of their range. If
successful, they become Dazed for 1d5 rounds. Otherwise, they are reduced to
zero Non-Lethal Damage.
Available at Starport Central (α125x100, p2). A ship's Engineer can install this
device aboard an ITV with a successful Mechanics Check (DC 30). If successful,
Flat Device 0.3 15,000 Technology
the ITV gains 100 SHP against all lifeform attacks only. Otherwise, the ITV
takes 5% hull damage and the Engineer must wait 24 hours before trying again.
Available from the Humna Humna (δ216x45, p3). Auto-installs. The ship's
Flux Scan 2.0 20,000 Technology Science Officer receives a +25 bonus to all Astrogation Checks made to transit
fluxes.
Frightening
1.2 1,300 Curio None
Apparatus
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Lifeform (see Chapter 5.7). Available from the Nelsons (δ131x7, p4). Heals all
crew members at ten times the normal rate, and prevents new crew damage in
the process. For each hour a Gas Slug remains on board a craft, a DC 10
Leadership Check must be made in order to get the crew to follow orders, with
Gas Slug 0.1 800 Artifact the DC increasing by 10 per subsequent hour. Moreover, a successful DC 10
Willpower Save must be made by the craft's commander before the Leadership
Check may be rolled, with the DC increasing by 10 per subsequent hour. If
either Check fails, all characters on the craft must make a DC 100 Willpower
Save before they may perform any action, Check or Save.
Glowing Disk 0.2 500 Curio None
Golden Globe 0.2 900 Curio None
Guardian Located at δ106x14 (p1, 0 x 0). Allows the carrying ship to orbit and land upon
Transmitter 0.1 0 Technology the world of the Halls of Memory (δ131x219, p2) without being fired upon by
Key the Guardian Transmitter.
Hot P.Y.T. 0.1 2,500 Curio None
Located on Earth (α215x86, p3, 11N X 104W). When used, roll 1d10. If the
result of the roll plus the character's learning rate is 15 or higher, the character
Hypercube 0.4 15,000 Artifact
gains +1 to their Knowledge, Concentration or Resourcefulness skills (at the GM's
discretion). May only be used for the bonus once per week.
Interesting
205.5 22,300 Curio None
Item
Humming
0.2 500 Curio None
Gizzy
Available from the Halls of Memory (δ131x219, p1, 26S X 135E). When a ship
with a battle jumper is subject to an attack, a Use Artifact/Technology action may
Leghk Battle be made to activate the Jumper. Upon activation, roll 2d10 and multiply the
0.1 19,500 Technology
Jumper result by five. The resultant amount is added to the ship’s HD for that round. If
movement is allowed under the current campaign rules, move the targeted ship
1d5 spaces in a random direction.
Metal Ball 0.1 100 Curio None
Vehicle (see Chapter 6.3). Available at Hooplah (δ101x85, p1, 49S X 25E).
Deploys from terrain vehicle (can be stowed without parent vehicle having a
Hangar Bay Module or Vehicle Rack and can be deployed without parent vehicle
having Carrier Systems; folds down to 0.1 cubic meters while stowed). Operates
autonomously. Can be programmed to pick up particular minerals or to pick up
all minerals it comes across. To determine what is picked up, the GM rolls d%
Mineral
0.1 21,000 Technology four times, multiplying the results by 0.1. The largest result is the amount of
Drone
the most abundant mineral on the planet collected, the next largest amount for
the second most abundant mineral, and the third largest amount for the third
most abundant mineral. For the lowest amount, roll d% on the mineral table
(see Chapter 5.8); the mineral indicated is collected (if it is a repeat occurrence,
the drone picks up fuel instead). When recalled, will dump the minerals it has
collected near its parent vehicle for collection.
Mobius
0.3 350 Curio None
Device
Located on G'Aeresch (δ159x30, p2, 2N X 107W). If a Tandelou ship (either
Most
Eshvey or Eshvara) detects this artifact aboard an alien vessel (any successful
Valuable 0.1 150 Artifact
Starship Technology Check), they will demand it back and fire upon the vessel if
Thing
it is not immediately returned. In all other respects, this is a curio.
Buy Mip Fur from the Aeoruiiaeo (δ184x148, p3). Sell them to the Nga-Seng-
Nga-Seng Trade
0.1 19,000 Kler (δ201x105, p4) and buy Blue Ale. Sell that to the Nga-Seng-Diul (δ203x106,
Route Route
p3) and buy Grow Goo. Make a final sale to the Draffa Bastii (δ241x164, p1).
Nice Thing 0.2 150 Curio None
Octagonal
0.1 300 Curio None
Lens
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Oval Object 0.1 200 Curio None
Pink Tube-A-
1.0 2,500 Curio None
Tron
Available from the Draffa Bastii (δ241x164, p1). Auto-installs aboard terrain
Planetary vehicle. Engineer may make a DC 30 Quantum Mechanics Check to attempt to
1.2 15,000 Technology
Teleporter teleport the terrain vehicle back to the ship, regardless of its fuel status. May
make one attempt every ten minutes.
Plastic
Thing-A-Ma- 0.2 300 Curio None
Jig
Portazilla 47.0 50 Curio None
Precious
430.0 35,500 Curio None
Doodad
Pretty Picture 0.1 200 Curio None
Available from the Kher (δ214x178, p4). Auto-installs on both ship and terrain
Psychic Probe 0.3 20,500 Technology vehicle. During trade negotiations, the players may ask for the "color status" of
the trader at any time during the trading process.
Pyramid
0.3 1,150 Curio None
Device
Quivering
0.1 125 Curio None
Lump
Located on Koann 3 (α112x200, p5, 59N X 64W). A ship's Engineer can install
this device with a successful Electromagnetism Check (DC 50). If successful, the
Red Cylinder 0.3 30,000 Technology ship's Science Officer may make Archaeology Checks from planetary orbit in
order to detect ruins (DC 100). Otherwise, the ship takes 5% sensor damage and
the Engineer must wait 24 hours before trying again.
Red Herring 50.1 32,750 Curio None
Located on Mars (α215x86, p4, 90N X 0). A ship's Engineer can install this
device with a successful Electromagnetism Check (DC 50). If successful, the ship's
Ring Device 0.2 12,000 Technology Science Officer receives a +10 bonus to all Astrogation Checks made to transit
fluxes. Otherwise, the ship takes 5% sensor damage and the Engineer must wait
24 hours before trying again.
Located on New Scotland (α180x124, p2, 59N X 22E). A ship's Engineer can
install this device with a successful Applied Relativity Check (DC 50). If
successful, the ship gains three levels of Laser Resistance (without increasing the
Rod Device 0.3 18,000 Technology
cost of any of the ship's equipment bought or sold). Otherwise, the ship takes
10% shield systems damage and the Engineer must wait 24 hours before trying
again.
Rubber
0.1 100 Curio None
Widget
Available from the G'Nunk (must destroy 20 of their warships and accept a
G'Nunk crewmember before this good will be installed). Default model requires
the presence of a G'Nunk crewmember and 15 cubic meters of Cobalt per use.
Shield
4 21,000 Technology Activated with a Use Artifact/Technology action, it drops the shields of all enemy
Nullifier
combatants for a period of exactly one round (shields come back on in the same
action phase on the ship's next round). Causes 1d10x100 points of systems
damage if used without a G’Nunk crewmember present.
Located at α68x66 (p1, 12N X 32E). A ship's Engineer can install this device with
Shimmering a successful Applied Relativity Check (DC 50). If successful, the ship will
0.3 24,000 Technology
Ball automatically cloak in combat (+25 HD/FHD). Otherwise, the ship takes 5%
shield systems damage and the Engineer must wait 24 hours before trying again.
Buy Charm Babies from the Nelsons (δ131x7, p4). Sell them to the Djaboon
Trade
Short Route 0.1 20,000 (δ161x53, p1) and buy Firegems. Make a final sale to the Humna Humna
Route
(δ237x88, p2).
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Silver Gadget 0.1 650 Curio None
Small
0.1 550 Curio None
Obelisk
System Available from the Tandelou Eshvey (δ29x74, p1). Auto-installs. Detects in-
1.5 18,000 Technology
Scanner system encounters. +50 to all Stealth Checks inside planetary systems.
Spiral Tube 0.2 375 Curio None
Strange
0.1 200 Curio None
Cloth
Surprising
0.1 175 Curio None
Utensil
T.V. Available from Starport Outpost One (δ35x73, p1). A ship's Engineer can install
Lifeform 0.3 20,000 Technology this device aboard an ITV with a successful Mechanics Check (DC 30). If
Shield successful, the ITV gains 100 SHP against all lifeform attacks only.
Auto-generated anytime a terrain vehicle is destroyed or runs out of fuel on a
Terrain planetary surface. Its composition is made up of the elements and fuel of
Vehicle 200.0 0 Artifact whatever vehicle was destroyed. These minerals can be harvested by any craft
Debris with an Industrial Manipulator Module. After harvesting, the debris contains
nothing else of value.
Located at α18x50 (p5, 15N X 44W). A ship's Engineer can install this device in
the engine with a successful Nuclear Physics Check (DC 50). If successful, the
Tesseract 0.5 30,000 Technology efficiency of the ship's engines are doubled (max 100%, see Chapter 8.1 for
further details). Otherwise, the ship takes 5% engine damage and the Engineer
must wait 24 hours before trying again.
Throbbing
0.1 125 Curio None
Mass
Ticking
0.3 2,250 Curio None
Sphere
Translucent
0.2 500 Curio None
Cube
Begin by buying either Tandelovian Happy Juice from the Tandelou Eshvara
(δ35x69, p2) -OR- Shimmer Cloth from the Ch-Q-Tss-T (δ199x82, p2). Sell
Two-Headed Trade
0.1 21,000 whatever you bought to the Teeelveee (δ125x95, p1) and buy Singing Beetles.
Route Route
Sell them to the Tarn (δ54x104, p1) and buy Screech Harps. Make a final sale to
the Mbe (δ64x6, p2).
Available from the Halls of Memory (δ131x219, p1, 26S X 135E). Will join with
Uhl Weapon 0.1 0 Technology Gorzek (δ28x79, p4) upon confirmation of request. Auto-installs. When
deployed on the Uhl, enables the Uhl to be destroyed.
Wee Green
0.1 150 Curio None
Blobbie
Available at Starport Central (α125x100, p2). A ship's Engineer can install this
device with a successful Electromagnetism Check (DC 30). If successful, the ship's
Communications Officer automatically successfully translates all messages
Whining Orb 0.2 6,000 Technology
received from a Spemin starship, regardless of the result of their Alpha Sector
Languages Check. Otherwise, the ship takes 5% communications damage and the
Engineer must wait 24 hours before trying again.
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6.0: INTRODUCTION
A lot of the time, characters will need to go from place to place, and their destination will be too far away or too dangerous
to walk for whatever reason. Some other mode of transportation is necessary in these cases. Enter vehicles.
Vehicles had a special role to play in the original Starflight games. Both games utilized a "terrain vehicle" (or TV) to conduct
planetary exploration. The TV was used to conduct mining, to gather lifeforms, and to find clues necessary to win the
game. Planetary exploration was perhaps the most important thing a player did in the original games. Given how important
the TV was, it stands to reason then that vehicles in general should be a central part of any Starflight campaign.
There are many different types of vehicles, depending upon the terrain in which they are designed to be used and what
their particular job is. There are four main types of vehicles: land, sea, air and space vehicles. For each type of vehicle, there
are several different types of chassis, which affects the performance of the vehicle in different conditions. Each chassis has
weights, from super-light to super-heavy, which effect the vehicle’s overall performance and defensibility. Finally, there are
four main users of vehicles: civilian, commercial, industrial, and military. In the game, the combinations of chassis, chassis
weight, and users translates to 504 different chassis types, without differentiating between vehicles with the same chassis
characteristics, and that’s without accounting for all the different races in the game! Vehicles are so varied, in fact, that it is
very difficult to cover all of the varieties, shapes and sizes that are possible in the Starflight universe. While the system
provided here is reasonably thorough, some rules have been made a little unrealistic for the sake of ease of play.
Most of this chapter is devoted to how to construct different makes of vehicles for use in the game. Section One covers the
basic rules regarding vehicles, how they operate, and what the players need to know in order to use them properly. Section
Two begins the construction section, with a look at the different vehicle chassis and how they function. It also includes a
description of the four types of vehicle users and lists the different types of equipment and systems that can be added to a
vehicle. Finally, the statistics on the Interstel terrain vehicle as seen in the first two Starflight games are given both as an
example for vehicular construction and for use in adventures.
Using Vehicles
Vehicles are fairly straight forward to operate. When characters enter the vehicle, one of them automatically assumes the
role of the vehicle’s pilot. This can be any character, regardless of the level of their Vehicle Piloting sub-discipline. For
vehicles that are used regularly by the characters, it is common for one character to be the sole pilot (for starfaring groups,
this is usually the ship's Navigator). In this case, the pilot’s Vehicle Piloting level, Evasive Maneuvers level, Combat Maneuvers
level, and Orientation level should be included on the vehicle’s stats sheet. A vehicle may have one or more mission
specialists aboard as well. One of them may be put in charge of the vehicle’s weaponry (the vehicle’s primary gunner; for
purist Starflight groups this will also be the Navigator, while less strict groups may choose to have a "tactical officer" who's
job is primarily to shoot weapons). In this case, the mission specialist’s Marksmanship, Ballistics and Targeting sub-discipline
levels should be included on the vehicle’s stats sheet (these skills are particularly important in the event of combat (see
Chapter 9.3)). Finally, a vehicle may have a commander (like a ship's captain or other senior officer) whose job it will be to
delegate responsibility over who controls certain aspects of the vehicle's operation. On small enough vehicles, it is
permissible for the commander and the pilot to be the same person.
The sub-disciplines listed above are the sub-disciplines that are primarily used by vehicles. The other sub-disciplines used in
the game are generally unimportant as far as vehicles are concerned and will only be needed on very rare occasions, one of
the things which make running vehicles so much easier than operating a starship. The primary sub-discipline needed to use
a vehicle is Vehicle Piloting. Other skills can be utilized by the vehicle's pilot, or if the vehicle's commander so chooses, can
be delegated to another occupant of the vehicle (this can be handy if the pilot's skills are lacking in certain areas or if a
specialist is available, such as someone to handle the vehicle's scanners or communications systems).
Most of the statistics involved in the creation and maintenance of a vehicle involves how that vehicle performs in combat.
However, characters are not guaranteed to fight every time they get inside a vehicle. Indeed, life would be far too rough if
they had to. A fair amount of the time, vehicles will simply be needed to go from one place to another. To pilot a vehicle
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from one point to another requires a single Vehicle Piloting check. For more on using vehicles to travel from point to point,
see Chapter 8.2.
When using a vehicle's scanners, there are a number of Science sub-disciplines that may apply depending upon the
situation. Chapter 3.8 lists the specific sub-discipline which applies in various situations; the only real difference is the
target object of the scan (for example, if a vehicle is scanning a lifeform, a Biology Check is called for. If a ruin is being scanned, an
Archaeology check is called for, and so forth). Certain scanning Checks list various degrees of success as possible outcomes,
based on the Difficulty Class Threshold chart located in Chapter 1.1. These Checks list three difficulty levels: Easy,
Moderate and Difficult. In this case, failure is any Check value less than 65 (the Easy threshold), whereas results above 165
(the top end of the Difficult threshold) have the same effect as a Difficult DC result (though the GM may decide to be
generous given the awesome result). If a scanning Check has no scale for degree of success and doesn't say otherwise,
assume a base DC of 50 for the Check.
Certain conditions may crop up in the course of game-play that can affect the result of a vehicle's scanner Check roll. The
GM may consult the chart below to see if one of the qualifying conditions exists. If so, the amount indicated is either added
or subtracted from the result of the Check.
Vehicles operate on larger scales than characters. Whereas the largest characters in the game with few exceptions may take
up an area of no more than two or three cubic meters, vehicles can be up to 300,000 cubic meters in volume or more; some
are larger than certain types of starships. The sizes of vehicles (and starships) are determined by a Size Class value, which is
dependent on a “bounding box” volume. Size Class will be discussed more in Chapter 6.2 and Chapter 7.2.
Vehicles also operate on a different scale of damage than characters. Vehicle hit points are exactly equal to ten character hit
points. Any character-scale weapon that does enough damage is capable of damaging a vehicle, though most hand-held
weapons won’t faze a vehicle. Vehicle weapons, on the other hand, are almost always enough to kill a character outright,
should they be hit (fortunately for characters, there is a modifier to AC when facing a vehicular attack). Unlike characters,
vehicles can have four HP counts, one for the vehicle's bow (front), stern (back), portside (left), and starboard (right). Each
count is made up of shield hit points (SHP) and armor hit points (AHP). Additionally, all vehicles can take systems damage,
and have a hull damage rating which is always equal to 100 points. For further details, see Chapter 9.3. Different types of
HP damage have different effects on what happens to the vehicle. It may be that a vehicle takes a large amount of damage,
yet is able to recover quickly, since it takes SHP damage only on various sides of the craft. On the other hand, there are
situations where a vehicle takes a small amount of hull damage and is suddenly damaged beyond repair or destroyed
outright due to damage to a single arc, even with the shields and armor intact on most of the other arcs (granted, those
occasions are rare).
Certain vehicles provide cover for characters. Cover comes in three forms: none, limited and full. When a vehicle offers
cover, a character can only receive limited damage from weapons fire in the event that they take damage in combat. Cover
is discussed in full in Chapter 9.3.
A vehicle’s cost is dependent upon who is allowed to purchase the vehicle in question, whether or not the vehicle is used
(pre-owned), and any other modifiers the GM may choose to use. An example of a GM-imposed modifier may be whether
or not a brand new model of a vehicle has just come out (thus lowering the demand for the older model and lowering the
price as well, while raising the demand and price for the new model). Used vehicles may cost between 25 and 50% of the
normal cost of a vehicle, but it is possible that the vehicle may have a few flaws with it. Military or any other kind of
"illicit" vehicles may not be available for purchase by single characters (through normal means of purchasing at least...).
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If a character buys a vehicle, that vehicle is not technically part of the character’s equipment (if it were, the vehicle’s weight
would be added to the character’s carrying load, and would almost certainly be too much). Rather, the vehicle should be
added to the character’s notes. Characters can buy certain vehicles new or used. If they are new, the character pays full
price for the vehicle plus 10% for licensing, tags and insurance. The ten percent will have to be paid annually in order to
keep the vehicle legal. If a character forgets to pay it, they have a three month grace period, during which time they can
receive a fine if they get pulled over (one or two MUs at the most). After that time, if a law enforcement official pulls over
the vehicle, they have the obligation to impound it at once.
Characters can purchase vehicles in payment installments. These installments are usually set at a price of no more than
two or three MUs per month, though higher rates can be found with less scrupulous dealerships. Failure to make a payment
incurs the wrath of the financing institution, who may decide to repossess the vehicle. For the first week after payment is
due, roll 2d10. On a roll of 0, the vehicle is repossessed. Each week afterwards, increase the threshold by two. If the
character has missed a payment for two months straight, repossession is automatic (though, of course, the characters have
to let the repo man take it…)
Once a character owns their own vehicle, they have to be able to maintain it. They are responsible for paying for all repairs
done to the vehicle. If they will be away from an area and cannot take the vehicle with them, they have to arrange to put it
in a garage or impound yard of some kind. Naturally, this can be expensive, but many characters who own vehicles feel the
vehicle pays for itself in the sheer utility it provides.
Note that this is the procedure needed to create a brand new vehicle from a previously non-existing vehicle type. Creating a
vehicle of an existing type is as simple as copying the information provided from whatever source is available (usually from
the GM’s own notes). As time goes by, however, the characters may wish to make modifications to that vehicle. In this
case, they have to perform whichever step(s) affects the systems they wish to modify, re-figure the vehicle’s basic cost
(more on this shortly), and finally re-compute the vehicle’s vital stats. There is also a Mechanics Check involved in
modifying the vehicle (see Chapter 12.2).
Having a design concept for a new vehicle type is a step that is often overlooked, and yet is quite important for the overall
design process. Simply put, a design concept is just an idea put down on paper somehow. For SFRPG, this can be a drawing,
a set of desired stats, or any other mechanism that helps a designer focus their thoughts and directs them in the course of
creating a vehicle. Before a designer actually begins to build a vehicle, they should take a little time to think about just what
exactly it is they want to create.
The vehicle creation system as laid out in this section has been designed to be as comprehensive as possible. Nevertheless,
it's not perfect, and so there may be times when a player has to improvise. This is where having a design concept can come
in handy. Take for example a designer who wants to create an SUV-type vehicle for an adventure, and decides to put a luggage rack
on top. Going through the design process, the designer discovers that there is no "luggage rack" accessory in the list, so they decide to
substitute a Cargo Bay Module, using only 2 cubic meters of space. Circumstances like this can happen quite often, particularly
if a vehicle is of an unusual design; a concept helps a designer think about what they might be able to do in these
situations.
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The vehicle creation process is really fairly straight-forward. Nevertheless, to help keep potential vehicle creators from getting overly
confused, an example of each step will be provided at the end of each step in the process.
For the vehicle example, we're going to try and create a vehicle that was mentioned in the SF1 cluebook, the shuttlecraft that Captain
Max Zarfleen used to attempt an escape from the Uhlek. We're going to want a fairly small Interstel craft, one that could be included
in the hangar of an Intrepid-class Scout along with an ITV, perhaps something that has most of the same general capabilities as the
ITV (fitting all the senior officers on such a small craft may pose a challenge). Something hyperspace capable might be useful; if it
were armed, it might even be capable of being used as a defensive craft.
Species selection is perhaps one of the easiest things that can be decided about a vehicle. Simply select a race that uses the
vehicle, based upon the need of that vehicle for an adventure. Vehicles tend to stay in the territories they were
manufactured in, though there may be a few imports into other territories (raise the price appropriately).
The selection of the primary user of the vehicle is a critical decision, one that should not be overlooked. This is because in
SFRPG, there are many different species, each of which is at its own particular level of technological development. There
are four eras of development, the same four listed in Chapter 10.2.5: Stone Age, Metal Age, Industrial Age, and Starfaring
Age. Certain chassis are unavailable to lower levels of development, and it's important to know whether the species in
question can in fact build a vehicle that uses the intended chassis.
We've pretty well determined this step for our shuttlecraft in the design concept (proof of the importance of creating a good concept).
This will be an Interstel craft, so any of the Arth races (Human, Veloxi, Thrynn, Elowan and Android) will be the primary species
using the shuttle.
Select a vehicle chassis, chassis weight and user and note any
modifiers.
The next step in creating a vehicle is to select a chassis, the weight of the chassis, and its user. This is a crucial step, as it
will determine several of the vehicle’s base statistics, including the terrain it's designed for, its base HD, the number,
Classes and types of systems that can be used aboard, base cost, and base speed ratings.
At the same time, the vehicle’s Size Class should be determined, which affects several of the vehicle's stats, including its
base accommodation and cargo capacity. As previously mentioned, Size Classes are dependent upon a bounding box
volume. This volume is the minimum size a rectangular prism (a box) would have to be in order to fit the whole vehicle
inside of it. A vehicle is said to be of a certain Size Class so long as it is at least as large as the minimum volume for the Size
Class. The bounds for possible vehicle Size Classes are listed in the table below.
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14 0.1875 45,000 750 12.5
15 0.375 90,000 1,500 25
16 0.75 180,000 3,000 50
17 1.25 300,000 5,000 100
Size Class 18 begins at 2.5 times the Size of an Intrepid-class starship, or 600,000 m3
In addition to the bounding box value, each Size Class has a safe accommodation space and a safe cargo space volume.
These volumes indicate the amount of space usually reserved for living quarters and internal cargo bays, respectively, for a
vehicle of the size indicated. The amounts take into account the fact that (unless the vehicle is a rectangular prism) the
vehicle itself does not take up the whole of the indicated bounding box volume for the Size Class (the chart assumes only
one-sixth of the bounding box volume is used) and that a small fraction of that space is used for purposes of quarters/cargo
(10% for quarters, 0.2% for cargo). These values will be used to determine the vehicle's crew complement and its cargo
capacity during the vehicle creation process.
Most of the time, these data set the basic properties of the vehicle's design. The stats imparted to it by the chassis, weight
and user can never be directly changed, unless certain accessories or traits are given to the vehicle later in the design
process.
We need to select a chassis, weight and user for our shuttle. Given what we're creating, the Shuttle chassis would make the most sense,
but since we're gunning for something small we'll choose the Capsule chassis instead. We'll go ahead and just use the Medium version
of the chassis; this will give us a reasonably small size while maintaining a good number of accessories. Because we want to use the
craft in a defensive capability and we want to build a hyperspace capable craft with most of the functions of an ITV, we'll go ahead
and set the user to Military.
Note what all this information already tells us about our shuttle. We have a choice of Size Classes for a Medium Capsule chassis; we'll
pick the larger of them. This sets our Size Class to 5, which will give us 1.5 cubic meters of accommodation space and no internal cargo
space to play with. Our base HD ratings will be 65/55/65, accounting for the base amount from the chassis and the added amount
from the Military User. The shuttle's base cost is five Cost Points, and we have a times-two modifier for the Military User. Its default
atmospheric speed is 1000 kph and we'll have thirteen accessory slots to play with (three from the chassis and ten from the Military
user). For design purposes, the default armor will be Class Three, with a maximum possible armor of Class Seven (adding two
additional possible Classes for the Military User). The default Engine is Class Six, the craft's top atmospheric speed is 10,000 kph,
and its cost modifier is 2.5 MU per Cost Point. Finally, since we know we're dealing with a Starfaring Age craft, we know that we get
a free (in terms of both cost and space) Tachyon Radar on the craft. We've already got a lot of information to play with, and we
haven't really made a whole lot of decisions just yet.
Select the vehicle’s armor Class and determine the armor's cost.
Once the vehicle’s base stats are in place, it’s time to select an armor Class for the vehicle. Armor is technically an accessory
(and can therefore be modified after the vehicle is complete), but it is treated differently in that the type of armor selected
for a vehicle chassis directly affects its HD and does not count against its maximum number of accessories. It also sets the
number of armor hit points (AHP) the vehicle has. Since shields are such an expensive option, more vehicles than not have
armor as their only real defensive system, so select the armor Class for the vehicle carefully.
During the design process, a designer may arbitrarily set the number of AHP for the vehicle being created. This can lead to
situations wherein the indicated strength of the armor does not match with the established "Classes" of armor listed in the
vehicle equipment lists (see Chapter 6.2.3). In this case, the designer will need to find the next armor Class down from the
amount that has been indicated; this is the vehicle's official armor Class. EXAMPLE: A designer elects to create a vehicle with
145 AHP. This doesn't correspond to any established basic armor Class. Checking the chart, the next lowest established Class of armor
is Class Four (125 AHP), so the vehicle has Class Four armor. Note that if the AHP is low enough, the vehicle may have "Class
Zero" armor. When modifying a vehicle, the values and Classes of armor must correspond to the chart; the AHP cannot be
arbitrarily set. For purposes of HD calculation (see below), any vehicle with 300 AHP or over is considered to have Class
Twenty armor; in all other respects it is considered Class Ten armor.
Each chassis has a default armor rating and a maximum armor rating. The default armor rating is considered an optimal
armor rating for the chassis. Installing the default armor Class on the vehicle chassis will have no effect on the vehicle's HD
stats. A designer can put armor on the vehicle below the optimal rating if they so desire. This will have the effect of raising
the vehicle's HD. For each level below the default armor rating, increase the vehicle's HD ratings by two points. If higher
than optimal armor is installed, decrease the HD ratings by two points apiece.
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The maximum rating is the highest Class of armor that can be installed on the chassis under normal circumstances (though
there is an expensive accessory that does allow a designer to add even higher levels of armor to the vehicle). If the
maximum armor rating is installed on the vehicle, decrease the HD ratings by an additional two points above what would
normally be removed for higher armor levels. The maximum armor rating for a given vehicle chassis can be changed by
particular vehicle users, so be sure to take this into account when selecting armor for a vehicle.
Armor is not an essential component to a vehicle, and can be ignored entirely should a vehicle designer choose to do so
(though as stated above, armor is usually the only substantial defensive system most vehicles get, so removing it may
greatly reduce a vehicle's survivability).
From our notes, we know that the default armor rating is Class Three and the maximum armor rating can be Class Seven. Class Three
should be good enough for a craft with a secondary role in defense, so we'll just leave it with the default setting. This will add 6.2 Cost
Points to the craft and give it 100 AHP. Since we've stayed with the default, we do not need to make any adjustments to the craft's HD
ratings.
Select the vehicle's Engine Class and determine the Engine's cost.
The next most crucial thing to do is to select the vehicle’s Engine Class. Like armor, an Engine is technically an accessory
(though a crucial one for the operation of most vehicles). As with armor, Engine selection can affect the vehicle's HD and
does not count against the number of accessories that can be mounted on the vehicle. Each vehicle chassis has a default
engine rating. The default engine rating is considered an optimal engine rating for the chassis. Installing the default engine
Class on the vehicle chassis will have no effect on the vehicle's HD stats. A designer can put an Engine on the vehicle below
the optimal rating if they so desire in most cases. This will have the effect of lowering the vehicle's HD. For each level below
the default engine rating, decrease the vehicle's HD and BHD ratings by two points. If a higher than optimal Engine is
installed, increase the HD and BHD ratings by two points apiece. Engine installation has no effect on FHD.
Engine ratings have a direct effect on the vehicle's fuel efficiency (see Chapter 8.1) as well as the vehicle's top speed. For each
Class above the default engine rating for the vehicle chassis, the top speed of the vehicle may be doubled. If doubling the
top speed of the vehicle will put the speed above the maximum for the chassis, the vehicle's speed becomes the chassis
maximum and cannot be raised above that amount. If the Engine is later modified to a higher Class, the vehicle's speed will
not increase, but the vehicle's fuel efficiency will still increase. Sea vehicles are an exception: added Engine Classes only
raise their top speed by a maximum of 10 kph.
Lower Engine Classes halve the indicated top speed for the chassis, rounding down (sea vehicles are an exception again,
with lower Engine Classes reducing top speed by only ten kph). Most vehicles can still operate with a Class One Engine
installed, though the fuel efficiency and speed will both be abysmal. A few vehicle chassis have a minimum engine rating.
Any Engine installed below this minimum engine rating will not provide enough power for the vehicle to operate. No
vehicle, regardless of its Engine settings, may have a speed of lower than five kph.
A GM, if they so desire, may reduce the maximum speed of a vehicle below the amount indicated by the Engine Class and
the chassis maximum speed. This kind of arbitrary reduction is known as adding a "speed governor" to the vehicle. Speed
governors are considered part of the vehicle's Engine. PCs are welcome to try and remove the speed governor from the
vehicle during the course of game play in order to try and improve the vehicle's performance. Removing the governor
requires a successful Jury Rig Check (DC 50). If successful, the vehicle's top speed increases to the amount indicated by its
Engine Class. Speed governors also keep an Engine from exceeding the maximum rated speed for a chassis type, so
removing them removes this limit at the risk of total structural failure. If a vehicle is being operated at speeds exceeding the
chassis maximum, it takes 5% hull damage every fifteen minutes with the attendant risk of catastrophic failure and all
associated penalties for hull damage (see Chapter 9.3).
Not all vehicles require an Engine. Those that don't require an Engine to operate have a "Class Zero" rating as their default
engine rating. These chassis are capable of running on some kind of external source, such as wind, water, work animals, or
even sentient-being power. If external sources are used for locomotion, the vehicle can travel as fast as the external source
(e.g. a Yacht driven by a 20 kph wind will travel at 20 kph, a Groundcar drawn by a horse at 15 kph will travel at 15 kph,
etc.). Externally driven vehicles are considered as being operated without a speed governor, with the same potential effects
possible if the vehicle's speed becomes greater than the chassis maximum speed. The Initiative value for an external engine
is zero.
From our notes, we know that a Capsule's default Engine rating is Class Six. We also know that we're designing a hyperspace capable
craft, which is ultimately going to mean sticking a Superphotonic Engine accessory onto the shuttle. Checking the notes for the
Superphotonic Engine, we find that there is a pre-requisite of a Class Ten Engine prior to installation. We are therefore left with no
choice but to put a full Class Ten Engine on our shuttle. Since that's four levels above the default, we'll get to add eight points to the
shuttle's HD and BHD ratings, bringing the HD ratings to 73/63/65. It will also add ten points to the vehicle's Initiative rating,
bringing it up to twelve. The extra Engine Classes will increase the shuttle's base speed by a factor of sixteen, which would bring the
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speed up to 16,000 kph. However, the chassis maximum is 10,000 kph, so we'll set the maximum speed there instead. Finally, the
Engine will add a whopping 3200 Cost Points to the shuttle.
Space vehicles have a few additional special rules. First, it is assumed that all space vehicles are capable of moving at a speed
sufficient to enter a parking orbit around the world from which the vehicle operates, and is capable of a speed sufficient to
conduct any tasks locally (around the planet and its moons, but not much further than that). The chassis maximum speed
for space vehicles is ignored when the vehicle is operating in space, or during launch and landing. The vehicle is restricted to
the chassis maximum only when it is required to operate in the atmosphere for extended periods.
Space vehicles from starfaring societies may be operated with or without sublight engines. If a space vehicle attempts to
enter interplanetary space without a sublight engine, it may do so, though the amount of time needed to reach another
planetary orbital will be quite significant. For the first orbital, the time is one year. For each subsequent orbital, the amount
of time is x2 years, where x is the number of orbitals to be traveled (e.g. three orbitals would take nine years, four would
take 16, etc.). Any space vehicle with at least a Class Seven Engine installed may have a sublight Engine installed as an
accessory. Space vehicles may also be given FTL engines as an accessory in order to move between stars like a starship, but
require a full Class Ten Engine first. Space vehicles without FTL drives will take centuries to reach the closest stars;
generally it'll take too long to make for good role-playing.
For both air and space vehicles, it is assumed that they have been given enough ablative material on their outer coating in
order for the vehicle to operate in any kind of planetary environment. This includes vehicles that may be transported and
used between worlds of various conditions (temperature, atmospheric density, gravity, etc.). Simply put, it's easier to make
this assumption for air and space vehicles rather than have to calculate the multitude of permutations of environments in
which the vehicle may be called upon to operate (though it is good role-playing to have characters comment on the
suitability of a certain vehicle on certain worlds, or to have a problem with the vehicle crop up because of the
environment).
Since the shuttle has a top speed of 10,000 kph in atmosphere, we have to add ten Cost Points to the shuttle for its aerodynamic rating.
The vehicle’s accessories should be selected next, provided the vehicle can support accessories at all. If it cannot, or if the
designer doesn’t feel like including accessories, then this step may be skipped over. It should be noted that a vehicle chassis
that can carry at least one accessory has the potential to carry many more accessories, thanks to the Modified Chassis
accessory (though this accessory will add quite a lot to the cost of a vehicle). Accessories can have any number of effects,
depending upon what the accessory is and what it is supposed to do. For more on what accessories are capable of doing
what, see Chapter 6.2.3. Vehicle accessories can change a lot of the basic characteristics of the vehicle; these changes should
be noted with the accessory’s effect. The cost of accessories should also be taken into account.
During this time, shield systems may be added to the vehicle. Shields are considered full accessories, and do count against
the vehicle's accessory count. Like armor, at the time of design an arbitrary number of shield hit points (SHP) may be set
for the vehicle; the vehicle is considered to have the shield Class of the next indicated level downward. Unlike armor, a
vehicle can have whatever Class of shielding the designer wishes for the vehicle. Shields have no effect on the vehicle's HD.
Weapons systems may be added to the vehicle at this time. Weapons come in two main varieties: beam weapons and
projectile weapons. To add a weapon to a vehicle, a proper mount must be placed on the vehicle first, either a rack or turret
for the proper weapon type. When mounting racks on a vehicle, it is important to note which firing arc the weapon is
meant to cover (see Chapter 9.3). Vehicles may have multiple Classes of the same weapon installed, as well as multiple types
of weapons (i.e. a vehicle could carry both Class Three slugthrowers and Class Two missiles, or Class Four missiles and
Class Two missiles). In instances where multiple types of weapons are carried on a vehicle, be sure and note which weapon
type is located on which weapon mounts. In instances were multiple Classes of the same weapon are involved, a different
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type of weapons mount must be selected for each Class (for example, Dual Projectile Turrets for Class Four Missiles with
Projectile Racks for Class Two Missiles). Turreted weapons cover all firing arcs (but there is a penalty involved with using
turreted weapons in combat). If a vehicle carries more than one of the same type or Class of weapon (i.e. two beam
weapons or two projectile weapon types, or two or more Classes of the same weapon), only one beam and one projectile
system/Class can be carried without taking up accessory slots. The amount of damage or effect of a weapon should be
recorded in the appropriate boxes on the Vehicle Record Sheet (Beam for beam weaponry and Proj for Projectile weaponry).
In the case where multiple Classes or types of weapons are installed on a vehicle, only the highest damage amount should
be recorded in the box. The "X" box, used for special weaponry, will generally be blank unless the vehicle includes one of
the special weapons available to starships (see Chapter 7.2.2), which become available through the use of the Starship
Systems Adapter accessory).
Finally, vehicles may be equipped in such a way as to give them the ability to carry other vehicles (by being equipped with
the Vehicle Rack or Hangar Bay Module accessories). In these instances, the smaller craft does not count as an accessory. If it
is standard equipment for the parent vehicle, however, the cost of the small craft should be added to the final cost of the
parent vehicle, after the rest of the vehicle's cost has been figured up (see below). Stats should be made available for the
smaller craft. If a designer wants to design a carrying craft cheaply, they have the option of placing a small craft as a
permanent part of the vehicle's carried cargo. Vehicle's carried in this manner must, of course, be smaller than the available
amount of cargo space available to the parent vehicle, and cannot be deployed while the vehicle is in operation (even if the
Carrier Systems accessory, which normally allows this action, is installed on the parent vehicle).
From our earlier notes, we know that we have thirteen accessory slots to play with. This should be more than enough to accomplish
what we need it to. Going back to our design concept, we see that we wanted a hyperspace capable craft that could also be used for
defense and have most of the same capabilities as an ITV. The first thing we should add is our Superphotonic Engine (costs 1000);
while we're at it, we can throw on a Sublight Engine as well (costs 500). This should make our shuttle an excellent exploration craft.
We can add shields to help protect the craft; to keep things cheap, we'll go with a Class One Shield (costs 4). Since we've picked a
Class One Shield, we can set our SHP anywhere from 50 to 99; let's say 65 for the heck of it. We're also going to want the shuttle to
have a strong offensive punch, which means good weaponry. Let's say a full Class Ten Laser (costs 4800); this will give the shuttle a
100 point Beam damage capability, enough to threaten small starships if need be. We'll need to add a mount for the weapon; let's say
a Beam Weapon Rack (costs 20). We've now used up five of our available thirteen accessory slots. Giving the shuttle the capabilities of
an ITV shouldn't be too difficult; we just need to add a Cargo Module for storage (costs ten times Size Class, or fifty in this case), an
Industrial Manipulator Module for grabbing (costs 75), and an SWACS Module for surveying (costs 150). We can set the Cargo
Module anywhere up to 25 cubic meters of cargo; we'll say twenty. Total cost of these accessories adds up to 6599 Cost Points, not bad
considering the capabilities all the gear gives us. Note that we've left a few slots open for players to make future modifications if they'd
like to.
With the vehicle's accessories determined, there is only one major issue that needs to be addressed before the vehicle's cost
and remaining final stats can be determined: its internal space. This will determine how many people are needed to run the
vehicle (its crew) and how many people the vehicle can haul that aren't essential to the vehicle's operations (passengers), as
well as the amount of equipment, parts and commodities the vehicle can haul at any given time (cargo).
All vehicles have a set amount of space set aside for their occupants (without which there would be little point in most vehicles,
though there are exceptions like the UAV). The amount of space typically set aside for vehicle occupants (known as the safe
accommodation space) is determined by the vehicle's Size Class. This space has been determined making three basic
assumptions about the vehicle:
1. The vehicle is no larger than the minimum space indicated for the Size Class.
2. The vehicle's actual internal volume is only about one-sixth the amount of its bounding box volume.
3. The vehicle devotes 10% of its internal volume to accommodation space.
The amount of space available for accommodations on a vehicle can be vastly different if any of these assumptions are
incorrect, but for the most part a designer can be rest assured that the amount of space indicated is what would actually be
included in a vehicle's internal volume. If a larger amount of space is desired or necessary, it's recommended a designer not
go above 50% of the bounding box volume for the actual internal volume, and that no more than 25% of that space be set
aside for living areas. Living space can also be transferred over from the vehicle's safe cargo space, if the designer so chooses.
Accommodations spaces fill in the space reserved on a vehicle. These spaces vary greatly in size from single seats all the
way up to opulent, apartment-like suites. A description of the types of accommodation is provided in the table below,
including the amount of space each one takes up.
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Vehicle and Starship Accommodation Spaces
Approximate
Name Brief Description
Size (m3)
Basically a full-sized apartment. Comes with separate full bathroom and sleeping areas off
Suite 400
of a main living area or office space. Has its own kitchen and dining areas.
Luxury Basically an efficiency apartment. Kitchen, living space and bedroom all rolled into one
200
Stateroom space; can be partitioned off if so desired by its occupant. Has a separate full bath area.
High-class cabin. Usually has its own full bathroom, a table and chairs for office space, large
Stateroom 100
bedding area and maybe a kitchenette. Good for first-class family accommodations.
A good medium-sized room. Usually comes with a full bath and large bed, and a small work
Double
50 area. Typically has a shared common area. Good for first-class accommodations on space
Cabin
vehicles.
Dinky in comparison to some types of quarters, a single cabin has enough room for a bed, a
Single
25 person's belongings, and maybe a small toilet. Typically has a shared common room. Used a
Cabin
lot for second-class passenger passage.
Steerage cabins are cramped, usually containing just the bed and maybe a desk and a little
Steerage
12.5 space for personal effects. Usually requires a shared restroom, but otherwise affords a
Cabin
person at least some privacy.
A good size bunk that folds up into the wall, giving a good amount of space for working as
well as a little more in the way of storage for personal effects. If a shared common space and
Large Berth 6.25
bathroom are used, there's probably just enough space in the actual room for the bunk and
not much else.
A larger bunk that can fold up into a wall with a larger storage area. Usually good when
Medium
3.125 comfort isn't a priority but some work or office space is needed. Jail cells are usually about
Berth
this size.
A bunk bed with a locker for storage. Usually stacked three high. Good when you have to
Crew Berth 1.5625
cram large numbers of people in a really small space. Not very private; not very comfortable.
One reasonably comfortable partially reclining seat, with an overhead bin for a small
Airplane
0.78125 amount of cargo as well as a small space under the chair. Good for hauling passengers on
Seat
trips not much longer than 12 hours at the most.
This is about as basic as it gets; it's a seat that still offers support for the back. No cargo
Bucket Seat 0.390625 space is included. Good for hauling passengers for short trips of two hours or less, or longer
if breaks are scheduled in.
Saddle 0.1953125 A place to put your butt and that's it. At least you don't have to share it with anyone...
A designer may fill in the reserved space with accommodation spaces, subtracting the amount indicated for each type of
quarters from the total amount of reserved space. Each accommodation space added to the vehicle, regardless of its type,
adds one person to the vehicle's overall complement. Additionally, a designer is allowed to perform hot racking on any
berth-sized space. This will add an additional person for every two such berths added to the vehicle, resulting in a minor
drop in overall crew performance (see Chapter 8.1 and Chapter 9.3 for specifics). An additional person can be added
without hot racking for cabin-sized spaces and larger, and a third person may be added (or up to three children) for each
stateroom or suite-sized quarters added. These quarters types assume human occupancy. If an occupant will be larger than
a human, double the size of the quarters (this can be done repeatedly if the occupant is substantially larger than a human)
for game play purposes. Likewise, if an occupant is smaller than a human, halve the size of the quarters. The specific types
of quarters do not have much in the way of game effects, but knowing how large a crew space is can be handy information
when it comes to certain kinds of adventures.
The vehicle's designer is under no obligation to fill in all of the vehicle's accommodation space; some can be left open if they
so desire. Any space left open can, at the designer's discretion, be passed over to the vehicle's cargo space, its hangar space
(if the vehicle has any Hangar Bay Modules installed), or simply ignored.
Once the number of persons that can occupy the vehicle has been determined, the designer may set any number of those
persons as the vehicle's crew, with the rest becoming passengers. As a general rule, about 20% of the indicated number of
persons should be required as crew if the vehicle is either commercial or industrial (or 6 at the minimum), one person for
every two Size Classes is required if the vehicle is civilian, and 80% or more (possibly all) of the indicated number of
persons should be required to become crew if the vehicle is military. Obviously these figures won't apply to every situation
(a vehicle with the Automation Module accessory, for instance, really doesn't require a crew at all and so all its occupants could be
set as passengers), but should be good for most situations.
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The vehicle's crew and passengers, once determined, should be recorded in the appropriate boxes on the Vehicle Record
Sheet, along with the various types of accommodation spaces placed inside the vehicle.
Cargo space can be determined next. Cargo space on a vehicle is kind of like the reserved living space on a vehicle, in that a
certain default amount has been set aside based on the vehicle's Size Class. The amount set aside is approximately .5% of
the vehicle's actual internal volume (again assuming the vehicle takes up only one-sixth of its bounding box volume) and
then divided by three. Like living space, this can be adjusted to fit the specific vehicle type (for example, a transport ship
might have something like 25% of its internal volume as cargo space, or up to 80% or so for bulk good transports).
Determining the vehicle's cargo capacity is simple enough; just add up the cargo space the vehicle gains from any Cargo
Modules installed on the vehicle (Refrigeration, High-Temperature, Bio-Hazard and Waste Disposal Modules count for this
tally) and add to it the amount of space reserved for cargo. The resultant amount is the vehicle's cargo capacity, which can
be recorded in the cargo capacity box on the Vehicle Record Sheet (along with the various cargo carrying modules). As with
accommodation space, space reserved for cargo can be transferred to living space, hangar space (if the vehicle has any type
of Hangar Bay module), or even both at the designer's discretion. Note, however, that cargo space granted to a vehicle due
to its modules cannot be transferred.
From our earlier notes, we know that we've got 1.5 cubic meters of space for accommodations; not a whole lot of space to cram six
people into, that's for sure! Let's go with an Aircraft Seat for the pilot and five Bucket Seats for the passengers. We'll need 0.78125
cubic meters of space for the Aircraft Seat and a total of 1.953125 cubic meters for the Bucket Seats, bringing the total up to 2.734375
cubic meters. Unfortunately, this is well above the 1.5 cubic meters we have. In this case, we're going to have to fudge things a little bit.
We know that, as a Size Class Five vehicle, the minimum volume of the shuttle is 88 cubic meters. If we say that half of that is actually
occupied by the shuttle, and a quarter of that space is reserved for passengers, we have 11 cubic meters to play with. So, we can still go
ahead and put the accommodations we want on the vehicle; reality is somewhere in between. The shuttle will rely on its cargo module
for all cargo carrying capabilities.
Once the accommodations and cargo capacities have been determined, all of the vehicle’s equipment has been selected and
it is time to start figuring up the vehicle’s vital statistics, starting with its cost. Begin by tallying the cost factors of all of
the vehicle’s equipment. After this "subtotal" has been tallied, it's time to account for multipliers. First, multiply the
amount by the user's cost factor. Next, if the Eco-Safe Module Accessory has been added to the vehicle, the final tally of all
the cost factors will be halved, rounding up, after the user multiplier has been applied. Finally, once these cost factors have
been figured up, multiply the resultant amount by the cost multiplier indicated for the chassis. The final result is the total
cost of the vehicle, in MU or SP (depending on the campaign). Record the final result in the "cost" box on the Vehicle
Record Sheet.
If the Starship Systems Adapter accessory has been added to a vehicle, the cost of any starship-scale equipment is added to
the vehicle's final cost after the cost multiplier is taken into account. Small craft added to the vehicle are also added after
the cost multiplier has been taken into account. Under no circumstances will the price of starship-scale equipment or small
craft ever be multiplied by a vehicle's cost multiplier.
We've been keeping good track of our Cost Points as things have progressed, so it's time to tally them up. Our base cost was 5 points,
Armor cost 6.2, and the Engine was 3200. We add ten points for aerodynamic rating, and a total of 6599 for accessories. Tallying
these up gives us 9820.2 Cost Points. We now have two multipliers to attend to; a times-two multiplier for the Military User and 2.5
for a Capsule's cost modifier. Multiplying these out gives us a final cost of 49,101 MU.
Once all the equipment has been selected and the vehicle’s cost has been calculated, it’s time to figure up the remainder of
the vehicle’s vital stats. The designer should have been keeping notes as they were designing the vehicle; if not, then it's
important for them to go back and record the effects of the equipment that they've installed on the vehicle. From these
design notes, it is possible to determine the vehicle’s battle modifiers (SI, Cost, SHP, AHP, Max Speed, Init, HD, BHD,
FHD, Crew, Passengers, and Elements). Here is an overview of these stats:
• Strength Index (SI): Strength index is a measure of how powerful a vehicle is and how well it rates in combat
alongside other vehicles. A vehicle’s strength index is a combination of its shield hit points, armor hit points, and
strength of its strongest available weapon. This value is the most basic method for keeping score and helps
determine whether or not the vehicle will withdraw in combat, if given the opportunity and if a battle comes to a
premature end.
• Cost: This is the total cost of the vehicle's chassis, armor, Engines and accessories. By this point in the vehicle
design process, this should already have been calculated.
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• Hit Difficulties (HD/BHD/FHD): Several factors determine how difficult it is to actually hit a vehicle, including
the vehicle’s size, mass, and ability to accelerate. How hard it is to hit and cause damage to a vehicle is
represented by its hit difficulty. The higher the hit difficulty, the higher the result needed on a d% roll in order to
damage the vehicle. Vehicles have three hit difficulties. The first is the normal hit difficulty (HD), used in regular
situations. The second is the “blast” hit difficulty (BHD), used when the vehicle is exposed to the effects of blast
weaponry (grenades, missiles, nuclear blasts, etc). The final is the “flat-foot” hit difficulty (FHD), used when the
vehicle is “surprised” by the enemy or “disabled” in combat. Each vehicle has a base HD rating, which is modified
by armor effects, Engine effects, and user effects.
• Initiative (INIT): As with characters, Initiative is used to determine in which order different vehicles engaged in
combat situations fight. The higher the vehicle’s Initiative, the more likely it is that it will get to deliver damage
before other vehicles. Initiative also determines how much the vehicle can move during "grid" combat (see
Chapter 9). A vehicle’s Initiative modifier is determined directly from its Engine Class, taking into account any
modifiers from tech level or from any accessories that modify Initiative.
• Maximum Speed (MAX SPEED): This lists the vehicle’s maximum speed rating, as determined by its chassis type,
its aerodynamic rating, and/or the amount the GM indicates as a "speed governor". A vehicle may travel at any
speed from zero to its maximum speed.
• Shield Hit Points (SHP): This is a measure of the strength of the vehicle’s shields, if any are installed. Shields are
an outer layer of defense for a vehicle. Shields can regenerate in combat at a rate determined by the highest
Applied Relativity skill score among the characters operating the vehicle. If a vehicle’s shield HP is reduced to zero,
any excess damage points are applied to any armor the vehicle may be employing (or straight to systems damage
if the vehicle has no armor).
• Armor Hit Points (AHP): This is a measure of the strength of the vehicle’s armor. Armor is an inner layer of
defense for a vehicle, consisting of extra thick hull plates. Armor does not regenerate in combat. If a vehicle’s
armor HP is reduced to zero, any excess damage points go directly to systems damage. Certain vehicle types can
take systems damage even if armor is not breached (see Chapter 9.3).
• Crew: This lists the number of personnel required to operate the vehicle. Crew listings can be filled out by any
type of character, including player characters, specific NPCs or “disposable extras”. A vehicle that does not have
enough personnel aboard to fill all of its crew slots may end up taking a general penalty for being undermanned
(see chapter 9.3).
• Passengers: This lists the number of personnel the vehicle can transport as passengers. Unlike crew, passengers
are not essential to the successful operation of the vehicle, though a vehicle may take a general penalty for being
overcrowded (see Chapter 9.3) if there are more personnel aboard a craft than listed in the vehicle’s crew and
passenger ratings. Passengers can come in many forms, including travelers, troops, and prisoners, to name just a
few examples.
• Elements: This final statistic is simply a listing of the types of minerals that are used to make the vehicle and the
amount of material that can be expected to be extracted from the vehicle in the event that it is destroyed. In
general, larger vehicles will throw out more material and more expensive vehicles will throw out more valuable
minerals. There are no hard and fast rules for determining constituents for a vehicle, but in general, the amounts
of materials should not exceed .5 cubic meters per Size Class, and there should not be more than four minerals
comprising the vehicle (one of which is whatever material the vehicle uses for fuel).
We're ready to figure up derived statistics. Since we know the shuttle has got 65 SHP, 100 AHP and 100 as its maximum damage
capability (from the lasers), we can add those together to get an SI of 265. We've already figured up the vehicle's cost, and we've kept
track of the HD ratings as we were going along (it didn't change after we put the Engines on, so the final HD ratings are 75/63/65).
We also know the Initiative rating is 12 (again, determined after the Engines were put in place), the maximum speed is 10,000 kph in
atmosphere, and it has a crew of one with five passengers. Really all we still need to determine is elements; we'll say 2.5 cubic meters of
Titanium, 1.2 of Promethium, 1.2 Tungsten and 1.4 cubic meters of Endurium (or Shyneum as needed).
Put finishing touches and any desired additional traits to the vehicle.
After a vehicle’s vital stats have been recorded, its essential statistics are complete. If the designer is only designing a
general vehicle class, they may stop there and call the vehicle done, though a general-class name should be assigned to the
vehicle if one has not been selected already. If, however, they are creating a specific vehicle (such as one the characters are
trying to buy used at a discount vehicle surplus depot), then they can add details to the vehicle. Such details may include
the color of the paint, any scratches or dents in the vehicle’s hull or armor, particular flaws it has picked up due to abuse or
neglect, and so forth. Flaws in the vehicle may be particularly important, as they can affect the vehicle’s modifiers and/or
the ability of the characters to fix the problem. If a designer wants to add flaws to the vehicle, they may choose their own,
or they may use the chart below. A designer can, if they so choose, add flaws and other characteristics to an entire class of
vehicle. These flaws and characteristics can be from the vehicle's design, or serve as a reflection of the technological era in
which the vehicle was constructed.
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Vehicle Flaws by d%
d% Flaw Flaw
Result (Design) (Acquired)
Design makes inefficient use of interior space. Reduce
accommodation, cargo and hangar volume by 10% (adjust the The vehicle's paint job is scratched or chipped.
01-10
vehicle's accommodations/cargo/hangar space accordingly). Can No game effect.
be repaired with DC 150 Mechanics Check.
Design is not easily modified or upgraded. -1 accessory per
vehicle Size Class. All upgrades and modifications take twice as Part of the vehicle's outer surface is dented in. No
11-20
long to install as normal. Can be repaired with DC 175 game effect.
Mechanics Check.
Something gets knocked loose. The vehicle either
Vehicle's handling is generally sluggish. -1 to Initiative value.
21-30 starts smoking or starts making some kind of
DC 75 Mechanics Check required to repair.
unhealthy noise. No game effect.
One of the vehicle's systems malfunctions. Select
Some systems have had to be jury-rigged in order for the vehicle
one system randomly (as with vehicle damage, see
to operate normally. -20 on all Mechanics Checks to the vehicle.
31-50 Chapter 9). That system malfunctions
Repair DC dependent upon specific systems affected, at GM's
immediately, regardless of its damage level. Add
discretion.
DC 50 to normal Mechanics Check for repair.
The vehicle's Engine has overheated. 5% Engine
damage for each minute the vehicle remains in
The cooling system is inadequate to the needs of the reactor,
operation unless the vehicle slows to 1/4
making it easy for the reactor to overheat at high speed. The
maximum speed. Afterwards, vehicle is limited
51-60 vehicle can only travel up to half its normal maximum speed
to 1/2 maximum speed. Repair with DC 100
and takes 5% Engine damage every minute it is over that level.
Mechanics Check while vehicle is not in
Repair with DC 100 Mechanics Check.
operation, or DC 200 Mechanics Check while
vehicle is in operation.
A stabilizer has been blown loose. -1 to vehicle's
The vehicle’s handling is shaky. -20 to all Vehicle Piloting Checks Initiative rating and -20 to all Vehicle Piloting
61-70
while operating the vehicle. checks. Requires a new stabilizer to repair, DC
100 Mechanics check.
The vehicle’s Sensors malfunction. +2 Range
The vehicle has been designed with low-quality scanning
penalty to all Marksmanship and Ballistics
equipment. +1 Range penalty to all Marksmanship and Ballistics
71-75 Checks. Requires replacement of the scanner
Checks. Requires replacement of the scanner pallets to repair,
pallets to repair, DC 100 Mechanics Check. If the
DC 100 Mechanics Check.
vehicle has no scanners, roll again on this table.
The fire control systems on the vehicle have
Intermittent function on vehicle weapons systems. -10 penalty
malfunctioned. -10 penalty to all Marksmanship
to all Marksmanship and Ballistics checks. Repair requires re-
and Ballistics Checks. Requires DC 150 Mechanics
76-80 wiring of weapon power taps, DC 125 Mechanics Check at twice
Check to repair at twice the normal repair time.
normal repair time. If the vehicle has no weapons, roll again on
If the vehicle has no weaponry, roll again on this
this table.
table.
The vehicle's weapons capacitors short out. All
weapons systems are rendered inoperative and
The vehicle was designed with sub-standard armor. Subtract
cannot be used again until the damage is
10% from the vehicle’s normal amount of AHP for its armor
repaired. The blast causes d% damage to the
81-90 Class, rounding up. Repair requires the complete removal of the
vehicle. Repair requires a DC 175 Mechanics
armor plating and replacement (normal Mechanics check for
check. If the vehicle has no weapons or if the
armor repair, but at three times the normal repair time).
capacitor has already shorted out, roll again on
this table.
Serious damage to the vehicle's internal
The vehicle was designed with sub-standard structural
framework. Reduce all HD ratings by one-half
materials. Subtract 10% from the vehicle’s normal amount of
(round up). Repair requires a DC 175 Mechanics
AHP for its armor Class, rounding up. Additionally, roll 1d10.
91-95 Check, adding one hour for each point of normal
Treat the result as hull damage. Repair requires removal of the
HD lost. The GM is allowed to select appropriate
hull platings and affected members (Very Difficult Mechanics
secondary effects for this type of damage
Check at ten times normal repair time).
dependent upon the vehicle environment.
Other. Some other system is either flawed or has become flawed. The GM/designer is encouraged to be somewhat
96-00
cruel.
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The next thing the designer must decide is what groups in general will have access to the vehicle. Obviously, it is unlikely
that the general population would be allowed to purchase a battle tank, or that the military would want to use an unarmed
sporting bike. Of course, there's always the chance the vehicle will be hijacked by someone who's not intended to operate
it...
At this point, the vehicle is complete enough to play an adventure with, but the creation process does not need to end here.
Such information as a design programme, the name of the chief designer, the vehicle’s history and so forth can also be
added. This will help give the vehicle some of the “personality” that all infamous vehicles seem to have, rather than making
the vehicle just a collection of numbers and stats. This part of the creation process does not have to be done at the time the
vehicle is created, and indeed, such information about the vehicle can be added through the course of game-play.
We're pretty satisfied with our shuttle as is, so we're not going to give it any flaws. In fact, we're going to call it done. There's just one
detail left to fill out, and that's a name. We're going to call it the C-7 Galilei FTL Shuttle. This is the same craft that appears in
Chapter 6.3.
The Interstel Terrain Vehicle was the chief method through which planetary exploration took place in the original two
Starflight games. This vehicle could drive on any terrain (including water and lava), collect information about the
surrounding area, use two different kinds of weapons to collect lifeforms or defend the crew inside, scan ruins, find mineral
deposits and mine those deposits, and hold up to 50 cubic meters of cargo. No Starflight campaign is truly complete
without this amazing vehicle, and as it was the only vehicle the player could use in the original games, it is presented here
as a vehicle for use in SFRPG campaigns. All Interstel starships come with one terrain vehicle at no additional charge.
Players playing non-Interstel based campaigns may either adapt this vehicle for their own use, or come up with their own
terrain vehicle using the above vehicle creation rules.
Accessories: Modified Chassis (+5 accessories), Cargo Module (30 m3 cargo), Cargo Module (20 m3 cargo), Scout Module
(+5 Sensor Use/Perception), AAA Module (air targets), Industrial Manipulator (mining), Amphibious Landing Module
(traverse water), Low-Friction Surface Traction Inducer, Non-Lethal Weapons Delivery Option (stunner), Eco-Safe Engine,
Weapon Turret (mount 1 turreted beam weapon).
Each chassis type affects several of the vehicle’s basic statistics. Included in the following profiles are the following:
• Overview: This gives an overview of the chassis type and describes its basic characteristics.
• Default Armor: This lists the default armor type for the chassis. The HD figures for the chassis assume that this
is the type of armor that is finally installed on the finished vehicle. Vehicles can, of course, be built with different
armor Classes, though this will have an effect on the vehicle's HD ratings (see Chapter 6.2).
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• Maximum Armor: This lists the maximum armor type the vehicle chassis can support. Heavier armor will cause
the underlying framework to buckle the first time the vehicle is used. Heavier armors can be installed on a vehicle
with the Reinforced Chassis accessory, which is very expensive but may be worth it in certain situations.
• Default Engine: This lists the default Engine type for the chassis. The HD figures for the chassis assume that this
is the type of Engine that is finally installed on the finished vehicle. Vehicles can, of course, be built with
different Engine Classes, though this will have an effect on the vehicle's HD ratings (see Chapter 6.2). Certain
vehicles are allowed to be used "unpowered", which means that they can utilize some kind of external
locomotion. Engines need not be installed on these vehicles; all others require a working Engine in order to
operate.
• Maximum Chassis Speed: This lists the highest safe speed attainable by the chassis type. Above this speed, the
vehicle will literally shake itself apart if given enough time (see speed governors, Chapter 6.1). Vehicles can, of
course, travel at rates slower than the maximum speed.
• Cost Modifier: This stat enables players to calculate the final monetary cost of a vehicle, taking into account all
of its installed equipment. The Cost Modifier is a multiplier, and must be taken into account when any new
equipment is added to or when equipment is removed from a vehicle.
• Availability: This lists the level of technology a culture must obtain before they are allowed to construct vehicles
of a given chassis. Availability is always listed as the earliest era that can have the chassis (so a Canoe, which is
available in the Stone Age, is also available in the Metal, Industrial and Starfaring Ages; a Transport is only
available in the Starfaring Age).
• Weight: This lists a weight category for the given chassis. All vehicles have the same seven weight categories:
Super Light, Very Light, Light, Medium, Heavy, Very Heavy, and Super Heavy. As a general rule, heavier chassis
are slower and more expensive but often times can support a greater number of accessories than smaller chassis.
• Size Class Range: This gives the range of Size Classes that are available for a given chassis weight (oftentimes, the
"range" entails only one Size Class). There are a few game effects that may occur if a vehicle is of a certain Size
Class or not (for example, in cross-scale combat, the smaller combatant gets a bonus to their HD).
• Base HD: This lists the base hit difficulty ratings for the chassis at a given chassis weight. As with characters, this
will help determine how hard the vehicle is to hit. If a chassis has multiple HD ratings, use the set for the specific
Size Class needed as indicated in parentheses.
• Base Cost: This lists the base cost of the vehicle chassis at a given chassis weight. This number is listed as basic
cost points and is figured into the cost of the finished product. Keep in mind that ultimately this amount will be
multiplied by the chassis Cost Conversion factor when a final vehicle price is tallied up.
• Base Speed: This lists the base speed of the vehicle chassis at a given chassis weight, taking into account the
default Engine Class of the chassis.
• Number of Accessories: This lists the number of accessories (including weapons, shields and equipment) the
chassis is designed to carry. This number can be increased if the Modified Chassis accessory is installed on the
final vehicle, though this tends to be a pricey option.
Bike
A Bike is a light, one-to-two person land vehicle designed for generally local transport, although some civilizations have
developed the Bike for intercity travel. Bikes are popular with younger crowds, as they tend to not be as sophisticated as
larger vehicles. Military applications of the Bike are limited, but do include light transport over rough terrain. They are one
of the few chassis types that can utilize archaic hulls and can operate without an Engine. They tend not to be able to carry
a lot of equipment, though they can be fitted with rudimentary armament. Bikes offer no cover whatsoever.
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Bike
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Super Light 1 73/59/73 1 35 kph 0
Very Light 1 70/56/70 1 30 kph 1
Light 2 66/53/66 1 25 kph 1
Medium 2 63/50/63 1 20 kph 2
Heavy 3 59/47/59 2 15 kph 2
Very Heavy 3 56/44/56 2 10 kph 3
Super Heavy 4 52/41/52 2 5 kph 3
Groundcar
A Groundcar is a light land vehicle capable of hauling between four and ten occupants, depending on the size of the vehicle.
Groundcars are by far the most popular form of ground transport. While most operate on wheels, some are outfitted with
repulsor sleds for greater speed and maneuverability and for smoother rides. Groundcars have many applications in the
commercial and civil fields. Military applications include light combat area transport. Industrial applications are somewhat
limited. Groundcars can make use of some powerful reactor systems, though they tend not to carry a lot of equipment.
Groundcars offer limited cover.
Groundcar
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Super Light 1 76/62/76 4 45 kph 1
Very Light 2 72/59/72 4 40 kph 1
Light 3 68/56/68 5 35 kph 1
Medium 3 65/53/65 5 30 kph 2
Heavy 4 61/50/61 6 25 kph 2
Very Heavy 5 57/47/57 6 20 kph 2
Super Heavy 6 53/44/53 7 15 kph 3
Skimmer
A Skimmer is a generic name for any vehicle that is designed as a repulsor vehicle, designed to hover a few inches above the
ground. Skimmers are primarily land vehicles, though they can be adapted for sea surface use. In advanced civilizations, the
Skimmer is the vehicle of choice for civil service units, including law enforcement, fire and medical emergency units, and
waste disposal. They also see use among wealthier civilians as an alternative to a Groundcar. The military uses Skimmers
because of their easy adaptability to a number of environments, though their maintenance costs limit more prevalent usage.
Skimmers can be adapted for a number of uses, though their basic armament tends to be a little limited. Skimmers offer
limited cover.
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• Maximum Speed: 900 kph
• Cost Modifier: 2.5 MU/SP per Cost Point
• Availability: Starfaring Age
Skimmer
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Super Light 4 73/62/73 7 55 kph 2
Very Light 5 69/59/69 8 50 kph 2
Light 6 65/56/65 9 45 kph 3
61/53/61 (7)
Medium 7-8 10 40 kph 3
60/53/60 (8)
Heavy 9 56/50/56 11 35 kph 3
Very Heavy 10 52/47/52 12 30 kph 4
Super Heavy 11 48/44/48 13 25 kph 4
*Skimmers automatically have the Repulsor Sled accessory as part of the chassis. As such, they cannot have an Engine rating lower
than Class Three, but the Repulsor Sled does not count against the number of accessories mounted on the Skimmer.
Armored
Armored vehicles are heavy land vehicles designed to offer the vehicle’s cargo or passengers as much physical protection as
possible. Most Armored vehicles run on tracked wheels, though there are a few that utilize repulsor sleds, which reduces
the vehicle’s tendency to breakdown at the cost of requiring tremendous power. They are used mainly in commercial and
military fields, where their added protection is a necessity. Indeed, the Armored vehicle is the favored chassis for mobile
infantry units, as well as for monetary transport duties. Industrial uses are somewhat limited but may include secure
hazardous waste or materials transports. Armored vehicles are rarely seen in the civil field, though some high profile
celebrities may have one or two to substitute as a high-security Groundcar. The need for power and protection makes this
one of the most adaptable types of ground vehicle. Armored vehicles provide full cover.
Armored
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Super Light 4 82/71/82 32 65 kph 2
Very Light 5 78/68/78 36 60 kph 2
Light 6 74/65/74 41 55 kph 3
70/62/70 (7)
Medium 7-8 45 50 kph 3
69/62/69 (8)
Heavy 9 65/59/65 50 45 kph 3
Very Heavy 10 61/56/61 54 40 kph 4
Super Heavy 11 57/53/57 59 35 kph 4
Walker
Walkers are a special breed of mechanized Armored land vehicle. They get their name because they “walk” on strong,
flexible supports which carry the rest of the vehicle’s chassis. Walkers tend to be very powerful vehicles, and though they
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tend to be a bit slow, their high level of armor assures their survivability. Walkers come in all shapes and sizes from one
man “mechs” to multi-person all-terrain armored transports. They are heavily used in military applications in infantry
support roles. They are also found in industrial fields as heavy industrial manipulators, allowing a single being to “put on
an exoskeleton” that enables them to move large quantities of earth or heavy construction frames. Commercial interests
have a few Walkers of their own, typically for mining duties though some are utilized for defensive purposes. The Walker
tends to be too clunky for civilian use, though they can be seen breaking earth and putting up housing frames. Walkers are
generally heavily armed, have ample power, and can make use of some very strong types of armor. Walkers offer full cover.
Walker
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Super Light 1 79/65/79 35 45 kph 1
Very Light 2 75/62/75 40 40 kph 1
Light 3 71/59/71 45 35 kph 2
67/56/67 (4)
Medium 4-5 50 30 kph 2
66/56/66 (5)
Heavy 6 62/53/62 55 25 kph 2
Very Heavy 7 58/50/58 60 20 kph 3
Super Heavy 8 57/47/57 65 15 kph 3
Canoe
Canoe is a generic name for any type of very light sea surface vehicle. This chassis can range from a simple paddle-driven
log, all the way up to a small impeller-driven high speed watercraft, kind of like a Bike chassis for the water. Canoes are
small vehicles but are very maneuverable and can be among the fastest sea vessels around, given a powerful engine to drive
them. Simple civilizations utilize the Canoe as their only real means of long-distance transportation. More advanced
civilizations can use variations on the Canoe chassis for fast sea raiding, zone patrol duties, amphibious landing duties,
short range underwater surveying, cable laying, or just general recreation. The Canoe has some powerful reactor systems
available to it, though to maintain speed it must have somewhat light armor and limited armament. Canoes offer no cover.
Canoe
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Super Light 1 73/59/73 4 15 kph 0
Very Light 1 70/56/70 4 15 kph 1
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Canoe
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Light 2 66/53/66 5 10 kph 1
Medium 2 63/50/63 5 10 kph 2
Heavy 3 59/47/59 6 5 kph 2
Very Heavy 3 56/44/56 6 5 kph 3
Super Heavy 4 52/41/52 7 5 kph 3
Yacht
Yachts are very small sea-surface vehicles designed mainly for short sea voyages or heavy duty work. Yachts are among the
smallest sea-vessels that can be called ships, and find themselves applied in many different fields. They are often found
among the wealthier civilians, who use these vehicles as pleasure craft. Industrial and Commercial interests outfit Yachts
with powerful engines, turning them into dredges or tugs. Military interests use Yachts for many of the same purposes as
commercial and industrial interests. They sometimes outfit a Yacht chassis with a fair amount of weaponry, turning the
Yacht into a gunboat. Yachts tend to have a small number of crew, but can be outfitted to run under motor or sail. They
are among the cheapest and fastest types of sea-going vessels, though they tend to be easy to damage. Yachts offer limited
cover.
Yacht
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Super Light 4 70/59/70 7 15 kph 1
Very Light 5 66/56/66 8 15 kph 1
Light 6 62/53/62 9 10 kph 2
Medium 7 58/50/58 10 10 kph 2
Heavy 8 54/47/54 11 5 kph 2
Very Heavy 9 50/44/50 12 5 kph 3
Super Heavy 10 46/41/46 13 5 kph 3
Cutter
A Cutter is a generic name for any small to medium size sea-surface vehicle. Cutters are designed to be fast enough for sea
surface interdiction and yet strong enough to withstand some punishment. They generally make good sea surface patrol
vehicles and can also serve in light escort duties as well. Ocean-faring military navies usually have a good number of these
vehicles for shoreline defense. Businesses and industries use them to protect and support heavier working ships such as
cargo barges and sea-based industrial cranes. Cutters aren’t usually found amongst the civilian population, but can be seen
in the form of small luxury liners. For sea-going vessels, Cutters are reasonably well priced, fast and offer a good amount of
armor. Cutters offer limited cover.
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• Availability: Industrial Age
Cutter
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Super Light 6 74/65/74 175 55 kph 3
Very Light 7 70/62/70 200 50 kph 3
Light 8 66/59/66 225 45 kph 3
Medium 8 63/56/63 250 40 kph 4
Heavy 9 59/53/59 275 35 kph 4
Very Heavy 9 56/50/56 300 30 kph 5
Super Heavy 10 52/47/52 325 25 kph 5
Cruiser
A Cruiser is a large sea-surface vehicle, designed mainly for long sea-faring voyages over great distances. Cruisers are large,
expensive and heavy ships, but make up for it in shear survivability. Cruisers have a large array of uses in military
applications, where they are used as principal ocean-going combat vessels. The civilian field also makes use of the Cruiser
chassis, turning them into very large luxury cruise liners. Commercial interests use the Cruiser chassis for ocean-going
cargo craft, and Industrial users tend to use Cruisers as mobile sea-surface construction platforms. Cruisers can handle a
large number of crew. They tend to be slow and not very maneuverable, and also somewhat expensive. On the other hand,
they are not damaged easily and carry some very powerful reactor systems. Cruisers offer full cover.
Cruiser
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Super Light 10 74/68/74 350 45 kph 3
Very Light 11 70/65/70 400 40 kph 3
Light 12 66/62/66 450 35 kph 3
Medium 12 63/59/63 500 30 kph 4
Heavy 13 59/56/59 550 25 kph 4
Very Heavy 14 55/53/55 600 20 kph 4
Super Heavy 15 51/50/51 650 15 kph 5
Carrier
Carriers are very large sea-surface vehicles. In essence, they are Cruiser chassis that have been modified such that the ship
can launch, land and house a limited number of planes, Hovercopters, Gravships, Fightercraft and/or Capsules. Of these
craft, a Carrier can support any such vehicle provided it is at least three Size Classes smaller than the Carrier itself. Their
size and function ensures their place among the most expensive vehicles in any category. Carriers are used as valuable
mobile aerospace fields, often protected by several Cruisers and Cutters at the very least. They are used by the military as
advanced military bases. Commercial and Industrial interests use them to land cargo carrying aerospace craft to remote sea-
bed construction sites. Civilian interests use them as sea-surface aerospace ports for long trips across the ocean, or to arrive
at destinations below a sea’s surface. Carriers have a crew that rivals that of a large starship and poor performance
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characteristics. They require very strong hulls and powerful reactors just to eke out the relatively poor performance they do
have. Carriers can be accessorized for other uses as well. Carriers offer full cover.
Carrier
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Super Light 12 71/68/71 3500 35 kph 4
Very Light 13 67/65/67 4000 30 kph 4
Light 14 63/62/63 4500 25 kph 4
Medium 14 60/59/60 5000 20 kph 5
Heavy 15 56/56/56 5500 15 kph 5
Very Heavy 16 52/53/52 6000 10 kph 5
Super Heavy 17 48/50/48 6500 5 kph 6
*Carriers may either have the Carrier Systems accessory installed automatically as part of the chassis along with one of any type of
Hangar Bay Module, or the Bulk Cargo Module installed automatically as part of the chassis, at the vehicle designer's choice.
Whichever automatic accessories are installed do not count towards the vehicle's total accessory count.
Submarine
Submarine is a generic name for any sea vehicle that is capable of operating below sea level. They are built with strong hulls
to combat the pressures involved in traveling at great depths, using shields to reach the bottoms of even the deepest ocean
trenches. Military users utilize Submarines as stealth ships for strike missions and as concealed ballistic missile launch
platforms. Commercial and Industrial users use Submarines as undersea industrial manipulators and surveyors. Civilians
use them mainly as pleasure craft, but some civilians use Submarines like an undersea Groundcar, to travel between
destinations underwater. Submarines have powerful hulls and very powerful reactors. The requirements of their size and
geometry limit the number of crew that can be placed aboard, and they tend to be somewhat expensive. Submarines offer
full cover.
Submarine
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Super Light 7 73/65/73 700 25 kph 3
Very Light 8 69/62/69 800 20 kph 3
Light 9 65/59/65 900 15 kph 4
61/56/61 (10)
Medium 10-11 1000 10 kph 4
60/56/60 (11)
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Submarine
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Heavy 12 56/53/56 1100 5 kph 4
Very Heavy 13 52/50/52 1200 5 kph 5
Super Heavy 14 48/47/48 1300 5 kph 5
*Submarines traveling at one-quarter of their maximum speed gain a conditional +25 HD/FHD bonus.
Hovercopter
A Hovercopter is a light air vehicle capable of arresting its forward momentum and remaining stationary for prolonged
periods. They also can take off and land without the use of an aerospace strip. Hovercopters either utilize a large rotor-like
propeller system for flight, or use a high-powered repulsorlift system capable of pushing the vehicle to high altitudes.
Military users use Hovercopters for surgical strike missions, and also have variants as emergency medical transports and
troop carriers. Commercial users use helicopters as high-speed couriers, while industrial users use Hovercopters as above
ground surveyors. Hovercopters are only seen among the wealthier civilians, where they are used as transports between
two planetary destinations (like a Groundcar). Hovercopters are cheap, light, maneuverable and relatively fast, but are
small and can only carry a small number of passengers. They require powerful engines for take off and landing.
Hovercopters offer full cover.
Hovercopter
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Super Light 4 70/59/70 18 400 kph 3
Very Light 5 66/56/66 20 400 kph 3
Light 6 62/53/62 23 300 kph 3
Medium 6 59/50/59 25 300 kph 4
Heavy 7 55/47/55 28 300 kph 4
Very Heavy 7 52/44/52 30 200 kph 5
Super Heavy 8 48/41/48 33 200 kph 5
Gravship
A Gravship is an air vehicle that combines some of the best features of the Hovercopter with those of the jet, and throws in
the Armored chassis to boot. It is a high-altitude heavy combat vehicle that utilizes very strong repulsorlift technology to
achieve high altitudes. Military users utilize the Gravship for heavy strike missions and as air-based ballistic missile launch
platforms, and also as heavily armored troop transports and reconnaissance craft. Commercial and Industrial users use the
Gravship as a heavily armored air cargo craft. They tend not to be found in civilian fields, though law enforcement and
emergency management personnel operate a few to assist police, fire and medical personnel on the ground. They have very
strong armor and very powerful reactors. Gravships are fast and can achieve low mach ratings, and are very maneuverable.
They are expensive for an air vehicle and can’t carry a large number of passengers, but are not easily damaged. Gravships
offer full cover.
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• Default Engine: Class Five
• Maximum Speed: 3000 kph
• Cost Modifier: 4.25 MU/SP per Cost Point
• Availability: Starfaring Age
Gravship
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Super Light 4 76/65/76 53 800 kph 4
Very Light 5 72/62/72 60 700 kph 4
Light 6 68/59/68 68 700 kph 5
64/56/64 (7)
Medium 7-8 75 600 kph 5
63/56/63 (8)
Heavy 9 59/53/59 83 500 kph 5
Very Heavy 10 55/50/55 90 500 kph 6
Super Heavy 11 51/47/51 98 400 kph 6
Aeroplane
An Aeroplane (or just "plane") is a high-speed, high altitude air vehicle, usually capable of traveling above the speed of
sound. They are used for fast travel between intercontinental destinations. Commercial users have used the plane for
centuries as a method of ferrying large numbers of passengers between large cities. Military users use Aeroplanes as high
speed air fighters, interdictors and bombers. Wealthier civilians may own a plane, and use it for a high-speed transport.
Industrial users only use Aeroplanes for personnel transports when necessary, preferring to use the more adaptable
Hovercopters and Gravships. Aeroplanes are capable of traveling at low to moderate Mach speeds and are very
maneuverable, though without modification they tend to not carry a lot of passengers. They make use of strong hull
materials and very strong reactors. Aeroplanes offer full cover.
Aeroplane
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Super Light 7 70/62/70 35 1000 kph 3
Very Light 8 66/59/66 40 1000 kph 3
Light 9 62/56/62 45 1000 kph 4
58/53/58 (10)
Medium 10-11 50 1000 kph 4
57/53/57 (11)
Heavy 12 53/50/53 55 900 kph 4
Very Heavy 13 49/47/49 60 800 kph 5
Super Heavy 14 45/44/45 65 700 kph 5
*Aeroplanes must be able to achieve a minimum speed of 75 kph in order to achieve flight, increasing by 20 kph per Size Class above
Size Class 7. If an Aeroplane's speed goes below the minimal amount, it will stall (see Chapter 9.3).
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Aerodrone
An Aerodrone (or just "drone") is a generally sub-sonic, low-to-mid altitude air vehicle. This kind of aircraft is often used by
relatively young Industrial societies making their first ventures into flight, or as unmanned, remotely controlled craft by
more advanced Industrial societies. They are most often used to test experimental aerodynamic designs. The chassis is
particularly flexible in terms of propulsion, as it can handle both fixed and rotary wing designs, as well as repulsorlift
designs (used by advanced races). Commercial and Industrial users use these craft to make aerial surveys of planetary areas.
Military users use these craft as unmanned reconnaissance craft and artillery spotters. They can even be equipped with
weaponry for use in light strike and aerial interception missions. Civilian users may use these craft for very low volume
transportation and recreation (such as when used as a hang glider), but more likely than not are experimental designs at
best. They tend to make use of lighter materials. Aerodrones offer limited cover.
Aerodrone
Base HD Ratings
Weight Size Class Range Base Cost Base Speed Number of Accessories
(HD/BHD/FHD)
Super Light 2 81/66/81 10 70 kph 1
Very Light 3 77/65/77 15 65 kph 1
Light 3 74/62/74 18 60 kph 2
Medium 4 70/59/70 21 55 kph 2
Heavy 5 66/56/66 24 50 kph 2
Very Heavy 5 63/53/63 27 45 kph 3
Super Heavy 6 59/50/59 30 40 kph 3
*Super Light and Very Light Aerodrones automatically have the Remote Control Module accessory, which does not count against
the number of accessories mounted on the Aerodrone. Aerodrones must be able to achieve a minimum speed of 40 kph in order to
achieve flight. If an Aerodrone's speed goes below the minimal amount, it will stall (see Chapter 9.3).
Fightercraft
Fightercraft is a generic term for any light aerospace combat vehicle, also known as a “starfighter”. Fightercraft are among
the fastest vehicles in use; some are even faster than starships (at least at sub-luminal velocities). They are the principal
small combat craft used in space by the military, where they are used as fighters, interdictors and bombers. Commercial
and Industrial interests use them as transports and orbital industrial manipulators. Very wealthy civilians may own a
Fightercraft and use it as a high-speed interplanetary (or even interstellar) transport, for stellar races, or other dangerous
high-speed activities in space. The hull of a Fightercraft must be very strong for the craft to survive, and the reactor
systems must be extremely powerful. Fightercraft are fast and maneuverable, and most are also capable of atmospheric
flight, though they carry only a small crew. Extreme miniaturization of Fightercraft systems ensures that fighters are very
expensive craft, rivaling the monetary cost of a small starship. Fightercraft offer full cover.
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Fightercraft
Base HD Ratings Base Speed
Weight Size Class Range Base Cost Number of Accessories
(HD/BHD/FHD) (Atmospheric)
Super Light 6 74/65/74 70 3300 kph 8
Very Light 7 70/62/70 80 3200 kph 8
Light 8 66/59/66 90 3100 kph 8
Medium 8 63/56/63 100 3000 kph 9
Heavy 9 59/53/59 110 2900 kph 9
Very Heavy 10 55/50/55 120 2800 kph 9
Super Heavy 11 51/47/51 130 2700 kph 10
*Fightercraft automatically have the Tachyon Radar accessory as part of the chassis, which does not count against the vehicle's total
accessory count. Fightercraft that have Class Seven Engines installed may have the Sublight Engine accessory as part of the chassis,
and those with Class Ten Engines installed may have the Superphotonic Engine accessory as part of the chassis (both at the
discretion of the designer). Fightercraft may also carry shields and multiple types of weapons without taking up accessory slots.
Capsule
A Capsule is a small, limited function space vehicle, designed mainly to launch unmanned vehicles and satellites into orbit
of a planet. Some Capsules are designed to carry people, though they tend to be utilized by less developed civilizations.
They are generally meant for short-term local space missions, though some deep-space probes will utilize a Capsule chassis.
Military users use Capsules as fast orbital insertion pods, landing troops from orbits. Commercial users use Capsules for
insertion of satellites and communications buoys into orbit. Industrial users use Capsules for industrial manipulator
satellites and for space-to-shore cable layers, used in the construction of such structures as the space elevator. Civilian users
tend not to use Capsules, though some may use them for short-term research projects. All users use Capsules as escape
pods on board starships and Transports. Capsules are somewhat fast, though un-maneuverable and relatively easy to
damage in combat. They are cheap as far as vehicles go, use strong hulls and have extremely powerful reactor systems.
Capsules offer full cover.
Capsule
Base HD Ratings Base Speed
Weight Size Class Range Base Cost Number of Accessories
(HD/BHD/FHD) (Atmospheric)
Super Light 1 73/59/73 4 1300 kph 2
Very Light 2 69/56/69 4 1200 kph 2
Light 3 65/53/65 5 1100 kph 3
61/50/61 (4)
Medium 4-5 5 1000 kph 3
60/50/60 (5)
Heavy 6 56/47/56 6 900 kph 3
Very Heavy 7 52/44/52 6 800 kph 4
Super Heavy 8 48/41/48 7 700 kph 4
*Starfaring Age Capsules automatically have the Tachyon Radar accessory as part of the chassis, which does not count against the
vehicle's total accessory count. Industrial Age Capsules, however, do NOT carry this accessory.
*Size Class Eight Capsules can be used as space stations, either individually or docked with other Size Class Eight Capsules to form a
larger space station in conglomerate. If used in this manner, all systems cost ten times the normal amount. All component Capsules
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must have the same defensive systems (shields and armor) and Engine Class, but are allowed to have different weapons systems and
accessories. The final overall structure will have a number of shield and armor hit points equal to a single component Capsule, as well
as the Initiative rating due to it from the Engine from a single Capsule. Any HD penalties for armor are doubled, and HD bonuses for
Engines are ignored. If there happen to be any HD differences between the Capsules, an average of the HD values for all Capsules
involved will serve as the HD for the final overall structure (round all remainders down). Capsules used as space stations get one
movement point regardless of the station's Initiative value, and cannot enter atmosphere.
Shuttle
A Shuttle is a medium-sized aerospace vehicle designed primarily for short-range ferrying duties between a ground station
and a space vehicle orbiting a planet. Shuttles can be used for short-range investigations in interplanetary space, and some
are fitted for interstellar travel. Military users use Shuttles in many of the same respects as Fightercraft, and also as
interstellar troop carrier craft. Commercial interests use Shuttles as passenger craft, ferrying people on inter-lunar journeys.
Industrial interests also use Shuttles as mobile labs and cable-layers when a Capsule won’t get the job done. Few civilians
use Shuttles, though they can be seen as inter-lunar medical and criminal transports, and a few as interstellar transports.
Shuttles are moderately fast and maneuverable, have strong hulls and powerful reactors, and carry a large number of shield
generators. Shuttles offer full cover.
Shuttle
Base HD Ratings Base Speed
Weight Size Class Range Base Cost Number of Accessories
(HD/BHD/FHD) (Atmospheric)
Super Light 9 68/62/68 7 2300 kph 4
Very Light 9 65/59/65 8 2200 kph 5
Light 10 61/56/61 9 2100 kph 5
Medium 10 58/53/58 10 2000 kph 6
Heavy 11 54/50/54 11 1900 kph 6
Very Heavy 11 51/47/51 12 1800 kph 7
Super Heavy 12 47/44/47 13 1700 kph 7
*Starfaring Age Shuttles automatically have the Tachyon Radar accessory as part of the chassis, which does not count against the
vehicle's total accessory count.
Transport
Transports are space vehicles that occupy the shady border territory between vehicles and starships. Transports are designed
to be capable of interplanetary flight. They can make the leap to true starship by being outfitted with a superphotonic drive
system. Transports are heavily used as domestic interplanetary carriers, ferrying people between different worlds in the
same system. They are also used as interplanetary cargo vehicles. Military users use Transports to haul and house large
numbers of ground troops and large quantities of cargo. Civilian Transports are usually only used by governments, where
they are seen as interstellar ferries. Transports tend to be slow and un-maneuverable vehicles, despite the fact that they can
carry the most powerful reactors known. Transports have good shield coverage and are relatively difficult to damage,
though they are pricey for a space vehicle. Transports offer full cover.
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Transport
Base HD Ratings Base Speed
Weight Size Class Range Base Cost Number of Accessories
(HD/BHD/FHD) (Atmospheric)
Super Light 13 70/68/70 14 1300 kph 6
Very Light 13 67/65/67 16 1200 kph 7
Light 14 63/62/63 18 1100 kph 7
Medium 14 60/59/60 20 1000 kph 8
Heavy 14 57/56/57 22 900 kph 9
Very Heavy 15 53/53/53 24 800 kph 9
Super Heavy 15 50/50/50 26 700 kph 10
*Transports automatically have the Sublight Engine accessory as part of the chassis. As such, they cannot have a Engine rating lower
than Class Seven, but the Sublight Engine does not count against the number of accessories mounted on the Transport. They also have
the Tachyon Radar and External Docking Port accessories, which do not count against the total accessory count.
There are four primary users of vehicles in SFRPG: civilians, commercial interests, industrial interests, and the military.
Each of these users affect several basic aspects of a vehicle chassis, which helps to distinguish different vehicles with the
same chassis and chassis weight. The following profiles of each user include the following:
• Overview: This gives an overview and description of the user, and also explains what some of the vehicles will be
useful for if given that particular user.
• Cost Modifier: This lists a multiplier which is applied to the vehicle after all equipment has been added to it (see
Chapter 6.2).
• Base HD Modifier: This lists the user’s effect on the HD of the chassis. The amounts indicated are added to the
corresponding HD ratings.
• Number of Accessories: This lists the user’s effect on the number of weapons, shields and other vehicle
accessories that the vehicle’s chassis is designed to carry.
• Armor Modifier: This lists the user’s modifier to the Maximum Armor for the vehicle chassis.
• Initiative Modifier: This lists the user’s modifier to the Initiative rating of the vehicle. This amount is added to
whatever amount is imparted to the vehicle by its Engine.
Civilian
Civilian users are private users. The general populace at large uses civilian vehicles. The needs of civilian users tend be to
less diverse than that of other users, so the cost of a civilian vehicle tends to be lower than that of other types of vehicle.
Civilian users tend not to need a great deal of defensive capability other than that needed in the event of a collision. Since
civilian craft are not allowed weapons, they also don’t need as powerful of a reactor system.
Commercial
Commercial users are businesses and corporations. Most vehicle chassis are designed with commercial users in mind,
though many businesses prefer heavier hull types on their vehicles to make them better able to withstand any incidental
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damage. Commercial interests are allowed weapons and usually modify their chassis to carry them, to deter pirates and
raiders from going after commercial cargoes.
Industrial
Industrial users are generally into construction and energy production. Industrial users tend to use vehicles in many of the
same ways as commercial users, though the work industrial vehicles perform is usually a lot rougher and harder on the
equipment than commercial vehicles. Like commercial users, industrial users like to modify their hulls to make them better
able to withstand incidental damage, which is more likely in industrial fields. Some of the work industrial vehicles have to
do is very hazardous, and so many industrial users also add extra shields. Industrial users are also allowed weapons, but
tend to have only a few guns on a vehicle, which as often as not are used as rapid cutters and diggers.
Military
Military users are armed forces, and to a lesser extent law enforcement and emergency management personnel. Military
vehicles are heavily modified to perform in combat and thus tend to be more expensive than your average vehicle. They are
modified to carry more shields, significantly stronger hulls, and more powerful reactors. They are also modified to carry a
significantly higher number of weapons and added accessories.
Vehicles may have several main systems aboard. These systems include:
• Armor: Some vehicles have armor plates attached to the vehicle's outer surface. Armor is designed for several
functions, including passenger safety and mitigation of damage to the chassis in the event of an accident. Armor
is also effective at reducing the amount of damage a vehicle receives due to incoming weapons fire.
• Engines: Vehicles derive their power from a single main reactor system, which channels its energy into whatever
propulsive system the vehicle uses, be it wheels, repulsors, or other types of engines. Regardless of the vehicle
type, the Engine will determine how fast the vehicle will move and how fuel efficient the vehicle is.
• Shields: Shields perform many of the same jobs as armor. Shields have two advantages over armor: they can be
added without an HD penalty, and they regenerate over time. On the other hand, shields can be knocked out of
commission, they're more expensive, they count against the vehicle's accessory count, and they are only available
to Starfaring Age craft. Shields aboard vehicles are typically small, one piece combination emitter/charger arrays.
• Weapons: Commercial, Industrial, and (of course) Military Vehicles may incorporate one or more weapons
systems aboard. These weapons are included when a vehicle needs an offensive arm for one reason or another, be
it to fend off pirates, to provide extra cutting power, or to kick butt when needed. Vehicle weapons come in two
varieties: beams (lasers, flamethrowers, etc.) and projectiles (slugthrowers, missiles, etc.).
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• Accessories: Accessories are additional systems included in a vehicle to help it perform specific tasks. Some of
these tasks include terraforming duties, cargo hauling, passenger ferrying, and weapons delivery systems. Most
vehicles can hold only one or two accessory systems, though some can hold as many as thirty-five or more.
In addition to these main systems and depending on a vehicle’s chassis, a vehicle may have one or more internal systems,
such as sensors or communications arrays. These systems tend to be hardwired into the chassis (meaning they can't be
removed or modified), and are included in the cost of the chassis. These systems can usually be augmented through the
addition of accessories. The vehicle's speed governor is considered an internal system, and can be removed from a vehicle
during the course of game play (see Chapter 6.2).
The following is an overview of these systems, what they can do, and how much they may cost to add to a vehicle. A list of
example equipment is included with each section. GMs who are interested in creating their own equipment to be installed
on vehicles are more than welcome to create their own (for instructions on how to create equipment, see Chapter 10.2.4.)
Armor
A vehicle’s armor consists of several plates of additional hull material that are attached to the outer hull of a vehicle in
order to give it extra protection. Armor is not a required system for vehicles to have but many users are still glad to have it,
despite the additional cost. Vehicles are limited in the type of armor they can utilize without having the Reinforced Chassis
accessory installed. Armor falls under the category of Defenses.
Basic Armor
• Type: Armor
• Availability: Metal Age
• Regeneration: None
• Nebula HPR: None
• Beam DR: None
• Projectile DR: None
• Effects: -2 HD/BHD/FHD per Class
Basic Armor
Armor Hit Points
Basic Cost
(Design Minimum)
Class Zero
0.5 1
(Design Only)
Class One 1.5 50
Class Two 3.1 75
Class Three 6.2 100
Class Four 12.5 125
Class Five 25 150
Class Six 50 175
Class Seven 100 200
Class Eight 200 225
Class Nine 400 250
Class Ten 800 275
Reflective Armor
• Type: Armor
• Availability: Starfaring Age
• Regeneration: None
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• Nebula HPR: None
• Beam DR: 1/2 All Damage
• Projectile DR: None
• Effects: -3 HD/BHD/FHD per Class
Reflective Armor
Armor Hit Points
Basic Cost
(Design Minimum)
Class Zero
0.5 1
(Design Only)
Class One 3 50
Class Two 6.2 75
Class Three 12.4 100
Class Four 25 125
Class Five 50 150
Class Six 100 175
Class Seven 200 200
Class Eight 400 225
Class Nine 800 250
Class Ten 1,600 275
Engines
Engines provide electrical and propulsive power to a vehicle. They directly determine how fast a vehicle may go during
travel, as well as the number of "spaces" the vehicle may move during combat. Higher Classes of Engine, in addition to
being capable of propelling a vehicle faster, are also more fuel efficient than lower Engine Classes (see Chapter 8.1). If
character-scale equipment is installed on a vehicle, the Engine provides a constant power source for that equipment
(negating the need for Batteries).
Engines come in too many different shapes, sizes and forms to provide a comprehensive list for all technological
development ages and vehicle types. The following is a generic Engine listing. It can be adapted for more specific
environments by adjusting some of the basic Engine stats, as presented below.
Engine
• Availability: Variable (Class One only, Metal Age. Class Five maximum, Industrial Age).
• HD Effect: +2 HD/BHD per Class level
• Speed Effect: Double base chassis speed per level
Engines
Basic Cost Initiative Combat Movement Base Fuel Efficiency
Class One 1 1 2 5%
Class Two 8 2 3 10%
Class Three 20 3 4 15%
Class Four 40 4 5 20%
Class Five 100 5 6 25%
Class Six 200 6 7 30%
Class Seven 400 7 8 35%
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Engines
Basic Cost Initiative Combat Movement Base Fuel Efficiency
Class Eight 800 8 9 40%
Class Nine 1,600 9 10 45%
Class Ten 3,200 10 11 50%
Accessories
Accessories are additional systems that can be added to a vehicle’s chassis for additional effects. These really diversify what
a particular vehicle is capable of performing. There is no limit to the types of modules that can be added to a vehicle’s
chassis, though the number of additional systems is limited by the chassis and user. Each accessory has five basic statistics:
Vehicle-Specific Accessories
Name Availability Restriction Cost Effect
Cargo Module Stone Age None 10*size Vehicle can carry up to 5*size cubic meters of cargo.
Crop Duster Industrial Land and Vehicle carries enough chemicals to spray an area of up to 2*size
10
Module Age Air Only square hectometers. Chemicals must be non-lethal to sentient life.
Industrial Lifter Industrial Land and Vehicle may lift objects from ground level to a height of 10 *size
15*size
Module Age Sea Only meters.
Industrial Dozer Industrial Land and Vehicle may move up to 10*size cubic meters of a planetary surface
15*size
Module Age Sea Only at a time.
Vehicle may transform 1 square kilometer of a planet’s surface per
EAD/Terraform Starfaring
None 50*size hour into a habitable zone, or eliminates pollution in that area, or
Module Age
fixes other ecological problems.
Vehicle receives a +5 bonus to all Sensor Use Checks, or a +5 bonus
Scout Module Metal Age None 20
to all Perception Checks if no sensor system is installed.
Vehicle receives a +5 bonus to all Sensor Use Checks when used
Industrial Sea and Air against sea vehicles and removes HD bonus to Submarines when
Active Sonar 100
Age Only used. Sea vehicles that use this accessory take a -10 penalty to all HD
ratings for ten rounds.
Vehicle receives a +5 bonus to all Sensor Use Checks when used
Industrial Sea and Air
Passive Sonar 150 against sea vehicles and removes HD bonus to Submarines when
Age Only
used.
Vehicle can shoot projectile weaponry at air vehicles. Ignore the
penalty for cross-combat range if combat movement is Initiative-
based, and double the weapon's range if combat movement is Speed-
AAA/SAM Industrial Land and
15*size based. Requires Class Six weaponry or better. Against air vehicles,
Module Age Sea Only
the weaponry does damage equal to five Classes lower than the main
weapon Class, and can be fired a number of times per round equal to
the equivalent Class plus one.
Apprehension
Metal Age None 20*size Holds up to 5*size prisoners for maximum security transport.
Module
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Provides 30*size minutes worth of fire retardant material (either
Fire Suppression
Metal Age None 40*size foam or water). Can be shot to a distance of 300 meters from the
Module
vehicle.
Holds 2*size patients (injured characters). For purposes of healing
Industrial
Hospital Module None 50*size characters, vehicle provides Minor Surgery service (see Chapter
Age
5.4).
Industrial Industrial Vehicle may perform any industrial duty other than lifting or
None 15*size
Manipulator Module Age bulldozing. GM should specify function of the module.
Waste Disposal Tank holds up to 5*size cubic meters of non-hazardous waste
Metal Age None 75
Module material
Refrigeration/Stasis Industrial Specialized tank holds up to 2*size cubic meters of material at
None 100
Module Age temperatures below 0° C.
High Temp Storage Industrial Specialized tank holds up to 2*size cubic meters of material at
None 110
Module Age temperatures above 100° C.
Bio-Hazard Storage Industrial Specialized tank holds up to 5*size cubic meters of hazardous
None 150
Module Age waste material.
Vehicle contains a volume of space up to the minimum safe
bounding box amount six Size Classes smaller than the vehicle
itself devoted to cargo hauling in addition to its normal cargo
capacity. A vehicle may have one Bulk Cargo Module installed
Industrial without penalty; subsequent modules reduce the Accommodation
Bulk Cargo Module None 200*size
Age space of the vehicle by 20% of its full amount and induce a -10
HD/BHD/FHD penalty (these penalties are cumulative and are also
inflicted if the Bulk Cargo Module is installed along with any type
of Hangar Bay Module). A vehicle may never have more than five
Bulk Cargo Modules installed.
Land
Amphibious Landing Industrial and Vehicle can translate from land to sea surface and back; can move
40
Module Age Sea at top speed on either surface.
Only
Land
Starfaring and Vehicle can move up to 900 kph regardless of chassis limit, like a
Repulsor Sled 150
Age Sea Skimmer. Requires a Class Three Engine or better to operate.
Only
Vehicle may travel at x times its normal maximum speed. While
traveling at burst speeds, vehicle's fuel efficiency is reduced one
Industrial
Burst Engine None 25*size*x level (minimum 5%) and terrain difficulty is increased by one level.
Age
If the vehicle exceeds the maximum speed for its chassis, it will
sustain hull damage as normal.
Industrial
Automation Module None 25*size Vehicle can operate without a crew.
Age
Vehicle can be operated remotely. Vehicle can only be a certain
Remote Control Industrial distance away from an operator or other radio control source before
None (.5+x)*size
Module Age losing control. This distance is x, where x is a distance in tens of
kilometers.
Vehicle can carry mounted character-scale weapons. These
Character-Scale weapons draw power from the vehicle's Engines instead of any
Stone Age None 50
Weapons Adapter required Batteries. Add the cost of added character-scale weapons
to the final cost of the vehicle.
Standard Cloaking Starfaring
None 500*size Vehicle gains a +25 HD/FHD bonus.
Device Age
Can add backup Engines to vehicle like a starship pod (does not
count against accessory count). Must be of equal or lesser Class
Auxiliary Reactor Industrial Space than the main Engine. Add one to Initiative rating for each backup
100*size
Mount Age Only Engine installed. If the primary Engine is destroyed, the backup
takes its place; lose Initiative bonus and use backup's Initiative
rating; top Speed drops by 1/2.
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Land, Sea Increases maneuverability. Vehicle can make snap turns with
Maneuvering Industrial
and Air 5*size an Engine normally only suitable for the equivalent normal
Thrusters Age
Only turn.
Starfaring Ecologically friendly reaction system. Reduces vehicle’s overall
Eco-Safe Module None 10
Age cost by half. Reduce Initiative by one.
Industrial +20 to all Stealth Checks. Adds +20 to pilot's Evasive
ECM Module None 20*size
Age Maneuvers score while vehicle is in use.
Air and
AWACS/SWACS Industrial
Space 30*size +30 to all Sensor Use Checks.
Module Age
Only
Air and
Starfaring Projectile HD range penalty becomes +5 HD for every two
Tachyon Radar Space 35*size
Age range increments.
Only
Air and Can jettison cargo/passengers for safe airdrops to surface.
Airborne Delivery Industrial
Space 50*size Space vehicles must be in atmosphere to use this accessory
Module Age
Only safely.
Orbital Insertion Starfaring Space Can jettison cargo/passengers for safe drops from orbit to a
200*size
Module Age Only planetary surface. Does not include provision for retrieval.
Projectile weapons now have a blast radius, cause half-damage
Industrial Land and
Artillery Module 100*size at Range One from impact point and quarter-damage at Range
Age Sea Only
Two. Use BHD for hit roll on all targets.
Vehicle may carry a single biological, chemical, radiological or
WMD Delivery Industrial Military
1000*size nuclear tipped missile (specify which, and specific game effects
System Age User Only
with the vehicle).
Non-Lethal Weapons Industrial Vehicle weapons may be used to cause an equal amount of
None 50*size
Delivery System Age Non-Lethal damage instead of Lethal Damage to a target.
Allows vehicle to repair other vehicles up to the same Size
Repair Bay Module Metal Age None 100*size Class as the parent vehicle. Can repair buildings if vehicle is at
Size Class 6 or higher.
Can add backup shield to vehicle, does count against accessory
Backup Shield Starfaring
None 25*size count. Must be of equal or lesser Class than main shield rating.
Generator Age
Add shield hit point rating of all generators together.
Allows space vehicles to move between planets. Requires a
Class Seven Engine to operate. A Class Seven Engine functions
Starfaring Space
Sublight Engine 500 as a Class One starship Engine for purposes of transit (transits
Age Only
one orbital every 100 minutes), with ten minutes less per
higher Engine Class.
Superphotonic Starfaring Space Allows FTL flight. Requires a Class Ten Engine to operate.
1000
Engine Age Only Functions as a Class One starship Engine.
Improves terrain difficulty by one level if the terrain difficulty
Low-Friction Surface Starfaring
Land Only 30*size is at least Difficult (for more on terrain difficulties, see Chapter
Traction Inducer Age
8.2).
Land, Sea Increases fuel efficiency by 5% (or 10% if base efficiency is
Reactor Intake Air Industrial
and Air 10*size 50% or greater; maximum efficiency in all cases is 100%) and
Filter Age
Only top speed by ten percent (limited by chassis maximum speed).
100 per
Allows extra accessories to be mounted to the vehicle’s chassis
Modified Chassis Metal Age None added
to a maximum of 35 (total) accessories.
accessory
Allows vehicle to mount armor above the normal maximum
100*size per
Reinforced Chassis Metal Age None for the chassis. -5 HD/BHD/FHD to the vehicle per armor
level
Class above the normal maximum.
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Vehicle contains a volume of space up to the minimum safe bounding
box amount nine Size Classes smaller than the vehicle itself devoted to
sheltering "child" vehicles. Parent vehicle must not be actively moving in
order to deploy other vehicles (unless Carrier Systems also installed). A
vehicle may have one Eighth Hangar Bay Module installed without
Eighth Hangar Industrial
None 20*size penalty; subsequent modules reduce the Accommodation and Cargo
Bay Module Age
space of the vehicle by 3% of their full amounts and induce a -4
HD/BHD/FHD penalty (these penalties are cumulative and are also
inflicted if the Eighth Hangar Bay Module is installed along with Vehicle
Shelter Modules). A vehicle may never have more than five Eighth
Hangar Bay Modules installed.
Vehicle contains a volume of space up to the minimum safe bounding
box amount ten Size Classes smaller than the vehicle itself devoted to
sheltering "child" vehicles. Parent vehicle must not be actively moving in
order to deploy other vehicles (unless Carrier Systems also installed). A
Vehicle Shelter Industrial
None 10*size vehicle may have one Vehicle Shelter Module installed without penalty;
Module Age
subsequent modules reduce the Accommodation and Cargo space of the
vehicle by 1% of their full amounts (cumulative) and induce a -2
HD/BHD/FHD penalty (also cumulative). A vehicle may never have more
than five Vehicle Shelter Modules installed.
Sea
Industrial and Vehicle may deploy up to four "child" vehicles and recover one child
Carrier Systems 50
Age Space vehicle simultaneously while vehicle is in active motion.
Only
Players may elect to launch countermeasures to evade missiles. Add +5
Countermeasure Industrial 10 + 1 to pilot's Evasive Maneuvers Score per pod used; bonus is only good for
None
Pod Dispenser Age per use the round in which the pods are used. Cannot refill while vehicle is in
operation.
Allows one beam weapon to be mounted on the vehicle. Covers one
Beam Weapon 20 per
Metal Age None firing arc. The weapon must be bought separately, but does not count as
Rack mount
an additional accessory.
Allows one projectile weapon to be mounted on the vehicle. Covers one
Projectile Weapon 25 per
Metal Age None firing arc. The weapon must be bought separately, but does not count as
Rack mount
an additional accessory.
Allows one beam weapon to be mounted on the vehicle such that it
Beam Weapon Industrial 50 per
None covers all firing arcs. The weapon must be bought separately, but does
Single Turret Age mount
not count as an additional accessory.
Allows one projectile weapon to be mounted on the vehicle such that it
Projectile Weapon Industrial 100 per
None covers all firing arcs. The weapon must be bought separately, but does
Single Turret Age mount
not count as an additional accessory.
Allows two beam weapons of the same type to be mounted into the same
Beam Weapon Industrial 75 per
None turret. The weapons may be fired singly or linked; if linked, they must
Dual Turret Age mount
fire into the same arc at the same target.
Allows two projectile weapons of the same type to be mounted into the
Projectile Weapon Industrial 150 per
None same turret. The weapons may be fired singly or linked; if linked, they
Dual Turret Age mount
must fire into the same arc at the same target.
Allows three beam weapons of the same type to be mounted into the
Beam Weapon Industrial 100 per same turret. The weapons may be fired singly, in pairs or triple-linked. If
None
Triple Turret Age mount multiple weapons are fired, they must fire into the same arc at the same
target.
Allows three projectile weapons of the same type to be mounted into the
Projectile Weapon Industrial 200 per same turret. The weapons may be fired singly, in pairs or triple-linked. If
None
Triple Turret Age mount multiple weapons are fired, they must fire into the same arc at the same
target.
Allows four beam weapons of the same type to be mounted into the
Beam Weapon Industrial 125 per same turret. The weapons may be fired singly, in pairs or quad-linked. If
None
Quad Turret Age mount multiple weapons are fired, they must fire into the same arc at the same
target.
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Allows four projectile weapons of the same type to be mounted into the
Projectile Weapon Industrial 250 per same turret. The weapons may be fired singly, in pairs or triple-linked. If
None
Quad Turret Age mount multiple weapons are fired, they must fire into the same arc at the same
target.
Shields
Shield emitters are small external arrays that generate a protective barrier around the outer hull of a vehicle, in essence
adding an extra layer of armor to its outer skin. Vehicle shield emitters are small enough to include all the equipment
they’ll need in one tiny package, which limits the cost of shielding systems aboard vehicles. Naturally, this miniaturization
also limits the effectiveness of vehicle shielding, though it is usually enough to protect the vehicle and its occupants from
multiple hits. A vehicle may only have one shield system installed unless a "Backup Shield Generator" mount is installed on
the vehicle (the generator and the extra shield are counted as separate accessories). Shields fall under the category of
Defenses.
Basic Shield
• Type: Shield
• Availability: Starfaring Age
• Regeneration: 10% total SHP (1d10 for Class Zero shields), plus Engineer's Applied Relativity sub-Discipline score
per minute (ten rounds).
• Nebula HPR: Non-functional below Class Six. Minus five Classes effectiveness at Class Six or higher.
• Beam DR: None
• Projectile DR: None
• Effects: None
Basic Shields
Shield Hit Points
Basic Cost
(Design Minimum)
Class Zero
.5 1
(Design Only)
Class One 4 50
Class Two 12 100
Class Three 32 150
Class Four 70 200
Class Five 125 250
Class Six 250 300
Class Seven 500 350
Class Eight 1,000 400
Class Nine 2,000 450
Class Ten 4,000 500
Nebula-Resistant Shields
• Type: Shield
• Availability: Starfaring Age
• Regeneration: 10% total SHP (1d10 for Class Zero shields), plus Engineer's Applied Relativity sub-Discipline score
per minute (ten rounds).
• Nebula HPR: None
• Beam DR: None
• Projectile DR: None
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• Effects: +1 HD per Shield Class if ship is located in a nebula
Weapons
Some vehicles can carry and utilize various forms of weapons systems. The use of weapons aboard vehicles is covered more
in depth in Chapter 9.3. Weapons come in two main varieties: beam weapons (which fire in constant streams) and
projectile weapons (where a physical object is shot at the target). The following generic weapons are available for use on
vehicles. Each has the following statistics:
A "pure" Starflight game will tend to use only the Laser Cannon and Basic Missile weapons systems without options, at
least for starfaring races (for non-starfaring races, the "Slugthrower" is the recommended weapon to place on a vehicle). These other
weapons, as well as the options that go with them, are meant merely as examples of what a creative GM might decide to
implement in the game, and as a means of adding a little variety to the game itself.
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Beam Weapons
Flamethrower
Flamethrower
Basic Cost Damage
Class One 2 3
Class Two 5 7
Class Three 13.5 12
Class Four 22.5 17
Class Five 37.5 22
Class Six 75 23
Class Seven 150 25
Class Eight 300 27
Class Nine 600 30
Class Ten 1,200 33
*Options:
Spread-Fire; Industrial Age, -1 range, spread 1/2 damage (round down) to all targets (including friendlies) in a 45-degree cone ahead
of the weapon.
"Greek Fire"; Metal Age, 1.5* cost, 1.5* damage, doubles DC required to put out the fire.
Napalm; Industrial Age, -1 range, 2* cost, can set metal-skinned objects on fire.
Laser Cannon
Laser Cannon
Basic Cost Damage
Class One 8 9
Class Two 20 21
Class Three 54 36
Class Four 90 51
Class Five 150 66
Class Six 300 70
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Laser Cannon
Basic Cost Damage
Class Seven 600 75
Class Eight 1,200 80
Class Nine 2,400 90
Class Ten 4,800 100
*Options:
Spread-Beam; falloff -15 damage per range increment, 1.1* cost, fires in 45-degree cone ahead of the weapon, spreads 1/2 total
damage (round down) to all targets in firing cone.
Polarized Beam; falloff -5 damage per range increment, 2* cost, 1.5* damage
Maser; 1.5* cost, bypasses Defenses. Count as character-scale crew damage, no damage to vehicle/starship. Character may make
Reflex Save for 1/2 damage.
Tachyon Cannon
Tachyon Cannon
Basic Cost Damage
Class One 10 10
Class Two 25 23
Class Three 67.5 40
Class Four 112.5 55
Class Five 187.5 73
Class Six 375 77
Class Seven 750 83
Class Eight 1,500 88
Class Nine 3,000 99
Class Ten 6,000 110
*Options:
Tachyon Blaster; 3* cost, 2* damage, bypasses shields
Tachyon Pulse; 1.5* cost, no damage but disables all target systems for number of seconds equal to damage
Projectile Weapons
Slugthrower
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• Effects: None
Slugthrower
Basic Cost Damage
Class One 9.6 15
Class Two 22.4 30
Class Three 48 55
Class Four 96 75
Class Five 160 115
Class Six 320 120
Class Seven 640 130
Class Eight 1,280 135
Class Nine 2,560 140
Class Ten 5,120 150
*Options:
Chain Shot; 1.1* cost, -1 range, 0.75* damage, causes 1d10% Engine damage unless target vehicle is Industrial or Starfaring Age.
Grape Shot; 1.1* cost, -2 range, 0.5* damage, causes d% HP damage to one target occupant if target vehicle offers No Cover.
Hot Shot; 1.5* cost, 1.5* damage, causes normal Fire Damage (1d10 character-scale Lethal Damage and two Wounds per round) to
target.
Rifled Barrel; 2* cost, 1.5* damage, +3 range.
Basic Missile
Basic Cost Damage
Class One 12 20
Class Two 28 40
Class Three 60 70
Class Four 120 100
Class Five 200 150
Class Six 400 160
Class Seven 800 170
Class Eight 1,600 180
Class Nine 3,200 190
Class Ten 6,400 200
*Options:
Kinetic Energy; 0.5* cost, 1.5* damage, +20 HD per range increment.
Seeker; 1.2* cost, 0.8* damage, re-acquires target at +10 HD in event of miss.
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Friend-or-Foe; 1.1* cost, 0.9* damage, if misses, automatically targets next enemy craft with lower Initiative (or friendly craft with
malfunctioning communications). If no such craft exist, weapon misses.
Image Recognition; 1.5* cost, +2 HD per range increment, re-acquires target at +5 HD in event of miss, increasing by +5 HD on
subsequent misses.
Electromagnetic Pulse Missile; 1.2* cost, no damage but disables target for number of seconds equal to damage.
Anti-Radiation; 1.3* cost, 0.75* damage, causes 1d% damage to target's sensors.
Radar-Guided; 1.4* cost, 0.6* damage, no range increment HD fall-off.
Directed Energy; 1.2* cost, -5 HD to target, does damage equal to equivalent Class Laser Cannon, counts as Laser damage.
Acoustic Guidance; sea/air only, 1.25* cost, 0.8* damage, re-acquires target at +10 HD in event of miss, removes HD bonus to
Submarines.
Wire Guidance; land/sea/air only, 0.75* cost, 1.25* damage, no range increment HD fall-off, firing vehicle cannot change headings or
speed in the round before the missile is fired. Can re-target in subsequent rounds if it misses, but must maintain speed and heading.
Supercavitational Propulsion; sea vehicles only; 2.5* cost, no range increment HD fall-off.
Plasma Cannon
Plasma Cannon
Basic Cost Damage
Class One 30 40
Class Two 70 80
Class Three 150 140
Class Four 300 200
Class Five 500 300
Class Six 1,000 320
Class Seven 2,000 340
Class Eight 4,000 360
Class Nine 8,000 380
Class Ten 16,000 400
*Options:
Hot Plasma Cannon; 2* cost, 1.5* damage.
Eco-Safe Plasma; 1.1* cost, can be used in planetary atmosphere.
Ion Bolt; 0.5* cost, can be used in atmosphere, 1/2 damage, disables one system at random (use system damage list in Chapter 9.3 to
select; roll again on crew/officer damage).
If you have a vehicle you'd like to contribute future editions to this sub-Chapter, contact capi3101 at the Interstel Comm
Center's Starflight RPG and Starflight: Total Brawl forum, at http://icc.starflight3.org/index.php?board=28.0.
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Galilei Shuttle
contributed by capi3101
The C-7 Galilei Shuttle was the final culmination of Interstel's first attempt at a medium-range craft capable of making
extended excursions away from a parent starship while the ship itself was still in flight. The shuttle's design history began
with the rediscovery of superphotonic travel and the construction of Starport in the mid 4610s. A small, oblong Capsule
was designed for the purpose of sending space station construction crews into orbit and later returning them safely to the
surface of Arth. When Starport became operational and the decision was made to restrict starships landing directly on the
planet's surface (due to environmental and economic concerns), the shuttle became the primary means of ferrying
personnel and equipment between Starport and the surface (at least until scientists and the construction workers became
comfortable with the notion of using teleportation technology, which was re-discovered alongside superluminal flight in
the wreck of the Noah Two).
As an extended-range excursion vehicle, the Galilei was designed to perform many of the same tasks as the standard
Interstel Terrain Vehicle (ITV), even though the vehicle's primary function was simply to act as a ship-to-surface transport.
The Galilei keeps many of the oblong-Capsule features of its predecessors, though it includes extendable wing-flaps for
controlled atmospheric flight as well as extensions for its superphotonic engine nacelles, which are retracted within the
hull's surface for sub-luminal flight. The Galilei can carry six personnel in relative comfort (at least according to the
designers; crews using the vehicle often felt the vehicle was quite cramped). While the vehicle has a cargo carrying and
salvage capability, the volume of the bay is substantially less than that of the ITV. Its beam weaponry is substantially more
powerful than the ITV's and lacks a stun option, making the vehicle a poor choice for surface lifeform collection, though
early simulations showed that large numbers of Galilei shuttles could be an effective defense against hostile space
combatants. The vehicle is designed with both sublight and superphotonic engines, enabling it to act as an emergency
escape vehicle should the need arise, or to act as a long range system exploration platform.
Despite the apparent advantages afforded by the Galilei shuttle to exploration, many of the early Interstel crews went
without shuttles installed, first because of the high expense involved in placing an extra bay for the vehicle and the launch
equipment that had to go with it, and secondly because it became obvious that none of the local species would allow any
foreign craft to touch their soil (the logs of the ISS Selene and their attempt to land on Votiputox were quite compelling),
which made the Galilei an expensive, unnecessary luxury to most space captains. A second attempt to add the Galilei to
Interstel designs came with the first Intrepid-class prototypes, but ultimately the shuttle was excluded from the design,
largely because of the cost (and fuel) requirements of the craft. It has yet to be seen if a shuttle will ultimately be
permanently included in any Interstel design as of 4641.
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Barn Owl Unmanned Aerial Vehicle
contributed by NCCAD
These light, unmanned fighters are designed to be deployed from the Old
Imperial Transport Variant, which can carry up to four of them. They are
primarily designed for over-the-horizon scouting missions above contested
worlds, where they can spot hostile emplacements and batteries and relay
the information back to fire control operators aboard their mothership. While
hard targets require the attention of the heavy mass drivers on the gunship,
the Barn Owls can defend themselves from aerial threats with their laser
cannon, and can pick out soft ground targets with their missiles. Their
strongest defense is their high maneuverability, as their shields and armor
cannot take much punishment. Their engines are powerful enough to reenter
orbital space, so once the mission's been accomplished, they can be recovered
by their carrier outside the planetary atmosphere.
Barn Owl UAV
Barn Owl-class UAV
Make: Superlight Military Fightercraft Size Class: 6
INIT: 9
Cost: 130,125 Max Speed: 10,000 kph
SI: 124 HD/BHD/FHD: 87/78/83 (Class Eight
MU (Atmospheric)
Engines)
SHP: 50 AHP: 50 Beam: 21 Proj: 24
Crew/Passengers: N/A
(Class One (Class One (Class Two (Class Two Radar- X: None
(Automated)
Shields) Armor) Lasers) Guided Missiles)
Cargo Capacity: 0.29 m3
Elements: Aluminum (1.0), Titanium (0.5), Gold (0.5), Endurium (2.0)
(0.29 m3 from accommodations)
Accessories: Sublight Engine, Tachyon Radar, Scout Module, Automation Module, Maneuvering Thrusters, ECM Module,
AWACS Module, Collapsible Sections, Reactor Intake Air Filter, Beam Weapon Rack x1 (fore), Projectile Weapon Single
Turret x1, Eco-Safe Module, Class One Shields (50 SHP).
contributed by NCCAD
contributed by capi3101
The Mineral Drone was created by the Humna Humna to serve a very important job: to collect mineral resources without
necessarily committing the full attention of a manned crew to the job. As one might suspect with the Humna Humna, the
impetus was profit. Mineral trading is highly risky in the Delta Sector; most of the worlds have been mined out over
millennia of habitation, and so demand tends to fluctuate wildly. A profit is not guaranteed in mineral trading, even for a
master trader merchant. And yet, without mineral ores there is no raw material available for construction (which
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ultimately affects the trade of other industries and goods where a reasonable profit is almost always assured). The Humna
Humna needed a way to collect minerals while hedging any losses if the minerals they collected couldn't be sold right away,
and so the Mineral Drone was designed.
The Mineral Drone is another fine example of Humna Humna ingenuity. It can be stowed and deployed in any vehicle's
cargo bay without specialized storage or launch equipment. It folds up to a mere 0.1 cubic meters in size when not in use.
When in operation, the vehicle expands to a 40 cubic meter capacity without compromising any of its structural integrity.
It can be pre-programmed to search for specific minerals, or it can search in a default “find all” setting. It is extremely fast
and maneuverable, making it difficult to hit with weapons fire; this high performance is the only type of "defense" the
drone possesses.
The Humna Humna had been planning to release the Mineral Drone for general sale starting in early 4638. Unfortunately
for them, the main plant was located on Hooplah (δ101x85, p1), which was destroyed along with most of the rest of the
Humna Humna colony during the Spemin invasion in late 4637. Only the prototype survived the destruction of the
Hooplah colony, though it was accidentally left behind in the mass exodus and panic. While the prototype was eventually
retrieved by an Interstel crew in 4640, it has yet to be returned (i.e. sold back) to the Humna Humna.
Mineral Drone
Make: Superlight Commercial Gravship Size Class: 4
INIT: 11
SI: 0 Cost: 20,808 SP HD/BHD/FHD: 92/81/82 (Class Ten Max Speed: 3,000 kph
Engines)
SHP: 0 AHP: 0 Beam: 0 Proj: 0 Crew/Passengers: N/A
X: None
(None) (None) (None) (None) (Automated)
Cargo Capacity: 40.7 m3
Elements: Aluminum (4.6), Antimony (1.5), Zinc (0.4), Shyneum
(40.0 m3 from cargo modules, 0.7 m3 from
(0.1)
accommodations)
Accessories: Modified Chassis (+6 Accessories), 20 m3 Cargo Module x2, Scout Module, Maneuvering Thrusters, Industrial
Dozer Module, Industrial Manipulator Module (mining drill), Automation Module, Airborne Delivery Module, Collapsible
Sections x4.
Notes: Artifact (see Chapter 5.9). Folds down to 0.1 cubic meters when not in use and typically sells for an even 21,000 SP.
contributed by NCCAD
In response to the first Ultimatum from the Spemin in the 4630's, the High Council of Arth finally authorized the
development of a ground-based planetary defense system, a long-shelved proposal dating back to the early 20's. With the
demise of the Uhlek coupled with the ineffectiveness of missiles against the Gazurtoid, the project had found itself without
sponsors on the Council for almost two decades. However, with intelligence coming in showing an increased, credible
threat from the Spemin, the Council at last opened the purse strings for research, development, and procurement of the
system, to the tune of 35,000,000 MU.
A multi-layered, capable system, Arth's planetary defenses utilize satellite-based sensors to detect and track orbital threats,
which relay the data to any orbiting starships, Exoatmospheric Kill Vehicles (EKVs), and ground-based launchers, which
provide the system with its muscle. The ground-based component (which takes up over a quarter of the entire budget in
equipment costs alone) consists of twenty-five of these unique mobile launch vehicles, which have been fitted with special
equipment to make use of powerful, starship-scale missile launchers that can usually only be installed on space vehicles.
Firing Class 4 missiles, each vehicle can launch 25 rounds with its standard fuel source; this highly conservative use of
Shyneum was a major factor getting the project authorized, as fuel sources were thin on the ground during that period.
To maximize strategic survivability, the vehicles themselves are designed to be deployed in any Arthian terrain, from the
polar to equatorial regions. They carry a crew of 6, which includes a driver, commanding officer, and four launch
technicians. Equipped for a month-long deployment (whereupon they return to base for maintenance and crew R&R), they
can go from standby to launch-ready within two minutes of receiving a launch order. Dubbed the "Cornered Beasts" by
their crews (due to their ruggedness and the likely state of Arthian affairs in the event of their actual use), these solid little
powerhouses make up an essential part of the Arthian planetary defenses.
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Arthian Mobile Planetary Defense Missile Launcher ("Cornered Beast")
Make: Heavy Military Armored Vehicle Size Class: 9
INIT: 6
SI: 1150 Cost: 362,000 MU HD/BHD/FHD: 66/60/64 Max Speed: 99 kph
(Class Five Engine)
Proj: 1000
SHP: 0 AHP: 150 Beam: 0 Crew/Passengers: 6/0
(Class Four Starship X: None
(None) (Class Five Armor) (None) (6 Medium Berths)
Missiles)
Cargo Capacity: 5.05 m3
Elements: Aluminum (1.0), Titanium (1.0), Iron (0.5), Shyneum (2.7)
(0.4 m3 base, 4.65 m3 from accommodations)
Accessories: Starship Systems Adapter, Eco-safe Module, SAM Module, Projectile Weapon Single Turret, Reactor Intake Air
Filter, Low Friction Surface Traction Inducer, Scout Module.
contributed by NCCAD
A second element of Arth's planetary defenses, the EKVs are automated drones which, when activated, will seek and
destroy any enemy vessel found in orbit around the planet. While their exact number is a closely guarded secret, it is
believed that the Arthian Council has ordered roughly 300 placed in orbit, with an additional 200 held in secure facilities,
ready for emergency deployment. If this is correct, they make up approximately one-fifth of the initial outlay for the
Planetary Defense Budget.
One-time-use vehicles, they can remain in orbit up to five years without maintenance, during which time they merely keep
out of the way of all traffic - commercial, military, and otherwise. Upon receiving a kill order, they vector in on their target
with the aid of the Defense System's sensory satellites, with terminal homing provided by their own on-board scanning
equipment. They will attempt to collide with targets, thus adding kinetic energy to that of their warheads, but if they
determine they will miss, the EKVs can also proximity detonate, thus ensuring maximum possible damage.
contributed by NCCAD
The eyes and ears of Arth's planetary defense network, the PDRSs provide Arth's defense planners with complete sensory
coverage of near-Arth space. Nicknamed the "Celestial Eagles", each satellite is capable of tracking hundreds of enemy
targets, relaying targeting data to controllers on the ground, and directing counter-attacking EKVs and ground-based
missiles. Being obvious targets in the event of an enemy invasion, each PDRS is equipped with the latest in stealth and
jamming technology and is relatively heavily armored, though starship-scale weapons would make short work of them. As
a defensive measure, each Eagle is fitted with a dedicated EKV; this ensures that one is always immediately available,
should the satellite be threatened. While the exact number of Eagles procured is classified, it is known that roughly double
the number necessary to maintain minimum surveillance capabilities have been deployed. This added flexibility is likely to
allow for numerous PDRSs to be destroyed while still maintaining an enhanced targeting capability for the rest of Arth's
defensive systems. Discounting hostile enemy action, a PDRS can remain in orbit without maintenance for 30 years.
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"Celestial Eagle" Planetary Defense Reconnaissance Satellite
Make: Medium Military Capsule Size Class: 5
INIT: 10
SI: 200 Cost: 36,143.5 MU HD/BHD/FHD: 85/49/81 (Class Eight Max Speed: 4,000 kph
Engine)
SHP: 0 AHP: 200 Beam: 0 Proj: 0 X: Cloaking Crew/Passengers: N/A
(None) (Class Seven Armor) (None) (None) Device (Automated)
Elements: Titanium (1.0), Aluminum (1.0), Plutonium (0.1), Cargo Capacity: None
Shyneum (0.1) (N/A)
Accessories: Tachyon Radar, Automation Module, Scout Module, ECM Module x2, SWACS Module x3, Vehicle Rack {one
EKV}, Standard Cloaking Device.
EDITOR'S NOTE: This craft was originally designed by a playtester for use in a specific campaign. GMs and players are welcome to
adapt any of the information about this craft to their specific adventures or campaigns. The version of the craft presented here has
undergone significant "nerfing" from the original vehicle design.
A general aviation tilt-wing craft, the GAV-1059 Fawkes is one of the latest aircraft to roll out of Caption Enterprises’
Koann III factory at Solms (post-SF2 era). Designed as a light cargo craft, the Fawkes is primarily used as a means for local
companies to haul small amounts of freight between various locations on a planet's surface. The design was specifically
created for Koann III's unique, underdeveloped local transportation system, which favors Hovercopter traffic over all other
forms of travel and cargo hauling. The design is modular and therefore easily modified for the specific needs of individual
customers; the statistics listed here represent the "stock" factory model. While mainly used by corporations, there are a few
of these vehicles that have been purchased by private individuals (some of the wealthier private owners have been known
to make some significant modifications). Common modifications include the replacement of the battery system with a
Shyneum reactor (to provide more reliable power to the shields and Engines), as well as stronger defensive systems.
contributed by NCCAD
Realizing the need to provide planetary defense forces with some muscle, in the early 40's, the Koann III legislature at New
Braunfels voted to fund development of an all-purpose hovercopter. Rather than simply order an existing model from Arth,
they instead chose to procure the aircraft from a local company, Caption Enterprises, and thus pour the money back into
the planet's economy. The first production Azure rolled off the assembly line three years later and has proved to be an
outstanding craft, with Caption receiving off-world orders for them as well. The company saved money on the craft in part
by building them from the three minerals most common to the planet. Designed for police forces, the Azures specialize in
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crowd control, and are used primarily for that purpose. However, they are capable of air to air combat, being highly
maneuverable and firing seeker missiles, though these are rarely carried in typical police missions.
Frontier Scooter
contributed by NCCAD
A popular means of conveyance, the Frontier Scooter is an anti-grav bike designed to cover the vast, empty spaces of newly-
settled planets at speed. Being relatively cheap, it sees especially heavy use among ranchers, hunters, and explorers, who use
it to access remote locations quickly. However, being designed by Universal Wilderness (a company based on Arth, where
the weather is calm and civilization never far away), the Scooter in its stock form has been criticized for providing no
protection from the weather or dangerous lifeforms, and for lack of any cargo capacity, forcing its users to carry any needed
items on their person. Nonetheless, its extreme speed, high maneuverability, and open seating arrangement make it very
popular with thrill-seekers on any planet, and highly customized versions are known to exist.
contributed by NCCAD
Early on in the 3400’s, it became readily apparent that the Uhlek’s signature weapon, the plasma bolt, was too powerful for
the Empire’s current shielding technology to dissipate. Even the most advanced ship-borne arrays failed after 3-4 hits,
turning fleet actions into routs in short order. Until shield technology caught up (the harbinger of this was the Ares-class),
the Empire had to improvise. One way was to design faster, more maneuverable ships; another was to make plasma bolts
hit something other than their intended target. The Decoys were the outcome of the second line of thought. The Mk-77
PBD was first deployed in 3402, at a time when it looked as if the invaders were poised to overrun the entire Empire in a
matter a months. After a few isolated entanglements proved the concept, they were first used on a massive scale in the
Battle of Maltron, which resulted in a decisive Imperial victory and gave the Empire a desperately needed morale boost.
While they could be carried aboard any Imperial warship, they were usually deployed en masse from specialized carrier
ships. The PBDs served their purpose in one of two ways. If already deployed in large numbers before a battle began, they
often were selected as targets outright, due to confusion or haste by the Uhlek. In these cases, once their internal logic
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determined a bolt had locked on, they would put as much distance between the Imperial fleet and themselves as possible,
so that when the bolt impacted, it was safely away from friendly forces. If, however, a bolt was determined to be locked on
an actual Imperial vessel, they would insinuate themselves in front of the bolt as far from the target ship as possible. In this
way, they would detonate the plasma bolts prematurely.
contributed by capi3101
Any way you look at it, the accomplishments of the Noah 9 expedition could've only been topped had the colonists actually
made it to the Heaven colony. Even though the effort to colonize the planet was sabotaged, a remarkable feat of planetary
engineering had to take place before the world would even have been habitable to Imperial colonists. At the center of this
effort were the Mechan 9, who were given the daunting task of taking a marginally habitable world and terraforming it
into a paradise, and to do so in less than a year's time. The terraforming method that the Mechans employed on Heaven is
just now being studied by Arth scientists, but apparently it involved the heavy use of two types of terraforming vehicles:
the Planetary Engineering Gravship (PEG) and the Planetary Engineering Walker (PEW).
Mechan terraforming vehicles were mainly designed with one task in mind: to deliver Planetary Engineering Drones (PEDs)
to pre-calculated points on the planet's surface. These devices essentially consisted of an Environmental Field Generator
coupled with a Portable Generator, modified for greater effective range and longer operational periods. These devices would
be coupled with the EAD modules aboard the vehicles and starships, allowing the EADs to work at a greatly accelerated
rate.
The design of both the PEG and PEW is ingenious; three PEWs could be folded up and stored inside a PEG, while at the
same time the PEG itself was folded up into its parent starship. Each vehicle carried its full load of PED units while folded
up (445 for the PEG and 99 for the PEW). By traveling to Heaven with a full load of PEDs ready to deploy, a substantial
amount of time and energy was saved in the process.
Few PEGs and PEWs still exist today. Since they were automated vehicles, neither was designed to carry passengers, and so
they fell into disuse once their massive task was complete. Many vehicles were recycled into new materials and structures
after their task was complete. The Mechans kept a few of these vehicles, dropping new PEDs as necessary to keep the
planet at its current level of habitability. Though an enormous cost is involved, Arth is considering making their own
versions to perform terraforming work on several nearby possible colony sites.
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Planetary Engineering Walker (PEW)
Make: Light Industrial Walker Size Class: 3
INIT: 4
SI: 50 Cost: 28,927.5 MU HD/BHD/FHD: 75/63/75 Max Speed: 35 kph
(Class Four Engine)
SHP: 0 AHP: 50 Beam: 0 Proj: 0 Crew/Passengers: N/A
X: None
(No Shields) (Class One Armor) (No Lasers) (No Missiles) (Automated)
Cargo Capacity: 15.4 m3
Elements: Iron (1.5), Magnesium (0.5), Endurium (0.4)
(0.4 base, 15 from cargo module)
Accessories: Cargo Module, EAD Module, Automation Module, Industrial Manipulator Module, Amphibious Landing
Module, Collapsible Sections.
Workbee
contributed by capi3101
When the job calls for construction in space, Interstel relies on these small, one-man craft to get the job done. Workbees are
basically an extension of an astronaut's space suit; they have a very cramped cockpit, made all the more worse by the
necessity of the operator to wear a pressure suit while the vehicle is in operation (the design does not include its own life-
support system). Workbees carry a diverse array of gear, including a gripper module for hauling objects to a location, sensor
modules for surveying an area, and a low-power military grade laser for welding (in a pinch, this laser can also be used as a
defensive weapon). Workbees have seen action in the construction of every major orbital platform Interstel has constructed
to date, including Starport Central and Outpost One. The recently-constructed Colonial Support Station (a.k.a. Starport
Earth) has support facilities for a permanent detachment of eight Workbees, which were selected over the larger Galilei
shuttles due to space constraints as a means of surveying Earth's surface. Given that the station is unarmed, they also serve
as the station's only permanent means of defending itself.
Workbee
Make: Superlight Industrial Capsule Size Class: 1
INIT: 3
Max Speed: N/A (non-
SI: 134 Cost: 427.75 MU HD/BHD/FHD: 69/55/75 (Class Three
atmospheric)
Engine)
SHP: 50 AHP: 75 Beam: 9
Proj: 0 Crew/Passengers: 1/0
(Class One (Class Two (Class One X: None
(No Missiles) (1 Bucket Seat)
Shields) Armor) Lasers)
Elements: Titanium (0.4) Aluminum (0.4), Molybdenum (0.4), Cargo Capacity: 1 m3
Shyneum (0.3) (1 from cargo module)
Accessories: 1m3 Cargo Module, Scout Module x2, Industrial Manipulator Module (Gripper), Beam Weapon Rack, Class
One Shield, Class One Laser.
Starport Earth
contributed by capi3101
After the rediscovery of the planet Earth during the 4620 Interstel mission, the High Council issued a directive calling for a
further study of the planet, in an attempt to determine just how difficult it would be to re-establish a self-sustained colony
there. The news received from the survey crews was grim: as a dead zone world, there was no life present, and the planet
itself had very few mineral resources remaining (no doubt due to over-exploitation during the recorded seven-and-a-half
millennia Humans had lived there). While a basic colony could be established immediately, it would need near constant
replenishment from supply vessels; even then, it was unlikely that the colony would be able to sustain an appreciable
population. Knowing the politics of the situation (Humankind wasn't going to stay away now that they knew their
ancestral homeworld still existed), the survey crews ultimately recommended to the Council that the planet be terraformed
and have a new, full biosphere imported in (the first time any Arth scientific group suggested such a radical course of
action). They also recommended that in the meantime some kind of permanent outpost be set up in the region (preferably
in space) to support future colonization efforts. After a few years of debate, the Council ultimately gave this plan the go-
ahead. Arth's populace voted down the funding necessary to build another full-fledged Starport despite the importance of
what was going on. As a compromise, engineers suggested building a modular structure with only the basics of what would
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be required to support colonization efforts. Estimates showed the final cost of the new structure would be half of what it
would've taken just to construct the chassis of the initially planned design, something which ultimately won the station
support from Arth's voters.
The Colonial Support Station (known in the media as "Starport Earth", after the proposed station it replaced) is tasked with
the mission of supporting planetary terraforming and colonization efforts. It is composed of 152 individual Capsule
modules, which by themselves are no larger than fourteen hundred cubic meters (smaller than a Humna Humna scout
ship), but in conglomerate have a radius of about 200 meters and an internal bounding volume eight times the volume of an
Intrepid-class Scout. The overall shape is best described as a "hyper-dodecagon", consisting of twelve long cylindrical
modules (the station's beehive, manufacturing and survey module capsules) connected to each other through spherical
connector modules in the shape of a dodecagon, out of which radiate "spokes" of three long cylindrical modules (the EAD
modules), which themselves connect to an outer dodecagon-shaped assembly, each side consisting of two long cylinders
(colonial embarkation modules) sandwiching a shorter cylinder (which alternate between service and welcome modules).
Visiting starships can dock to the station via external docking ports in the service and welcome modules, though due to the
station's configuration no more than half of these modules can be in use at the same time. Upon arrival, a request for a new
settlement is processed through station personnel, who will conduct a thorough survey of a target area either with the
station's survey modules or through a direct flyby by one of the station's workbees. Once a site is selected, settlers are
directed to a colonial embarkation module, where colony pods are stored in special insertion pods. The pod and settlers are
jettisoned from the station in such a manner as to land at the target site; settlers have the option of riding down with the
pod or riding down in their own individual insertion pod. Colony pods are delivered by visiting starships and maneuvered
into the embarkation bays either via the station's workbees or the station's many gripper arms. They may also be
manufactured in one of the station's manufacturing modules, if a starship happens to deliver a large enough amount of
materials. Finally, the station does perform active terraforming duties, and is capable of transforming 864 square kilometers
of the planet's surface into an inhabited area per day (which at the current rate will take roughly sixteen hundred years to
complete; Arth has begun consultations with the Mechan Nine to speed up the process). Emphasis is usually given to
terraforming areas settlers will likely colonize. If necessary, the station can be disassembled, its components moved to a
new site, and reassembled for use on another planet.
Connector Capsule
Make: Superheavy Commercial Capsule Size Class: 8
INIT: 1
Max Speed: N/A (non-
SI: 100 Cost: 1,680 MU HD/BHD/FHD: 56/49/56 (Class One
atmospheric)
Engine)
SHP: 50 AHP: 50 Beam: 0 Proj: 0 Crew/Passengers: 1/0
X: None
(Class One Shields) (Class One Armor) (No Lasers) (No Missiles) (1 Large Berth)
Elements: Titanium (4.0), Aluminum (4.0), Molybdenum (1.0), Cargo Capacity: 5.65 m3
Shyneum (0.5) (0.2 base; 5.43 from accommodation space)
Accessories: Tachyon Radar, External Docking Port x6, Class One Shield.
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Service Capsule
Make: Superheavy Commercial Capsule Size Class: 8
INIT: 1
SI: 100 Cost: 14,930 MU HD/BHD/FHD: 56/49/56 (Class One Max Speed: N/A (non-atmospheric)
Engine)
SHP: 50 AHP: 50
Beam: 0 Proj: 0 Crew/Passengers: 1/0
(Class One (Class One X: None
(No Lasers) (No Missiles) (1 Large Berth)
Shields) Armor)
Cargo Capacity: 105.65 m3
Elements: Titanium (4.0), Aluminum (4.0), Molybdenum (1.3),
(0.2 base; 5.43 from accommodation space; 100 from
Shyneum (0.7)
cargo modules)
Accessories: Tachyon Radar, Modified Chassis +2, External Docking Port x3, Class One Shield, Industrial Manipulator
Module (Gripper), 40m3 Cargo Module x2, 20m3 Cargo Module.
Welcome Capsule
Make: Superheavy Commercial Capsule Size Class: 8
INIT: 1
SI: 100 Cost: 18,930 MU HD/BHD/FHD: 56/49/56 (Class One Max Speed: N/A (non-atmospheric)
Engine)
SHP: 50 AHP: 50
Beam: 0 Proj: 0 Crew/Passengers: 1/0
(Class One (Class One X: None
(No Lasers) (No Missiles) (1 Large Berth)
Shields) Armor)
Cargo Capacity: 45.65 m3
Elements: Titanium (4.0), Aluminum (4.0), Molybdenum (1.3),
(0.2 base; 5.43 from accommodation space; 40 from
Shyneum (0.7)
cargo modules)
Accessories: Tachyon Radar, Modified Chassis (+2), External Docking Port x3, Class One Shield, Industrial Manipulator
Module (Gripper), 40m3 Cargo Module, Gift Shop Module x2.
Notes: Gift Shop Modules have a cost of 20 times the vehicle's size. The key prices for any Merchant conducting any trade
while the vehicle is in operation are multiplied by three. Trade Goods may not be sold to the Module, only bought from it.
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Environmental Adjustment Drone Capsule
Make: Superheavy Commercial Capsule Size Class: 8
INIT: 1
Max Speed: N/A (non-
SI: 100 Cost: 33,680 MU HD/BHD/FHD: 56/49/56 (Class One
atmospheric)
Engine)
SHP: 50 AHP: 50 Beam: 0 Proj: 0 Crew/Passengers: 1/0
X: None
(Class One Shields) (Class One Armor) (No Lasers) (No Missiles) (1 Large Berth)
Elements: Titanium (4.0), Aluminum (4.0), Molybdenum (1.9), Cargo Capacity: 5.65 m3
Shyneum (1.0) (0.2 base; 5.43 from accommodation space)
Accessories: Tachyon Radar, External Docking Port x2, Class One Shield, Industrial Manipulator Module (Gripper),
EAD/Terraform Module x3.
Beehive Capsule
Make: Superheavy Commercial Capsule Size Class: 8
INIT: 1
Max Speed: N/A (non-
SI: 100 Cost: 20,835.5 MU HD/BHD/FHD: 56/49/56 (Class One
atmospheric)
Engine)
SHP: 50 AHP: 50 Beam: 0 Proj: 0 Crew/Passengers: N/A
X: None
(Class One Shields) (Class One Armor) (No Lasers) (No Missiles) (Automated)
Elements: Titanium (4.0), Aluminum (4.0), Molybdenum (1.9), Cargo Capacity: 2.9 m3
Shyneum (1.0) (0.2 base; 2.7 from accommodation space)
Accessories: Tachyon Radar, External Docking Port x2, Class One Shield, Industrial Manipulator Module (Gripper), Carrier
Systems, Hangar Bay Module, Automation Module.
Notes: Hangar Capacity 20 cubic meters (11 base, 9 from accommodation space). Carries a flight complement of two
Workbees.
Survey Capsule
Make: Superheavy Commercial Capsule Size Class: 8
INIT: 1
Max Speed: N/A (non-
SI: 100 Cost: 21,680 MU HD/BHD/FHD: 56/49/56 (Class One
atmospheric)
Engine)
SHP: 50 AHP: 50 Beam: 0 Proj: 0 Crew/Passengers: 1/0
X: None
(Class One Shields) (Class One Armor) (No Lasers) (No Missiles) (1 Large Berth)
Elements: Titanium (4.0), Aluminum (4.0), Molybdenum (1.9), Cargo Capacity: 5.65 m3
Shyneum (1.0) (0.2 base; 5.43 from accommodation space)
Accessories: Tachyon Radar, External Docking Port x2, Class One Shield, Industrial Manipulator Module (Gripper),
SWACS Module x3.
Manufacturing Capsule
Make: Superheavy Commercial Capsule Size Class: 8
INIT: 1
SI: 100 Cost: 34,680 MU HD/BHD/FHD: 56/49/56 (Class One Max Speed: N/A (non-atmospheric)
Engine)
SHP: 50 AHP: 50
Beam: 0 Proj: 0 Crew/Passengers: 1/0
(Class One (Class One X: None
(No Lasers) (No Missiles) (1 Large Berth)
Shields) Armor)
Cargo Capacity: 105.65 m3
Elements: Titanium (4.0), Aluminum (4.0), Molybdenum (1.9),
(0.2 base; 5.43 from accommodation space; 100 from
Shyneum (1.0)
cargo modules)
Accessories: Tachyon Radar, Modified Chassis (+2), External Docking Port x2, Class One Shield, Industrial Manipulator
Module (Gripper), 40m3 Cargo Module x2, 20m3 Cargo Module, Repair Bay Module.
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CHAPTER SEVEN:
STARSHIPS
CHAPTER SEVEN: STARSHIPS
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7.0: INTRODUCTION
Most adventures in SFRPG will either be centered around, will take place on, or in some other way involve starships.
Starships are the largest classification of vehicle in the Starflight Universe, and are so much more advanced than even a
standard vehicle that they require their own chapter.
Starships have a very important role to play in the Starflight Universe. In the first two Starflight games, the ship was the
focus of all of the action in space, and how much mining and life-form hunting that could take place on a planet’s surface
was determined almost entirely by how many cargo bays the ship held. The ship was the PC of the Starflight games, with
the crew and their abilities acting more as added equipment to the ship. A "pure" Starflight-style campaign may still use the
starship as the only real "character" in a campaign (this kind of play would probably work best for a single-player
campaign).
The most basic definition of a starship is any spacecraft that has the capability to travel at a rate of speed faster than that
of light. In the Starflight Universe, most starship-type vehicles achieve FTL travel by use of a superphotonic engine. There
are many different types of starship, though there isn’t as wide of a variety of starships out there as there are vehicles. This
is due to three main reasons. First, all starships tend to be too expensive for all but the ultra-rich to own privately, so there
are few if any civilian users. Commercial and Industrial users often use starships for the same purposes, so there is no
distinction between the two. In fact, the Civilian, Commercial and Industrial users are combined into one group for
starships, the Non-Military Group. Secondly, there are some starships that are too large to land on a planetary surface or
are too unwieldy to fly in atmosphere, so they are designed only for use in space. The Hyperion- and Intrepid-class Starship
used in the first two games are both relatively small starships ... they'd have to be if you could get away with a crew of six!
Finally, FTL travel is a very high-level technological development; achieving that level of development defines when a
species has reached its Starfaring Age. Only Starfaring Age races can use the various starship chassis and equipment.
Even so, there are at least 70 different combinations of starship chassis and chassis weights, enough to cover all the
different classifications of starship in existence. The system for starship construction presented here is as thorough as can
be made at present time, and will likely only be updated should new races or new technologies be introduced into the
Starflight Universe at some point in the future.
As with the vehicle chapter, most of this chapter is devoted to the construction of starships. Section One covers the basic
rules regarding starships, how they operate, and what the players need to know in order to use them properly. Section Two
is the construction section, with a look at the different starship chassis and how they function, as well as the different
types of equipment and systems that can be added to a starship. Section Three gives the RPG specifications for the entire
list of starships in the Starflight "canon", including some of the more unique ships like the Elthar-Esh and the Noah 9 (or at
least what's left of them). Finally, Section Four contains a list of starships created by fans specifically for inclusion in
SFRPG.
Using Starships
The operation of a starship isn’t as straightforward as that of a vehicle. No one person can operate a starship all by
themselves. Starships require crews of several people, each performing a specific task, in order to operate at their maximum
potential. That being said, each of the separate tasks are fairly straightforward and require only a few skills to perform
properly. For game-play purposes, the most important crewmen on board a starship are its Commanding Officer (needed
for their leadership and to give orders), the Chief Science Officer (responsible for making scans, primarily), the Flight
Navigator (who pilots the ship), the Chief Engineer (responsible for repairing the ship), the Chief Communications Officer
(necessary for contacting other spacecraft and bases), the Chief Tactical Officer (who operates the ship’s weaponry;
traditionally this role is also carried out by the Flight Navigator), and the Chief Medical Officer (responsible for healing any
injuries among the crew). Any character (even an NPC if no player character is available) can fill out these seven roles. Each
role alludes to one or more of the player Disciplines; a player who knows what role their character will play on the ship will
do well to maximize as many of the sub-disciplines in their major Discipline as possible.
All of the Skills in the game can be important for the proper operation of a starship, given certain circumstances, but as a
general rule there are a few key Skills and sub-disciplines that a character group would be well advised to pay particular
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attention to.
The primary sub-discipline needed to fly a starship is Starship Piloting. Starship Piloting is used to fly from point-to-point in
space, and functions just like the Vehicle Piloting sub-discipline as outlined in Chapter 6.1. The only real difference is the
types of "terrains" a starship may encounter as it travels from point-to-point. Space terrains will be covered in Chapter 8.3.
Starship Piloting is also necessary to perform starship maneuvers, which will be discussed in Chapter 9.4.
As with vehicles, there a numerous Science sub-disciplines that are useful in operating a ship's sensors, though there are
only a few of them that are used most often on board a ship (namely, Starship Technology, Vehicle Technology (for fightercraft),
Planetology, Astronomy, and Sensor Use.) The scanners on a starship work just like any other vehicle; for details, see Chapter
6.1.
Astrogation is an essential Navigation sub-discipline; it is used for plotting courses between star systems. More details on
FTL flight will be given in Chapter 8.4.
Many of the remaining sub-disciplines have specific uses. For details of those uses, see Chapter 3. For their application in
combat, see Chapter 9.4.
Finally, all starships have software designed for crewmen to keep their own journals and logs. This includes a general
starship log, which is a place the captain and crew may write down thoughts, ideas, and important pieces of information.
Any crewmember can check the ship’s log at any time as a free action. In the meta-game, players should be encouraged to
keep their own notes as their character would in the ship’s log, in order to help with immersion in an adventure (and help
the continuity of a campaign). Keeping such notes may help the players remember events that have happened to them in
the past (and past game sessions), mission goals, places they need to investigate, and so forth.
Starships operate on some of the largest scales used in SFRPG (only Space Stations are larger). No starship is less than
22,500 cubic meters in bounding box volume, and some are incredibly large: 19.6 billion cubic meters or larger. Starship
volumes use the same set of Size Classes that vehicles do. Like vehicles, a starship is said to be of a certain Size Class so long
as its bounding box volume is at least as large as the minimum required size for the Size Class.
Like vehicles, starships can have four HP counts, reflecting SHP and AHP damage forward, aft, port and starboard.
Different types of HP damage have different effects on what happens to the starship, similarly to vehicles. The scale of
damage done to starships is the same as that of vehicles; 1 starship HP is equivalent to 1 vehicle HP and 10 character-scale
HP. Any character- or vehicle-scale weapon that does that amount of damage is capable of damaging a starship. As a general
rule, the defensive systems on a starship are an order of magnitude stronger than those typically seen on a vehicle. Starship
weapons are almost always powerful enough to kill a character or destroy a vehicle outright should they be hit. Fortunately
for both characters and vehicles, there is a modifier to HD when facing an attack from a starship; see Chapter 9.5 for
details.
Starships operate on very large scales of movement; they have to in order to reach their destinations within an average
sentient being’s lifespan. Starships have two main drive systems: sub-light drive and superphotonic drive. Sub-light drive
moves starships between the planets in a solar system. Superphotonic drive allows starships to cover great distances at
speeds much greater than that of light. For full details about starship movement, see Chapter 8.3 and Chapter 8.4. One of
the side effects of the amount and types of weaponry that starships use is an incredibly large combat range. Starships can
engage targets out to a range of thirty million kilometers, the range at which most weapons fired from a starship lose so
much energy that they cannot cause appreciable damage, or when guided projectile weaponry runs out of fuel. As such,
starship combat ranges are typically abbreviated to a 0-18 scale. Literally, this scale is in gigameters (millions of kilometers).
For more on starship combat, see Chapter 9.4.
Finally, all starships provide full cover for characters and any vehicles aboard. It would be a tad bit difficult to operate the
ship if it didn’t (what with all the air leaking out and lethal doses of cosmic radiation leaking in). See Chapter 6.1 for details
about cover.
Starships are incredibly expensive machines, generally available only to the super-rich (even the smallest, least expensive bare-
bones Corvette would run the equivalent of something like 21 million dollars, or roughly the price of two top-model Learjets). The vast
majority of starting PCs won't be able to afford this amount, even with a Wealth trait of 30. Beginning characters may not
be able to purchase their own starship, at least not right away. This can be problematic for non-military characters that
need to find a way to get to their interstellar destinations. Fortunately, there are several ways around this problem. One,
characters can book passage on domestic passenger starships, shuttles, or transports. Two, they can charter a flight. Finally,
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they can borrow, steal, or otherwise attempt to acquire their own starship.
Booking passage is the cheapest way to go between worlds. The characters simply travel with other domestic traffic. The
cost for traveling this way is the same amount for normal Transportation as listed amongst the Services in Chapter 5.4.
The characters get the same benefits as they would with normal transport. In a pinch, booking passage between worlds can
cost as little as 2 MU/SP a head. Note that this is good only for worlds that are frequented by normal passenger traffic. The
GM may up the prices if the world is a backwater planet with little passenger or commercial traffic. Sometimes booking
passage will not be possible, simply because no one ever visits a system, normal traffic doesn’t go to a system, or the
system is outside the government’s territory. In that case, the next best thing is charter travel.
Chartering a starship is not cheap. Depending on cargo, number of passengers, and level of personal danger to a charter
ship’s crew, the cost can get very high very fast. The GM should attempt to negotiate a price in good faith with the
characters (unless the captain of the charter ship isn’t someone who negotiates in good faith). A good starting price for
simple transport is 55 MU/SP and up from there. Charter transport in this fashion gives the same benefits as High Quality
Transportation as listed in Chapter 5.4, with the addition of confidentiality of whatever cargo the characters may be
hauling around and total privacy.
Sometimes booking passage or charter travel is not an option for a character group. In this case, they’ll either have to
borrow, steal, or otherwise acquire a starship (this can involve a bit of story work and lead to multiple plots for the character
group).
It may be that the characters will find themselves in the employ of a corporation, or perhaps a crime syndicate group.
These groups will probably either loan the characters the cash they need to buy a ship (usually at high interest rates, and/or
with the understanding that the characters are in the group's employ), or they may very well give the players their own
ship. If the players are given a ship, they may be given something sub-standard, in which case keeping the ship in top repair
will be a challenge (and could lend itself to adventures for the group). There should always be some serious strings attached
if a group offers the characters a starship in decent shape. Generally, though, the quality of starship offered will be
proportional to the amount of influence and/or the reputation a character or character group has over the group they wish
to acquire the ship from.
Players of "purist" Starflight campaigns will probably find themselves in the employ of Interstel. In this case, the characters
are essentially being loaned a company ship, with the understanding that they are company employees. Interstel pays for
all maintenance on the ship, as well as for the basic provisions for their ships and crews. In exchange, Interstel gets to keep
all of a crew's profits, though each ship's crew is given credit for the amount of profit they've earned for the company
(through interest on a ship's bank account; see Chapter 12.2). The crew never gets to own the ship, and personnel can be
assigned or recalled to a ship's crew without notice. It's very much a Truck system, but it's mostly honest (and it looks good
on a resume...).
If borrowing from a corporation or crime group doesn't sound like a great idea to a character or character group, they might
try their luck with the government (if one exists). The government may elect to grant the characters the use of a ship and
subsidize its cost, with the understanding that the government owns the ship and expects it to be used to haul cargo
between certain worlds, and with the government taking half of the ship's gross receipts. If this sounds like a good idea to
the characters, they will have to make a down payment to the government (usually about 20% of the total cost of the ship).
They will be assigned a cargo route and schedule (usually between 2-12 planets). After 40 years of government service,
ownership of the ship transfers over to the character group. Note that with this setup, the government can reserve the right
to call up the ship to serve as an auxiliary (a transport craft) in time of crisis, sometimes even after transfer of ownership.
Finally, a character or group can attempt to get a starship financed through a bank. Banks will usually want the character
group to pay at least 20% of the total cost of the ship up front. Before loaning the character the rest of the money to buy
the ship, they will also often want a detailed financial plan of the ship's activities, to ensure that monthly payments will be
paid on time. If the player group is granted a loan, they may buy their ship, at which time the bank takes ownership. The
players must pay back 1/480 the total loan for a period of 480 months (40 years). As soon as the loan is paid back,
ownership transfers to the player group, no strings attached. Banks get nervous if owners fall behind on their payments;
after three missed payments, they'll usually send someone to repossess the ship.
Any of these ideas are good ways for players to acquire a ship. There are, however, other ways of acquiring ships that are
not necessarily legal. Stealing a ship is not really recommended, as it will put the characters on the wrong side of the law in
an area of space (provided there is law and order in that area of space, of course). At the very least, if the characters intend
to steal a ship, it should not be in the same area as the one they want to operate in, as it's likely the ship's former owners
will want the ship back and probably won't hesitate to use force in order to do so. Of course, if the characters don’t mind
being on the wrong side of the law, this won’t be as big of a problem for them. Prize vessels (ones that are captured in
combat) also fall under this general category, though the capture of a prize for use in a foreign navy is often seen as legal, at
least by most starfaring governments.
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If push comes to shove and the characters simply don’t want to exercise any of these options, there is always space travel
using space vehicles such as Capsules, Shuttles and Transports. Indeed, these options may be much more affordable for the
characters than going out and buying a full-fledged starship (they just might get into a lot of trouble should an enemy
starship challenge them, though, as whatever they wind up with will undoubtedly be no match for their opponent).
Of course, if the GM wants to play it that way, then the characters can be “given” a starship to operate by the military
force of the appropriate government, with the understanding that the characters are a part of that military group and work
for that government. This may be the fastest and cheapest way for a military character group to get into space, and their
early adventures can be used to bulk up the crew’s experience.
No matter how the characters get a hold of their ship, they will have to be able to maintain the ship if they want to have
any hope of using it. This includes generating enough money for docking fees, fuel, provisions, crew salaries, and routine
maintenance. To get a rough estimate of how much is required for maintenance on a monthly basis, take the ship's Size
Class and multiply it times 50 MU/SP. If monthly maintenance isn't paid, the ship acquires one Flaw (see Chapter 7.2).
Users
As previously mentioned, there are only two different types of users of starships in SFRPG, Military and Non-Military. The
only major difference between a military and a non-military starship is the amount and classifications of armament they
carry. For details on the specific restrictions involved, refer to the next sub-Chapter.
Players and Gamemasters should feel free to create their own ships as the need arises during the course of a campaign. A
GM may wish to build a "boss" ship for the final adversary in a campaign, for example, or perhaps a customized ship to act
as an ally. Perhaps an industrialized race will achieve starflight during the course of a campaign, and a new starship class
will become required. All of these are valid reasons for building scratch starships.
Most of the time, however, the following set of rules will be needed to modify an already existing ship. Indeed, this was a
very important part of the original games; outfitting the ship with higher levels of equipment was really the only way to
maximize the ship's capabilities and prepare for the final battles.
Outfitting a starship is generally conducted at the Ship Configuration area at Starport (see Chapter 12.2). The Ship
Configuration area is also where characters will need to go if they are interested in trading up for a new ship (presumably a
more capable one) if such a trade-in is allowed under the current rules of the campaign. The Ship Configuration area at any
alien Starports included in a campaign may or may not be accessible to the players; generally if it is accessible, then the
alien race and the players are in a very tight relationship (a formal alliance, or otherwise genuine friends). Even then, it's
entirely possible that not every piece of equipment that would ordinarily be available to a member of the host species
would be available to the characters. GMs are highly encouraged to consider what equipment will be available where before
an adventure or campaign begins.
Note that this is the procedure needed to create a brand new starship from a previously non-existing starship type. Creating
a starship of an existing type is as simple as copying the information provided from whatever source is available (usually
from the GM’s own notes). As time goes by, however, the characters may wish to make modifications to that starship. In
this case, they have to perform whichever step affects the systems they wish to modify, re-figure the starship’s cost, and
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finally re-compute the starship’s vital stats. There is also an Engineering sub-discipline Check involved in modifying the
ship (see Chapter 12.2); which sub-discipline is required for the Check depends entirely on what system is being modified.
Creating a starship is a lot like creating a vehicle (see Chapter 6.2) and for the most part the two procedures are similar to
one another. There are a few key differences, though. Special emphasis will be placed on those sections that are
significantly different. Starships also use the Vehicle Record Sheet to record their vital stats.
Having a design concept for a new starship type is a step that is often overlooked, and yet is quite important for the overall
design process. Simply put, a design concept is just an idea put down on paper somehow. For SFRPG, this can be a drawing,
a set of desired stats, or any other mechanism that helps a designer focus their thoughts and directs them in the course of
creating a ship. Before a designer actually begins to build a ship, they should take a little time to think about just what
exactly it is they want to create. As with vehicles, the purpose of the design concept is to direct the designer as they go
through the creation process, and to help them think about ways they may work around situations that the system may be
a little fuzzy about.
The starship creation process is generally straight-forward, even more so than vehicles. Nevertheless, in the interest of fairness, an
example of each step will be provided at the end of each step in the process.
For our starship example, we're going do to something interesting and create an Old Imperial warship, say a missile cruiser. That'd
make it an Uhlek fighter, or perhaps a ship of the era of the first wave. Heavy shielding and a strong missile complement are going to
be the cornerstones of our design. We can also make it fast; perhaps a deep strike penetration cruiser of some sort.
Species selection is perhaps one of the easiest things that can be decided about a starship. Simply select a race that uses the
ship, based upon the need of that ship for an adventure. Species tend to operate starships in a specific sphere of influence,
though some starfaring societies (such as Arth) may have exploratory fleets that do not operate in a specific area. It is a
very rare occurrence when a starship is sold into the service of an alien fleet. Those that do serve in alien fleets are often
captured prize vessels.
Needless to say, starships should only be utilized by Starfaring Age species. If an Industrial Age species needs a starship, it's
recommended that a vehicle using the Transport chassis be substituted instead. If a true starship chassis is desired in this
case, it is recommended the designer pick from the available Corvette chassis only.
We've pretty well determined this step for our cruiser in the design concept (more proof of the importance of the concept). This will be
an Old Imperial craft, so Humans will be the primary species using the ship.
The next step in creating a starship is to select a chassis, the weight of the chassis, and determine if it is a military starship
or not. This is a crucial step, as it will determine several of the starship’s basic statistics, including its cost, its base HD, its
size (which in turn determines the ship's potential cargo capacity and crew complement), and the number, Classes and
types of systems and accessories that can be used aboard.
Starships typically aren't as flexible with the available Size Classes as vehicles. In most cases for smaller starships, simply
picking a chassis will determine the ship's Size Class. For those that are not determined this way, the designer will need to
assign the starship a Size Class from the classes available for the chassis type and weight. Starships must fall within the
prescribed Size Class range for a given chassis weight.
As with vehicles, Size Classes are dependent upon a bounding box volume, the minimum size a rectangular prism (a box)
would have to be in order to fit the whole ship inside of it. A ship is said to be of a certain Size Class so long as it is at least
as large as the minimum required volume for the Size Class. The bounds for available starship Size Classes are listed in the
table below. Starships also have a safe accommodation space and a safe cargo space volume, used to determine the ship's
complement and cargo capacity.
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For the purpose of most of the starships in the Starflight canon, the first column (comparison to the size of an Intrepid-class
Scout) is sufficient to find the ship's Size Class. For reference, the Intrepid itself is squarely in the center of Size Class 16.
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Most of the time, these data set the basic properties of the starship's design. The stats imparted to the ship by the chassis
weight can never be directly changed, unless certain accessories or traits are given to the starship later in the design process.
There are only two types of "users" of starships, non-military and military. The only real difference between the two types
of users is the amount of weaponry the ship is allowed to carry. Military starships have no major restrictions on weaponry
that may be mounted on the ship. Non-military starships, on the other hand, are limited in their weapons selection. Special
weaponry is not allowed aboard a non-military ship (for specifics, see Chapter 7.2.2.). Non-military ships are only allowed
one type and one Class of weapon, with the Class no higher than one-half (rounded up) the normal maximum allowed for a
military ship of the same chassis and weight. A non-military starship is not allowed more than a dozen weapons mounts of
any type. Finally, all weapons must stick to the default versions of their type (i.e. no weapons "options" are allowed). Note
that these rules count for design purposes only. It is possible for a non-military user to use a military-designed starship in
the course of game-play, though these are usually either starships that have been bought by a corporation for extra muscle,
or pirated starships.
Since we're trying to build a cruiser, we want our final design to be at least as large as an Intrepid-class ship. Since we're gunning for
defensibility, let's say it's just a little larger at one Size Class up (SC 17); say 1.3 times the size of an Intrepid. That narrows down
our choices quite a bit; we can either select a Heavy Frigate or Very Light Destroyer chassis. Since we're gunning for a cruiser (and
since it gives us more accessories to pick from), we'll use the Very Light Destroyer chassis. We're dealing with a warship, so naturally
it's a military vessel. Note how much information we already know about our craft: at SC 17, we know it's got at least 5000 cubic
meters of accommodation space and a hundred cubic meters of internal cargo space. Since it's an SC 17 Very Light Destroyer, we know
the base cost is 1,000,000 MU, its base HD is 51/53/51, and it can have up to 27 accessories. We also know that we can't have
Weapons and Engines above Class Six or Defenses above Class Seven installed without a Starship Systems Adapter, since we're
working with a Destroyer.
Select the starship’s default basic equipment and determine its cost.
Once the basic stats for a starship have been determined, it's time to select the ship's basic equipment. This includes its
Engines, Armor, Shields, Beam Weaponry, and Projectile Weaponry. Starships always have positions reserved for these five
items; none of them count against the ship's accessory count.
A starship's chassis determines the maximum allowable equipment Class for the ship in question. Unlike vehicles, there are
no default equipment ratings, so a starship can have as low of a Class of equipment as the designer wishes. The trade-off
for no defaults is less of an HD benefit from Engines and Armor. If equipment higher than the maximum allowable for the
chassis is desired, the designer can put the Starship Systems Adapter accessory on the ship. Each piece of basic equipment
works almost exactly like its vehicle analog, with a few minor changes.
As with vehicles, starship Armor sets the number of armor hit points (AHP) for a starship, and has a negative effect on the
starship's HD ratings as the Armor Class increases. AHP can be arbitrarily set by the designer when the ship is first being
built; the ship's official Armor Class is the next Armor Class down from the amount of AHP that has been indicated on the
chart in Chapter 7.2.2, similarly to vehicles. When modifying a starship's Armor, the values and Classes of Armor must
correspond to the chart; the AHP cannot be arbitrarily set. For purposes of HD calculation, any starship with 3,000 AHP or
over is considered to have Class Twenty Armor; in all other respects it is considered Class Ten Armor. Subtract one point
from the ship's base HD ratings (HD/BHD/FHD) for each equipment Class (e.g. subtract 7 from the ship's base HD ratings if
Class Seven Armor is installed.)
Engines are another system that behaves similarly for starships as they do for vehicles. Engines affect the ship's HD, and
also have a direct effect on the fuel efficiency of the starship (see Chapter 8.1 for details). Add one point to the ship's HD and
BHD ratings for the primary Engine's equipment Class (for example, add 4 for Class Four Engines, 6 for Class Six, etc.). Engines
also directly set the Initiative rating for the ship. Starships fall into the general category of space vehicle. As such, they all
have a maximum speed of 10,000 kph in the atmosphere regardless of what Class Engine is installed. The cost of the
ablative material on the ship's hull has been figured into the cost of the ship's chassis. Starships can go without other
equipment, but they MUST have an Engine installed in order to function. Note that there is a Class Zero Engine that can be
installed on a starship while it's being designed, but cannot be selected when the ship is being modified. In this case, the Class Zero
Engine denotes a sub-standard quality superphotonic drive system, rather than some kind of external propulsion source as with
vehicles.
Shields are usually considered a vital part of a starship's equipment, as they are as handy at blocking out harmful cosmic
radiation and curtailing micro-meteoroid damage as they are at blocking enemy laser blasts. Because of this necessity, space
is always reserved on a starship chassis for the installation of Shield systems. Unlike vehicles, the installation of Shields
does not count against the ship's accessory count. Starship Shields are otherwise functionally the same as vehicle Shields.
Like Armor, at the time of design an arbitrary number of shield hit points (SHP) may be set for the ship; the ship is
considered to have the Shield Class of the next indicated level downward. Shields have no effect on a starship's HD.
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Weapons systems for starships come in the same two varieties as vehicle weapons, namely beam and projectile weapons.
Starship chassis come with one spot for beam weaponry and one for projectile weaponry. If a starship carries more than
one of the same type of weapon (i.e. two beam weapons or two projectile weapon types), only one system can be carried
without taking up accessory slots. In addition to the weapons themselves, mounts for the weapons must be added to the
starship, in the same manner as vehicles. Like vehicles, a starship can carry multiple Classes of a single weapon type (for
example, a ship could carry both Class Three and Class Two lasers), but each Class of weapon will require its own distinct
mount (for example, Dual Beam Turrets for the Class Three Lasers with Beam Racks for Class Two Lasers). The amount of
damage or effect of a weapon should be recorded in the appropriate boxes on the Vehicle Record Sheet (Beam for beam
weaponry and Proj for projectile weaponry). In the case where multiple Classes or types of weapons are installed on a
vehicle, only the highest damage amount should be recorded in the box.
There is a third type of weapon that is available to starships, called special weaponry. This kind of weapon is any weapon
that does not behave like either a beam or projectile weapon. As a general rule, a starship can carry at most one type of
special weapon. Special weaponry can give a starship some truly awesome capabilities; naturally the addition of special
weaponry tends to jack up the price of the ship substantially.
We're going to make our craft a little more reliant on Shield power than Armor, but we don't want it to go completely naked, so we're
going to set the AHP at 100; this corresponds to Class Zero Armor, which will add 500 to the basic cost and have no effect on the ship's
HD ratings (naturally, we're going to assume basic Armor in this case). Next, we're going to want a decent Engine ... let's go ahead
and say a Class Four Engine for the default. That adds 40,000 to the cost, sets the Initiative rating at four, and adds 4 to the ship's
HD and BHD (making the current HD ratings 55/57/51). For the Shields, we'll just put on a set of basic Class Fives as the default,
adding 125,000 to the ship's cost and giving it 2500 SHP. That brings us to weapons. We said we want a missile complement, so we're
going to ignore Lasers and other beam weapons entirely. We're also going to ignore Mass Drivers and Plasma weaponry; we're going to
go with strictly Missiles. Since this is going to be the ship's sole defensive system, we're going to want the missiles to strike hard and
we're going to want to see about having the ability to "shoot again" in the event of a miss. Seeker Missiles seem to be a good way to go;
to suit our power purposes, we're going to make a note to add the Starship Systems Adapter to the accessories and go with Class Eight
Seeker Missiles. This will add 1,920,000 to the ship's cost (!), and make the ship's projectile damage capability 1440. Hopefully these
expensive Missiles are going to pack the punch we really want. Total cost of all this combined is going to be 2,085,500; we'll need that
figure down the road.
The starship’s accessories should be selected next. All ships are capable of supporting accessories, though larger chassis can
handle more than smaller chassis (at the cost of being more expensive and easier to hit). As with vehicles, a designer does
not have to add accessories if they don't want to (though the wisdom of going without at least weapons mounts is a matter of
conjecture). Unlike vehicles, a starship is stuck with the number of accessories indicated by the chassis; the Modified Chassis
accessory cannot be added to ships. While a starship technically has access to Sublight Engines and Superphotonic Engines,
both are considered part of a starship chassis already (so adding them is a bit of a waste). Accessories can change a lot of the
basic characteristics of the ship, and these should be noted in with the accessory’s effect. The cost of accessories should also
be taken into account. NOTE: All accessories added to a starship cost as much as is listed; there is no cost multiplier for
starships.
Larger starships in particular are well suited to act as carrier craft for smaller vehicles, such as shuttles or fightercraft (see
Chapter 6.2). As with carrier craft vehicles, small craft do not count against the ship's accessory count, but the cost of the
vehicle is added to the final cost of the ship if the vehicle is carried as standard equipment. Stats for the small craft should
also be made available.
Accessories, aside from pods, cannot be sold off or exchanged once indicated as standard equipment for a ship, unless given
the Modular Design bonus, which comes with a cost multiplier (as discussed later in this procedure).
We've already determined that we're going to need a Starship Systems Adapter in order to handle the Class Eight Missiles. At 1000
times the Size Class, it'll cost 17,000 by itself. We're also going to want some mounts so we can fire those Missiles; let's say eight
Projectile Racks forward, which at 25 a mount comes to a total of 200. Let’s add a pair of Auxiliary Reactor Modules with Class Four
Engines installed; that's going to boost the ship's Initiative by another two points and add a whopping 83,400 to the price. We're also
going to add a Cloaking Device to add in the ship's survivability; that's going to cost 8500 and add 25 to the ship's HD and FHD
(bringing it to 80/57/76). Finally, we can add a couple of extra "standard" starship modules ... say a Hospital Module (costs 850),
Industrial Manipulator Module for salvage (255), ECM Module (340), SWACS Module (510), Countermeasures Pod Dispenser with
a thousand shots (costs 1010), Emergency Stasis Module (1700), Backup Sensor Array (500), Backup Comm Array (500), and five
Expendable Pod Mounts (75 total) with Escape Pods attached (500 total). Total cost here is 115,340, ever so slightly less than basic
equipment.
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Determine the starship's crew and passenger complements and its
cargo capacity.
A starship's crew complement and cargo carrying capacity are determined in the exact same manner as vehicles (see
Chapter 6.2). The ship's Size Class will indicate an amount of the ship's volume that can be used for accommodation space,
assuming one-sixth of the ship's minimum bounding box volume for its Size Class is actual inhabitable space on the ship
and only 10% of that space is used for accommodations. To determine a complement, the accommodation volume will need
to be filled in with accommodation spaces; the spaces used on starships are the same sizes as those available for vehicles
(see Chapter 6.2). Some of these spaces can be assigned to crew, and some to passengers. A designer is welcome to assign
however many spaces they desire to crew, though they should keep in mind that larger starships will probably require
significantly larger crews. As with vehicles, not all of the accommodation space need be filled in; some can be transferred
over to cargo carrying volume, transferred to hangar space if the ship has any Hangar Bay Modules, or left empty. Cargo
capacity for starships is determined in the same manner, by adding up the total volume of space from the ship's chassis to
the amount that can be carried by all of its cargo carrying accessories. As with accommodation space, a designer may
transfer any cargo space to accommodation space or hangar space, provided that the space transferred comes from the
reserved amount and not from modules. The ship's complement and cargo capacity should both be recorded in their
respective boxes on the Vehicle Record Sheet.
We already know that we have 5000 cubic meters of space for complement, so we need to divvy that up. Let's say there will be six
luxury staterooms for the senior officers (at 200 a piece, that'll be 1200 cubic meters total), 3 regular staterooms (300 total, since
they're 100 apiece), and 50 double cabins (50 a piece goes for 2500 total). We've used up 4000 of our available 5000 cubic meters of
accommodation space; we can shove the remaining space over to cargo. That'll give us 1100 cubic meters of cargo space (and that's
without any external pods). Since we can add a second member of a crew for cabin-sized spaces, we're going to double the number of
spaces up for purposes of determining crew complement. We won't do the same for the staterooms, even though technically we could.
We've got a total complement of 109. Let's say the staterooms are for senior officers and passengers; that'll make the complement 106/3,
which is where we'll leave it.
Once the accessories have been selected, any weapons systems have been mounted on the ship, and the ship's complement
and cargo capacity are all known, it's time to start figuring up the ships vital statistics, starting with its cost. To calculate
the ship's cost, simply add together the cost of the ship's chassis, all basic equipment and all accessories added to the ship.
Unlike vehicles, starships have no cost modifier; all starship equipment is bought and sold at cost.
At this point, a designer may decide to give their ship positive traits, including weapons resistance or damage reduction
bonuses see Chapter 7.2.2 for full details). If the ship has been given a resistance or reduction, a multiplier to the ship's total
cost will be given. If the ship is given multiple bonuses, sum those bonuses into a single multiplier. Multiply the tallied cost
of the ship and its equipment by this multiplier. The final result is the total cost of the starship, in MU or SP (depending on
the campaign). Record the final result in the "cost" box on the Vehicle Record Sheet.
We've been keeping track of the ship's cost as we've been going along. To recap, the chassis cost 1,000,000, the total cost of the basic
equipment was 2,085,500, and the total accessories cost was 115,340. Totaling those all up gives a final result of 3,200,840. This is
probably expensive enough as is, so we're not going to add any additional bonuses to the ship.
Once all the equipment has been selected and the ship’s cost has been calculated, it’s time to figure up the remainder of the
ship’s vital stats. The designer should have been keeping notes as they were designing the starship; if not, then it's
important for them to go back and record the effects of the equipment that they've installed. From these design notes, it is
possible to determine the ship’s combat modifiers (SI, SHP, AHP, INIT, HD, BHD, FHD, Crew, Passengers, and Elements).
Here is an overview of these stats:
• Strength Index (SI): Strength index is a measure of how powerful a ship is and how well it rates in combat
alongside other starships. A ship’s strength index is a combination of its shield hit points, armor hit points, and
strength of its strongest available weapon. This value is the most basic method for "keeping score" and helps
determine whether or not the ship will withdraw in combat, if given the opportunity and if a battle comes to a
premature end.
• Hit Difficulties (HD/BHD/FHD): Several factors determine how difficult it is to actually hit a ship, including the
ship’s size, mass, and ability to accelerate. How hard it is to hit and cause damage to a starship is represented by
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its hit difficulty. The higher the hit difficulty, the higher the result needed on a d% roll in order to damage the
ship. Starships, like vehicles, have three hit difficulties: normal (HD), "blast" (BHD), and "flat-foot" (FHD). Each
ship chassis has a base HD rating, which is modified by Armor effects, Engine effects, and the ship's Size Class.
• Initiative (INIT): As with characters, Initiative is used to determine the order in which different ships engaged in
combat situations will fight. The higher the ship’s Initiative, the more likely it is that it will get to deliver damage
before other ships. Initiative also determines how much the ship can move during "grid" combat (see Chapter
9.4). A ship’s Initiative modifier is determined directly from its Engine Class, taking into account any modifiers
from any accessories or traits that modify Initiative.
• Shield Hit Points (SHP): This is a measure of the strength of the ship’s Shields. Shields are an outer layer of
defense for a starship. Shields can regenerate in combat, at a rate determined by the ship's chief engineer's Applied
Relativity sub-discipline score. If a ship’s Shield HP is reduced to zero, any excess damage points are applied to
any Armor the ship may be employing (or straight to systems damage if the ship has no Armor).
• Armor Hit Points (AHP): This is a measure of the strength of the ship’s Armor. Armor is an inner layer of defense
for a starship, consisting of extra thick hull plates. Armor does not regenerate in combat. If a ship’s Armor HP is
reduced to zero, any excess damage points go directly to systems damage.
• Crew: This lists the number of personnel required to operate the ship. Crew listings can be filled out by any type
of character, including player characters, specific NPCs or “disposable extras”. A ship that does not have enough
personnel aboard to fill all of its crew slots may end up taking a general penalty for being undermanned (see
chapter 9.3).
• Passengers: This lists the number of personnel the ship can transport as passengers. Unlike crew, passengers are
not essential to the successful operation of the ship, though a ship may take a general penalty for being
overcrowded (see Chapter 9.3) if there are more personnel aboard than listed in its crew and passenger ratings.
Passengers can come in many forms, including travelers, troops, and prisoners, to name just a few examples.
• Elements: This final statistic is simply a listing of the types of minerals that are used to make the ship and the
amount of material that can be expected to be extracted from the ship in the event that it is destroyed. In
general, larger ships will throw out more material and more expensive ships will throw out more valuable
minerals. There are no hard and fast rules for determining constituents for a starship, but in general, the amounts
of materials should not exceed .5 cubic meters per Size Class, and there should not be more than four minerals
comprising the ship (one of which is whatever material the ship uses for fuel). Space Stations are an exception;
the amounts of materials should not exceed 5 cubic meters per Size Class, with no more than six minerals.
We can now begin to calculate the ship's derived statistics. With 100 AHP, 2500 SHP, and 1440 as the maximum potential damage of
an onboard weapon, the SI of the ship will be 4040. The HD we've determined up to this point is 80/57/76; nothing else will change
those numbers, so they're good as is. We've got three Class Four Engines installed, a main and two auxiliaries. This will give us a final
Initiative of six. We've determined SHP, AHP and our crew complement already, leaving elements. For the heck of it, we'll say five
cubic meters of Tungsten, four of Titanium, one of Platinum and ten of Endurium.
Put finishing touches and any desired additional traits on the ship.
After a ship’s vital stats have been recorded, its essential statistics are complete. If the designer is only designing a general
ship class, they may stop there and call the ship done, though a general class name should be assigned to the ship if one has
not been selected already. This can be something as generic as the species name and general purpose of the craft (like
'Humna Humna Transport', or something similar), or it could be named after the first ship of the class (Intrepid-class, for
example). If, however, the designer is creating a specific ship (such as one the characters are trying to buy), then they can
add details to the ship. Such details may include the color of the paint, any scratches or dents in the ship’s hull or Armor,
and particular flaws it has picked up due to abuse or neglect, and so forth. Flaws in a starship may be particularly
important, as they can affect the ship’s modifiers and/or the ability of the characters to fix the problem. If a designer wants
to add flaws to the starship, they may choose their own, or they may use the chart below. A designer can, if they so choose,
add flaws and other characteristics to an entire class of starship. The same flaw can be given repeatedly to starships; it has a
cumulative effect in those cases.
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Starship Flaws by d%
d% Flaw Flaw
Result (Design) (Acquired)
Design makes inefficient use of interior space. Reduce
accommodation, cargo and hangar volume by 10% (adjust the The ship's paint job is scratched or chipped. No
01-10
ship's accommodations/cargo/hangar space accordingly). Can game effect.
be repaired with a DC 150 Metallurgy Check.
Design is not easily modified or upgraded. -1 accessory per two
Size Classes (round down). All upgrades and modifications
11-20 Part of the ship's hull is dented in. No game effect.
take twice as long to install as normal. Can be repaired with a
DC 175 Metallurgy Check.
Ship has slower than normal throttle settings. -1 to ship's Some piece of equipment takes a bit of minor,
movement value (note this has no effect on the ship's irreparable damage (GM's choice). One of the
21-30
Initiative value). DC 75 Nuclear Physics Check required to ship's systems takes 5% damage permanently.
repair. Cumulative.
One of the ship's systems malfunctions. Select one
Some systems have had to be jury-rigged in order for the ship
system randomly (see Chapter 9.4). That system
to operate normally. -20 on all Damage Control Checks to the
31-50 malfunctions immediately, regardless of its
ship. Repair DC dependent upon specific systems affected, at
damage level. Add DC 50 to normal Damage
GM's discretion.
Control Check to repair the malfunction.
The vehicle's sublight engine has overheated. Ship
The ship's Engines are badly calibrated, and as a result the ship takes 50% Engine damage and cannot move at sub-
51-60 burns more fuel than normal. Halve the ship's fuel efficiency. light speeds (between planets) any faster than a
Repair with a DC 150 Nuclear Physics Check. regular space vehicle. Requires a DC 200 Nuclear
Physics Check to repair.
A maneuvering thruster has been blown loose.
The ship’s handling is shaky and or sluggish. Either -1 20% Engine damage, -1 to ship's Initiative rating
61-70 Initiative, -20 to all Starship Piloting Checks, or both while the and -20 to all Starship Piloting checks. Requires a
ship is in flight. new thruster to repair, DC 150 Nuclear Physics
Check.
The ship has been designed with low-quality scanning
The ship’s Sensors malfunction. +2 Range penalty
equipment. +1 Range penalty and/or -10 Check penalty to all
71-75 and/or -10 Check penalty to all Marksmanship and
Marksmanship and Ballistics Checks. Requires replacement of
Ballistics Checks.
the scanner pallets to repair, DC 125 Electromagnetism Check.
The ship was designed with sub-standard Shield emitters.
Subtract 10% from the ship's normal amount of SHP for its The vehicle's superphotonic engine has overloaded.
Shield Class, rounding up. Repair requires the complete Ship takes 80% Engine damage, d% hull damage
76-80
removal of the Shield emitters and replacement (normal and cannot enter hyperspace. Requires a DC 200
Applied Relativity check for Shield repair, but at three times the Nuclear Physics Check to repair.
normal repair time).
The vehicle's weapons capacitors short out. All
The ship was designed with sub-standard Armor. Subtract weapons systems are rendered inoperative and
10% from the ship’s normal amount of AHP for its Armor cannot be used again until the damage is repaired.
81-90 Class, rounding up. Repair requires the complete removal of The blast causes d% damage to the ship. Repair
the armor plating and replacement (normal Metallurgy Check requires a DC 175 Weaponry Check. If the ship has
for Armor repair, but at three times the normal repair time). no weapons or if the capacitor has already shorted
out, roll again on this table.
Serious damage to the ship's internal framework.
The ship was designed with sub-standard structural materials. Reduce all HD ratings by one-half (round up).
Subtract AHP as above. Additionally, roll 1d10. Treat the Repair requires a DC 175 Metallurgy Check, adding
91-95 result as permanent hull damage. Repair requires removal of one hour for each point of normal HD lost. The
the hull platings and affected members (DC 175 Metallurgy GM is allowed to select appropriate secondary
Check at ten times normal repair time). effects for this type of damage (such as lowered
AHP, hull damage, or system malfunctions).
Other. Some other system is either flawed or has become flawed. The GM/designer is encouraged to be somewhat
96-00
cruel.
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At this point, the starship is complete enough to include in an adventure, but the creation process does not need to end
here. Such information as a design programme, the name of the chief designer, the ship’s history and so forth can also be
added. This will help give the starship some of the “personality” that all infamous ships seem to have, rather than making it
just a collection of numbers and stats. This part of the creation process does not have to be done at the time the ship is
created, and indeed, such information about the ship can be added through the course of game-play.
We're pretty satisfied with our ship as is, so we're not going to give it any flaws. In fact, we're going to call it done. There's just one
detail left to fill out, and that's a name. We're going to call it the Diamondback-class Cruiser. This is the same ship that NCCAD
submitted for SFRPG, which appears in Chapter 7.4.
Starships in SFRPG are built and modified in much the same way as vehicles, though there are a few key differences
between them. All starships are quite a good deal larger than other types of vehicles; no starship may be smaller than Size
Class twelve. It's also assumed that all starships have a Sublight Engine and a Superphotonic Engine installed as part of the
chassis, as well as two External Docking Port modules. Because of this fact, starships use their own set of basic equipment
(including Engines; a Class One starship Engine is one step above a Class Ten vehicle Engine). As previously mentioned,
there are no individual types of users for a starship: a starship may be either civil or military. A starship may not enter
planetary atmosphere if it is Size Class 20 or higher. Finally, those ships that can enter atmosphere are assumed to have a
maximum speed of 10,000 kph regardless of Engine Class.
Each chassis type affects several of the starship’s basic statistics. Included in the following profiles are the following:
• Overview: This gives an overview of the chassis type and describes its basic characteristics.
• Weight: This lists the specific weight of the specific chassis being described. Like vehicles, all starship chassis
have seven variations of weight, from super light to super heavy.
• Base Cost: This lists the basic cost of a ship that uses the starship chassis. This number is listed in MU/SP. In
campaigns where a player is allowed multiple ships, this is the cost for the ship itself. A starship comes with all
the basic necessities needed to run the ship (bridge, sensors, internal cargo area, etc) except for Engines.
Remember, unlike vehicles, the cost listed here is the actual chassis cost; there is no cost modifier for starships.
• Size Class Range: This gives the range of Size Classes that are available for the chassis. There are several different
game effects that may occur if a starship is of a certain Size Class or not (for example, ships that are Size Class 20
or higher cannot enter planetary atmosphere).
• Base HD Ratings: This lists the base hit difficulty ratings for the chassis weight. As with characters and vehicles,
this will help determine how hard the starship is to damage. If a chassis has multiple HD ratings, use the set for
the specific Size Class needed as indicated in parentheses.
• Number of Accessories: This stat gives the number of slots the chassis has for extra equipment, such as
specialized cargo pods, hangar bays, weapons mounts and the like.
• Limitations: This final stat lists the limitations of the basic chassis type. Limitations are listed as the maximum
Class of basic equipment that may be installed on a chassis.
Corvette
Corvettes are typically very light starships that help fill the gap between a bomber and a Destroyer. They tend to be small
and usually have a very small crew complement. They also usually sacrifice armor plating for raw speed, so they are not
well suited for heavy combat. On a positive note, they are among the fastest warships in existence, can go toe to toe with
fightercraft and expect to be victorious, and are usually very inexpensive. They are best used as scouting and patrol craft
but are also good at light escort duties and in a pinch they can be called upon for surgical strike and zone defense missions.
Their versatility makes them popular craft among navies.
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Corvette
Base HD Ratings
Weight Base Cost Size Class Range Number of Accessories
(HD/BHD/FHD)
Super Light 130,000 13 64/62/64 2
Very Light 170,000 14 63/62/63 3
Light 210,000 14 63/62/63 5
Medium 250,000 15 62/62/62 6
Heavy 290,000 15 62/62/62 7
Very Heavy 330,000 15 59/59/59 9
Super Heavy 370,000 15 59/59/59 10
Limitations: Corvettes may not have Defenses or Weapons above Class Two installed without a Starship Systems Adapter.
Frigate
Frigates are usually the smallest warships found in combat theaters, where they usually serve as medium escort craft. They
are small warships, typically fast and maneuverable but usually not very well armed. They are slightly larger than Corvette
chassis and can carry a little more in the way of internal bays, shields and offensive firepower. They tend not to be as
strong as Destroyers, although some Frigate chassis outclass the smaller Destroyer chassis. Frigates are usually the smallest
ships found in the order of battle in major fleet engagements, where they are used in probably their best role, escort duty.
They can also be seen carrying out precision raids and zone defense missions in a pinch. Most navies have a sizable number
of Frigates.
Frigate
Base HD Ratings
Weight Base Cost Size Class Range Number of Accessories
(HD/BHD/FHD)
Super Light 400,000 13 61/59/61 11
Very Light 470,000 14 60/59/60 13
Light 540,000 15 59/59/59 14
Medium 610,000 16 55/56/55 16
Heavy 680,000 17 54/56/54 17
Very Heavy 750,000 18 53/56/53 18
Super Heavy 820,000 19 52/56/52 20
Limitations: Frigates may not have Weapons above Class Four, Defenses above Class Five, or Engines above Class Eight installed
without a Starship Systems Adapter.
Destroyer
Destroyers are mid-range starships, in terms of size, armament, speed and defense. Destroyer chassis are usually very
popular among navies because of their versatility. Almost any type of starship can be built on a Destroyer hull, and some
Destroyer chassis can accommodate large numbers of internal bays. They are also quite economical, which is one reason
why Destroyers make up the bulk of the escort forces in most navies. Some are powerful enough to conduct heavy combat
missions with a reasonable chance of success, while others are light enough to make good patrol and interception craft.
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Destroyer
Base HD Ratings
Weight Base Cost Size Class Range Number of Accessories
(HD/BHD/FHD)
Super Light 900,000 15 56/56/56 22
52/53/52 (16)
Very Light 1,000,000 16 - 17 27
51/53/51 (17)
50/53/50 (18)
Light 1,200,000 18 - 19 31
49/53/49 (19)
48/53/48 (20)
Medium 1,400,000 20 - 21 35
47/53/47 (21)
46/53/46 (22)
Heavy 1,600,000 22 - 23 39
45/53/45 (23)
Very Heavy 1,700,000 24 44/53/44 43
Super Heavy 1,900,000 25 40/50/40 47
Limitations: Destroyers may not have Weapons and Engines above Class Six or Defenses above Class Seven installed without a
Starship Systems Adapter.
Battlecruiser
Battlecruisers are large warships, capable of delivering significant firepower. Battlecruisers are the lightest type of starship
chassis that can be converted into a carrier, as they provide the necessary structural stability and availability of internal
space necessary to conduct flight operations. Battlecruisers are designed to carry heavy weaponry and armor, so naturally
their performance characteristics are slightly worse than those of a Destroyer and the cost is marginally higher.
Battlecruisers often make up the centerpiece of small fleets, serving as the command ship in many cases. In very large fleets,
they are used as heavy strike craft against the mission objective. Battlecruisers tend to be expensive, so a government may
only have two or three dozen cruisers available in peacetime. It’s usually these ships that determine the fate of worlds.
Battlecruiser
Base HD Ratings
Weight Base Cost Size Class Range Number of Accessories
(HD/BHD/FHD)
46/50/46 (19)
Super Light 2,000,000 19 - 20 49
45/50/45 (20)
44/50/44 (21)
Very Light 2,300,000 21 - 22 54
43/50/43 (22)
42/50/42 (23)
Light 2,600,000 23 - 24 60
41/50/41 (24)
40/50/40 (25)
Medium 2,900,000 25 - 26 65
39/50/39 (26)
35/47/35 (27)
Heavy 3,100,000 27 - 28 71
34/47/34 (28)
Very Heavy 3,400,000 29 33/47/33 76
Super Heavy 3,700,000 30 32/47/32 82
Limitations: Battlecruisers may not have Weapons above Class Eight or Engines above Class Four installed without a Starship
Systems Adapter.
Dreadnought
Dreadnoughts are the heavy hitters of any fleet. All of the most massive warships in existence fit upon a Dreadnought
chassis. They are huge vessels, carrying large complements of crew to handle their immense internal systems. They’re so
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massive that damage that would destroy a smaller starship usually doesn’t hurt a Dreadnought much, and their armament
is usually truly formidable. Dreadnoughts pay for their firepower with typically abysmal speed and maneuverability
characteristics and very high expense. Their expense usually limits their numbers, such that most navies may have only
two or three starships that have been built on Dreadnought chassis (if any at all). Expense of operation also limits the types
of missions a Dreadnought is typically employed for, and usually they will be found either in planetary defense or strike
missions. Fast heavy battlecruisers, mega-carriers and battleships can all be found utilizing the Dreadnought chassis.
Dreadnought
Base HD Ratings
Weight Base Cost Size Class Range Number of Accessories
(HD/BHD/FHD)
42/47/42 (20)
Super Light 4,000,000 20 - 21 83
41/47/41 (21)
40/47/40 (22)
Very Light 4,600,000 22 - 23 90
39/47/39 (23)
35/44/35 (24)
Light 5,100,000 24 - 25 97
34/44/34 (25)
33/44/33 (26)
Medium 5,700,000 26 - 27 104
32/44/32 (27)
31/44/31 (28)
Heavy 6,300,000 28 - 29 110
30/44/30 (29)
29/44/29 (30)
Very Heavy 6,900,000 30 - 31 117
28/44/28 (31)
27/44/27 (32)
Super Heavy 7,400,000 32 - 33 124
26/44/26 (33)
Limitations: Dreadnoughts may not have Engines above Class Two installed without a Starship Systems Adapter.
Space Station
Space Stations are space-borne installations, mainly designed as a location where starships may go for safe haven and to act
as an administrative center in space. Space Stations can perform many different functions, including shipbuilding and
repair duties, orbital mining, processing long-distance communications, and the like. While not a starship chassis per se, the
Space Station chassis can be used for unusually enormous craft as well as spaceborne installations. Most starfaring races
will have at least one Space Station orbiting their primary homeworld, to act as a home port for starships. Like
Dreadnoughts, though, the costs involved in keeping a Space Station in operation generally limits the number of stations
any one race possesses to one or two at the most.
Space Station
Base HD Ratings
Weight Base Cost Size Class Range Number of Accessories
(HD/BHD/FHD)
40/41/40 (16)
39/41/39 (17)
Super Light 8,000,000 16 - 20 38/41/38 (18) 43
37/41/37 (19)
36/41/36 (20)
35/41/35 (21)
34/41/34 (22)
Very Light 9,100,000 21 - 25 33/41/33 (23) 82
32/41/32 (24)
31/41/31 (25)
30/41/30 (26)
29/41/29 (27)
Light 10,000,000 26 - 30 28/41/28 (28) 116
27/41/27 (29)
26/41/26 (30)
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Space Station
Base HD Ratings
Weight Base Cost Size Class Range Number of Accessories
(HD/BHD/FHD)
25/41/25 (31)
24/41/24 (32)
Medium 15,000,000 31 - 35 23/41/23 (33) 145
22/41/22 (34)
21/41/21 (35)
20/41/20 (36)
19/41/19 (37)
Heavy 25,000,000 36 - 40 18/41/18 (38) 169
17/41/17 (39)
16/41/16 (40)
12/38/12 (41)
11/38/11 (42)
Very Heavy 40,000,000 41 - 45 10/38/10 (43) 188
9/38/9 (44)
8/38/8 (45)
7/38/7 (46)
6/38/6 (47)
Super Heavy 60,000,000 46 - 50 5/38/5 (48) 207
4/38/4 (49)
3/38/3 (50)
Limitations: Space Stations get one movement point regardless of the station's Initiative value or installed Engine Class. All Space
Station equipment and accessories (but not pods) cost ten times the normal amount. All HD penalties for Armor are doubled, and HD
bonuses for Engines are ignored (it is possible for a Space Station to have a negative HD value). All shield and armor hit points are
doubled. Space Stations automatically have two additional External Docking Ports (for a total of four ports), the Carrier Systems
accessory, and any single Hangar Bay Module of any type (designer's choice). None of these accessories count against the total number
of accessories mounted on the Space Station.
Starships have several basic systems (collectively known as "basic equipment"). For the most part, they are similar to
vehicle systems, though there are some differences. All starships have slots reserved for basic equipment; installation of
basic equipment does not count against the ship's accessory count (except in the case where multiple types of beam and/or
projectile weaponry are installed). The following outlines the basic systems found aboard a starship.
• Engines: Starships derive their power from a single main reactor system, which channels its energy into the ship's
thrusters, sublight engine, or superphotonic-drive systems, depending upon which flight mode is needed. The
actual drive systems on most ships are modular, and can be swapped out of the engine nacelles fairly easily. The
drive system usually includes the ship's inertial dampening system (which allows the ship and crew to survive
the massive accelerations the ship undergoes), as well as a series of waste heat arrays and other cooling systems
for the ship's reactor. The ship's Engine will determine the ship's rate of acceleration in combat and how fuel
efficient the ship is.
• Armor: Some ships have Armor plating attached to the ship's outer hull. Armor is designed for several functions,
including crew safety and mitigation of damage to the chassis in the event of a collision. Armor is also effective at
reducing the amount of damage a starship receives due to incoming weapons fire.
• Shields: Shields perform many of the same jobs as Armor. Shields have two advantages over Armor: they can be
added without an HD penalty, and they regenerate over time. On the other hand, Shields can be knocked out of
commission and they're more expensive. Shields aboard starships usually consist of an array of emitters
embedded into the ship's hull, as well as a capacitor system that provides steady power to the emitters. The
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strength of a ship's Shields is based solely on the amount of power the capacitor can provide to the emitters while
still holding its charge.
• Weapons: Starship weapons are among the most powerful known. They are designed mainly to fight other
starships, and must be powerful enough to cause significant damage to any target, including a Shielded starship.
Starships may incorporate one or more weapons systems aboard. These weapons are included when a ship needs
an offensive arm for one reason or another, be it to fend off pirates, to provide extra cutting power, or to kick
butt when needed. Starship weapons come in three varieties: beams (lasers, tachyon cannons, etc.), projectiles
(mass drivers, missiles, etc.), and "special" weapons (weapons that are accessories, such as shield nullifiers, energy
clouds, etc.).
• Accessories: Accessories are additional systems included with a starship to help it perform specific tasks. Some of
these tasks include terraforming duties, cargo hauling, passenger ferrying, and weapons delivery systems. The
smallest starships only hold two accessory systems, while the largest can handle over a hundred. Starship
accessories tend to be harder to swap out over vehicle accessories, as most have to be hard-wired. As a result,
starships tend to make a greater use of mounts than vehicles, including some attached to the exterior of the ship's
hull (which are called modules; they're also known as pods). Though not all accessory slots are of the same size,
they are treated as such for the sake of simplicity.
In addition to these main systems, a starship has several internal systems, such as sensors, communications arrays,
computers, workspaces, and command-and-control areas (the ship's bridge, its combat information center, and so forth).
These systems tend to be hardwired into the ship's chassis (meaning they can't be removed or modified) and are included in
its cost. These systems can usually be augmented through the addition of accessories.
The following is an overview of these systems, what they can do, and how much they may cost to add to a starship. A list
of example equipment is included with each section. GMs who are interested in creating their own equipment to be
installed on ships are more than welcome to create their own (for instructions on how to create equipment, see Chapter 10.2.4.)
Engines
Engines provide electrical and propulsive power to a starship. They directly determine the number of "spaces" the ship may
move during combat. Higher Classes of Engine are more fuel efficient than lower Engine Classes (see Chapter 8.1).
The following is a generic Engine listing. It can be adapted for more specific interstellar environments by adjusting some of
the basic Engine stats, as presented below.
Engine
Engines
Basic Cost Initiative Combat Movement Base Fuel Efficiency
Class Zero
500 0 1 5%
(Design Only)
Class One 1,000 1 2 5%
Class Two 8,000 2 3 10%
Class Three 20,000 3 4 15%
Class Four 40,000 4 5 20%
Class Five 100,000 5 6 25%
Class Six 200,000 6 7 30%
Class Seven 400,000 7 8 35%
Class Eight 800,000 8 9 40%
Class Nine 1,600,000 9 10 45%
Class Ten 3,200,000 10 11 50%
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Shields
Shield emitters are small, external arrays that generate a protective barrier around the outer hull of a starship, in essence
adding an extra layer of armor to the ship's outer hull. Starship Shield emitters require power from an external capacitor in
order to function. This substantially increases the cost of starship Shield arrays, but also vastly increases their effectiveness
(to the point where a starship has a fair shot at surviving a direct hit from a nuclear weapon). A starship may only have one
Shield system installed unless a Backup Shield Generator accessory is installed on the ship (the generator and the extra Shield
are counted as separate accessories). Shields fall under the category of Defenses.
Basic Shield
• Type: Shield
• Regeneration: 10% total SHP (1d10 for Class Zero Shields), plus Engineer's Applied Relativity sub-Discipline score
per round.
• Nebula HPR: Non-functional below Class Six. Minus five Classes effectiveness at Class Six or higher.
• Beam DR: None
• Projectile DR: None
• Effects: None
Basic Shields
Shield Hit Points
Basic Cost
(Design Minimum)
Class Zero
500 1
(Design Only)
Class One 4,000 500
Class Two 12,000 1,000
Class Three 32,000 1,500
Class Four 70,000 2,000
Class Five 125,000 2,500
Class Six 250,000 3,000
Class Seven 500,000 3,500
Class Eight 1,000,000 4,000
Class Nine 2,000,000 4,500
Class Ten 4,000,000 5,000
Nebula-Resistant Shields
• Type: Shield
• Regeneration: 10% total SHP (1d10 for Class Zero Shields), plus Engineer's Applied Relativity sub-Discipline score
per round.
• Nebula HPR: None
• Beam DR: None
• Projectile DR: None
• Effects: +1 all HD ratings per Shield Class if ship is located in a nebula
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Armor
A starship’s Armor consists of several plates of additional hull material that are attached to the ship's outer hull in order to
give it extra protection. Armor is not a required system for starships to have, but many crews are still glad to have it,
despite the additional cost. Armor falls under the category of Defenses.
Basic Armor
• Type: Armor
• Regeneration: None
• Nebula HPR: None
• Beam DR: None
• Projectile DR: None
• Effects: -1 HD/BHD/FHD per Class
Basic Armor
Armor Hit Points
Basic Cost
(Design Minimum)
Class Zero
500 1
(Design Only)
Class One 1,500 500
Class Two 3,100 750
Class Three 6,200 1,000
Class Four 12,500 1,250
Class Five 25,000 1,500
Class Six 50,000 1,750
Class Seven 100,000 2,000
Class Eight 200,000 2,250
Class Nine 400,000 2,500
Class Ten 800,000 2,750
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Reflective Armor
• Type: Armor
• Regeneration: None
• Nebula HPR: None
• Beam DR: 1/2 All Damage
• Projectile DR: None
• Effects: -2 HD/BHD/FHD per Class
Reflective Armor
Armor Hit Points
Basic Cost
(Design Minimum)
Class Zero
500 10
(Design Only)
Class One 3,000 500
Class Two 6,200 750
Class Three 12,400 1,000
Class Four 25,000 1,250
Class Five 50,000 1,500
Class Six 100,000 1,750
Class Seven 200,000 2,000
Class Eight 400,000 2,250
Class Nine 800,000 2,500
Class Ten 1,600,000 2,750
Weapons
Starships can carry and utilize various forms of weapons systems. The use of weapons aboard ships is covered more in
depth in Chapter 9.4. Weapons come in three main varieties: beam weapons (which fire in constant streams), projectile
weapons (where a physical object is shot at the target), and "special" weapons (which are counted as accessories, typically
have either very powerful or area-wide effects, and don't fire in streams or bolts). The following generic weapons are
available for use on starships. Each has the following statistics:
A "pure" Starflight game will tend to use only the Laser Cannon and Basic Missile weapons, though there are a few stronger
races that will use the Maser option for beam weaponry, and some that use Plasma Bolts (the Class Ten Plasma Cannon).
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These other weapons, as well as the options that go with them, are meant merely as examples of what a creative GM might
decide to implement in the game, and as a means of adding a little variety to the game itself.
Beam Weapons
Accelerator Cannon
• Type: Beam
• Recharge: 2 rounds
• Range: 5
• Magazine: 25
• Falloff: -250 Shield Damage/-50 Armor Damage per range increment (no minimum).
• Effects: Indicated Shield damage affects Shields only. Causes Armor damage indicated even if SHP > 0 on target
arc. If AHP is zero on target arc, Armor damage causes equal amount of systems damage.
Accelerator Cannon
Basic Cost Shield Damage Armor Damage
Class One 14,000 150 75
Class Two 35,000 300 100
Class Three 94,500 450 125
Class Four 157,500 600 150
Class Five 262,500 750 175
Class Six 525,000 900 200
Class Seven 1,050,000 1,050 225
Class Eight 2,100,000 1,200 250
Class Nine 4,200,000 1,350 275
Class Ten 8,400,000 1,500 300
*Options:
Anti-Shield; 0.8* cost, -400 damage per range increment, all damage to Shields, none if Armor hit.
Anti-Armor; 1.2* cost, -300 damage per range increment, all damage to hull, does not damage or bypass Shields.
Long Range Cannon; 1.5* cost, maximum range 10.
Laser Cannon
• Type: Beam
• Recharge: 1 round
• Range: Unlimited
• Magazine: 100
• Falloff: -100 Damage per range increment (minimum 10)
• Effects: None
Laser Cannon
Basic Cost Damage
Class One 8,000 90
Class Two 20,000 210
Class Three 54,000 360
Class Four 90,000 510
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Laser Cannon
Basic Cost Damage
Class Five 150,000 660
Class Six 300,000 700
Class Seven 600,000 750
Class Eight 1,200,000 800
Class Nine 2,400,000 900
Class Ten 4,800,000 1000
*Options:
Spread-Beam; falloff -150 damage per range increment, 1.1* cost, fires in 45-degree cone ahead of the weapon, spreads 1/2 total
damage (round down) to all targets in firing cone, add target's Size Class to Marksmanship Check result.
Polarized Beam; falloff -50 damage per range, 2* cost, 1.5* damage.
Maser; 1.5* cost, bypasses Defenses. Count as character-scale crew damage, no damage to vehicle/starship. Affected character may
make Reflex Save for 1/2 damage.
Tachyon Cannon
• Type: Beam
• Recharge: 1 round
• Range: Unlimited
• Magazine: 50
• Falloff: -150 Damage per range increment (minimum 30)
• Effects: None
Tachyon Cannon
Basic Cost Damage
Class One 10,000 100
Class Two 25,000 230
Class Three 67,500 400
Class Four 112,500 550
Class Five 187,500 730
Class Six 375,000 770
Class Seven 750,000 830
Class Eight 1,500,000 880
Class Nine 3,000,000 990
Class Ten 6,000,000 1100
*Options:
Tachyon Blaster; 3* cost, 2* damage, bypasses Shields
Tachyon Pulse; 1.5* cost, no damage but disables all target systems for number of seconds equal to damage
Projectile Weapons
Mass Driver
• Type: Projectile
• Recharge: 2 rounds
• Range: 15
• Magazine: 15
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• Falloff: +10 HD per range increment, -50 damage per range increment (minimum 35)
• Effects: None
Mass Driver
Basic Cost Damage
Class One 8,800 135
Class Two 22,000 315
Class Three 59,400 540
Class Four 99,000 765
Class Five 165,000 990
Class Six 330,000 1,050
Class Seven 660,000 1,125
Class Eight 1,320,000 1,200
Class Nine 2,620,000 1,350
Class Ten 5,280,000 1,500
*Options:
Exploding Mass Driver; 1.5* Cost, +xd% damage (where x is the weapon's Class), use target's BHD.
Needle Mass Driver; 1.1* Cost, range 5, *1/10 damage, -1/2 target HD, bypasses Shields.
CIWS Mass Driver; 0.5* Cost, range 1, recharge 5 turns, *2 damage, can nullify one missile attack (zero damage) per round if system
is not recharging.
• Type: Projectile
• Recharge: 1 round
• Range: 15
• Magazine: 20
• Falloff: +5 HD per range increment
• Effects: None
Basic Missile
Basic Cost Damage
Class One 12,000 200
Class Two 28,000 400
Class Three 60,000 700
Class Four 120,000 1,000
Class Five 200,000 1,500
Class Six 400,000 1,600
Class Seven 800,000 1,700
Class Eight 1,600,000 1,800
Class Nine 3,200,000 1,900
Class Ten 6,400,000 2,000
*Options:
Kinetic Energy; 0.5* cost, 1.5* damage, +20 HD per range increment.
Seeker; 1.2* cost, 0.8* damage, re-acquires target at +10 HD in event of miss.
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Friend-or-Foe; 1.1* cost, 0.9* damage, if misses, automatically targets next enemy craft with lower Initiative (or friendly craft with
malfunctioning communications). If no such craft exist, weapon misses.
Image Recognition; 1.5* cost, +2 HD per range increment, re-acquires target at +5 HD in event of miss, increasing by +5 HD on
subsequent misses.
Electromagnetic Pulse Missile; 1.2* cost, no damage but disables target for number of seconds equal to damage.
Anti-Radiation; 1.3* cost, 0.75* damage, causes 1d% damage to target’s Sensors.
Radar-Guided; 1.4* cost, 0.6* damage, no range increment HD fall-off.
Directed Energy; 1.2* cost, -5 HD to target, does damage equal to equivalent Class Laser Cannon, counts as Laser damage
Plasma Cannon
• Type: Projectile
• Recharge: 3 rounds
• Range: 15
• Magazine: 10
• Falloff: +5 HD per range increment
• Effects: Cannot be used in planetary atmosphere
Plasma Cannon
Basic Cost Damage
Class One 30,000 400
Class Two 70,000 800
Class Three 150,000 1,400
Class Four 300,000 2,000
Class Five 500,000 3,000
Class Six 1,000,000 3,200
Class Seven 2,000,000 3,400
Class Eight 4,000,000 3,600
Class Nine 8,000,000 3,800
Class Ten
16,000,000 4,000
(Plasma Bolt)
*Options:
Hot Plasma Cannon; 2* cost, 1.5* damage.
Eco-Safe Plasma; 1.1* cost, can be used in planetary atmosphere.
Ion Bolt; 0.5* cost, can be used in atmosphere, 1/2 damage, disables one system at random (use system damage list in Chapter 9.4 to
select; roll again on crew/officer damage).
Starship-Specific Accessories
Accessories are additional systems that can be added to a starship’s chassis for additional effects. These really diversify
what a particular ship is capable of performing. There is no limit to the types of modules that can be added to a ship’s
chassis, though the number of additional systems is limited by the chassis. Starships are allowed to pick accessories from the
following list. Each starship-specific accessory has the following statistics:
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Starship-Specific Accessories
Name Cost Effect
EAD/Terraform Ship may transform 1 square kilometer of a planet’s surface per hour into a habitable
50*size
Module zone, or eliminates pollution in that area, or fixes other ecological problems.
Apprehension Module 20*size Holds up to 5*size prisoners for maximum security transport.
Fire Suppression Provides 30*size minutes worth of fire retardant material (either foam or water). Can be
40*size
Module shot to a distance of 300 meters from the ship. Can't be used while in space.
Holds 2*size patients (injured characters). For purposes of healing characters, ship
Hospital Module 50*size
provides Major Surgery Service (see Chapter 5.4).
Industrial
15*size Ship may perform any industrial duty (GM should specify function of the module).
Manipulator Module
Waste Disposal
75 Tank holds up to 50 cubic meters of non-hazardous waste material.
Module
Refrigeration/Stasis
100 Specialized tank holds up to 50 cubic meters of material at temperatures below 0°C.
Module
High Temp Storage
110 Specialized tank holds up to 50 cubic meters of material at temperatures above 100° C.
Module
Bio-Hazard Storage
150 Specialized tank holds up to 50 cubic meters of hazardous waste material.
Module
Ship contains a volume of space up to the minimum safe bounding box amount six Size
Classes smaller than the ship itself devoted to cargo hauling in addition to its normal
cargo capacity. A ship may have one Bulk Cargo Module installed without penalty;
Bulk Cargo Module 200*size subsequent modules reduce the Accommodation space of the ship by 20% of its full
amount and induce a -10 HD/BHD/FHD penalty (these penalties are cumulative and are
also inflicted if the Bulk Cargo Module is installed along with any type of Hangar Bay
Module). A ship may never have more than five Bulk Cargo Modules installed.
Unit can place an entire ship's company (crew and passengers) into stasis for an
Emergency Stasis Unit 100*size
indefinite period.
Automation Module 25*size Ship can operate without a crew.
Standard Cloaking
500*size Ship gains a +25 HD/FHD bonus.
Device
+20 to all Stealth Checks. Adds +20 to pilot's Evasive Maneuvers score while ship is in
ECM Module 20*size
use.
SWACS Module 30*size +30 to all Sensor Use checks.
Non-Lethal Weapons Ship's weapons may be used to cause an equal amount of Non-Lethal damage instead of
50*size
Delivery System Lethal Damage to a target.
Airborne Delivery Can jettison cargo/passengers for safe airdrops to surface, but must be in atmosphere to
50*size
Module use this accessory.
Orbital Insertion Can jettison cargo/passengers for safe drops from orbit to a planetary surface. Does not
200*size
Module include provision for retrieval.
Allows ship to repair buildings, other ships and vehicles up to the same Size Class as the
Repair Bay Module 100*size
parent starship.
Players may elect to launch countermeasures to evade missiles. Add +5 to pilot's Evasive
Countermeasure Pod 10 + 1
Maneuvers Score per pod used; bonus is only good for the round in which the pods are
Dispenser per use
used. Cannot refill while the ship is in operation.
Can add backup Engines to the ship like pods. Must be of equal or lesser Class than the
Auxiliary Reactor main Engine. Add one to Initiative rating for each backup Engine installed. If the
100*size
Mount primary Engine is destroyed, the backup takes its place; lose Initiative bonus and use
backup's Initiative rating.
Can add a backup Shield to the ship. Counts against accessory count. Must be of equal
Backup Shield
25*size or lesser Class than main Shield rating. Add shield hit point rating of all generators
Generator
together.
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Backup Sensor Adds a +5 bonus to all Science checks. Can back-up main system in the event the Sensors
500
Array system is destroyed.
Backup
Adds a +5 bonus to all Communications checks. Can back-up main system in the event the
Communications 500
Communications system is destroyed.
Array
Starship Systems Allows ship to mount equipment above the normal maximum allowed for the chassis.
1000*size
Adapter Only one adapter is needed for multiple systems.
Permanent Pod
10 Allows the ship to mount one "permanent" external pod.
Mount
Expendable Pod
15 Allows the ship to mount one "permanent" or one "expendable" external pod.
Mount
Collapsible
100 Reduces ship's Size Class by two levels when the ship is not occupied.
Sections
External Docking
10 Ship may dock with any other ship or vehicle carrying an External Docking Port.
Port
Ship contains a volume of space up to the minimum safe bounding box amount six Size
Classes smaller than the ship itself devoted to sheltering "child" vehicles. Parent ship must
not be actively moving in order to deploy vehicles (unless Carrier Systems also installed). A
Hangar Bay ship may have one Hangar Bay Module installed without penalty; subsequent modules
50*size
Module reduce the Accommodation and Cargo space of the ship by 20% of their full amounts and
induce a -10 HD/BHD/FHD penalty (these penalties are cumulative and are also inflicted if
the Hangar Bay Module is installed along with smaller Hangar Bay Module types). A ship
may never have more than five Hangar Bay Modules installed.
Ship contains a volume of space up to the minimum safe bounding box amount seven Size
Classes smaller than the ship itself devoted to sheltering "child" vehicles. Parent ship must
not be actively moving in order to deploy vehicles (unless Carrier Systems also installed). A
Half Hangar Bay ship may have one Half Hangar Bay Module installed without penalty; subsequent
40*size
Module modules reduce the Accommodation and Cargo space of the ship by 10% of their full
amounts and induce a -8 HD/BHD/FHD penalty (these penalties are cumulative and are
also inflicted if the Half Hangar Bay Module is installed along with smaller Hangar Bay
Module types). A ship may never have more than five Half Hangar Bay Modules installed.
Ship contains a volume of space up to the minimum safe bounding box amount eight Size
Classes smaller than the ship itself devoted to sheltering "child" vehicles. Parent ship must
not be actively moving in order to deploy vehicles (unless Carrier Systems also installed). A
ship may have one Quarter Hangar Bay Module installed without penalty; subsequent
Quarter Hangar
30*size modules reduce the Accommodation and Cargo space of the ship by 5% of their full
Bay Module
amounts and induce a -6 HD/BHD/FHD penalty (these penalties are cumulative and are
also inflicted if the Quarter Hangar Bay Module is installed along with smaller Hangar Bay
Module types). A ship may never have more than five Quarter Hangar Bay Modules
installed.
Ship contains a volume of space up to the minimum safe bounding box amount nine Size
Classes smaller than the ship itself devoted to sheltering "child" vehicles. Parent ship must
not be actively moving in order to deploy vehicles (unless Carrier Systems also installed). A
Eighth Hangar Bay ship may have one Eighth Hangar Bay Module installed without penalty; subsequent
20*size
Module modules reduce the Accommodation and Cargo space of the ship by 3% of their full
amounts and induce a -4 HD/BHD/FHD penalty (these penalties are cumulative and are
also inflicted if the Eighth Hangar Bay Module is installed along with ship Shelter
Modules). A ship may never have more than five Eighth Hangar Bay Modules installed.
Ship contains a volume of space up to the minimum safe bounding box amount ten Size
Classes smaller than the ship itself devoted to sheltering "child" vehicles. Parent ship must
not be actively moving in order to deploy vehicles (unless Carrier Systems also installed). A
Shelter Module 10*size ship may have one ship Shelter Module installed without penalty; subsequent modules
reduce the Accommodation and Cargo space of the ship by 1% of their full amounts
(cumulative) and induce a -2 HD/BHD/FHD penalty (also cumulative). A ship may never
have more than five ship Shelter Modules installed.
Ship may deploy up to four "child" vehicles and recover one child vehicle simultaneously
Carrier Systems 50
while ship is in active motion.
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Allows one beam weapon to be mounted on the ship. Covers one firing arc. The weapon system
Beam 20 per
must be bought separately, but does not count as an additional accessory unless another beam
Weapon Rack mount
weapons system is already installed.
Allows one projectile weapon to be mounted on the ship. Covers one firing arc. The weapon
Projectile 25 per
system must be bought separately, but does not count as an additional accessory unless another
Weapon Rack mount
projectile weapons system is already installed.
Beam Allows one beam weapon to be mounted on the ship such that it covers all firing arcs. The
50 per
Weapon weapon system must be bought separately, but does not count as an additional accessory unless
mount
Single Turret another beam weapons system is already installed.
Projectile Allows one projectile weapon to be mounted on the ship such that it covers all firing arcs. The
100 per
Weapon weapon system must be bought separately, but does not count as an additional accessory unless
mount
Single Turret another projectile weapons system is already installed.
Beam
75 per Allows two beam weapons of the same type to be mounted into the same turret. The weapons
Weapon Dual
mount may be fired singly or linked; if linked, they must fire into the same arc at the same target.
Turret
Projectile Allows two projectile weapons of the same type to be mounted into the same turret. The
150 per
Weapon Dual weapons may be fired singly or linked; if linked, they must fire into the same arc at the same
mount
Turret target.
Beam Allows three beam weapons of the same type to be mounted into the same turret. The weapons
100 per
Weapon may be fired singly or linked. If multiple weapons are fired, they must fire into the same arc at
mount
Triple Turret the same target.
Projectile Allows three projectile weapons of the same type to be mounted into the same turret. The
200 per
Weapon weapons may be fired singly or linked. If multiple weapons are fired, they must fire into the
mount
Triple Turret same arc at the same target.
Beam Allows four beam weapons of the same type to be mounted into the same turret. The weapons
125 per
Weapon may be fired singly, in pairs or quad-linked. If multiple weapons are fired, they must fire into
mount
Quad Turret the same arc at the same target.
Projectile Allows four projectile weapons of the same type to be mounted into the same turret. The
250 per
Weapon weapons may be fired singly, in pairs or quad-linked. If multiple weapons are fired, they must
mount
Quad Turret fire into the same arc at the same target.
WMD
Ship may carry a single biological, chemical, radiological or nuclear tipped missile per installed
Delivery 1000*size
system (specify which, and specific game effects with the ship).
System
Shield Special weapon. Drops SHP of all enemy combatants to zero for one combat round. No falloff.
3,200,000
Nullifier Magazine 1. Recharge 3 turns.
Special weapon. Depletes weapons magazines, and reduces all HD Ratings of all enemy
Energy Cloud 1,600,000
combatants for the remainder of combat by five. No falloff. Magazine 2. Recharge 3 turns.
Special weapon. Moves the ship to a new location on the combat grid, adds 2d10 to the HD of
the ship for one combat round. To find the new location, roll 1d10. A result of one indicates
Battle straight ahead, with each increasing result rotating 45 degrees. A result of nine allows the
8,000,000
Jumper Navigator to select a direction or roll again. A result of zero allows a second jump after the
initial jump is resolved. Move the ship 1d10 spaces in the indicated direction. No falloff.
Magazine 10. Recharge 2 turns.
Special weapon. Holds enemy combatant in place (enemy can still use movement to turn).
Requires an opposed Check (Combat Maneuvers versus target's Evasive Maneuvers) to hold the
Tractor Beam 100,000
beam. +10 target HD per range unit, +2 HD per Size Class if target is larger than firing vehicle
for holding, -2 HD per Size Class for grabbing. Magazine 1. Recharge 5 turns.
Pods
As previously mentioned, pods are add-on modules that are attached to the outer hull of a starship. Pods themselves don't
count against a starship's accessory count, but the ship in question must have the appropriate type of pod mount accessory
included as part of its regular accessories. There are two types of pods: permanent and expendable. Permanent pods are
pods that remain attached to the mount; they are not designed to be removed unless the ship is at a drydock. Expendable
pods are pods that have a specific one-time use, which requires them to be removed from the ship while it is still in
operation. Both pod types have a specific mount. Permanent pods may be attached to an expendable pod mount, but
expendable pods must attach to an expendable mount. GMs may go further than this, and designate certain expendable pod
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mounts for specific expendable pods (such as, say, 4 expendable pod mounts for jump pods and two for blastopods on an Intrepid-
class Scout.) Pods have the following stats:
Bonuses
Finally, some starships may have special abilities by virtue of their design, which are referred to as bonuses. These abilities
can make the ship more resistant to particular kinds of weaponry, more resistant to damage in general, or generally more
versatile. Naturally, ships of this nature have a tendency to be significantly more expensive than other starships of the
same type. Bonuses are unlike other starship equipment, in that they point to no one specific system, and their cost is listed
as a multiplier instead of a set cost. The multipliers from bonuses are applied after the remainder of the ship's cost has been
tallied, as outlined in Chapter 7.2. In the event a ship is given multiple bonuses, the multipliers are added together before
the ship's cost is multiplied. Bonuses have the following stats:
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Ship is resistant to Tachyon Cannon fire. If hit by a Tachyon Cannon, treat the damage
Tachyon 1.4, +.2 per Class as if it were done by a Tachyon Cannon a number of Classes below the weapon’s actual
Resistant reduction level, before any damage adjustments are made for range. If the reduction would
indicate a "Class Zero" Tachyon Cannon or lower, the weapon causes no damage.
Ship is resistant to Missile fire. If hit by a Missile, treat the damage as if it were done by
Missile 1.2, +.1 per Class
a Missile a number of Classes below the weapon’s actual level. If the reduction would
Resistant reduction
indicate a "Class Zero" Missile or lower, the weapon causes no damage.
Ship is resistant to Plasma Cannon fire. If hit by a Plasma Cannon, treat the damage as if
Plasma 2.0, +.5 per Class it were done by a cannon a number of Classes below the weapon’s actual level. If the
Resistant reduction reduction would indicate a "Class Zero" Plasma Cannon or lower, the weapon causes no
damage.
1/x Damage
x (Denominator) All damage the ship takes is multiplied by 1/x before it is applied to the ship.
Reduction
Rapid Shield
x Shield restoration is multiplied by x before it is applied to the ship.
Recharge
Rapid
Hardpoint 1+x The ship may recharge an additional x weapon hardpoints during a recharge action.
Recharge
Modular Allows the removal and replacement of standard ship accessories as well as pods and
1.5
Design equipment.
Unless otherwise noted, all Beam Weapon Mounts and Projectile Weapon Mounts are located in the Forward firing/defense
arc for all ships indicated.
Debris
Debris
Make: Not Applicable Size Class: NA
INIT: None
SI: 0 Cost: 0 MU HD/BHD/FHD: 0/0/0 Fuel: None
(No Engines)
SHP: 0 AHP: 0 Beam: 0 Proj: 0 Crew/Passengers: N/A
X: None
(No Shields) (No Armor) (No Lasers) (No Missiles) (None)
Cargo Capacity: None
Elements: Variable
(Not Applicable)
Accessories/Pods: None.
Flaws/Bonuses: Invulnerable.
NOTES: Debris is generated by destroyed starships. Its composition is made up of the elements and fuel of whatever
starship was destroyed. These minerals can be harvested by any craft with an Industrial Manipulator Module or Tractor
Beam. After harvesting, the debris field contains nothing else of value.
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The Elthar-Esh
Dweenle
Dweenle Transport
Make: Medium Corvette Size Class: 15 (.4x Intrepid)
INIT: 5
SI: 200 Cost: 353,915 SP HD/BHD/FHD: 67/67/62 Fuel: Shyneum (3.0)
(Class Six Engines)
SHP: 0 AHP: 200 Beam: 0 Proj: 0 Crew/Passengers: 20/10
X: None
(No Shields) (Class Zero Armor) (No Lasers) (No Missiles) (30 1.5625 m3 crew berths)
Cargo Capacity: 1,493.75 m3
Elements: Lead (11.0)
(25 m3 base, 1,468.75 m3 from quarters)
Accessories/Pods: Emergency Stasis Unit, Backup Sensor Array, Backup Communications Array, Hospital Module, Shelter
Module, Expendable Pod Mount.
Flaws/Bonuses: Sluggish Handling (-1 Initiative), Shaky Handling (-20 Starship Piloting Checks).
NOTES: Hangar Capacity 88 m3.
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Elowan
Elowan Scout
Make: Super Light Frigate Size Class: 13 (.1x Intrepid)
INIT: 3
Cost: 456,965
SI: 1,250 HD/BHD/FHD: 64/62/61 (Class Three Fuel: Endurium (1.0)
MU
Engines)
SHP: 800 AHP: 50 Proj: 400
Beam: 0 Crew/Passengers: 7/0
(Class One (Class Zero (Class Two X: None
(No Lasers) (7 50 m3 double cabins)
Shields) Armor) Missiles)
Cargo Capacity: 81.3 m3
Elements: Nickel (2.0), Molybdenum (1.0), Plutonium (1.0) (6.3 m3 base, 25 m3 from quarters,
50 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, EAD/Terraform Module, Hospital Module, SWACS Module, Non-Lethal
Weapons Delivery System, External Docking Port, Eighth Hangar Bay Module, Beam Weapon Rack, Permanent Pod Mount
x2, Expendable Pod Mount, Cargo Pod.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 44 m3.
Elowan Transport
Make: Super Heavy Corvette Size Class: 15 (.7x Intrepid)
INIT: 3
SI: 650 Cost: 398,960 MU HD/BHD/FHD: 62/62/59 (Class Three Fuel: Endurium (3.0)
Engines)
SHP: 600 AHP: 50
Beam: 0 Proj: 0 Crew/Passengers: 6/24
(Class One (Class Zero X: None
(No Lasers) (No Missiles) (30 50 m3 double cabins)
Shields) Armor)
Cargo Capacity: 125 m3
Elements: Nickel (5.0), Molybdenum (3.0), Plutonium (2.0)
(25 m3 base, 100 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, EAD/Terraform Module, Hospital Module, Non-Lethal Weapons Delivery
System, Shelter Module, Permanent Pod Mount x3, Expendable Pod Mount x2, Cargo Pod.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 88 m3.
Elowan Warship
Make: Very Light Frigate Size Class: 14 (.3x Intrepid)
INIT: 2
Cost: 555,160
SI: 1,750 HD/BHD/FHD: 62/61/60 (Class Two Fuel: Endurium (6.0)
MU
Engines)
SHP: 1,000 AHP: 50 Proj: 700
Beam: 0 Crew/Passengers: 6/9
(Class Two (Class Zero (Class Three X: None
(No Lasers) (15 50 m3 double cabins)
Shields) Armor) Missiles)
Cargo Capacity: 62.5 m3
Elements: Nickel (4.0), Molybdenum (4.0), Plutonium (2.0)
(12.5 m3 base, 50 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, EAD/Terraform Module, Hospital Module, ECM Module, Non-Lethal Weapons
Delivery System, External Docking Port x2, Eighth Hangar Bay Module, Beam Weapon Rack, Projectile Weapon Rack,
Permanent Pod Mount x2, Expendable Pod Mount, Cargo Pod.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 88 m3.
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The Enterprise
Gazurtoid
Gazurtoid Scout
Make: Very Light Battlecruiser Size Class: 22 (60x Intrepid)
INIT: 2
Cost: 4,485,195
SI: 1,210 HD/BHD/FHD: 44/51/42 (Class Two Fuel: Endurium (10.0)
MU
Engines)
SHP: 200 Beam: 510
AHP: 500 Proj: 0 Crew/Passengers: 1,600/0
(Class Zero (Class Four X: None
(Class One Armor) (No Missiles) (1,600 100 m3 staterooms)
Shields) Lasers)
Cargo Capacity: 3,250 m3
Elements: Molybdenum (12.0), Tin (5.0), Magnesium (2.0)
(3,200 m3 base, 50 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, EAD/Terraform Module, Hospital Module, SWACS Module, WMD Delivery
System x6 (Biological), External Docking Port, Eighth Hangar Bay Module, Beam Weapon Rack x10 (5 Aft), Permanent Pod
Mount x2, Expendable Pod Mount x8, Cargo Pod, Colony Pod
Flaws/Bonuses: Not Easily Modified*2 (-22 accessories), Missile Resistant 5 (cost * 1.7).
NOTES: Hangar Capacity 22,500 m3.
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Gazurtoid Warship
Make: Very Light Dreadnought Size Class: 23 (90x Intrepid)
INIT: 1
Cost: 9,067,681
SI: 1,660 HD/BHD/FHD: 38/46/37 (Class One Fuel: Endurium (15)
MU
Engines)
SHP: 200 Beam: 660
AHP: 800 Proj: 0 Crew/Passengers: 3,200/0
(Class Two (Class Five X: None
(Class Two Armor) (No Missiles) (3,200 100 m3 staterooms)
Shields) Lasers)
Cargo Capacity: 6,550 m3
Elements: Molybdenum (13), Tin (7), Magnesium (4)
(6,400 m3 base, 150 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, EAD/Terraform Module, Hospital Module, ECM Module, WMD Delivery System
x20 (Biological), External Docking Port x2, Eighth Hangar Bay Module, Beam Weapon Rack x20 (10 Aft), Permanent Pod
Mount x5, Expendable Pod Mount x16, Cargo Pod x3, Colony Pod, Escape Pod.
Flaws/Bonuses: Not Easily Modified*2 (-22 accessories), Missile Resistant 5 (cost * 1.7).
NOTES: Hangar Capacity 45,000 m3.
G'Nunk
G'Nunk Scout
Make: Super Light Frigate Size Class: 13 (.1x Intrepid)
INIT: 4
SI: 3,500 Cost: 4,034,150 SP HD/BHD/FHD: 62/60/58 (Class Four Fuel: Endurium (3.0)
Engines)
SHP: 1,000 AHP: 1,000 Beam: 510 Proj: 1,500 Crew/Passengers: 9/0
(Class Four (Class Three (Class Four (Class Five X: None (3 100 m3 staterooms,
Shields) Armor) Lasers) Missiles) 6 25 m3 single cabins)
Cargo Capacity: 6.3 m3
Elements: Chromium (10.0), Cobalt (4.0)
(6.3 m3 base)
Accessories/Pods: Emergency Stasis Unit, Shield Nullifier, SWACS Module, WMD Delivery System (Radiological), Starship
Systems Adapter, Shelter Module, Beam Weapon Rack x2, Projectile Weapon Rack, Beam Weapon Single Turret,
Expendable Pod Mount.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 22 m3.
G'Nunk Warship
Make: Super Light Destroyer Size Class: 15 (.7x Intrepid)
INIT: 3
Cost: 10,842,525
SI: 5,700 HD/BHD/FHD: 54/54/51 (Class Three Fuel: Endurium (5.0)
SP
Engines)
SHP: 2,200 Beam: 660 Proj: 2,000 Crew/Passengers: 36/0
AHP: 1,500
(Class Four (Class Five (Class Ten X: None (12 100 m3 staterooms,
(Class Five Armor)
Shields) Lasers) Missiles) 24 12.5 m3 steerage cabins)
Cargo Capacity: 25 m3
Elements: Cobalt (8.0), Titanium (5.0)
(25 m3 base)
Accessories/Pods: Emergency Stasis Unit, Shield Nullifier, ECM Module, WMD Delivery System x4 (Radiological), Starship
Systems Adapter, External Docking Port x5, Quarter-Hangar Bay Module, Beam Weapon Rack x3, Projectile Weapon Rack
x2, Beam Weapon Single Turret x2, Expendable Pod Mount.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 352 m3.
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Gorzek
Gorzek
Make: Super Heavy Frigate Size Class: 19 (8x Intrepid)
INIT: 0
SI: 4,500 Cost: 9,179,680 SP HD/BHD/FHD: 47/51/47 (Class Zero Fuel: Shyneum (20.0)
Engines)
SHP: 2,000 Beam: 1,000
AHP: 1,500 Proj: 0 Crew/Passengers: N/A
(Class Four (Class Ten X: None
(Class Five Armor) (No Missiles) (None)
Shields) Lasers)
Elements: Promethium (6.4), Rodnium (20.0), Silicon (17.0) Cargo Capacity: Not Applicable
Accessories/Pods: Backup Sensor Array, Backup Communications Array, Automation Module, ECM Module, SWACS
Module, Starship Systems Adapter, Beam Weapon Dual Turret x5.
Flaws/Bonuses: Not Easily Modified (-9 accessories), Laser Resistant 5 (cost * 1.6).
NOTES: Gorzek is a sentient intelligence, not a starship.
Guardian Transmitter
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Humna Humna
Interstel
_________________________________________________________________________
280
INTERSTEL INTREPID-CLASS SCOUT
Bridge
Astrogation Lab
Communications Lab One
Head
Dorsal Airlock
Ladder
Crew Mess
Crew Commons
Briefing Room
Head
Ladder
Emergency Stasis Chamber
Sick Bay
Captain’s Quarters
Captain’s Office
Exercise Room
Crew Quarters
Life Pods
Storage Locker
Head
Android Control
Miscellaneous Engineering
Maintenance Area
Main Engineering (Upper)
INTERSTEL INTREPID-CLASS SCOUT
Parts Storage
Machine Shop and Fabrication
Vehicle Maintenance Bay
Cargo Pod Access
Engineering Section
Life Pods
Ladder
Main Engineering (Lower)
Secondary Missile Control Room
Engine Access
Aft Landing Gear Access
Interstel Police
Make: Super Light Destroyer Size Class: 15 (.6x Intrepid)
INIT: 1
Cost: 11,774,320
SI: 30,700 HD/BHD/FHD: 47/47/46 (Class One Fuel: Endurium (25.0)
MU
Engines)
SHP: 15,000 Proj: 700
AHP: 15,000 Beam: 0 Crew/Passengers: 2/1
(Class Ten (Class Three X: None
(Class Ten Armor) (No Lasers) (3 400 m3 suites)
Shields) Missiles)
Cargo Capacity: 325 m3
Elements: Gold (20.0), Silver (20.0), Platinum (20.0)
(25 m3 base, 300 m3 from quarters)
Accessories/Pods: Emergency Stasis Unit, Backup Sensor Array, Backup Communications Array, Tractor Beam,
Apprehension Module x7, Hospital Module, ECM Module, SWACS Module, Starship Systems Adapter, External Docking
Port, Eighth Hangar Bay Module, Permanent Pod Mount x2, Expendable Pod Mount x2, Mission Module (software piracy
detection/elimination).
Flaws/Bonuses: 1/2 Damage (cost *2).
NOTES: Hangar Capacity 176 m3.
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The Lasthope (Noah 9)
Mechans
Mechans Scout
Make: Light Frigate Size Class: 15 (.4x Intrepid)
INIT: 4
SI: 900 Cost: 612,655 MU HD/BHD/FHD: 63/63/59 (Class Four Fuel: Endurium (3.0)
Engines)
SHP: 400 AHP: 100 Proj: 400
Beam: 0 Crew/Passengers: 15/0
(Class Zero (Class Zero (Class Two X: None
(No Lasers) (15 100 m3 staterooms)
Shields) Armor) Missiles)
Cargo Capacity: 125 m3
Elements: Iron (10.0), Magnesium (4.0)
(25 m3 base, 100 m3 from pods)
Accessories/Pods: EAD/Terraform Module, Automation Module, SWACS Module, Hangar Bay Module, Beam Weapon
Rack x2, Permanent Pod Mount x6, Expendable Pod Mount x2, Cargo Pod x2, Mission Module (Mechan Assembly/Repair
module).
Flaws/Bonuses: None.
NOTES: Hangar Capacity 1,406 m3.
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CHAPTER SEVEN: STARSHIPS
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Minstrels
Minstrel (Delasa'alia)
Make: Lifeform Size Class: 8 (.004x Intrepid)
INIT: 1
SI: 5 Cost: 0 MU HD/BHD/FHD: 60/56/59 Fuel: Not Applicable
(Class One Engines)
SHP: 0 AHP: 5 Beam: 0 Proj: 0 Crew/Passengers: N/A
X: None
(No Shields) (Class Zero Armor) (No Lasers) (No Missiles) (None)
Elements: Not Applicable Cargo Capacity: Not Applicable
Accessories/Pods: None.
Flaws/Bonuses: None.
NOTES: Lifeform. Minstrels may only be encountered in space; no further stats are available for them. For more
information on Minstrels, see Chapter 12.4.1.
Mysterions
Mysterions
Make: Very Light Dreadnought Size Class: 23 (124x Intrepid)
INIT: 0
SI: 30,000 Cost: 15,037,700 MU HD/BHD/FHD: 29/37/29 (Class Zero Fuel: None
Engines)
SHP: 15,000
AHP: 15,000 Beam: 0 Proj: 0 Crew/Passengers: 800/0
(Class Ten X: None
(Class Ten Armor) (No Lasers) (No Missiles) (800 400 m3 suites)
Shields)
Cargo Capacity: 7,000 m3
Elements: Rodnium (75.0)
(6,400 m3 base, 600 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, Tractor Beam, EAD/Terraform Module, Hospital Module, ECM Module, SWACS
Module, Projectile Weapon Single Turret x64, Permanent Pod Mount x20, Cargo Pod x12.
Flaws/Bonuses: 1/2 Damage (cost *2).
NOTES: None.
Ng-Kher-Arla
Ng-Kher-Arla Scout
Make: Super Light Frigate Size Class: 13 (.1x Intrepid)
INIT: 2
SI: 2,200 Cost: 858,080 SP HD/BHD/FHD: 62/60/60 (Class Two Fuel: Shyneum (1.0)
Engines)
SHP: 1,000 AHP: 500 Beam: 360 Proj: 700 Crew/Passengers: 1/0
(Class Two (Class One (Class Three (Class Three X: None (1 200 m3 luxury
Shields) Armor) Lasers) Missiles) stateroom)
Cargo Capacity: 181.3 m3
Elements: Molybdenum (2.0), Silver (0.5), Magnesium (0.2)
(6.3 m3 base, 175 m3 from quarters)
Accessories/Pods: Backup Sensor Array, External Docking Port, Shelter Module, Beam Weapon Rack x4, Projectile Weapon
Rack x2, Expendable Pod Mount x2.
Flaws/Bonuses: Laser Resistant 5 (cost 1.6x).
NOTES: Hangar Capacity 22 m3.
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CHAPTER SEVEN: STARSHIPS
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Ng-Kher-Arla Warship
Make: Super Light Frigate Size Class: 13 (.17x Intrepid)
INIT: 1
Cost: 3,807,800
SI: 3,500 HD/BHD/FHD: 60/58/59 (Class One Fuel: Shyneum (2.5)
SP
Engines)
SHP: 1,200 AHP: 800 Beam: 660 Proj: 1,500 Crew/Passengers: 1/0
(Class Two (Class Two (Class Five (Class Five X: Energy Cloud (1 200 m3 luxury
Shields) Armor) Lasers) Missiles) stateroom)
Cargo Capacity: 181.3 m3
Elements: Molybdenum (4.0), Silver (1.0), Magnesium (0.8)
(6.3 m3 base, 175 m3 from quarters)
Accessories/Pods: Backup Sensor Array, Energy Cloud, Starship Systems Adapter, Shelter Module, Beam Weapon Rack x4,
Projectile Weapon Rack x2, Expendable Pod Mount.
Flaws/Bonuses: Laser Resistant 5 (cost 1.6x).
NOTES: Hangar Capacity 22 m3.
Nomad
Nomad Probe
Make: Heavy Commercial Shuttle Size Class: 11 (.04x Intrepid)
INIT: 5
SI: 5 Cost: 414,977.5 MU HD/BHD/FHD: 68/64/60 Fuel: Endurium (1.0)
(Class Four Engines*)
SHP: 0 AHP: 5 Beam: 0 Proj: 0 Crew/Passengers: N/A
X: None
(No Shields) (Class Zero Armor) (No Lasers) (No Missiles) (None)
Elements: Iron (1.0), Magnesium (1.0) Cargo Capacity: Not Applicable
Accessories/Pods: Automation Module, Scout Module, ECM Module, SWACS Module, Starship Systems Adapter.
Flaws/Bonuses: None.
NOTES: Vehicle. The probe's Class Four Engines are starship-scale.
Spemin
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Spemin Scout (SF1)
Make: Medium Frigate Size Class: 16 (0.8x Intrepid)
INIT: 5
SI: 710 Cost: 835,430 MU HD/BHD/FHD: 59/60/54 Fuel: Endurium (1.0)
(Class Six Engines)
AHP: 500 Beam: 210
SHP: 0 Proj: 0 Crew/Passengers: 23/12
(Class One (Class Two X: None
(No Shields) (No Missiles) (35 25 m3 single cabins)
Armor) Lasers)
Cargo Capacity: 200 m3
Elements: Lead (6.0), Iron (4.0)
(50 m3 base, 150 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, Hospital Module, Bio-Hazard Storage Module, Collapsible Sections, Shelter
Module, Beam Weapon Rack, Permanent Pod Mount x10, Cargo Pod x2.
Flaws/Bonuses: Inefficient space x3 (-27.1% crew/cargo volume), Not Easily Modified (-8 accessories), Slow Throttle (-1
movement), Jury-Rigged Systems (-20 Damage Control Checks), Poor Engine Calibration (50% fuel efficiency), Sluggish
Handling(-1 Init), Shaky Handling (-20 Starship Piloting Checks), Poor Scanners (+1 Range Penalty, -10 Marksmanship and
Ballistics Checks), Sub-standard Shields (-10% SHP), Sub-standard Armor (-10% AHP), Sub-standard Structure (-10% AHP,
5% hull damage).
NOTES: Hangar Capacity 128.3 m3.
Spemin Transport
Make: Heavy Frigate Size Class: 17 (1.6x Intrepid)
INIT: 5
SI: 200 Cost: 884,010 MU HD/BHD/FHD: 59/61/54 Fuel: Endurium (3.0)
(Class Six Engines)
SHP: 0 AHP: 200 Beam: 0 Proj: 0 Crew/Passengers: 23/12
X: None
(No Shields) (Class Zero Armor) (No Lasers) (No Missiles) (35 25 m3 single cabins)
Cargo Capacity: 200 m3
Elements: Lead (11.0), Iron (7.0), Cobalt (2.0)
(100 m3 base, 100 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, Hospital Module, Bio-Hazard Storage Module, Collapsible Sections, Hangar Bay
Module, Permanent Pod Mount x4, Cargo Pod.
Flaws/Bonuses: Inefficient space x3 (-27.1% crew/cargo volume), Not Easily Modified (-8 accessories), Slow Throttle (-1
movement), Jury-Rigged Systems (-20 Damage Control Checks), Poor Engine Calibration (50% fuel efficiency), Sluggish
Handling(-1 Init), Shaky Handling (-20 Starship Piloting Checks), Poor Scanners (+1 Range Penalty, -10 Marksmanship and
Ballistics Checks), Sub-standard Shields (-10% SHP), Sub-standard Armor (-10% AHP), Sub-standard Structure (-10% AHP,
5% hull damage).
NOTES: No Spemin transports appeared in SF2. Hangar Capacity 256.6 m3.
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CHAPTER SEVEN: STARSHIPS
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Spemin Warship (SF1)
Make: Very Light Destroyer Size Class: 17 (1.4x Intrepid)
INIT: 5
Cost: 1,241,275
SI: 1,210 HD/BHD/FHD: 53/55/48 (Class Six Fuel: Endurium (5.0)
MU
Engines)
AHP: 1,000 Beam: 210 Proj: 200
SHP: 0 Crew/Passengers: 23/12
(Class Three (Class Two (Class One X: None
(No Shields) (35 25 m3 single cabins)
Armor) Lasers) Missiles)
Cargo Capacity: 150 m3
Elements: Lead (10.0), Iron (7.0), Cobalt (2.0)
(100 m3 base, 50 m3 from accessories)
Accessories/Pods: Emergency Stasis Unit, Hospital Module, Bio-Hazard Storage Module, Collapsible Sections, Shelter
Module, Beam Weapon Rack x3 (1 Aft, 1 Port), Projectile Weapon Rack (Aft), Permanent Pod Mount x2.
Flaws/Bonuses: Inefficient space x3 (-27.1% crew/cargo volume), Not Easily Modified (-8 accessories), Slow Throttle (-1
movement), Jury-Rigged Systems (-20 Damage Control Checks), Poor Engine Calibration (50% fuel efficiency), Sluggish
Handling(-1 Init), Shaky Handling (-20 Starship Piloting Checks), Poor Scanners (+1 Range Penalty, -10 Marksmanship and
Ballistics Checks), Sub-standard Shields (-10% SHP), Sub-standard Armor (-10% AHP), Sub-standard Structure (-10% AHP,
5% hull damage).
NOTES: Hangar Capacity 256.6 m3.
Tandelou
Tandelou Scout
Make: Very Light Frigate Size Class: 14 (.25x Intrepid)
INIT: 2
SI: 950 Cost: 596,110 SP HD/BHD/FHD: 62/61/60 (Class Two Fuel: Shyneum (3.0)
Engines)
SHP: 500 AHP: 50 Beam: 360 Proj: 400
Crew/Passengers: 60/60
(Class One (Class Zero (Class Three (Class Two X: None
(120 6.25 m3 large berths)
Shields) Armor) Lasers) Missiles)
Cargo Capacity: 12.5 m3
Elements: Nickel (4.0), Molybdenum (2.0), Platinum (1.0)
(12.5 m3 base)
Accessories/Pods: Emergency Stasis Unit, Hospital Module, SWACS Module, WMD Delivery System (Chemical), Non-
Lethal Weapons Delivery System, Starship Systems Adapter, External Docking Port, Eighth Hangar Bay Module, Beam
Weapon Rack x2, Projectile Weapon Rack x2, Permanent Pod Mount.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 88 m3.
Tandelou Transport
Make: Medium Frigate Size Class: 16 (.9x Intrepid)
INIT: 3
SI: 460 Cost: 657,500 SP HD/BHD/FHD: 58/59/55 (Class Three Fuel: Shyneum (5.0)
Engines)
SHP: 200 AHP: 50 Beam: 210
Proj: 0 Crew/Passengers: 240/240
(Class Zero (Class Zero (Class Two X: None
(No Missiles) (480 6.25 m3 large berths)
Shields) Armor) Lasers)
Cargo Capacity: 350 m3
Elements: Nickel (9.0), Molybdenum (6.0), Platinum (3.0)
(50 m3 base, 300 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, Hospital Module, Non-Lethal Weapons Delivery System, Shelter Module, Beam
Weapon Rack x2, Permanent Pod Mount x10, Cargo Pod x6.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 176 m3.
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Tandelou Warship
Make: Super Light Destroyer Size Class: 15 (.6x Intrepid)
INIT: 4
Cost: 1,144,820
SI: 1,600 HD/BHD/FHD: 60/60/56 (Class Four Fuel: Shyneum (4.0)
SP
Engines)
SHP: 800 AHP: 100 Beam: 510 Proj: 700
Crew/Passengers: 240/0
(Class One (Class Zero (Class Four (Class Three X: None
(240 6.25 m3 large berths)
Shields) Armor) Lasers) Missiles)
Cargo Capacity: 175 m3
Elements: Nickel (8.0), Molybdenum (4.0), Platinum (2.0)
(25 m3 base, 150 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, Hospital Module, ECM Module, WMD Delivery System x3 (Chemical), Non-
Lethal Weapons Delivery System, External Docking Port x2, Eighth Hangar Bay Module, Beam Weapon Rack x2, Projectile
Weapon Rack x4, Permanent Pod Mount x6, Cargo Pod x3.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 176 m3.
Thrynn
Thrynn Scout
Make: Light Frigate Size Class: 15 (.4x Intrepid)
INIT: 4
SI: 1,460 Cost: 780,140 MU HD/BHD/FHD: 63/63/59 (Class Four Fuel: Endurium (2.0)
Engines)
SHP: 400 AHP: 400 Beam: 660
Proj: 0 Crew/Passengers: 6/9
(Class Zero (Class Zero (Class Five X: None
(No Missiles) (15 100 m3 staterooms)
Shields) Armor) Lasers)
Cargo Capacity: 25 m3
Elements: Copper (4.0), Zinc (2.0), Magnesium (1.0)
(25 m3 base)
Accessories/Pods: Emergency Stasis Unit, ECM Module, SWACS Module, WMD Delivery System x2 (Chemical), Repair
Bay Module, Starship Systems Adapter, External Docking Port, Eighth Hangar Bay Module, Beam Weapon Rack,
Expendable Pod Mount x4.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 176 m3.
Thrynn Transport
Make: Medium Frigate Size Class: 16 (1.2x Intrepid)
INIT: 4
SI: 710 Cost: 707,430 MU HD/BHD/FHD: 59/60/55 (Class Four Fuel: Endurium (4.0)
Engines)
SHP: 200 AHP: 300 Beam: 210
Proj: 0 Crew/Passengers: 6/24
(Class Zero (Class Zero (Class Two X: None
(No Missiles) (30 100 m3 staterooms)
Shields) Armor) Lasers)
Cargo Capacity: 50 m3
Elements: Copper (8.0), Zinc (4.0), Magnesium (2.0)
(50 m3 base)
Accessories/Pods: Emergency Stasis Unit, ECM Module, SWACS Module, WMD Delivery System x2 (Biological), Repair
Bay Module, Shelter Module, Beam Weapon Single Turret, Expendable Pod Mount x8, Escape Pod.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 176 m3.
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Thrynn Warship
Make: Very Light Destroyer Size Class: 16 (.8x Intrepid)
INIT: 3
Cost: 1,400,145
SI: 1,800 HD/BHD/FHD: 54/55/51 (Class Three Fuel: Endurium (7.0)
MU
Engines)
SHP: 600 Beam: 660 Proj: 700
AHP: 500 Crew/Passengers: 6/24
(Class One (Class Five (Class Three X: None
(Class One Armor) (30 100 m3 staterooms)
Shields) Lasers) Missiles)
Cargo Capacity: 50 m3
Elements: Copper (6.0), Zinc (3.0), Magnesium (2.0)
(50 m3 base)
Accessories/Pods: Emergency Stasis Unit, ECM Module, SWACS Module, WMD Delivery System x10 (Nuclear), Repair
Bay Module, Eighth Hangar Bay Module, Beam Weapon Rack x2, Projectile Weapon Rack, Beam Weapon Single Turret,
Expendable Pod Mount x6, Escape Pod.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 352 m3.
The Uhl
Uhl
Make: Lifeform Size Class: 23 (88x Intrepid)
INIT: 0
SI: 13,000 Cost: N/A HD/BHD/FHD: 37/45/37 (Class Zero Fuel: Not Applicable
Engines)
SHP: 9,000 AHP: 3,000 Beam: 1,000 Proj: 0 Crew/Passengers:
(Class Ten Nebula (Class Ten (Class Ten (No X: None N/A
Shields) Armor) Lasers) Missiles) (None)
Elements: Not Applicable Cargo Capacity: Not Applicable
Accessories/Pods: None.
Flaws/Bonuses: Invulnerable.
NOTES: The Uhl loses its invulnerability if the Uhl Weapon is deployed on it first.
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Uhl (Umanu Guard) Warship
Make: Light Destroyer Size Class: 18 (4.2x Intrepid)
INIT: 10
Cost: 6,597,400
SI: 6,300 HD/BHD/FHD: 81/59/71 (Class Ten Fuel: Shyneum (25.0)
SP
Engines)
SHP: 3,500 AHP: 1,300 Beam: 700 Proj: 1,500
Crew/Passengers: 320/80
(Class Eight Nebula (Class Four (Class Six (Class Five X: None
(400 25 m3 single cabins)
Shields) Armor) Maser) Missiles)
Cargo Capacity: 500 m3
Elements: Tungsten (25.0), Titanium (13.0), Platinum (11.0)
(200 m3 base, 300 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, Backup Sensor Array, Hospital Module, Standard Cloaking Device, ECM Module,
SWACS Module, Starship Systems Adapter, External Docking Port, Eighth Hangar Bay Module, Beam Weapon Rack x2,
Projectile Weapon Rack x4, Permanent Pod Mount x10, Expendable Pod Mount x6, Cargo Pod x6, Escape Pod.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 1,406 m3.
Uhlek
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Uhlek Warship (SF2)
Make: Super Light Dreadnought Size Class: 20 (10x Intrepid)
Cost: 21,506,335 INIT: 1
SI: 8,000 HD/BHD/FHD: 40/45/39 Fuel: Endurium (25.0)
SP (Class One Engines)
SHP: 3,000 AHP: 1,000 Proj: 1,500 X: Plasma Bolt Crew/Passengers: 3,200/0
Beam: 0
(Class Six (Class Three (Class Five (Class Ten Plasma (3200 12.5 m3 steerage
(No Lasers)
Shields) Armor) Missiles) Cannon) cabins)
Cargo Capacity: 1,100 m3
Elements: Aluminum (19.0), Titanium (14.0)
(800 m3 base, 300 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, Backup Sensor Array, Backup Communications Array, Hospital Module, ECM
Module, SWACS Module, WMD Delivery System x52 (Nuclear), Shelter Module, Projectile Weapon Rack x7 (2 Aft, Plasma
Bolt 1 Fore), Permanent Pod Mount x16, Cargo Pod x6, Mission Module x3 (Uhl Ganglion Node).
Flaws/Bonuses: None.
NOTES: Hangar Capacity 2,813 m3.
Umanu
Umanu Scout
Make: Very Heavy Frigate Size Class: 18 (3x Intrepid)
INIT: 10
Cost: 7,545,085
SI: 5,100 HD/BHD/FHD: 85/63/75 (Class Ten Fuel: Shyneum (20.0)
SP
Engines)
SHP: 2,000 AHP: 1,200 Beam: 700 Proj: 1,900
Crew/Passengers: 320/80
(Class Five Nebula (Class Three (Class Six (Class Nine X: None
(400 25 m3 single cabins)
Shields) Armor) Maser) Missiles)
Cargo Capacity: 200 m3
Elements: Tungsten (20.0), Titanium (10.0), Platinum (7.0)
(200 m3 base)
Accessories/Pods: Emergency Stasis Unit, Backup Sensor Array, Hospital Module, Standard Cloaking Device, ECM Module,
SWACS Module, Starship Systems Adapter, Shelter Module, Beam Weapon Rack x2, Projectile Weapon Rack x2,
Expendable Pod Mount.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 703 m3.
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Umanu Warship
Make: Light Destroyer Size Class: 18 (4.2x Intrepid)
INIT: 10
Cost: 8,509,900
SI: 6,200 HD/BHD/FHD: 79/57/69 (Class Ten Fuel: Shyneum (25.0)
SP
Engines)
SHP: 2,500 Beam: 700 Proj: 1,900
AHP: 1,800 Crew/Passengers: 320/80
(Class Six Nebula (Class Six (Class Nine X: None
(Class Six Armor) (400 25 m3 single cabins)
Shields) Maser) Missiles)
Cargo Capacity: 500 m3
Elements: Tungsten (25.0), Titanium (13.0), Platinum (11.0)
(200 m3 base, 300 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, Backup Sensor Array, Hospital Module, Standard Cloaking Device, ECM Module,
SWACS Module, Starship Systems Adapter, External Docking Port, Eighth Hangar Bay Module, Beam Weapon Rack x2,
Projectile Weapon Rack x4, Permanent Pod Mount x10, Expendable Pod Mount x6, Cargo Pod x6, Escape Pod.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 1,406 m3.
Veloxi
Veloxi Drone
Make: Light Corvette Size Class: 14 (.2x Intrepid)
INIT: 1
SI: 2,700 Cost: 358,995 MU HD/BHD/FHD: 61/60/60 (Class One Fuel: Endurium (10.0)
Engines)
SHP: 1,000 AHP: 1,000 Beam: 360 Proj: 700 Crew/Passengers:
(Class Two (Class Three (Class Three (Class Three X: None N/A
Shields) Armor) Lasers) Missiles) (None)
Elements: Cobalt (3.0), Molybdenum (1.0) Cargo Capacity: None
Accessories/Pods: Automation Module, Starship Systems Adapter, Beam Weapon Rack, Projectile Weapon Rack.
Flaws/Bonuses: None.
NOTES: None.
Veloxi Scout
Make: Light Frigate Size Class: 15 (.6x Intrepid)
INIT: 3
Cost: 598,470
SI: 1,100 HD/BHD/FHD: 62/62/59 (Class Three Fuel: Endurium (3.0)
MU
Engines)
SHP: 600 AHP: 100 Proj: 400
Beam: 0 Crew/Passengers: 6/24
(Class One (Class Zero (Class Two X: None
(No Lasers) (30 50 m3 double cabins)
Shields) Armor) Missiles)
Cargo Capacity: 125 m3
Elements: Cobalt (7.0), Molybdenum (2.0)
(25 m3 base, 100 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, Backup Communications Array, Hospital Module, SWACS Module, Repair Bay
Module, Shelter Module, Projectile Weapon Rack x2, Permanent Pod Mount x4, Expendable Pod Mount x2, Cargo Pod x2.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 88 m3.
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Veloxi Transport
Make: Heavy Frigate Size Class: 17 (1.4x Intrepid)
INIT: 4
Cost: 734,460
SI: 690 HD/BHD/FHD: 58/60/54 (Class Four Fuel: Endurium (4.0)
MU
Engines)
SHP: 400 AHP: 200 Beam: 90
Proj: 0 Crew/Passengers: 66/34
(Class Zero (Class Zero (Class One X: None
(No Missiles) (100 50 m3 double cabins)
Shields) Armor) Lasers)
Cargo Capacity: 300 m3
Elements: Cobalt (12.0), Molybdenum (4.0)
(100 m3 base, 200 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, Backup Communications Array, Hospital Module, Shelter Module, Projectile
Weapon Single Turret, Permanent Pod Mount x8, Expendable Pod Mount x4, Cargo Pod x4.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 352 m3.
Veloxi Warship
Make: Very Light Destroyer Size Class: 16 (1x Intrepid)
INIT: 3
Cost: 1,208,185
SI: 2,300 HD/BHD/FHD: 54/55/51 (Class Three Fuel: Endurium (8.0)
MU
Engines)
SHP: 800 AHP: 500 Beam: 360 Proj: 1,000
Crew/Passengers: 60/0
(Class One (Class One (Class Three (Class Four X: None
(60 50 m3 double cabins)
Shields) Armor) Lasers) Missiles)
Cargo Capacity: 300 m3
Elements: Cobalt (10.0), Molybdenum (2.0)
(50 m3 base, 250 m3 from pods)
Accessories/Pods: Emergency Stasis Unit, Backup Sensor Array, Backup Communications Array, Hospital Module,
Industrial Manipulator Module, Stasis Module, ECM Module, SWACS Module, Repair Bay Module, External Docking Port
x2, Eighth Hangar Bay Module, Beam Weapon Rack x2, Projectile Weapon Rack, Permanent Pod Mount x8, Expendable
Pod Mount x4, Cargo Pod x4.
Flaws/Bonuses: None.
NOTES: Hangar Capacity 352 m3.
If you have a starship you'd like to contribute to this future editions of this sub-Chapter, contact capi3101 at the Interstel
Comm Center's Starflight RPG and Starflight: Total Brawl forum.
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Odyssey-class Scout
contributed by universaltim
Odyssey-class Scout
Odyssey-class Scout
Make: Very Light Destroyer Size Class: 16 (.9x Intrepid)
INIT: 1
Cost: 1,709,960.5 HD/BHD/FHD:
SI: 500 (Class One Fuel: Shyneum (1.0)
MU 53/54/52
Engines)
SHP: 500 Beam: 0 Proj: 0 Crew/Passengers: 6/18
AHP: 0
(Class One (No (No X: None (6 200 m3 luxury staterooms, 10 100 m3
(No Armor)
Shields) Lasers) Missiles) staterooms, 8 50 m3 double cabins)
Elements: Titanium (9.4), Molybdenum (5.6), Aluminum Cargo Capacity: 450 m3
(4.4) (50 m3 base, 400 m3 from quarters)
Accessories/Pods: Repair Bay Module, Emergency Stasis Unit, Hospital Module, Industrial Manipulator Module, External
Docking Port x3, Quarter Hangar Bay Module (2 Standard Shuttles, 2 ITVs), Carrier Systems, Beam Weapon Dual Turret
x2, Permanent Pod Mount x8, Expendable Pod Mount x4.
Flaws/Bonuses: Sluggish handling (-20 all Starship Piloting Checks); Modular Design (Allows the removal and replacement
of standard ship accessories as well as pods and equipment).
NOTES: This is the ship in its stock configuration. From here, it can be modified in any number of ways. Hangar Capacity
703 m3.
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Accessories/Pods: Repair Bay Module, Emergency Stasis Unit, Hospital Module, Industrial Manipulator Module, External
Docking Port x2, Quarter Hangar Bay Module (2 Standard Shuttles, 1 ITV), Carrier Systems, Beam Weapon Dual Turret
x2, Permanent Pod Mount x8 (4 Mission Modules (2 laboratory modules, 2 advanced sensor arrays), 2 Cargo Pods),
Expendable Pod Mount x4, ECM Module, Shield Nullifier, SWACS Module x2, Backup Sensor Array.
Flaws/Bonuses: Sluggish handling (-20 all Starship Piloting Checks); Modular Design (Allows the removal and replacement
of standard ship accessories as well as pods and equipment); Reverse-Engineered Shield Nullifier (drops half of Shields of all
combatants, including Odyssey).
NOTES: This is the Odyssey-class Scout in default science ship configuration. Hangar Capacity 703 m3.
Vanguard-class Battlecruiser
contributed by NCCAD
It has a high maximum combat speed, but relatively slow acceleration, and
moderate to sluggish maneuverability. Armor is very light, as most of the
ship's protection comes from the shields. The later models (post 3450's) had
special equipment that increased their rate of shield recharge and extended
the effective range of their laser cannons.
The Vanguards remained an Imperial mainstay during the Second Wave, continuing to be constructed right up until the
end, when the Noah missions began to demand most of the ship building capacity of the few remaining Imperial worlds.
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They represented the culmination of centuries of Imperial ship design, initially copied from the Veloxi and still recognizable
as descendent from them. As such, the hull design, engine placement, and weapons layout was fairly conventional.
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Diamondback-class Cruiser
contributed by NCCAD
Diamondback-class Cruiser
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Mustang-class Destroyer
contributed by NCCAD
Mustang-class Destroyer
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Old Empire Mustang-class Destroyer (Variant)
Make: Light Frigate Size Class: 15 (0.6x Intrepid)
INIT: 7
Cost:
SI: 3110 HD/BHD/FHD: 90/65/84 (Class Six Fuel: Endurium (3.0)
1,345,285.5 MU
Engines)
SHP: 2,500 AHP: 100 Beam: 510 Proj: 0
X: Cloaking Crew/Passengers: 32/0 (2 100 m3 staterooms,
(Class Five (Class Zero (Class Four (No
Device 15 50 m3 double cabins (double occupancy))
Shields) Armor) Lasers) Missiles)
Elements: Titanium (8.0), Aluminum (5.0), Promethium Cargo Capacity: 575 m3
(2.0) (25 m3 base, 550 m3 from quarters)
Accessories/Pods: Backup Sensor Array, Expendable Pod Mount x2 (Escape Pod x2), Industrial Manipulator Module,
Standard Cloaking Device, Beam Weapon Rack x4 (4 fore), Beam Weapon Single Turret (Class Three Tachyon Cannon),
SWACS Module, ECM Module, Auxiliary Reactor Mount (Class One Engine).
Flaws/Bonuses: Laser Resistant 2 (cost * 1.3); Ship has slower than normal throttle settings (-1 movement).
NOTES: None.
contributed by NCCAD
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Ares-class Battleship
contributed by NCCAD
The Ares-class battleships had one of the longest gestation periods of any of the Old
Imperial warships. With the money-conscious Legislature unwilling to finance their
steep cost in peace time, they remained on drawing boards in one form or another for
decades before the start of the Second Wave. The beginning of the Wave did little to
change their disposition, though, as experience quickly showed the danger the plasma
bolt posed to large, sluggish ships, and strategic thought shifted towards smaller vessels
armed with one or two powerful weapons.
Because of their high price tag, the Ares-class numbered only a few vessels, but soon
earned a formidable reputation for themselves, particularly against the Gazurtoid, who
had just deployed their anti-missile shield technology to great effect. Due to their heavy Ares-class Battleship
protection and multiple layers of offensive potential, they were often used as flagships, a role they excelled at due to their
accommodations and redundant systems.
Ares-class Battleship
Make: Super Light Battlecruiser Size Class: 19 (5x Intrepid)
INIT: 7
Cost: 9,001,310
SI: 9500 HD/BHD/FHD: 45/49/41 (Class Four Fuel: Endurium (20.0)
MU
Engines)
Crew/Passengers: 198/12
SHP: 5,000 AHP: 1,500 Beam: 1,050 Proj: 3,000
(10 400 m3 suites,
(Class Ten (Class Five (Class Six Polarized (Class Five Plasma X: None
100 100 m3 staterooms,
Shields) Armor) Lasers) Cannon)
100 50 m3 double cabins)
Cargo Capacity: 1400 m3
Elements: Tungsten (6.0), Titanium (3.0), Aluminum (1.5)
(400 m3 base, 1000 m3 from quarters)
Accessories/Pods: Hospital Module, Industrial Manipulator Module, Emergency Stasis Unit, ECM Module, SWACS
Module, Repair Bay Module, Countermeasure Pod Dispenser (1000 shots), Auxiliary Reactor Mount x3 (Class Four Engine
x3), Backup Sensor Array, Backup Communications Array, Shelter Module (Old Imperial Lander x4), Carrier Systems,
Projectile Weapon Single Turret, Beam Weapon Dual Turret x7, Beam Weapon Rack x14 (7 port, 7 starboard) (Class Three
Tachyon Cannon), Projectile Weapon Rack x4 (2 fore, 2 aft) (Class Four Missiles), Expendable Pod Mounts x7 (Escape Pod
x7).
Flaws/Bonuses: 1.2x Shield Recharge Rate, Sluggish handling (-20 Starship Piloting Checks), Slow Acceleration (DC 10 for
full ahead and 45-degree turns).
NOTES: Hangar Capacity 1,406 m3.
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contributed by NCCAD
Thrynn S.I.M.
Tired of losssing crew to the cunning machinationsss of the Elowan? Weary of having your ssships chewed up by the
depredationsss of the Gazurtoid? Isss your space empire sssituated in a sstrategically awkward ssspot between two
sssworn enemies??
Now, for less than the cossst of Class Five Misssiles, you too can sssock it to the sssquids in ssstyle! Sssimply point it in the
general direction of an enemy tasssk force, and let the SWACS and Automation Modulesss do the dirty work!
(Not guaranteed for use againssst planetsss- though if one were ssso inclined, planet 2 of sssystem α148x63 might make a good
tesssting ground.)
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I.S.S. Ambush Predator
contributed by NCCAD
Accessories/Pods: Emergency Stasis Unit, Hospital Module, Industrial Manipulator Module, Stasis Module, SWACS
Module x2, Repair Bay Module, Eighth Hangar Bay Module (one Galilei shuttle), Beam Weapon Dual Turret x2, Carrier
Systems, ECM Module x4, Backup Sensor Array x2, Expendable Pod Mount x3 (3 Blastopods), Permanent Pod Mount x7 (4
Cargo Pods, 3 Mission Modules (2 deployable external sensor arrays, 1 sensor/communications buoy layer)).
Flaws/Bonuses: None
NOTES: Hangar Capacity 352 m3.
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Pophopse-class Transport
contributed by capi3101
The Pophopse-class was conceived out of the necessity to haul the component structures of the first Colonial Support
Station (which is still called "Starport Earth" by the press, despite the lack of support for the originally proposed structure).
The Sol system had no infrastructure, and Earth had few minerals for construction on-site, so it was necessary to determine
a way to haul them out to the site after construction and to assemble them upon arrival. The component capsules were
huge; the largest ones had an internal volume of close to fourteen hundred cubic meters, well past the fifty cubic meters the
cargo bays on an Intrepid-class starship were designed to handle. A scout ship couldn't handle it; what was needed was a
bulk freighter. Engineers ultimately submitted a design to the Council; after consideration, a dozen of these specially made
freighters were requisitioned.
Much of the Pophopse-class is, as might be expected, devoted to hauling cargo. With an internal capacity of 7,055 m3, a
single ship of the class can carry over eight times the volume of goods of any other ship in Interstel's arsenal. This
impressive cargo capacity comes at the sacrifice of a lot of crew space; quarters on the ship are much more cramped than
on other Arth vessels. The large cargo bays also bulk up the ship's silhouette; were one of these ships to enter into a combat
situation, it would find itself an exceptionally easy target (though the class does have minimal defensive capabilities).
With the design of Starport Earth such as it was and given the large capacity of these ships, all of the component pieces of
the station were on-site in just two back-and-forth trips for all but two ships; the others hauled out the final components
and the station's first set of colony pods, respectively.
Pophopse-class Transport
Make: Super Heavy Corvette Size Class: 15 (0.4x Intrepid)
INIT: 2
Cost: 520,310
SI: 1210 HD/BHD/FHD: 20/20/18 (Class 2 Fuel: Shyneum (1.0)
SP
Engine)
SHP: 500 AHP: 500 Beam: 210 Proj: 0 Crew/Passengers: 40/0
(Class One (Class One (Class Two (No X: None (1 25 m3 Single Cabin, 5 12.5 m3 Steerage Cabins,
Shields) Armor) Lasers) Missiles) 34 6.25 m3 Large Berths)
Elements: Titanium (5.0), Aluminum (4.0), Molybdenum Cargo Capacity: 7,055 m3
(1.0). (25 m3 base, 7,030 m3 from accessories)
Accessories/Pods: Industrial Manipulator Module, Bulk Cargo Module x5, Repair Bay Module, External Docking Port,
Beam Weapon Dual Turret, Tractor Beam.
Flaws/Bonuses: None
NOTES: None.
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NAVIGATION
CHAPTER EIGHT: NAVIGATION
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8.0: INTRODUCTION
Almost all adventures in the Starflight Universe involve going somewhere and doing something, whether its talking to (or
shooting at) an alien species, visiting a nearby planet to conduct some mining, or searching for a trade center on a planet's
surface. Even those adventures that take place only at one site on a planet's surface involve movement. Movement is an
integral part of the game. Keeping track of that movement is equally important, if not more so. Any character will be hard-
pressed to finish their adventure if they don't know where they are or where they've been. The same is true of vehicles and
starships. Sure, they might be used for fighting, but all vehicles (including starships) are primarily a means of conveyance
for one or more people, and those people also need to know where they are and where they are going.
Navigation is the process of planning, reading, and controlling movement from one place to another. In the original games,
navigation was far and away the most important aspect; players had to go and do things (talk to aliens, pick up artifacts,
blow up planets, etc.) at particular places. Without a competent navigator at the helm, a crew could find themselves lost
easily, and could blunder into an encounter for which they were ill-prepared.
This chapter is devoted to navigation and the particulars of how to get from one place to another. The first section
discusses fuel consumption for both vehicles and starships. The second section goes over planetary exploration, including
how to incorporate random exploration with planned encounters on a planet's surface. The third section examines
interplanetary travel, including general slower-than-light movement in space around a given star system. The fourth
section goes over interstellar travel, including travelling in hyperspace, fluxes, and jump pod usage. The final section
discusses intertemporal travel and the conditions under which it can occur in the Starflight Universe.
SFRPG uses linear kinematics, or the motion of an object in a straight line without consideration of the circumstances
leading to the motion. In many of the situations used in the game, the mathematics involved in movement has been vastly
simplified from the way things would be in real life. Those player groups that are more mathematically inclined can use
their own methods for determining movement if they desire.
The most basic law of kinematics is the simple relationship d=rt, or Newtonian distance equals average velocity multiplied by
time elapsed. Put even more simply, distance equals speed times time. The players will need to be made aware (through the
GM) of how far it is to a destination, how fast they can go, and how much time it will take to get there. Fortunately, with
this simple relationship, it’s fairly easy to calculate. All that’s required is that two of the factors (distance, speed, or time)
are already known or can be readily determined (or even made up, in certain situations). To find distance, multiply speed by
time. To find out how long it’ll take to get somewhere, divide the distance by speed. To find out how fast the characters
will need to travel to get somewhere by such and such a time, divide distance by the time desired. It really is that simple.
Now for the complicated bit of d=rt. In order for the equation to work like it’s supposed to, all of the involved units must
be the same. If the GM uses a speed in kilometers per hour and time in seconds, the formula will yield a confusing final
answer in a convoluted "kilometers-seconds per hour", rather than a tidy "kilometers". If the GM uses a distance in
kilometers and speed in miles per hour, they’ll end up with a time elapsed in "kilometer-hours per mile", rather than
"hours".
Traditionally, Starflight uses the metric system (SI units). Cargo volumes are measured in terms of cubic meters (m3). Time
is usually measured in hours ... 24 hours per day, 28 days per month and 10 months per year on the Arth calendar. Player
groups are welcome to use other terms of measurement as they see fit, though all materials within SFRPG will use metric
terms. If you ever need to convert terms from one unit type to another, an excellent site to visit online is the
MegaConverter site (http://www.megaconverter.com).
The standard unit of measuring distances in SFRPG is the meter. One meter is equal to 39.4 inches, or just a little over a
yard. For larger distances, kilometers are used. Kilometers are equal to 1000 meters, or 3280.8 feet (roughly .62 miles). For
extreme distances sometimes measured in relation to the tactical short-range movement of starships, megameters (1000
kilometers, or 1,000,000 meters) and gigameters (1,000,000 kilometers, a little over 3 light-seconds) are reasonable units
with which to work, though neither will be mentioned again in this set of rules. Simply put, starships really are that fast.
Distances between planets will be listed in terms of astronomical units (AU), which are roughly 150,000,000 kilometers
(93,000,000 miles) in length (the distance between Earth and the Sun). Distances between stars will be listed in Light Years
(roughly 9.5 trillion kilometers). The largest measure of distance used in SFRPG is the parsec, equal to 3.26 Light Years
(roughly 30.86 trillion kilometers). One parsec is equal to a single hyperspace coordinate.
The standard unit of measuring time in SFRPG is the Arth second, defined as "the duration of 11,983,252,129 periods of the
radiation corresponding to the transition between the two hyperfine levels of the ground state of the cesium-133 atom".
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This is 1.3 times the length of a standard Earth second, which is defined as "the duration of 9,192,631,770 periods of the
radiation corresponding to the transition between the two hyperfine levels of the ground state of the cesium-133 atom".
Both of these exact definitions are listed here for the sake of throwing in some worthless trivia into the game; neither are
really pertinent for game play. The difference between an Arth second and an Earth second enables an Arth year to be as
long as an Earth year while keeping all of the old Earth terms. Larger units of time can be derived from the Arth second; for
the sake of simplicity, "Arth" is often not included in these measurement terms. A minute is equal to 60 seconds. An hour is
equal to 60 minutes. A day is equal to 24 hours. A week is equal to 7 days. A month is equal to 28 days, or 4 weeks. A year
is equal to 10 months, 40 weeks, or 280 days.
Speed (and by extension, velocity; there is a mathematical difference between the two) is a derived measurement based on the
difference in an object's position over time (i.e. distance traveled over a given period of time). As different units of
measurement can be used for both distance and time, there are many different possible measurements for speed. While the
standard derived SI measurement for speed and velocity is the meter per second, SFRPG utilizes kilometers per hour, or
kph, as its standard speed measurement. One kilometer per hour equals 0.27778 meters per second, and is also equal to
0.62137 miles per hour. In those extremely rare cases where a faster unit of speed is needed (usually dealing with space
vehicles), SFRPG may use kilometers per second (kps) for slower-than-light flight, or parsecs per hour for faster-than-light
travel. One kps equals 3600 kph. One parsec per hour roughly equals 30.86 trillion kph.
Because the calculation of speed, distance and time can be a bit tricky, a GM should take the time to calculate the distances
that need to be traversed in any adventure they create. For those GMs that want or need to use a quick, rough solution to
determining the distance and travel times between two points on a planet's surface, the following table of benchmarks may
be used. For distances and speeds that fall in between those listed here, a GM may either extrapolate a time based on what's
listed in the chart, or use the distance-speed-time formula to get an exact solution. The chart follows a few conventions.
First, all times listed are in Arth time; if an Earth time is desired, it'll have to be calculated. All times listed are rounded to
the nearest whole unit, and only three standard time units are listed for each entry for some of the larger time periods (it's
possible to have a time listed in years, months, weeks, days, hours and so on, but such a long period of time will be cut off after weeks).
Finally, the chart uses the following shorthand notation: y equals years, m equals months, w weeks, d days, h hours, min
minutes, and s seconds.
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Vehicles require fuel. There's no real way around this fact; even the most primitive of machines require fuel in order to go
(in this case, the "fuel" is usually provided by a living being). Vehicles in SFRPG are no exception to this fundamental rule.
Without fuel, a vehicle is going nowhere in a real hurry. When using a vehicle, a fundamental question that arises is
whether or not it will have sufficient fuel to make it to its destination, considering any tasks its crew has to perform along
the way. Because the rate of fuel consumption is dependent upon navigation factors such as terrain and weather, and
because fuel consumption is a topic that is common to both vehicles and starships, this discussion is included here instead
of somewhere in the previous two chapters.
In the Starflight Universe, most Starfaring Age vehicles (including starships) are dependent upon one of two key minerals
for fuel: Endurium and Shyneum. Endurium fuel is used by the vast majority of starfaring races throughout the galaxy. In
the Alpha Sector, all races use Endurium as fuel until 4620, when it becomes illegal to transport or sell Endurium, or to use
it as a fuel source. After 4620, only the Gazurtoid continue to use Endurium as fuel in the Alpha Sector. Shyneum becomes
the new fuel substance of choice in the Alpha Sector after 4640. In the Delta Sector, the only species to use Endurium is the
G'Nunk; all other species use Shyneum. (NOTE: For Alpha Sector campaigns in the interregnum between 4620 and 4640, GMs
are welcome to come up with whatever solution they'd like for a fuel mineral; one source uses a fuel called "Synthenium", which is twice
as expensive as Endurium but about half as efficient. Just know that Endurium is banned after 4620 and Shyneum doesn't come into
common use until after 4640). In practical terms, there is no real difference between Endurium and Shyneum; both substances
in sufficient quantities are capable of providing enough energy to power a starship's superphotonic engines. It stands to
reason that even a small quantity of either substance can provide virtually unlimited fuel for smaller vehicles. Non-
Starfaring Age vehicles may utilize other fuel sources. Metal Age vehicles in particular may rely heavily on wind power,
while Industrial Age vehicles may use fossil fuels, solar, wind, or nuclear fuel sources. These are of course just a few
possible fuel sources; GMs are free to come up with their own sources of fuel for use in their campaigns.
Keeping track of the amount of fuel a vehicle has left was an important aspect of the original games. Running out of fuel
was a Bad Thing with a number of nasty effects (the player might be forced to march back to their ship, make an expensive
distress call, or plummet out of orbit). In SFRPG, keeping track of fuel consumption is no less important. There are two
methods that a GM may employ during the course of a campaign in order to keep track of how much fuel a player group
has remaining. The first of these methods is real count. Real count was the method employed in the original games to keep
track of the amount of fuel on the player's starship. Simply put, real count is the actual amount of the fuel mineral
currently contained by the vehicle, in cubic meters. Fuel in this method is usually consumed in units of tenths of a cubic
meter. The second method is simple count. As one might expect, simple count removes the mucking around with decimals
that comes up with real count, at the cost of realism. Simple count varies between vehicles and starships. For starships,
when any fuel is consumed during the course of an action, a whole cubic meter is consumed all at once. Usually the ship
will be able to perform several actions at one time based on this method. When using simple count, each cubic meter of fuel
on the ship is referred to as a fuel point. Starship combat is calibrated to use simple count (for more details on starship combat,
see Chapter 9.4). For vehicles, simple count is also known as percentage count, which was the method employed in the
original games to keep track of the amount of fuel remaining during exploration with the ITV. In percentage count, a
vehicle's current fuel level is expressed as a percentage of its normal fuel capacity. Fuel in this method is consumed in terms
of a whole percentage. The GM may employ any combination of methods they wish to use at their own discretion.
Places where fuel may be replenished depend upon the groundwork laid out for an adventure (or campaign) by the GM.
The GM may decide to make it possible to fuel up at a home base, as was the case in Starflight One. They may decide to
make it so that it’s only available at alien trading posts, as in Starflight Two. Still others may decide to do something
completely different. In any event, it is important that the characters have some place that they can go to repair, refuel and
refit their vehicles during the course of an adventure or campaign.
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In addition to their regular fuel "tank", most vehicles in Starflight have a very small fuel reserve to draw upon in the event
of an emergency situation. This reserve is generally no larger than 5% of the vehicle's normal fuel capacity. While that may
not seem like a lot (and usually it isn't), it may give a vehicle just enough reach to make it to a home base or refueling
depot, or at least get the vehicle to a safe stop on terra firma. Switching to the reserve is automatic in the event the main
tank runs dry.
In the event a vehicle's fuel (both its main tank and reserve) does run out during the course of an adventure, what happens
to the vehicle (and the characters inside it) depends largely upon the vehicle (its chassis) and where exactly it is. Most land
vehicles will generally start slowing down and come to an eventual stop. Skimmers are an exception; when they run out of
fuel their repulsor cuts out, meaning that they immediately drop to the ground, which as likely as not causes a collision and
skid (this counts as a Sideswipe against the Skimmer with an automatic success; see Chapter 9.3 for details). Sea vehicles will start
to drift based on any currents the vehicle was experiencing at the time it ran out of fuel. Any submerged submarine will
lose ballast control and begin Taking on Water (see Chapter 9.3). Air vehicles will begin to stall (see Chapter 9.3), as will any
space vehicle located in atmosphere. A space vehicle in the process of re-entry will lose control over the process (see Chapter
8.3). A space vehicle in planetary orbit will begin an uncontrolled re-entry as soon as its orbit decays (any occupants will
likely run out of life support well before the vehicle actually begins re-entry; see Chapter 12.4.2). Finally, a space vehicle in
interplanetary or interstellar space will drift. In the case of interstellar space, the vehicle will drop out of hyperspace and
drift. Given the vastness of space, it's unlikely that anyone friendly would chance upon the ship to give the crew some fuel.
In scenarios where a space vehicle runs out of fuel, sending a distress call and putting the crew in stasis may be the only
viable survival option.
A vehicle's fuel efficiency is a ratio which measures the amount of fuel that is expended by the vehicle over a given distance
of travel. In SFRPG, there are three key factors that affect a vehicle's fuel efficiency: the vehicle's base fuel efficiency (which
is determined by the engine's Class and may be augmented with certain artifacts), the difficulty of the terrain through
which a vehicle is passing relative to other possible terrain types (known, perhaps unsurprisingly, as terrain difficulty), and
the severity of the weather.
The distance that is considered when determining a vehicle's fuel efficiency (which is called the navigational unit distance)
is solely dependent upon the vehicle's chassis (see Chapters 6.2.1 and 7.2.1). More specifically, it's dependent upon which of
the four general terrain categories the vehicle is designed to operate in: land, sea, air, or space. The navigational unit
distance for a vehicle is exactly five times the vehicle's combat range increment (see Chapter 9.3). For land vehicles, this
distance is five kilometers. Sea vehicles use a navigational unit distance of 50 kilometers, while for air vehicles it's 100
kilometers. For space vehicles and starships, the unit distance varies a great deal. In orbital and interlunar space, the
increment is 5000 kilometers. In interplanetary space, the increment is one "orbital lane" (see Chapter 8.3). Fuel efficiency in
hyperspace follows its own set of rules as outlined later in this Chapter.
Because of the diversity of vehicles that exist in SFRPG, terrain effects on fuel efficiency are determined using a set of
difficulties rather than specific terrain types. This is because terrain that might be a given difficulty for one type of vehicle
might be drastically different for another type of vehicle. Mud is a good example. Most land vehicles might have a tough time
negotiating muddy terrain (Difficult, for the sake of argument), but a Skimmer would be able to fly right over it (Extremely Easy), as
would most air and space vehicles. Sea vehicles wouldn't be able to negotiate mud at all (Impossible). That's three different difficulty
classes all for a single terrain type. The possible terrain difficulties correspond to the categories of difficulty classes listed in
Chapter 1.1, as they also have an effect on the piloting roll the vehicle's pilot must make in order to negotiate the terrain
(this will be discussed in Chapters 8.2, 8.3, and 8.4).
The following table describes the various terrain difficulties and provides a list of example terrains that might fit most cases
of terrain difficulties for a particular category of vehicle. This table is meant as a general guide only; GMs are welcome to
use whatever terrain difficulty they feel is most appropriate to the situation at hand.
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Terrain Difficulty Category Descriptions and Examples
Category
Description Examples
Title
Forested terrain (land); moderate chop and fresh winds (sea);
Vehicle may have some minor problems
Easy gravity between 0.8 and 1.2 gees with moderate air density (air);
negotiating the terrain.
high orbit or interlunar space (space).
Vehicle may have some minor problems Sandy terrain (land); heavy chop and gale force winds (sea);
Moderate negotiating the terrain even with an gravity between 1.2 and two gees with moderate to thick atmo
experienced pilot. (air); very low planetary orbit (space).
Snowy or Icy terrain (land); tropical storm conditions (sea); thick
Vehicle can expect problems negotiating
Difficult to very thick atmo with gravity between two and four gees (air);
the terrain.
asteroid field (space).
Vehicle can expect problems negotiating Muddy terrain (land); hurricane conditions (sea); very thick
Very
the terrain even with an experienced atmosphere with gravity between four and six gees (air); tightly
Difficult
pilot. packed asteroid field (space).
Vehicle can expect major problems Liquid terrain (land); severe hurricane conditions or shoals (sea);
Extremely
negotiating the terrain even with an very thick atmosphere with gravity above six gees (air); vicinity of
Difficult
experienced pilot. a neutron star (space).
Negotiating the terrain would take a Lava flow (land); beyond severe hurricane conditions (sea); no
Impossible
miracle. atmosphere (air); inside the event horizon of a black hole (space).
Weather also plays a crucial role in determining a vehicle's fuel efficiency. Adverse weather conditions often force a vehicle's
engines to work harder in order to achieve the same level of performance the vehicle sees under calmer conditions. Weather
can affect a vehicle's fuel efficiency regardless of which of the four general terrain categories the vehicle is designed to
operate in. Even vehicles operating in space can be affected by different kinds of "space weather" (solar and magnetic
storms, etc.), if the GM decides to incorporate such phenomena into their campaign. For purposes of this discussion, only
planet-based weather phenomena will be discussed.
There are four categories of weather as far as determining its effects on fuel efficiency: Calm, Light, Heavy and Severe.
Calm weather generally means little to no adverse weather conditions (land vehicle examples include clear skies, overcast skies
with no precipitation, mist, haze or fog). Light weather refers to weather that has a comparatively minor impact on fuel
efficiency (for sea and air vehicles, overcast skies, mist, haze or fog; land vehicles include light to moderate rain or snow). Heavy
weather refers to weather that has a significant impact on fuel efficiency, though the weather is not generally severe
enough to cause damage (this includes heavy rain or snow, or any kind of precipitation for sea and air vehicles). Finally, Severe
weather is any kind of weather that is capable of causing damage to a vehicle and has a major negative impact on the
vehicle's fuel efficiency, regardless of whether or not any actual damage occurs (this includes any kind of storm. Earthquakes,
while technically not a weather phenomenon, are considered storms for purposes of determining fuel efficiency; see Chapter 8.2 for
details on both storms and earthquakes).
Finally, vehicles may be designed to carry more personnel than they ordinarily would by setting up the vehicle such that
multiple people share a single berth space. This practice, known as "hot-racking", allows a vehicle to carry more personnel
at the cost of some of the vehicle's performance (for more on hot-racking, see Chapter 6.2). High efficiency engines will see no
appreciable effect from hot-racking, but lower efficiency engines suffer. If a hot-racked vehicle's base fuel efficiency is 50%
or less, lower the engine efficiency by 5% (minimum 5%).
The following chart lists the possible fuel efficiencies for any given hour of travel assuming percentage count. The units
listed in the chart are in percent fuel loss per unit distance traveled. To read the table, find the vehicle's base fuel efficiency
along the top and find the cell that intersects the current terrain difficulty. Four listings are given inside each cell, each one
giving a final fuel efficiency based on the current weather type (Calm weather is listed on top, then Light, Heavy, and
finally Severe). For example, a land vehicle with a Class Four Engine is traveling in sand when a thunderstorm kicks up. A Class
Four Engine has a fuel efficiency of twenty percent, and sandy terrain is considered Moderate terrain using the example table listed
above. Looking in the cell where these two factors intersect, the fuel efficiencies are 1%/1 for anything from calm to heavy weather. A
thunderstorm is considered Severe weather, however, so the bottom listing of 2%/1 will be used. For that hour, the vehicle will use 2%
of its fuel per unit distance it travels (five kilometers in this case, since it's a land vehicle). Hopefully it's not going more than 250
kilometers this hour...
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This table may still be used if real count is being utilized. To do this, simply convert the percentage to a decimal amount,
and multiply that result by ten. In the example above the chart, the vehicle's fuel efficiency was determined to be 2%/1. If real count
is being used, the conversion process yields a final result of 0.2/1 (2% = .02, .02 * 10 = .2). In this case, the vehicle's fuel efficiency
would be .2 cubic meters of fuel every five kilometers. That does reduce to .04 cubic meters per kilometer, though whether or not a GM
will perform the reduction is entirely up to them.
Traveling through hyperspace (reserved for starships or space vehicles equipped with a Superphotonic Engine) uses a
unique table for fuel efficiency, though the actual difference between determining fuel efficiency in hyperspace travel and
normal situations is fairly minimal. Of the factors that affect fuel efficiency in normal situations, usually only the craft's
Engine has an effect; the terrain difficulty for interstellar space is (usually) Extremely Easy to negotiate and the weather is
(usually) Calm. It takes more energy to move a vehicle through hyperspace than it does to move in normal space, and a
substantially larger unit distance is also involved in general, which is why a unique table is needed.
For all vehicles traveling at faster-than-light speeds, the navigational unit distance is one hyperspace coordinate. This is true
regardless of the vehicle's chassis; a hyperspace-capable shuttle and an armored battlecruiser both use one hyperspace
coordinate as their navigational unit distance. There are multiple methods of determining the exact distance a vehicle will
travel between points in hyperspace; these methods are discussed in Chapter 8.4.
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The following chart lists the possible fuel efficiencies for any given hour of travel assuming starship fuel counts. To read
the table, find the vehicle's base fuel efficiency along the side and find the cell that intersects the desired fuel efficiency
count column. There are two columns for real count, and one for simple count. The first column lists the real count
distance (in hyperspace coordinates) a vehicle can expect to travel on a single cubic meter of fuel. The second column lists
the real count amount of fuel a vehicle can expect to expend in order to travel a single hyperspace coordinate. Finally, the
third column lists the maximum simple count distance (in hyperspace coordinates) a vehicle can travel on a single fuel unit.
Note that in the case of simple count it is possible that a vehicle will reach its destination coordinate and still have
movement available to it; the extra movement points are lost as soon as the vehicle leaves hyperspace. Hot-racking also
applies to vehicles in hyperspace; if the vehicle's efficiency is 50% or less, lower the base efficiency by 5% (minimum 5%).
For example, a starship with a Class Five Engine is travelling a distance of eighteen hyperspace coordinates. A Class Five Engine has
an efficiency of 25%. Since we know the distance travelled, we can calculate the amount of fuel used via the second column. In this
case, the ship will expend 2.88 m3 of fuel (0.16 * 18 = 2.88). If, however, the GM was using simple count, we'd look up the distance
the ship could travel on a single fuel unit in the third column. With 25% efficiency, the ship can move 5 hyperspace coordinates before
expending a single fuel point. Since it's moving 18 hyperspace coordinates, we know it will expend four fuel units to get to its
destination (18/5 = 3.6, rounds up to four). In this case, it could in theory move two additional hyperspace coordinates, but because
it's reached its destination, those extra movement points are lost.
In may be that a GM wants to include a situation where the basic assumptions about the terrain and weather (Extremely
Easy terrain; Calm weather) aren't true. In that case, the GM may simply use the numbers for a lower Engine efficiency. A
good rule of thumb is to go down one level for the first level increase in terrain difficulty, and down an additional level for
each two levels after that (go down one level for Very Easy terrain, two levels for Moderate terrain, three levels for Very
Difficult terrain, and four levels for Impossible terrain). The same can be applied for increasingly severe space weather
(down one level for Calm, two levels for Severe). The 5% level is the lowest possible level; if the 5% level is already
indicated and further decreases are also indicated, ignore them.
Finally, it may be that a GM wants to use percentage count as their means of keeping track of fuel consumption in
hyperspace. Percentage count is not recommended for hyperspace, as the ship will use up its fuel a lot faster and the math
is more difficult; the possibility is only presented here for those groups who like to be challenged a great deal. To make the
conversion, begin with the indicated value in the second column. Divide the result by five, convert the result to a
percentage, and round any decimal remainder up. This will give a serviceable percentage of fuel consumed per hyperspace
coordinate travelled. For example, if a percentage count were desired for the ship with the Class Five Engine (25% efficiency), a ship
would use up 4% of its fuel for every coordinate it travelled (0.16 / 5 = .032, .032 = 3.2%, rounds up to 4%). Assuming it had full
tanks when it left its destination, it could travel 25 hyperspace coordinates before it ran out of gas.
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8.2: INTRAPLANETARY TRAVEL
Navigation has already been established as an important aspect of the original games. Of the various aspects of navigation,
however, it can be argued that the most important was exploration on planetary surfaces (which for this discussion will be
referred to as "intraplanetary travel", or travel between two points on the same planet). For purposes of this discussion,
intraplanetary travel covers any movement on a planet's surface or in a planet's atmosphere, up until a vehicle reaches an
altitude high enough to be considered in orbit of the planet. The key issues to be discussed are how long it takes to arrive at
a destination, and how hard it's going to be to successfully navigate a safe course.
The first thing to note about these intraplanetary travel rules is that they are designed to augment a role-playing adventure,
not supplant it. If a GM has an adventure planned out in the wilderness, they might consider incorporating a few of the
scenarios that are possible using the exploration rules, but they are by no means bound by them. On the other hand, a GM
may decide to make an adventure based solely upon the random events generated by the exploration rules. This is totally
permissible. For more information on the features of a so-called "planet-side adventure", see Chapter 11.2.2. Also, the rules in this
chapter assume that planetary exploration will take place in a vehicle, and so will use vehicular terminology. These rules
can still be applied to a party travelling without the use of a vehicle.
Most pieces of planetary data are crucial to surface exploration; the GM needs to have information on the current planet
readily available whenever their adventure calls for exploration of the planet's surface. Some of the more important pieces
of information are the planet's surface type, biomass percentage, mineralogical percentage, surface gravity, and weather.
Some crucial information such as terrain (and therefore terrain difficulty; see Chapter 8.1), cannot be determined until the
characters actually begin exploration. A list of lifeforms commonly found on the planet and the stats of those lifeforms
should be readily available, particularly if the planet in question has a high biomass percentage. If a lifeform list is not
available, the GM will need to prepare one beforehand. For information on how to create lifeforms, see Chapter 10.2.5.
Navigating a planet's surface isn't that much different from traveling through space (as will be discussed in the next two
sub-chapters). In order for a character group to get to where they want to go, they have to first know where they are and
be able to come up with a way to get there. That means having a way of determining where exactly Point A and Point B are
and figuring up the shortest path between those two points. The Starflight Universe used Mercator projections to select
landing sites on a planet's surface, effectively turning a spherical coordinate system (geographical) into a Cartesian
coordinate system (flat, with an x and y axis). SFRPG incorporates the same system as the original games for intraplanetary
travel; travel on a planet's surface uses a grid, but uses the terms and conventions of the geographic coordinate system.
Latitude is used as the y-axis, while longitude is used as the x-axis. Travel occurs along the points of the compass: north
corresponds to increasing latitude (increasing y), south corresponds to decreasing latitude, east corresponds to increasing
longitude, and west corresponds to decreasing longitude. North in SFRPG is always true north, defined as the pole that is
clearly on one's left side, when standing at the Equator, while facing the rising primary star.
All planets are divided by 180 lines of latitude and 360 lines of longitude. Latitude lines wrap around a planet at even
intervals parallel to the equator, with ninety lines north of the equator and 90 lines south of the equator. By definition,
0°N/S is the Equator, 90°N is the North Pole, and 90°S is the South Pole. Longitude lines wrap around a planet at even
intervals, perpendicular to the equator, with one line for each angular degree at the Equator. One of these longitude lines is
arbitrarily set as the Prime Meridian (0° E/W). This meridian is usually either set as the center-point of some natural
surface landmark visible from space, or as the meridian facing the planet's primary at a particular time (usually when the
star system was first explored). Lines to the right-hand side of the Prime Meridian are in the Eastern Hemisphere, while
those to the left are in the Western Hemisphere. The longitude line exactly opposite of the Prime Meridian is 180°E/W, also
sometimes known as the Date Line. Cardinal directions are set by observation; at the equator, a person facing the direction
in which a planet rotates will have North to their left and South to their right. When shown on a flat Mercator map, the
intersection between the planetary equator and Prime Meridian is always placed at the map’s center by convention, with
North on its upper side.
The original Starflight games were very simplistic when it came to planetary coordinates. While on a planetary surface, if
the player reached the normal maximum boundaries for geographical coordinates (180 degrees E/W, or 90 degrees N/S) and
continued to travel in the direction they were going, the games would go past the maximum. Thus, it was possible for a
player to wind up at a set of coordinates such as 95°Nx187°E. This is one area where SFRPG differs from the original
games; if the players go far enough to "wrap around" the globe, they enter the other east/west hemisphere. If the players go
over a pole, they wind up at a longitude 180 degrees away from where they were, traveling in the opposite north/south
direction.
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Naturally, the actual distance traveled on a planet's surface from one degree to the next (either longitude or latitude) is
going to be dependent upon the size of the planet itself. For those bent on being completely realistic, that means a lot of
math; a discussion of the level of math needed will not be included in these rules. For the record, on a planet the size of
Earth (roughly 6500 kilometers in radius), one can expect to travel about 110 kilometers before traveling one degree
latitude. The distance between lines of longitude changes depending on latitude, with the distance decreasing sharply as
one approaches the poles.
For many cases on a planet's surface, simply using a travel distance in kilometers will suffice. Determining how long it will
take a vehicle to travel that distance is fairly simple to compute, as both the distance and the desired speed are known;
simply divide the distance by the speed to get the time required (in hours). In those cases where a traveler needs to go from
one precise set of coordinates to another set, two methods are available for determining the distance. These two methods
are known as the simple count and the real count. Simple count has the advantage of being quick to calculate and is best
used in situations where a player group decides to go somewhere the GM didn't anticipate. Real count, aside from being
more realistic, saves the characters distance and ultimately lowers the DC of the Vehicle Piloting Check needed for
intraplanetary travel (as will be discussed shortly). Both methods require the GM to convert the coordinates of both the
source and destination points into x and y values, and give a final distance in "degrees travelled". The N/S coordinate is the
y value, and the E/W coordinate is the x value. Treat any position South and/or West as a negative value. No matter which
system is used, the final distance in degrees travelled will need to be converted back into kilometers; to do this, multiply
the planet's gravity by one hundred, and then multiply that result by the number of degrees travelled. The final result is the
distance in kilometers.
To employ simple distance, a GM simply adds the change in the east/west position to the change in the north/south
position. These values should always be treated as positive, even if a traveler is moving southward, westward, or both. For
example, a traveler wants to move from 37Nx95W to 35Nx97W. The change is two degrees southward (35-37 = -2) and two degrees
westward (-97-(-95) = -2). In both cases, the values are negative but should be treated as positive. Using simple count, the distance
travelled would be 4 degrees (2 + 2 = 4). On Earth, with a gravity of one gee, this would equate to 400 kilometers (1.0 * 100 * 4 =
400).
Real Distance, as the name implies, utilizes the algebraic distance formula. Since all points on a planet can be expressed as
an x and y coordinate, changes in x and y will form the legs of a right triangle. The distance between the source and
destination coordinates can therefore be calculated using the Pythagorean Theorem. To use real distance, calculate the
change in x and y as in simple count. Square both values, add them together, and take the square root of the result to find
the final answer, which should be rounded to the closest integer. Using the simple count example, the change in x is 2 and the
change in y is 2. The square of both changes is four (2 x 2 = 4). Adding them together, the result is eight. Taking the square root of 8
and rounding it to the closest integer, the result is 3 (√8 ≈ 2.828, rounds to 3). On Earth, this would equate to 300 kilometers.
Intraplanetary Travel
Planetary exploration relies on a procedure involving a series of die rolls made by the players and the GM each hour the
characters continue to explore the world. To travel on a planet's surface, a vehicle's Navigator will need to make a Vehicle
Piloting Check. The DC of the Check is dependent on the amount of time required to reach the destination, as well as the
effect of the initial terrain and weather. The GM, meanwhile, will be checking to see if there are any changes in the terrain,
changes in the weather, lifeform encounters or mineralogical discoveries. All of these will be determined with one or two
d% rolls, and can affect the amount of time it takes to reach the destination.
When a vehicle sets out on a planet's surface (or in the planet's atmosphere), the first thing that needs to happen is the
determination of the terrain difficulty and weather severity. This is performed by the GM, and there are several methods
that can be employed. If the GM has a planetary map (either because they have made their own or have access to a
Mercator from the original games) they may be able to tell the elevation in the area where the vehicle is currently located.
As a general rule, higher land elevations are harder to traverse for land vehicles. Sea vehicles are limited to the water, with
areas further from the shore easier to traverse. A GM can determine terrain difficulty for an air or planetbound space
vehicle by referencing the planet's stats, and using the planet's gravity and atmospheric density to make a best guess.
Alternatively, the GM can select a terrain difficulty at random, or roll 1d5 and use the following chart based on the planet's
type to come up with an initial terrain difficulty (note that this chart assumes the use of a land vehicle).
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Planetary Type
1d5 Result
Liquid Rock Frozen Molten Gas
1 Very Easy Extremely Easy Very Easy Easy Difficult
2 Extremely Easy Very Easy Easy Moderate Very Difficult
3 Very Easy Easy Moderate Difficult Extremely Difficult
4 Easy Moderate Difficult Very Difficult Impossible
5 Moderate Difficult Very Difficult Impossible Extremely Difficult
The GM must also select the initial weather conditions. Again, this can be performed randomly, or with a die roll. In this
case, the weather is determined via a d% roll, using the following chart based on the planet's global weather rating. Note
that this chart will also be used for hourly weather checks, and includes information on how much damage Severe weather
may cause to a vehicle. Temperatures listed alongside the weather conditions refer to the derived temperature at the
vehicle's specific latitude, based on the overall global temperature range. For reference, temperatures rated as Temperate
and Tropical are warm, Subarctic and Arctic are cold, and Searing and Inferno are hot. When a weather condition occurs
that has warm as a possibility for both listed conditions, the GM may either select one at random or roll 1d2, with a result
of two indicating the second possibility.
Terrain and weather phenomena may have a significant impact on intraplanetary transit. The following table lists the
potential effects of terrain and weather on the difficulty of a journey, as well as the effects on the amount of time it takes
to make that journey.
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Effects of Terrain and Weather Phenomena on Interplanetary Transit
Time Modifier
Terrain Difficulty/Weather Severity DC Modifier
(Minutes)
Very Difficult Terrain 30 20
Extremely Difficult Terrain 40 25
Impossible Terrain 50 30
Calm Weather 0 0
Light Weather 15 10
Heavy Weather 30 20
Severe Weather 50 30
Because changes in terrain and weather during the course of a transit may have an effect on the amount of time it takes to
make the transit, the GM should be sure as this point to log the initial conditions, as well as the current fuel level of the
vehicle.
With the initial terrain difficulty and weather determined, the vehicle's crew will need to plot a course to a destination.
This destination can be any coordinate set on the planet's surface, a vector (direction of travel and distance), or a full route
(for example, something like 20 kilometers north then 20 kilometers back to the ship). If planetary coordinates are given as the
destination, they can be compared with the coordinates of the vehicle's present position (its source position) to get
information on how far it is to the destination (using one of the distance formulae discussed earlier in this chapter). For
vectored travel, the distance has already been given. In adventures where the plot indicates the characters will need to go to
a specific destination, the GM can have distance information prepared ahead of time. In situations where the GM is
running a more open campaign, the players will tell the GM where they'd like to go. The GM will then have to calculate the
necessary information as rapidly as possible, if necessary. In any case, once the piloting Check has been made, the vehicle
and its occupants are committed to the transit attempt.
The time of transit can be readily calculated from the vehicle's speed. All vehicles have a maximum speed listed in their
stats, which should be in units of kilometers per hour. Before the Navigator performs the Vehicle Piloting Check, they should
declare exactly how fast the vehicle will travel to its destination. A speed may be selected up to the vehicle's maximum
speed. Note that there are some situations wherein a vehicle may be operated at speeds that exceed the design of the
chassis; these situations are discussed in Chapter 6.2.
Once the distance to the destination has been calculated in kilometers, simply divide the distance by the speed indicated
and add in the modifiers for the initial terrain and weather conditions. The final result is the amount of time it would
ordinarily take to make the journey, in hours. The result should not be rounded; any remainder should be multiplied by
sixty to get a leftover amount of minutes. For the DC, take the distance and divide it through by the unit distance for the
type of vehicle being used, rounding up (see "Fuel Efficiency in Normal Situations", Chapter 8.1). Add to that result the amount
of any Engine damage the vehicle currently has. The final result is the DC of the Vehicle Piloting Check needed to make the
journey.
If the Check succeeds, no adjustments are made to the amount of time the transit takes to complete. If the Check fails,
however, the vehicle will take an additional amount of time (in minutes) to reach its destination equal to the degree of
failure. This Check has critical potential: in the event of critical success, the vehicle will arrive at its destination early by an
amount of minutes equal to the degree of success (minimum 10 minutes). In the event of critical failure, the Navigator gets
the vehicle Lost and as a result the journey takes twice as long as it should have. Additionally, the vehicle will have one
encounter which cannot be negated by a Navigator's Stealth Check.
Encounters on Planets
Once the vehicle's Navigator has made their Vehicle Piloting Check, the GM will have a good idea of how long the journey to
the vehicle's final destination would ordinarily take. The key word there is ordinarily; there are many possible events that
may occur during the course of an intraplanetary transit. Each hour of transit, the GM will make a single concealed roll. By
comparing the result of this roll to various indices, the GM will be able to tell whether or not any changes will be made to
the terrain, whether or not the vehicle will meet up with a lifeform, whether or not the vehicle comes across any mineral
deposits, and what the weather will be like for the next hour of the transit. Collectively, these factors are known as
encounters on a planet's surface. Aside from making the trip more interesting, encounters provide opportunities for the
players to exercise their sub-disciplines, and possibly gain wealth in the form of captured lifeforms and mined minerals.
They may also increase (or decrease) the amount of time ultimately required for the transit.
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Compared to the possibilities of encounters in space, the procedure for determining if an encounter occurs on a planet's
surface is much more complex. Each little sub-section of this discussion should be considered as a step in a procedure. The
GM should follow each step in turn, until they arrive at the end of the procedure (repeating it as often as necessary).
Changes to the weather use the same chart that was used to set the initial weather conditions. The GM merely compares
the result of their roll to the table, using the column that corresponds to the global weather. Once the GM knows the
terrain and weather for the next hour, they will need to keep those conditions secret until after they've calculated the fuel
efficiency and fuel use for the upcoming hour (the procedure for which is covered in Chapter 8.1). The distance covered
during that hour is, perhaps a little obviously, equal to the vehicle's speed.
After any Meteorology Check has been made, the GM may finally reveal the current terrain difficulty and weather for the
current hour. If any damage is indicated from the weather type, the GM immediately applies the indicated number of
points to the vehicle (for more on applying damage to vehicles, see "Resolving Damage" in Chapter 9.2.) In addition, if Severe
weather is indicated for the current hour, the vehicle's Navigator must perform a DC 75 Orientation Check to avoid
becoming Lost, which in this case tacks another thirty minutes onto the transit should the Check fail.
The effects of the weather listed here indicate effects on the vehicle-scale only. For a list of potential weather effects on
characters and objects on the character-scale, refer to Chapter 12.4.2.
The DC of the Stealth Check is equal to the GM's die roll plus the planetary bio rating. If the Check succeeds, the vehicle
will avoid any lifeform encounter, unless the Navigator failed the initial Vehicle Piloting Check, an encounter would
otherwise be indicated, and if the GM has not yet forced an encounter and would like to do so. If those conditions are
fulfilled, or if the Stealth Check fails and an encounter is indicated, an encounter with a lifeform will occur. If no encounter
is indicated by the GM's roll, a Stealth Check can still be made, though there's no difference between success and failure in
that case.
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Conduct a Lifeform Encounter
If an encounter with a lifeform is indicated, the GM needs to determine what lifeform will be encountered. The best way to
do this is to consult the list of lifeforms indicated with the rest of the planet's stats, if such a list exists. If one does not
ordinarily exist for the planet, the GM may use the rules in Chapter 10.2.1 and Chapter 10.2.5 to generate a list of their
own.
Planets may have anywhere from one to nine different specific species of flora and fauna that can be encountered during
transit. To determine the specific lifeform encountered, the GM will make a 1d10 roll and use the table below to determine
which lifeform on the planet's list has been encountered. The GM should determine the number of lifeforms in the planet's
lifeform list and find the matching column, and read the intersection that matches the result of their roll.
Once the specific lifeform has been determined, the GM should roll 1d5. The result indicates the number of lifeforms
encountered (e.g. if Psychic Blaster is indicated and the 1d5 comes up as a three, then three Psychic Blasters will be encountered).
The GM may adjust this number down if the resultant Composite Strength Index of the group of lifeforms would be higher
than the SI of the vehicle in question (for more on Strength Indices, see Chapter 9.1). An encounter with a group of lifeforms
does not automatically indicate a combat situation, though there is always that possibility when dealing with wildlife. The
GM may use any excuse to initiate combat (the lifeform sees the vehicle as food, the vehicle intruded on its territory, the
lifeform considers the vehicle a threat to its offspring, etc.) that they wish, but should limit combat situations to lifeforms
that are actually capable of causing damage. During the course of the encounter, Biology Checks may be made to determine
vital stats on the lifeform group (for more on the Biology sub-discipline, see Chapter 3.8).
Lifeforms may be stunned and captured, to be sold off at a trade center later on. In order to do this, a vehicle must be
equipped with a stunner weapon or a Non-Lethal Weapons Delivery System, and an Industrial Manipulator or Industrial
Lifter Module. Additionally, the vehicle must have enough available cargo space to contain the lifeform. If these conditions
are met and the vehicle's occupants would like to pick up the lifeform, they may do so. Picking up a stunned lifeform adds
one minute to the transit. Lifeforms that are killed as a result of a combat action may be collected, but if the vehicle and its
occupants are from an Industrial Age or Starfaring Age society, a Refrigeration Module is also required.
If the result of the roll for the determination of the species encountered is a zero, then rather than having an encounter
with a lifeform, the vehicle either finds a ruin or comes across other vehicles. To determine which, the GM may roll 1d2,
with a result of one indicating a ruin and two indicating vehicles. Groups of travelling sentients can be substituted for
vehicles on planets with primitive populations (Metal Age or earlier).
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Vehicle encounters generally involve some interaction with a group of local sentients. An encounter with a vehicle group
can be handled similarly to an encounter with a group of ships in space (for details, see Chapter 8.3). When setting up an
encounter with another vehicle group, the GM should consider the current SI of the transiting vehicle and quickly compose
a group of encountered vehicles that come close to matching it (it's generally okay to go under or over the SI as long as the
group comes within 250 points either way; any amount substantially below that may be a very easy encounter should
combat ensue, while any amount substantially above that may be very difficult). Encounters do not generally mean
combat, though combat can occur in any given encounter depending upon the actions of the characters. An encounter may
simply be hailing and talking to aliens for a while (a good opportunity to advance a story and to get in some good role-playing). It
can also be a situation where the transiting vehicle just leaves, with the other vehicles not giving chase (though there's not
much fun in that). Of course, depending upon who has been encountered, combat may very well be an automatic result. In
case combat ensues, the GM can refer to the combat rules in Chapter 9. During the course of the encounter, Vehicle
Technology Checks may be made to determine vital stats on the group. In the event that a group of sentients is encountered
instead, an Anthropology Check may be made for the same purpose (for more on these sub-disciplines, see Chapter 3.8).
Vehicle encounters terminate either when there is sufficient space between all encountered vehicles (either they or the
characters leave the area) or are destroyed as the result of combat. Picking up the debris from destroyed vehicles functions
in the same way as mining (discussed later on in this sub-Chapter).
Ruins may contain nothing, or they might have a curio inside. Curios are classified in the same way as artifacts and special
technologies, except that they really serve no other purpose than to be picked up and sold off somewhere. They can provide
a little extra spending cash for a group, but are by no means a primary source of income. An Archaeology Check with a DC
of 75 is used to determine if a curio is found. If the Check is successful, the GM should roll 1d% and use the following table
to determine which specific curio may be discovered, using the information in Chapter 5.9 to determine the curio's size and
value.
Curio Discovered Via d% Roll
d% Result Curio
00-02 A Mulligan
03-05 Portazilla
06-08 Cute Doodad
09-11 Metal Ball
12-14 Rubber Widget
15-17 Quivering Lump
18-20 Throbbing Mass
21-23 Nice Thing
24-26 Wee Green Blobbie
27-29 Surprising Utensil
30-32 Oval Object
33-35 Pretty Picture
36-38 Strange Cloth
39-41 Bladed Toy
42-44 Blue Bauble
45-47 Octagonal Lens
48-50 Plastic Thing-A-Ma-Jig
51-53 Mobius Device
54-56 Spiral Tube
57-59 Buttoned Box
60-62 Glowing Disk
63-65 Humming Gizzy
66-68 Translucent Cube
69-71 Small Obelisk
72-73 Silver Gadget
74-75 Golden Globe
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Curio Discovered Via d% Roll
d% Result Curio
76-77 Pyramid Device
78-79 Armalcolite Relic
80-81 Frightening Apparatus
82-83 Complex Machine
84-85 Ticking Sphere
86-87 Adrynna's Gold
88-89 Amazing Artifact
90-91 Hot P.Y.T.
92-93 Pink Tube-A-Tron
94-95 Interesting Item
96-97 Red Herring
98-99 Precious Doodad
Picking up a curio requires the vehicle to have an Industrial Manipulator Module or Industrial Lifter Module, and enough
available cargo space to contain the curio in question. If these conditions are satisfied, the vehicle may pick up the curio at
the discretion of the vehicle's occupants. Picking up a curio adds one minute to the time of transit.
Once the mineral deposit has been identified, the GM will make a final d% roll for land vehicles or a 1d10 roll for sea
vehicles, dividing the result by ten and keeping any decimal. To this amount, the GM will add a bonus equal to the highest
Geology score divided by ten of any member of the vehicle's crew, again keeping the decimal. The final result is the size of
the mineral deposit encountered.
With the size and type of the mineral deposit determined, the GM may ask the vehicle's occupants if they wish to mine any
minerals. If so, the vehicle's occupants may pick up as much of the material as they wish, until either the deposit is
exhausted or the vehicle cannot carry any more cargo. For each 0.5 cubic meters of material mined, an additional minute is
added to the time of the transit.
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calculating fuel consumption and distance travelled for the final hour, the GM may either treat those extra minutes as a full
hour, or may perform the math necessary to get the final actual results.
An Example of Transit
Because there is so much that goes into a planetary transit, it seems unfair to not provide an example of how it’s done. The following is
a typical example of how a transit might work.
An Interstel starship lands on Koann III (α112x200, p5) to explore the ruins there as part of an ongoing campaign. Unfortunately, the
ship has landed at 57Nx64W, and the ruins are at 59Nx64W, so a jaunt out in the ITV will be needed. The GM has consulted their
notes on Koann III: it's a Liquid world with a gravity of 1.4G, with Moderate planetary weather. The GM also takes note of the
planet's 90% bio rating, 45% mineral rating with a Titanium, Antimony and Nickel lithosphere, and Arctic to Tropical planetary
temperature (knowing that information will be needed later on). Koann III is an Alpha Sector world, which means it has no set
lifeform list. The GM has elected to create a list for the planet using the procedure in Chapter 10.2.1 (opting to include lifeforms from
SF2), and has come up with the following list of lifeforms: Hot Fungus, Thorny Roller (a custom lifeform of the GM's own design),
Psychic Blaster, Single Leaf, Spinning Crab, and Sticky Fruit. Again, that information may be needed during the coming transit.
The GM decides to roll for the initial conditions on the planet. The GM rolls 1d5 and looks up the chart for initial terrain difficulty.
The result is a four, which for a Liquid planet indicates Easy Terrain, which will add 10 to the DC and 5 minutes to the trip. The GM
then rolls d% and looks up the chart for planetary weather conditions. The result of 03 is universal; clear skies, calm weather and no
modifications to DC or time. The GM logs these conditions, as well as a full fuel tank and empty cargo hold for the ITV.
Because the planetary gravity is 1.4 G, the distance between planetary coordinate degrees is 140 kilometers (1.4*100 = 140). Since
the vehicle will need to go two coordinates north, the final distance travelled will be 280 kilometers (140*2 = 280). This distance is the
same no matter which system the GM is using for distance calculation, since the movement is along a cardinal direction.
Checking their notes, the GM sees that an ITV has a top speed of 150 kph. The GM asks the vehicle's pilot how fast they wish to
travel to their destination. The Navigator decides to go at the ITV's top speed. The trip will take 1 hour and 57 minutes (280/150 =
1.86, 0.86*60=52, 52+5 (from the terrain) = 57), with a DC of 66 (280/5 (unit distance for a land vehicle) = 56, 56+10 (from the
terrain) = 66).
The ITV's Navigator has a Navigation of score of 250 with 20 of that in Vehicle Piloting, which equates to a 45 modifier to the
Check. The dice are rolled; the result is 06 for a total of 51. The six is a critical failure, increasing the time of the journey to 3 hours
and 54 minutes, and guaranteeing at least one encounter. Alas, since the Check has been made, the Interstel crew is committed to the
transit.
The ITV's Class Six engines give it a 30% base fuel efficiency. Since the weather is calm for the first hour and the terrain is Easy, the
ITV will use 1% of its fuel for every two distance units traversed, which for a land vehicle is five kilometers (this is all according to the
procedure in Chapter 8.1). So, the ITV will use 1% of its fuel for every 10 kilometers for the first hour. The ITV is moving at 150 kph,
so it'll traverse 150 kilometers during the first hour. Thus, it will use 15% of its fuel during the first hour, leaving it at 85% fuel
(150/10 = 15, 100-15 = 85).
The GM makes their roll for the first hour, coming up with a 27. Since this is the first hour, the throw will not affect the terrain or
weather. A lifeform encounter is indicated since the planet has a bio rating of 90% (27 < 90). Mineral deposits will also be found,
since the planet has a min rating of 45% (27 < 45).
The GM asks if anyone would like to make a Meteorology Check. Given their luck so far, the crew decides it might not be a bad idea.
The Check is made and is high enough to succeed, at which point the GM can report sunny skies. The GM then asks if the Navigator
would like to make a Stealth Check. Although the Navigator knows that the GM could force an encounter even if he succeeded, he
agrees to make the attempt. He has ten points in his Stealth score and (again) gets a +25 bonus for his Navigation discipline score.
The roll is made and comes up as 46, for a total result of 91 (46+25+10 = 91). The DC for the Check is the sum of the planet's bio
rating and the GM's roll, so the Check fails (90+27 = 117). A lifeform encounter is the result. The GM rolls 1d10, which comes up as
a six, indicating the fifth lifeform on the list. That's a Spinning Crab. The GM then rolls 1d5, which comes up as a two. Two Spinning
Crabs are encountered. After a couple of quick shots the crabs are stunned, with the ITV taking a small amount of damage in the
process. The players elect to pick up both crabs, which will add two minutes to the transit.
The GM then makes a fresh d% roll, which comes up as a 94, indicating a rare mineral. The GM must roll on the table in Chapter
5.8; this comes up as a sixty, indicating Platinum. The GM then rolls for the amount; 41 is the result, indicating 4.1 cubic meters of
Platinum. The Scientist amongst the players has a Geology score of 10, which will add one cubic meter to the find. So, the GM
informs the group that they have come across 5.1 cubic meters of Platinum and asks if they'd like to mine any of it. The group decides
to take three cubic meters of it, adding three minutes to the transit. At the end of this hour, the ITV is now holding two Spinning Crabs
(which have a volume of one cubic meter) and three cubic meters of Platinum, for five cubic meters total, leaving 45 cubic meters in the
hold. The ITV has 85% fuel remaining. Through lifeform pickup and mining, five minutes have been added to the transit, leaving 2
hours and 59 minutes until the ITV completes the transit.
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The GM now makes the roll for the next hour, which comes up as 33. Calm skies were indicated in the previous hour; the GM checks
the table to see if the terrain improves as a result. Unfortunately, it doesn't, and the terrain remains Easy. Checking the weather chart,
a roll of 33 still indicates calm weather, but not clear skies. The temperature is tropical (which is warm), so the GM rolls d2 to see
which condition applies; a result of one indicates Overcast skies. Since the conditions haven't changed from the previous hour, the GM
knows another 15% of the vehicle's fuel is gone, leaving 70%. The players decline the Meteorology Check but go for the Stealth Check.
The Check comes up as 90, which with 35 total bonus is just enough to overcome the DC of 123. The GM decides this is a good time to
penalize the characters for the prior botch, and rolls d10 to pick a lifeform. The result is eight, indicating the sixth lifeform on the list;
the roll of 1d5 comes up as four, so four Sticky Fruits are encountered. Not thinking about the impact it'll have on the transit, the
players snap up all four. Eight more cubic meters of space disappear. More importantly, four minutes are added to the transit. The
GM then rolls for minerals. 16 results, indicating the first listed mineral in the planet's lithosphere (which is Titanium). d% is rolled,
coming up as 79. A total of 8.9 cubic meters of Titanium are discovered. Since Titanium is a repair mineral, it’s valuable even if it
can't be sold off; the players snap up all of it, adding eight minutes to the transit. At the end of the second hour, the ITV has 70% fuel
remaining and 28.1 cubic meters of space left in its hold. The ITV is holding two Spinning Crabs, four Sticky Fruits, three cubic meters
of Platinum and 8.9 cubic meters of Titanium. A total of twelve minutes were added to the transit this hour, bringing the remaining
transit time to 2 hours and 11 minutes. Enough time has now been added to the transit to require an additional hourly roll.
The GM's roll for the third hour is a 70. This again is out of the range of values for improving the terrain, so the terrain remains Easy.
Weather-wise, a 70 indicates Heavy Rain, which is Heavy Weather. That's going to reduce the fuel efficiency to 1% per 1 unit
distance. The net result is that twice the amount of fuel will be burned this hour. The ITV is down to 40% fuel. Additionally, the
change in the weather tacks on 20 minutes to the transit. The Meteorology Check is performed and succeeds, but there's still no
damage from the weather. The Navigator makes his Stealth Check; 95 is the result, with the 35 bonus giving a total of 130. Alas, the
DC for the Check is 160 for this hour. The GM's combined d10 and d5 roll show an encounter with four spinning crabs. Combat is a
little more intense this time, but eventually all four crabs are subdued and collected, adding four minutes to the transit. Because the
GM's hourly roll was higher than the planet's mineral rating (70 > 45), no minerals are discovered this hour. At the end of this hour,
the ITV is down to 40% fuel and 24.1 cubic meters cargo space remaining. It's hauling 6 Spinning Crabs, 4 Sticky Fruits, three cubic
meters of Platinum and 8.9 cubic meters of Titanium. 24 minutes are added to the transit, leaving one hour and 35 minutes.
Fourth hour's roll is a 44. This does not worsen the terrain, and improves the weather back to Calm (Foggy is rolled). 15% fuel is used,
leaving the ITV at 25%. Additionally, since the weather has improved back to Calm, 20 minutes are subtracted from the transit. The
Navigator's Stealth Check comes up as 70, which with a 35 bonus results as 105, not enough to dodge an encounter. An encounter with
a single Thorny Roller results. After a fierce fight, the 2.5 cubic meter beast is subdued and captured, adding a minute to the trip. 9.1
cubic meters of Cobalt are discovered, another valuable repair mineral. The players pick it all up, adding nine minutes to the transit.
At the end of the fourth hour, the ITV is down to 25% fuel and 12.5 cubic meters of space remaining. It is hauling a Thorny Roller, six
Spinning Crabs, four Sticky Fruits, three cubic meters of Platinum, 8.9 cubic meters of Titanium, and 9.1 cubic meters of Cobalt. There
are twenty-five minutes left in the transit.
Since there are only 25 minutes remaining in the transit, it's time for the GM to make the final hourly roll. It comes up as 96, which
does not improve the terrain and indicates an Electrical Storm. This tacks on 30 minutes to the transit; there are now 55 minutes left.
More importantly, since the weather has become Severe, the fuel efficiency has dropped down again. Since this is the final hour, the
GM holds off of making the distance and fuel consumption calculation for the time being. The GM asks the characters if they wish to
make a Meteorology Check. They elect not to, and the GM has to inform the unlucky crew of the sudden change in the weather.
Checking the table, the GM sees that the storm will do 100 + 1d10x10 points of damage to the ITV; a d10 roll comes up as 2, so the
storm does 120 points of damage (2*10=20, 20+100=120). The Navigator performs a Stealth Check, but the GM's hourly roll is
high enough that a lifeform encounter is not indicated. Mineral deposits will not be discovered, either. No more time will be added to
the transit from either, so the transit is resolved this hour.
The GM realizes just how close the vehicle will be to being totally out of fuel and elects to do the math rather than just counting the
extra 55 minutes as a full hour. At a speed of 150 kilometers per hour, the vehicle would travel 137.5 kilometers during the last transit
(150 * (55/60) = 137.5). At a fuel efficiency of 1% per 5 kilometers, it'd take 28% of the vehicle's fuel to cover that distance (137.5/5
= 27.5, rounds up to 28). The ITV only has 25% of its main fuel tank remaining, but like all vehicles carries a 5% fuel reserve. The
ITV makes it to the ruins on the reserve, with 2% fuel remaining in the reserve tank. Getting back to the ship on that much fuel would
ordinarily be a major problem. Fortunately for this crew, they have a Planetary Teleporter and can use it to transport the ITV back to
the ship. Still, considering how close they cut it and how much damage was done to the ITV, maybe next time the crew will try to land
a little closer to their final destination.
Teleportation
The Starflight Universe contains some fairly remarkable technologies. Included in these are energy shields, laser weaponry,
and faster-than-light engines. Of all the technologies that appear in Starflight, however, perhaps none is more miraculous
than that of teleportation, or the instantaneous movement of objects from one place to another using technological means.
Teleportation is a very powerful technology; if abused, it can easily break a campaign. To help out the weary GM, this sub-
section will briefly discuss teleportation and how it relates to transit in general in SFRPG.
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There are three specific technologies within the game that allow teleportation: planetary teleporters, personal teleporters,
and teleportation booths (also known as Teleportation as a Service). All three of these technologies have one thing in
common: they can only be used to teleport objects from one point on a planet's surface to either another point on the
planet's surface or a point in orbit. No teleportation technology within the game should be allowed to teleport objects
much further than orbit, and those that do should have an exorbitant power requirement, be incredibly expensive (on the
order of a fully-loaded starship's cost), and be extremely rare and/or fragile to operate.
Teleportation technologies all require the operator to perform a Quantum Mechanics Check with a DC of 30. If the Check
succeeds, the teleportation is successful. If not, then something goes wrong with the process. In that event, the object being
teleported is not damaged. The operator must wait at least ten minutes before making a fresh attempt. This Check has
critical potential: in the event of a critical failure, there is a major malfunction with the teleportation equipment. Inanimate
objects being teleported are automatically destroyed. Living organisms being teleported in such a case take 10d10 points of
Lethal Damage, which cannot be mitigated by shields or armor. A Fortitude Save can be made to halve the indicated
amount of damage.
Of the three specific technologies mentioned, there are a few other limitations. Teleportation as a Service is only available
between communities of Large City status or greater. Planetary teleporters may only be used to transport a vehicle back to
its home location; they cannot be used to teleport the vehicle anywhere else on the planet's surface. Finally, personal
teleporters are very expensive and require the full charge of a Large Battery in order to operate. They are good for a single
teleportation before their batteries are drained; due to the rules regarding the recharge of batteries, a fresh battery must be
installed every time the device is used. GMs might find these limitations to be inadequate, depending upon how wealthy
their character groups are. In those cases, the GM is welcome to find other reasons to limit the amount of teleportation
that happens in their campaigns.
Interplanetary travel covers a lot of ground which may have nothing to do with moving in between planets at all. It may be
that a vehicle is simply launched into space, orbits the planet from which it launched for a time, and then descends back to
its surface. It may also be that a vehicle is launched for the purpose of travelling between a planet and one of its moons, or
perhaps the moons of two different planets. Still other vehicles may be sent on an investigation of some local phenomenon
in space such as a comet or asteroid. All forms of movement in space that remain within a star system are considered
interplanetary transit in SFRPG, and are subject to the same general rules. The most general case of interplanetary travel,
however, is movement from one planet to another planet in the same star system. Since all movement between points in
interplanetary space follows the same general model as movement from planet to planet, this general case will be discussed.
Where there are significant differences, they will be so noted.
Navigation within a star system isn't a whole lot different from navigation anywhere else. In order for a character group to
get to where they want to go, they have to first know where they are and be able to come up with a way to get there. That
means having a way of determining where exactly Point A and Point B are and figuring up the shortest path between them.
In the case of interplanetary travel, a quasi-polar coordinate system is used to determine the positions of objects within the
system. This coordinate system uses two coordinate sets, quadrants and orbital lanes.
Star systems can be divided into four quadrants, each representing exactly one quarter of the system. These quadrants meet
up at a common point in the exact center of the system's primary star and are placed along the plane of the solar equator.
Quadrants are designated numerically from one to four (or first to fourth, following the terminology used in this
discussion) counterclockwise around the orbital plane, with one quadrant arbitrarily designated as the first quadrant. (As
with planetary prime meridians, the designation and boundaries of the system's quadrants for a given system was determined at the
time the system was first cataloged, and by convention is always in the upper right-hand side of the system map). Travel time is
dependent upon which quadrant(s) the source and destination planets are located, as is the difficulty of the piloting Check
needed to move between the two planets.
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Each planet (or any other object that primarily orbits the sun) in a star system is located within its own orbital lane.
Traditionally, there are never more than eight planets in a star system in the Starflight Universe. However, there's no
reason why a star system in an SFRPG campaign can't have more than eight planets, if the GM wishes to create such a
system (for more details on star system creation, see Chapter 10.2.2). Orbital lanes may vary greatly in terms of absolute
distance from one to another (for example, the distance between Earth and Mars is (on average) only about half an AU, while the
distance between Saturn and Uranus is closer to ten AUs. In both cases, a starship or space vehicle would only move one orbital lane).
The orbital lane system assumes that travel between lanes are equitemporal (i.e. it takes the same amount of time to move
from one lane to the next), no matter the actual distance to the adjacent lanes; this is done to avoid a lot of complicated
math. Each object orbiting the system's primary will be in its own orbital lane. If a GM includes moons or other objects
orbiting around planets in their campaign, planetary orbital lanes are also employed to determine their location, with the
planet serving as the origin point. The moon will inherit the positional information from the planet it is orbiting for the
star system in general, with its planetary orbital lane listed afterwards. For example, a planet is located in the third quadrant
and fifth orbital lane. If there is a moon in the second orbital lane around that planet, the position of the moon is in the third quadrant,
fifth lane, second planetary lane within the star system. As with orbital lanes around a star, the distance between various orbital
lanes is not explicitly defined.
Calculating the distance between two planets in SFRPG can be done in one of two ways: a simple way, and a realistic way.
As usual, the trade-off between the two methods is ease of calculation versus travel difficulty and fuel/time consumption.
The GM should, prior to the onset of their adventure, select which method they'd like to employ.
To use the simple method, begin by finding the orbital lane of the desired destination and the orbital lane the vehicle is
presently in. Subtract the larger lane number from the smaller lane number. If the destination planet is in the opposite
quadrant, double the result. If the destination planet is in the same quadrant, halve the result (round up). The final result of
these calculations is the distance travelled, in orbital lanes.
The realistic system makes a general assumption about the positions of the planets within their quadrants; a planet is at
the exact midpoint of its journey through its current quadrant. This is done to simplify the trigonometry involved. The
realistic method involves translating the coordinates of the planet from the polar coordinate system used into a Cartesian
coordinate system. To do this, the value of the cosine and sine of 45 degrees (0.707 in both cases) is multiplied by the value
of the orbital lane. The result is the magnitude of the planet's location along both the x and y axis. Depending on which
quadrant the planet is in, the individual values of x and y can be positive or negative. In Quadrant I, both x and y are
positive values. In Quadrant II, x is negative while y is positive. Both values are negative in Quadrant III, while in
Quadrant IV x is positive and y is negative. For example, a planet is located in the third quadrant and fifth orbital lane. Five times
the sine of 45 is roughly 3.536. Since it's located in the third quadrant, the planet's coordinates are at (-3.536, -3.536) within the
system. Once the Cartesian coordinates of both the source and destination planets have been determined, the Pythagorean
Theorem (√(source x - destination x)2 + (source y - destination y)2) can be employed to calculate the distance. Round the result
to the nearest whole integer to get the final distance travelled in orbital lanes.
If moons are a part of the GM's campaign, it's generally assumed that in most cases the amount of time added or subtracted
for actually travelling out to the moon from its primary (the planet it's orbiting) is insignificant compared to the time it
would take to travel to the planet. For cases where a vehicle or starship wants to visit a moon orbiting another planet,
simply use the same travel time it would take to get to the planet. If the vehicle should happen to be orbiting a source
moon, use the travel time from the source planet to the destination planet. The only time that planetary orbital lanes are
used is if the vehicle is going from moon to moon around the same planet. In that case, the same methods that apply for
travelling between planets can be employed for travel between the moons; simply use the planet as the primary.
Interplanetary Transit
When a space vehicle breaks planetary orbit, the first thing the crew will need to do is plot a course to a destination. This
destination can be any point within the system or even out of the system (for more details, see Entering Hyperspace later in
this sub-Chapter). The coordinates of the destination can be compared with the coordinates of the ship's present position
(its source) to get information on how far it is to the destination (using one of the distance formulae discussed earlier in
this chapter), and how much fuel it will take to get to that destination (which was discussed in Chapter 8.1). In adventures
where the plot indicates the characters will need to go to a specific destination, the GM can have that information prepared
ahead of time. In situations where the GM is running a more open campaign, the players will tell the GM where they'd like
to go. The GM will then have to calculate the necessary information as rapidly as possible.
To travel within a star system, the vehicle's Navigator will need to make a Starship Piloting Check (this sub-discipline is used
even if the vehicle in question is not a starship). The DC of the Check is dependent on the amount of time required to reach the
destination. If a GM is incorporating it into their campaign, "terrain" may also have an effect on the DC.
The amount of time it takes to move between two orbital lanes within a star system is largely dependent upon how good
the vehicle's Engines are, and what level of technology is used for the vehicle's propulsion systems. Industrial Age societies
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can have interplanetary craft, though as discussed in Chapter 6.2, the transit times can be measured in years instead of
minutes (this is true for any spacecraft that is not equipped with a Sublight Engine). For the first orbital, the time is one
year. For each subsequent orbital, the amount of time is x2 years, where x is the number of orbitals to be traveled (e.g. three
orbitals would take nine years, four would take 16, etc.). The same times may be used to travel to moons orbiting the
planet the vehicle launches from, but the travel time is in units of days instead of years.
Starfaring Age space vehicles with a Class Seven Engine or better may or may not have Sublight Engines, while all starships
have them. Sublight Engines warp space in order to propel the vehicle, though nowhere near the degree necessary for
superphotonic travel. This warping allows a space vehicle or starship to move very quickly through local space without any
adverse effects from acceleration or deceleration on the craft's crew or superstructure. The speed of transit (that is to say,
the amount of time it takes) is solely dependent upon the Class of the Engine employed. For Class One Engines, it takes a
vehicle one hundred minutes to move from one orbital lane to the next. For each successive Class, it takes ten minutes less
(Class Two Engines require 90 minutes, Class Three Engines require 80 minutes, and so forth). For moonshots, a Class One Engine
will take ten minutes per planetary orbital lane, with each successive class taking an additional minute less.
Terrain phenomena may also have an impact on interplanetary transit. Interplanetary terrain phenomena were not part of
the original Starflight games, but a GM may add them to a campaign if they wish, either in order to be more realistic or to
spice things up a bit. The following table lists the potential effects of terrain on the difficulty of a journey through
interplanetary space, including any affects on the DC of the Starship Piloting Check. Unless a phenomenon is listed as
having a "system-wide" effect, the effects of the terrain only come into play if the GM determines that the vehicle will pass
within close proximity to the phenomenon (e.g. while a star may have both a Stellar Corona and a Stellar Photosphere, a vehicle
doesn't have to worry about it unless it gets too close, but a Neutron Star in the center is going to cause problems even if the vehicle
doesn't go anywhere near it.)
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Being in a star system when a hypernova or flare occurs results in instant destruction of the vehicle.
Hypernova /
N/A Post-hypernova star systems have a Black Hole in place of the hypernova on subsequent visits,
Stellar Flare
whereas post-flare systems have a normal star.
Note that if a star system is located in a Nebula, any terrain effects from the Nebula will also apply to the entire system
regardless of whatever else is in the system. For more on nebulae, see Chapter 8.4.
Once the distance to the destination has been calculated, simply multiply the distance by the time indicated for the
vehicle's Engine Class (for vehicles not equipped with Sublight Engines making interplanetary transit (not for moonshots),
convert the time indicated into months first by multiplying by ten). The final result is the amount of time needed to make
the journey. Take this result and divide it by ten, and add to that amount any modifier from terrain features and the
amount of any Engine damage the vehicle currently has. The final result is the DC of the Starship Piloting Check needed to
make the journey.
If the Check succeeds, the vehicle proceeds to the destination without incident. If the Check fails, however, the vehicle will
take an additional amount of time to reach its destination equal to the degree of failure. This Check has critical potential: in
the event of critical success, the vehicle will arrive at its destination early by an amount equal to the degree of success
(minimum 10 minutes). In the event of critical failure, the Navigator gets the vehicle lost and as a result the journey takes
twice as long as it should have. Additionally, the vehicle will have one encounter which cannot be negated by the
Navigator's Stealth score (see below).
Let's say the captain does the odd thing and decides to make planet D the next stop on the itinerary, and further assume the
Navigator's Starship Piloting Check was successful. Using the simple count, planet D is 480 minutes away. That's eight hours total.
The GM thinks that seven of those hours will be in open space, with one hour near the star; that's seven hours in Very Easy terrain
with no weather, and one in Moderate terrain with no weather. Checking the fuel efficiency table, the GM sees little difference between
those two conditions, and so decides to go with the listed Very Easy efficiency of 1%/2 for the entire journey. The ship is only going 4
orbitals, so only 2% of its power will be needed for the journey (or 0.2 cubic meters of fuel). If real count had been used, 5% of its power
(0.5 cubic meters of fuel) would've been required instead.
While the Vehicle's Navigator is making their Starship Piloting Check to navigate through a star system, the GM will make a
concealed Check of their own, with the DC of the Check equal to the Navigator's Stealth sub-discipline score. If the GM's
Check succeeds (if they roll higher than the Stealth score), the vehicle will have an encounter in space. Other factors may result
in an encounter within a star system. If the Navigator fails the Starship Piloting Check critically, an encounter is automatic.
Finally, should the destination be the homeworld of a species, an encounter is automatic. In any event, a vehicle will not
experience more than one encounter after making the Starship Piloting Check.
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If an encounter is indicated, the GM will need to determine who or what exactly has been encountered. This needs to be a
logical decision based upon whose territory the vehicle is currently located in. Information on the territorial holdings of
Starfaring Age races can be found in Chapter 2.2 and Chapter 2.3. Should the encounter happen in an unoccupied system,
the GM may make a choice as to who has been encountered; this is a good opportunity to roll out the more unusual craft,
such as Minstrels, Mysterions, the Enterprise, Interstel Police, etc. The GM may also choose to ignore the encounter, though
there's not as much fun in that.
When setting up an encounter, the GM should consider the current SI of the vehicle and quickly compose a group of
encountered craft that come close to matching its SI (it's generally okay to go under or over the SI as long as the group comes
within 100 points either way; any amount substantially below that may be a very easy encounter, while any amount substantially
above that may be very difficult). Encounters do not generally mean combat, though combat can occur in any given encounter
depending upon the actions of the characters. An encounter may simply be hailing and talking to aliens for a while (a good
opportunity to advance a story and to get in some good role-playing). It can also be a situation where the PC vehicle just jets off,
with the other craft not giving pursuit (though again, there's not much fun in that). Of course, depending upon who is
encountered, combat may very well be an automatic result. In case combat ensues, the GM can refer to the combat rules in
Chapter 9. During the course of the encounter, Starship Technology or Vehicle Technology Checks may be made as appropriate
to determine vital stats on the opposing group (for more on both of these sub-disciplines, see Chapter 3.8). Encounters
terminate either when there is sufficient space between all encountered craft (either they or the characters leave the area) or
are destroyed as the result of combat.
Being able to transit between planets in a star system is all well and good, but some very advanced space vehicles (not to
mention starships) are designed for travelling between star systems. It's therefore obvious that at some point a vehicle may
be required to leave a star system and enter another. The mechanics of what happens in between the point the vehicle
leaves a system and enters another is discussed in the next sub-Chapter. This section discusses what happens when a
vehicle first enters a star system, and how a vehicle goes about leaving one.
For navigational purposes, "hyperspace" is always considered to be located in the outermost possible orbital lane of all star
systems (for traditional Starflight campaigns, this would be the "ninth" orbital lane; for custom campaigns, it's in the lane
immediately following the object furthest from the system’s primary if there are more than eight objects in the system, or the ninth
orbital lane otherwise). To enter hyperspace from within a star system, the craft's Navigator simply sets a course for the
hyperspace orbital lane. Hyperspace is considered to be in all four quadrants of a star system simultaneously. While
technically a course to hyperspace can be set in any of a star system's quadrants, most of the time it's safe to assume that
the vehicle will try to stay in the same quadrant when heading out-system (for the sake of saving time, difficulty and fuel,
obviously). Transition to hyperspace (and therefore interstellar travel) is automatic upon reaching the hyperspace orbital
lane.
Leaving hyperspace is a little more complicated (but not much). Upon reaching the system's coordinates in hyperspace,
transition to normal space and interplanetary travel is automatic (as with entering hyperspace). If the GM was paying
attention as to what direction the craft approached the system from, they may merely place it in an appropriate quadrant
(for example, a starship enters a system. It approached the system travelling from upspin and coreward, so it'll probably enter the
system in the downspin/outward side of the system, which corresponds to the third quadrant). Should the vehicle approach from a
cardinal direction, the GM may place the vehicle in either of the appropriate quadrants at their discretion, or roll 1d2 for
placement with a result of two corresponding to the higher numbered quadrant. If the GM wasn't paying attention,
however, they may still roll for the craft's position at random using a roll of 1d5. The GM simply places the vehicle in the
quadrant corresponding to the outcome of the die roll. If the result of the roll is five, the GM may either roll again or simply
place the craft at random. In all cases, the craft's position upon entering the system is the hyperspace orbital lane, in the
quadrant indicated.
The positions of all planets and other objects located in the system will also need to be established (preferably prior to when a
vehicle first enters the system, though it's okay to establish positions at the time of the vehicle's entry). Presumably, the GM has
prepared the system beforehand with information on what is located in each orbital lane within the system, as well as
specifics about those objects (information on planets, severity of radiation belts, etc.). Star system creation is quite complex
and should not be attempted on the fly; not having that information prepared beforehand is a major oversight on the part
of the GM. If the GM is conducting a traditional Starflight campaign in either the Alpha Sector or the Delta Sector, the
Starflight One and Two Surveys (both available on the Starflight III wiki, at http://wiki.starflight3.org) are great sources of
information compiled by a team of dedicated fans (as a note, though, the surveys were used to collect information on planets, and
there are a number of systems in the original games that had no planets orbiting them; for full details, see Chapter 12.4.1). Any GM
would do well to use the information contained in the surveys. Information on the creation of custom star systems (and
even full Sectors) is located in Chapter 10.2.2. To establish the exact quadrant position of objects orbiting the system's
primary, the GM may either place objects in the system at their own discretion, or use a 1d5 roll to establish positions. If
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using a die roll, simply place the object in the quadrant indicated. On a result of five, the GM may either use their own
discretion, or simply roll again.
Occasionally, the GM will need to move objects in a given star system. Largely this entails making a decision as to whether
or not an object has moved into a new quadrant or not. Generally, the GM should consider moving objects if more than
fourteen days have passed inside the campaign's own game time. Any vehicle that re-enters the system prior to that time
should find the planets in the exact same positions they were in the last time they visited the system. GMs may use their
discretion to move objects around the system. Generally, objects closer to the sun will have moved further than objects
further away from the sun (it's conceivable that a planet closer to the sun will have moved two quadrants in two weeks, while it's
unlikely the eighth planet will have moved). The GM may also make a 1d5 roll for new positions, either rotating the object
counterclockwise around the system a number of quadrants equal to the result of the die roll or by simply putting the
object in the quadrant indicated (if rolling for positions, the GM should pick one of these two methods and stick to it). In both
cases, the GM should either make a random selection or roll again on a result of five.
Most space vehicles at some point or another have to return to a safe haven to refuel and replenish vital supplies, such as
water and carbon dioxide scrubbers. Rotating the crew (and possibly passengers) is also an important job of a space vehicle
(all vehicles, actually). While some of the most advanced vehicles may have teleporters installed, for most space vehicles this
can only be accomplished on the surface of a planet. It's therefore important to know what's involved in descending to a
planet's surface and what's involved in the ascent from the surface.
Orbiting a planet or other space object (like a star or moon) is as simple as keeping a vehicle moving fast enough to
compensate for the pull of the object's gravity. If the vehicle is moving too quickly, it will break its orbit and shoot out into
space. Too slowly, and the vehicle's orbit will decay, resulting in atmospheric entry (assuming the object has an
atmosphere). Maneuvering into orbit has been factored into the Check for arrival at a destination after interplanetary
transit (assuming the destination is a body that can be orbited, such as a planet, moon, star, etc.), and thus orbit is established
automatically. Orbit is also factored into the Check for a launch, and is also automatically achieved after a successful
launch from a planet or moon (as described below).
An orbit usually cannot be maintained forever, though if it is stable it can be maintained for a long time without a boost.
The key factors in maintaining an orbit are the density of the planet's atmosphere and its gravitational pull, though other
space terrain (such as rings in the path of the vehicle's orbit) can cause an orbit to degrade prematurely. To determine how
long a vehicle can maintain a stable orbit around an object, subtract the planet's gravity from 28. From this result, an
additional amount is subtracted depending on atmospheric density. If the object has no atmosphere, no amount if
subtracted. For each subsequently thicker atmospheric density category, subtract one. Finally, if the vehicle was launched
from the object in question, halve the remaining amount. The final result is a number of days that an orbiting vehicle can
maintain a stable orbit before it finally decays to re-entry. Orbital decay can be prevented by occasional booster thrusts of
the vehicle's maneuvering thrusters. This is accomplished using a Starship Piloting Check, with a DC of 15. If the Check is
successful, the vehicle returns to stable orbit with its time until re-entry reset to full. Should the Check fail, nothing
happens. Only one attempt at a boost may be made per day (24 hour period).
Attempting to land a vehicle on the surface of a space object is always a risky proposition; there are many things that can
go wrong during the course of a landing. Some of these things can even be fatal if enough goes wrong. A successful landing
is never a given, even for something as large as a starship. When a vehicle's crew decides that they would like to land, they
must first inform the GM of the planetary coordinates (see Chapter 8.2) at which they'd like to set down. A Starship Piloting
Check must then be made for the vehicle's descent. The DC of the Check is dependent upon both the object's atmospheric
density and the object's gravity. The modifiers for atmospheric density are listed in the table below. Add to the amount
indicated in the table an amount equal to ten times the object's gravity. If the vehicle has any Engine damage, add that to
the DC as well (if the vehicle is making an uncontrolled descent, treat it as though the Engines are destroyed and add 100
to the DC). The final result is the DC of the Check.
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If the Check succeeds, the vehicle makes a successful descent to the coordinates indicated. At that point, intraplanetary
transit begins (see Chapter 8.2); the vehicle may go ahead and land at the coordinates indicated or, if it has maneuvering
capabilities within the atmosphere, it may fly to another position on the planet's surface. Should the Check fail, a descent
still occurs but the vehicle will take damage in the process. The amount of damage will equal ten times the degree of
failure, which may be multiplied if the atmosphere of the object in question is particularly thick. The damage is doubled for
moderate atmospheres, tripled for thick atmospheres, and quadrupled for very thick atmospheres. The Check has critical
potential: in the event of a critical failure, a successful descent does not occur and the overall damage from the descent
attempt is doubled.
Launching from the surface of a space object entails a lot of the same risks as landing on the object, and it can also be fatal
if enough things go wrong. The procedure for launching from a space object is the same as attempting to land; only a few
particulars are different. Launching requires a Starship Piloting Check, with the DC determined in the exact same manner as
that for landing. A successful Check indicates that the vehicle has successfully transitioned into a stable orbit around the
object. A failed Check indicates a successful transition to orbit, but there is some damage to the vehicle in the process. The
amount of damage is determined the same way as for a failed landing Check. The orbit is also not entirely stable; it will
decay after one hour. The Check has critical potential: in the event of a critical failure, a successful ascent does not occur
and the overall damage from the attempt is doubled. If the vehicle survives the damage, it will be in a Stall within the
atmosphere (for details on stalling, see Chapter 9.3). The vehicle will have to successfully recover from the Stall before any
additional attempt at launch is made.
Not all objects in space are safe for space vehicles to launch from or to land on. There are some objects out there that
simply have too much gravitational pull for a vehicle's descent thrusters to slow sufficiently for a safe landing, or too dense
of an atmosphere for the vehicle to be able to withstand the dynamic pressure of launching and landing. For purposes of
gameplay, all objects with a gravitational pull of eight gees or greater fall into this general "unsafe" category. Any attempt
to land on one of these objects (or launch from one of them) is instantly fatal. A GM should remind players of this fact if
they say they want their characters to land on such a world.
Launching and landing both burn a fair amount of fuel, usually more than one can expect to burn during the course of
travelling through a star system. Fuel consumption during launch and landing is solely dependent upon the object's gravity.
If real count is being used, a launch or landing will consume 0.25 cubic meters of fuel per gee of gravity. Assuming that the
object does not have an integer amount for its gravity, the GM will need to calculate the exact amount used. If simple
count is being used, 1 fuel unit (or 10%) is burned for up to two gees of gravity. An additional fuel unit is burned for each
extra two gees of planetary gravity. Any vehicle that attempts takeoff without sufficient fuel automatically critically fails
the launch attempt, while any vehicle attempting to land without sufficient fuel may make the attempt at an uncontrolled
entry.
In the Starflight Universe, there are three methods of traveling between the stars. The first and most common is
hyperspace travel. The second is through the use of "flux nodes", and the third is through the use of jump pods (which
function like fluxes but can be used arbitrarily).
Travelling through interstellar space isn't that much different from travelling on a planet's surface, or for that matter
travelling through interplanetary space. In order for a character group to get to where they want to go, they have to first
know where they are and be able to come up with a way to get there. That means having a way of determining where
exactly Point A and Point B are and figuring up the shortest path between them. Starflight uses a two-dimensional
Cartesian-style grid system for interstellar navigation (while space is three-dimensional, not much would be added to the game by
the addition of a third dimension, though GMs are more than welcome to do so if they want to take the time to incorporate it, as
discussed under Special Topics later in this sub-Chapter). There are four principle travel directions along the grid: upspin
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(increasing y-axis), downspin (decreasing y-axis), outward (decreasing x-axis), and coreward (increasing x-axis). (NOTE:
Technically, this system is a polar coordinate system, since coreward always points towards the galactic core. However, with the way
the system is used, it's easier to think of it as a Cartesian system).
The space between stars covers too large of an area for any GM to cover in the course of a single campaign (to be sure, it's
unlikely that a GM would ever be able to cover the entire universe over multiple campaigns simply because no one knows or can truly
fathom just how vast the universe actually is). In order for meaningful travel between the stars to take place, space has to be
parceled out into more manageable volumes (or areas in the two-dimensional case of SFRPG). For the Starflight Universe,
the base unit of area used for interstellar travel is the Sector.
All Sectors are square regions exactly 250 parsecs in length and width, covering a total area of 62,500 square parsecs.
Accordingly, sectors are divided into 250 unit coordinates along both the upspin/downspin (y=) axis and the
coreward/outward (x=) axis. These unit coordinates are also known as hyperspace coordinates. Each integer change in a
hyperspace coordinate while traveling along an axis equates to one parsec traveled along that axis. Coordinates of objects in
interstellar space are listed as an intersection of the x= coordinate and the y= coordinate; each intersection indicates an
area of one square parsec. This is a large area and can contain a number of stellar bodies. If there is at least one star within a
square parsec, there's a star system located at that intersection. In that case, the largest star within the intersection is
considered the primary star.
All sets of stellar coordinates listed throughout SFRPG follow the convention of Sector, followed by x-coordinate and
ending in y-coordinate. Sector designations are always listed in Greek lowercase letters. Thus, all Alpha Sector locations are
preceded with the Greek alpha (α), while all Delta Sector locations are preceded with the Greek delta (δ). Should a GM
decide to build their own Sector, they should follow this convention. From this system, one can easily gather from the
coordinates of Arth (α125x100) that Arth is in the Alpha Sector, at x=125 on the outward/coreward axis, and y=100 on
the upspin/downspin axis (or roughly at the center-point of the sector). Additional information (such as orbital lane of a
planet and/or surface coordinates) may be listed after the coordinate set.
As with most of the methods of determining distance employed in SFRPG, there are two ways of determining how far a
starship must travel when transiting between two points in interstellar space. Following the conventions established earlier
in the game, these methods are known as simple distance and real distance, and there is a trade-off in using one method
over another.
To employ simple distance, a GM simply adds the change in the x-coordinate to the change in the y-coordinate. These
values should always be treated as positive, even if a ship is travelling downspin, outward, or both. For example, a starship
wants to move from the Arth system (α125x100) to the nearby system at α123x105. The change in x-coordinate would be -2 (123-125
= -2), which would be treated as 2. The change in y-coordinate would be 5 (105 - 100 = 5). Using simple count, the distance travelled
would be 7 hyperspace coordinates (2 + 5 = 7). Simple count has the advantage of being quick to calculate and is best used in
situations where a player group decides to go somewhere the GM didn't anticipate.
Real Distance, as the name implies, utilizes the algebraic distance formula. Since all points in interstellar space have an x
and y coordinate, changes in x and y will form the legs of a right triangle. The distance between the source and destination
coordinates can therefore be calculated using the Pythagorean Theorem. To use real distance, calculate the change in x and
y as in simple count. Square both values, add them together, and take the square root of the result to find the final answer,
which should be rounded to the closest integer. Using the simple count example, the change in x is 2 and the change in y is 5. We
square both changes and get four and 25 (2 x 2 = 4, 5 x 5 = 25). Adding them together, we get 29. We take the square root of 29 and
round it to the closest integer, which is 5 (√29 ≈ 5.385, rounds to 5). Real count, aside from being more realistic, saves the
characters distance and ultimately lowers the DC of the Astrogation Check needed to travel using hyperspace (as discussed
later in this sub-Chapter).
Special Topics
The above rules for calculating interstellar coordinates and distances cover the vast majority of situations that come up
within a normal adventure. However, there may be GMs out there that want to create campaigns on a much grander scale
than a single Sector (or even a small number of Sectors). For those out there with the gumption to create such a "mega-
campaign", this sub-section deals with special topics that may come up.
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The galaxy's 738 million-some-odd square parsecs are first divided into four Quadrants, known as Alpha, Bravo, Charlie and
Delta (each covering one quarter of the galaxy; by convention Earth's solar system is located along the mid-line of the Alpha
Quadrant). Each of these Quadrants is divided into five Sub-Quadrants, which are numbered one through five. In each Sub-
Quadrant there are 25 Sector Blocks, which are designated by letters in the Latin alphabet (skipping the letter Q). Finally,
within each Sector Block there are 24 Sectors, designated by the letters of the Greek alphabet as has already been discussed.
Because all 24 Greek letters are used within a single Sector Block, there are 500 occurrences of each Sector name (i.e. there
are, in fact, 500 Alpha Sectors and 500 Delta Sectors in the Milky Way galaxy alone). More often than not, only the final Sector
letter (the lowercase Greek) is considered in a discussion about a given Sector. This is usually an acceptable practice, as any
two Sectors with the same Sector designation are thousands of light years from each other. As a rule, it's assumed that any
one talking about a Sector is talking about the one within the local Sector Block. Of course, anyone can be more specific if
they feel it's necessary, but the need doesn't arise as often as one would expect.
In the case of the Starflight Universe, there hasn't been a great deal of space exploration completed by the people of Arth by
the end of Starflight II (for that matter, there isn't much evidence of large amounts of exploration outside of Earth's Sector in the
original games, though there is a reference to the Omega Sector in one planetary message in SF1). Because of this fact, Interstel
crews are generally talking about a very specific set of Sectors when they are mentioned at all. In SFRPG, all references to
the "Alpha Sector" refer to the Sector which houses Arth (the Starflight I starmap), while all references to the "Delta Sector"
refer to the Sector which is the native Sector of the ancient Leghk race (the Starflight II starmap). These two Sectors are not
in the same Sector Block (they may not even be in the same Sub-Quadrant); Earth (and therefore Arth) is in the Orion arm of
the galaxy, while the "Delta Sector" is much closer to the Galactic Center. Because the position of the Delta Sector is not
explicitly defined anywhere in the Starflight Universe, the actual distance between the two Sectors is unknown. Rapid
transit between the two is only possible due to the existence of an inter-Sector flux.
How a GM chooses to handle what happens when a ship reaches "the edge of the map" (or, perhaps more accurately, a
ship's crew sets a course outside the boundaries of the current Sector) is entirely up to them, but it is something that they
should decide upon before an adventure or campaign begins that is set in deep space. Perhaps the best way to handle it is to
have the ship get Lost the moment it leaves the Sector ... the Navigator has no definite points of reference with which to
get their bearings. Travel times could steadily increase until there's no hope of retrieval. This mechanism will likely deter
particularly brazen crews from trying to fly past the Sector's borders more than a few times.
The folks making the Starflight Remake have their own mechanism for what happens when a ship flies past the edge of the
map. In the Remake, the ship encounters a gigantic interstellar robot, which proceeds to bend it like a metal bar and swipes
all of the ship’s cargo pods. A GM is welcome to incorporate a similar encounter into an SFRPG campaign: all of the ship's
pods are removed whether expendable or not, the ship takes 250 points of systems damage, and the Engines are
automatically destroyed.
Of course, there is nothing preventing an enterprising GM from creating the map for the adjacent sector and allowing the
ship to simply fly from one Sector into another. In those cases, movement between the two Sectors is likely going to
require the GM to refigure what one Sector's coordinates will be in relation to the other Sector (e.g. a starship moving into a
Sector from coreward might have a source x- coordinate of something like 350 or so). This can be a rewarding experience, if the GM
really wants to take the time to create their own Sector. For more on creating Sectors, see Chapter 10.2.2.
Three-Dimensional Sectors
For those GMs wishing to incorporate three-dimensional sectors into their campaign, a third travel axis is required (the z-
axis). This incorporates two new travel directions, upplane (increasing z-axis) and downplane (decreasing z-axis). The
right-hand rule is used to determine the direction of upplane: if one were looking down at the galaxy and the galaxy is
spinning counter-clockwise, any ship above the galactic plane that moves away from the galaxy is moving upplane, while
any moving towards the galaxy is moving downplane. The incorporation of the z-axis will require an additional set of
coordinates for objects in interstellar space (for example, Arth's position in a 3-D sector might be described as α125x100x150). All
real distance calculations will require the addition of the z-term to the equation.
On average, the Milky Way galaxy is a little over 300 parsecs thick. The easiest way to handle this with a three-d sector,
therefore, is to just extend the z-axis up to a maximum of z=300. More recent observations would suggest the galaxy has a
maximum thickness of roughly 4600 parsecs. If the GM would rather go with that figure, the easiest combination that
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yields exactly 4600 parsecs is twenty-three sectors, each 200 parsecs in thickness and stacked one on top of the other.
Naturally, a GM is welcome to extend their Sectors into the third dimension as much as they wish.
Intergalactic Travel
Intergalactic travel is a topic that has not yet been broached in the Starflight Universe. In the event that a GM would like
to set an adventure or campaign in another galaxy, Greek uppercase letters would be used prior to the Sector designation to
denote which galaxy was being referenced. The Milky Way Galaxy would be designated by the Greek capital alpha (Α).
Multiple Greek uppercase letters can be used to designate a galaxy if absolutely necessary (though hopefully a GM will
limit the scope of their mega-campaign to just a few local galaxies at the very largest). In intergalactic space, "coreward"
always points towards the Milky Way, while within another galaxy, "coreward" points towards the center of said galaxy.
For 3-D campaigns, upplane and downplane are determined relative to the plane and spin of the Milky Way, regardless of
the current galaxy.
Hyperspace Travel
When a starship's crew enters hyperspace, the first thing they'll need to do is plot a course to a destination. This destination
can be any point within the Sector, whether it corresponds to a star system, flux or other object (technically, the
destination doesn't have to be in the Sector, though there may be consequences if it isn't; see "The Edge of the Map",
above). The coordinates of the destination can be compared with the coordinates of the ship's present position (its source)
to get information on how far it is to the destination (using one of the distance formulae discussed earlier in this chapter),
and how much fuel it will take to get there (which was discussed in Chapter 8.1). In adventures where the plot indicates
the characters will need to go to a specific destination, the GM can have the information prepared ahead of time. In
situations where the GM is running a more open campaign, the players will tell the GM where they'd like to go. The GM
will then have to calculate the necessary information as rapidly as possible.
To travel using hyperspace, the ship's Navigator will need to make an Astrogation Check. The DC of the Check is dependent
on the amount of time required to reach the destination, as well as any additional effects that may come into play from
passing through nebulae along the route.
All starships and other superluminal vehicles rely on a Superphotonic Engine in order to use hyperspace. Superphotonic
Engines function along the basic principles of the Alcubierre drive, utilizing the unique high-energy low-radiation
properties of Endurium or Shyneum fusion reactions to produce a "warp bubble", which is more commonly referred to as
hyperspace. Spacetime is contracted in the direction of the ship's travel and expanded behind. This warping of spacetime
allows a starship to move through hyperspace without any local acceleration, thus allowing the ship to avoid the otherwise
catastrophic effects on the ship's crew or superstructure. Technically the ship isn't moving at all but it's not uncommon for
the effect to be called moving "through hyperspace" or "in hyperspace"; such inaccuracies are common when it comes to
faster-than-light terminology (for example, beginning a transit is called "entering hyperspace", while completing a transit is called
"leaving hyperspace"). The speed of transit (that is to say, the amount of time it takes for a ship to reach its destination) is
solely dependent upon the Class of the Engine employed. For Class One Engines, a starship will move a distance of one
hyperspace coordinate per hour. For each successive class, the ship may move an additional hyperspace coordinate per hour
(Class Two Engines move two coordinates per hour, Class Three Engines move three, and so forth).
As with interplanetary travel, terrain may have an adverse effect on interstellar travel, though there isn't as much in terms
of terrain in hyperspace. In the interstellar domain, the only terrain features that may occasionally affect interplanetary
travel are regions of dust, hydrogen gas and plasma in the interstellar domain, known as nebulae. Nebulae were very
common in the original games; a major feature of Starflight II was a nebula formed by six simultaneous supernovae, called
The Great Cloud Nebula. In the original games, nebulae had one big effect; they rendered most shields inoperable. The
same is true for all nebulae in SFRPG, though there are certain types of shields (known, fittingly enough, as nebula shields)
which may remain active in a nebula. In SFRPG, nebulae also inflict a -25 penalty to all Stealth Checks, and a +5 range
penalty in combat (see Chapter 9.1). For purposes of fuel consumption, nebulae have a Moderate terrain difficulty.
A GM may, if they so choose, add additional effects to nebulae. Some suggestions for possible effects are as follows:
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Once the distance to the destination has been calculated, simply divide the distance by the distance per hour indicated for
the ship's Engine Class. The final result is the amount of time needed to make the journey, in hours. For the DC, take the
distance and add to that amount any modifier from terrain features, as well as the amount of Engine damage the ship has
when making the Check. The final result is the DC of the Astrogation Check needed to make the journey.
If the Check succeeds, the ship proceeds to the destination without incident, though an encounter or two is still a
possibility (see below). If the Check fails, however, the ship will take an additional hour to reach its destination, plus an
additional hour for every five points in the degree of failure. This Check has critical potential: in the event of critical
success, the ship will arrive at its destination an hour early, plus an additional hour for every ten points in the degree of
success (minimum 1 hour). In the event of critical failure, the Navigator gets the ship Lost and as a result the journey takes
twice as long as it should have. Additionally, the GM may choose to begin an encounter when one wouldn't ordinarily
happen (see below for details).
Here's an example of how interstellar travel works. An Interstel starship equipped with Class Five Engines is headed out from Starport
Central (the Arth system, α125x100) to the colony at Heaven (α145x107). To make the journey, the ship must traverse 20 hyperspace
coordinates along the outward/coreward axis and seven hyperspace coordinates along the upspin/downspin axis. If the GM is
employing the simple method for calculating distance, the total distance traveled is 27 hyperspace coordinates (20+7=27) and the DC
of the Astrogation Check will be 27. Since the ship is using Class Five Engines, it will take 5.4 hours to reach the Heaven system
(27/5 = 5.4). How much fuel used depends, once again, on the system used. Class Five Engines have 25% efficiency, so it will either
take 4.32 cubic meters of fuel (27*0.16 = 4.32) if the GM is keeping track of fuel realistically, or 6 fuel units for simple count. If
however the GM is using the realistic method of measuring distance, the distance between the two systems is 21 hyperspace
coordinates (202+72 = 400+49 = 449; √449 = 21.1896, rounds to 21). The DC for the Check in that case is 21, which would take
4.2 hours to transit and use either 3.36 cubic meters of fuel or 5 fuel units.
Encounters in Hyperspace
Every now and again a ship moving in hyperspace might come within close proximity of another ship (or fleet) that is also
moving in hyperspace. When this happens, safeties on both ships (or fleets) kick in, which forces them to leave hyperspace
and causes an encounter. Encounters in hyperspace were incredibly important in the original games, since communication
with alien species was the mechanism through which most of the plot and puzzle solutions came.
Encounters in hyperspace occur with varying levels of frequency, based partly upon through whose territory a starship is
currently travelling. In SFRPG, the biggest factors determining how frequently a starship will have an encounter are the
distance of a hyperspace transit, and the Navigator's Stealth sub-discipline score.
Each hour a starship is in transit, the GM will make a d% roll and add to the result the distance of the current transit. The
final result is compared to the Navigator's Stealth sub-discipline score. If the GM's roll is higher than or equal to the Stealth
score, the starship will have an encounter during that hour of transit. If an encounter is not indicated but the ship's
Navigator critically failed the Astrogation roll for the transit, the GM may choose to allow an encounter anyway. The GM
may only do this once per critically failed transit. Since the GM's encounter Check is made per hour, a starship may
experience multiple encounters before reaching its destination. For fleets, use the lowest Stealth score of the multiple
Navigators within the fleet.
If an encounter is indicated, the GM will need to determine who or what exactly has been encountered. This needs to be a
logical decision based upon in whose territory the starship is currently located. Information on the territorial holdings of
Starfaring Age races can be found in Chapter 2.2 and Chapter 2.3. Should the encounter happen in unincorporated territory,
the GM may make a choice as to who has been encountered; this is a good opportunity to roll out the more unusual craft,
such as Minstrels, Mysterions, the Enterprise, Interstel Police, etc. The GM may also choose to ignore the encounter, though
there's not as much fun in that.
When setting up an encounter, the GM should consider the current SI of the fleet (considering a single starship as its own
fleet) and quickly compose a fleet of encountered ships that come reasonably close to matching the SI (it's generally okay to
go under or over the SI as long as the fleet comes within 500 points either way; any amount substantially below that may
prove to be a very easy encounter, while any amount substantially above that may prove very difficult). Encounters do not
generally mean combat, though combat can occur in any given encounter depending upon the actions of the characters. An
encounter may simply be hailing and talking to aliens for a while (a good opportunity to advance a story and to get in some
good role-playing, not to mention a good way for players to gain crucial information about a current adventure or
campaign). It can also be a situation where the PC fleet just heads off, with the other ships not giving pursuit (though
again, there's not much fun in that). Of course, depending upon who is encountered, combat may very well be an
automatic result. In case combat ensues, the GM can refer to the combat rules in Chapter 9. Encounters terminate either
when there is sufficient space between all encountered craft (either they or the characters leave the area) or are destroyed as
the result of combat.
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Fluxes
Hyperspatial fluctuations exist at certain points in interstellar space. These fluctuations take the form of stable
gravitational singularities known as flux nodes (or, more commonly, fluxes). Flux nodes exist in paired combinations joined
to one another via extra-dimensional stable wormholes, allowing a starship to instantaneously travel from one endpoint of
the flux to the other. Skilled Navigators can use fluxes as shortcuts through space, saving time and fuel in the process.
Fluxes tend to play havoc on a starship's navigational sensors. It takes an experienced Navigator to pick out a ship's
position immediately after travelling through a flux, and so trying to use fluxes should only be attempted by a Navigator
with a great deal of the prerequisite experience in interstellar navigation (meaning a high Astrogation sub-discipline score).
Those who lack the experience can get a starship hopelessly lost fairly easily.
To use a flux, a ship's Navigator need only to plot a course for the flux's position in interstellar space, just like travelling
between two stars. The ship will then instantly traverse to the other end of the flux. After making the transition, the ship's
Navigator must perform an Astrogation Check with a DC of 75. Success allows the Navigator to lock on to the ship's new
position instantly. In the event of a failure, the Navigator is Lost. The Navigator may proceed to the ship's destination
assuming an automatic critical failure of the Astrogation Check, or choose to remain in place in an attempt to find their
bearings. To find their bearings, the ship must remain in place for one hour before attempting a new Astrogation Check for
the flux transit. For each subsequent Check, the DC is lowered by five points. These Checks have critical potential: in the
event of a critical failure, the ship not only gets Lost, but something happens in the transition which sends the ship to a
random destination in the current Sector. The GM can roll for this random location with a pair of rolls, consisting of a d10
roll followed by a d% roll. The first roll sets the x coordinate, and the second sets the y-coordinate. The d10 roll sets the
"hundreds" place of the coordinate: 1-3 counts as zero, 4-6 counts as one, and 7-9 counts as two. Roll again if zero comes
up. Tack the hundreds place roll to the front of the d% roll. For example, a Navigator botches their post-flux Check. The GM
rolls d10 and d%. The d10 comes up as five (which counts as one), and the d% roll comes up as 38. The x-coordinate is therefore 138.
Now the GM rolls for the y-coordinate, coming up with 7 on the d10 roll (which counts as two) and 05 on the d% roll. The y-coordinate
is therefore 205, and the ship emerges from the flux at 138x205. In the event that the ship winds up outside the bounds of the
Sector (i.e. if the roll is high enough that the ship would exit the Sector), use the maximum coordinate bound of the Sector
as the coordinate value. If a star or flux matches the coordinates of the destination, the GM may either roll again, have the
ship enter the system, or give the players the option of entering the new flux.
Traditionally in the Starflight Universe, all fluxes allow two-way travel between a single pair of points (meaning that
someone who enters at one end can reach the other side, turn around, go back through the flux and wind up where they
were originally). Creative GMs who want to tackle the challenge of creating their own Sectors (see Chapter 10.2.2) might
decide to set it up so that only one-way travel is possible through a flux, or to have a flux with one entrance and multiple
exits. A combination of these features is even possible, making flux use significantly more hazardous. A GM who decides to
add these features to a custom Sector should be sure to denote flux type and endpoints when adding any flux to their
Sector.
Earlier, an Interstel starship with Class Five Engines was plotting a course between the Arth system and the Heaven system.
Calculation showed that, using the realistic method of determining distance, it would take 4.2 hours and 3.36 cubic meters of fuel (or
five fuel units) to reach the Heaven system on a direct course. It turns out there is a flux in the area, however, with its termini at
α128x105 and α146x112. Instead of flying directly, the ship could fly from Arth (α125x100) to α128x105, take the flux to α146x112,
then fly to the Heaven system (α145x107). This equates to three Astrogation Checks, two for hyperspace transit and one for the flux.
The first hyperspace transit is from α125x100 to α128x105. That's three coordinates along the x-axis and five along the y, a distance
of 6 hyperspace coordinates using realistic measure or eight using simple measure. The second is from α146x112 to α145x107, one
coordinate along the x and five coordinates along the y. That equates to a distance of five coordinates using realistic measure and six
using simple measure. With realistic measure, the total amount of time for the trip is going to be 1.2 hours for the first leg and 1 hour
for the second, or 2.2 hours total. 0.96 cubic meters of fuel (or two fuel units) is used for the first leg and 0.8 (one fuel unit) is used for
the second, for 1.76 cubic meters or three fuel units total. With simple measure, the trip takes 2.8 hours and uses either 2.24 cubic
meters of fuel, or four fuel units. Any way the GM slices it up, using the flux will save time and fuel, and will make the DCs of the
transit legs much lower. If the Navigator thinks they can make the DC 75 Check for the flux, it's definitely the best way to go.
Jump Pods
Jump Pods are a final method of travelling between the stars. A jump pod is an expendable starship accessory, one which
costs a whopping 20,000 SP, requires 15 cubic meters of fuel (15 fuel units), and can only be used once. Jump pods, through
a technique not entirely understood by Arth scientists, create a temporary artificial flux node from the ship's position to
any destination programmed into the ship's navigational systems. Jump pods can save a crew the tedium of actual
hyperspace travel, though there are some significant restrictions on their use which limit their actual usefulness. Only
Interstel and the Humna Humna have access to Jump Pod technology in the Starflight Universe; Interstel didn't gain access
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to the technology until they entered the Delta Sector in 4639, and the Humna Humna will only use them in a pinch, given
their fuel cost.
To use a jump pod, a ship must first have one attached. Jump Pods are expendable pods (see Chapter 7.2.2), so a starship
carrying them must have an expendable pod mount. The prerequisite amount of fuel (15 cubic meters or 15 fuel units) is
also required. If the ship doesn't have enough fuel, its crew cannot use the jump pod. Period. Shyneum must be used for
jump pods; Endurium cannot be used as a substitute fuel source.
If the ship has all of the prerequisite conditions satisfied, the ship's captain need merely to order the Engineer to make a
jump to a set of target coordinates. The Engineer will be required to make a Quantum Mechanics Check. This is an Opposed
roll; the GM will roll d% and add 50 to the result, which becomes the DC of the Check. If the Check is successful, the ship
emerges at the target coordinates. If not, then the ship winds up some distance away. The GM will make two d10 rolls; the
first indicates direction while the second indicates distance (for the second roll only, treat a result of zero as ten). A roll of
one on the direction roll indicates upspin of the destination. Each subsequent result rotates the direction 45 degrees
clockwise. On a result of nine, the failed Check is overridden and the GM places the ship at its intended destination. On a
result of zero, the GM may roll again or simply pick a direction at their discretion. The ship is placed at the indicated
number of coordinates away in the direction indicated. Should the destination point correspond to a star, the distance may
be shortened by one coordinate.
GMs going for a method more true to the original games may choose, instead of an opposed Check, to use a "semi-realistic"
method. It should be noted that it is nearly impossible for any GM to predict exactly where a crew will decide to travel
when they decide to use a jump pod, so preparing the information ahead of time is highly unlikely and as this method may
involve a great deal of math, its use can cause a major delay of a game. Nevertheless, this method is much closer to the
method used in SF2 to determine the chance of a successful jump than the opposed roll. To use the semi-traditional
method, the GM must find all stars that are located within seven hyperspace coordinates of the destination point, along
either axis. For purposes of this calculation, treat the x= and y= axis separately; the star's distance to the destination is the
larger of either the x or y values. For example, a star is located 5 coordinates downspin and 2 coordinates coreward of the
destination. For purposes of using a jump pod, the star is five coordinates away. Each star has an area of "influence", which serves
to lower the DC. A star one coordinate away has an influence of 20. Two away counts as 15, three as 10, four as 5, five as
2, and six and seven as 1. Tally up the total influence of all stars that affect the destination point, and subtract the final
total from 100. The final result is the DC of the Quantum Mechanics Check.
No matter what method is used to produce the DC of the Quantum Mechanics Check, selecting a star as a destination
automatically fails the Check. Instead of using a d10 roll for the distance, use a 3d10 roll instead (again, a zero that comes
up on any of these dice should be treated as ten instead of zero). Fluxes, on the other hand, can be targeted by jump pods
without penalty. If the crew wants to use the flux after selecting it as the destination, they merely have to indicate that
they wish to do so in order to travel to the other side.
While many modern scholars debate whether or not intertemporal travel is physically possible, it has been mentioned at
least three times in the history of Starflight. The first instance was that of Captain Max Zarfleen of the I.S.S. Intrepid, who
in an attempt to prevent his ship from being captured by the Uhlek ignited a pile of Endurium with a Black Egg, sending
the wreck of his ship into the past. The second was the visit the Elthar-Esh made to the past, 400 years before the events of
Starflight II. The final instance was the visit the I.S.S. Buttershark made to the past in 4640, as part of the events of
Starflight II. The final two instances were both made through the Delta Sector Anomaly (δ244x149), and both were to the
same time period roughly one million years in the past. Given that time travel has occurred in the Starflight Universe,
intertemporal travel should be considered physically possible in SFRPG.
Intertemporal travel can be used as a feature of an SFRPG campaign, but GMs are advised that this particular plot device
should be used sparingly (if it is used at all). Mucking around in time can cause all sorts of headaches as far as the events of
a campaign are concerned, to say nothing of what might happen to the universe at large (someone picks up a Poison Glider a
million years in the past and suddenly Arth is populated with Gazurtoid; things like that). Time travel tends to be overused as a
plot device in most science-fiction universes and so its use may not be as effective in a campaign as a GM might've hoped.
For those reasons, traveling through time in SFRPG has been designed to be as physically dangerous to life, limb and
property as possible while leaving it within the realm of possibilities.
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There are three general rules of time travel in SFRPG:
Other rules are specific to the situation (for example, whether or not time travel is round-trip or not is very dependent upon the
method used; blowing up one's own ship tends to be a one-way trip).
The Delta Sector Anomaly, which first appeared in 4190, is a flux that goes through time. It was originally created by the
Leghk one million years in the past and was supposed to be a temporary bridge which would allow the remnants of their
kind to escape the influence of the Uhl. Unfortunately for all involved, the Uhl Leghk seized control over the anomaly,
allowing the Uhl to shoot an offspring through to the future. This turn of events ultimately lead to the enslavement of the
Umanu and the extinction of the Lowar (not to mention a smaller number of dead Tandelou, who believed the Anomaly to
be the Great Eye of Thdok-Bryg-Ahhh, and were so overwhelmed by its beauty that they flung their ships into it, never to
return).
GMs may decide to make a visit to the Delta Sector's past part of an adventure or campaign. If so, they should be aware of
the following changes to the sector's configuration.
1. The only race living in the Delta Sector's present that also lives in the past is the Dweenle. They have the same
homeworlds and occupy the same corner of the Sector. All other races, Starfaring Age or not, are not present. The
remainder of the sector is Uhlek territory; they have no homeworlds of their own. Some of the few remaining
sane Leghk may or may not be found at the Halls of Memory (δ131x219, p2, 26Sx135E).
2. The Great Cloud Nebula is not present in the past. Six G-type star systems are present instead, located at
δ125x137, δ125x140, δ126x138, δ126x139, δ127x138, and δ127x140. The Uhl is located at δ126x139, p2.
3. Ships in the past use Endurium instead of Shyneum (Shyneum won't be created until the formation of the Cloud
Nebula).
To use the Anomaly, a ship first needs to fly to its coordinates, just like flying to any other point in hyperspace. Using a
jump pod to travel directly to the Anomaly is possible, though the odds of actually hitting its coordinates via a jump pod
are very low using the semi-traditional method (for rules on travelling in hyperspace and using jump pods, see Chapter 8.4). As
with flux destinations, landing on the Anomaly via jump pod won't automatically trigger travel through it.
Travelling through the Anomaly will consume fifty cubic meters of Shyneum (fifty fuel units). If a ship doesn't have
enough fuel to complete the journey, the GM should assume that the ship is out of fuel upon reaching its destination, and
that it travelled through the Anomaly with its shields down. Since this is obviously a bad situation to be in, the GM should
warn the players any time they attempt to use the Anomaly with insufficient fuel.
Unlike flying through a flux, travelling through the Anomaly carries no risk of getting Lost (no Astrogation Check is
necessary once the ship has finished transit). Instead, any ship flying through the Anomaly risks significant structural
damage. To minimize this risk, the ship's Navigator must perform a Starship Piloting Check with a DC of 150. Success
means the ship will proceed through the Anomaly unscathed. In the event of a failure, the ship suffers five points of
damage for each point of the degree of failure. This Check has critical potential: in the event of critical success, only half
the normal amount of fuel will be consumed in traversing the Anomaly. In the event of critical failure, the damage is
increased to ten points for every point of the degree of failure. Damage inflicted by the Anomaly is the same as normal
combat damage (see Chapter 9.4), so raising shields before proceeding through the Anomaly may substantially curtail the
amount of permanent damage done to the ship. Provided the ship survives the trip, the crew will either find themselves one
million years in the Delta Sector's past or back in the present, depending upon what time period they were in when they
entered the Anomaly. The Anomaly cannot be used to travel to any other time period.
The Intrepid
Around 4620, there were some rumors of a highly classified project known as "Flying Dutchman". According to the rumors,
the remains of a prototype Interstel starship, the I.S.S. Intrepid, had travelled back into the past. Though the ship was adrift
and contained no useable technology, the captain's logs were found intact. Among those logs were the reasons why an
attempt was made to send the ship through time (to prevent the capture of valuable technology the ship was carrying,
none of which evidently survived the journey) and how the attempt was made. Some discrepancies exist in the rumors (for
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example, apparently the ship's origin time was the eleventh month of 4620), which substantially reduces their credibility.
The method of time travel employed by Captain Max Zarfleen of the I.S.S. Intrepid does a bang-up job. Literally. It's not
recommended for those adventurers who want to continue living, as this method causes a significant amount of systems
damage to any ship upon which it's tried.
To employ the Intrepid method of time travel, two things are required: a Black Egg, and a pile of Endurium. The minimum
amount of Endurium required for this method is ten cubic meters, which will send the ship (or its remains) approximately
one month into the past. For each additional ten cubic meters of Endurium used, the ship will travel another month into
the past. The only limit on how much Endurium can be employed (and therefore how far back in time the ship can go) is
the amount of Endurium the ship can hold at any given time. Shyneum cannot be used as an Endurium substitute for time
travelling purposes. This method is strictly one-way, and may only be used to visit the past.
Ordinarily, a Black Egg's detonation sequence is activated when there is sufficient distance between the device's arming key
and the explosive portion of the device. Activating the Black Egg's detonation sequence on ship requires the override of its
normal safeties. This can be accomplished with a DC 150 Jury Rig Check. If the Check fails, the Black Egg merely fails to
detonate. This Check has critical potential: in the event of a critical failure, the Black Egg detonates immediately,
instantaneously vaporizing the ship and its current occupants in the process, without any time travel effects produced.
Should the Check succeed, the ship is ready to travel through time. Whatever crew is still aboard the ship may choose to
detonate the Egg whenever they are ready, or bail out. Upon activation, the Black Egg causes an instantaneous 2000 points
systems damage (see Chapter 9.4) and blows off any armor (AHP is reduced to zero). Provided anything of the ship is left,
any of its crew that survives the ordeal will find themselves in the past.
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9.0: INTRODUCTION
It will happen. Pirates will attempt to seize the character’s ship. A pair of Brass Harpooners will wake up before the
characters can get them into stasis. Hostile aerofighters will attempt to shoot down the characters’ shuttle as it attempts to
land. The characters will find themselves in the middle of an epic brawl between two fleets of starships. Any decent role-
playing adventure has at least one occasion where the only way for the characters to survive is for them to fight their way
out of the situation. All of the rules, creation procedures, and miscellaneous items in this rulebook lead back to one thing:
how the characters, vehicles, and starships handle themselves in combat.
Combat is generally straight-forward. When combat is initiated, the game begins to progress in rounds. Each round is
roughly 6 seconds long, so ten rounds is equal to a minute’s worth of time. The combatants (anyone or anything actively
involved in a combat action) roll Initiative values to determine the order of battle and determine ranges to their available
targets. When a combatant’s turn comes up, they have several different options they can exercise. All options fall into six
major categories:
• Standard: Standard actions are simple actions that only require a small amount of time in order to complete.
Most actions are standard actions.
• Full-Round: Full-Round actions are more complex and time consuming than standard actions. A combatant may
perform a single full-round action during a round; it will be the only thing they do during that round. Full-round
actions usually have very powerful effects.
• Free Action: Free actions are actions that are considered automatic. A combatant may perform as many free
actions during the course of a round as they wish. Effects of free actions are usually very mundane.
• Special: Special actions are actions that have special rules attached to them, usually indicating on-going effects.
• Move: Move actions are standard actions that involve the relocation of a particular combatant or an adjustment
of their armament. The rules regarding Move actions are complex enough that they receive their own sub-section
for all scales of combat (though usually movement itself is simple enough).
• Attack: Attack actions are standard actions that involve the combatant attempting to apply damage to a target
(generally a hostile combatant). Attack actions are usually the most complex of the actions available to
combatants, so they also have their own sub-section for all scales of combat. If an attack is declared, character
Skills are pitted against the target’s HD, which is used as a DC for the attack. If the attack is successful, damage
is applied to the target, and any other effects that happen as a result of the attack come into play. This continues
until one side fulfills the victory conditions of combat as laid out by the GM (usually until one side is either dead
or destroyed, too badly beaten up to continue, or withdraws).
As with the rest of SFRPG, the combat system has been designed to be as flexible as possible in order to cater to the favorite
style of the player group. It may be that some players want to conduct combat as a full-on simulation, or perhaps they may
want to use miniatures with simultaneous combat. Other groups may prefer quick combat; just pick an option and have it
resolved immediately, without having to deal with positions of combatants relative to one another. SFRPG's system is
capable of handling all of these possibilities.
This chapter is devoted to combat and the particulars of how to fight. The first section discusses the basic combat rules in
general. The second section discusses character-scale combat, including combat between characters and creatures. The third
section discusses vehicle-scale combat, the fourth section discusses starship-scale combat, and the fifth section discusses
what happens when combat occurs with mixed-scales.
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All combat follows this general pattern:
Though a GM may not have to go through every step in this procedure, it is possible that they may have to go through
some of the steps several times before combat is finally resolved. Specifically, if it is determined that combat is not
concluded in step Eight of the procedure, steps Six and Seven will have to be repeated until combat is concluded. Also, each
step applies to each combatant. Finally, the more combatants there are in a combat action, the longer it takes to resolve
combat.
There are three main components that the GM needs to decide upon: "grid", "movement" and "timing". Timing can be
broken down into movement, shooting, and "melee" sub-phases.
Grid
Combat in SFRPG may or may not be conducted on a combat "grid", at the discretion of the GM. Grid combat in this case
means any method of conducting combat wherein there is a visual means of determining the range between two or more combatants.
The presence of a physical grid is not a requirement for gridded combat, though there is one in the strictest sense of the
term's usage. A GM may elect to play with a Physical Grid, an Abstract Grid, or No Grid. All three types are used in
determining range.
A physical grid is exactly what it sounds like, an orthogonal grid of squares of whatever size the GM needs for the current
action. Each square is equal to one range increment. A combatant may have up to eight different facings inside the square,
either orthogonally or diagonally. The physical grid best matches the type of combat situations seen in the original
Starflight games (picking up hostile lifeforms or fighting with alien starships).
An abstract grid does not actually involve a grid, but there are physical objects that can be seen, moved and measured in
relation to each other. Miniatures games work along this concept. In order to determine ranges along an abstract grid, a
measuring stick will be required. A good scale to use for combat using an abstract grid is one inch for one range increment.
Players using metric units should use a measurement of 1/2 decimeter per range increment (this is closer to two inches, but
keeps the numbers a little nicer). Combatants are not confined to a defined number of facings. This system lends itself to a
good deal of realism, though the GM and players will likely need a great deal of room to actually play out the combat
action.
Combat can also be played with no grid. Most early computer games use this type of system; the player simply picks an
option to exercise. A 2d10 roll is made every turn, with the result indicating the range to target. Move actions, facings and
combat arcs in this method are essentially non-existent, allowing players to conduct more in terms of other actions if they
desire. Combat without a grid has the benefit of not requiring any additional equipment or space to play out the action, but
it is far more abstract and may not be desirable for players who like a lot of realism.
Movement
The GM needs to make a decision on movement prior to the beginning of an adventure. Movement can either be based on
the combatant's Initiative rating, or on its established Speed rating.
Initiative-based movement is dependent upon the combatant's Initiative rating in order to determine how far the
combatant may move during the course of a combat round. A combatant using this system receives a number of movement
points equal to their Initiative plus one. How those points may be spent depends on the combatant and how they are
trying to move. In cross-scale combat situations, there is a straight modifier to determine how much more or less a
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combatant may move in a given round. While this system is not very realistic, it is a lot easier to calculate distances and
handle movement than Speed-based movement (particularly if a physical grid is being used). NOTE: For starship-scale
combat, Initiative-based movement is the only available option, as starship speeds are at best very poorly defined.
Speed-based movement uses the combatant's established maximum speed in order to determine the maximum distance the
combatant may move during the course of a combat round. The combatant may move up to the distance indicated by their
maximum speed, using whatever scale the GM has established for the scale of combat. In cross-scale combat situations, the
distance all combatants move translates directly to one another, though it is entirely possible that a combatant is
effectively stationary if they are in a combat situation with a much faster opponent. Speed-based movement is good for
groups that strive for a great deal of realism in combat, and can really lend itself to combat on an abstract grid. If so desired,
the GM may also implement acceleration rules, though this will require the addition of an acceleration statistic to each
combatant (and also vastly complicate movement; rules on acceleration will not be discussed, for the sake of simplicity). To
determine how far a combatant will move in a round, take the combatant's speed in kph and multiply it by 5/3 to get
meters per round. Apply whatever scale is being used to this result in order to determine how far the combatant moves.
Timing
The GM also must make a decision about the timing of actions. All actions have two phases, declaration and resolution.
Timing refers to the resolution of those actions. The GM may elect to have Turn-Based or Simultaneous timing.
Turn-based combat means that all actions for all combatants are resolved immediately after the action is declared, before any other
combatant gets the opportunity to declare additional actions. This form of combat is the more traditional RPG format, and
strongly favors combatants that wind up higher up in the order of battle (details further down in this section). The GM
follows the order of battle, allowing the present combatant to declare and resolve actions one at a time. As a result of a
combatant's actions, an opposing combatant further down on the order of battle may be knocked out before they get a
chance to even declare actions.
Simultaneous combat means that all actions for all combatants are resolved simultaneously. Following the order of battle, each
combatant makes their declarations. However, instead of resolving them immediately, the GM waits until all combatants
have made their declarations before resolving the actions. This form of combat in essence removes any advantages of the
order of battle, and allows a combatant that would be knocked out of combat in a given round to still apply the force of
their actions to that round. In simultaneous combat, any damage that would be inflicted upon a combatant does not count
until the end of the current combat round. Simultaneous combat is not recommended for the inexperienced GM.
All actions, regardless of the combatant scale or their general category (standard, full-round, etc.), fall into three sub-
categories: movement, shooting, and melee. Movement refers to any action that affects a combatant's range to its current target,
shooting refers to any form of combat at a non-zero range, and melee refers to combat wherein the combatant is in the same grid
square as the target, also known as Range Zero. The GM is free to set action in any of these individual categories to either
turn-based or simultaneous combat (for example, the GM might allow simultaneous movement, turn-based shooting, and
simultaneous melee, or perhaps turn-based movement, simultaneous shooting, and simultaneous melee). In the case of simultaneous
combat, it tends to be easier for the GM to resolve actions in order (i.e. combatants taking movement actions should move
first, then shoot, and then close in for close-range combat last), though the GM may choose a different order if they wish.
Simple Combat
The above combat methods make the general assumption that the players in a group want a somewhat moderate amount
of realism in combat at a minimum. There may be, however, groups that don't really care for all that mucking about with
combat actions, preferring to get it over with as soon as possible. There may also be situations wherein acting out a combat
action may detract from the player's action (say, for example, when the outcome of a combat action may affect what happens to the
characters, but which does not involve any of the characters themselves). In these cases, the GM may decide to employ Simple
Combat as the singular combat method.
As the name implies, simple combat doesn't take a whole lot to execute. For each combatant group, roll 2d10. Highest roll
beats the next lowest hostile roll, that roll beats the next lowest hostile roll, and so on down to the lowest group, which
just loses. If the action is between two groups of NPCs, the difference in the results indicates the number of combatants in
that group that have been "incapacitated", which is cumulative over the combat groups (i.e. if three NPC combatant groups are
in combat and roll 16, 13 and 9, the second group loses three (16-3) and the third group loses seven (16-9)). If the action involves
PC combatants, any NPCs that have joined them are incapacitated first. After all NPCs in the group are incapacitated, each
PC in the combat rolls 1d10. Low throw takes the damage. In the event of a tie for low throw, re-roll until there is a clear
low throw. PCs taking damage in Simple Combat take one point of Lethal Damage for each combatant group that rolled
higher than they did, regardless of the number of combatants in those groups.
In situations wherein the successful conclusion of combat is not dependent upon wiping out the opposing force, the GM
may assign goals under Simple Combat. If the result of a group's combat roll is 18, they immediately roll again. If the
second result is higher than the number of combatants remaining in all opposing groups, that group achieves its primary
goal. If not, they may either achieve a secondary goal, or gain a +1 bonus to all future rolls in the current combat action.
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Likewise, a group that rolls zero must roll again; if the second result is less than the size of any combat group in the current
action, that group can no longer complete its primary goal unless perchance they manage to completely incapacitate all
other combatant groups.
If the player group feels that this system is a bit too simplistic, then the GM may decide to add modifiers to the result of the
2d10 roll based on the size of a combat group relative to other combat groups. The largest group in combat gets a +1
modifier, with another +1 modifier given for each additional whole multiple of forces they have over other combat groups
(for example, a group three times larger than another group would receive a +3 modifier, one that was five times larger gets a +5
modifier, etc.). Should multiple groups be involved in combat, compare a group to the smallest group only. The GM may also
decide to add modifiers for unit experience; it is recommended that this modifier be no more than +5 total.
At the onset of combat, the GM must determine if there is a surprise round or not. Surprise rounds happen when either the
player characters or their opponents are caught off guard by the sudden appearance of their adversaries. If there is a surprise
round, the party who is not surprised may have a round of combat wherein their adversaries do not get a counter-attack. In
a surprise round, the defenders only get to use their FHD for defense, since they’ve been caught “flat-footed”.
The need for a surprise round is determined strictly by what happens before combat occurs, and is determined by the GM.
The GM should think logically about what happened just before combat began. If the characters were making noise, and
their opponents weren’t, it is possible that the opponents were alerted to the presence of the characters, but the characters
are not yet aware of their opponents. In this case, a surprise round is necessary, with the opponents getting the surprise
round bonuses. On the other hand, maybe the characters have successfully snuck up on a group of sleeping adversaries. Not
only will they get the surprise round in this case, but it's likely that they will get to deliver coup-de-grâce attacks before
their opponents can even respond (since they're asleep, and therefore Helpless; see Chapter 9.2). Perhaps the two groups
happen to run into each other on accident, as what might happen when a starship runs into an opposing fleet. Both are
surprised in this case, and so the surprise rounds cancel each other out, and combat proceeds to normal rounds. Or, perhaps
the characters know about a group of opponents, but in between them is a locked door, and in their efforts to get the door
open, the opponents are alerted to the presence of the characters. In this case, neither group is surprised, so combat
proceeds to general rounds as soon as the ranges between combatants have been determined.
The use of a surprise round is completely at the GM’s discretion. Should they choose to award one side or the other with a
surprise round, combat proceeds to Step Four after ranges have been determined. Otherwise, combat proceeds to Step Six
after ranges have been determined.
After determining if there is a surprise round, total up the strength indices of all combatants on a given side. This amount is
the group’s initial composite strength index. The composite strength index is used as a way of gauging the current strength
of one group over another, and has some important game effects (such as determining the behavior of NPCs).
The next phase of combat is determining the order of battle, done by rolling for an Initiative Check. For each combatant,
2d10 is rolled and the result is added to the combatant’s Initiative rating. This result is the individual combatant’s Initiative
Check value. These values are used to determine the order of battle. In general, the higher a combatant is in the order of
battle, the better.
To determine the order of battle, find the combatant with the highest Initiative check value. This combatant goes first in
the order of battle. Then find the next highest combatant, which goes next. Continue doing this until all combatants have
found a place in the order of battle. Should two combatants have the same Initiative Check result, PCs fight before NPCs.
For groups of NPCs that are of the same class or type, a single Initiative roll can be made, and each one can perform actions
simultaneously. Should this not break the tie, 1d10 is rolled for each combatant; highest die wins. This can be repeated
until there is a clear cut higher order combatant.
Order of battle determines a number of things. First and foremost, it determines the order in which combatants will declare
their actions. The combatants higher in the battle order declare their moves before combatants further down. In an
“automatic” combat schema (largely for NPCs), the order of battle also selects current targets for all combatants; a
combatant will target the enemy combatant with the next lowest Initiative Check value, or the enemy combatant with the
highest Initiative Check value if no lower values exist. Regardless of what combat methods are selected, the Initiative
Check values always set the combat order.
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STEP THREE: Determine initial ranges.
Before combat begins, it is necessary to roll the “range to targets” for each of the combatants. This is accomplished in one
of two ways, either randomly, or through the GM’s description of the situation.
GM description is probably the best way of determining ranges. A phase just before combat like “You’ve spotted a group of
Thrynn soldiers about 150 meters away” during the course of the action is an excellent way of setting a combat range,
without requiring a range roll. In this case, the distance given (150 meters for this example) can be converted directly into a
combat range. A discussion of appropriate combat ranges will be supplied in each of the sub-chapters for the various scales
of combat.
Of somewhat lesser importance in combat is the group's distance relative to each other (what's known as a marching order in
RPG parlance). A group's marching order can be established at any point during the course of an adventure, and it can
change depending upon who does what. A few of the actions rely upon line of sight, and so it can be very important to
know where adventurers are in relation to each other (unless the group members really just don't care if they hit each other or not,
of course). Note that the term "marching order" can also apply to vehicular and starship combatants, though it's more
common to call them "in formation."
Sometimes, however, either the GM will forget to give a range to target, or won’t know the range (such as what may
happen in a random encounter). In this case, the GM will need to roll the range to target. Range rolls involve a roll of 2d10.
The specifics of how this roll is applied depend on whether the GM has decided to use a grid or not in combat.
If combat is being conducted without a grid, range to target will need to be re-rolled each combat round. In this case, just
roll 2d10 for each combatant. Each combatant is treated as if it is at the indicated range to its target. If a combatant targets
an opposing combatant and later that opposing combatant wishes to target the original combatant, the opposing
combatant has the option of using the range originally rolled for them, or the range of the original combatant.
If a grid is being used, take the combatant at the top of the order of battle and place it as near to the "center" of the combat
grid as possible. Select a direction on the grid to be “ahead” and roll 2d10; one die will indicate direction, and the other
range. Depending on the result, set the opposing combatant with the highest Initiative Check value the number of
indicated range increments away along a straight line in the indicated direction. 1 is a result of straight ahead, rotating
clockwise 45 degrees for each increasing number. On a roll of 9, pick a random direction. On zero, just roll the dice again.
Do this for each of the combatant groups in the current combat action, using the individual combatant with the highest
Initiative Check value for that group as the "origin point" and making rolls of 1d5 for the range from that point. Any
combatant can occupy the same spot on the grid as any other combatant, including opposing combatants (if using
miniatures, just put the involved combatants as close as possible to the indicated spot, with their bases touching). The
whole procedure of grid-combat placement by die is more complicated to explain than to perform, though it can be
circumvented altogether, so long as the GM remembers to give ranges to targets and can keep track of the various marching
orders.
With a physical grid, the range to a combatant’s target can be determined by figuring up how many range increments
distant the target is horizontally and vertically. The range is the greater of the two values (for example, a ship’s target is eight
increments “above” the firing ship and two increments to the left. In this case, the range to target is eight, since that’s the greater
distance). If an abstract grid is being used, simply measure the distance from the combatant to its target; every inch (or 5
centimeters for metric users) represents one range increment.
Ranges are an important part of combat. The availability of many combat actions is solely dependent upon whether or not
a combatant is close enough to use a particular weapon or action on an opponent. Some weapons are less capable of
inflicting significant amounts of damage as range increases as well. Finally, ranges can determine if combatants are still
fighting or if they've fled the area.
Once the locations of all combatants are known, a surprise round is conducted if it has been previously indicated. The
surprise round is conducted like a regular combat round (discussed shortly), with only a few exceptions. First, only the
group that was awarded the surprise round is allowed to conduct any combat actions. Each combatant participating in the
surprise round gets to make two standard actions or one full-round action. They must declare their actions out loud to the
GM, or (in the case of an NPC combatant), the GM must inform the players out loud what the NPC is going to do. The
availability of actions depends upon the combatant’s range to target, and what type of combatant is in combat. Secondly,
all targets use their Flat-foot hit difficulty (FHD) instead of their normal hit difficulty (HD) for that round. If any blast
weapons are used during the surprise round, either the Blast hit difficulty (BHD) or Touch hit difficulty (THD) is used,
depending on scale. Finally, any combatant that suffers damage in the surprise round is not allowed to regenerate shields or
conduct any other type of repair/healing that round.
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STEP FIVE: Resolve surprise round actions (if applicable).
Once a combatant has declared actions, they have the right to resolve those actions, through whatever means are necessary.
This can include application of damage to a target, making additional attack or Skill rolls, moving, or whatever else may be
required to complete their actions. The resolution of combat actions may take place immediately after the actions are
declared or after all other surprise round combatants have declared their actions, depending upon the style of play selected
by the GM. Assuming actions are immediately resolved, the GM must check to see if there are any more surprise round
combatants that have not yet performed their actions once the current combatant has had their actions resolved. If there
are any, the GM must go back to step 4 and have those combatants declare and conduct their actions in order from highest
to lowest Initiative Check value. If not, they can proceed to general combat. In the case of simultaneous resolution, all
combatants will have their actions resolved after the last combatant has declared their actions. Afterwards, the GM may
proceed to general combat.
Once the surprise round (if any) has been completed, combat proceeds to general rounds. The combatant with the highest
Initiative Check score gets to declare their actions first each round. All combatants get to declare two standard actions or
one full-round action under normal circumstances. There are some occasions (such as when a character is near death) when
they may only perform one standard action; full-round actions can't be performed in these instances), and a few (such as
when a character has been knocked Unconscious) where they may not perform any action at all. The availability of actions
depends upon the combatant’s range to target and what type of combatant is involved.
Once a combatant has declared actions, they have the right to resolve those actions, through whatever means are necessary.
This can include application of damage to a target, making additional attack or Skill rolls, moving, or whatever else may be
required to complete their actions. The resolution of combat actions may take place immediately after they’ve been
declared or after all other combatants have declared them, depending upon the style of play selected by the GM. Assuming
an immediate resolution, the GM must check to see if there are any more combatants that have not yet performed their
actions once the current combatant has had their actions resolved. If there are any, the GM must go back to step 6 and have
the combatant with the next lowest initiative score declare their actions. If not, the GM can proceed to the final phase of
combat. In the case of simultaneous resolution, all combatants will have their actions resolved after the last combatant has
declared their actions. Afterwards, the GM can proceed to the final phase of combat.
Once all combatants have conducted their actions, the GM should check the status of all combatant groups (this usually
involves a recalculation of the group's composite strength index). If, for any reason, all groups except one are completely
knocked out of the fighting (CSI equals zero), the remaining group is automatically victorious in the combat and receives
any awards due to them. Combat is effectively concluded at this point. If, however, there are still active members of other
combatant groups, then combat may or may not be resolved. Once again, it depends on the GM's style of combat. The GM
will need to take whatever measures are necessary to determine if one group of combatants has met the criteria for victory
over the others. If the GM determines that one group has satisfied the victory conditions, that group triumphs over the
other groups. Otherwise, the GM must return to step 6 of the procedure, in order to conduct another round of combat.
Combat continues until there is a clear cut victor, or something unusual like a draw occurs.
Range
The range increments used for the character-scale depend on the "flavor" of combat that is taking place. If the combatants
have closed in for a hand-to-hand brawl, then melee combat is taking place. Each range increment in melee combat equates
to 5 meters. Characters generally have much more freedom of movement in melee combat. On the other hand, if the battle
is more of a firefight, with bullets and grenades flying around all over the place, chances are that ranged combat is taking
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place. Range increments in ranged combat equate to 25 meters. Combatants on the character-scale may withdraw from
combat if they are greater than fifteen range increments from all hostile combatants (this equates to a distance of 75 meters in
melee combat, and 400 meters in ranged combat). GMs have the discretion of switching over to ranged combat if a character
moves out of melee combat, or just allowing the withdrawal. Note that it is entirely possible for the conditions for melee
and ranged combat to be ongoing simultaneously; it is recommended in those situations that ranged combat be used by the
GM. It is also possible for a character that has technically disengaged from ranged combat to be damaged by a hostile
combatant, if the opposing combatant is using sniper-style weaponry (see Sniping under Attack Action Rules later in this
sub-Chapter).
Character-Scale Actions
A character may make two standard actions per round (or one full-round action) as well as any number of free actions.
Characters are responsible for deciding upon and performing their own actions, though they may speak to other characters
and suggest actions to take (though if coming from hostile combatants, these are likely insults instead of helpful
suggestions).
Ready
A combatant may choose to ready an action for use later in the combat round. The player in this case elects to prepare an
action to perform in the event that some other condition takes place between the time they ready the action and the
character's next turn (even during another character's turn). If the condition is fulfilled, the character performs the readied
action at once, delaying any action the current combatant may be making until the readied action is resolved. If the readied
action is executed, the character loses one of their action phases during the next round (or their entire turn, if two readied
actions are executed). Readied actions are only good for one round; if the condition needed for their execution does not
come about before the character's next round, they must either renew the ready action with a new ready action, or declare
a different action.
Standby
A character may elect to standby as a declared action. When a character decides to standby, they declare to not do anything
during the course of that action phase. Play passes to the next action phase, or, if it is the second action phase, to the next
combatant in the combat order. There will probably be few occasions where a character decides to sit back and watch, but
sometimes it may simply be necessary...
Use Skill/Ability
Characters can also choose to use natural abilities or make Skill Checks as a standard action during a combat round. The
character simply needs to declare their intention to use the ability, and a target if appropriate.
Cease Concentration
If a combatant was using their Concentration Skill to focus on a task, they may choose to cease concentration as a free
action. The combatant simply stops concentrating on the task at hand. Any bonuses from the concentration cease and any
tasks the combatant was doing that required concentration automatically fail. A combatant may resume concentration
using a Use Skill/Ability action.
Run
A combatant may choose to run as a full-round move action. Combatants must be standing up in order to run. When a
character runs, they may move up to four times their normal combat movement (see Move Action later in this sub-Chapter).
Every ten points of encumbrance inflicted on a character decreases the possible movement by one movement point (two
meters). A character may run for a number of turns equal to half their Durability score (round down). If a character runs for
a longer period, they take 2d10 Non-Lethal Damage. Running can be used to get close to an opponent or friendly group
quickly, or it can be used to withdraw from battle.
Draw/Sheathe Weapon
A combatant may spend an action to draw or sheathe a weapon. This counts as a move action, and the combatant must
declare what item they are drawing or sheathing. Combatants may only have one weapon drawn per Motor Appendage
(less than this amount should a weapon require two or three appendages to wield). A character cannot sheathe a weapon
and draw a second weapon in the same action; that requires a separate draw weapon action. A character that sheathes all
their weapons is considered “unarmed” for purposes of making attacks.
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Raise/Lower Shield
A combatant may spend an action to raise or lower a personal shield. This same action is used to ready and loosen physical
shields and to don or remove all forms of body armor. Readying a shield is considered a move action. This action is simply
binary, since a combatant can use only one shield at a time. If they don’t have a shield raised, they may raise any shield
they are carrying (if the combatant is carrying multiple shields, they’ll have to specify which shield is being raised). If they
have an active shield, it will be made inactive. Personal shields are typically worn on the belt; ones that require a Motor
Appendage are rare. Body Armor requires the part that it covers to be unarmored (a character cannot, for instance, wear two
ballistic mesh coverings over their body at the same time), and may or may not reduce the number of objects a character can
access (by covering up pockets, see Chapter 5.4).
Mount/Dismount Steed/Vehicle
A combatant can use a move action to either mount or dismount a steed or ground vehicle. If a combatant mounts a steed,
they gain the movement benefits of that steed and any Cover the steed may grant (see Chapter 6.1 for rules regarding Cover).
When a combatant boards a vehicle, the combat becomes Mixed-scale Combat (see Chapter 9.5). Combatants may also
dismount steeds or vehicles, losing their Cover and/or movement bonuses in the process.
Charge
A combatant may attempt to make a Charge attack during the course of the round. This is a special full-round action that
allows the combatant to move, attack, and then move again. Charges have special conditions. First, a combatant must Run
at least one full range increment during melee combat towards the intended target. They are considered stopped when they
reach Range Zero to the target, at which time they must make a single Melee attack. Once finished with the attack, the
combatant moves the same distance they did before the Charge. The combatant must be able to move the full distance
involved, or else they may not charge a target. Charging provokes an Opportunity Attack from the target. The charging
combatant gains a +10 Attack Bonus for the round, but suffers a –10 HD penalty for their next two actions (if the charge
was their second action for the round, the penalty lasts until the second action of the next round).
Push Attack
A combatant may attempt a Push Attack during the course of a round. This counts as a special full-round action, and works
the same way as a Charge with a few minor changes. First, the Push attack provokes an Opportunity Attack from all
applicable opposing combatants, including the defender. Second, the Pushing combatant stops once they reach Range Zero
to the target. Finally, to make the Push attack, both combatants make opposed Power Checks. Push attacks can only be
made against opponents one Size Class larger, the same size, or smaller than the Pushing combatant. If the target is larger,
the Pushing combatant takes a -20 penalty to their Check; if the target is smaller, the Pushing combatant receives a +20
bonus to their Check. The Pusher always receives a +10 circumstantial bonus for the Check, regardless of differences in
size. If the target is as stable or more stable than a quadruped (has at least four propulsive appendages or more), lying
Prone, or is otherwise exceptionally stable, they get a +20 bonus to their Check. Whoever wins the Check pushes their
opponent one range increment away in addition to causing unarmed damage to the target, and if not so already, causes
them to drop Prone instantly, dropping one item currently being carried by a Motor Appendage (if applicable).
Trip
If a combatant is within Range Zero of an opponent, they may make a Trip attack. Trip is a special attack action that can
be used in place of any regular attack, even an Opportunity Attack against a Charging opponent. Trip attempts can only be
made against opponents who are one size class larger, the same size class, or smaller. The tripping combatant makes a
melee attack against the target's THD. If successful, they make a Power Check opposed by their opponent’s Finesse Check.
All bonuses and penalties for Push attacks apply to this opposed Check. If successful, the opponent is tripped and
immediately drops Prone, dropping any one item being carried by a Motor Appendage (if applicable). Against a Charging
opponent, a successful trip causes the charging player to slide another 1d5 range increments, causes 1d10 bonus Non-Lethal
Damage per range increment they slide, and causes them to become Dazed. If the Charging player is tripped on a
frictionless surface, they will slide twice the indicated distance, but only take damage as if they were on any other surface.
Trample
A creature combatant with the ability to Trample may attempt a Trample as a special full-round action. Trampling works
like a Push attack, with the following exceptions. A combatant must be at least one size class bigger than the opponent to
attempt a Trample. A successful Trample attack deals (the combatant’s Power modifier times the combatant’s Size Class)
points of Basic Damage upon impact. An unsuccessful attack causes half this amount of damage. In either case, the target
may attempt a Reflex Save at DC (10 plus the trampling combatant’s Power modifier, plus the combatant’s Size Class) to
take half the damage indicated. Unsuccessful trample Trample attacks provoke Opportunity Attacks.
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Grapple
A combatant may attempt a Grapple attack during the course of a round. Grappling is a special continuous action, requiring
only one action round to commence but continuing until the Grapple is "broken". To Grapple with an opponent is to
physically wrestle with them, which is sometimes the only way to subdue an opponent without killing them (if that’s an
issue). Grapple Checks are required repeatedly during an on-going Grapple. A Grapple Check is 2d10 plus the combatant’s
combined base Attack Bonus (one-tenth of their Security sub-discipline score), Power bonus, and Size Class. To start a
Grapple, a combatant begins by making a melee combat attack at Range Zero using their target's THD in order to grab the
target. This triggers an Opportunity Attack from the target (unless the combatant has Improved Grab; see below). After the
Opportunity Attack is resolved, and if the target is grabbed, the combatant makes a Grapple Check opposed by the target’s
Grapple Check. If successful, a Grapple is initiated and unarmed damage is applied to the target (see below). Grapples
automatically fail against opponents at least two Size Classes larger than the Grappling combatant. To join in an ongoing
Grapple, a combatant needs to get within Range Zero; their grab automatically succeeds. While Grappling, combatants may
make opposed Grapple Checks, regardless of who started the Grapple. If successful against their opponent, a combatant
may deal damage, attempt to pin their opponent, break another combatant’s pin, or escape the Grapple. Dealing damage
imposes a -20 attack penalty for the attempt; if successful, unarmed damage is dealt. If a combatant chooses to pin their
opponent, they hold their opponent immobile for one round. Opponents of the pinned target (other than the combatant
maintaining the pin) get a +20 bonus on attacks against the target. To break a pin, a target must successfully complete an
opposed Grapple Check. Breaking another’s pin and escaping from a Grapple simply require opposed Grapple Checks. If
successful, either the other combatant’s pin is automatically broken, or the combatant escapes from the Grapple entirely,
using whatever movement they have to get away. Escaping from a Grapple requires a combatant to beat the checks of all
opponents Grappling with them. While Grappling, all involved combatants may not move, make Opportunity Attacks or
use their Finesse scores for any reason. Pinned characters may be subject to strangulation attacks by their opponent; for
details on strangulation, see Chapter 12.4.2.
Improved Grab
A combatant with the Improved Grab ability may elect to use the ability after a successful melee combat attack. After a
successful Melee attack, the combatant may immediately attempt a Grapple as a free action, without provoking an
Opportunity Attack.
Constrict
If a combatant has the Constrict ability, they may use it as a free action after successfully Grappling an opponent. The
combatant deals two times their Power modifier in Basic Damage (for constriction) in addition to any other damage they
inflict. The target begins to suffocate as well (see Chapter 12.4.2). Constriction counts as a pin that must be maintained to
keep the suffocation penalty against the target, but must be released and reapplied to deal more constriction damage. Re-
applied Constriction actions count as standard actions.
Swallow Whole
If a combatant is at least three Size Classes larger than its target and has the Swallow Whole ability, then the combatant
may immediately attempt to swallow their target after successfully completing a Grapple Check. To attempt to swallow,
the combatant must successfully complete a second Grapple Check. The would-be lunch gets a +10 bonus if they are three
Size Classes smaller than their attacker; this bonus drops by ten points for each additional Size Class. If the second Grapple
Check is successful, the target is swallowed whole, taking a number of Lethal HP damage equal to the combatant’s Power
and Finesse scores combined. Assuming the target survives the damage from swallowing, they take an additional 1d10
Lethal damage per round as they begin to be digested (this is Acid damage (see Chapter 12.4.2)). If a target becomes
disabled for any reason after having been swallowed, they immediately die (and become lunch for the combatant). A target
can escape by dealing a cumulative amount of Basic Damage equal to (50 plus the combined combatant’s Power and Finesse
scores) to the combatant. If they do manage to escape, they are placed at Melee Range 1 from the combatant, and cause 2d5
Wounds to the combatant's Body (Vital) Area.
Full Attack
If the target is within range of all of a combatant’s currently wielded weapons and all those weapons are readied, the
combatant may conduct a Full Attack. A Full Attack is a special full-round attack action. For every weapon the character
has wielded, an attack roll is made. In the event that all of the weapons rolls are successful, the damage from all weapons is
doubled and applied simultaneously to the target. A combatant must wait at least five rounds after completing a Full
Attack before declaring another one.
Coup de Grâce
A combatant may deliver a coup de grâce attack against any Helpless defender. This counts as a special full-round attack
action. A coup de grâce can be delivered with any weapon as long as the target is within Range One using melee combat.
The coup de grâce scores an automatic critical hit against the target. If the target survives the attack, they must make a
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Fortitude Save with a DC of 50 plus the total amount of Lethal Damage inflicted by the critical hit. If the Fortitude Save
fails, the target immediately suffers clinical death (0 HP).
Drop Prone
A combatant may drop Prone as a free action. If a combatant chooses to drop Prone (or if they fall Unconscious) they
immediately drop to the ground. The ground provides a +10 circumstantial HD bonus, but if conscious the combatant is
limited to one-quarter their normal movement speed (round down).
Stand Up
If a character has dropped Prone as the result of a previous action, they may spend a move action to stand back up.
Obviously, a character must be Prone to stand back up. Once a character stands back up, all bonuses and penalties gained
by dropping Prone are no longer in effect.
Manipulate Item/Object
A character may spend an action to move or manipulate an item or object with or without picking it up to use it. Such
things include switches, buttons, and knobs, or perhaps more useful objects like tents, handheld computers,
communicators, scanners, and the like. A character may use this action to pick up items and either keep them in hand or
stow them, if they have room to do so. Manipulating an object counts as a move action, and if there are multiple items that
can be manipulated, the combatant must specify what is being manipulated. Manipulation of objects can have various
effects, depending on what the GM has intended for the object at hand. Sometimes these effects can end a combat quickly
(such as a parcel rigged with explosives), so a GM should be sure to hint at that possibility beforehand.
Activate Item
A character may choose to use a piece of equipment during combat. This counts as a standard action, requires the character
to declare what item they are using and, if appropriate, declare a target. The item goes into effect after a delay period
appropriate to it (see Chapter 5.4).
Drop Item
A character may choose to drop an item or object during the course of a round. Dropping items or objects counts as a free
action. The combatant simply declares what object is being dropped. The dropped item is placed at Range Zero from the
combatant who dropped it. At any later time, any combatant that moves to Range Zero of the object may use a Manipulate
Item action to pick it up.
Attack Item
Sometimes it may be necessary for a character to actually attack an item. Such instances include the need to break down a
door, counter-attack an automated weapons turret, topple a watchtower, and so forth. Breaking an object creates noise,
alerting anything around capable of hearing to the presence of the combatant (which may provoke a future surprise round
against them). To break an object, the combatant makes an attack roll just like a regular attack action. If they wish to use a
weapon, they may first draw that weapon and then make the weapon’s attack roll. If the attack is successful, damage will
be done to the offending object. It should be noted that some weapons cannot be used to break an object (for example, it's
rather difficult to break a rope with a club, or a reinforced steel door with a bamboo pole). Objects cannot attack
combatants in return (unless designed to as a trap). If enough damage is done, the combatant will destroy the object.
Objects have hit points, and are generally more resilient than living creatures. Depending on the nature and composition of
the object, breaking it may be a simple matter or it could be a long ordeal. Some objects may have various hit point counts
amongst their components (for example, an entire building would have a hit point count, but so would the door needed to
gain entry; the door would naturally have fewer hit points). Objects are also more capable of resisting damage than living
creatures; most have some damage reduction (see Chapter 10.2.4). The following table can be used to determine just
exactly how hard it is to break an object. Note that this table covers common objects; more exotic materials will need
damage reduction and hit points set at the GM’s discretion.
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Disarm/Sunder
Under certain conditions, a combatant may attempt to disarm an opposing combatant or attempt to destroy the equipment
they are carrying. Disarming is a special full-round attack action, and requires a further declaration of a specific piece of
equipment an opposing combatant is carrying (this can be a personal shield generator, or even a weapon they are currently
wielding). The opponent must be at least as close as five melee combat range increments if the attempt is to be made with
a ranged weapon, or one range increment if the attempt will be made with a melee weapon. A combatant using sniper-style
weaponry, however, may make an attempt from any range. The attempt to disarm is made as a normal attack action with
the affected body part automatically targeted in the event of a hit. A character must make a roll with a final result 25
points higher than the ordinary required HD in order to disarm the opponent, or 35 points higher if the targeted object is a
multi-appendaged item. If the attack is successful, the opponent takes one-half the normal damage from the attack. If this
attempt is successfully made by an unarmed combatant at one melee range increment, they automatically pick up the item
as a result of the attack. In all other cases, the object falls to the ground at their opponent’s feet (and deactivates, if
activated). If the final result of the attack is at least 50 points over the amount needed for a normal attack, then the attack
is so well-placed that the object itself is hit. The GM makes a d% roll. If the result is less than the final result of the attack
roll, the object in question is rendered inoperative until repaired. If the object in question is an explosive or a charged
energy weapon, it detonates, causing half of the weapon's full damage, falling off ten points for each range increment from
the point of the blast (a DC 75 Reflex save can be made for half damage). The opponent will drop the item whether or not
the item is destroyed or merely disabled.
Speak
A combatant may choose to speak to another combatant as a free action. Combatants may speak to one another at any
time for any reason, though what they might want to speak about is totally up to the players and the GM. It is important
that communicator and receiver speak the same language, to make sure the message is understood clearly (this is
particularly important when insulting an opponent).
Aid
A combatant may make an attempt to aid another combatant. This counts as a special action. Aid typically comes in the
form of a Leadership Check, an Inspire Check or an Intensive Care Check. Both require the combatant to be within at least 50
meters (Range 10 in melee combat, or Range 2 in ranged combat). A Leadership Check opposed by the target's Willpower
Save can be used to rally a Shaken character. If successful, the target is no longer Shaken, cancelling all the associated
penalties. If helping at least three characters at once, the Leadership Check automatically requires a Very Difficult DC.
Inspire Checks can be used to inspire non-Shaken characters in a similar way. If successful, the target will not become
Shaken if otherwise indicated to do so for a number of rounds equal to the degree of success divided by ten. Further, during
that time, the target may add the same amount (degree of success divided by ten) to all die rolls they make. A character
may only try to inspire one other character at a time. Finally, a character may make an Intensive Care Check to apply
medicines and or medical supplies (such as a bandage or stimulant) in an attempt to alleviate the adverse effects of any
damage the target may be suffering, or (if necessary) to put the target in stasis (see Assisted Healing later in this sub-Chapter).
Reload/Recharge
A combatant may decide to reload or recharge a weapon during combat. Reloading is a special action that may take a
number of rounds, and is wholly dependent upon the weapon itself (see chapter 5.2). A character should carefully consider
whether or not the need for a particular weapon outweighs the amount of time it would take to reload the weapon; some
weapons may take a significant amount of time. Personal shields and other items that require batteries may also be
reloaded/recharged using this action.
A combatant may decide to change their position as part of a combat round. Movement, perhaps not-surprisingly, counts
as a move action for the combatant and changes the ranges to other combatants. Movement on the character-scale can
either be Speed-based or Initiative-based. If Initiative-based movement is being used, combatants receive a number of
movement points equal to one plus their Initiative value (thus a combatant with an Initiative of six would receive seven
movement points). If Speed-based movement is being used, a combatant may move up to a total distance in meters equal to
the maximum amount allowed by their speed rating (five-thirds times the speed, rounded down), which acts in place of the
combatant's movement points. The combatant may decide to go at a slower speed, thus receiving less expendable distance.
A moving combatant must travel a minimum distance of 6 meters; a combatant moving less than that is taking a step,
which is a free action.
Movement on the character-scale at melee range may or may not require a Three-Dimensional Maneuvers Check. A
combatant is allowed to Change Facing as a free action with the usual movement cost; the combatant may elect to change
their facing in the middle of a move action, if they would like (they cannot, however, change facings twice while moving).
Changing facing and moving straight ahead does not require a Three-Dimensional Maneuvers Check, provided their
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propulsive appendages aren't damaged. Moves that involve fancier footwork (lateral movements, jumps, somersaults, etc.;
collectively these are known as stunts) will require a Three-Dimensional Maneuvers Check; the DC of the Check will depend
upon which stunts the move involves, whether or not the combatant has wounded propulsive appendages (for each wound,
add ten to the DC; combatants with non-functional propulsive appendages cannot move), and the combatant's
encumbrance total (see Chapter 5.4). Each stunt has its own DC, which is simply added to the overall DC of the Check. If
the Check fails, the combatant may make their movement up to the first stunt, at which point they stop moving and must
make a successful Reflex Save to avoid being knocked Prone. Advanced stunts usually have a minimum Finesse
requirement. If the combatant does not have the indicated Finesse score at minimum, the combatant cannot perform the
stunt (this automatically disqualifies some species from performing certain stunts).
If movement is Initiative-based, then the combatant moves one range increment for lateral movement, and remains in place
when changing facing. All movement takes one movement point to perform in melee combat and five movement points in
ranged combat. Note: GMs may decide to allow "partial movement" if one or more of the combatants involved in ranged combat
receive less than five movement points per turn, at their discretion. If movement is Speed-based, then all stunts require an amount
of space to perform. A combatant may make a lateral maneuver up to the distance of one melee range increment (five
meters). They may move less than this distance, but must move at least half a range increment (2.5 meters) before selecting
another movement to perform.
Stunts give the combatant an HD bonus until their next turn. These bonuses accumulate with each stunt performed during
the course of the combatant's movement. If the combatant is fired upon at any time up until their next turn, the total
bonus applies. The price for this bonus is a (smaller) penalty to their Attack Bonuses, which apply through the combatant's
next action (so a combatant that makes a move action as their second action in a turn will have weapons penalties in the
first action of their next turn). Fancy moves make a combatant harder to hit but also makes it a little harder for them to
aim accurately.
The Three-Dimensional Maneuvers Check for movement does have critical potential. In the event of a critical success, the
Attack Bonus penalties are nullified (the combatant is able to pull off their stunts and still come up aiming at their target).
In the event of a critical failure, the combatant may not move at all; the GM changes the combatant's present facing to a
new, random one. Additionally, the combatant is knocked Prone and takes 1d5 Wounds to their Propulsive Appendages; if
they were already Wounded before the combatant attempted the stunt, their Propulsive Appendages automatically fail.
Stunts
Minimum Attack
Dodge
Finesse Score DC Bonus Description
Bonus
Required Penalty
Walk Forward 0 0 +0 +0 Combatant moves forward.
Forward Combatant moves diagonally forward and does not change
5 15 +5 -1
Sidestep orientation.
Combatant moves left or right and does not change
Sidestep 10 20 +5 -2
orientation.
Backwards Combatant moves diagonally backward and does not change
10 40 +5 -1
Sidestep orientation.
Walk
10 30 +5 +0 Combatant moves backward and does not change orientation.
Backwards
Combatant jumps forward. May move one range increment if
Jump Forward 5 10 +5 -1 done from a stopped position, two if moving forward prior to
the jump.
Combatant jumps backwards. May move one range increment
Jump
10 30 +5 -2 if done from a stopped position, two if moving backward prior
Backwards
to the jump. Does not change orientation.
Combatant jumps to one side. May move one range increment
Jump if done from a stopped position, two if moving in the intended
10 40 +10 -2
Sideways direction of the jump prior to the actual jump. Does not
change orientation.
Tumble Combatant ducks down into a crouch, rolling forward. Moves
10 20 +15 -5
Forward one space forward.
Combatant ducks down into a crouch, rolling backwards.
Tumble
15 50 +20 -10 Moves one range increment backwards without changing
Backwards
orientation.
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Combatant ducks down into a crouch, rolling to one side.
Tumble
15 60 +25 -10 Moves one range increment sideways without changing
Sideways
orientation.
Combatant rolls forward onto their hands, and then continues
Handspring 15 40 +20 -6 rolling back onto their feet, remaining extended. Moves one
range increment forward.
Combatant rolls backwards onto their hands, and then
continues rolling back onto their feet, remaining extended.
Back Flip 20 70 +25 -8
Moves one range increment backward without changing
orientation.
Combatant rolls sideways onto their hands, and then
continues rolling back onto their feet, remaining extended.
Cartwheel 20 80 +30 -8
Moves one range increment sideways without changing
orientation.
Combatant jumps forward into the air and rolls while still
Somersault 20 45 +25 -6
airborne. Moves one range increment forward.
Combatant jumps backwards into the air and rolls while still
Backwards
25 75 +30 -8 airborne. Moves two range increments backwards without
Somersault
changing orientation.
Combatant jumps sideways into the air and rolls while still
Sideways
25 85 +35 -8 airborne. Moves two range increments left or right without
Somersault
changing orientation.
NPC combatants move in relation to their present target. Should the NPC combatant have a lower SI than the current
target, they will move towards it and vice versa. NPC combatants will also keep their movements limited to 45-degree
turns and forward movement as a general rule. These rules may be overridden at the GM's discretion.
If combat is not being conducted on a grid, then the move action simply changes the range to the current target. The GM
rolls 2d10, and changes the range as normal. In the event that a very long range is rolled (16, 17 or 18), compare the
combatant's Strength Index (SI) with the opposing group's Composite Strength Index (CSI). If the SI is less than one-fourth
of the opposing group's CSI, the combatant is considered disengaged from combat.
This is probably the most common standard action in combat. Simply put, the combatant chooses to attack an opposing
combatant. A regular Attack counts as a standard action, requires a declaration of one weapon type or natural attack to be
used, and requires a further declaration of a target in attack range.
Using Weapons
Before any weaponry can be applied to a target, the target must be within range of at least one of the combatant's offensive
weaponry options, the target must be within their line of sight, and (for projectile and beam weapons) there must be
enough energy available or ammo loaded to fire the weapon. If these conditions are met by more than one weapon at a
time, the combatant does have the option to use more than one weapon (though generally at a penalty), or to just use one
at a time.
Line of sight is dependent upon the combatant's species; specifically, in what parts of their body they have visual sensory
organs (eyes), and how those organs coordinate with their Motor Appendages (arms). For the sake of simplicity, every
species has a field of vision stat, which lists two arcs: an optimal arc and a peripheral arc. A combatant may use weapon in
their optimal arc without penalty. Firing into the peripheral arc imposes a -25 modifier. Most of the time a player will want to
change their character’s facing before declaring an attack action so they don't get penalized, though there may be occasions where they
either can't or don't want to, which is when these rules become important.
To determine if a combatant has line of sight with a target, draw or visualize a straight line between the attacking
combatant and their target. If the line intersects the attacking combatant's field of vision arc and any point on the target,
and there is nothing between the two combatants, then the attacking combatant has line of sight and may attack the
target. If not, then whether or not the combatant may attack depends on what's in the way. If the line isn't touching the
attacking combatant's visual arc, they don't have line of sight and can't attack. If what's in the way is something that can be
reached over or shot over (such as a low hedge or tree stump), then the combatant still has line of sight. If it's an obstacle
that can be attacked through (like a plaster or wooden wall), then the attacker may still attack, though they take a -25
penalty for not having clear sight. The obstacle itself will have to be blasted through (reduced to 0 HP) before any leftover
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damage makes it to the target. If a sturdy, tall object (like a mountain or a brick wall) is in the way, the attacking
combatant does not have line of sight. If ever a situation is ambiguous (the target is partially covered by the corner of a
building, etc.) the GM may use their discretion, and add attack roll penalties if they so choose. A combatant may not select
a target if another combatant is in the way.
If a combatant has more than one weapon drawn and ready to use, they may decide to use multiple weapons
simultaneously. Depending upon a combatant's handedness, they will take penalties on any attacks made "off-hand" (using
any Motor Appendage other than their dominant one). The penalty is -10 to the attack roll for that attack; this penalty is
reduced if the combatant has the Ambidexterity Talent. If using both weapons on a single target, a single attack Roll is
used for both weapons. A combatant can attack more than one target in a single attack action; they must be able to use at
least one weapon on all selected targets, in addition to all the normal attack requirements. Multiple attack rolls are used in
this case, and there is a -10 penalty that accumulates with each target attacked (i.e. the attack roll for the second target is at -
10, -20 for the third, -30 for the forth, and so on). Multiple fire weapons (such as submachine guns or automatic weapons) can
be used to attack more than one target; this is handled like a multiple target attack. If a multiple fire weapon is fired at a
single target, though, it counts as a single weapon attack; the combatant must score 5 points over the initial target DC to
hit with the second shot, and an additional five for each subsequent shot (for example, if the first shot is successful with a result
of 76, the second shot succeeds at 81, the third at 86, the fourth at 91, and so on).
If a combatant has a hostile combatant within two melee combat range increments (within 10 meters), those two
combatants are considered in melee. Firing at any combatant in melee gives a +20 HD bonus to those combatants if anyone
tries to target them with a ranged attack. Combatants in melee take a -20 penalty to the attack roll if they attempt to make
a ranged attack at any other combatant. Additionally, a combatant that moves within two melee combat range increments
of an opponent prompts an Opportunity Attack from that opponent.
Before firing weapons, a final “to hit” number must be determined. This begins by subtracting the appropriate Attack
Bonus of the attacking combatant from one-tenth of the target's Dodge Skill score (rounded down). This represents all the
low-level sparring the combatants are doing, one to seek an opportunity to land a solid hit on their opponent and the other
to evade (Exception: during the surprise round, the Dodge Skill of the target is ignored). The difference is added to the target
combatant's HD (THD, if the weapon is making a touch attack, or FHD if the combatant is surprised). The attacker's
encumbrance total and any additional effects from any equipment they're carrying are added to the HD as well, as well as
any HD Range falloff penalties that may apply for a weapon being fired. (For example: Xxksax is a Veloxi firing a Class Two
Hand Laser at a G'Nunk warrior, which has an HD of 61 thanks to their armor and inherent abilities. Xxksax has a ranged Attack
Bonus of 4; the G'Nunk's Dodge score is 34. In this case, 1 point would be subtracted from the G'Nunk's HD, so 60 becomes the
G'Nunk's effective HD (34 / 10 = 3.4, rounds down to 3; 3 - 4 = -1, 61 + -1 = 60)).
Once the effective HD is determined, the attacking combatant will make a d% roll to attack, adding an Attack Bonus which
will depend upon what kind of weapon is being used. If melee weaponry is being used, the combatant will use their Melee
Attack Bonus. If ranged weaponry is being used, the combatant will use their Ranged Attack Bonus. If the combatant is
making an unarmed attack (they aren't wielding any weapon), then the combatant will make a simple Brawling Check in lieu
of an attack roll; unarmed attacks cause Non-Lethal Damage equal to the degree of success, plus one point of Lethal
Damage per ten points in the combatant's Brawling Skill. If the attack roll is successful, then the weapon hits and causes the
amount of damage indicated by the weapon type and Class, as well as the number of points the attacking combatant has in
their Power attribute (for melee combat) or their Finesse attribute (for ranged combat). Exception: during a surprise round,
neither attribute score bonus applies. How the damage affects the target will depend on how much damage is inflicted and
which part of the target's body the weapon hits (see Resolving Damage, below).
The attack roll has critical potential. In the event of a critical success (a critical hit), the weapons damage is increased. For
melee weaponry and unarmed combat, the hit scores double the full amount of damage. The same holds true for beam
weaponry, regardless of range. For projectile weaponry, roll 1d10 (counting the 0 as 10 in this case) and multiply the result
by 10. Add the result to the weapon's damage. In addition to the extra damage points, the part of the body hit may take
multiple Wounds regardless of the condition of the combatant’s defenses. Roll to determine which body part is affected as
normal (see Resolving Damage, below). Roll 1d5 for the number of Wounds inflicted on the part.
In the event of a critical failure (a critical miss), the combatant misses its target and inadvertently hits a friendly target by
mistake; such “blue-on-blue” incidents can be quite costly. Critical misses have the same effect as a critical hit when they
occur, causing damage above and beyond the weapon’s normal means. The friendly combatant affected is the friendly
combatant with the next lowest Initiative value, or (if no such combatant exists) the friendly combatant with the highest
Initiative value. If there are no other friendly combatants available, the attacker winds up hitting themselves.
Sniping
Occasionally a combatant may want to try and wound a target from extremely long range, beyond what is normally
covered in combat. All instances of attempting to hit a target beyond fifteen ranged combat increments are considered
sniping. Sniping requires two things over and above the normal requirements for a regular attack: a weapon with the kind
of range needed to hit a target over the normal maximum limit for ranged combat (375 meters), and a scope or other type
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of targeting system that would enable the weapon's user to see the target at that range. Sniping attacks are full-round
actions. The target's HD is doubled for the attack. For all projectile weapons, treat the target as though it is at fifteen
Ranged combat increments. Any bonuses from the sighting system apply to reduce the HD. Sniping attacks are considered
surprise attacks, so the target's Dodge Skill is ignored even if they are aware of the sniper's presence. Roll to attack as
normal. In the event of a hit, damage from the weapon is tripled, unless the weapon is specifically designed as a sniper weapon.
In that case, treat any cognitive or vital body area hit as a massive attack (discussed later in this sub-Chapter).
Resolving Damage
As previously mentioned, a combatant has several different body parts. One of the most crucial parts of resolving damage
on the character-scale is determining where exactly a hit has landed whenever the combatant takes damage. If the hit
happens in the wrong place, it could potentially have life-threatening results.
When a hit is indicated, 1d10 is rolled. The result determines where the shot hit:
0: Cognitive Organs (Vital) – The cognitive organs are what enables an organism to think and to control their life processes
(the human equivalent would be the brain and spinal column). It should go without saying that these organs are vital to an
organism's continued existence and that any hit to those organs is potentially fatal. All hits to the cognitive organs cause
double the normal amount of Lethal Damage. The round immediately after a combatant takes a cognitive organ hit, they
may only take one action. Failure of the cognitive organs means immediate clinical death, and maiming is immediate brain
death (which will be discussed shortly).
1-2: Motor Appendages – Motor Appendages can include arms, tentacles, branches, or anything else that is used for the
purpose of manipulating other objects. In the turn immediately following a hit to a Motor Appendage, the combatant
cannot manipulate an object with the affected appendage, nor can they attack with a weapon held by that appendage (they
do, however, maintain a hold on anything they were carrying with the appendage). If an appendage fails, the organism may not
use it to attack or manipulate objects until it heals and anything held by that appendage is dropped. If the appendage is
maimed, then these penalties are permanent (although in Industrial and Starfaring societies, the combatant can be fitted with
prosthetics.)
3-4: Sensory Organs – Sensory organs (including eyes, ears, noses, antennae, infrared pits, etc.) are used to give an organism
information about their surroundings. Losing control of any sense can have fatal consequences. When this type of hit is
indicated, the GM must make a second 1d10 roll to determine the specific organ set hit, as follows:
1-2: Visual Organs - Sight
3-4: Auditory Organs - Hearing
5-6: Olfactory Organs - Smelling
7-8: Gustatory Organs - Tasting
9-0: Tactile Organs - Feeling
A combatant's Senses trait for the organ listed is temporarily reduced by the number of HP lost to the hit, returning to a
maximum of one less than the original level as the HP damage heals. Failure of the organ results in a temporary complete
loss of the sense (-30 Senses Trait), while maiming makes the condition permanent (in both cases, the combatant gains no
building points). Blinded combatants don't have clear sight, though they may still attack (at a -25 penalty). (NOTE: A hit to
this area represents a wound that affects the specific organ, without necessarily affecting the surrounding areas. For example, while a
shot that hits a human's visual organs (their eyes) would also likely affect their cognitive organs - hitting the eyes implies a head shot,
and the brain is directly behind the eyes - it is considered to only affect the eyes. GMs are welcome to alter this rule at their discretion
if they want to add to the game's realism.)
5: Propulsive Appendages – Propulsive appendages can include legs, tentacles, cilia or anything that is used in order to move
an organism along. A combatant cannot move for one round after taking a hit to a propulsive appendage. Hits to these
organs slow a combatant down, by one movement point per Wound inflicted. If a propulsive appendage fails, then the
combatant's movement points are reduced to one until the appendage is healed. If all of a combatant's propulsive organs
fail, they cannot move until the appendages heal. Maiming of propulsive appendages makes these movement penalties
permanent (although in Industrial and Starfaring societies, the combatant can be fitted with prosthetics as discussed later in this sub-
Chapter.)
6: Reproductive Organs – Though most civilized races consider it uncouth, there are few things that can disable an attacker
faster than a shot to the pills. The effects of hits to the reproductive organs depend on the gender of the species. Male
combatants suffer double the amount of Non-Lethal Damage they would receive from the hit and are Dazed for a number
of minutes equal to one-tenth the total amount of damage received (rounded up). Female combatants take double the
amount of Basic Damage, but are not Dazed. Both genders cannot move for a number of rounds equal to one-tenth the
amount of damage received. Failure immobilizes a combatant completely until they can receive medical attention. If the
reproductive organs are maimed, the combatant cannot Run ever again, and cannot procreate (this shouldn't be an issue in
most campaigns, and if it is, it usually says something about the GM...).
7-8: Body Area (Non-Vital) – The shot hit a part of the combatant's body without hitting any vital areas. While a
combatant can bleed to death from the Wounds, a hit to this area does not cause any further penalties to the combatant.
The body is the only "part of the body" which cannot fail due to excessive Wounds. If the body is maimed, the combatant
suffers clinical death (0 HP).
9: Body Area (Vital) – The shot hit a part of the combatant's body that included a vital organ. This kind of damage is more
serious than a regular body shot. All damage from the hit is doubled. Further, this will cause a combatant to lose double the
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normal amount of HP per minute from Wounds. As with normal body hits, the body will not fail no matter how many
Wounds it receives. If the body is maimed, the combatant suffers clinical death (3x Durability).
If a part is indicated which the combatant either does not have or is not available to take damage, roll again on this table.
There are three types of damage that can occur to a character in SFRPG. Non-Lethal Damage refers to any kind of damage
which is intended to disable the combatant, but not necessarily to cause any kind of lasting damage. Lethal Damage is
damage that is intended to kill the combatant. Finally, Basic Damage is a combination of Non-Lethal and Lethal Damage;
when a character suffers BasicDdamage, half of the damage (rounded down) is Lethal Damage, and the rest is Non-Lethal.
All character-scale combatants have two HP counts, one for Non-Lethal Damage and one for Lethal Damage. The amount
of Non-Lethal and Lethal Damage a character receives upon taking a hit is not only dependent upon the amount and type
of damage indicated by the weapon used, but also upon the location of the hit.
A hit does not automatically indicate injury. If a combatant is wearing a personal shield or protective armor over the
indicated body part, the shield/armor may absorb the damage first. Injury will only occur if the damage is severe enough to
penetrate whatever defensive gear they may have in place, and if the defensive gear is not specifically designed to block the
particular weapon being used against it. If the gear can block the weapon, any Lethal Damage from that weapon is
transformed into Non-Lethal Damage before any damage is applied. The overall effectiveness of defensive gear is measured
in hit points. The current HP level of defensive gear not only indicates how much more cumulative Lethal Damage the
armor can absorb before it is rendered useless, but also indicates an amount of damage reduction for any Non-Lethal
Damage sustained in a given area (for example, if a character would take 100 points of Non-Lethal Damage to an area but has
armor with 55 hit points remaining covering the area, the Non-Lethal Damage is reduced by 55 points before it is applied; the
character would only receive 45 points of Non-Lethal Damage in this case). Non-Lethal Damage never reduces the available hit
points of defensive gear. For each point of unconverted Lethal Damage done to the gear, one point is subtracted from the
available defensive hit points. The hit points of shields are always subtracted before the hit points of armor. Points
subtracted from shields and armor are also subtracted from the combatant’s strength index, which in turn lowers the
composite strength index of the combatant's combat group. If defensive hit points are reduced to zero, any excess damage
is applied to the combatant as damage of the type indicated. For each point of damage taken, one point is subtracted from
the appropriate character HP count.
Regardless of the type of damage a character takes, a character must make a Reflex Save and a Willpower Save any time
they are hit. The DC of both Saves equals the total amount of damage inflicted, whether Lethal, Non-Lethal, or Basic. If the
Reflex Save fails, the character is knocked Prone as a result of the hit. This roll has critical potential: in the event of a
critical failure, the character hits the deck with enough force to break part of their skeleto-muscular system. A part is
chosen at random, and the character takes 1d5 Wounds in that part. Should the Willpower Save fail, the character becomes
Shaken.
Non-Lethal Damage
If Non-Lethal damage is done, the damage is subtracted from the character's available number of Non-Lethal hit points. A
character that has lost half of their available Non-Lethal HP becomes Dazed. If a character ever loses all of their Non-Lethal
HP, that character is knocked Unconscious. If the character continues to suffer Non-Lethal HP damage after losing all their
available Non-Lethal HP (i.e. they have "negative" Non-Lethal HP), the character has taken Impact Damage. A character with
Impact Damage will remain unconscious for a period of at least one hour, depending on just how many points of Impact
Damage have been inflicted on the character. A character with Impact Damage can regain consciousness early, but it
requires a good dose of stimulants or other medical care, and someone else to administer that care (see Healing and
Recuperation later in this sub-Chapter).
Should a character ever take so much Impact Damage that they have absorbed at least twice their normal amount of Non-
Lethal HP, that character is now comatose. Being comatose is a little more serious than merely being Unconscious. Every
hour a character is comatose, they must make a Fortitude Save with a DC of 50 plus the total amount of Impact Damage
they currently have, plus the number of hours they've been comatose (+1 for the first hour, etc.). If the Save fails, then not
only does the character not heal a point of Impact Damage that hour (as discussed later), but they also take one point of
Lethal Damage, one point from any one Physique Skill and one point from any Intellect Skill (selected by the GM at
random). Characters can die from becoming comatose. A comatose character cannot be revived back into consciousness
with medicine, though medicine may help mitigate the effects of their coma (in particular the loss of Skill points). The
Fortitude Save has critical potential: in the event of critical success, the character comes out of the comatose state (though
they are still Unconscious) and heals enough Impact Damage that they are at twice their Non-Lethal HP minus one. In the
event of critical failure, roll 1d10 and lose that many points of Lethal HP and that many points from the selected Skills
instead (0 counting 10 in this case).
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point of Lethal Damage every ten rounds (every minute) during their regeneration phase (regardless of whether they’re
conscious or not). This makes any Wound, no matter how seemingly insignificant, a potentially lethal one unless properly
healed.
When an organism is wounded, it can cause enough pain to instantly knock them out. A combatant must make a Fortitude
Save with a DC of 50 plus the amount of Lethal damage they have taken so far. If the Save fails, the combatant is
immediately rendered Unconscious, and they are reduced to zero NHP.
If a body part has been Wounded, there is the chance that part may fail whenever the afflicted combatant attempts to use
it (i.e. the damage to the part is so severe that the combatant either cannot use it at all or cannot use it without causing a
crippling amount of pain). To determine if a body part has stopped working, the combatant must make a Stamina Check,
with a DC of 50, plus 20 for each Wound to the affected part, plus another 10 for every other Wound they may have
suffered. If the Check fails, the part fails, and whatever attendant penalties come with failure go into effect immediately.
Sensory and Cognitive Organs should be checked at the beginning of the combatant’s turn, Propulsive Appendages when
the combatant tries to perform a move action, and Motor Appendages any time the combatant attempts an action
involving the specific appendage. This Stamina Check has critical potential: in the event of critical success, one Wound is
removed from the part. In the event of a critical failure, the part fails, 1d10 Basic Damage is inflicted on the combatant and
they take an additional Wound. A combatant’s Body Area never fails. Once a part has failed, it will remain non-functional
until it can be healed enough to become functional again (see Healing and Recuperation later in this sub-Chapter). When a
body part takes a number of Wounds equal to the combatant's Durability, that part automatically fails. When a body part
takes a number of Wounds equal to twice the combatant's Durability, the combatant is maimed; that part of the body will
not function on its own ever again. At that point, the part in question is no longer available to take Wounds. When a
combatant is maimed, they automatically acquire the Amputee Complication at 10. If they already had the Amputee
Complication, the strength of the Complication is increased by 5, up to the maximum score of 25.
If a combatant is reduced to half their available HP, they are fatigued. A fatigued combatant may only take one action per
round, must take double any additional Non-Lethal Damage inflicted upon them, cannot perform full round actions, and
takes a -20 penalty on all Checks and saves.
If a combatant is ever reduced to zero HP, if they take a total number of Wounds equal to three times their Durability
rating, or if their Physique score drops to -100 at any time, they are clinically dead. Clinically dead organisms are
Unconscious, but can still be brought back to the land of the living if resuscitated in time. A combatant has only so long
once they are clinically dead before their death becomes permanent. When a combatant that is clinically dead has been
clinically dead for a number of minutes equal to or exceeding their Durability score (ten times their Durability score in
rounds), they are brain dead. Once brain death occurs, an organism is permanently dead; if the organism was a PC, then it's
time for that player to start working on a new character...
Should an organism ever take so much Lethal Damage that they have absorbed at least twice their normal amount of HP,
that organism has been mutilated (or vaporized, depending on the method of damage). Mutilated organisms are instantly
brain dead, no matter how long they've been in that state.
It may happen that a combatant takes a lot of damage at once, so much so that the damage is immediately life-threatening.
If a combatant receives any single strike that causes 100 or more points of Lethal Damage in a single blow (a massive
attack), they must immediately make a DC 75 Fortitude Save. If they fail the save, clinical death occurs immediately,
regardless of how many more Hit Points they may have or how much of the damage can be absorbed by their defensive
gear (reduce the combatant down to at least zero HP). If they survive the save, the combatant is knocked Unconscious
immediately. Any further Non-Lethal Damage becomes Impact Damage as normal in that case.
The following is an example of how damage is applied. Xxksax, the Veloxi character mentioned earlier, rolls for the attack and comes
up with a 66, scoring a hit. 1d10 is rolled for the hit location; it comes up a six. Unfortunately for the G'Nunk (who, for the sake of
argument, is male), he forgot to wear his cup, so he gets the laser's full brunt right in the 'nads. The G'Nunk's SI is not lowered, since
no armor or shields were in the way of the shot; this is likely of little comfort to the G'Nunk...
The laser causes 21 points of Lethal Damage to the G'Nunk. The G'Nunk is male, so he becomes Dazed for three minutes (1/10 the
damage rounded up), cannot move for three rounds, and the NHP damage is doubled; since the hit only did Lethal Damage twice zero
is zero, there is no NHP damage. The G'Nunk's NHP count remains at 100 while his HP count is reduced to 79. One Wound is also
inflicted on the pills.
The G'Nunk must now make a Reflex and Willpower Save; the DC for both rolls is 21. Trouble hits right off the bat with the G'Nunk's
Reflex Save ... 00, a critical failure. d10 is rolled, and four comes up; sensory organs. A second d10 is rolled and comes up as a five, so
the damage is to the G'Nunk's olfactory organs. A third d10 is rolled for the number of wounds; the result is a three. The G'Nunk is
knocked Prone, and winds up breaking his nose as a result of the fall, with three Wounds. The Willpower Save at least goes off without
a hitch; 37, more than sufficient.
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Since the G'Nunk has taken Wounds, he must now make a Fortitude Save to avoid passing out. The G'Nunk has taken 21 points of
HP damage so far, so the DC of the Save is 71. The die is rolled ... 59. With the Save modifier, the G'Nunk remains conscious, but just
barely...
The G'Nunk is by no means out of the picture just yet, but he will have some pain to deal with. With four Wounds, he'll lose another 4
HP in another ten rounds unless he takes the time to apply some bandages. Xxksax, in the meantime, has likely done little more than
to royally piss off a G'Nunk with his low blow, something which any sane sentient being will tell you is a Very Bad Thing......
Character-scale combat is unique in that while the other scales of combat have "repair" actions that can take place during
combat, there isn't much of an equivalent for the character-scale. While some items may provide a character with
temporary relief for their symptoms, most medical treatments take an amount of time far greater than the standard combat
round in order to work. Nevertheless, this is a good time to talk about how a character may regain health after sustaining
any form of damage.
When it comes to natural healing, a character's best Skill is Recuperation. The higher this Skill is, the faster a character will
be able to heal, and the more likely it is that they will be able to survive serious injury. That's not to say that Recuperation is
the best of the available physical Skills for a beginning player to put build points in, but a player would be remiss not to put at least a
few points in Recuperation.
Any type of healing requires resting on the part of the character. Sleep is best, but any type of light activity will be
sufficient for healing. The GM can decide what constitutes "light activity" for purposes of healing; they should be gracious
enough to notify the player when they've planned an activity for their character that is too strenuous for healing. The GM
may, at their discretion, lower the DCs for healing if the character decides to sleep over performing even light activities.
Characters cannot heal naturally in combat situations.
The situation is slightly different if the character is Unconscious or comatose, as the character may have Impact Damage to
shrug off first. A character cannot begin healing Non-Lethal Damage as long as they still have Impact Damage to deal with.
This kind of healing requires a Recuperation Check, with a DC equal to the total number of Non-Lethal and Impact Damage
points the character has received. This Check may be made once per hour. If the Check is successful, the character loses one
Impact Damage point plus one point for every 10 points in their Recuperation Skill. Otherwise the character keeps the
amount of Impact Damage they have, and remains Unconscious for another hour. This Check has critical potential: in the
event of a critical failure, the character takes additional Impact Damage equal to 1/10 the degree of failure (rounded up) and
can become comatose if they exceed twice their Non-Lethal HP. In the event of a critical success, the character loses a
number of Impact Damage points equal to 1/10th the degree of success (rounded up). When a character heals all Impact
Damage and is raised to at least 1 Non-Lethal HP, the character can awaken (provided, of course, they aren't Unconscious for
other reasons).
If the character is comatose, then they must make a Fortitude Save (as described earlier) before they make their Recuperation
Check. The Check for a comatose character has the same possible outcomes as a Check for a character that is merely
Unconscious; the only difference between the two states is the potential for Lethal Damage and the fact that a Doctor may
not revive a comatose patient.
It probably goes without saying that a clinically dead or brain dead character cannot heal Non-Lethal Damage at all.
Healing Lethal Damage always requires a Recuperation Check, which can be made once every eight hours, minus one hour
for every 10 points in a character’s Recuperation Skill. The DC of the Check equals the total amount of Lethal Damage and
Wounds the character has received. If the Check is successful and the character has no Wounds, they recover one point of
HP for every point in their Recuperation Skill. If the character still has at least one Wound, the character recovers one HP
plus one point for every 10 points in their Recuperation Skill, and heals one Wound. Otherwise the character keeps the
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amount of Lethal Damage and Wounds that they have accumulated. This Check has critical potential: in the event of a
critical failure, the character takes additional Lethal Damage equal to 1/10 the degree of failure (rounded up) if they have no
Wounds. If the character has Wounds, then they take additional Lethal Damage equal to the number of Wounds they have
accumulated and must make a Fortitude Save to fight off an infection (see Chapter 12.4.2). In the event of a critical success,
the character heals an added number of Wounds equal to 1/10th the degree of success (rounded up).
Healing Wounds is similar to healing Lethal Damage, though the amount of time required is even longer. A character may
make a Recuperation Check to attempt to heal Wounds once per day (24 hours), minus one hour per ten points in their
Recuperation score. The DC of the Check is ten times the number of Wounds currently inflicted upon the character. If the
Check is successful, the character heals one Wound, plus one Wound for every 10 points in their Recuperation score.
Otherwise, one of the Character's Wounds will still heal but leave a scar in the process; the character's Comeliness trait is
reduced by one. This Check has critical potential: in the event of a critical success, all of the character's Wounds are
instantly healed. In the event of a critical failure, the character's remaining Wounds all become infected.
Assisted Healing
Characters have the option of seeking the aid of others when it comes time to try and heal their injuries. Assisted healing
does have a few advantages. The first and foremost advantage of having assisted healing is that the injured character has
someone else that they can rely upon for applying new bandages and medicines after their time is up, and in more advanced
cultures, someone to try to resuscitate them if they happen to slide towards death. If their caretaker is a trained medical
professional, then the healing process tends to go smoother and take less time. Granted, this type of care might wind up
costing the character quite a bit of money, but when you need a doc's help, you need a doc's help.
The quality of medical care a character receives is going to depend upon the technological level of the character they go to
for assistance. More primitive cultures have less of an understanding of medicine, and so can botch things up royally. For
Stone Age cultures, all Checks listed in this section are at a minus 75 penalty. All Metal Age cultures are at minus 25.
Characters receive some bonus to their natural healing ability even if they are simply around a medical practitioner. If the
injured character is in a group with a medic, they can gain an extra HP of healing (both Lethal and Non-Lethal) for every
ten points in the medic's Long-Term Care sub-discipline any time they naturally recover HP.
Healing with assistance is not much different than healing without, except that the responsibility for making the Checks
shifts to the medic. Every ten points in the character's Recuperation Skill add a +1 bonus to the results of all rolls the medic
makes on that character's behalf. The Skill used in place of the character's Recuperation Skill is the medic's Long-Term Care
sub-discipline. Note that while assisted healing is going on, the character can still perform Checks for themselves for
natural healing.
While in the care of a medic, a character will gain Non-Lethal HP equal to their Recuperation score every half-hour, if the
character is conscious the entire time. If the character is Unconscious with Impact Damage, the medic may make a Long-
Term Care Check every half hour, with a DC of 25 plus the total amount of Non-Lethal and Impact Damage the character
has received (the base DC increases to 50 if both characters are located within a mobile vehicle). If the Check is successful,
the character heals a number of Impact Damage points equal to 1/10th the degree of success (rounded up). Otherwise, the
character heals one Impact Damage point plus one point for every 10 points in their Recuperation Skill. This Check has
critical potential: in the event of a critical failure, the character takes additional Impact Damage equal to the degree of
failure (rounded up) and can become comatose if they exceed twice their Non-Lethal HP. In the event of a critical success,
the character is restored to 1 Non-Lethal HP and regains consciousness (provided they aren't Unconscious for other reasons).
If the character is comatose and fails their Fortitude Save (as described earlier), there is still a chance for the medic to keep
them from losing physical and mental faculty (a medic can't, however, prevent the loss of HP). This requires a Long-Term
Check with a DC of 75 plus the total amount of Non-Lethal and Impact Damage the character has received (the base DC
increases to 150 if both characters are located within a mobile vehicle). If the Check is successful, then the ability loss does
not occur. This Check has critical potential: in the event of a critical failure, the character crashes (reduce them to zero HP;
they are clinically dead). If the medic manages to pull them through afterwards, then the character is restored to their
previous HP level, but loses 2d10 additional Skill points from any one Physique Skill and one point from any Intellect Skill
(selected by the GM at random).
Healing Lethal Damage in the presence of a medic requires a Long-Term Care Check, which can be made once every four
hours, minus one hour for every 10 points the medic has in the patient's particular Medicine "species" sub-discipline
(Primatology, Entomology, Herpetology, Herbology, or Xenobiology) (one hour minimum). The DC of the Check is 50 plus the
total number of Lethal Damage points and Wounds the character has received (increase the base DC to 100 if both
characters are inside a moving vehicle). If the Check is successful and the character has no Wounds, the character recovers a
number of HP equal to the degree of success, up to the character's maximum HP. If the character still has at least one
Wound, they recover one point of HP for every ten points in the medic's Long-Term Care score, plus they heal a number of
Wounds equal to 1/10th the degree of success (rounded up). Otherwise the character keeps the amount of Lethal Damage
and Wounds that they have accumulated. This Check has critical potential: in the event of a critical failure, the character
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takes additional Lethal Damage equal to 1/10 the degree of failure (rounded up) if they have no Wounds, and they take one
Wound. If the character has Wounds, they take additional Lethal Damage equal to the new number of Wounds they have
and must make a Fortitude Save to fight off an infection.
A medic may attempt to heal Wounds every twelve hours, minus one hour per 10 points they have in the patient's
particular Medicine "species" sub-discipline (Primatology, Entomology, Herpetology, Herbology, or Xenobiology). Healing Wounds
requires a Long-Term Care Check with a DC of 50 plus ten times the total number of Wounds currently inflicted upon the
character. If the Check is successful, the character heals a number of Wounds equal to 1/10th the degree of success
(rounded up). Otherwise, one of the Character's Wounds will still heal, but leave a scar in the process (reduce the
character's Comeliness trait by one). This Check has critical potential: in the event of a critical success, all of the character's
Wounds are instantly healed. In the event of a critical failure, the character must make a Fortitude Save to try to stave off
an infection. If the Save fails, all of the character's remaining Wounds become infected.
Ordinarily, when a character's body part fails, they need to wait until all of the Wounds inflicted on that part are healed
before regaining its use. If a part is maimed, however, characters in Industrial Age and Starfaring Age societies may be
fitted out with prosthetics as a means of regaining the part's function. Fitting a prosthetic successfully requires a Long-Term
Care Check with a DC of 100. If the Check is successful, the character instantly regains the use of the part in question. The
character does NOT reduce their Amputee score or lose any negative points to their Senses scores. If the Check fails, the
medic must wait two weeks before trying again. In the Starfaring Age, a medic has the option of regrowing parts. This is
like fitting a prosthetic, except that the DC is 125. If the Check succeeds, a fully functional part has replaced the old one,
and any penalties received from the loss of that part are nullified. Should the Check to regrow a part fail, the medic must
wait four weeks before trying again.
The primary Medicine sub-discipline typically needed for these kinds of actions is Intensive Care. As with other forms of
assisted healing, every ten points in the injured character's Recuperation Skill add a plus one modifier to the results of all
rolls the medic makes on that character's behalf.
Reviving an Unconscious character artificially is almost always a temporary measure, and can cause more harm than good
if done improperly. Nevertheless, there may be situations where knowing what a character knows or giving them the
ability to get up and go someplace where it's a little more convenient for them to pass out can be critical. To attempt to
revive a character, a medic must have access to some form of revival medicine (stimulants, smelling salts, etc.) and must
have the capability of delivering those drugs to the patient (syringes, etc.). If the medic can deliver the medicine to the
patient, then they may make an Intensive Care Check with a DC of 75 plus the total amount of Non-Lethal and Impact
Damage currently inflicted upon the patient. If the Check is successful, then the patient goes to zero NHP and gains a
number of NHP over that equal to the degree of the success of the Check. Each round after being resuscitated, the character
loses one NHP until the character returns to the original amount of Non-Lethal Damage (and loses consciousness again). If
the character does heal some NHP or is inflicted with new Non-Lethal Damage in the meantime, the amount of
healing/damage is figured in to the "original" amount of damage. A medic may only make one attempt to revive a character
per hour safely. They can administer additional wake-up drugs before the hour is up, but the character gains ten less NHP
in the event of a successful Check. This is cumulative per premature revival attempt (e.g. if a character receives a shot, then
another a half hour later, and then another forty minutes later, the penalty for the last shot is -20 even though it's been
more than an hour after receiving the first shot, since it has been less than an hour since the last shot). If ever a premature
revival Check fails, or the penalty completely negates any gain the patient might have received, then the patient has
overdosed on the drug, takes Lethal Damage equal to the degree of failure or negative gain, and is poisoned (see Chapter
12.4.2). All revival Checks have critical potential: in the event of a critical success, the patient recovers the amount of NHP
indicated by a normal success without it draining away.
Resuscitation of clinically dead characters becomes possible with the Industrial Age, and is vastly improved with the
Starfaring Age. The important thing about attempts at resuscitation is that they need to happen as soon as possible after
the character dies (else the character exceed the amount of time needed for brain death to set in, and their death becomes
irreversible). The manner of death is also important, as certain deaths are easier to reverse than others.
A character who reaches clinical death by reaching zero HP is comparatively easy to resuscitate. Moreover, resuscitation for
this kind of death can occur using the normal combat time scale. Resuscitation to fix HP damage requires an Intensive Care
Check. The DC of the Check is 50 plus the total amount of Lethal Damage inflicted on the patient. The base DC increases
to 100 if the attempt is made while in a moving vehicle. The Check can be made once every fifteen rounds, minus one
round for every ten points in the doctor's "species" Medicine sub-discipline. If successful, the patient gains back an amount
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of HP equal to one-tenth the degree of success (rounded up). In the Check fails, the patient takes Lethal Damage equal to
one-tenth the degree of failure (rounded down).
If there isn't enough time to try and save a patient before brain death sets in, a medic may make an attempt to place the
character in stasis. Stasis places the character in a state of suspended animation, either by subjecting the patient to extreme
cold (cryogenic freezing), or through use of certain chemical compounds. While in this state, a character cannot perform
any natural healing, but at the same time the process of death is slowed down dramatically. Stasis renders the character
Unconscious, but then again, so does clinical death. If a character is successfully put in stasis, a medic may treat them with
Long-Term Care checks without risk of causing additional Wounds. It should be noted that stasis does not stop the death
process; it merely delays it, though usually to a treatable level. For every minute that a character can remain clinically dead
before the onset of brain death, stasis extends the period to the same number of days in the Industrial Age and weeks in the
Starfaring Age.
To place a character in stasis, an Intensive Care Check must be made and the medic must have access to some method of
placing the character in stasis (either stasis-inducing drugs, or access to a cryogenic chamber; vehicles and ships with the
Emergency Stasis Unit or Refrigeration Module have this capability). The DC of the Check is 75 plus the total amount of
Lethal Damage the character has received. If the Check is successful, then the patient enters stasis and remains in that state
until revived by the medic. This occurs naturally: if the character has no Impact Damage and positive NHP, they'll wake up
upon being removed from stasis. Otherwise, the character will remain Unconscious until they've healed all of their Impact
Damage. If the stasis entry Check fails, then the patient will enter stasis and remain in stasis for a period of one hour, but
there is some damage caused by the process. If stasis was chemically induced, the character is poisoned. Otherwise, the
character will suffer cold damage instead (ten severity levels equivalent). See Chapter 12.4.2 for more information on poisons
and cold damage. This Check has critical potential: in the event of a critical failure, the Check causes the damage of a normal
failure, but the patient does not enter stasis. A medic must wait one minute before trying again in the Starfaring Age; no
additional attempts can be made in the event of failure in the Industrial Age.
A character that dies because they've reached three times their Durability in Wounds is much more difficult to save, but it
can be done. In the Industrial Age, this is going to require emergency surgery. To perform emergency surgery, the character
must first be placed in stasis as prescribed above. If the character is successfully placed in stasis, then the medic may begin
attempting to rapidly heal at least as many Wounds as are necessary to reverse the character's death. This is going to be a
DC 100 Intensive Care Check, plus 10 for each Wound that needs to be healed. The Check may be made once per hour,
regardless of the medic's skills. If the Check is successful, one Wound is healed for every ten points the doctor has in the
patient's "species" Medicine sub-discipline. This Check has critical potential: in the event of a critical failure, the medic
ends up inflicting a number of Wounds for every ten points of the degree of failure. In the event of a critical success, the
character is left with a number of Wounds equal to three times their Durability score minus one (i.e. enough Wounds are
healed to reverse their death). An additional number of Wounds for every ten points the medic has in the patient's "species"
Medicine sub-discipline are also healed. Regardless of the result of this Check, the character comes out of stasis at the end
of the hour; a fresh Check is required to put them back into stasis before additional surgical healing may take place. Add
ten to the DC of the stasis Check for each hour the character remains in emergency surgery.
In the Starfaring Age, saving a character that dies because they've reached three times their Durability in Wounds is much
easier. The medic can simply place the character in stasis and begin the normal healing process. The character must, of
course, be placed in stasis at any time before the onset of brain death.
It is nearly impossible to successfully resuscitate a character who reaches clinical death through drain of their Physique
attribute (technically, the only way to do this would be to raise the character's Physique attribute back to at least -99, but
it's hard to do that when the character is already dead, to say the least). At best, stasis would put this character into a
permanent vegetative state, technically alive but with little chance of ever recovering. The GM must decide whether or not
to allow a character who dies in this manner to remain in stasis or just let them go. A creative GM might be able to use a
death from Physique drain as a springboard for an adventure.
As previously mentioned, once a character is brain dead, their death is permanent. The idea of resurrection, bringing that
character back after brain death, is ordinarily something that cannot be performed by normal medical means, and will not
be discussed here.
Shaken: A Shaken combatant has had a traumatic, frightening experience in combat, so much so that they are
psychologically stunned and ineffective. A Shaken combatant will not follow any orders given to them by any other
combatant and any attempt to make them wastes the other combatant's action. While Shaken, a combatant is at a -30
penalty to all Checks (but not to Saves). A Shaken combatant can snap out of it with a successful Willpower Save.
Helpless: A Helpless character is, as the name suggests, unable to help themselves for whatever reason. This can include
being Unconscious, being asleep, being tied up, or in any state wherein it is physically impossible for a character to make
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any combat action. Helpless characters are vulnerable to coup de grâce attacks.
Unconscious: This refers to any character that has been reduced to zero or fewer NHP. When a situation calls for a
character to fall Unconscious, the GM should automatically lower their NHP to zero, unless otherwise indicated.
Unconscious characters are Prone, cannot take any actions, and are considered Helpless.
Opportunity Attack: An Opportunity Attack usually occurs in special situations wherein an opposing combatant is about
to do something particularly nasty to a target. The attack gives the target a chance to fight back, allowing it to make a
single strike at its oncoming attacker. Opportunity Attacks are a free attack action made by the target. The target must
itself target the attacking combatant, but is otherwise free to do whatever they wish within the bounds of a regular attack
action. Any beam or projectile weapons fired during an Opportunity Attack are considered discharged, should the target get
a turn later on in the order of battle.
Prone: A combatant that is Prone has dropped to the ground, whether voluntarily or not. The ground provides a +20
circumstantial HD bonus to the combatant, but limits them to one-quarter their normal movement speed (rounded down;
if conscious).
Dazed: Characters can become Dazed as the result of a special attack, or if they are reduced to one-half their full NHP.
Dazed characters suffer a -5 penalty to all Checks, and add a DC of 10 to all Dexterous Maneuvers Checks. These penalties
are cumulative with all other injuries the character may have received.
The following rules for vehicles assume that the vehicles in the opposing groups use the same terrain type. There are many
occasions where this assumption is not true, and these situations are a form of mixed-scale combat. Situations where
vehicles of different terrain types are in combat with one another will be covered in Chapter 9.5.
Range
There are four different terrain categories of vehicles: land, sea, air and space. Each of the different terrain categories has an
individual set of combat range increments. Land combat on the vehicle-scale is on an increment of one kilometer. Sea
combat is on an increment of 10 kilometers. Air combat takes place on an increment of 20 kilometers. Finally, the
increment of space vehicle combat depends upon the "terrain" involved in the current conflict. Space vehicles fighting in
atmosphere are considered air vehicles, and are subject to the same kinds of damage penalties. In space, though, an
increment of 1000 kilometers will usually suffice, if the range increment matters in regards to space combat. As with other
ranges, the vehicle-scale extends from zero to eighteen range increments; beyond fifteen increments, no weapon can hit
another combatant. Additionally, combatants may withdraw from combat if they are greater than fifteen range increments
from all hostile combatants.
Note that the above ranges are considered "defaults", particularly in situations of mixed-scale combat (which is discussed in-
depth in Chapter 9.5). More than the other scales of combat, the GM must be willing to be flexible with the space and times
necessary for vehicle-scale combat, in order to fit certain situations. As an example, a high-speed chase between a police
interceptor and a stolen groundcar probably would take place on a spatial scale of a hundred meters or less. Sea combat
needs to be particularly flexible: ships move at a rate significantly slower than their weaponry, and so a time scale
adjustment might be helpful (say, six minutes per round instead of six seconds). The important thing is that combat flows
along smoothly, no matter what scales the GM decides upon.
Vehicle-scale Actions
Because there is such a wide variety of vehicles, it's not that easy to definitively say who's in charge of giving orders. Most
of the smaller vehicles (bikes, groundcars, etc.) may only have one "station" that controls all aspects of the vehicle's
operation. In that case, it's usually the vehicle's pilot that will determine what the vehicle will do in combat. Larger vehicles
may have multiple persons working at multiple stations. In this case, there's usually some kind of vehicle commander
whose job it is to give orders, along with specialists who will actually perform the ordered actions (such as gunners, who
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are specialists dedicated to firing weapons). Vehicle-scale actions fall into the same general categories as character-scale
actions. A vehicle takes two actions per combat round, or a single full-round action, along with an unlimited number of free
actions. If a vehicle's design includes hot-racking, all of the vehicle's Checks take a -2 penalty.
Give/Belay Orders
A vehicle's commander may elect to give orders during a round of combat as a free action, or to belay orders given in
previous rounds of combat as a standard action. If giving orders, the commander must declare a target specialist to give
orders to, give a specific order, declare a specific target if necessary, and declare a time for which the order to occur if
necessary. If belaying orders, the commander need only say which specialist is performing the action and which order to
belay (if that specialist is obeying more than one order). The commander may issue as many orders as they want to during
this action. Ordinarily, giving and belaying orders is an automatic action that requires no Skill Check. However, if the
specialist in question is Shaken, they will need to be rallied before they can be given orders.
Rally
The commander can rally specialists who have been Shaken in combat as a standard action. This requires the commander
to make a Leadership Check, opposed by the Shaken specialist’s Willpower Save. If successful, the Shaken specialist is no
longer Shaken, which cancels all associated penalties. The commander can only help one specialist per round in this
manner. The commander may also rally multiple specialists (or even an entire crew). This requires a Leadership Check with
a Very Difficult DC and requires at least three specialists that need to be rallied.
Inspire
Rather than rally a specialist that's been Shaken, the commander may elect to try and inspire confidence in a particular
non-Shaken specialist as a standard action. This requires the commander to make an Inspire Check opposed by the
specialist's Willpower Save. If successful, the specialist will not become Shaken if otherwise indicated to do so for a number
of rounds equal to the degree of success divided by ten (round up). Further, during that time, that specialist may add the
same amount (degree of success divided by ten) to all die rolls they make. The commander may only try to inspire one
officer at a time.
Ready
Vehicle specialists can be ordered to take ready actions similarly to how actions are readied in character-scale combat (i.e.
the specialist is told to prepare to do something if some condition is fulfilled in the immediate future, in this case before the
vehicle's next action phase). Readied actions can be taken during another vehicle’s action phase. If the readied action is
executed, the vehicle loses one of its action phases during the next round (or its entire turn, if two readied actions are
executed).
Standby
The commander may elect to order the vehicle to standby as a standard action. When the commander decides to standby,
they declare to not do anything during the course of that action phase. Play passes to the next action phase, or, if it is the
second action phase, to the next vehicle in the combat order. There will probably be few occasions where the commander
orders the vehicle to standby, but it may sometimes be necessary to just watch and wait...
Use Skill/Ability
The commander may order a specialist to use a Skill or natural ability during a combat round. This counts as a general free
action, so long as the use of the Skill or ability does not constitute a different action as described here. If necessary, the
commander must also declare a target for the Skill or ability.
Disembark
Any member or members of a vehicle's crew may leave their vehicle as a standard combat action. Doing so may transform
the current combat situation into mixed-scale combat. To leave a vehicle this way, the vehicle must first be brought to a
complete stop, and in the round that any crewmember or passenger disembarks, the vehicle cannot make any move actions.
Eject
In the event of catastrophic damage, a vehicle's commander may decide the vehicle needs to be abandoned, but there is
insufficient time to bring it to a stop. In this case, the crew can eject. Ejecting is a dangerous proposition, but it is still
better than staying aboard a vehicle as it explodes; it does not necessarily have to be used in dire situations, either (for
example, an Eject action can be used to deploy paratroopers in mid-flight). In order to eject, the commander performs a Survival
Check with the DC equal to 50 plus the amount of hull damage the vehicle has accumulated. If successful, the commander
may select any of the vehicle's personnel to eject immediately. Ejected personnel take 3d10 points of Non-Lethal Damage.
This Check has critical potential. In the event of a critical success, personnel will not take any damage whatsoever upon
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ejecting. In the event of a critical failure, personnel are still ejected from the craft, but take double the Non-Lethal Damage,
as well as 3d10 points of Lethal Damage. Further, the ejection system permanently malfunctions, preventing further
ejections. A normal failure indicates that the ejection system has temporarily malfunctioned, which can be repaired with an
Easy Jury Rig Check.
A commander can set up an "auto-eject" as a ready action during the game, saving everyone's life in the event that the
vehicle is destroyed. This can only be done on vehicles equipped with Ejection Seats. Should the vehicle be destroyed, the
commander may make the Survival Check for ejection, with the base DC increased to 100 and the same set of possible
results (in this case, reverse the failure outcomes; a critical failure means that no one will eject from the craft). The damage
from this type of ejection is increased to 5d10 Non-Lethal Damage and 1d10 Lethal Damage.
Ejected characters may take further damage from the fall, depending on whether or not the vehicle was equipped with
Ejection Seats. Without an Ejection Seat, ejecting is little more than just jumping out. The character will take normal
falling damage upon hitting the ground (see Chapter 12.4.2). If the vehicle has an Ejection Seat , or if the character is
wearing a parachute or has another technology to cushion the final impact after ejecting, damage is limited to a maximum
of 1d10 points of Non-Lethal Damage.
Recently ejected characters are immediately subjected to the current combat environment. They may be targeted by other
vehicles, so ejection from a vehicle prompts a change to mixed-scale combat. If a character ejects out of a space vehicle, they
are treated as jettisoned cargo (and can thus be picked up by other combatants). If they are wearing a space suit, or are
using an Ejection Seat, then they have eight hours worth of life support, after which they will have to make Stamina
Checks to avoid suffocation (see Suffocation, chapter 12.4.2).
Jettison Cargo
A commander may order the vehicle to jettison its cargo during the course of a round as a free action. The commander
simply declares which cargo to drop. The jettisoned items are placed at Range 0 from the vehicle that dropped them. At any
later time, any vehicle that moves to Range 0 of the objects may use a Manipulate Object action to pick up the jettisoned
items.
Evasive Maneuvers
A vehicle's pilot may be ordered by the commander to begin evasive maneuvers as a move action during a combat round.
This gives the vehicle a +10 circumstantial bonus to any Evasive Maneuvers Checks until the vehicle's next round. Evasive
maneuvers inflict a –10 circumstantial penalty to any Marksmanship or Ballistics Checks the vehicle makes, and inflicts a -1
penalty on movement. Erratic maneuvers must be the first declared action of a vehicle's combat round; it cannot be the
second.
Ram
An extreme combat tactic may be for the commander to order a ramming attack on an enemy combatant. To ram another
combatant, a vehicle must make its movement for the round directly towards the target combatant and must be able to
reach Range 0 with the target using that single movement. The ram attempt provokes an Opportunity Attack from the
opposing vehicle, at a –10 HD penalty to the ramming vehicle. Once at Range 0, the ramming vehicle’s pilot makes a Vehicle
Piloting Check as a ram attack, opposed by the target vehicle’s HD. The ramming vehicle gets a +10 ramming
circumstantial bonus for the attempt. If the attempt succeeds, the result will depend on if Speed-based or Initiative-based
movement is being used. If Initiative-based movement is being used, roll xd10x10, where x is the size class of the smaller of
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the two combatants, and apply the result as damage to both vehicles. For Speed-based movement, the type of die rolled will
depend on the speed of the ramming vehicle, as outlined in the chart below.
Speed-based movement ramming actions still use x for the number of damage dice, where x is the size class of the smaller
of the two combatants. In either case, the ramming vehicle may not make any further move actions that round. If the ram
fails, the ramming vehicle continues moving in the same direction if it had any movement points remaining.
Head-On Ram
A head-on ram is a special case of a ram, where the ramming vehicle strikes the target vehicle within the target vehicle's
forward firing arc. All rules of a general ram must be followed in order to make a head-on ram. The HD penalty for the
target's Opportunity Attack is increased to -20. If successful, a Head-on Ram will cause double the amount of damage as a
regular ramming attack.
Sideswipe
A sideswipe is another special case of a ram. Unlike a normal ramming attack, the ramming vehicle does not head directly
for the target, but rather may make a number of slip movements as part of its move in order to close to Range Zero. The
vehicle's pilot must succeed in their normal Vehicle Piloting Check for movement in order to be eligible to conduct the ram.
If the vehicle does close to Range Zero with its target, the pilot makes the usual Vehicle Piloting Check to ram, without the
circumstantial bonus. The HD penalty for the target's Opportunity Attack is decreased to -5. If successful, a sideswipe will
cause half the damage done by a regular ramming attack to the target, and half that amount to the ramming vehicle.
Dock
If a vehicle is within Range 0 of another combatant, the commander may order the pilot to attempt to dock with the other
combatant as a standard move action. The pilot makes a DC 50 Vehicle Piloting Check if the target is "willing" to dock, or an
opposed Vehicle Piloting Check otherwise. If the Check fails, then a second Vehicle Piloting Check is needed to avoid a
collision (which is treated as a successful Ram, see above). If the Check succeeds, the vehicle successfully docks with the other
combatant. This can be used to transfer personnel or cargo, or for boarding actions. If approaching an active, hostile
combatant, the docking procedure provokes an Opportunity Attack from the target vehicle.
Alpha Strike
If a vehicle is within Range 6 of an enemy combatant, has all weapons fully charged, and has access to both beam and
projectile weapons, the commander may order the specialist in charge of the vehicle's weapons systems (the gunner) to
perform an Alpha Strike instead of a regular attack. Alpha Strike is a full-round special attack option. When an Alpha Strike
is declared, the gunner attacks the target with everything the vehicle’s got. A Marksmanship and Ballistics Check is made. If
both rolls are successful, double the amount of damage from all weapons hits and apply them simultaneously. When
making an Alpha Strike, the vehicle must use all weapons hardpoint bonuses. A vehicle must wait at least five rounds after
completing an Alpha Strike before declaring another Alpha Strike.
Manipulate Object
A vehicle's commander may order a specialist to move or manipulate any exterior item or object with or without picking it
up in order to use it. Such items may include cargo jettisoned from another vehicle; this action can be used to pick up
jettisoned cargo and place it within the vehicle's cargo bay (if any). Manipulating an object counts as a move action, and if
there are multiple items that can be manipulated, the commander must specify what item will be handled. Manipulation of
objects can have various effects, depending on what the GM has intended for the object at hand. Sometimes these effects
can end a combat quickly (such as cargo rigged with explosives), so a GM should be sure to hint at that possibility before
combat begins.
Use Artifact/Technology
As a standard action during the course of a combat round, the commander may order the use of a piece of equipment or an
artifact (such as a lifeform shield, black egg, etc.). Artifacts and technology have no one specific Skill Check to operate,
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though some may require some kind of opposed roll after their use. The effect of individual pieces of equipment and
artifacts should be listed with the artifact; just follow the procedures given.
Target
A vehicle’s commander may order the vehicle's gunner to target a portion of an enemy combatant as a standard action. To
target a part of an enemy vehicle, the gunner must make a Targeting Check. The DC of the Check is 50 plus the target's HD,
plus five times the range to target. If successful, any future hits by the vehicle against the enemy combatant will
automatically cause system-specific damage to the system targeted. The amount of systems damage depends upon whether
or not the combatant's defenses are still functional. If the target has any shields still up, take the total amount of damage
inflicted to the craft, divide by one hundred, and round down. If the shields are down but there is still some armor, divide
by ten. If all defenses are gone, the system takes the full brunt of the damage. NOTE: If gridded combat is being used, then
only the arc impacted by the weapon is considered (i.e. if a vehicle's defenses are completely down in a combat arc and the
weapon impacts that arc, the system takes full damage, even if the remaining three arcs have no damage at all). If the
vehicle fires on another combatant, it loses its target lock. The lock is also lost if a new system is targeted on the same
combatant.
Scan
During the course of a round, the commander may order a specialist to use the vehicle’s sensors, along with a scanning
target. This is used to update the vehicle’s information on other combatants, including the current damage level of targets.
This involves a Biology, Starship Technology or Vehicle Technology Check, depending on if the enemy combatant to be scanned
is a lifeform, starship or a vehicle of some kind. As usual, the specialist must beat a Difficult DC in order to find out any
substantial information about the vehicle's opponents. (NOTE: If the GM determines that the vehicle is too primitive to have a
scanning system, this action may be performed with a Perception Check instead, if RPG-style stats are being used.)
Repair/Rig
If a vehicle takes systems damage in combat, the commander may order a specialist to attempt to repair the damage, within
limits. Armor and Hull damage may not be repaired in combat. To make a repair attempt, the specialist must make a
successful Mechanics Check. The DC for the Check is fifty plus the amount of damage that has been done to the system. If
the Check is successful, roll 1d10. The result is the amount of damage to the system that is immediately fixed. In addition,
if the system had malfunctioned, the specialist may then make a Damage Control Check with the same DC. If successful,
the system comes back on line.
In the event of a critical system malfunction (such as the failure of the shields or engines), the commander may order a
specialist to jury-rig a system as a full-round action. Jury-rigging requires a standard successful Jury Rig Check (DC of 50
plus the damage to the malfed system). If successful, the functionality is restored to the system unless it is damaged again.
Hail
A vehicle may hail another vehicle or other combatant, or other non-combatants as part of a combat round. Hailing must
be ordered by the commander and executed by a communications specialist. Hailing requires an Alpha-Sector Languages
Check, a Delta-Sector Languages Check, or a Xenolinguistics Check, depending on the situation. The GM should add five plus
the range to the target craft to the normal DC of the Check as a combat penalty. If successful, the crew of the hailing
vehicle may talk freely to the targeted combatant.
Speak
Any member of a vehicle's crew may speak to any other crewmember aboard a vehicle as a free action. This can be used for
a variety of reasons, including giving directions to other crewmembers, telling people to brace for impact, or simple chit-
chat (as some combatants have been known to do). If a vehicle is open to the outside air, or if a vehicle is too primitive to
have an active communications system, a Speak action may be used in place of a Hail action to communicate with
combatants outside the vehicle, adding ten plus the range to the target to the normal DC of the appropriate "Linguistics"
Check; this kind of "Hail" cannot be jammed.
Jam
A vehicle may attempt to jam another combatant’s communications during the course of a round as a standard action. A
jamming action must be ordered by the vehicle's commander and executed by a communications specialist. Jamming a
target combatant’s communications requires a successful Jam Check (DC of 100 plus five times the range to target). If the
check is successful, all of the target combatant’s electronic communications are jammed for one round (note that this will not
affect any spoken communication). As a side effect, if the combatant launches any friend-or-foe missile during the course of
the round, it will cause an automatic critical miss of that weapon.
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Distress
If the situation is getting bad and there are friendly forces in the area, a vehicle may attempt to send a distress signal and
summon help during the course of a combat round as a standard action. A distress call must be ordered by the commander
and executed by a communications specialist. The DC of the Distress Check is 150, plus five for each enemy combatant
currently active in the battle. If successful, roll 1d10. The result is the number of rounds that will pass before friendly
forces arrive. Two friendly combatants will arrive, with an additional combatant for every ten points over the DC that the
specialist rolls. Once they arrive, the GM must integrate the new forces into the current combat situation.
Treat Crew
In the event that a crewmember takes damage during the course of a combat round, the commander may order a medical
specialist to examine and begin treating that crewmember as a standard action for that round. The specialist uses the
Assisted Healing rules in Chapter 9.2 for the attempt, adding 10 to the DC of any Check for combat conditions. While
being treated, a crewmember is not available to perform their duties. If the patient's HP falls below zero as a result of a
botched Long-Term Care Check under combat conditions, the specialist is allowed to make an immediate resuscitation
attempt, again adding 10 to the DC of the Intensive Care Check for combat conditions.
Recharge
A vehicle may recharge a discharged (fired) weapons hardpoint, shields, and/or weapons batteries as a free action; this
action may be taken after the vehicle's second standard action. The GM will select one weapons hardpoint to recharge,
giving preference to beam weaponry over projectile weaponry and racks over turrets. The vehicle’s crew need not wait for
all of their weapons to recharge before firing again, but must have at least one charged hardpoint in a weapons arc in order
to fire that weapon from that arc. Further, a turret will take an additional turn to recharge, and all hardpoints on the turret
must be recharged before the turret may be fired again. Once a hardpoint has been recharged, the GM may then add the
highest Applied Relativity score among the vehicle's crew to all defense arcs as added shield hit points, up to the normal
maximum SHP score for the vehicle in each arc. Finally, if a weapon type uses the last shot available in its magazine, a fuel
unit may be expended to reload it.
A vehicle’s pilot may be ordered by the commander to move the vehicle as part of a combat round. Moving the vehicle
counts as a move action and changes the ranges to other vehicles similarly to character-scale movement. Movement on the
vehicle-scale can either be Speed-based or Initiative-based. As usual, if Initiative-based movement is being used, vehicles
receive a number of movement points equal to one plus the Initiative value (thus a vehicle with an Initiative of six would
receive seven movement points). If Speed-based movement is being used, a vehicle may move up to a total distance in meters
equal to the maximum amount allowed by the vehicle's top speed (five-thirds times the speed, rounded down), which acts
in place of the vehicle's movement points. The vehicle's pilot can declare the vehicle to go at a lower speed, thus receiving
less expendable distance.
Movement on the vehicle-scale may or may not require a Vehicle Piloting Check. All vehicles may move straight ahead or
make a 45-degree turn per move action without requiring a Check, provided the engines aren't damaged. Moves that
involve more advanced maneuvers (lateral movements or tighter turns) will require a Vehicle Piloting Check; the DC of the
Check will depend upon which maneuvers the move involves, and whether or not there is engine damage (simply add the
amount of Engine damage to the DC; vehicles with 100% Engine damage or ones with malfunctioning engines cannot
move). Each maneuver has its own DC, which is simply added to the overall DC of the Check. If a vehicle is currently
carrying more personnel than is allowed by its design (considering both crew and passengers), it is overcrowded and takes a
-5 penalty on the piloting Check for each whole multiple (rounded down) of its complement (for example, if a vehicle is
hauling between three and four times its normal complement, it takes a -15 penalty to the piloting check). If the Check fails, the
vehicle may make its movement up to the first advanced maneuver, at which point the vehicle stops moving. Advanced
maneuvers usually have a minimum Engine requirement. If the vehicle does not have at least the minimum Engine Class
indicated, the vehicle cannot perform the maneuver (note that this may automatically disqualify some vehicles from certain
moves, particularly more primitive ones).
Vehicles may or may not be allowed to perform certain maneuvers simply because the chassis is not designed to go a
certain way. The GM may either say that no attempts at making restricted maneuvers may be made, or they can double the
DC for the attempt and treat any failure as a critical failure (as will be discussed shortly). The following is a list of specific
restrictions for the various chassis.
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If movement is Initiative-based, then the vehicle moves one range increment for all lateral maneuvers, and remains in place
for all turning maneuvers. All maneuvers take one movement point to perform a piece, except for snap turns. Snap turns
take no movement points to execute, and can be a handy way of extending the capabilities of a vehicle for a skilled pilot.
Naturally, snap turns are more difficult to execute and require higher Engine Classes.
If movement is Speed-based, then all maneuvers require an amount of space to perform, depending upon the vehicle's size.
A vehicle may make a lateral maneuver up to the distance of one range increment. They may move less than this distance,
but must move a distance in meters equal to at least three times the vehicle's Size Class before selecting another maneuver
to perform. Turning depends on the angle of the turn. A 45-degree turn requires a number of meters equal to the vehicle's
size class; each successive 45-degree angle requires an additional number of meters equal to the vehicle's size class. Snap
turns require only half the distance needed for a normal turn of the given angle. Note that the space requirement for the
turn is only the amount that is reduced from the vehicle's movement; the vehicle will turn in place.
Advanced maneuvers give the vehicle an Evasive Maneuvers bonus until the vehicle's next turn. These bonuses accumulate
with each advanced maneuver made during the course of a vehicle's movement. If the vehicle is fired upon at any time up
until its next turn, the total bonus applies. The price for this bonus is a (smaller) penalty to the gunner's Marksmanship and
Ballistics Checks, which apply through the vehicle's next action (so a vehicle that decides to move as its second action in a turn
will have weapons penalties in the first action of the ship's next turn). Fancy maneuvering makes a vehicle harder to hit, but also
makes it a little harder to aim accurately.
The Vehicle Piloting Check for movement does have critical potential. In the event of a critical success, the Marksmanship
and Ballistics penalties are both nullified (the pilot is able to pull off all maneuvers while maintaining the gunner's target
locks). In the event of a critical failure, the vehicle may not move at all; the GM changes the vehicle's present heading to a
new, random one. Additionally, the vehicle takes d% Engine damage; if the Engine was damaged in the first place, then the
Engines are destroyed (100% damage).
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Vehicle Maneuvers
Minimum
Marksmanship/
Engine Evasive Maneuvers
DC Ballistics Description
Class Bonus
Penalty
Required
Straight Ahead Class One 0 +0 +0 Vehicle moves forward.
Vehicle moves diagonally forward and does
Forward Sideslip Class One 30 +5 -1
not change orientation.
Vehicle moves port or starboard and does not
Sideways Class Two 45 +10 -2
change orientation.
Vehicle moves diagonally backward and does
Back Sideslip Class Three 60 +5 -1
not change orientation.
Vehicle moves backward and does not change
Straight Back Class Two 30 +5 +0
orientation.
45-degree Turn Class One 0 +0 +0 Vehicle turns 45-degrees left or right.
45-degree Snap
Class Five 30 +5 -2 Vehicle turns 45-degrees left or right.
Turn
90-degree Turn Class Two 15 +15 -3 Vehicle turns 90-degrees left or right.
90-degree Snap
Class Six 60 +20 -4 Vehicle turns 90-degrees left or right.
Turn
135-degree Turn Class Three 30 +25 -5 Vehicle turns 135-degrees left or right.
135-degree Snap
Class Seven 90 +30 -6 Vehicle turns 135-degrees left or right.
Turn
180-degree Turn Class Four 45 +35 -8 Vehicle turns 180-degrees left or right.
180-degree Snap
Class Eight 120 +40 -10 Vehicle turns 180-degrees left or right.
Turn
NPC combatants move in relation to their present target. Should the target have a lower SI, the NPC combatant will move
towards it and vice versa. NPC vehicles will also keep their movements limited to 45-degree turns and Straight Ahead
movement. These rules may be overridden at the GM's discretion.
If combat is not being conducted on a grid, then the move action simply changes the range to the current target. The GM
rolls 2d10, and changes the range as normal. In the event that a very long range is rolled (16, 17 or 18), compare the
vehicle's Strength Index with the opposing group's Composite Strength Index. If the SI is less than one-fourth of the
opposing group's CSI, the vehicle is considered disengaged from combat.
A vehicle's commander may, as a standard action during a turn, order their vehicle to attack another combatant. Firing only
requires the vehicle's magazines to be charged with enough energy for at least one weapons volley (naturally, the energy
available must be enough to use the weapon that'll be fired). A target must always be selected with the attack order. NPC
vehicles will target the enemy combatant with the next lowest Initiative Check value, or the enemy combatant with the
highest Initiative Check value if no lower values exist for enemy vessels; the GM may override this general rule at their
discretion.
Firing Weapons
Before any weaponry can be fired at a target, it must be within range of at least one of the vehicle's offensive weaponry
options, it must be within a firing arc that contains at least one hardpoint with that weapon, and there must be enough
energy available to fire the weapon. If these conditions are met by more than one weapon, only one of them may be
selected to fire at a time.
All vehicles have four combat arcs: forward (ahead), aft (behind), portside (left), and starboard (right). Combat arcs consist
of the weapons that are mounted in a given arc (a firing arc) and the shields and armor that cover that quarter of the
vehicle (a defense arc). The boundaries of a given combat arc are always set diagonal to the front of the vehicle and
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perpendicular to one another, such that when dealing with a physical grid the arc boundaries are along the grid's diagonals
when the vehicle is on an orthogonal heading, and vice versa.
To determine if a combatant is within a given firing arc, draw or visualize a straight line between the firing vehicle and its
target. The firing arc to be used will be the combat arc in which the line is touching the firing vehicle. Likewise, the combat
arc in which the line is touching the target is the defense arc that will be fired upon. Most of the time, determining which
arcs will be involved in the current attack action will be fairly straight forward. It may happen, though, that either the
firing vehicle or the target will be "straddling" the boundaries between two combat arcs. In this case, the GM should give
preference to either the forward or aft firing arc, whichever one is involved.
If there is more than one hardpoint of a given weapon in a given firing arc, the gunner may elect to fire multiple hardpoints
at once. Each hardpoint used over the initial one imparts a -1 range bonus to the vehicle's firing Check. The cost for
invoking this bonus is an additional amount of energy used to fire the weapon (if a gunner elects to use three laser
hardpoints to fire, it imparts a -2 Range bonus to the Marksmanship Check but is like firing three lasers at once).
Additionally, the hardpoints to be utilized must be charged in order to be fired. The gunner may use as many available
hardpoints as they'd like; they do not have to fire all hardpoints at once. If the vehicle has any turreted weapons, those
weapons may be fired into any combat arc, at the gunner's discretion.
Before firing weapons, a final “to hit” number must be determined. This begins by subtracting the Combat Maneuvers sub-
discipline of the firing vehicle's pilot from the Evasive Maneuvers sub-discipline of the target vehicle's pilot; this represents
all the low-level maneuvering the pilots are doing, one to draw a bead on their opponent and the other to evade ( Exception:
during the surprise round, the Evasive Maneuvers sub-discipline of the target is ignored). The difference is added to the target
vehicle's HD. Effects from any onboard equipment are added to the HD as well, as well as any HD Range falloff penalties
that may apply for the weapon being fired. For example, an enemy vehicle is firing at an ITV, which has an HD of 54. The enemy
pilot has a Combat Maneuvers score of 70; the ITV pilot's Evasive Maneuvers score is 45. In this case, 25 points would be deducted
from the ITV's HD, so 29 becomes its effective HD (45 - 70 = -25; 54 + -25 = 29).
Once the effective HD is determined, the firing vehicle's gunner will make a Check depending upon what kind of weapon is
being fired. If beam weaponry is being used, the gunner will make a Marksmanship Check. If projectile weaponry is being
used, the gunner will make a Ballistics Check. If the Check is successful, then the weapon hits and causes the amount of
damage indicated by the weapon type and Class, as well as the number of points the firing vehicle's gunner has in their
Targeting sub-discipline (Exception: during a surprise round, the Targeting bonus does not apply). How the damage affects the
target will depend on how much damage is inflicted and in which of the target's defense arcs the weapon hits (see Resolving
Damage, below).
Marksmanship and Ballistics Checks both have critical potential. In the event of a critical success (a critical hit), the
weapons damage is increased. For beam weaponry, the hit scores double the weapon's full amount of damage, regardless of
range. For projectile weaponry, roll 1d10 (counting the 0 as 10 in this case) and multiply the result by 100. Add the result to
the weapon's damage. In addition to the extra damage points, one system takes damage regardless of the condition of the
vehicle’s defenses. Roll to determine which system is affected as normal (see Resolving Damage, below). Roll d% for the
amount of damage done to the system (00 counting as 100 in this case).
In the event of a critical failure (a critical miss), the vehicle misses its target and inadvertently hits a friendly target by
mistake; such “blue-on-blue” incidents can be quite costly. Critical misses have the same effect as a critical hit when they
occur, causing damage above and beyond the weapon’s normal means. The friendly combatant affected is the friendly
vehicle with the next lowest Initiative Check value, or (if no such vehicle exists) the friendly vehicle with the highest
Initiative Check value. If there are no other friendly vehicles available, the firing vehicle ends up hitting itself.
Resolving Damage
As previously mentioned, a vehicle has four defense arcs which are concurrent with the vehicle's firing arcs. Each defense
arc has its own SHP and AHP count; damage to one arc does not affect the count in another arc. Vehicles get the full
amount of their SHP and AHP in all defense arcs, but for purposes of calculating the vehicle's SI, the arc with the lowest
overall count is used.
A target may take damage in the defense arc facing the firing vehicle upon being hit. If the target is hit, at least some
damage is done to it, resulting in the lowering of SHP, AHP, and/or systems damage if the damage done to the vehicle is
severe enough. Vehicles will always suffer shield damage first (provided, of course, that the vehicle has shields installed and
that they are currently functional). For each point of damage done to the combat arc, subtract one point from the arc’s
shield hit points. If the shield hit points are reduced to zero and there is still additional damage indicated, apply that
damage against armor hit points in the same manner. Points subtracted from shields and armor are also subtracted from the
vehicle’s strength index, which in turn lowers the composite strength index of the vehicle's combat group.
If in atmosphere, the pilot of any vehicle that takes a weapon hit must immediately make a Vehicle Piloting Check with the
DC equal to the amount of damage inflicted. If the Check fails, the vehicle may not make any move actions on subsequent
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turns, except to try again at the same DC. Should the vehicle take additional damage, the DC of the Check is increased by
the amount of new damage. Note that for air and space vehicles, failure of this Check will initiate a Stall. This Check has
critical potential. In the event of a critical success, regardless of the actual DC, the vehicle may begin moving normally once
again. Additionally, any Stall penalties are immediately canceled. In the event of a critical failure, then in addition to not
being allowed to move, the vehicle takes d% systems damage to a random system. Land vehicles in a critical failure are
rolled and Sea vehicles are capsized and begin Taking On Water at twice the normal rate. Capsizing and rolling inflict d%
hull damage on the vehicle above the indicated critical failure systems damage, and render the vehicle completely immobile.
If a Bike or Canoe is hit, any occupants must make a Reflex Save with a DC equal to the amount of damage inflicted on the
vehicle to avoid being thrown from the vehicle (treat as an ejection).
If armor hit points are reduced to zero, any excess damage is applied to the vehicle as systems damage. Unlike shields and
armor, there are no defense arcs for systems damage; at that point the weapons are eating into the very core of the vehicle.
Injuries to crewmembers (including PCs) are considered part of systems damage. Each point of damage to a given system
counts as 1% damage to that system. A Damage Control Check may be made by a mechanic to mitigate the damage; any
result over the first fifty points of the Check is subtracted from the number of points of system's damage inflicted on the
vehicle (i.e. a result of 86 would reduce the amount of systems damage by 36 points). When a vehicle takes systems
damage, all officers (except the commander) must make a Willpower Save with a DC equal to the amount of systems
damage divided by ten; any officer that fails this roll becomes Shaken.
Some types of vehicles can take systems damage even if their armor is not breached. Specifically, any vehicle that employs a
Class Zero engine will take added systems damage if their armor becomes damaged. Also, vehicles that are struck by
weapons that were launched by a vehicle with a higher technological level will take added systems damage. Finally, Bikes
and Canoes always take added systems damage, regardless of all other factors. Added systems damage only occurs if the
vehicle has sustained armor damage but not enough to completely reduce the vehicle’s AHP to zero. Also, only one of the
above reasons for inflicting additional systems damage is counted at a time; it's not cumulative. The amount of added
systems damage is one-tenth the amount inflicted on the armor, and cannot be mitigated by a mechanic.
When systems damage is indicated, 1d10 is rolled. The result determines which system takes the damage:
0: Shields – Shield damage affects shield emitters. If the shields malfunction, shields will no longer regenerate for that craft.
1: Beams – Beam damage determines whether or not the vehicle can use beam weaponry. If the vehicle has no beams, it
cannot take beam damage; hull damage is automatic in this case. Malfunctioning beam systems cannot fire.
2: Projectiles – Projectile damage is the same as beam damage, except in regards to projectiles.
3: Sensors – Sensor damage affects how well a vehicle can see its target. Malfunctioning sensors give a +25 HD penalty to
any combatant the vehicle fires upon.
4: Communications – Communications damage limits how well a vehicle communicates with other combatants, be they
friendly or hostile. If the communications system malfunctions, a vehicle may not hail other craft, cannot send out distress
signals, and cannot jam enemy transmissions. Further, if the vehicle attempts to use friend-or-foe Missiles, it's an automatic
critical miss with the firing vehicle taking damage from its own weaponry.
5: Engines – Engine damage affects how well a vehicle can maneuver. If the Engines are damaged, the level of damage is
added to the vehicle's Vehicle Piloting Check for movement. Should the engines malfunction, the vehicle cannot move and
cannot apply its pilot's Combat Maneuvers or Evasive Maneuvers sub-disciplines to firing rolls.
6-7: Crew Damage – These rolls indicate that one of the vehicle’s "redshirt" NPC specialists has taken Lethal Damage
(they've been injured or even killed, if enough damage has been done). If there are no "mission critical" NPCs aboard the
vehicle, the damage applies to only one of them (doesn't matter which). If, however, there are mission critical NPCs aboard
(a commanding general, a politician, the rival crime boss's kid, etc.), the GM will select a player or players to roll 1d10 for
the involved character(s). The GM will roll for non-critical NPCs. Lowest throw takes the damage. The amount of damage
an NPC can absorb depends on the amount of cover the vehicle offers. Mission critical NPCs take damage like PCs (see
Officer Damage, below). Non-critical NPCs may only absorb either 100 points of systems damage if the vehicle offers full
cover, 10 points if limited cover is offered, and only one point if no cover is offered. After a non-critical NPC absorbs as
much damage as they are allowed, they die. This kind of damage never applies to PCs. If there are no NPCs aboard
whatsoever, treat this roll as Officer Damage.
8-9: Officer Damage – These rolls indicate that one of the vehicle's PC crewmembers or NPC officers has taken Lethal
Damage. To determine which character has taken damage, all PCs currently aboard the damaged vehicle roll 1d10. For NPC
officers, the GM may either make their roll or assign one of the players to make the roll. Low throw takes the damage. In
the event of a tie for low throw, re-roll until there is a clear result. Every ten points of systems damage counts as one point
of Lethal Damage for PCs if the vehicle offers full cover. If the vehicle offers limited cover, every point of systems damage
counts as a point of Lethal Damage to the character. If the vehicle offers no cover, each point of systems damage inflicts ten
points of Lethal Damage to the character. A PC may only absorb damage until they reach zero HP, at which point they are
clinically dead. If a crewmember is killed, the commander may pick any crewmember (including themselves) to assume the
duties of the fallen officer. Any officer that takes damage in this manner automatically becomes Shaken.
Note: If a GM is conducting combat in space and would like to conduct combat in a manner in which failure of a craft's life-support
systems is a possibility, a set of alternative systems damage rolls is available in Chapter 12.4.2.
If a system has been damaged but can still take additional damage points, there is the chance that system may malfunction
whenever the vehicle attempts to use it. This requires a mechanic to make a Damage Control Check, with the DC at 50 plus
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the amount of damage the system has sustained. If the Check fails, the system malfunctions. Sensors and Communications
should be checked at the beginning of the vehicle’s turn, Engines when the vehicle tries to perform a move action, weapons
systems when the vehicle attempts an attack action, and shields when the vehicle attempts to recharge shields. This
Damage Control Check has critical potential: in the event of critical success, 5% damage is removed from the system. In the
event of a critical failure, then the system malfunctions and takes an additional d% damage, up to 100% damage maximum.
A vehicle’s hull never malfunctions. Once a system has malfunctioned, it will remain non-operational unless a mechanic
can jury-rig the system. After 100 points of damage are inflicted on a system, the system is destroyed (100% damaged). If
there are still additional points of damage to be resolved to the vehicle, a new system must be selected. The mechanic may
make additional Damage Control Checks to mitigate damage to additional systems, as with the first system damaged. If the
Engine malfunctions on an airborne vehicle, it immediately begins to Stall.
In addition to damage inflicted on any system or crewmember, 5% damage is applied to the hull (this is increased to 10%
for Bikes, Canoes, Submarines, Hovercopters, and Capsules). Hull damage is cumulative, no matter what the original
system affected was. If a system is indicated to take damage after it’s already at 100% damage, or if the system does not
exist to begin with, there are additional hull damage penalties in addition to the regular 5% damage; 10% the first time and
increasing by an extra 10% each added time (20% for the second time, 30% for the third time, and 40% for the fourth time; since
hull damage is cumulative, by the time a fourth extra hit is inflicted the hull will be at 100% damage). These “extra hits” are also
cumulative, so if a vehicle has taken two extra hits to a system on one round and the system gets hit again on a subsequent
round, it counts as its third extra hit. A vehicle is completely destroyed once it reaches or exceeds 100% hull damage. If the
vehicle was in space, or if the vehicle is a submerged submarine, the vehicle's destruction will kill any remaining occupants.
If, however, the vehicle's destruction occurs in atmosphere, the occupants are blown from the vehicle, taking 10d10 Lethal
Damage in the process. Any non-occupant at Range 0 takes 10d5 Basic Damage, while non-occupants at Range 1 take 5d5
Basic Damage. Non-occupants may make Difficult Reflex Saves to take half the damage indicated. Any character that
survives being blown from a vehicle is immediately subjected to the environment the vehicle itself was in and is susceptible
to falling damage.
A vehicle with hull damage has structural fatigue, and is in serious danger of just flying apart at the seams. After a vehicle
with hull damage takes damage, or after it resolves damage on a target it has fired upon, a mechanic must make a
Metallurgy Check, with the DC equal to 50 plus the amount of hull damage. If the Check fails, the vehicle's structural
integrity fails and it explodes. This Check has critical potential: in the event of a critical success, 5% hull damage can be
removed from the vehicle, and the mechanic need not make another Metallurgy Check unless the vehicle takes more hull
damage.
Any time the vehicle takes hull damage for whatever the reason, there's the possibility that the vehicle will pick up an
acquired flaw. The GM will roll d% and refer to the Vehicle Flaws by d% chart in Chapter 6.2 (referencing the acquired
flaw column, of course). If a flaw is indicated, the GM should record the flaw on the vehicle's record sheet and effects of
that flaw begin immediately. If the flaw indicates damage to a system that is unavailable, that effect is ignored and no
additional hull damage occurs.
Hull damage can also have other nasty effects, depending upon the current terrain of combat (land, sea, air, or space). No
additional effects will occur in space combat. In the air, hull damage reduces the vehicle's movement by one point per 10%
damage. Should the airborne vehicle's movement fall to zero, an irrecoverable Stall results. Sea vehicles with hull damage
begin Taking On Water, at one point per combat round per 10% damage. Land vehicles become harder to steer; a penalty is
inflicted to all Vehicle Piloting Checks for land vehicles equal to the amount of hull damage the vehicle has sustained.
The following is an example of how damage is applied. The enemy vehicle mentioned above rolls to hit the ITV with a Class Five
Missile. The roll is successful, so the ITV sustains 150 points of damage in its portside damage arc. The ITV has no Shields and 100
points of Armor in each arc. Since the ITV has no Shields, all 150 points of damage are passed to the Armor. The Armor absorbs 100
points of damage, leaving no defenses in the portside arc and passing 50 points on to systems damage. The ITV's SI drops to 36.
The vehicle's pilot must now make a DC 150 Vehicle Piloting Check. Despite being a skilled pilot, the Check fails, so the ITV cannot
move. All crewmembers on the ITV easily pass the Willpower Save DC of 5 to avoid becoming Shaken. Since the ITV has taken enough
damage to breach the Armor, it need not worry about extra systems damage (it doesn't fit any of the criteria for taking extra systems
damage anyway.)
The vehicle's mechanic makes a Damage Control Check; the result comes up with a 40 ... not enough to mitigate any of the damage. A
d10 is then rolled, coming up as a 3, indicating damage to Sensors. The Sensors absorb all 50 points of damage, knocking them down
to 50%. 5% hull damage is inflicted on the ITV and it must roll for acquired flaws; a ten is rolled, so the ITV's paint job gets chipped.
Now, since the vehicle took damage and has hull damage, a DC 55 (5% + 50 = 55) Metallurgy Check must be made to prevent the
ITV from breaking up due to structural fatigue, an easy roll for any mechanic worth their salt. The Check is successful, so it doesn't
explode right away. While things could be better for the ITV crew (they now lack any protection on their portside, their vehicle is still
stuck, and they now have a -5 penalty to the piloting Check to get the vehicle un-stuck thanks to hull damage), things could still be a
whole lot worse...
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Miscellaneous Terms and Definitions
Shaken: A Shaken specialist has had a traumatic, frightening experience in combat, so much so that they are
psychologically stunned and ineffective. Shaken specialists will not follow the commander's orders and any attempt to
make them wastes the action given to those specialists.
Undermanned Penalty: Specialists are only allowed to operate two stations at a time, their own station and one in place of
an incapacitated comrade. If all the remaining specialists in a vehicle are serving at two posts simultaneously, the vehicle is
considered undermanned, and takes an Undermanned Penalty. Vehicles that are suffering from an Undermanned Penalty add
50 to the DC of all rolls made as long as the vehicle remains undermanned.
Opportunity Attack: An Opportunity Attack usually occurs in special situations wherein an opposing combatant is about
to do something particularly nasty to a target. The attack gives the target a chance to fight back, allowing it to make a
single strike at its oncoming attacker. Opportunity Attacks are a free attack action made by the target. The target must
itself target the attacking combatant but is otherwise free do whatever they wish within the bounds of a regular attack
action. Any weapons fired during an Opportunity Attack are considered discharged, should the target get a turn later in the
order of battle.
Stalling: Stalling is a process where, for whatever reason, an airborne vehicle cannot generate enough lift in order to stay
airborne. When a vehicle Stalls, it is up to the vehicle's pilot to pull the vehicle out of the Stall before it slams into the
ground. The rate at which a vehicle falls out of the sky is measured as a count, which is dependent upon the planet's
gravity. Multiply the gravitational pull by ten and add that amount to the vehicle's count during its normal Recharge
action. Hovercopters and capsules fall at twice the normal rate. Gravships, transports and starships will fall at four times
the normal rate. To determine at what count the vehicle will slam into the ground, the GM will make a d% roll and keep
the result secret. When the count equals or exceeds the amount of this roll, the vehicle crashes and is considered destroyed
(note that if the GM throws low, there may not be an opportunity for the pilot to pull the vehicle out of the Stall). The method for
getting out of a Stall depends upon how the vehicle Stalled in the first place (either through failing to move the minimal
required amount, failing a Vehicle Piloting Check, suffering an Engine malfunction, or through hull damage). If the vehicle
stalled through hull damage, the Stall is irrecoverable; ejection is the best option at that point. If the Engine malfunctions,
it must be restored before the vehicle comes out of the Stall. Making the Vehicle Piloting Check will cancel the Stall in the
event of a failed Check, while simply moving forward will suffice if the minimal amount hasn't been moved. If the pilot can
get the vehicle out of the Stall, the count will reset itself back to zero; Stalls do not carry over to other Stalls.
Taking On Water: Taking On Water is a process wherein a sea vehicle has taken enough damage to its hull to begin sinking.
When a water vehicle begins Taking On Water, it is up to whatever mechanical specialists may be on board to plug the
leaks in the vehicle's hull before it sinks. The rate at which a vehicle takes on water is measured as a count. For every 10%
hull damage the vehicle has accumulated, the count increases by one during the vehicle's normal recharge action. Capsized
ships, as well as all submarines, double this rate (a capsized sub takes on water at four times the normal rate). When the
count exceeds the vehicle's Size Class, the vehicle sinks and is considered destroyed at that point. Any personnel still aboard
the ship take Lethal Damage as per normal vehicle destruction. Each point of the count adds a -5 penalty to all Vehicle
Piloting Checks the vehicle must perform. Taking On Water can be countered by a successful Difficult Metallurgy Check,
performed as a Use Skill/Ability action. If the Check is successful, the vehicle stops Taking On Water and the count drops
by one per combat round until it reaches zero.
Range
Unlike the other two scales of combat, opportunities for cross-scale combat involving the starship-scale are far and few
between. This is because starships in atmosphere are considered air vehicles, and because the few vehicles that can seriously
challenge a starship often will use the starship-scale, not the vehicle-scale. Because of this, the actual range increment for
the starship-scale can be a bit more ambiguous. Officially, the values for starship range increments are one gigameter
(1,000,000 kilometers). This range is suitable for combat in open space, but near planetary bodies a range of one megameter
(1000 kilometers) is recommended instead; GMs can decrease this increment if absolutely necessary (if the plot deals with a
nascent starfaring culture, etc). As with other ranges, the starship-scale extends from zero to eighteen increments; beyond
fifteen increments, no weapon can hit another combatant. Additionally combatants may withdraw from combat if they are
greater than fifteen range increments from all hostile combatants.
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Starship-scale Actions
A starship may make two actions per round, or one full-round action, as well as free actions. As with vehicles, starship
actions are dependent upon the ship's occupants and crew for their execution. In combat, while other characters may make
suggestions, ultimately it is the ship's captain that decides what the ship will do in the course of a round of action. The
character that ultimately performs the action will be the one that is most appropriate to that action (firing weapons would
be done by the tactical officer, hailing the enemy by the communications officer, and so forth).
Give/Belay Orders
A starship’s captain may elect to give orders during a round of combat as a free action, or to belay orders given in previous
rounds of combat as a standard action. If giving orders, the captain must declare a target officer to give orders to, give a
specific order, declare a specific target if necessary, and declare a time for which the order to occur if necessary. If belaying
orders, the captain need only talk to the officer that is performing the action and indicate which order to belay, if that
officer is obeying more than one order. The captain may issue as many orders as they want to during this action.
Ordinarily, giving and belaying orders is an automatic action that requires no Skill Check. However, if the officer in
question is Shaken, they will need to be rallied before they can be given orders.
Rally
The captain can rally officers who have been Shaken in combat as a standard action. This requires the captain to make a
Leadership Check, opposed by the Shaken officer’s Willpower Save. If successful, the Shaken officer is no longer Shaken,
which cancels all the associated penalties. The captain can only help one officer per round in this manner. The captain may
also rally multiple officers (or even the entire crew). This requires a Leadership Check with a Very Difficult DC and requires at
least three officers that need to be rallied.
Inspire
Rather than rally an officer that's been Shaken, the captain may elect to try and inspire confidence in a particular non-
Shaken officer as a standard action. This requires the captain to make an Inspire Check, opposed by the officer's Willpower
Save. If successful, the officer will not become Shaken if otherwise indicated to do so for a number of rounds equal to the
degree of success divided by ten (round up). Further, during that time, that officer may add the same amount (degree of
success divided by ten) to all die rolls they make. The captain may only try to inspire one officer at a time.
Ready
Starship officers can be ordered to take ready actions similarly to how actions are readied in character-scale combat (i.e. the
officer is told to prepare to do something if some condition is fulfilled in the immediate future, in this case before the ship's
next action phase). Readied actions can be taken during another starship’s action phase. If the readied action is executed,
the starship loses one of its action phases during the next round (or its entire turn, if two readied actions are executed).
Standby
The captain may elect to order the ship to standby as a standard action. When the captain decides to standby, they declare
to not do anything during the course of that action phase. Play passes to the next action phase, or, if it is the second action
phase, to the next starship in the combat order. There will probably be few occasions where the captain orders the ship to
standby, but it may sometimes be necessary to just watch and wait...
Speak
Any officer may speak to any other officer as a free action during any combat phase. This can be used to report the ship’s
condition, give advice, or confirm orders.
Abandon Ship
If a starship becomes critically damaged in combat, the captain can order the officers and crew to abandon ship. Abandon
Ship is a special, continuous action. Once the order to abandon ship is given, it cannot be rescinded. Officers and crew
launch in escape pods to get away from their vessel. 1d5 pods are launched each round carrying one crewmen apiece. Once
launched, they can be targeted for that round by enemy combatants (it's assumed the pods are speeding away from the battle
with all due haste, so enemies only get the one shot). The starship can continue combat operations (eventually with an
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undermanned penalty) until enough pods have been launched that the officers and other PCs must leave the ship. At that
point, the PCs are assumed to be in the escape pod, and can do whatever they like from there (though, if they’re wise,
they’ll get the heck out of Dodge).
Scuttle
If a starship is in a hopeless situation where leaving the ship intact would be unacceptable, the captain can order the
starship to be scuttled. The Scuttle order is a special order, in that though the captain makes the order, at least two other
officers must concur with it. If not, the order is belayed and all officers become Shaken. Once the order to scuttle has been
given, it may not be rescinded. The captain gives a time, in rounds, after which point the starship will self-destruct. After
giving that time to the GM, the captain has the option of further declaring Abandon Ship (which begins immediately), or
forcing the crew to stay aboard until the ship explodes. If the latter option is selected, the entire crew becomes Shaken and
Leadership Checks must be made every round until the ship novas to prevent the crew from jumping ship.
Jink
A starship’s Navigator may be ordered by the captain to begin jinking as a move action during a combat round. This gives
the starship a +10 circumstantial HD bonus until the ship's next round. Jinking inflicts a –10 circumstantial penalty to any
Marksmanship or Ballistics Checks the ship makes, and inflicts a -1 penalty on movement. Jinking must be the first declared
action of a ship's combat round; it cannot be the second.
Ram
An extreme combat tactic may be for the captain to order a ramming attack on an enemy combatant. To ram another
combatant, a starship must make its movement for the round directly towards the target combatant, and must be able to
reach Range Zero with the target with that single movement. The ram attempt provokes an Opportunity Attack from the
opposing ship, at a –10 HD penalty to the ramming ship. Once at Range 0, the ramming ship’s Navigator makes a Starship
Piloting Check as a ram attack, opposed by the target ship’s HD. The ramming ship gets a +10 ramming circumstantial
bonus for the attempt. If the attempt succeeds, roll xd10x10, where x is the size class of the smaller of the two combatants,
and apply the result as damage to both ships. The ramming ship may not make any further movement actions that round.
If the ram fails, the ramming ship continues moving in the same direction if it has any movement points remaining.
Dock
If a starship is within Range Zero of another combatant, the captain may order the Navigator to attempt to dock with the
other combatant as a standard action. The Navigator makes a DC 50 Starship Piloting Check if the target is "willing" to
dock, or an opposed Starship Piloting or Vehicle Piloting Check otherwise. If the Check fails, then a second Starship Piloting
Check is needed to avoid a collision (which is treated as a successful Ram with xd10 damage, where x is the size class of the
smaller of the two combatants). If the Check succeeds, the starship successfully docks with the other combatant. This can
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be used to transfer personnel or cargo, or to board other ships. If approaching an active, hostile combatant, the docking
procedure provokes an Opportunity Attack from the target starship.
Alpha Strike
If a starship is within Range 6 of an enemy combatant, has all weapons fully charged, and has access to both beam and
projectile weapons, the captain may order the Tactical Officer to perform an Alpha Strike instead of a regular attack. Alpha
Strike is a full-round special attack option. When an Alpha Strike is declared, the Tactical Officer attacks the target with
everything the ship’s got. A Marksmanship and Ballistics Check is made. If both rolls are successful, double the amount of
damage from all weapons hits and apply them simultaneously. When making an Alpha Strike, the ship must use all
weapons hardpoint bonuses. A starship must wait at least five rounds after completing an Alpha Strike before declaring
another one.
Manipulate Object
A ship's captain may order the Navigator to move or manipulate any exterior item or object with or without picking it up
in order to use it. Such items may include cargo jettisoned from another ship; this action can be used to pick up jettisoned
cargo and place it within the ship's cargo bays (if there's any available space). Manipulating an object counts as a move
action, and if there are multiple items that can be manipulated, the Captain must specify what item will be handled.
Manipulation of objects can have various effects, depending on what the GM has intended for the object at hand.
Sometimes these effects can end combat quickly (such as cargo rigged with explosives), so a GM should be sure to hint at
that possibility if appropriate.
Use Artifact/Technology
As a standard action during the course of a combat round, the captain may order the use of a piece of equipment or an
artifact (such as blastopods, shield nullifiers, battle jumpers, the Uhl Weapon, etc.). Artifacts and technology have no one
specific Skill Check to operate, though many may require some kind of opposed roll after their use. The effect of individual
pieces of equipment and artifacts should be listed with the object in question; just follow the procedures given.
Target
A starship’s captain may order the Tactical Officer to target a portion of an enemy combatant as a standard action. To
target a part of an enemy starship, the Tactical Officer must make a Targeting Check. The DC of the Check is 50 plus the
target's HD, plus five times the range to target. If successful, any future hits by the starship against the enemy combatant
will automatically cause system-specific damage to the system targeted. The amount of systems damage depends upon
whether or not the combatant's defenses are still functional. If the target has any shields still up, take the total amount of
damage inflicted to the craft, divide by one hundred, and round down. If the shields are down but there is still some armor,
divide by ten. If all defenses are gone, the system takes the full brunt of the damage. NOTE: If gridded combat is being
used, then only the arc impacted by the weapon is considered (i.e. if a ship's defenses are completely down in a combat arc
and the weapon impacts that arc, the system takes full damage, even if the remaining three arcs have no damage at all). If
the ship fires on another combatant, it loses its target lock. The lock is also lost if a new system is targeted on the same
combatant.
Use Sensors
During the course of a round, the Captain may order their Science Officer to use the starship’s sensors, along with a
scanning target. This is used to update the ship’s information on other combatants, including the current damage level of
targets. This usually involves a Starship Technology or Vehicle Technology Check, depending on if the enemy combatant to be
scanned is a starship or a vehicle of some kind. As usual, the Science Officer must beat a Difficult DC in order to find out
any substantial information about the ship's opponents.
Repair
If a starship takes systems damage in combat, the captain may order the ship’s Engineer to attempt to repair the damage,
within limits. Armor and Hull damage may not be repaired in combat. To make a repair attempt, the Engineer must make a
successful sub-discipline Check for the repair. The sub-discipline that is used is solely dependent upon which system is
being repaired (for details, see Chapter 3.10.). The DC for the Check is fifty plus the amount of damage that has been done to
the system. If the Check is successful, roll 1d10. The result is the amount of damage to the system that is immediately
fixed. In addition, if the system had malfunctioned, the Engineer may then make a Damage Control Check with the same
DC. If successful, the system comes back on line.
Hail
A starship may hail another starship or other combatant, or other non-combatants as part of a combat round. Hailing must
be ordered by the captain and executed by the Communications Officer. Hailing requires an Alpha-Sector Languages Check,
a Delta-Sector Languages Check, or a Xenolinguistics Check, depending on the situation. The GM should add five plus the
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range to the target craft to the normal DC of the Check as a combat penalty. If successful, the officers of the hailing ship
may talk freely to the targeted party.
Jam
A starship may attempt to jam another starship’s communications during the course of a round as a standard action. A
jamming action must be ordered by the captain and executed by the Communications Officer. Jamming a target ship’s
communications requires a successful Jam Check (DC of 100 plus five times the range to target). If the Check is successful,
all of the target ship’s communications are jammed for one round. As a side effect, if the starship launches any friend-or-foe
weaponry during the course of the round, it will cause an automatic critical miss .
Distress
If the situation is getting bad and there are friendly forces in the area, a starship may attempt to send a distress signal and
summon help during the course of a combat round as a standard action. A distress call must be ordered by the captain and
executed by the Communications Officer. Distress calls issued in combat differ from distress calls issued out in space, in
that help may or may not be forthcoming. The DC of the Distress Check is 150, plus five for each active enemy combatant.
If successful, roll 1d10. The result is the number of rounds that will pass before friendly forces arrive. Two friendly
warships will arrive, with an additional warship for every ten points over the DC that the Communications Officer rolls.
Once they arrive, the GM must integrate the new forces into the current combat situation.
Jury Rig
In the event of a critical system malfunction (such as the failure of the shields or engines), the captain may order the
Engineer to jury-rig a system as a full-round action. Jury-rigging requires a successful Jury Rig Check (DC of 50 plus the
damage to the malfed system). If successful, functionality is restored to the system until it is damaged again.
Treat Crew
In the event that a crewmember takes damage during the course of a combat round, the captain may order the Doctor to
examine and begin treating that crewmember as a standard action. The Doctor uses the Assisted Healing rules in Chapter
9.2 for the attempt, adding 20 to the DC of any Check for combat conditions. While being treated, an officer is not
available to perform their duties. If the patient's HP falls below zero as a result of a botched Long-Term Care Check under
combat conditions, the Doctor is allowed to make an immediate resuscitation attempt, adding 20 to the DC of the Intensive
Care Check for combat conditions.
Recharge
A ship may recharge a discharged (fired) weapons hardpoint, shields, and/or weapons batteries as a free action; this action
may be taken after the ship's second standard action. The GM will select one weapons hardpoint to recharge, giving
preference to beam weaponry over projectile weaponry and racks over turrets. The ship’s crew need not wait for all of their
weapons to recharge before firing again, but must have at least one charged hardpoint in a weapons arc in order to fire that
weapon from that arc. Further, a turret will take an additional turn to recharge, and all hardpoints on the turret must be
recharged before the turret may be fired again. Once a hardpoint has been recharged, the GM may then add the Engineer's
Applied Relativity score to all defense arcs as added shield hit points, up to the normal maximum SHP score for the ship in
each arc. Finally, if a weapon type uses the last shot available in its magazine, a fuel unit may be expended to reload it.
A starship’s Navigator may be ordered by the captain to move the ship as part of a combat round. Moving the ship counts
as a move action and changes the ranges to other starships similarly to character-scale movement. Because there are no
defined speeds on the starship-scale, gridded starship-scale combat must use Initiative based movement. Starships receive a
number of movement points equal to one plus its Initiative value (thus a ship with an Initiative of six would receive seven
movement points).
Movement on the starship-scale may or may not require a Starship Piloting Check. A starship may move straight ahead (Full
Ahead) or make a 45-degree turn per move action without requiring a Check, provided the engines aren't damaged. Moves
that involve more advanced maneuvers (lateral movements or tighter turns) will require a Starship Piloting Check; the DC
of the Check will depend upon which maneuvers the move involves, and whether or not there is engine damage (simply
add the amount of Engine damage to the DC; ships with 100% Engine damage or ones with malfunctioning engines cannot
move). Each maneuver has its own DC, which is simply added to the overall DC of the Check. If the Check fails, the ship
may make its movement up to the first advanced maneuver, at which point the ship stops moving. If the result of the
Check is less than the amount of Engine damage the ship has accumulated, then the Engines malfunction and the ship is
not allowed to move at all. Advanced maneuvers usually have a minimum Engine requirement. If the ship does not have at
least the minimum Engine Class indicated, the ship cannot perform the maneuver (note that this automatically disqualifies
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larger ships from certain moves).
Maneuvers take one movement point to perform a piece. The exception to this rule is the snap turn. Snap turns take no
movement points to execute, and can be a handy way of extending the capabilities of a starship for a skilled Navigator.
Naturally, snap turns are more difficult to execute and require higher Engine Classes.
Advanced maneuvers give the ship an Evasive Maneuvers bonus until the ship's next turn. These bonuses accumulate with
each advanced maneuver made during the course of a ship's movement. If the ship is fired upon at any time up until the
ship's next turn, the total bonus applies. The price for this bonus is a (smaller) penalty to the Navigator's Marksmanship and
Ballistics Checks, which apply through the ship's next action (so a ship that decides to move as its second action in a turn will
have weapons penalties in the first action of the ship's next turn). Fancy maneuvering makes a ship harder to hit, but also makes
it a little harder to aim accurately.
The Starship Piloting Check for movement does have critical potential. In the event of a critical success, the Marksmanship
and Ballistics penalties are both nullified (the Navigator is able to pull off all maneuvers while maintaining their target
locks). In the event of a critical failure, the ship may not move at all; the GM changes the ship's present heading to a new,
random heading. Additionally, the ship takes d% Engine damage; if the Engines were damaged in the first place, then they
are destroyed (100% damage).
Starship Maneuvers
Minimum
Marksmanship/
Engine Evasive Maneuvers
DC Ballistics Description
Class Bonus
Penalty
Required
Full Ahead Class One 0 +0 +0 Ship moves one space forward.
Ship moves one space diagonally forward, do
Forward Slip Class One 30 +5 -1
not change orientation.
Ship moves one space port or starboard, do
Full Amidships Class Two 45 +10 -2
not change orientation.
Ship moves one space diagonally backward, do
Aft Slip Class Three 60 +5 -1
not change orientation.
Ship moves one space backward, do not
Full Reverse Class Two 30 +5 +0
change orientation.
Ship turns 45-degrees port or starboard in
45-degree Turn Class One 0 +0 +0
place.
45-degree Snap Ship turns 45-degrees port or starboard in
Class Five 30 +5 -2
Turn place.
Ship turns 90-degrees port or starboard in
90-degree Turn Class Two 15 +15 -3
place.
90-degree Snap Ship turns 90-degrees port or starboard in
Class Six 60 +20 -4
Turn place.
Ship turns 135-degrees port or starboard in
135-degree Turn Class Three 30 +25 -5
place.
135-degree Snap Ship turns 135-degrees port or starboard in
Class Seven 90 +30 -6
Turn place.
Ship turns 180-degrees port or starboard in
180-degree Turn Class Four 45 +35 -8
place.
180-degree Snap Ship turns 180-degrees port or starboard in
Class Eight 120 +40 -10
Turn place.
NPC ships move in relation to their present target. Should the target have a lower SI, the NPC ship will move towards it,
and vice versa. NPC ships will also keep their movements limited to 45-degree turns and Full Ahead movement. These rules
may be overridden at the GM's discretion.
If combat is not being conducted on a grid, then the move action simply changes the range to the current target. The GM
rolls 2d10, and changes the range as normal. In the event that a very long range is rolled (16, 17 or 18), compare the ship's
Strength Index with the opposing group's Composite Strength Index. If the SI is less than one-fourth of the opposing
group's CSI, the ship is considered disengaged from combat.
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Attack Action Rules
A starship's captain may, as a standard action during a turn, order their ship to attack another combatant. Firing on another
combatant requires the ship to be either at Condition Two or Action Stations, and requires the ship's batteries to be
charged with enough energy for at least one weapons volley (naturally, the energy available must be enough to use the
weapon that'll be fired). A target must always be selected with the attack order. NPC ships will target the enemy vessel
with the next lowest Initiative Check value, or the enemy ship with the highest Initiative Check value if no lower values
exist for enemy vessels; the GM may override this general rule at their discretion.
Firing Weapons
Before any weaponry can be fired at a target, it must be within range of at least one of the ship's offensive weaponry
options, it must be within a firing arc that contains at least one hardpoint with that weapon, and there must be enough
energy available to fire the weapon. If these conditions are met by more than one weapon, only one of them may be
selected to fire at a time.
All ships have four combat arcs: forward (ahead), aft (behind), portside (left), and
starboard (right). Combat arcs consist of the weapons that are mounted in a given arc
(a firing arc) and the Shields and Armor that cover that quarter of the ship (a defense
arc). The boundaries of a given combat arc are always set diagonal to the ship’s bow
(front) and perpendicular to one another, such that when dealing with a physical grid
the arc boundaries are along the grid's diagonals when the ship is on an orthogonal
heading, and vice versa.
To determine if a ship is within a given firing arc, draw or visualize a straight line
between the firing ship and its target. The firing arc to be used will be the combat arc
in which the line is touching the firing ship. Likewise, the combat arc in which the
line is touching the target is the defense arc that will be fired upon. Most of the time,
determining which arcs will be involved in the current attack action will be fairly Combat Arcs
straight forward. It may happen, though, that either the firing ship or the target will
be "straddling" the boundaries between two combat arcs. In this case, the GM should give preference to either the forward
or aft firing arc, whichever one is involved.
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If there is more than one hardpoint of a given weapon in a given firing arc, the ship's Navigator may elect to fire multiple
hardpoints at once. Each hardpoint used over the initial one imparts a -1 range bonus to the ship's firing Check. The cost
for invoking this bonus is an additional amount of energy used to fire the weapon (if a Navigator elects to use three laser
hardpoints to fire, it imparts a -2 Range bonus to the Marksmanship Check but is like firing three lasers at once).
Additionally, the hardpoints to be utilized must be charged in order to be fired. The Navigator may use as many available
hardpoints as they'd like; they do not have to fire all hardpoints at once. If the ship has any turreted weapons, those
weapons may be fired into any combat arc, at the Navigator's discretion.
Before firing weapons, a final “to hit” number must be determined. This begins by subtracting the Combat Maneuvers sub-
discipline of the firing ship's Navigator from the Evasive Maneuvers sub-discipline of the target ship's Navigator; this
represents all the low-level maneuvering the pilots are doing, one to draw a bead on their opponent and the other to evade (
Exception: during the surprise round, the Evasive Maneuvers sub-discipline of the target is ignored). The difference is added to the
target ship's HD. Effects from any onboard equipment like cloaking devices and battle jumpers are added to the HD as well,
as well as any HD Range falloff penalties that may apply for the weapon being fired. For example, a Mechan Scout is firing at
a Veloxi Scout, which has an HD of 62. The Mechan Navigator has a Combat Maneuvers score of 70; the Veloxi's Evasive
Maneuvers score is 45. In this case, 25 points would be deducted from the Veloxi Scout's HD, so 37 becomes its effective HD (45 - 70
= -25; 62 + -25 = 37).
Once the effective HD is determined, the firing ship's Navigator will make a Check depending upon what kind of weapon is
being fired. If beam weaponry is being used, the Navigator will make a Marksmanship Check. If projectile weaponry is being
used, the Navigator will make a Ballistics Check. If the Check is successful, then the weapon hits and causes the amount of
damage indicated by the weapon type and Class, as well as the number of points the firing ship's Navigator has in their
Targeting sub-discipline (Exception: during a surprise round, the Targeting bonus does not apply). How the damage affects the
target will depend on how much damage is inflicted and in which of the target's defense arcs the weapon hits (see Resolving
Damage, below).
Marksmanship and Ballistics Checks both have critical potential. In the event of a critical success (a critical hit), the
weapons damage is increased. For beam weaponry, the hit scores double the weapon's full amount of damage, regardless of
range. For projectile weaponry, roll 1d10 (counting the 0 as 10 in this case) and multiply the result by 100. Add the result to
the weapon's damage. In addition to the extra damage points, one system takes damage regardless of the condition of the
ship’s defenses. Roll to determine which system is affected as normal (see Resolving Damage, below). Roll d% for the amount
of damage done to the system (00 counting as 100 in this case).
In the event of a critical failure (a critical miss), the ship misses its target and inadvertently hits a friendly target by
mistake; such “blue-on-blue” incidents can be quite costly. Critical misses have the same effect as a critical hit when they
occur, causing damage above and beyond the weapon’s normal means. The friendly combatant affected is the friendly ship
with the next lowest Initiative Check value, or (if no such ship exists) the friendly ship with the highest Initiative Check
value. If there are no other friendly ships available, the firing ship ends up hitting itself.
Resolving Damage
As previously mentioned, a ship has four defense arcs which are concurrent with the ship's firing arcs. Each defense arc has
its own SHP and AHP count; damage to one arc does not affect the count in another arc. Ships get the full amount of their
SHP and AHP in all defense arcs, but for purposes of calculating the ship's SI, the arc with the lowest overall count is used.
A target may take damage in the defense arc facing the firing ship upon being hit. If the target is hit, at least some damage
is done to it, resulting in the lowering of SHP, AHP, and/or systems damage if the damage done to the ship is severe
enough. Ships will always suffer Shield damage first. For each point of damage done to the combat arc, subtract one point
from the arc’s shield hit points. If the shield hit points are reduced to zero and there is still additional damage indicated,
apply that damage against armor hit points in the same manner. Points subtracted from Shields and Armor are also
subtracted from the ship’s strength index, which in turn lowers the composite strength index of the ship's combat group.
If a ship is hit with a weapon that it is resistant to, that ship automatically treats the damage as if it were done by a
weapon the indicated number of Classes below the weapon’s actual level, before any damage adjustments are made for
range. Likewise, if a ship has an overall damage reduction, the amount of damage is reduced by the amount indicated for
the ship before any adjustments are made for range.
If Armor hit points are reduced to zero, any excess damage is applied to the ship as systems damage. Unlike Shields and
Armor, there are no defense arcs for systems damage; at that point the weapons are eating into the very core of the ship.
Injuries to crewmembers (including PCs) are considered part of systems damage. Each point of damage to a given system
counts as 1% damage to that system. A Damage Control Check may be made by the Engineer to mitigate the damage; any
result over the first fifty points of the Check is subtracted from the number of points of system's damage inflicted on the
ship (i.e. a result of 86 would reduce the amount of systems damage by 36 points). When a ship takes systems damage, all
officers (except the Captain) must make a Willpower Save with a DC equal to the amount of systems damage divided by
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ten; any officer that fails this roll becomes Shaken.
When systems damage is indicated, 1d10 is rolled. The result determines which system takes the damage:
0: Shields – Shield damage affects Shield emitters. If the Shields malfunction, they will no longer regenerate for that craft.
1: Beams – Beam damage determines whether or not the ship can use beam weaponry. If the ship has no beams, it cannot
take beam damage; hull damage is automatic in this case. Malfunctioning beam systems cannot fire.
2: Projectiles – Projectile damage is the same as beam damage, except in regards to projectiles.
3: Sensors – Sensor damage affects how well a starship can see its target. Malfunctioning sensors give a +25 HD penalty to
any combatant the ship fires upon.
4: Communications – Communications damage limits how well a starship communicates with other combatants, be they
friendly or hostile. If the communications system malfunctions, a ship may not hail other craft, cannot send out distress
signals, and cannot jam enemy transmissions. Further, if the ship attempts to use friend-or-foe Missiles, it's an automatic
critical miss with the firing ship taking damage from its own weaponry.
5: Engines – Engine damage affects how well a ship can maneuver. If the Engines are damaged, the level of damage is added
to the ship's Starship Piloting Check for movement. Should the Engines malfunction, the ship cannot move and cannot
apply its Navigator's Combat Maneuvers or Evasive Maneuvers sub-disciplines to firing rolls.
6-7: Crew Damage – These rolls indicate that one of the ship’s "redshirt" NPC crewmembers has taken Lethal Damage
(they've been injured or even killed, if enough damage has been done). If there are no "mission critical" NPCs aboard the
ship, the damage applies to only one of them (doesn't matter which). If, however, there are mission critical NPCs aboard
(visiting dignitaries, the Emperor, etc.), the GM will select a player or players to roll 1d10 for the involved character(s). The
GM will roll for non-critical NPCs. Lowest throw takes the damage. If a mission critical NPC takes the damage, then every
ten points of systems damage inflicts one point of Lethal Damage to them. Non-critical NPCs may only absorb 100 points
of systems damage, after which they die. This kind of damage never applies to PCs. If there are no NPCs aboard
whatsoever, treat this roll as Officer Damage.
8-9: Officer Damage – These rolls indicate that one of the ship's PC crewmembers or NPC officers has taken Lethal Damage.
To determine which character has taken damage, all PCs currently aboard the damaged ship roll 1d10. For NPC officers, the
GM may either make their roll or assign one of the players to make the roll. Low throw takes the damage. In the event of a
tie for low throw, re-roll until there is a clear result. Every ten points of systems damage done to the ship equates to one
point of Lethal Damage for PCs. A PC may only absorb damage until they reach zero HP, at which point they are clinically
dead. If an officer is killed, the Captain may pick any crewmember (including themselves) to assume the duties of the fallen
officer. Any officer that takes damage in this manner automatically becomes Shaken.
Note: If a GM would like to conduct combat in a manner in which failure of the ship's life-support systems is a possibility, a set of
alternative systems damage rolls is available in Chapter 12.4.2.
If a system has been damaged but can still take additional damage points, there is the chance that system may malfunction
whenever the ship attempts to use it. This requires the Engineer to make a Damage Control Check, with the DC at 50 plus
the amount of damage the system has sustained. If the Check fails, the system malfunctions. Sensors and Communications
should be checked at the beginning of the ship’s turn, Engines when the ship tries to perform a move action, weapons
systems when the ship attempts an attack action, and Shields when the ship attempts to recharge Shields. This Damage
Control Check has critical potential: in the event of critical success, 5% damage is removed from the system. In the event of
a critical failure, then the system malfunctions and takes an additional d% damage, up to the 100% damage maximum. A
ship’s hull never malfunctions. Once a system has malfunctioned, it will remain non-operational unless the Engineer can
jury-rig the system. After 100 points of damage are inflicted on a system, the system is destroyed (100% damaged). If there
are still additional points of damage to be resolved to the ship, a new system must be selected. The Engineer may make
additional Damage Control Checks to mitigate damage to additional systems, as with the first system damaged.
In addition to damage inflicted on any system or crewmember, 5% damage is applied to the hull. Hull damage is
cumulative, no matter what the original system affected was. If a system is indicated to take damage after it’s already at
100% damage or if the system does not exist to begin with, there are additional hull damage penalties in addition to the
regular 5% damage; 10% the first time and increasing by an extra 10% each added time (20% for the second time, 30% for the
third time, and 40% for the fourth time; since hull damage is cumulative, by the time a fourth extra hit is inflicted the hull will be at
100% damage). These “extra hits” are also cumulative, so if a system has taken two extra hits on one round and gets hit
again on a subsequent round, it counts as its third extra hit. A ship is completely destroyed once it reaches or exceeds 100%
hull damage, automatically killing any remaining occupants.
A ship with hull damage has structural fatigue, and is in serious danger of just flying apart at the seams. After a ship with
hull damage takes damage, or after it resolves damage on a target it has fired upon, the Engineer must make a Metallurgy
Check, with the DC equal to 50 plus the amount of hull damage. If the Check fails, the ship's structural integrity fails and
it explodes. This Check has critical potential: in the event of a critical success, 5% hull damage can be removed from the
ship, and the Engineer need not make another Metallurgy Check unless the ship takes more hull damage.
Any time a ship takes hull damage for whatever the reason, there's the possibility that the ship will pick up an acquired
flaw. The GM will roll d% and refer to the Starship Flaws by d% chart in Chapter 7.2 (using the acquired flaw column,
obviously). If a flaw is indicated, the GM should record it on the ship's record sheet; its effects begin immediately. If the
flaw indicates damage to a system that is unavailable, that effect is ignored and no additional hull damage occurs.
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The following is an example of how damage is applied. A Veloxi Scout sustains 2000 points of damage from a Class Ten Missile hit in
its portside damage arc. The Scout has 600 points of Shields and 100 points of Armor in each arc. The Shields absorb 600 points of
damage, passing 1400 to the Armor. The Armor absorbs 100 points of damage, leaving no defenses in the portside arc and passing
1300 points on to systems damage. All officers roll Willpower Saves with a DC of 130; they all succeed without incident.
The Engineer makes his first Damage Control Check; the result comes up with a 100...enough to mitigate 50 points of damage. An
eight is rolled for systems damage; this is officer damage, so all the officers roll 1d10. The unlucky Engineer absorbs the damage. Since
he's a Veloxi, he has 80 HP, and so can absorb 800 of the 1250 remaining points of systems damage before croaking, leaving 450
points of damage. 5% hull damage is inflicted on the ship and the ship picks up an acquired flaw; the hull gains a dent. The ship's
Doctor elects to try and put the Engineer in stasis; the DC of the Intensive Care Check is 175 (75 base, plus 80 HP damage, plus 20
for combat conditions). The Check fails but isn't botched, so the Engineer goes into stasis for an hour with a little extra Cold Damage.
The Captain of the Veloxi Scout now must pick a crewmember to replace the Engineer; unfortunately, no one else has a particularly
high Engineering score, a fact that will cost the ship dearly. The Captain ultimately chooses himself to take the Engineer's station.
Unfortunately, the Captain fails to roll any particularly good Damage Control Checks...
The next roll is a five, destroying the Engines (100% damage), which in addition to immobilizing the ship inflicts another 5% hull
damage (for 10% hull damage total), leaving 350 points of systems damage to resolve as well as causing the ship's Missiles to
malfunction; though they have taken no damage whatsoever, the malfunction occurred because of the flaw the ship acquired as a result
of the additional hull damage. The next three systems damage rolls are also to the Engines. The first time counts as the Engines’ first
extra hit. 5% hull damage is done for the regular systems damage roll, and then an added 10% hull damage for the extra hit. The
second time, it’s 5% for the regular roll, plus 20% hull damage. The third time, it’s 5% plus 30%. All three extra hits absorb 100
points, so we’re down to 50 points left to distribute, and the ship has accumulated 85% hull damage. The first two additional flaws
merely chip the paint, but the third flaw causes a permanent 5% damage to the ship's Shield generators.
The Captain finally rolls a 65, enough to mitigate 15 points of systems damage, leaving 35. The next systems damage hit goes to the
Missiles. This was a fortunate roll; if it had gone to a system like Lasers (which a Veloxi Scout doesn't have), it would have counted as
the system being unavailable, the ship would have taken 15% hull damage and would’ve exploded spectacularly (100% hull damage);
the same thing would have happened if the Engines had been indicated to take an added hit. Since the ship does happen to have
Missiles, though, then the Missiles take the 35 points damage, leaving them at 65%, and 5% hull damage is inflicted, leaving the ship
with 90% hull damage. Note that the Missile system is available to take damage, even though the system had previously
malfunctioned. Unfortunately, the acquired flaw associated with this hull damage causes the superphotonic engine to blow out. The
Engines cannot take the 80% damage indicated; fortunately this is from a flaw so the damage is ignored. D% hull damage is still
indicated. The dice are thrown; fortunately, it comes up low: a 7. The ship now has 97% hull damage. The ship takes another flaw for
this hull damage, and picks up another dent.
Now, since the ship took damage and has hull damage, the Captain must make a Metallurgy Check to prevent his ship from coming
apart at the seams. The Captain's skill is so low that the DC of 147 (50 + 97% hull damage) is out of his reach. The dice are thrown;
miraculously, a 99 comes up...critical success! The hull damage is reduced to 92%, and no more Metallurgy Checks are required,
giving the Captain a little breathing room, perhaps enough time to abandon ship.
Shaken: A Shaken officer has had a traumatic, frightening experience in combat, so much so that they are psychologically
stunned and ineffective. Shaken officers will not follow the Captain's orders and any attempt to make them wastes the
action given to those officers.
Undermanned Penalty: Officers are only allowed to operate two stations at a time, their own station and one in place of an
incapacitated comrade. If all the remaining officers on a ship are serving at two posts simultaneously, the ship is considered
undermanned, and takes an Undermanned Penalty. Ships that are suffering from an Undermanned Penalty add 50 to the DC
of all rolls made as long as the ship remains undermanned.
Opportunity Attack: An Opportunity Attack usually occurs in special situations wherein an opposing ship is about to do
something particularly nasty to a target. The attack gives the target a chance to fight back, allowing it to make a single
strike at its oncoming attacker. Opportunity Attacks are a free attack action made by the target. The target must itself
target the attacking combatantl, but is otherwise free do whatever they wish in the bounds of a regular attack action. Any
weapons fired during an opportunity attack are considered discharged, should the target get a turn later in the order of
battle.
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9.5: MIXED-SCALE COMBAT
The previous three sections have dealt with cut-and-dry situations where the various combatants in a battle all shared the
same scales of motion and terrain type. Many combat situations may not be so unambiguous. An infantry battle could be
going well until the enemy brings in a tank. Soldiers could fire missiles at an aircraft overhead. Bombers could be called
upon to make attack runs on starships, while their escorts duke it out with enemy fighters. In situations where more than
one scale of combat is present, the fight is considered “mixed-scale” combat, which has several special rules.
Range
In a mixed-combat (also called a “cross-combat” or “cross-scale”) situation, the rule is always to use the largest scale of
action represented. That is to say, the scale with the largest spatial increment should be utilized. This has a negative effect
on the movement of the smaller scale combatant. If the differences in the scales are significant enough, smaller scale
combatants may effectively become stationary.
Space vehicles are in a unique situation when it comes to cross-scale combat. Technically, they have the largest scale of any
combatant type, but the situations in which they would engage a smaller scale combatant would in most cases require
them to enter planetary atmosphere. In all instances where space vehicles are engaged in cross-scale combat, treat them as
air vehicles.
The above scales assume that the GM is using Speed-based movement. If Initiative-based movement is being used instead,
apply a -1 movement penalty for each smaller scale level involved. Take for example a situation where a character, a tank, a
jet fighter and a starship are fighting with one another (you never know, it could happen). The starship and jet fighter are both
considered air vehicles, which is the largest scale present, so they take no penalty. The tank is a land vehicle; this is two
steps down, so it takes a -2 penalty to its movement. The character is, obviously, a character-scale object, which is three
steps down from air vehicles; they take a -3 movement penalty.
The effective range of weapons may or may not change due to cross-scale combat, depending on whether or not movement
is Initiative- or Speed-based. If it is Speed-based, do not adjust the ranges. If it is Initiative-based, apply the movement
penalty as a range penalty to the combatant's weapons unless otherwise noted with the weapon's stats. For example, a
Rocket-Propelled Grenade might be a character-scale weapon, but it still uses land vehicle-scale range (which would make sense for an
anti-vehicle weapon).
Initiative
All combatants on all scales still figure their Initiative Check values as normal, with one exception. Smaller scale
combatants get a +4 Initiative bonus. This bonus is applied per scale larger or smaller. Vehicles count as their own scale of
combat regardless of the vehicle's terrain in this case (i.e. if a vehicle is attacking a starship, it would get the +4 Initiative
bonus, regardless of if that vehicle was a tank, an airplane, or a shuttle). If a cross-combat situation exists involving only
vehicles of different terrain types, there is a cross-terrain Initiative bonus of +2 for lower scale vehicles. The vehicle-scale,
from lowest to highest terrain, is Land, Sea, Air and Space.
In the event that there are combatants in a situation with multiple scales and terrains, the Initiative bonuses stack up. Take
the example situation wherein a character, a tank, a jet fighter and a starship are fighting with one another. In this case, the
jet fighter would get +4 by virtue of it being a vehicle against a starship, the tank would get +4 by virtue of it being a
vehicle against a starship (it does not get +2 for being a land vehicle against an aircraft, since there are combatants of other
scales involved), and the character would get +8 by virtue of it being a character against a starship.
Initiative bonuses granted for changes in scale do not add to the combatant's potential movement, if Initiative is being used
to determine movement.
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Damage and Scales of Combat
The changes in damage potential over the various scales of combat represent a vast increase in a weapon’s capable
destructive power when applied at a larger combat scale. Simply put, a weapon that does 1 point of HP damage to a
starship or vehicle is significantly more powerful than a weapon that does 1 point of Lethal Damage to a character. To be
hit with a weapon whose scale is larger than that of a combatant is almost certain death, while lower scale weapons will
barely make a dent (there are, however, a few very powerful character-scale weapons designed to be used against significantly
armored targets and vehicles). When using larger scale weapons against characters, always assume the weapon does Lethal
Damage.
There is a fixed conversion between the scales of damage. For reference, ten points of Lethal Damage on the character-scale
will cause one point of HP damage on the vehicle and starship-scales (vehicles and starships have already been scaled up such
that starships are capable of delivering more damage and taking more punishment than vehicles). When converting between the
two scales, any decimal remainders from the scale conversion are always rounded up regardless of how small they are (so it
is possible to nibble a larger scale combatant to death, though this prospect is unlikely at best). The conversion between scales
should happen last, after the amount of damage that would ordinarily be applied to a target has been calculated. This
conversion assumes that weapons of different scales are being used. If this is not the case (such as a tank using a mounted
sub-machine gun), no conversion takes place.
HD Modifiers
To help offset the inherent greater power of larger scale combatants, it is assumed they have a harder time targeting
smaller, relatively more maneuverable targets. Smaller targets are also assumed to be more nimble than their attackers. To
reflect this, a cross-combat HD modifier is used. This modifier is dependent upon the difference in Size Class between the
various combatants. Subtract the smaller Size Class from the larger one and add five. The final result is added to the HD of
the smaller combatant, and subtracted from the HD of the larger combatant. All character-scale combatants will need to
subtract eight levels from their Size Class to account for the difference between the character and vehicle/starship Size
Class scales (a Size Class 5 character in combat against a vehicle is considered to be a Size Class -3 combatant).
For example, a Thrynn Scout is strafing an Interstel Terrain Vehicle. The Scout ordinarily has an HD of 63 and is Size Class 15. The
ITV ordinarily has an HD of 76 and is Size Class 6. In this case, the ITV gains a bonus of 14 to its HD (15-6 = 9, 9 + 5 = 14),
bringing its HD to 90. Conversely, the Scout's HD drops to 49.
A target can always take a hit if a critical hit is rolled for a combatant, regardless of its scale. There are no scale adjustments
for critical hits. Likewise, there are no adjustments for critical misses by a combatant.
Simultaneous Combat
Certain combat situations may call for simultaneous combat, which is considered a special type of cross-combat.
Simultaneous combat occurs when, for whatever reason, combat on two or more scales must take place distinctly from one
another at the same time. Examples include boarding actions (wherein there is a character-scale combat situation taking
place at the same time as a vehicle-scale combat situation at sea, or a starship-scale combat situation in space), mixed-
combat situations wherein not all of the combatants are against one another (say, if a group of characters finds themselves
fighting a battle tank that happens to be inside a starship, which is itself fighting other starships), or combat happening at
the same time in two separate locations. Simultaneous combat can get very complex very fast, because factors in one
skirmish may affect factors (or even the outcome) of the others.
Depending on how the PCs are involved, the GM may have several options as to how to handle a simultaneous combat
situation. If the PCs aren't involved at all, then the GM can just use Simple Combat (see Chapter 9.1 for details). Use of goals
is strongly encouraged in this case. If at least one PC is involved in combat, the GM may choose whether or not they want
to run their skirmish as a side adventure, if they want to treat the combat situations distinctly, or if they just want to use
Simple Combat.
PCs and members of the PC group (including NPCs) can take personnel (crew or officer) damage should it be indicated as a
result of actions on the larger combat scale, along with any other NPC character-scale combatants (i.e. should a vehicle or
starship take crew damage, any combatant inside that vehicle or starship may take the damage). When personnel damage is
indicated in this case, each combatant group rolls 1d10. A member from the group with the lowest throw will ultimately
take the damage (continue rolling in the event of ties), using the same crew damage schema for vehicles/starships. Should
the vehicle or starship be destroyed, the PCs will suffer the penalties for the craft's destruction along with any remaining
NPCs.
Probably the best way to deal with a simultaneous combat situation is for the GM to resolve actions on whichever scale is
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most critical to the overall combat situation before going on to the remaining skirmishes. In the event that all involved
skirmishes are equally critical to the current overall combat action, the GM should resolve the action on the largest combat
scale involved before proceeding to the smaller scales.
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10.0: INTRODUCTION
There is only so much of the game that can happen on the player level. Characters can be created, but what can be done
with them? What determines their fate, or their immediate goal, for that matter? Vehicles can be created, but who operates
them? What is their purpose? Mighty starships can be put together taking hours upon hours of painstaking work, but
without some motivational force for creating them, they are nothing more than words and numbers on a piece of paper.
Something else is required for the game to function. That something is the formalized rules of play, the mechanisms that
set the object of the game for the players. All players have to agree to follow the rules in order for the game to work.
However, no player can be trusted to follow the rules all the time, particularly when doing so would be disastrous for their
character. So something has been done about it. That something is formally known as gamemastering.
This chapter begins the section of the rules on gamemastering, meant for those few players who have the time, energy and
skill needed to put together and conduct a group of fellow players through the course of an adventure or full-fledged
campaign. This chapter is meant mainly as a primer for new or relatively inexperienced GMs and will include rules on how
to conduct a gaming session and what the functions of the gamemaster are, including a practical example of how to play
the game. For more experienced GMs, this chapter includes instructions on how to create materials needed to conduct
specific adventures (including rules on how to build an adventure from scratch). This chapter will not discuss specific
components or types of adventures; those topics will be covered in the next chapter.
The GM has several jobs to attend to during a gaming session. First, the GM must act as the game’s referee, which involves
coming up with goals for the current adventure, setting DCs for encounters, and the unhappy job of telling a player that
their character of many years has just bit the dust. Second, the GM must act as the game’s judge, which involves settling
disputes and answering questions about the adventure at hand. Third, the GM must act as a storyteller, as it is through the
GM that the characters learn about their surroundings and can size up the current situation. Finally, a GM must portray
the role of any non-player characters, creatures or anything else the characters will interact with throughout the course of
the game.
The following section talks about the jobs of the GM a little more in depth. Beginning GMs would do well to go through
each section carefully, so that they may learn a little about what they’re in for and what to avoid when they are the one
conducting the adventure.
Judge and referee are probably the hardest jobs that a gamemaster has to perform. These particular jobs charge the
gamemaster with the responsibility of being as impartial as possible, while at the same time satisfying the player's sense of
adventure. It can be quite a little juggling act.
No question ever asked of the GM should ever be responded with the words “Because I am the Gamemaster”. That will
flush an adventure down the toilet faster than anything else. For one, the player asking the question has not received a
rational, logical answer to their question and will become frustrated. Second, it encourages what is known as meta-game
thinking. Meta-game thinking is what occurs when a player decides on an action based upon the way the gamemaster is
running the game, rather than making the decision based upon what their character would probably do. Players should not think
this way, as this makes it seem more like they are simply playing a game rather than actually being on an adventure, and
that is not true role-playing. One way to avoid meta-game thinking is for the GM to have as many answers to any potential
questions as they can think of before the adventure begins (see the section on slicing in Chapter 11.1.1). Another is to surprise
the players on occasion by doing something to their characters that they wouldn’t suspect. Creating a situation where there
is no solution (and making the solution seem simple) is one way of doing this (though care must be taken not to do this too
often; players tend to get irritated very quickly if they don't catch a break every now and again).
When a situation arises that calls for the GM to act as a judge, there are several places they can turn to. First, they can look
for rules that apply to the situation in this book. Most situations that can arise during the course of a game can be found
here in the core rules. If that fails, a GM can discuss the situation with the players and, with their help, formulate a house
rule that the group can use when similar situations arise. If nothing else works, the GM can always use their best friend,
the rule of favorable conditions. If the conditions are in favor of the characters, add 10 to the result of their roll. If they are
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unfavorable, subtract 10 instead. If conditions are neither favorable nor unfavorable, add nothing.
Gamemasters should try to be reasonable whenever a matter of decision-making is debated by one of the players. If the
player's argument sounds reasonable, then a gamemaster should be gracious enough to re-consider their stance and re-
evaluate their decision. If their argument has a hole, the GM should point it out to them and give them an opportunity to
re-consider their position. They should have ample opportunity to try to fix up their argument before it's dealt with. It is
only through intelligent communication that any fair solution will be produced. If they just continue to ramble on with no
coherent argument, then the GM’s decision stands as is. If they get angry about it and don’t want to play anymore, let
them quit. The group shouldn’t have to suffer because of one crybaby player (it’s likely that a player like that shouldn’t be
playing the game in the first place and they won't be missed after they're gone).
The job of the referee really comes in handy whenever an argument breaks out between two players. The job requires the
referee to decide who is in violation of the rules and what happens because of it. But the GM should be very careful about
how they go about handling this, as players can have their feelings hurt and, in severe cases, arguments over the game can
break apart friendships. It's always helpful to get an agreement between the other players before deciding on a ruling.
Secret ballot is an excellent way to solve these types of problems, as no one person can blame any other person for their
fate in these matters (and anyone who doesn’t respect the group’s opinion probably shouldn’t be playing in the first place).
Storyteller
All adventures are really stories. True, they are dynamic stories with an uncertain outcome, but that is part of what makes
the game so much fun. Part of the GM’s job is to present a story and to guide the players through it. Being a good
storyteller is critical to successful role-playing and in turn how much everyone enjoys the game.
The best way for a gamemaster to tell a story is for them to place themselves in the story as an omniscient narrator, or
simply to think how they personally would react to the situation at hand. In this mind set, it is easier for a GM to describe
to the players what their characters are seeing, and can help them get a better feel of the situation. At the same time,
however, the GM should remember that the game is supposed to be an exciting adventure, with either plenty of action or
plenty of interaction (preferably both).
Being the storyteller should be the most entertaining of the gamemaster’s jobs, for themselves as well as for the players.
After all, there can be a lot of satisfaction in spending time to prepare an adventure, getting ready for it, and then going it
with other people. If a story is told well, the players may want a sequel, to see a notable NPC in later adventures, or
(perhaps best of all) will talk about the adventure well after it is completed.
As part of the storytelling functions of a GM’s job, the GM will have to emulate computers, non-player characters,
creatures, and other things that the characters will have to interact with. This means that the GM will occasionally be
required to perform some mild to serious acting. A GM should attempt to emulate whatever it is that needs to be emulated
using the same mannerisms, quirks, and/or dispositions as best as they possibly can. If they are attempting to portray a
computer, they should attempt to sound as that computer sounds. If they are portraying a villain, they should attempt to
talk and make gestures like that villain. Above all, it is important for the GM to stay in part. If the NPC is evil, they
shouldn’t be afraid to make them truly evil, or at least evil-sounding. They shouldn’t be afraid to make the noises of a
particularly fierce creature. The worst that can happen is that the player group will get a good laugh out of the GM’s
attempt at acting, but even then they get a sense of what is going on in the adventure.
This section of this Chapter is designed to help out the GM a little bit by providing detailed instructions on how to create
from scratch several different elements that are most commonly needed during an adventure. Such materials include
creation of star systems (or whole Sectors), planets and moons, lifeforms (including sentient creatures), communities, and
various types of items (including new equipment for vehicles and starships).
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10.2.1: CREATING WORLDS
The worlds of the Starflight Universe are very well defined, at least in terms of general information. This information can
be found in the Starflight I Survey and the Starflight II Survey (at wiki.starflight3.org/SF1Survey.ashx and
wiki.starflight3.org/SF2Survey.ashx, respectively). Because this information is readily available, there will be relatively few
occasions wherein it will be absolutely necessary for a whole planet to pop into existence. Occasions that warrant the
creation of a new world may include adventures wherein a GM is introducing a new Starfaring Age race or campaigns that
take place in brand new Sectors, in which case the GM will likely need to generate world data as part of the creation of star
systems (this process is outlined in the next Chapter). The procedure for creating a new planet from scratch is fairly long. This
is necessary, unfortunately, since planets require the generation of a good deal of data that's used for determining
environmental effects as well as for intraplanetary transits (see Chapter 8.2). The world creation procedure outlined here is
designed to allow planets to be created as quickly and as easily as possible without skipping over any of the required data.
For purposes of this discussion, all worlds will be called "planets", regardless of whether they are planets or moons. All
planets will use the Planet Record Sheet (available in Appendix Two) in order to record their vital stats.
EDITOR'S NOTE: Planets in the original games weren't exactly physically realistic. This is completely understandable; the designers
of Starflight were creating a video game, not a working solar system model. While an attempt has been made to correct some of the
more obvious errors with the old planet-building system, planet creators are advised that the system outlined below is still largely
based on this original model, as the editors of SFRPG are also attempting to create a game rather than a working solar system model.
The system as outlined below will enable a creator to build a planet quickly, but will leave out a lot of the details of planetary physics.
For those players out there who want to use a more realistic planet-building model, there are free-ware programs on the Internet that
can create planets with realistic physics. Players with a bent towards realism are more than welcome to use these models, though it will
be necessary to redefine some aspects of those models into terms compatible with SFRPG.
The first thing that needs to be determined about a new planet is its type and orbital position. Type in this case refers to
the planet's surface classification. In the Starflight Universe, there are five planetary types:
• Liquid planets are planets whose surface is at least half-covered by water or any other liquid compound. Liquid
planets are commonly found in and around a star's ecosphere, and are the most likely type of planet to house life.
• Molten planets are planets that, for whatever reason, have a surface that is at least half-covered with lava flows
or molten material. These planets experience extreme vulcanism, usually either due to significant tidal forces
upon the planet or close proximity to its primary. They are most commonly found in the orbital lanes
immediately preceding the system's ecosphere.
• Frozen planets are planets that are so cold that whatever water does exist on the planet's surface is most
commonly in the form of ice. Frozen worlds are usually lifeless balls of ice usually found in the lanes following
the system's ecosphere, though some can be found within the ecosphere and are capable of supporting life.
• Gas Giants are typically large planets that are primarily composed of large amounts of gases, usually hydrogen
and helium. They usually have poorly defined solid or liquid centers. As a rule, these planets usually have a lot of
mass and therefore a lot of gravity. This, combined with the fact that they have no clearly-defined surface, makes
a gas giant impossible to land on. The attempt is inevitably lethal for any dumb enough to attempt it.
• Rock planets are any planet with a solid surface that otherwise fails to meet the definition of a liquid, molten or
frozen planet. Because of their ambiguous definition, rock worlds have very highly variable conditions. Some may
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be completely lifeless, with cratered surfaces and no atmosphere. Others may be Earth-like planets in all respects
aside from water content.
To aid first-time planet designers, two examples will be included at the end of each step in this procedure. The first example will go
through the process of creating an Earth-like planet, while a Frozen world will be created in the second example. The Frozen world will
utilize random dice rolls.
With information on the planet's type and position in hand, size should be the next thing determined. The planet's size will
help the designer determine its mass and gravity. While the planet's mass is largely cosmetic in SFRPG, gravity directly
affects a planet's atmospheric density, as well as the severity of the planet's weather.
Planets are massive objects that use their own Size Class scale (though this scale is merely a continuation of the vehicle and
starship Size Class scale (see Chapters 6.2 and 7.2), with Size Class 50 corresponding exactly to planet Size Class 0). The
range of possible sizes for a planet depends largely on the type of planet indicated and where exactly it falls within a star
system. Most planets fall into the general category of "non-gas giant", which (as it sounds) indicates any type of planet
other than a Gas Giant (Liquid, Frozen, Molten or Rock). Of these classes, planets can either be terrestrial worlds (main
planets within an orbital lane), dwarf planets (a planet that has not cleared its neighboring region of planetesimals), moons
(a body that is a natural satellite of another body) or moonlets (a particularly small moon). As with vehicles and starships,
Size Classes are dependent upon a specific bounding box volume. This volume is the minimum size a rectangular prism (a
box) would have to be in order to fit the whole planet inside of it. A planet is said to be of a certain Size Class so long as it
is at least as large as the minimum required size for the Size Class.
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Another factor that affects a planet's mass and gravity is its density, or the amount of mass contained by the planet over its
volume. Aside from affecting the planet's mass and gravity, its density will help to determine its overall mineralogical
content, so it's still an important measure even though it's not one of the required statistics for a planet. Planetary densities
are usually measured as a multiplier of "Earth Densities", which equals the density of the Earth (5,515 kg/m3 for the curious).
As a general rule, objects are denser the closer they are to their system's primary, though there are exceptions when it
comes to moons. Gas Giants aren't very dense at all; some (such as Saturn) would theoretically be able to float in water.
A planet creator may use the following table in order to determine the size and density of a planet. The creator may select a
size and density value that's appropriate for the type of world they are creating and record those values in the Planet
Record Sheet. Alternatively, they may make the die rolls indicated in the table. If a creator is attempting to make a non-gas
giant and cannot decide upon whether to make it a terrestrial world or a dwarf planet, the creator can roll 1d10 and
compare it to the orbital lane of the planet in question; if the result of the roll is less than the value of the orbital lane, the
planet is a dwarf planet. Otherwise, it's a normal terrestrial world. A similar procedure can be used to determine moons
versus moonlets; a roll result less than the value of the planetary orbital lane indicates a moon. Dwarf planets should be
accompanied by a dust belt or asteroid belt in the same orbital lane; roll 1d10 to determine which (a result of 0-3 indicates a
diffuse dust belt, 4-6 indicates a dense dust belt, and 7-9 indicates an asteroid belt). If the creator is making a star system
without hazards, they should use terrestrial worlds only.
With a size and density value for their planet, the creator has the information they need in order to determine the planet's
mass and gravity. All that's needed is to find the planet's Size Class on the table below. The creator simply needs to read
across the row corresponding to the planet’s Size Class to find base values for the planet's mass and gravity, multiply those
results by the planet's density value, and record the final results in the appropriate boxes on the Planet Record Sheet.
Additionally, each Size Class has a "mineral bonus" associated with it, which may be used to help determine the planet's
mineralogical density later in the procedure. This value will also need to be multiplied by the planet's density, rounded to
the nearest integer, and recorded for later use. For reference purposes, the table also includes a listing of objects (mostly in
Earth's solar system) that fall within various Size Classes.
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12 1.06x1019 5.82x1022 0.21 -13 Europa
13 2.11x1019 1.16x1023 0.27 -11 Luna
19 23
14 4.22x10 2.33x10 0.34 -9 Mercury
15 8.44x1019 4.66x1023 0.43 -6 Mars
20 23
16 1.69x10 9.31x10 0.54 -3
20 24
17 3.38x10 1.86x10 0.68 2
18 6.76x1020 3.73x1024 0.86 7 Earth
21 24
19 1.35x10 7.45x10 1.08 14
20 2.70x1021 1.49x1025 1.36 23
21 25
21 5.40x10 2.98x10 1.71 34
22 25
22 1.08x10 5.96x10 2.16 49
23 2.16x1022 1.19x1026 2.72 N/A
24 4.32x1022 2.38x1026 3.42 N/A Uranus
25 8.65x1022 4.77x1026 4.31 N/A
26 1.73x1023 9.54x1026 5.43 N/A
23 27
27 3.46x10 1.91x10 6.84 N/A
28 6.92x1023 3.82x1027 8.62 N/A Saturn
24 27
29 1.38x10 7.63x10 10.87 N/A Jupiter
30 2.77x1024 1.53x1028 13.69 N/A
31 5.53x1024 3.05x1028 17.25 N/A
25 28
32 1.11x10 6.10x10 21.73 N/A
33 2.21x1025 1.22x1029 27.38 N/A Proxima Centauri
25 29
34 4.43x10 2.44x10 34.49 N/A
35 8.85x1025 4.88x1029 43.46 N/A
26 29
36 1.77x10 9.77x10 54.76 N/A
26 30
37 3.54x10 1.95x10 68.99 N/A
38 7.08x1026 3.91x1030 86.92 N/A Sol
27 30
39 1.42x10 7.81x10 109.51 N/A
40 2.83x1027 1.56x1031 137.98 N/A
27 31
41 5.67x10 3.13x10 173.84 N/A Zeta Ophiuchi
Note that this procedure will produce a planet that has a reasonable mass and gravity for the minimum volume for a planet
of its Size Class. It may be that a creator wants to create a planet with a slightly larger volume within the Size Class. In
that case, the creator will need to use the following formulae (solving them in the order presented) to find the planet's
gravity and mass:
The mass formula should be rounded to two decimal places, while gravity should be rounded to one decimal place.
If the planet creator is attempting to build a colonizable planet (more on this later), their world must have a gravitational
pull of no greater than two gees. For the world to be optimal, the gravity should be between 0.8 and 1.2 gees.
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Once again, we'll say that our Earth-like planet is
similar to Earth. Checking the Size Class table above, we
see that Earth is a planetary Size Class 18 (PSC 18)
object, so we'll use that as the size of our Earth-like world.
We'll also assume Earth's density, so we can just use the
values straight from the table. Our planet has a mass of
3.73x1024 kilograms, and a gravity of 0.9 gees (remember
that this has to be rounded to one decimal place). Those
are a little lower than Earth's values, but still acceptable
for an Earth-like planet. Any fitness gurus that live there
might like the fact that they'll weigh a little less... Basic Info for our Earth-like world. The world's name sounds like a
subtle plug for another game...
The indicated mineral bonus for the Earth-like world is
seven according to the chart. Since the planet's density is the same as Earth, that value doesn't get modified. We'll record 7 for the
planet's mineral bonus, which we'll use later on.
We've placed our Frozen world directly in the second post-ecosphere lane, which means we're making a planet instead of a moon or a
moonlet. Further, it's not a Gas Giant, which leaves us with either a dwarf planet or a terrestrial planet. We'll say that this planet will
be a terrestrial planet (even though it might be better as a dwarf planet considering it's a post-ecosphere world). Checking the chart,
we need to roll 1d10 for the Size Class and another 1d10 for density. The size roll comes up as one; the size class is 14 (13+1 = 14).
The density roll is a seven, so the density is 1.1 times Earth standard (7*0.05 = 0.35; 0.75 + 0.35 = 1.10). It's a small world, but it's
pretty dense; the numbers are fairly close to Mercury's actual values. Checking for PSC 14, the base values are 2.33x1023 kilograms for
mass and 0.34G for gravity. We multiply both values by 1.1 and get the final values (after rounding): the planet's mass is 2.56x1023
kilograms, and its gravity is 0.4 gees. The mineral bonus for PSC 14 is -9. Since the density is 1.1 times Earth standard, that value
gets multiplied by 1.1 and then rounded to the closest integer, for a total of -10 in this case. We'll record this value for later use as well.
Once the planet's gravity has been determined, it becomes possible to determine its categorical atmospheric density. This is
a measure of how thick the atmosphere of the planet is, and has an effect on the planet's temperature range as well as the
severity of the planet's weather. It may also be used by a GM during the course of an adventure to determine such things as
whether or not the planet is subjected to a great deal of stellar radiation.
The following table is used to determine a planet's atmospheric density. The creator will need to find the column that
corresponds to the planet's gravity and make a 1d10 roll (except for gas giants; gas giants always use the ">2.0" column
regardless of their surface gravity). The row whose intersection with the gravity column contains the result of the d10 roll
indicates the planet's atmospheric density. The creator will need to record the indicated density with the planet's stats.
Additionally, the far right column of the same row indicates a "weather factor", which will be needed when it comes time
to determine the planet's weather. The creator will simply need to record this value for later use.
Earth in the Starflight Universe is the third planet of the system at α215x86. According to the SF1 Survey, that planet has a Very
Thin atmosphere, which doesn't really seem terribly consistent with reality. We'll give our Earth-like planet a Moderate atmospheric
density; that seems a little more bio-friendly, and it's the most likely outcome of the die roll for its gravity anyway. The weather factor
for that kind of atmosphere is 3.
Our Frozen world has a gravity of 0.4 gees. We roll 1d10 and come up with a six. Checking the table, this corresponds to a Very Thin
atmospheric density, and a weather factor of 1.
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Determine the planet's surface temperature range.
Once the planet's atmospheric density has been determined, its surface temperature range can also be determined. The
temperature on a planet's surface is dependent upon two main factors: the density of the atmosphere and the planet's
position within a star system. Perhaps not surprisingly, temperature has a key role in determining global weather severity.
•
Subarctic: These are very cold
temperatures below what can
Pretty cold planet. At least the weather's decent... usually be found in arctic regions on
Earth, ranging from absolute zero (-
273°C) all the way up to about -100°C. Subarctic temps are common on outerzone worlds.
• Arctic: These are cold temperatures that can be experienced in the arctic regions on Earth. They typically range
from -100°C up to the freezing point of water (0°C). Arctic temperatures are common in the outer ecosphere
lanes, but can be experienced anywhere in the ecosphere or post-ecosphere.
• Temperate: These are generally mild temperatures favored by most lifeforms, usually found in the middle
latitudes on Earth. These temperatures usually range from 0°C up to room temperature, around 25° C. Temperate
temperatures are common throughout a planet's ecosphere.
• Tropical: These are usually warmer but still tolerable temperatures usually found in the lower latitudes and
desert regions on Earth. The typical temperature range for this category is from 25°C up to around 50°C. Tropical
temps are common in the inner ecosphere lanes, but can be experienced anywhere in the ecosphere. Tropical
temperatures may sometimes be found in the second pre-ecosphere lane.
• Searing: Searing temperatures are usually too hot to support most lifeforms but still below the boiling point of
water, between 50°C and 100°C. Searing temperatures are common in the innerzone, though occasionally they
may be seen within a system's ecosphere.
• Inferno: These are extremely hot temperatures greater than the boiling point of water (100°C) all the way up to
around 2000°C (though technically there is no upper bound to this category). Inferno temperatures are common
in the pre-ecosphere, particularly in the first pre-ecosphere lane and within the radius of a star's Roche limit.
Particularly high Inferno temperatures may pose a significant thermal damage hazard to space vehicles and
starships.
To determine the temperature range, a creator may simply use the table below. The intersection that corresponds to the
planet's position and atmospheric density indicates the temperature range for the planet. The creator simply needs to write
down the indicated temperature range with the planet's stats.
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Planet creators that are looking to create colonizable planets for use in their adventures should bear in mind that a planet
need only contain the Temperate or Tropical categories. Those planets may have areas that are within the other categories,
as long as a portion of the planet is either temperate or tropical.
Once a creator has the temperature range for their planet, they'll need to determine how much that range will affect the
planet's weather. As a general rule, the greater the range, the more of an effect it will have on the planet's weather (this is
based on actual meteorological principles; sharper contrasts in temperature lead to stronger weather systems, which lead to
more intense weather). To determine the effect of the temperature range on the planet's weather, the creator needs only to
look up their planet's temperature range in the table below and record the indicated weather factor value for later use.
Planets with no atmospheric density have no atmosphere, and therefore won't have any weather. If the planet being created
has no atmosphere, the weather factor for temperature may be ignored, though the planet will still have the temperature
indicated by this step.
This is a straight-forward step for both planets. Our Earth-like world is in the second ecosphere lane and has a Moderate atmospheric
density. Checking the tables, we can see that its temperature range will be Temperate to Searing, which has a weather factor of two
(this matches Earth's stats from SF1, though in reality the Earth's temperature range would probably be Arctic to Searing). The Frozen
planet is in the second post-ecosphere lane and has a Very Thin atmosphere. From the tables, we see that its temperature range will be
Subarctic to Arctic, which has a weather factor of three. We'll record those values for both worlds along with the weather factors for
later use.
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Planet creators that are looking to create colonizable planets for use in their adventures should bear in mind that a planet's
atmosphere must contain Oxygen. Any gas combination that contains Oxygen is suitable for this purpose (though as a rule
planet creators should avoid the "Oxygen, Hydrogen Cyanide" selection if they truly want to make the world habitable to
any species; this is okay for any race that has adapted to the presence of an otherwise extremely poisonous gas).
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Exotic Atmosphere Determination by d% Roll
d% Result Atmospheric Mix Atmospheric Constant
0-12 Nitrogen 1
13-17 Carbon Monoxide 1
18-19 Fluorine, Carbon Dioxide 3
20-22 Nitrogen, Carbon Dioxide 2
23-24 Chlorine, Carbon Dioxide 4
25-29 Chlorine 2
30-34 Fluorine 1
35-39 Helium, Sodium 1
40-42 Nitrogen, Chlorine 3
43-47 Methane, Ammonia 1
48-49 Fluorine, Nitrogen 2
50-52 Ammonia, Hydrogen 1
53-54 Fluorine, Chlorine 3
55-59 Cyanoacetylene 2
60-62 Methane, Ammonia, Argon 3
63-64 Methane, Hydrogen Cyanide 2
65-67 Methanol, Ethanol 3
68-72 Oxygen 1
73-74 Oxygen, Carbon Dioxide 3
75-77 Oxygen, Hydrogen 1
78-82 Sulfane, Sulfur Dioxide, Sulfur Trioxide 6
83-87 Water Vapor 1
88-94 Oxygen, Water Vapor 2
95-97 Carbon Dioxide, Water Vapor 2
98-99 Oxygen, Hydrogen Cyanide 2
The obvious atmospheric mix for the Earth-like world would be Nitrogen/Oxygen, but for the hell of it let's go ahead and roll it out.
The Earth-like world is a Liquid World within the Ecosphere and has a Moderate Atmosphere. This corresponds to the second-to-last
row of the chart. A roll of d% comes up as a nine, which indicates the Nitrogen/Oxygen atmosphere. Had it come up as an exotic
atmosphere, we would have rolled again...that d% roll came up as a four, indicating a straight Nitrogen atmosphere (sans Oxygen).
N2O2 is what we really want, so we'll just go with that.
Our Frozen world is in the post-ecosphere and has a VeryTthin atmosphere. This corresponds to the fourth row of the table (post-
ecosphere world, any density). We roll d% and come up with 96, an Exotic atmosphere. The second d% roll comes up as 73, so the
planet's atmosphere consists of Oxygen and Carbon Dioxide. That might've indicated a remote chance that the planet would support
some life, were it not for one tiny detail, which we'll discuss when it comes time to figure up the planet's biodensity.
A planet's hydrospheric composition can be determined as soon as its atmospheric composition has been set. The term
hydrosphere is a bit of a misnomer for a large number of planets, as its true definition is "the combined mass of water found
on, under, and over the surface of a rocky planet". A great many planets in the Starflight Universe don't have any kind of
water on their surface or as part of their overall composition. However, since the term was used in the original games, it
will continue to be used here with the same meaning; this lists what compound(s) make up any liquid portion of a planet's
surface. A planet's hydrospheric composition is largely dependent upon its atmospheric composition. Planetary temperature
and atmospheric density may also factor in, though there are many occasions where a planet's hydrosphere is solely
dependent on the atmosphere. Planets that have no atmosphere have no hydrosphere. By definition, Gas Giants have no
hydrosphere.
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To determine a planet's hydrosphere, a creator needs to find its atmospheric mix on the table below and look up the result
in the corresponding row. There can be up to three possible hydrospheric mixes for any given atmospheric mix. In the cases
where there are multiple possibilities, the creator should check each possibility in turn. Each possibility is listed with a set
of temperature requirements (sometimes there is an atmospheric density requirement as well; any density requirement
must be met regardless of whether or not a temperature requirement is fulfilled). If the requirements are met, the creator
must roll d%; if the result is in the indicated range, then the planet's hydrosphere is set to the mix indicated by that
possibility. A planet meets the requirements if the top of its temperature range is as cold as or colder than the indicated
temperature category. Should the top of the temperature range be colder than the indicated temperature category, the
indicated mix automatically becomes the planet's hydrosphere, regardless of the result of the d% roll. Some temperature
ranges indicate a level "or higher"; in these cases, the requirement is searching for that category as the bottom of the
temperature range, with any higher categories automatically fulfilling the requirement (opposite of the way it normally
works). If the requirements are not met or if the d% roll does not come up in the indicated range, the creator will skip that
possibility. If the creator comes to the last possibility given, that mix automatically becomes the planet's hydrosphere.
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Methane, Hydrogen Liquid Hydrocyanic
Subarctic 00-64 Tropical 00 None
Cyanide Methane Acid
Methanol, Ethanol Searing 00-28 Methyl Alcohol Searing 29-55 Ethyl Alcohol Water
Liquid
Nitrogen Subarctic 00-44 None
Nitrogen
Arctic,
Nitrogen, Carbon Liquid Thick Carbonic
Subarctic 00-44 00-21 Water
Dioxide Nitrogen Atmosphere or Acid
Denser
Nitrogen, Chlorine Arctic or Higher 00-66 Chloramine Hydrochloric Acid
Liquid
Nitrogen, Oxygen Subarctic 00-44 Water
Nitrogen
Oxygen Subarctic 00-52 Liquid Oxygen None
Oxygen, Carbon Carbonated
All Temps 00-49 Water
Dioxide Water
Oxygen, Hydrogen Water
Oxygen, Hydrogen Hydrocyanic
Tropical 00 Water
Cyanide Acid
Oxygen, Water
Water
Vapor
Sulfane, Sulfur
Dioxide, Sulfur Arctic 00-39 Liquid Sulfane Sulfur Compounds
Trioxide
Water Vapor Water
Note that it is possible for a planet indicated as Liquid to wind up having no hydrosphere, either through having
insufficient gravity to have an atmosphere or through the hydrosphere selection process. In this case, the planet needs to be
reclassified as a Rock world.
If the planet creator intends for their world to be colonizable, their world must have a Water hydrosphere.
Our Earth-like world has a Nitrogen, Oxygen Atmosphere with a temperature range of Temperate to Searing. Checking the table for
Nitrogen, Oxygen, we see that there are two possible hydrospheric mixes, Liquid Nitrogen or Water. Liquid Nitrogen is the first
possibility, so we'll check it first. Its temperature requirement is Subarctic; the maximum of our planet's temperature range is Searing.
This is well above Subarctic, so we skip the first possibility. Water is the last possibility for Nitrogen, Oxygen, so that becomes the
planet's hydrosphere. Since we're making it Earth-like, that's a Good Thing.
The Frozen planet has an Oxygen, Carbon Dioxide atmosphere with a temperature range of Subarctic to Arctic. Checking the table, we
see two possibilities: Carbonated Water and Water. The first possibility is Carbonated Water. The temperature requirement of "All
Temps" means that our planet meets the requirement, so the dice are rolled and come up as 16. This is within the indicated range, so
the planet's hydrosphere becomes Carbonated Water. This doesn't ruin the planet's chance of supporting life, but it doesn't help it very
much either.
The planetary lithosphere must be determined at this point in the procedure. The lithosphere is defined as the solid
outermost shell of a rocky planet, and determines which elemental materials are most commonly encountered during
exploration on that planet's surface (see Chapter 8.2). Gas giants have no lithosphere by definition.
To determine a planet's lithosphere, a creator needs to select three mineral elements at random using the table in Chapter
5.8, either by selecting whatever minerals they wish or using the d% results listed on that table. The first indicated or
selected mineral becomes the primary mineral for the world, the second one becomes the secondary mineral, and the third
becomes the tertiary mineral. A single mineral can appear once in a planetary lithosphere, though it's not recommended
(particularly if the appearances aren't adjacent, i.e. if the same mineral winds up as both the primary and the tertiary
mineral).
Planet creators who have some knowledge of chemistry (or who have players in their group who do) might realize that
certain combinations of certain mineral elements in the lithosphere and mixtures in the atmosphere or hydrosphere are
impossible. It is perfectly acceptable for a creator to make deliberate selections to replace any randomly rolled minerals and
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avoid these kinds of situations. The vast majority of players probably won't care and won't know enough to notice.
Rain on chemistry; we'll go ahead and pick our minerals using d% rolls. For the Earth-like world, the d% rolls are 95, 01, and 74. This
corresponds to a lithosphere of Zinc, Aluminum and Silicon. For the Frozen world, the results are 86, 17 and 88. This would correspond
to Titanium, Cobalt, and Titanium. It's not a good idea to have Titanium twice, so we'll replace the second occurrence. For the heck of
it, we'll say Endurium (it's on the table, after all), so the final lithosphere for the Frozen world becomes Titanium, Cobalt and
Endurium. Sounds like the Frozen world would be a good place for a mining trip in an SF1-era expedition...
At this point, there are only a few more vital planetary stats that need to be determined. The first is the planet's
mineralogical density, which is simply a measure of how much of the planet's surface contains mineable materials. In
SFRPG, this value is used to determine whether or not a mineral deposit is encountered during surface exploration (see
Chapter 8.2). Since they have no lithosphere, the mineralogical density of Gas Giants is always 0%. A planet's mineralogical
density is dependent upon its physical size as well as its density.
Mineralogical density and biodensity are both determined at this stage of a planet's development. Earlier in the planet
creation process, the creator recorded a value for their planet's "mineral bonus". To determine the planet's mineralogical
density, all that the creator needs to do at this point is to roll d% and add that mineral bonus to the result of the roll. The
final result is the planet's mineralogical density. A planet's mineralogical density cannot be less than zero percent; if a lower
value results, set the mineralogical density to 0%. Similarly, a planet's mineralogical density cannot be greater than 100%; if
a higher value results, set the mineralogical density to 100%.
Biodensity is determined similarly to mineralogical density, though the die modifier won't be set until the planet's
atmosphere and hydrosphere are known. To find the modifier, a creator needs to use the table below and find the row that
most closely matches the planet's conditions. Planets may only contain life if they are a non-gas giant located in one of the
star's ecosphere lanes. Some ecosphere lanes are better than others; a -25 penalty is applied to the final roll for all worlds in
the first and fourth ecosphere lanes. Should the planet's hydrosphere consist of water, an additional +5 bonus will be added
to the final roll. The planet's biodensity will equal the result of a 1d% roll plus the modifiers. A planet's biodensity cannot
be less than zero percent; if a lower value results, set the biodensity to 0%. Similarly, a planet's biodensity cannot be greater
than 100%; if a higher value results, set the biodensity to 100%.
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Earlier in the creation process we recorded a mineral bonus value of 7 for our Earth-like world. That now comes into play. The roll of
d% comes up as 13, so the planet's final mineralogical density is 20% (13+7 = 20), which is not all that impressive. The planet is a
Liquid-type world with a Nitrogen, Oxygen atmosphere. Checking the chart for the biodensity bonus, we see that this matches the very
first row, so the bonus is 15. Further, since the planet's hydrosphere is made of Water, an additional five points are added to that value,
so the total bonus is 20. Finally, we know the world is in the second ecosphere lane, so this world can have life on its surface and takes
no penalties from its location. The d% roll is made and comes up as 52, so the final biodensity of the Earth-like world is 72% (20 + 52
= 72). The Earth-like world doesn't have a lot of mineral value, but it does have some fairly abundant life on its surface.
The recorded value of the Frozen world's mineral bonus was -11. The d% roll for that planet comes up as 41, so the final mineralogical
density of the Frozen world is 30% (41 - 11 = 30). Again, that's not all that great, but it's still better than the Earth-like world. The
Frozen planet is in the second post-ecosphere lane; this is not in the ecosphere, so the planet cannot have life. For the sake of
demonstration, we can go ahead and figure up what it might've been if it had been in an ecosphere lane. The Frozen world has an
Oxygen, Carbon Dioxide atmosphere. This matches the Frozen/Oxygen with anything else row, so the bonus is -25. Since the planet's
hydrosphere is Carbonated Water, there is no bonus there and so the final overall bonus is -25. The d% roll comes up as double zero,
which would give a final result of -25% (0 - 25 = -25). However, since the biodensity can't be less than zero, this value gets reset to
zero percent. The planet turns out to be completely lifeless (well, not if you count the Endurium...)
The final major planetary stat that needs to be determined is the severity of the global weather. Weather is defined as a set
of all the phenomena occurring in a given atmosphere at a given time (by this definition, a planet that has no atmosphere
has no weather either). A planet's weather is a very highly complex system, dependent upon a slew of various factors
(including incoming solar radiation, gravity, rate of rotation, axial tilt, atmospheric mix, hydrospheric mix, geology, and so
forth). The mathematics involved in a simple meteorological forecast are well beyond most gamers, to say nothing of what
would be required to produce an accurate global weather model. The Starflight Universe (and SFRPG along with it) takes a
bit of a shortcut when it comes to weather by listing weather categories instead of precise conditions.
For those who are curious: yes, the method for determining weather in SFRPG is based on some real meteorology (the key
words there are based on). SFRPG does at least try to emulate the actual severity of the weather based on the planet's
conditions. Weather severity in the game is based on the principle of hydrostatic balance, which is a balance between
pressure gradient force and other forces within the atmosphere (gravitational force, Coriolis force, centrifugal force, and
friction). Pressure gradient force is what produces winds in a planet's atmosphere. As a general rule, the stronger those
winds can become (particularly surface winds), the more severe the weather. The important terms in the equation for
hydrostatic balance are gravity, temperature, a gas constant based on the atmospheric mix, and atmospheric density. The
method of accounting for these forces is highly generalized in the game, and players and even planet creators shouldn't have
to deal with the inner workings of the math (a good thing too, as it's a fairly complex differential equation).
To determine the planet's weather, a creator must begin by taking the planet's atmospheric constant (which was
determined at the same time as the planet's atmospheric mix) and multiplying it by the atmospheric density weather factor.
The creator must then take the planet's gravity, rounding it down to the nearest whole number, and add that to the
previous result. The planet's temperature weather factor is then added to that amount. The final result is the planet's
weather intensity index.
At this point, the creator should make a roll of 2d10 for unusual conditions. If the result of the roll is zero, then the creator
should add five points to the intensity index. Additionally, they should lower the planet's biodensity by 5% (if possible). If
the roll comes up as eighteen, then five points should be subtracted from the intensity index. On any other roll, nothing is
added or subtracted from the index. Once the final intensity index has been calculated, the creator need only look up the
result in the table below to determine the proper weather category.
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Explicitly, the formula for determining the weather severity index is as follows:
(atmospheric constant * density weather factor) + gravity (rounded down) + temperature weather factor + unusual
conditions modifier = weather index.
Gas Giants have incredibly turbulent atmospheres, regardless of all other conditions. If the planet is a Gas Giant and the
resultant weather index comes up as 14 or less, the final weather category should be Violent regardless. A result of 15 or
higher indicates Very Violent weather for Gas Giants.
If the planet creator intends for their world to be colonizable, the planet's weather may not be any more severe than the
Moderate Category (i.e. the planet's weather may not be Violent or Very Violent).
Our Earth-like world had a Moderate atmospheric density (with a weather factor of three), a Nitrogen, Oxygen atmosphere (which
has an atmospheric constant of 2), gravity of 0.9 gees, and a temperature range of Temperate to Searing (which has a weather factor
of 2). We begin by multiplying the atmospheric constant by the density weather factor; we have six so far (2*3 = 6). We then add to
that the gravity rounded down to the next whole gee; this is zero in this case (0.9 rounds down to zero), so the index remains six. We
then add in the temperature weather factor of two; the index is now eight (6+2 = 8). Finally, we roll 2d10; the result is eleven, so
nothing is added or subtracted from the index. The final intensity index value is eight. Checking the table, we see that this corresponds
to a category of Calm.
The Frozen world has a Very Thin atmospheric density (factor of one), an Oxygen, Carbon Dioxide atmosphere (constant of 3), a
gravity of 0.4 G, and a temperature range of Subarctic to Arctic (factor 3). The final intensity index value is six. (3*1 = 3; 0.4 rounds
down to zero; 3+0 = 3; 3+3 = 6). This also corresponds to Calm weather.
Finding suitable colony worlds was part of the back-story of both of the original Starflight games; it was a means by which
Arth's High Council would preserve Arth culture, should the situation at hand result in the annihilation of all life on Arth.
Interstel crews were charged with exploring star systems in an effort to find suitable worlds; to make it worth their while,
substantial rewards were offered to any crew that found a good candidate planet. Colony recommendations were therefore
a major source of revenue for the player in the original games, and the same can be true of player groups in SFRPG. The
next step in the planet creation process is to determine how valuable the planet will be should a starship crew submit a
colony recommendation for the planet.
In order for a planet to be eligible to become a potential colony world, it must meet the following criteria:
• The planet must have an atmosphere and that atmosphere must contain Oxygen. It doesn't matter what other
gases are in the mix (so a planet with an atmosphere of Oxygen, Hydrogen Cyanide technically does meet this
criterion). Similarly, the atmospheric density does not matter.
• The planet must have a hydrosphere and that hydrosphere must contain Water.
• The planet's temperature range must contain either the Temperate category, Tropical category, or both. Note
that the planet can contain other temperature categories; it only matters that at least one of these two are
present.
• The planet's weather may not be Violent or Very Violent; all other categories are acceptable.
• The planet's gravity must not be higher than two gees. Planets with gravitational pulls of 0.8 to 1.2 gees are
considered optimal worlds, which potentially have a higher value.
• The planet may not already be inhabited or have already been recommended for colonization.
Any planet that does not meet all of these criteria cannot be colonized, and has a value of zero. Note that this does not
remove the world from consideration for other purposes, such as becoming a homeworld (the homeworld of the Tandelou
Eshvara is a good example of this kind of planet; its gravity is too high and its weather is too rough).
Should a planet meet all of the criteria necessary to be considered a colony world, and the planet's designer does not intend
to make it an inhabited world, then the planet must be assigned a monetary value. To do this, roll 1d10. On a roll of four or
less, the planet's base value is 30,000; five to seven indicate a base value of 35,000, while eight or nine indicate a base value
of 40,000. If the planet's biodensity is 75% or higher, add 5000 to the base value. 5000 should also be added to the base
value if the planet has optimal gravity. After making adjustments for abundant life and gravity, the final amount indicated
is the planet's overall value. This value should be placed somewhere in the planet's notes (it's alright to place it in the
"Community Notes" section of the Planet Record Sheet, as the world shouldn't have any communities on its surface).
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If a planet does not meet all of the criteria for being a colony world but is recommended anyway, the crew that
recommended the planet will face a fine. To calculate the fine, multiply the number of times the crew has botched a
recommendation times 1000, and add to that 5000 times the number of criteria that the planet fails to match. The final
result is the total fine levied against the crew. GMs may elect to only issue a warning rather than a fine the first time a
crew botches it up, if they're feeling merciful. If not...
The Earth-like world has a Nitrogen, Oxygen atmosphere, Water hydrosphere, Temperate to Searing temperature range (which
contains both the Temperate and Tropical categories), and Calm Weather, all of which match colonization criteria. With a gravity of
0.9 gees, this planet is not only a habitable world, it is optimal. The d10 roll comes up as an eight; the base value is going to be 40,000
for this world. 5000 is added due to it being an optimal world. The 72% biodensity puts the world just out of range for an additional
bonus, so the final value of the world is 45,000, a pretty good catch.
The Frozen world is obviously not a colonizable planet. However, the base value of a fine can be readily determined for this world, if
someone out there is dumb enough to recommend it. It does have an Oxygen, Carbon Dioxide atmosphere, so that criterion is met.
Carbonated Water does not meet the criteria, so that would add 5000 to the fine. The Subarctic to Arctic temperature range is another
strike against the world; the fine is now up to 10,000. Its weather is Calm and its gravity is below two gees; those criteria match. So,
10,000 is the base value of a fine for this world.
With the completion of the planet's value calculation, its basic statistics are complete. If the planet is mainly just being used
as a backdrop for an adventure, the creator need not do anything else at this point. If, however, the planet is to be the
centerpiece of an adventure, the creator probably should take some time to complete the next few steps. Creators may
complete these steps even if the information isn't critical for an adventure if they so desire.
All planets in the original games used Mercator projections (more commonly just called Mercators) to map out their surface
features. A Mercator projection is a cylindrical map projection, used because of its ability to represent lines of constant
course as straight segments. There is some distortion with Mercator projections (particularly around the poles), but they
are far easier to create and to use than most other cartographic methods (more importantly, they allow surface navigation
on a two-dimensional grid). Mercators are also used in SFRPG, though whether or not they are entirely necessary is another
matter when it comes to the planet creation process. If there's a chance that a player group will visit a world, it behooves
the planet's creator to go ahead and map out its surface. If the creator wants to leave the geography up to an adventure's
GM, they are certainly welcome to do so.
While there is no "correct" way to build a planetary Mercator, there are some things that a creator may do that will make
the layout of their world more logical. Planetary type is perhaps the best predictor of what's appropriate for the planet’s
surface geography, but other stats may come into play as well (temperature range, for instance, may help determine
whether it's more appropriate for an icepack or a desert to be located at the poles). What follows are some general
recommendations that will suit most situations. Creators are welcome to follow these recommendations or ignore them at
their own discretion.
Mercators are generally not as necessary for gas giants as they are for rocky worlds (i.e. anything other than a gas giant).
Since a gas giant has no solid surface, there isn't a surface to plot. Its atmosphere consists of turbulent gases flowing at
significant speeds. This creates an ever changing "landscape" that's almost impossible to map. That's not to say that a
creator can't make a Mercator for their gas giant, but since it's obsolete almost the moment it's finished (and since surface
navigation on a gas giant is impossible), there's almost no point in making one. For those that insist on making Mercators
for these worlds, creators should consider mapping the locations of any significant, long-lasting storm systems on the
surface (such as Jupiter's Great Red Spot or Saturn's north polar hexagon).
One thing a creator should consider is whether or not their world has active vulcanism. For Molten planets, this one's
obvious. Other planets may or may not have volcanoes. Volcanoes play a big part of shaping a planet's surface, by
smoothing over areas that have been impacted by cosmic collisions (asteroids, comets and the like) with lava flows or
volcanic ash. Rocky planets that have no vulcanism acquire what's known as an "old" surface, which simply means that it's
pockmarked with craters. These planets tend to have large shifts in elevation, and as a result the terrain is not very smooth.
With volcanoes, planets have a relatively smoother surface (what's known as a "young" surface). Planets with significant
weather also tend to have younger surfaces than those with no weather (or no atmosphere, for that matter).
In the original games, planetary surface features were usually indicated by changes in the elevation of the planet's terrain.
Each planet had a color scale (usually with anywhere from six to eight "levels") based on the planet's type that could be
viewed alongside the planet's Mercator. The highest planetary elevations corresponded to the color at the physical top of
the scale, while the lowest elevations (corresponding to oceans, inland seas, icepack or lava seas) were always at the bottom
of the scale. Images of these original color scales are available in the table below.
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Elevation Color Scales by World Type from SF1/SF2
A planet creator can adopt a similar technique to plan out their planet; the creator can begin by drawing out the lowest
elevation. This has the effect of denoting which areas are "continental" and which ones are "seas" (creators are reminded
that habitable Rock worlds can have seas of water, just that they will take up half of the planet's surface or less). On the
"land" areas, the creator can then add the next highest level of elevation, and continue to add higher levels until they either
reach the top of their scale or are satisfied with the overall terrain. By using this technique, creators define the locations of
major bodies of water as well as significant mountain ranges. From these features, the locations of glaciers, forests, jungles
and deserts can be determined, and from that the planetary ecology can be determined. Alternatively, a creator can start at
the top and work their way down. This works well for Frozen and Molten worlds. Creators should be careful going down
when making a Liquid or Rock world, since they might accidentally create the wrong type (too much water for a Rock
world or too little for a Liquid world).
All world types will tend to be shaped by the placement of continents, as well as the placement of mountains and the
planet's temperature range. Any oceanic regions will tend to be frozen into icepacks if the temperature is Arctic or colder;
these areas will generally be near the planet's poles. Land regions in the same areas may be covered in glaciers or fjords.
Temperate and tropical regions may play host to all kinds of forested regions, though usually these will be more common
on the "windward" side of any mountain ranges that lay perpendicular to the planet's prevailing winds (which can be set at
the creator's discretion). Open plains and plateaus may also be found in these areas. Desert regions may be found on the
leeward side of mountains, or areas where the temperature is Searing or hotter. Desert regions are also common within the
28-32 degree latitude regions (this has to do with the mechanics of atmospheric transport; on Earth, it explains the presence
of deserts such as the Mojave, the Sahara and the Australian Outback). Other features such as inland rivers, plains, plateaus,
canyons, and caves can be added after these major features have been set. Worlds built using these recommendations will
have a number of terrain types that mimic real planetary geological and meteorological interactions.
Since the design of a Mercator is basically something that happens on the whim of the planet's creator, the examples in this section are
going to show a couple of different design philosophies, rather than specific examples. We won't be indicating specific features (deserts,
forests, etc.) for these two worlds to keep things simple.
For our Earth-like world, we're going to use the planet's grid-lines as delimiters for the terrain, which is a perfectly valid way of
creating a Mercator map. We're gunning for a Liquid world, which means most of the terrain is going to need to be ocean. We'll set one
large island-like continent in the northern/eastern hemisphere, with long, low-lying land masses spread throughout the west. We'll go
ahead and use the Liquid life-bearing elevation scale for the terrain, using colored pencils to fill out the Mercator. The final result looks
like this:
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This map uses the planet's grid-lines to mark out the terrain, resulting in a "classic" style Starflight Mercator.
For our Frozen world, we're going to ignore the grid lines and just let the terrain flow from one block to the next. We'll make the terrain
mostly a steppe plateau, with some mountainous terrain in the northern/western hemispheres and a southern continental sea. We'll use
the Frozen elevation scale as it appeared earlier for this world (at least, as close as we can get to it using colored pencils...
For this Mercator, the designer elected to use a more "natural approach", rather than base features strictly off the coordinate grid.
The presence of life on a planet's surface adds another level of complexity, as life indicates the presence of an ecosphere, a
global ecological system integrating all living beings and their relationships, including their interaction with the elements of
the lithosphere, hydrosphere, and atmosphere. Ecospheres are fabulously complex systems, given everything that goes into
them. If taken in whole, they are complex enough to utterly defy any attempt to make a simple system out of them.
The original games (Starflight I in particular) made a valiant attempt to create a realistic ecosphere. The system in the
original games was based on the presence of significant lifeforms, ones that were big enough to be worth money when
those lifeforms were captured and sold. SFRPG follows this basic idea; though there may be a number of lesser lifeforms on
a planet's surface, they are ignored in favor of the largest and most valuable lifeforms on the planet. These are known as
megaflora (large producers) and megafauna (large consumers), or collectively as significant lifeforms, and correspond to the
same lifeforms listed in Chapter 5.7 (the forty-two lifeforms that appeared in Starflight II). Planets may or may not have an
explicit listing of which lifeforms are present, what's known as a lifeform list in SFRPG.
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If a planet has a biodensity rating greater than 0%, the planet's creator will need to decide whether or not they wish to
make an explicit lifeform list for their planet. It is acceptable for a creator to not create a lifeform list. Not creating a list
transfers the responsibility of generating the list to the GM of any adventure or campaign in which the planet is featured. It
gives the GM more latitude to be flexible in their decisions and opens the world up for the GM to create their own lifeforms.
Creating an explicit list, on the other hand, saves the GM from having to do all of the work involved in creating a lifeform
list on their own (which can be considerable, particularly if the GM would've wanted to make lifeforms from scratch). All
life bearing worlds in the Delta Sector have lifeform lists, which are included with the remaining planetary stats in the
Starflight II Survey. While there is some evidence that would suggest the worlds of the Alpha Sector have explicit lifeform
lists, they have never been released publicly (if they even exist). This means there is no way for any independent survey
team to know when they'd managed to view every possible lifeform on a planet's surface. In effect, all of the life-bearing
Alpha Sector planets are worlds without lists.
Creating a lifeform list is not that difficult. First, a creator must decide how
many significant species exist on the surface of their planet. The planet
exploration rules listed in Chapter 8.2 set a maximum limit of nine lifeforms
on a planet's surface, so the creator may choose anywhere from one to nine
species. If they would like to select a number at random, they may make a
1d10 roll, with the result indicating the number of significant lifeforms (roll
again if a zero is the result).
With the number of lifeforms selected, the creator must decide which ones
will be on the planet. This boils down to one of three options: they may
select a list made up of SF2 lifeforms, they may use the creature creation
rules outlined in Chapter 10.2.5 to create custom lifeforms on their own, or
they may use a combination of the two. Creators are welcome to select
whatever lifeforms they desire for their world without consideration of their A sample lifeform list.
lifeform's niche; it's assumed that there are sufficient numbers of "insignificant lifeforms" which players will not encounter
but will be able to sustain the selected species. If the creator would like to select their creatures at random, they may roll
d% for each lifeform desired and use the table below. The creator always has the right to ignore the result of a randomly
indicated lifeform, or to generate custom lifeforms on their own volition. Lifeforms cannot appear on a list twice; if a
species would occur twice as the result of a random selection, a new roll must be made.
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44-46 Oily Spore Bush
47-49 Parachute Spider
50-52 Peacock Tree
53-54 Plant Bird
55-57 Poison Glider
58-59 Pop Berry Plant
60-62 Psychic Blaster
63-64 Pulsating Gummy
65-67 Purple Screecher
68-70 Red Puff-Wart
71-72 Rocket Melons
73-74 Running Fungus
75-77 Sandpit Stalk
78-79 Scaly Blue Hopper
80-81 Single Leaf
82-84 Spinning Crab
85-86 Sticky Fruit
87-89 Stinging Cone
90-91 Vacuum Slug
92-93 Wandering Chandelier
94-96 Wheel Snake
97-99 Yellow Hugger
Our Frozen world has a 0% biodensity. Thus, it has no lifeforms of any significance and does not need a lifeform list. Our Earth-like
world, however, has a 72% biodensity, so we can go ahead and create a list for it. To save time, we'll say that the world will use the
lifeform list from SF2 and we'll let the dice determine the planet's biosphere. We begin by rolling 1d10 to see how many lifeforms there
are. The roll comes up as zero, so we roll again. This time a five comes up, so we'll place five lifeforms on the planet. We roll d% five
times, and come up with 48, 53, 48, 9, and 27. From the table above, we can see that this (respectively) corresponds to Parachute
Spider, Plant Bird, Parachute Spider, Crystal Sponge Plant and Green Blob. The Parachute Spider occurs twice, so we must re-roll for
the second occurrence. The re-roll comes up as 44, indicating Oily Spore Bushes. So, our planet's final lifeform list is Crystal Sponge
Plant, Green Blob, Oily Spore Bush, Parachute Spider, and Plant Bird.
Once the planet’s geography is determined, a number of communities may be created on a planet’s surface using the
procedure outlined in Chapter 10.2.3. Communities on a planet's surface are always optional and a perfectly inhabitable
planet may be left completely empty if that is the creator's desire. A creator who wishes to put communities on a planet's
surface should, however, consider the planet's level of habitability when answering the question of how many communities
to put on the surface of their world.
The planet doesn't need any communities if it is uninhabitable (no Oxygen in the atmosphere and/or no Water in the
hydrosphere); if a creator does decide to put a few on that world, they should be limited to no larger than Village size (and
there shouldn’t be more than three such communities at most). Part of the makeup of those communities should include
such objects as pressure domes, humidity windtraps and collectors, large oxygen or water tanks, and so forth. In other
words, since the planet itself cannot sustain life on its own, communities must either produce or be supplied with what
they need for their continued existence. GMs may ultimately decide to make shortages of these supplies the focus of an
adventure.
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A planet that has Oxygen in the atmosphere and Water in the
hydrosphere but has something else out of whack (temperature too
hot or too cold, gravity higher than 2 gees, or violent weather) may
have more communities on them than uninhabitable worlds, but
again these communities will likely be small and relatively dispersed.
The homeworld of the Tandelou Eshvara (δ35x69, p4) is a prime
example of such a world; its gravity is 4.15 Gs and the weather is
Violent. Communities on these worlds may or may not have some
kind of system in place to combat the adverse conditions, such as
covered heated (or air conditioned) passages with airlock-style
entrance points, extra strong construction, or even full-on pressure
domes. They are liable to not be as restricted as communities on
Community data for a habitable world.
uninhabitable worlds, though they won't offer the total freedom of
planets on more habitable spheres. A recommended number of communities for this kind of world is 1d5 communities of
Village or Small Town size, with a progressive double or triple the number of smaller communities (for example, this kind of
planet might have 2 Small Towns, 4-6 Villages, 8-18 Rural Villages, and 16-54 Settlements).
Planets that are completely habitable have no restrictions on the number of communities that can exist on their surfaces.
These are your run of the mill towns; usually any external covering or emergency supplies they have are strictly for
defensive purposes (and the vast majority of these communities will forgo them, particularly in more advanced societies).
For these worlds, 3d5 communities of Small Town or Large Town size is recommended, with a progressive double or triple
the number of smaller communities and a progressive half or third (round down) number of larger communities. For
optimally inhabitable planets (planets with gravity of 0.7 to 1.3 gees), this can be changed to 3d5 communities of Large
Town or Small City size.
The numbers and die rolls recommended above are for fully inhabited planets and a creator should feel free to create fewer
or smaller communities for their worlds if it would better fit the campaign for which the world is intended. Creators may
also simply not feel like creating that many communities for their world; this is perfectly acceptable. Again, those numbers
above are simply recommendations.
When the number of communities on a world has been determined, they should be placed on the planet's Mercator map.
Ideally, communities should be placed close to sources of food, water, and natural resources if possible. If the community is
ancient, it may be built on a feature such as a hill or plateau (which would have helped to defend the original settlement).
Communities can be anywhere, but a creator would do well to remember that there is a reason why communities originate
in the first place and give them some logical placement.
If the creator is a glutton for punishment, or simply wants to be really thorough, they can proceed to fill in the details of
any communities created. The information in Chapter 10.2.3 can get a creator started with filling in those details, but they
by no means have to stop there. Such information as the planetary gross domestic product, total population and
predominant power structures on the planet can be filled in; it’s recommended the creator have a campaign in mind if they
go to this amount of trouble.
Once any communities have been created, the planet is ready to be used. If the creator desires, additional details may be
added (such as locations of archaeological dig sites or ruins, the length of day, color of the sky, and so forth). These details
may be used to help "flesh out" the world, and may serve to make it a more vibrant, living place. For a working example of a
fleshed out habitable planet, check out the playtesting version of Koann III in Chapter 12.4.1.
Our Earth-like will is optimally habitable, so let's muck it up a bit by throwing some communities on the surface. A roll of 3d5 comes
up as 11. We'll put 11 Large Towns on the planet's surface. From that number, we know we'll need anywhere from 22-33 Small Towns,
44-99 Villages, 88-297 Rural Villages, and 176-891 Settlements. As far as larger communities go, there would be anywhere from three
to five Small Cities, one or two Large Cities, and maybe a Metropolis. Going with the minimum numbers there, the planet will need a
grand total of 345 communities, meaning we've got a lot more work ahead. Perhaps we'll leave that work up to a GM. Better yet, we
could just change our minds entirely and leave the planet in its previous pristine state...
The Frozen world qualifies as uninhabitable, since its hydrosphere is made of carbonated water. We don't need any communities on its
surface, but for the heck of it let's put down a Rural Village. There are some valuable minerals on the surface after all; it'd make sense
if someone was out there braving the cold in order to collect and process them. It might have a water treatment station to take the fizz
out of the water and a pressure dome for heating purposes, as well as to replace the atmosphere with something less caustic. The
community might actually be a good place for a brewery; the planet's a natural refrigerator and the water's carbonated. Put the
community in the "tropics" (where the water might still be liquid-phase) and it'd be fairly well set. Now, how to grow the hops on a
Frozen world...
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10.2.2: CREATING STAR SYSTEMS
There will be few occasions wherein it will be necessary for a whole new star system to pop into existence; such occasions
may include adventures wherein a GM is introducing a new Starfaring Age race or campaigns that take place in brand new
Sectors. The procedure for creating a star system is not particularly complicated in and of itself, though if the GM requires
a substantial amount of detail, it can easily get that way.
If a GM is creating a whole Sector from scratch, the process of star creation will have to take place many times over. It may
be that the GM does not want to have to do all that work by hand. Fortunately for the aspiring Sector creator, there are
free-ware programs on the Internet that create satisfactory star systems with realistic planetary physics. This method is
fine and dandy, though care should be taken that planetary and stellar characteristics approach what is normal for the
Starflight Universe (the procedures listed in this sub-chapter as well as the previous sub-chapter creates such characteristics and can
be used as a guide for determining what is "normal"). The Starflight III design team has worked on methods for creating Sectors
quickly, culminating in the creation of the Starflight Universe Generator, which, at the time of this writing, is available for
download at http://sites.google.com/site/anacostiastation.
Sectors in the Starflight Universe contain three main things: stars, nebulae, and fluxes. A reasonably sized Sector will have
between 100 and 300 stars, 25-35 flux node pairs (or a similar number of nodes including some multi-exit or one-way fluxes
as discussed in Chapter 8.4), and between 20 and 80 nebulae of various sizes (it's recommended that the larger the number
of nebulae in a Sector, the smaller the actual nebulae are in terms of radius; again, some or all of these nebulae can have
special features as discussed in Chapter 8.4). A GM can add any additional feature to a Sector that they wish and are not
limited to the above guidelines (though going above these numbers tends to crowd Sectors a lot faster than one might
think). Regardless of how it's done, creating a Sector is a lot of work, and can be vastly rewarding for the very dedicated
GM.
Creating Stars
The process of creating star systems begins with a very simple question: how detailed does the creator want the star
system to be? For the purposes of most campaigns, a creator can get away with surprisingly little information about a star
system; all that's really needed is a star in the center and maybe a few planets (strictly speaking the planets aren't even
necessary, though the creator had better have a few if they ever want anyone to visit the system for an extended period of time). On
the other hand, a creator may want to create a large and complex star system with many different worlds and several types
of hazards.
The first step in creating a star system is to determine what kind of star will be in the system's center (the "primary"). The
star itself will determine a lot of the characteristics of the finished star system. Stars are categorized based on their stellar
luminosity class, a fancy way of saying how big they are and how hot they are (to a lesser extent, this is also an indication
of the predominant color of the star). There are seven categories of stellar luminosities, each designated by a single letter: O
(hottest), B, A, F, G, K, and M (coldest). The GM simply selects what kind of star they would like to make from among
those categories. Alternatively, the GM can make a roll of d1000 (1d10 and d%, where the 1d10 serves as the "hundreds"
place roll) and look up the result on the following chart.
Note that the d1000 roll representing the occurrence of luminosity classes in the chart above is reasonably close to being
realistic (if it were totally realistic, there'd be a much greater occurrence of M-type stars, with O, B and A-type stars almost completely
unheard of). In the original games, a more even mix of each type of star was used.
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Once the system's primary has been determined, the creator should make a decision as to whether or not they want their
star system to be a polysolar system (a binary or ternary system, or one with an even a higher number of stars). If the
creator wants to add additional stars, they should roll again on the table above. For the second star, 200 should be added to
the result of the roll. For each subsequent star, an additional 200 should be added to the roll, with any result over 999
counting as an M-type star. Additional stars may share the luminosity class of the primary, but no added star may have a
brighter luminosity class (in the event that one is indicated via the dice, simply roll again until an acceptable result occurs).
To simplify the resulting set of orbital lanes, it is recommended that polysolar systems show all the stars in the system as
being relatively close together with the first one or two orbital lanes automatically devoid of planets. For purposes of
determining the final ecosphere, the equivalent stellar class of a polysolar system is either two classes higher than the
brightest star of the group if two of the stars (including the primary) are within one class of each other, or else just one
class higher than the brightest star of the group.
A creator may decide to go ahead and put in some solar hazards into their system, to make things a little more interesting.
An existing solar hazard may be added in place of any star in the system, or it may be added as a nascent feature of an
existing star. Adding hazards as nascent features are excellent additions for event-based adventures (see Chapter 11.1) as
they usually give any visitors a time limit to get things done before a major catastrophe occurs. The creator may add solar
hazards to any star in the system, though they should bear in mind that adding these hazards will affect the number of
planets and other objects that may be placed in the system. The creator may either select hazards at their own volition, or
they may roll d% for each star in the system and use the table below to determine what hazards (if any) are added to the
star.
Stars may only have one of the hazards listed in the table. All stars that contain no other hazards or contain a nascent
feature also have a stellar corona and stellar photosphere hazard (which will only affect a vehicle or starship in close
proximity to the star). For more information on the effects of all solar hazards on vehicles and starships, see Chapter 8.3.
Once the star (or stars) has been placed in the system and any hazards have been added, the creator may begin placing
objects (planets, moons and hazards) within the system. Object placement within star systems is fairly straight-forward,
though there are a number of restrictions that a creator needs to keep in mind.
The number of orbital lanes present in a star system must be determined before any object may be placed. Traditionally in
the Starflight Universe, every solar system contains eight orbital lanes regardless of any other factors. Creators are welcome
to use the traditional number, or they may decide to pick a different one. A roll of 2d10 can be used to set the number of
lanes in a star system at random, if the creator wishes. For the sake of simplicity, the orbital lanes in all cases are circular
and coplanar, and centered on the system's primary (or barycenter, for polysolar systems).
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Objects, including planets, may or may not occupy a given orbital lane. The next step is to determine what object, if any,
will fill an orbital lane. To do this, the creator may either select an object at random, or use a d% roll and the following
table to determine what object will be placed.
Note that due to existing solar hazards or due to the luminosity of the star itself, some orbital lanes might be off limits to
planets; in the event that a planet is indicated by a d% roll, ignore the result and leave the lane empty. Creators may also
choose to ignore any result that indicates a hazard if they are not using hazards within their campaign.
If a planet is indicated and the lane is not restricted, then the creator will need to determine what kind of planet will be
created in the orbital lane. This information is crucial for determining the planet's basic stats, as outlined in Chapter 10.2.1.
Planetary type is based upon the location of the system's ecosphere (based on the combined luminosities of the system's
stars) as well as the location of the specific lane. The creator will need to roll d% and use the following table to determine
the specific planet type.
Once the planet's type has been set, the creator will need to determine whether or not there will be any moons or other
objects (such as rings) around the planet. This can be done in the same manner as placing planets around the star, except
the creator will use the "planetary orbit" column when determining objects around the planet, and will ignore all
occurrences of "gas giant" when determining a moon's type. To limit the number of objects placed around a planet, it's
recommended a roll of 1d5-1 be made first, with the result indicating the number of objects. For gas giants, a roll of 3d10
may be made instead.
Once the final objects have been placed in the star system, the system is basically complete. The creator will still need to
take the time to go through the planet creation procedure outlined in Chapter 10.2.1 for every planet and moon in the
system to get specifics on them. As a final step in the system creation process, a creator may place artificial objects in the
system (such as space stations or encounters with fleets) if they so choose, though that step can also wait for the specific
adventure in which the system will be featured.
The rules for star system creation as listed above work well for monosolar star systems with single planets orbiting the
primary, or even for polysolar star systems where the stars in the system are fairly close to one another. There may be star
system designers out there, however, who for whatever reason will not be able to create the system they wish to create
using these rules as they are. They might want to put the stars in the system relatively far apart from one another, or they
might wish to have more than one planet in a single orbital lane (a staple of many different sci-fi universes). These conditions
are possible within SFRPG, though they will require some fudging of the star system creation rules as well as the
interplanetary transit rules covered in Chapter 8.3.
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For objects in polysolar star systems, there are two possible orbital configurations. The first of these is the P-type orbit, in
which an object orbits around all of the stars in the system. This is the normal orbital type as described above. The second
type (the one that requires special rules) is the S-type orbit, in which an object orbits around a single star within the system.
S-type orbits are more akin to what occurs with the moons in a planetary group, and it is helpful to think of the system
between a star and any S-type orbitals it contains as its own unique little group, particularly for navigation.
In a polysolar star system, there is no star in the exact center. Instead, there is a point at which the centers of gravity of the
stars in the system orbit each other, known as the barycenter. The orbit of the primary star around the system's barycenter
can be represented by placing the star in the first orbital lane, with subsequent stars in other orbital lanes. This places the
stars in P-type orbits around the system's barycenter. The only additional restriction to planet building in these systems is
that no objects can exist in the P-type orbital lanes between the primary and the furthest star. Simply put, an object in that
orbital lane would be rapidly ejected from the system. For this same reason, creators should forget about figure-eight type
planetary orbits; they simply aren't physically possible. When determining the position of objects in the system,
subsequent stars should always be placed in the quadrant directly opposite of the primary.
Since a star in a polysolar system is in a P-type orbit around the barycenter, the relationship between them and any objects
in an S-type orbit around them is analogous to the relationship between a planet and its moons. S-type orbits can be set up
in the same way. All stars that have objects orbiting with S-type orbits in a polysolar star system are limited to a maximum
of eight S-type orbital lanes. In addition to the normal restrictions on orbital lanes imposed by the star's luminosity and
solar hazards, some of the outer lanes may be restricted due to the star's proximity to the other stars in the system. If
another star is in an adjacent orbital lane around the system's barycenter, the last four lanes are restricted. For each
additional lane between the stars, one less lane is restricted.
Navigating between a P-type orbit and an S-type orbit is akin to moving into a monosolar system to and from hyperspace
(see Chapter 8.3). An invisible, simultaneous "transition" lane exists in the "ninth" S-type orbital lane around all stars.
Heading to a P-type orbit from an S-type orbit requires a vehicle's Navigator to first set a course to this transition lane.
Once the vehicle arrives there, the vehicle is considered to be at the star's position within the star system, and the vehicle is
free to make a new transit to its final P-type destination. Similarly, to reach an S-type orbit from a P-type orbit, the
Navigator must first set course for the star's position around the system's barycenter. Upon arrival, the vehicle will be in
the transition lane around the star, in whatever quadrant the GM deems appropriate (the GM can use the same procedure
for determining the quadrant as for the hyperspace lane if necessary, as was described in Chapter 8.3).
Finally, a creator may want to put multiple planets in an orbital lane when a planet is indicated by an object placement roll.
There are a number of ways a creator may do this. The simplest is to set a second planet in the same orbital lane as the first
planet, placing the second planet in the exact opposite quadrant as the first. Alternatively, two or more planets can be set
up around a barycenter that orbits around the system (what's known as a trojan planetary system). Trojan planets can be
treated similarly to polysolar systems; the largest planet in the Trojan system is the "primary" and is closest to the
barycenter, with the other planets set in the opposite quadrant. The same restrictions for the placement of S-type orbits
around a polysolar system apply for the placement of moons in a Trojan system. A similar method of navigation may be
used to maneuver between the moons of the various planets.
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These steps will give general details about a community. The GM will be charged with determining specifics, such as the
types of businesses located in the community, who holds particular jobs, the community's layout, how they feel about
outsiders, and so forth.
The size of a community determines several factors, including the types of services that can be found there, what kinds of
objects and equipment characters can buy there, and what quality of local help can be enlisted. If a community has been
generated by the creation of a world, the general size has already been determined. In that case, the GM can simply make
note of the modifiers associated with the community's category. Otherwise, the community can be of any size the GM
desires. Community size can be generated randomly. The GM simply needs to roll d% and find the result in the following
chart. Depending on the technological level of the world in question, the GM may need to adjust the result of the die roll
(and therefore the type of community generated) using the amounts indicated by the second chart.
Once the size of the community has been set, the population level and community wealth can be determined. Simply look
at the chart and select a population value that falls within the range given for the size of the community. The community’s
wealth is equal to the community’s price limit. No item that has a value over the price limit may be bought in a community
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of the given size (unless the community plays host to a trading post or spaceport). Further, half of the amount listed is the
maximum amount of hard currency available in the community at any given time, setting a limit on the value of items a
character group can sell off within that community. Should the characters exhaust the local available money supply, they
won’t be able to sell in that community until they buy something back or until the local money supply has been
replenished. It is assumed that a community’s available funding is replenished once every two weeks.
Trading posts and starports are centers of commerce on a planetary level. At any given time, a trader entering a trading
post expects to be able to either buy or sell any amount of the goods they wish to trade. Starports are crucial for visiting
ships that need refueling, repairs, or replacement parts. As a result, trading posts and starports must be able to handle
commerce on a level substantially greater than what's available to most individuals, sometimes on the order of millions of
MU/SP in a single transaction. A trading post or starport may be placed in any community the GM desires (though
starports should be limited to worlds in Starfaring Age communities only). GMs may ignore the normal restrictions on
community wealth for all transactions that would involve either of these structures (trade goods and starship equipment).
All other goods and services must abide by the normal restrictions.
A community has one or more centers of power, consisting of individual authority figures or groups charged with taking
care of the community at large. Power centers come in one of three types: Conventional, Unconventional, and Unusual.
Conventional power centers may include a standard representative democratic governmental structure, including a mayor,
a town council, and/or a council of the local aristocracy or elders. Unconventional power centers may include single
members of the aristocracy, autocrats, crime lords, or commerce guilds. Unusual power centers may include theocracies,
vigilante groups, or even areas of Utopian anarchies. All of the power center types listed above are examples; a GM can
classify other forms of government by comparing the desired form of governance to these examples. The GM may select
any type of power center they want to put into place, which will fall into one of these three categories no matter the
selection. Should a GM have difficulty determining the power centers of a community, they can roll 1d%, add the town’s
power center modifier, and look up the result on the following chart. For community types with multiplier values (Small
Cities and larger), the d% should be rolled a number of times equal to the multiplier, to reflect the fact that these
communities are large enough to contain multiple centers of power (for example, a Large City might have a conventional city
council, merchant guild and mafia as its power centers). Should a community have multiple power centers, the GM should take
some time to determine how they interact with each other (whether they work together, tolerate one another, try to
subvert the other's work, are openly hostile towards one another, etc.).
Once the power centers have been determined, it is necessary to create some of the major NPCs that live in the community.
Some of these NPCs may go on to become members of the community’s power centers (though which characters do so is
up to the community's designer). Others may be specialists in various fields that have settled in the community, whether
because they've retired or have set up their own practice there, or are simply between jobs.
Communities are dynamic places that contain people from all professions and walks of life, and though not all communities
will have every possible type of person, there's no real reason why a person of a given type couldn't go and live in a given
community. This is true no matter how small the community or how prominent the person is in society. As a general rule,
the amount of real world experience that members of a given community have accumulated can be determined by finding
the NPC with the highest number of hero points living there. Bear in mind that this is a general assumption and not really a
hard-and-fast rule; a GM may need to put a fully-trained character living in a Settlement somewhere in a campaign, for
example.
Major NPCs within a community are defined by the fact that they have earned hero points (see Chapter 2.4 for more on hero
points and how they involved with the character creation process.). To determine the number of major NPCs within a
community, the designer may simply look up the Major NPCs entry for the size of the community at hand and make the
indicated roll. The result of that roll determines how many major NPCs live within that community. The number listed
below the die roll determines the "hero level" (i.e. number of hero points) for the indicated number of characters. For
example, let's say that a community designer was creating characters for a Metropolis. The Major NPC entry for a Metropolis gives a
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roll of 4d10+15 and 1000 points. The designer rolls the dice; the result is seventeen, to which fifteen is added, for a final result of 32.
This means 32 characters in the town will have 1000 hero points.
A community may also have other characters that have above normal aptitudes, though they aren't necessarily the best in
their field within the community. Once the major NPCs have been rolled for, finding lesser NPCs with added hero points
only takes a little bit of math. There will be twice as many characters with half the number of added points (rounding
down to the next whole hundreds place). This works in progression, until the number of added points becomes zero.
Additionally, if a community creator would like to create some stronger characters, they may add one stronger character for
every four major NPCs indicated. It's generally recommended that these added characters have no more than 100 to 200
more points than the other major NPCs. For example, let's say that a Small Town is being generated. The roll for a Small Town is
1d10+3; we'll assume the maximum d10 result of nine, so twelve major NPCs are indicated by the die roll, each with 400 hero points.
For this community, in addition to twelve 400-point characters, there are twenty four characters with 200 added points (400/2= 200)
and forty-eight characters with 100 added points (200/2=100). We can also add some stronger characters to this community; in this
case we could add three (12/4 = 3), who would have either 500 or 600 points...we'll go for broke and say 600, just for the sake of
example.
When determining the specific Skills for a given member of a community, be sure to select Skills and sub-disciplines that
make sense for the character's technological level. It wouldn't make much sense for a member of a Stone Age society to
have a full 100 points in Starship Piloting (except in extremely unusual circumstances). A good way of handling this is to use
the rapid character generation routine as outlined in Chapter 12.3.
Once the types of NPCs living in a community have been determined, it is essentially complete. Any further details can be
added by the GM before an adventure begins. Should the community be the site of an adventure, it is important that the
GM add as many details to the community as possible before the adventure begins. Such details include locations of houses
and businesses, the makeup of the city’s power and sewer systems, layout of city streets, and so forth (a good map can
provide many of these details). If the community is merely a stopping off point during the course of an adventure, a GM
may be able to get away with just listing off a number of destinations within the town that characters can visit while they
are there. In either case, the above procedure allows a GM to get a good handle on a community in general, and can help
begin to focus their ideas on its layout, should they want to take it further. For an example of a well-developed and
established community, see Chapter 12.4.1.
It may be, however, that a GM or player wants to create a piece of equipment that doesn't exist anywhere in the real world.
This can be any kind of object, whether for a character's use or for a new type of system on a starship. For objects that
don't already exist, a similar procedure may be used in order to produce the necessary information. What constitutes
"necessary information" depends entirely on how the new equipment is to be used. If it is a mundane object, information
will be needed on the object's technological era, its price, size, number of appendages required for use, and specific effects. If
the new equipment is designed to be a starship accessory, just its cost and specific effects are necessary.
Creating non-existing objects is a tricky business and should be handled with caution. A new object can very easily
unbalance the game once it's been introduced into an adventure or campaign by giving whoever has the object an
insurmountable advantage (for example, a device that completely nullifies all damage a character takes is too powerful). For this
reason, creating these kinds of objects should be a collaborative effort amongst the people in the player group, in particular
the GM. The GM has the final right as to whether or not a new item can be used in game, or to make changes to the
object's properties once it's in the game should they discover the object is too powerful. If the GM is the player preparing
the equipment, they might not be able to discuss the object with their group (particularly if the object is the centerpiece of
their adventure or campaign). When possible, though, they should go ahead and discuss the object with the other players in
the group. Particularly powerful objects should be designed with factors that limit their utility. Powerful items can be
exorbitantly expensive, extremely heavy, or have an extremely limited number of uses. Should a piece of equipment a GM
makes prove too powerful for the adventure they themselves are running, they always have the option of performing an in-
game solution as discussed in Chapter 10.4.
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The procedure for making new equipment is as follows:
Bear in mind that the procedure listed above is fairly generic and is designed to encompass all the possible objects in the
game. Some objects won't require more information than size, effect, value and name. Other objects may require
substantially more information. Where an object of a particular type needs more information, it will be so noted.
Before an object designer tries to create an object, they should take a minute or two to come up with a design concept.
Simply put, a design concept is an idea put down on paper. The concept can be a drawing, a set of desired stats, or any
other mechanism that helps the designer focus their thoughts and directs them in the course of creating the object. Before a
designer actually begins to build the object, they should take a little time to think about just what exactly it is they want to
create, answering questions about the object and how they intend for it to function. The object creation system as laid out
here has been designed to be as comprehensive as possible. Nevertheless, it's not perfect, and so there may be times when a
player has to improvise. This is where having a design concept can come in handy. Odd circumstances can happen quite
often, particularly if an object is of an unusual design; a concept helps a designer think about what they might be able to do
in these situations.
What constitutes a good concept is generally up to the designer, but in general a designer should be able to answer these
questions: what does the object do?, what is its required technological level?, how rare is the object?, how powerful is the
object within its category?, and how similar is the object to existing objects?. A creator that can answer these questions in
the concept phase has a solid base from which to start. If the creator can't answer a question or two (or even all five), it's
still possible to create an object, but more decisions about it will need to be made on the fly as a result.
Because there are many different types of objects that can be created with this system and there are some differences between what's
needed for those objects, some examples of the procedure will be provided for each step. These examples won't cover each object type,
but should be enough to give object designers a good idea of how to work with the procedure.
We're going to make four objects. First, we're going to do an example of a character-scale weapon, in this case a katana (designers
aren't allowed to use the Outfitter Rule to make weapons and armor). Next, we're going to make a vehicle engine that allows greater
movement, though perhaps at the cost of fuel efficiency. Third, we're going to create a piece of equipment that is designed to completely
nullify the damage a vehicle takes from planetary weather. Finally, we'll create an artifact that allows a starship to instantaneously
teleport from one point within a star system to another (similarly to how the planetary teleporter works for vehicles).
So let's start answering the five questions in regards to the katana. The object is a sword; it's a melee weapon designed for making
slashing attacks (i.e. quick removal of limbs, heads, etc.). Katanas originated in Japan's Muromachi period (1392–1573); this
corresponds to Earth's Metal Age. Considering the level of craftsmanship and dedication that is required for the manufacture of a
single blade, it's likely that any such weapon existing in Arth's time would be incredibly rare, or of inferior quality. Its slashing ability
would give it a little more kick than a regular long sword, though in most respects it would be identical to one.
Our vehicle engine is designed to provide propulsion for a vehicle (obviously). It's going to require at least Industrial Age technology,
but for this example let's say it requires Starfaring Age tech. If we say they're used commercially for vehicle racing, they might be
relatively uncommon outside of racing circuits. We've already said that they're going to allow greater movement at the cost of fuel
efficiency (this answers the question of how similar they are to existing engines, though whether or not they're "powerful" within the
category of Engine is going to depend on how it turns out).
Our weather nullifier is designed to completely eliminate the threat of significant damage to a vehicle from planetary weather. This
would probably require a specific type of shield technology, so Starfaring Age is indicated. We want to make this a piece of equipment
(a vehicle accessory) rather than an artifact, so they'll need to be fairly common. A device that eliminates weather damage can be
extremely powerful, depending upon the planet. Truth be told, this is too powerful; we'll go ahead and create it this way on purpose.
This object is similar in effect to a TV lifeform shield (which, it should be noted, is an artifact), except it works on weather and
provides total protection rather than just some extra SHP.
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Finally, we have our interplanetary teleporter, which allows a starship to instantaneously teleport from one point within a star system
to another. Teleportation screams Starfaring Age technology. Since this is an artifact, it's probably extraordinarily rare; it could even
be a unique object. It's boasting a very powerful effect; instant teleportation would allow a ship to bypass fleets, encounters, planetary
defenses, and so forth. We're going to make this fairly similar to the planetary teleporter, as previously mentioned. To keep it from
being too powerful, we might limit the number of times it can be used (either with a horrendous fuel requirement or simply a
substantial time delay).
Once the designer has their concept, they can begin to put together their object. The first thing they'll need to determine is
what kind of object they wish to create. Objects that can be created in SFRPG using this procedure fall into one of seven
broad categories:
• Weapons are objects whose primary function is to cause physical damage or other detrimental effects to other
objects (including living beings), regardless of specific mechanism. Weapons typically come in one of four sub-
types: melee, beam, projectile, or special.
• Defenses are designed to keep other objects (including living beings) from taking physical damage or experiencing
effects that would significantly degrade the protected object's performance. Objects in this category typically
include Armor and Shields.
• Engines provide locomotive and electrical power to a vehicle or starship. Most vehicles require an Engine in order
to function.
• Equipment (also known as accessories) augment the abilities of another object (including living beings). Most
forms of equipment fall into this general category.
• Pods are modular objects designed to attach to a mount-point on a starship in order to perform a specific function.
Unlike other forms of starship accessories, pods can be added or removed at will, provided the ship has a free
mount-point capable of supporting the pod. Pods come in one of two types: permanent and expendable.
• Trade Goods are designed for the sole purpose of being bought and sold to various parties. Their function is to
serve as a means of making money for the party that sells them. There are two types of trade goods: standard
trade goods (which potentially can be bought and sold anywhere) and specialty trade goods (which can only be
sold at particular locations generally at a higher profit margin).
• Artifacts are extremely rare objects with unusual, generally powerful properties. In the original games, artifacts
were used to fulfill the plot and to endow the player's ship with special properties. When these objects are of
newer, more recent design and manufacture, they're known as technologies.
While there are other objects within the game (notably characters, creatures, vehicles, starships, communities, planets and
star systems), those objects have their own creation procedures at various points within this set of rules already. All objects
within the game that use this procedure must fall within one of these general categories, no matter how tenuous its
connection. At the same time, it's possible that an object might fall into more than one category. In that case, a primary
category will need to be selected for the object. For example, a Gas Slug can be categorized as an Artifact, a Lifeform, and a
Trade Good; its primary category is Artifact.
We have some pretty good concepts for our four objects, so it should be relatively easy to categorize them. We've already said that the
katana is designed for lopping off limbs, but we've also indicated that any in Arth's age would be exceptionally rare. It could therefore
be categorized as either a Weapon or Artifact. It's probably best to categorize it as a Weapon, especially if the intention is for someone
to be out in the field using it for self-defense. The racing engine is an Engine; that one's fairly obvious from the description we've given
it. Both the weather shield and the stellar teleporter could be classified either as Equipment or Artifacts; the weather shield could even
be classified as Defenses. Again, we've determined the types in the object concepts. The shield is Equipment, while the teleporter is an
Artifact.
With the object's type determined, the designer will need to begin filling in the statistical information required in order to
create their object. Before they can do that, they need to know what information is needed. There are a total of 27 different
properties that can be included in an object's description, though no object type requires all 27 (in fact most objects have
ten or less). The specific properties that can be included with an object are outlined in the table below.
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Properties Required by Various Object Categories
Categories Required
Information Description
By
Appendages refers to the number of motor appendages (see Chapter 5.4) that are Weapons,
Appendages
required in order to successfully operate or manipulate the object. Equipment
Availability refers to the level of technology required by a species in order to have
Weapons, Defenses,
Availability access to the object. It can also refer to the minimum size of a community wherein
Engines, Equipment
the object might be bought or sold.
Class is a property that describes how well an object functions in comparison to Weapons, Defenses,
Class
other variations of the same object. Engines
Combat Move is a property that sets a limit on how many maneuvers a vehicle or
Combat Move Engines
starship can make during a round of combat.
Cost Cost refers to the monetary value of the object. All
Damage is a property that describes how much physical damage the object can
Damage cause to other objects, or whether or not the object is capable of causing other Weapons
detrimental effects to other objects.
Damage Reduction is a property that indicates the amount of physical damage
Damage
that is removed from a physical attack prior to the reduction of the object's Defenses
Reduction (DR)
available hit points.
Deployment is a property that indicates the amount of time in rounds that it takes
Deployment Defenses
for a defensive system to come on-line or to be "put on" by a wearer.
Effect refers to any non-classified additional properties the object may impart to
Effect All
its user.
Falloff refers to any reduction in function that results due to increasing distance
Falloff between the object and its intended area of effect, usually in the form of reduced Weapons
damage or an increase in effective hit difficulty.
Fuel Efficiency is a property which measures the amount of fuel that is expended
Fuel Efficiency Engines
by a vehicle or starship over a given distance of travel.
HD effect refers to an increase or decrease in a vehicle or starship's hit difficulty
HD Effect Engines
levels from the installation of the object.
Hit Points is a property which measures an amount of defense against physical
Hit Points Defenses
damage the object imparts to its user.
Initiative is a property which measures the quickness and reaction speed of a
Initiative Engines
character, vehicle or starship.
Magazine is a property which indicates the number of times the object may be
Magazine Weapons
used before requiring a recharge or reloading.
Mountpoint is a property which indicates specific locations on a character, vehicle
Mountpoint or starship where upon equipment may be carried, either as a temporary or Equipment
permanent attachment.
Name Name refers to how an object is referenced in common parlance. All
Options refers to a list of features that may be added to an object which, if used in
Options Weapons
a specific instance of that object, changes one or more of its basic characteristics.
Penalties are a property that indicates any negative effect the object imparts to the
Penalties Defenses
wielder's abilities or other functions.
Pocket is a property which indicates how much space the object possesses for the
Pocket Equipment
purpose of storing other objects.
Range is a property that indicates the distance away from the object at which its
Range usage still has an effect, or the distance at which the object's effects start to Weapons
degrade.
Recharge is a property that indicates the amount of time that must pass between
Recharge Weapons
individual uses of the object.
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Regeneration refers to the ability and rate at which an object that has been
Regeneration Defenses
damaged or has had its function reduced is able to return to its full capabilities.
Restrictions are a property that inflicts negative modifiers to any character,
Restrictions Equipment
vehicle or starship that utilizes the object.
Size Size refers to the overall volume of the object. Equipment, Artifacts
Speed Effect refers to the overall multiplier the object imparts to the base speed
Speed Effect Engines
of a vehicle's chassis in order to help determine its final maximum speed.
Weapons, Defenses,
Type Type is a property which indicates what "sub-category" the object belongs to.
Equipment, Artifacts
To determine what information will be required, the designer simply needs to go down the table and see which properties
are needed by the object's primary category. A new object will require all of the information used by its primary category
(even if some of that information winds up as "not applicable"). If the object can be classified in multiple categories, it can
include some or all of the information needed by the subordinate categories, at the designer's discretion.
We need to determine what information is going to be required by our objects. Let's start with the katana. It's a weapon, so we'll go
through the table looking for the Weapon category. We'll need to generate information on Appendages, Availability, Class, Cost,
Damage, Effect, Falloff, Magazine, Name, Options, Range, Recharge, and Type. Note that we'll need to generate all this information,
even though it’s obvious from the katana's design that some of the information won't apply. For example, the katana won't have a
magazine and doesn’t recharge. Since it doesn't use any information in the Artifact category that isn't already being used by the
Weapon category, whether or not we'd want to incorporate aspects of the Artifact category is a moot point.
The racing engine will require information on Availability, Class, Combat Move, Cost, Fuel Efficiency, HD Effect, Initiative, and
Speed Effect. As an artifact, the teleporter needs information on its Cost, Name, Size, Type and Effect.
Our shield is primarily a piece of Equipment, so from the table it will need information on Appendages, Availability, Cost, Effect,
Mountpoint, Name, Pocket, Restrictions, Size, and Type. Since it can also be classified as Defenses, we can look through the table for
pieces of info from that category. Taking a quick look at the Defenses category and our concept, we'll go ahead and add DR and
Regeneration to the information we're going to generate for the shield.
Something a designer can elect to do once they know what information is needed for their object is to view the information
available on another object of the same category (if one exists). Preferably, the designer should look at an existing object
that is as similar to the new object as possible. Gathering this information will give the designer a baseline against which
they can begin putting down information about the new object and allow them to know if what they're making is better or
worse than “the norm” . This part of the procedure is strongly recommended for objects falling in the Weapons, Defenses or
Engines categories, or for any other object that is an upgrade/downgrade of an existing object.
Our example objects can all be compared to other objects in the same category. The katana, we know from the object's concept, is
basically a long sword. There are stats on long swords in SFRPG already; they're listed in Chapter 5.2. A unique aspect of this
comparison is that the long sword itself is an Option of a more generic weapon, Blade. The long sword basically adjusts the number of
appendages needed at various Blade Classes, increases the price, and increases the damage of the generic Blade type. The various
properties available on Blades are listed in 5.2 and we'll make note of them for our katana sword. Similarly, the racing engine can be
compared to the generic vehicle Engine listed in Chapter 6.2.3, the weather shield can be compared to the TV Lifeform Shield listed in
Chapter 5.9, and the Stellar Teleporter can be compared to the Planetary Teleporter, which is also listed in Chapter 5.9. Because the
stats on those objects are readily available, they won't be repeated here, though designers following these examples may choose to
reference these objects at any time to see how our new objects finally compare.
Once the designer knows what properties they'll be required to fill in for their object, they can begin filling in that
information. The first property that a designer needs to determine is the object's effects. This property is crucial, since the
object's effects will directly determine just how useful the object will be in the course of an adventure and will detail just
what exactly the object is supposed to do. Along with a name and a monetary value, it is one of only three properties that
are shared by all objects. The possible effects an object may have are largely dependent upon the object's primary category.
When selecting effects for an object, a designer should select effects that are appropriate to the object in question.
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The Weapons category has a wide array of possible effects designed to augment a weapon's normal capabilities. Weapons
may be given one or more of the effects listed in the following table if a designer so wishes; they may also design a weapon
that has no added effects. Many of the effects listed here are in a general form; it is up to the designer to fill in the specifics
of the given effect.
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The weapon is able to discern friendly targets from hostile targets, and either will not target friendlies
or won't cause friendlies any damage whatsoever. The designer must be specific as to which of these
IFF Seeker
effects applies, as well as any conditions under which the weapon won't be able to discern friend from
foe.
The weapon is designed such that it does not dissipate upon impacting and delivering damage to a
target. Weapons of this nature may "shoot through" the first target, arc damage out to other nearby
Post-Impact targets, or loop around to hit the same target multiple times. The designer must be specific as to the
exact post-impact effect the weapon utilizes as well as the conditions under which the weapon will
finally dissipate.
The weapon is designed to be able to fire multiple shots during the course of a single round of action.
Weapons like this typically either spread out their damage between the number of charges it fires
during the course of the round or have some kind of offsetting factor for the increased damage potential
Repeater
(such as higher cost). The designer must be specific as to the exact number of shots the weapon may
discharge during the course of a single round, as well as any conditions under which the weapon may
be limited to firing a single shot.
The weapon is designed such that its wielder may select the kind of damage inflicted. This enables the
user to decide whether or not the weapon will cause Non-Lethal Damage, Lethal Damage, or a
Selective Damage combination of the two. The designer must be specific as to which settings are available for the
weapon, and should indicate if there is any kind of limit to the amount of damage caused on a given
setting.
The weapon is designed such that it always causes damage to a specific system or body part, regardless
Specific Area
of where it impacts its target. Weapons with this effect may be designed so that a specific amount of
Damage (sensors,
damage always occurs upon impact. The designer must be specific as to which system or part is
engines, etc.)
affected, as well as what kind of effect or damage occurs to the indicated system or part.
The weapon has an effect which lasts for greater than one combat round. This can include any other
effect that the weapon produces or recurring amounts of damage (though ongoing damage usually has a
Stamina very sharp drop-off over the period during which the weapon is effective). The designer must be
specific about which of the weapons effects lasts over an extended period of time, as well as the exact
amount of time involved.
The weapon has the ability to reacquire the same target in the event of a miss. Usually, a weapon with
this ability imparts an HD bonus to its target on subsequent attempts to hit it and may only make a
Target Re- single attempt at a hit per round, with a final miss occurring if the amount of the HD bonus raises the
Acquisition target's HD to 100 or more. The designer must be specific as to the number of attempts the weapon
may try to score a hit in a single round, the amount of HD bonus imparted to the target upon a miss,
and under what conditions a final miss occurs.
The weapon is designed such that its capabilities are augmented based upon the user's Skill/sub-
discipline levels. Alternatively, the weapon is designed such that one of the user's Skills or sub-
User Skill
disciplines is augmented while the weapon is being wielded (regardless of whether or not the weapon is
Modifier
involved in an actual attack). The designer must be specific about which Skill or sub-discipline is being
augmented for either the user or the weapon, as well as how much augmentation will occur.
The weapon is designed in such a manner that it is able to cause a greater number of Wounds to a
character-scale target than normal. Modifiers can be set as specific amounts, die rolls, or multipliers and
Wound Modifier can be coupled with other effects to create particularly nasty wounds or other conditions that might be
difficult for a medic to treat. The designer must be specific as to the modifier applied to the weapon, as
well as the conditions under which the modifier applies.
Like Weapons, Defenses also have a good number of specific effects, though not as many as the Weapons category. As with
Weapons, the effects that Defenses may have are listed out in a general form, leaving the task of filling in the specifics to
the designer. Defense effects are outlined in the table below.
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Defenses Effects List
Effect Name Effect Description
The defensive system is designed to cover a specific area. This can be either a specific body part for a
character-scale target, or a particular system for a vehicle or starship. The designer must be specific
Areal Coverage
about what areas the defensive system covers, as well as any conditions under which the system may
cover different areas or areas in addition to normal coverage, or may have reduced effectiveness.
The defensive system is designed such that it either produces a special effect when active or protects
its user from certain conditions. These effects can include such things as making the user invisible, the
Conditional
ability to use the defensive system offensively, and protection from negative environmental effects.
Effects
The designer must be specific about what special effect is produced or from what conditions the
system will be able to protect its user, as well as the conditions under which these effects may apply.
If certain environmental or other conditions are fulfilled, the effectiveness of the defensive system is
reduced (for example, normal starship Shields cannot function in a nebula). The designer must be
Conditional HPR
specific as to what conditions will result in reduced defensive capability as well as the degree of
reduced capability.
The defensive system's design adds a large amount of weight to any character, vehicle or starship
HD/THD/BHD
utilizing the system, resulting in a loss of some mobility. The designer must be specific about which
Penalty
HD ratings are affected as well as the degree of the penalty.
The defensive system's design limits the amount of damage it can absorb in any single attack. If the
Maximum
system takes more damage than the limit, it either malfunctions or is completely destroyed. The
Damage
designer must be specific about the exact amount of damage the system can take in a single assault as
Absorption
well as what occurs if that limit is exceeded.
The defensive system causes some kind of effect when hit by a weapon. This effect can be to a specific
weapon system (such as a slugthrower) or to a whole type of weapons (such as projectile weapons).
Specific Weapon Typically, these effects cause some kind of reduction in the amount of damage the weapon inflicts, or
Treatment impart positive HD/THD modifiers to the defensivee system's wielder. The designer must be specific
as to what weapons are affected by the effect as well as to the specific game effects that occur when
the defensive system is hit by those weapons.
The effects of other objects are not as straight-forward as Weapons and Defenses, but a few general comments can be made
on them. Trade Goods as a rule have no effects in and of themselves. Simply put, their purpose is to be bought and sold. If a
Trade Good does happen to have an effect, it's usually one that comes from having a subsequent category. Similarly,
Engines have no specific effect property, though there are a number of "effects" listed exclusively with their stats. These
include effects to a vehicle's HD and maximum speed. A designer can set up an Engine in such a way that these effects are
different from the norms outlined in Chapter 6.2; the new effects override the procedure in that case.
Equipment, Pods and Artifacts are all used as general "catch-all" categories; the only real difference between Equipment and
Pods is that Pods are specifically used by starships, and the only difference between Equipment and Artifacts is that
Artifacts are far more powerful than Equipment. There are a few differences in the properties required for the different
categories, but other than that there's no real difference between them. There is no way to anticipate the effect of every
general piece of equipment everywhere in the universe, so there are no effects lists for these categories. All items falling in
the Equipment, Pods or Artifacts categories should be thoroughly tested before actual use in an adventure.
We're ready to assign some effects to the katana. The katana is primarily a Weapon, so we'll go through the list of weapons effects and
see what we can apply. Only three of the weapons effects seem well-suited: Wound Modifier, Finesse Modifier and HD Modifier. To
check on the Finesse and HD Modifiers, we'll need to determine the weight of a typical blade. After some research, we discover that a
typical blade weighs about 1.45 kilograms. This indicates that a -1 Finesse Modifier is appropriate. As for the Wound Modifier, we
need to be specific about the modifier applied to the weapon as well as the conditions under which it applies. To make things
interesting, we'll say that a katana inflicts a number of additional Wounds equal to its Class instead of the normal single Wound
inflicted when the target takes Lethal Damage. Further, we'll say that if the area hit is an unarmored cognitive organ, decapitation (i.e.
brain death) occurs unless the target makes a DC50 Reflex Save. Both of these unique effects are nullified, however, if the target is in a
Thick atmosphere or denser, or underwater.
The racing engine has been classified as an Engine, which as said previously does not have a specific effect. We can go ahead and take
the time to say what we'd like for it to do as far as HD and speed goes, however. For the HD ratings, we'll go ahead and keep the
standard ±2 like a regular engine. We'll adjust the speed effect, however, to say that each added Class increases the vehicle's speed by
2.5 times rather than a straight doubling, that lower Classes only decrease the speed by 75%, and that a vehicle equipped with the
default adds 150 kph to its top speed (if applicable). We can also give it a "burst mode", which allows a doubling of speed for a period
of one minute, at the cost of 5% of the vehicle's total fuel capacity.
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Our other two objects, the TV Weather Shield and the Stellar Teleporter, fall into two categories (Equipment and Artifact,
respectively) that do not have specific effects lists. In this case, we can go back to our design concept to determine their effects. The
Shield has Defense as a subordinate category, so we can look through that list to see if any of those would apply well. The only one
that might is Specific Weapon Treatment, with the "weapon" in this case referring to planetary weather and the specific effect of
complete damage cancellation. We won't give the Shield any further effects. Finally, the Teleporter's effects are in its concept: it allows
a starship to instantaneously teleport from one point within a star system to another. To limit this effect, we'll say that the ship
already has to be in interplanetary space in order to use the device, and we'll require the device to gulp down 10 cubic meters of fuel
every time it's used.
With effects in place, the next thing that must happen is the determination of the object's base value. This will determine
how much it will cost someone to buy the object or how much a seller can expect to get from it.
There are a few ways of determining an object's value. The easiest way is to compare the price of the object to a similar
object, and either give it the same price or adjust its price to account for any change in the object's abilities. As a general
rule, newer or more capable objects should be given a higher monetary value (up to ten times the value of the original item
if the new item is substantially better). Similarly, a less capable object should be cheaper (down to one-tenth the value of
the original item if it is substantially less effective). Alternatively, a designer may select a value from a specific range of
prices that are typical for the object's primary category. To use this method, a designer simply needs to find the object's
primary category on the table below and select a value that is within the indicated range for the scale and/or type required.
A die roll is available for each of the ranges should the designer wish to make the value completely random. Additionally,
each category has an added value range (with die roll) that can be added to the object's value in case the given category is
subordinate. Prices that are adjusted based on another object do not need to fit within the range given for prices that are
selected manually. Finally, a designer may simply assign a random value to their object at their discretion.
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0.75-1.50 0.15-0.30
Character/Physical 1.13
(0.75+(1d5*0.15)) (0.15+(1d5*0.03))
3.00-5.00 0.60-1.00
Character/Energy 4.00
(3.00+(1d10*0.20)) (0.60+(1d10*0.04))
Defenses†
1.5-6.0 0.3-1.2
Vehicle 3.5
(1.5+(1d5*0.9)) (0.3+(1d5*0.18))
1,500-6,000 300-1,200
Starship 3,500
(1,500+(1d%*45)) (300+(1d%*9))
0.8-1.3 0.2-0.3
Vehicle 1.0
(0.8+(1d5*0.1)) (0.2+(1d2-1*0.1))
Engines‡
750-1,250 150-250
Starship 1,000
(750+(1d10*50)) (150+(1d10*10))
0.02-100 0.00-20
Character/Clothing and Container Objects* 3.25
(0.02+(1d%*0.13)) (1d10*.26)
0.00-10,000.00 0.00-2,000.00
Character/Tools and Wilderness Gear* 0.50
(1d%*0.02) (1d10*0.08)
0.01-1.33 0.00-0.30
Character/Food 0.50
(0.01+(1d0*0.13)) (1d10*0.03)
0.00-20.00 0.00-4.00
Character/Scanners and Computer Technologies 6.00
(1d%*0.20) (1d%*0.04)
0.40-15.00 0.08-3.00
Character/Communication Technologies 3.25
(0.40+(1d%*0.15)) (0.08+(1d10*0.29))
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0-15,000 0-3,000
General◊ 3,400
(2,550+(1d%*17)) (510+(1d%3.4))
1-35,500 0-7000
Curios* 725
(1+(1d%*30)) (1d%*15)
‡: Engines, like Weapons and Defenses, also have the given central price and range values for Class One objects only and use the same
roll to calculate higher Class objects. For the transition from Class One to Class Two, however, the value can be multiplied by a value
between 1.5 and 8.0, with a die roll of 1.5+(1d10*0.65) available if desired.
*: Most objects in these categories tend to favor the lower end of the given value scale. Objects on the higher end tend to either be
particularly rare or extremely large. The given die roll has been adjusted to account for the majority of objects in this scale, so the
larger values must be selected manually.
**: Objects in these categories will have their final overall value multiplied by the Size Class of any vehicle or starship upon which the
object is deployed. Most objects in these categories also favor the lower end of the scale and the die roll has been adjusted to reflect this.
◊: Objects in these categories have a tendency to gravitate towards the central value. The extremes of the given scale reflect rarity, size,
and/or worth (and the lack thereof). The given die roll has been adjusted to account for the majority of objects in this scale, so the
extreme values must be selected manually.
To get a good idea of just exactly how expensive we need to make the katana, we should first take another look at the long sword
(which we compared it to earlier). Per Class, a long sword costs 1.5 times the amount of a normal Blade. We've given the katana
greater capabilities than the regular long sword, and we've said that they are relatively rare. Because of these factors, we'll say that a
katana costs 4 times the amount of a normal long sword, for a total of six times the amount of a regular Blade (4 * 1.5 = 6). This gives
us the specific prices of a katana per Class. Note that this process gives us a range of values; it's possible that the designer was only
looking to create a specific weapon. We might decide, then, that later we'll create a general "Japanese Sword" option with these figures
and use the resultant Class Three stats specifically for the katana, using the other values for other types of Japanese blades (tanto,
wakizachi, tsurugi, nodachi, odachi, and so forth). The Class Three calculation in this case comes out to 4.08 MU. Note that this is
also outside of the listed range value for the primary category of Weapon: Character/Melee. This is perfectly fine.
Our racing engine fits into the general primary category of Engine. Since we intend for it to be used with vehicles, its ultimate final
type on the chart would be Engine: Vehicle. We can see from the chart that these engines have a central value of 1.0 MU per class, and
a range from 0.8 to 1.3 MU. A regular Class One Engine costs 1.0 MU, and we know that our Engine is going to be more capable, so
we'll go ahead and select a value of 1.2 MU manually for our Class One racing engine. We will need to go ahead and fill in a range of
values for the other classes. For our purposes, we'll go ahead and just multiply out the regular Engine prices by 1.2. This gives us prices
of 9.6, 24, 48, 120, 240, 480, 960, 1,920 and 3,840 for the remaining racing engine Classes.
Our TV Weather Shield is a piece of Equipment primarily, with Defenses as a subordinate category. Since this is meant to be a piece
of equipment used on a vehicle, we'll need to select one of the two vehicle equipment types. For the heck of it, we'll go with Non size-
based Vehicle Equipment. From the chart, we see that this has a central value of 100 with a range of values from 0.5 to 1000. Vehicle
Defenses as a subordinate category will add a range from 0.3 to 1.2 for the final price. Let's say we want to make the Shield relatively
cheap. In that case, we can just select the prices manually from the ranges. We'll go with 99.0 from the Equipment category, and 1.0
from the Defense category. The price of our TV Weather Shield is a nice, even 100.0 MU.
Finally, our Stellar Teleporter is a piece of Technology, so the proper category on the chart is Artifacts: Technology. These have a
central value of 18,000 and a range from 0 to 30,000, with a tendency to go towards the central value. In this case, let's use the
prescribed dice roll for the category, 13,500 + (1d%*90). We roll d%; it comes up as 48, so the final value of the Stellar Teleporter is
17,820 MU (48*90 = 4,320; 13,500+4,320 = 17,820).
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Determine the rest of the object's information.
At this point, the designer has the object's effects and its cost. The next thing the designer needs to do is to go through the
properties that are required for the object's primary category and fill in anything that still hasn't been determined. When
doing this, the designer should select information that is appropriate for the object at hand. This might mean declaring
some of the information as "not applicable"; this is perfectly acceptable, provided that doing so doesn't interfere with the
object's intended function. If the designer decided to add properties from subsequent categories, they'll also need to fill in
that information at this point. For specifics on how a property applies to the object at hand, the designer is encouraged to
review how those properties are applied to other objects of the same type and category. This information can be found at
various points in this set of rules.
We've filled in several pieces of the needed remaining information simply through the course of our discussion on our objects. For
example, the katana is classified as a Weapon, so it needs information on its Name, Availability, Type, Recharge, Range, Appendages,
Magazine, Falloff, Effects, Class, Cost, Damage, and Options (again, though the katana is also classified as an Artifact, there are no
properties of artifacts that aren't already shared by the Weapons category). We determined during the concept phase that the sword is
a Metal Age object; this answers Availability. We determined that it's a character-scale melee weapon (its Type) early on by
comparing it to another, similar weapon, the long sword. While researching effects, it was discovered a katana is a two-handed sword;
this answers Appendages. We set the Class (Class Three) while determining the weapon's Cost, so both of those have been answered.
This leaves Recharge, Range, Magazine, Falloff, Damage, and Options left to be filled in. Because we're dealing with a melee weapon,
it doesn't need to be reloaded or recharged and its range is limited to close quarters. In this case, we can knock off four more of these
properties (namely Recharge, Range, Magazine and Falloff) by declaring them "not applicable". This leaves Damage and Options.
We'll elect to not give the katana Options (somebody who wants to make a shinobigatana can create one on their own time), so that's
also not applicable. As for Damage, we'll just use the same numbers for a regular long sword; the katana, as a Class Three weapon,
will do 18 points of Lethal Damage in addition to the extra effects we gave it.
The racing engine might be a better example of how the design process fills in a lot of the needed information. It's a member of the
Engine category, which requires information on Availability, HD Effect, Speed Effect, Class, Cost, Initiative, Combat Move, and Fuel
Efficiency. We've already said in the concept that the engine is Starfaring Age tech, which fills in Availability. HD and Speed effects
were filled in when we set the engine's effects. We're filling in information for all ten Classes, and we got cost values for each Class.
This leaves us with three pieces of information to fill in for the racing engine at this point: Initiative, Combat Move and Fuel Efficiency.
We'll leave the Initiative ratings as the standard settings (equal to the engine's class). For Combat Move, however, we'll reduce their
capability and also set them equal to the engine's Class. Finally, we'll set the fuel efficiency one step lower per Class, giving the Class
One engine a one step penalty to the terrain (it would use the Moderate Terrain difficulty ratings for Easy terrain, etc.).
For the TV Weather Shield, we've filled in Availability (during the concept), as well as Type (Vehicle Non Size-Based Equipment),
Cost and Effect during the design phase. This leaves Appendages, Mountpoint, Pocket, Restrictions, and Size, as well as the two
Defenses categories we picked earlier (DR and Regeneration). Since we're dealing with a Vehicle-scale piece of equipment, we won't
need the stats for Appendages, Mountpoint or Pocket; these all become N/A. The way we've set up the Shield's effects, DR has been
determined and Regeneration isn't needed, so N/A for both of these too. This leaves Restrictions and Size to fill in. We'll arbitrarily say
that there are no Restrictions. We'll make the Shield comparable in size to the TV Lifeform Shield; its size becomes 0.3 cubic meters.
Finally, we come to our Stellar Teleporter. It's an Artifact, which means it needs information on its Size, Value, Type, and Effects.
We've assigned its Value and Effects earlier in the procedure, and we determined it was a piece of Technology during the object's
concept. This means the only thing we still need to fill in is its Size. We originally compared it to the Planetary Teleporter, which has a
size of 1.2 m3. We'll make the Stellar Teleporter twice as large; its size becomes 2.4 cubic meters.
Once an object has all of the information necessary for its type, all that’s left is to give the object a name (if it hasn't been
given a name already). An object’s name should be unique from the names of other objects, or objects that do the same sort
of thing as another object. The name should also be appropriate to the item’s function, to make it seem like a credible piece
of equipment.
Once the object has been appropriately named, it's complete. If it's possible for a GM to try out the object before adding it
to an adventure, they should go ahead and do so. A GM can quickly envision a scenario wherein the object would need to
be used, and go through the procedure necessary to use the object. By testing the item, the GM might be able to detect
early whether it is too powerful or not. Oftentimes, however, a GM will either not have enough time or will choose not to
test the object. This is perfectly fine, as long as they are willing to make changes (perhaps drastic ones) in the middle of
gameplay.
Since we had our objects named pretty much from the beginning of the procedure, this step isn't strictly necessary. However, we can go
ahead and say that a GM put our objects through their paces. The objects turned out alright with the exception of the TV Weather
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Shield, which the GM thought was far too powerful for how it was created. Perhaps the designer can try again, this time making the
Shield a unique Artifact instead of a common piece of Equipment.
Creatures, also known as lifeforms, can be broadly placed into two categories. The first category consists of those races
capable of acting with judgment, including the capacity to abstractly communicate ideas to other beings. These races are
known as sapient races. The second category, as one might expect, consists of lifeforms lacking the capability of acting
with judgment and are known as non-sapient lifeforms. Sapience is often confused with sentience, a term which refers to a
being's ability to feel or perceive subjectively. Whether or not non-sapient lifeforms possess sentience is a matter best left to
philosophers and metaphysicists. That said, as a caveat, the two terms are often used interchangeably and so any reference
to sentience in this text should be considered in the context of sapience.
Most creatures fall on the character-scale (though some very large creatures can also be placed on the vehicle- scale, as detailed
later on). For the most part, creating a creature is similar to creating a character, albeit with some significant differences.
The specific pieces of information that must be generated in regard to a specific species depends largely on whether or not
it possesses sapience. A sapient race will need all of the same information included with the races in Chapters 2.2 and 2.3
(personality, description, race relations, territory, names, motivation, and basic characteristics). Further information about
a specific member of that species can be generated using the character creation rules found in Chapter 2.4. For non-sapient
races, though, a different information set is needed, one geared more towards members of that species in combat situations.
It's unusual for situations to arise wherein information is needed about a specific member of a non-sapient race, but in
those instances the character creation rules should suffice (with a couple of minor limitations, which will be outlined in
this sub-Chapter). It should be noted that creating a creature from scratch requires more in the way of multiplication and
division than creating characters, vehicles or starships; while not strictly necessary, it is recommended that a creature
designer have access to a calculator to expedite the design process.
Regardless of whether the desired creature is sapient or not, the main point of the creation procedure is to generate its
physical description and basic characteristics at a minimum. Both sapient and non-sapient races follow the same basic
multi-step procedure for creation, though some of the steps may be skipped for one type of creature over another. Here is
the basic outline of the procedure:
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Compose the creature’s concept
Creature creation can be a long and complex process. To aid first-time designers, two examples will be included at the end of each step
in the process, one of a sapient race and one of a non-sapient species. More specifically, these examples will go through the procedure
to create two creatures from Starflight II, the Poison Glider (non-sapient) and the Dershetche (sapient).
The original Starflight design team was nice enough to include a picture of a Poison
Glider in the SF2 manual. Getting a text description is also really easy; one need simply
go into SF2, find a Poison Glider, and take some screenshots of the text. One could just as
easily go swipe the info from www.starflt.com.
Here's the description: A cat-sized, insect-like carnivore. This creature's body is covered
with a shiny yellow exoskeleton with a black camouflaging pattern. It has two powerful
rear legs for jumping, and extendable membranous flaps which allow it to glide long
distances. Its front claws are hooked for grasping and it has a small swivel head with one
large compound eye. It also has a retractable, needle-like mouthpiece capable of injecting
a potent poison.
There's a lot of information contained in that short paragraph. We already know the
A Dershetche?
creature is a relatively small insect-like carnivore (which suggests the creature is
bilateral), that it has an exoskeleton (which suggests some natural armor) with a camouflaging pattern (Camouflage is a special
ability of some creatures), two legs for jumping and gliding flaps (the lifeform is primarily a biped but has the ability to glide), two
claws for grasping (two motor appendages), a single eye, and a poisonous bite. The swiveling head is a fairly unique feature; it would
allow the eye, mouthpiece and any other attached organs to be repositioned in any direction. This will need to be noted in the creature's
final ability set.
Finally, there's some information available on the Poison Glider in the Starflight II hex code. It has a unit STV of 1500 SP per cubic
meter (and a total STV of 3000 SP), a volume of 2 cubic meters, fast movement, and a 300 point damage rating (which would
translate to 30 points in SFRPG). From the SF2 cluebook, Poison Gliders are bought by the Nelsons and on one of the Humna Humna
worlds. A creature creator should consider including this kind of information in their concept; it took a good deal of effort by a number
of members of the Starflight III project to extract the data from the hex, which is fortunate to have in this case.
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We're less fortunate when it comes to the Dershetche. All we've got to go on with them is a short description: A race of flying,
carnivorous plants. Their policy of immediately devouring other sentient forms has kept them from being very popular. We also know
from their trade buoy that they are an Industrial Age race with an average population density. While that's not a great deal of
information, it should be enough to proceed.
Some among the Starflight III community have indicated their belief that the Dershetche look a little bit like a stingray or manta ray,
based on an unidentified lifeform flying in the background of a picture of the Tandelou worshiping the Most Valuable Thing in the
early parts of the Starflight II cluebook. While this lifeform cannot be definitively identified as a Dershetche, the community members
involved make a very strong argument, and given the absence of any available picture of a Dershetche we'll go under the assumption
that their assessment is correct. Every little bit helps.
Once a designer has a concept for their creature, the next step in the creation process is to determine the creature's niche,
symmetry and size. This is a crucial step, as these factors will determine several of the creature’s base statistics directly,
including its Durability and Learning Rate, height, base HD, hit points, speed, mass, lifespan, and potential damage
capability.
A lifeform's niche refers to its position on the food chain. Food chains can be very intricate and a lifeform's position on one
may change depending on its location, particularly if the creature is present on more than one planet (a creature that is an
apex predator on one world may find itself prey for another, larger predator on another world). Because of this fact, the
information on the lifeform's niche need not be terribly specific. What's crucial is the lifeform's eating habits; more
specifically whether or not the lifeform can synthesize the element most necessary for its development and growth on its own (carbon is
most common, but other elements such as boron and silicon are possible), and what is the primary source of energy for the lifeform. All
lifeforms fall into one of ten base categories based on this information. These basic categories are outlined in the table
below.
Carbon Source
Producer (Autotroph) Consumer (Heterotroph)
Lifeform obtains energy by converting light energy
Lifeform obtains energy by converting light
into chemical energy and obtains carbon by intake
Photosynthetic energy into chemical energy and uses
of organic compounds from the environment
carbon dioxide as a source of carbon.
(which can include other organisms).
Lifeform derives energy through the oxidation of
Lifeform derives energy through the
inorganic compounds (such as hydrogen sulfide)
oxidation of inorganic compounds (such as
Chemosynthetic and obtains carbon by intake of organic
hydrogen sulfide) and uses carbon dioxide
compounds from the environment (which can
as a source of carbon.
include other organisms).
Lifeform obtains energy by ingestion of
Lifeform obtains both energy and carbon by
Herbivore other autotrophs and uses carbon dioxide as
Energy ingestion of autrotrophs.
a source of carbon.
Source
Lifeform obtains energy by ingestion of
Lifeform obtains both energy and carbon by
Carnivore heterotrophs and uses carbon dioxide as a
ingestion of other heterotrophs.
source of carbon.
Lifeform obtains energy by ingestion of a
Lifeform obtains both energy and carbon by
Omnivore mix of autotrophs and heterotrophs, and
ingestion of a mix of autotrophs and heterotrophs.
uses carbon dioxide as a source of carbon.
Lifeform either obtains energy from an
Lifeform either obtains energy and carbon from
unusual source, produces unusual
unusual sources, requires consumption of unusual
Exotic compounds, or has an unusual physical
compounds, or has an unusual physical
composition but still uses carbon dioxide as
composition.
a carbon source.
The above chart uses terminology appropriate to carbon-based life. In the event that the creature is based on a different
element, a more appropriate producer source substance will need to be selected (silicon dioxide for silicon-based life, boron
nitride for boron-based life, etc.).
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Note that if a lifeform has the capability to feed in more than one mode (say, a lifeform that can behave as both a
photosynthetic producer and a carnivorous consumer), the creator should select the mode that it prefers to use most often. If the
lifeform does not have a preference, then pick whichever category is furthest down on the chart, with any consumer
category outranking all producer categories. Secondary feeding habits should be listed with the creature's traits (discussed
later in this sub-Chapter).
A lifeform's niche determines a number of basic characteristics. To determine the effects of niche on the creature, the
creator need merely look up the information on the table below. Here's a quick overview of the information included in the
table for each niche:
• Base Unit STV: This is a modifier to the lifeform's standard trade value per cubic meter. As a general rule,
lifeforms higher in the food chain will have a higher unit STV.
• Base Attack Bonus (Non-Sapients Only): A lifeform may get a bonus to its base attack value based on its niche.
This value is added to various other modifiers to determine the lifeform's final attack bonuses. The Security sub-
discipline is used as the base attack bonus for sapient creatures, and so this value only applies to non-sapients.
• Learning Rate Modifier: This is a modifier to the creature's Learning Rate. All creatures have at least some ability
to learn and adapt from their environment, even if they don't possess sapience. This modifier will be added to a
die roll to determine the creature's Learning Rate later in the creation process. As a general rule, lifeforms higher
in the food chain will have a higher Learning Rate modifier.
• Attack Damage: The attack damage columns list the dice types used when figuring up how much damage the
creature can cause when attacking. There are five attack damage columns in the table, one for the various
possible types of attacks a creature may have at its disposal. This information is used when the creature's attacks
are figured up later in the creation process. While sapient beings are not generally given attack damage (it's
assumed they prefer to use fashioned weapons more than what nature gave them), it can be done if the creator
wishes. A "d1" entry on the table always means a result of one.
o Bite Die: This lists the die type used when figuring the creature's damage due to any biting attacks. The
damage done from bites depends largely on the makeup of the teeth in a creature's mouth. As one
might expect, the higher the lifeform's position on the food chain, the more damage they can inflict
with a bite.
o Claw Die: This lists the die type used when figuring the creature's damage due to any clawing or raking
weapons. Claws are the obvious example here, but clawing weapons can also include talons, pincers, or
any other type of hooked appendage (except for hooked stingers, which are considered a type of gore
weapon along with straight or barbed stingers).
o Slap Die: This lists the die type used when figuring the creature's damage due to any slapping,
slamming or punching attacks (a tail whip, kicking, head butts, etc.). Note that this kind of attack is
considered an unarmed attack, and that the amount of damage from the attack is added to the Non-
Lethal Damage done as a result.
o Gore Die: This lists the die type used when figuring the creature's damage due to any attacks with
goring weapons (such as horns, antlers, etc.). These weapons can also include stings, particularly if the
weapon also causes acid damage or poisoning.
o Special Die: This lists the die type used when figuring the creature's damage due to any special attacks.
As the name would suggest, these encompass any attacks not covered by the other attack rolls.
Examples of special weaponry include psionic or natural ranged weapons. Depending on the type of
damage intended, this die can vary (at the creator's discretion), but it is generally recommended the
indicated die be used.
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Lifeform characteristics based on Niche
Base Unit Base Attack Learning Rate Bite Claw Slap Gore Special
Niche
STV Bonus Modifier Die Die Die Die Die
Electrovore
(Chemosynthetic 350 7 -2 d1 d1 d2 d2 d5
Consumer)
Herbivore
400 8 0 d2 d2 d5 d10 d5
(Herbivorous Consumer)
Carnivore
600 10 2 d10 d5 d1 d1 d5
(Carnivorous Consumer)
Omnivore
500 9 4 d5 d5 d2 d1 d5
(Omnivorous Consumer)
Exotic Consumer 1500 15 6 d1 d1 d1 d1 d10
Symmetry refers to the balanced distribution of duplicate body parts or shapes within an organism. Most lifeforms will
exhibit some form of symmetry within their structure. Symmetry is, at best, an approximation; it's a rare thing when an
organism is completely symmetrical with itself. Symmetry is important for determining the potential lifespan of an
organism, as detailed below. To determine the lifeform's symmetry, a creator need only look at their creature concept and
search on the table below for the most apt description.
Symmetry Definitions
Lifespan
Category Description
Modifier
The lifeform doesn't exhibit overall symmetry, and has the capability of altering its shape at will.
Amorphous *2
Amoebae are the classic example of this category of lifeform (Spemin also fit in here).
The lifeform doesn't exhibit overall symmetry but does have a fixed shape. Parts of an irregular
Irregular lifeform may exhibit other forms of symmetry. Many plants fall into this category, as do lifeforms *3
such as sponges.
As a whole, the lifeform exhibits reflection symmetry along many cutting planes along multiple
axes, producing many possible mirror image divisions. Spherical lifeforms are (as one might
Spherical expect) sphere-shaped, exhibiting no clear dorsal, ventral, left or right sides. A few corals have *4
spherical symmetry, but most spherical lifeforms are microscopic (such as the members of the
Staphylococcus genus).
As a whole, the lifeform exhibits reflection symmetry along many cutting planes along a single
axis, producing many possible mirror image divisions. Radial lifeforms have a defined dorsal and
Radial *5
ventral, but no clear left or right side. Jellyfish are considered radial lifeforms (though their
tentacles may be of different lengths), as are many forms of mushrooms.
As a whole, the lifeform exhibits reflection symmetry along a single plane, which roughly divides
Bilateral the lifeform into two mirror images. A bilateral lifeform has a defined left, right, dorsal and *6
ventral side. Many lifeforms (including humans) fall into this category.
If a creature designer doesn't know the symmetry of their desired lifeform (either because they have a poor concept or are
just creating the creature at random), they may either select a symmetry level at random or make a roll of 1d5+1 and use
the category whose lifespan modifier matches the end result. As a general rule, the lower down on the chart the lifeform
falls, the more complex it is.
Finally, size refers to the various dimensions of the creature and covers such qualities as its volume and weight. Unlike
vehicles and starships, however, the volumes given for lifeforms refer to the lifeform's actual internal volume (as opposed to
a "bounding box" value). As with vehicles and starships, size determines a large number of the lifeform's stats. Here's an
outline of some of the stats determined by size, as indicated in the table below:
• Creature Size Class: As with vehicles and starships, a creature's size is categorized by a numeric Size Class. To
prevent confusion between creature and vehicle/starship size scales, creature Size Classes are prefixed with the
letter "C" (thus a Size Class of C5 corresponds to Size Class 5 on the creature Size Class scale).
• Approximate Minimum Volume: This column lists the minimum volume a creature may be in order to be
categorized in a particular Size Class. A creature is said to be of a certain Size Class so long as it is at least as large
as the minimum required size for the Size Class.
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• Durability Bonus: This is a modifier to the creature's Durability. This modifier will be added to a die roll to
determine the creature's Durability later in the creation process. As a general rule, larger lifeforms are more
durable.
• Base HD Ratings: This lists the base hit difficulty ratings for a creature of a given Size Class. These ratings will
help determine how hard the creature is to hit.
• Dimension Range/Roll: Sometimes a creature designer will need to have a rough estimate of how "tall" or "long" a
creature is on average (this is especially true for sentient lifeforms, which have a height stat). This column lists a
range of acceptable values of the long dimension for a creature of the indicated Size Class. The values given can
be used for any lifeform, but are most appropriate for humanoids. A creature designer may either select a value
from the range indicated, or use the indicated dice roll formula included to get the long dimension of the lifeform.
Note that this gives the average long dimension for the species; individuals can be longer or shorter than this
average dimension. A formula for determining variations and for how to determine average mass for creatures
with non-humanoid proportions will be discussed momentarily. Note that it is not necessary to determine long
dimension information for non-sapient creatures, if the creator would like to skip that step.
• Mass Range/Roll: Similarly to the dimension range/roll column, this column lists a range of acceptable values for
the mass of a creature of the indicated Size Class, assuming the lifeform is neutrally buoyant in water (neither
floats nor sinks readily). A creature designer may either select a value from the range indicated, or use the
indicated dice roll formula included to get the mass of the lifeform. Alternatively, if they've determined the height
of the creature with a dice roll, they may multiply that result by ten and use the resultant amount as the result of
the mass die roll (this method assures that the lifeform would be neutrally buoyant in water). Note that this
gives the average mass for the species; individuals can be lighter or heavier than this average mass. A formula for
determining variations will be discussed momentarily. Note that it is not necessary to determine mass
information for non-sapient creatures, if the creator would like to skip that step.
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SFRPG Creature Size Class Conversion Chart
Creature Size Approximate Minimum Durability Base HD Dimension Range /
Mass Range / Roll
Class Volume (m3) Bonus Ratings Roll
13 10.43-13.14 m 22,000-44,000 kg
(Vehicle Size 22 3 26/50/26 10.43 + (d10 * 22,000 + (d% *
Class 3) 0.27) 220)
14 13.14-16.55 m 44,000-88,000 kg
(Vehicle Size 44 3 23/50/23 13.14 + (d10 * 44,000 + (d% *
Class 4) 0.34) 440)
15 16.55-20.85 m 88,000-176,000 kg
(Vehicle Size 88 4 20/50/20 16.55 + (d10 * 88,000 + (d% *
Class 5) 0.43) 880)
16 20.85-26.27 m 176,000-352,000 kg
(Vehicle Size 176 4 17/50/17 20.85 + (d10 * 176,000 + (d% *
Class 6) 0.54) 1,760)
17 26.27-33.08 m 352,000-703,000 kg
(Vehicle Size 352 5 14/50/14 26.27 + (d10 * 352,000 + (d% *
Class 7) 0.68) 3,510)
703,000-1,406,000
18 33.08-41.68 m
kg
(Vehicle Size 703 5 11/50/11 33.08 + (d10 *
703,000 + (d% *
Class 8) 0.86)
7,030)
19
>41.68m 1,406,000 kg+
(Vehicle Size 1,406+ 6 8/50/8
(No Roll) (No Roll)
Class 9)
If a creature designer doesn't know the size of their desired lifeform (either because they have a poor concept or are just
creating the creature at random), they may either select a Size Class at random or make a roll of 2d10 and use the category
that matches the result.
Note that some lifeforms are large enough to fall on the vehicle-scale. For these lifeforms, the creature designer must decide
whether their creature will use the character-scale or vehicle-scale for combat. This decision would affect the creature's
movement, attacks and HP, and can make some creatures very dangerous to deal with.
From our concept, we know a few things about the Poison Glider already. First, it's a carnivore, as evidenced in the basic description: A
cat-sized, insect-like carnivore. Given that it has the capability to inject "a potent poison", it’s more likely that it’s a consumer than a
producer. From the picture, we can see that it has a distinct dorsal, ventral, left and right side, so it’s definitely a Bilateral creature.
Finally, from the information we have on it from the SF2 documentation, we know that it has a volume of two cubic meters.
So, what we have here is a 2m3 bilateral carnivorous consumer. Looking at the charts gives us several pieces of information for
generating the Glider. First, because it's a carnivorous consumer, we know that it has a base STV of 600, an attack bonus of 10, and a
+2 modifier to its Learning Rate. We know that when the time comes to assign attacks to the Glider, we can use d10 for any biting
attacks, d5 for any clawing, raking, or special attacks, and d1 for any slapping or goring attack. From the lifeform's symmetry, we get
a multiplier of *6 for its lifespan. Finally, because the lifeform has a two cubic meter volume, we know that it is a Character Size
Class Nine creature (just below the necessary threshold to put it on the vehicle-scale, it gets a +2 modifier to its Durability roll, it has
a base HD of 38, a base THD of 50, and a base FHD of 38. Since this is a non-sapient lifeform, it's not strictly necessary to bother
with figuring up its height and weight. However, we'll do so for the sake of the demonstration. In that case, we know the Glider might
weigh somewhere between one and three metric tonnes (more on this "might" business a little later). If we assume it has roughly
humanoid dimensions (not necessarily that big of a stretch), it might have a length somewhere between 3.72 and 5.37 meter.
As far as the Dershetche are concerned, we know from their description that they are "a race of flying, carnivorous plants" with "a
policy of immediately devouring other sentient forms". This gives us enough information to figure out their niche and size, and allows
us to make a guess as to their symmetry. Most carnivorous plants derive some or most of their nutrients (but not energy) from trapping
and consuming animals or protozoans, which suggests the Dershetche are photosynthetic consumers. The requirements of flight demand
bilateral symmetry. Finally, we have to determine their size. Here we run into a problem, since we have no definitive data; we only
know that they have to be large enough to devour other sentient creatures. 2d10 are cast; the Dershetche are Character Size Class
Eight creatures.
So from the charts, the Dershetche would have a base STV of 250 and a base attack bonus of 6, but since they're a sapient race neither
one counts. They do have a -4 modifier to their Learning Rate. They're sapient, so they wouldn't ordinarily need attack information; in
this case, given their dietary habits, some kind of natural attack may be necessary. They can use d5 for assigning special attacks, d2
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for slapping, punching, goring and stinging attacks, and d1 for biting, clawing and raking attacks. Bilateral symmetry gives them a
lifespan modifier of *6. Finally, at CSC 8 they get a +1 Durability modifier and have base HD ratings of 41/50/41. They might
weigh between five hundred kilograms and one metric tonne (probably not, though), and (assuming humanoid dimensions) might be
anywhere from 2.95 to 3.72 meters in length.
Determining Mass Variation Ranges and Die Rolls (With a Quick Word on
Buoyancy)
As previously mentioned, the die roll included in the Size Class chart is good for determining the average mass of a lifeform.
Most of the time (particularly for non-sapients), this average value can be used as a generic catch-all for all members of a
species. However, there may come some times (sentient character creation among them) when a designer will need to build
in a way to have some mass variation for their creatures. The procedure for determining a mass variation die roll is simple
enough, but it can be math intensive. Before proceeding with the procedure, it is necessary to determine the average mass
of the creature.
The masses listed on the table assume that the average member of the resultant lifeform will be at least close to being
neutrally buoyant in water. That is to say, most lifeforms will have the same density as water, which is a thousand kilograms
per cubic meter (a lifeform with an average volume of one cubic meter should have a mass of one thousand kilograms).
Given that the substance with the largest molecular concentration in most lifeforms is water, this makes sense. If the
average member of a species is neutrally buoyant, they will neither float nor sink in water, which further means that (given
that not all members of a species weigh the same amount) some individuals of the species will have a tendency to float,
while others will have a tendency to sink.
Trouble with this assumption is that it doesn't necessarily hold true for all lifeforms. Some lifeforms may have members
who all float or all sink. So, it doesn't necessarily follow that a species of a certain Size Class (which is based entirely off of
the lifeform's volume) would have an average mass that also falls into the Size Class. What's important to know in this case
is the lifeform's primary mode of transportation; whether or not the lifeform is best categorized as land-based (a runner),
air-based with powered flight (a flier), air-based without powered flight (a floater), or sea-based (a swimmer).
Runners can have the widest variations in possible mass; there are some species that are much lighter than they should be
for their volume, while others are much more massive than they should be. If so desired, a creator may select a mass for
their lifeform from a category up to three Size Classes lower or higher than the Size Class indicated by the lifeform's
volume. Exotic runners are an exception; their mass may be up to six size Classes lower or higher. Note that selecting
average mass from another Size Class will impart a modifier to the lifeform's Durability, as outlined in the table below.
Alternatively, a creator may make a 2d10 roll to determine how buoyant a creature is. A creature creator always has the
option of just going with the indicated Size Class. Exotic runners may double the amount indicated by the roll without
further Durability penalty, at the creator's discretion. The chart below details the possible results and effects.
NOTE: "Above" and "Below" in the chart are terms relative to the Size Class Chart. For example, if a CSC10 creature is determined to
be Very Buoyant, the chart indicates that the mass from "the Size Class two steps above the indicated Size Class" should be used.
Relative to the chart, that's referring to CSC8, not CSC12.
If the result of the die roll indicates a mass from a Size Class that does not exist in the table, use the result from whatever
extreme end of the chart is indicated (either Size Class 0 or Size Class 19, whichever is appropriate to the situation).
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Fliers, by design, generally have lightweight skeletons and other structures designed to provide a lot of power while
minimizing weight. If so desired, a creator may select a mass for their lifeform from a category between three Size Classes
lower than the Size Class indicated by the lifeform's volume and the indicated Size Class. Exotic fliers are an exception;
their mass may be up to six Size Classes lower. Likewise, the mass of floaters may be up to six size classes lower. For fliers
and floaters, the same chart as runners may be used, but a roll of 1d10 is used instead of 2d10. Note that this means that all
fliers have no higher than average density. A creature creator always has the option of just going with the indicated Size
Class. Exotic fliers and floaters may double the amount indicated by the roll without further Durability penalty, at the
creator's discretion.
For runners, fliers and floaters, once the target Size Class for mass has been determined, figuring out their average mass can
be done in one of two ways. The creator may either select a desired mass at random in the range indicated on the table, or
they may make the d% roll as indicated.
Swimmers are unique in that all individuals must be neutrally buoyant in order to prevent them from floating to the
surface or sinking all the way to the ocean bottom. To find their average mass, simply multiply the volume of the creature
by 1000. The result is the creature's average mass in kilograms. Should a swimmer be intended to inhabit a liquid medium
other than water, the 1000 multiplier can simply be replaced by the density of the desired fluid provided that the particular
density used is in units of kilograms per cubic meter (for example, to find a swimmer that swims in hydrochloric acid, one would
multiply the volume by 1180, since the density of HCl is 1,180 kg/m3). Again, exotic swimmers are an exception to this rule;
treat them as exotic runners for purposes of determining mass. NOTE: It is possible to adjust the mass for runners and
fliers should a creator wish to base them on a substance other than water. In that case, the creator should use the table as
indicated but multiply the desired result by x/1000, where x is the density of the desired base substance in kg/m3.
One final thing to consider with lifeforms is the possibility of significant sexual dimorphism, or systematic differences in
form between individuals of different gender in the same species. For certain species, there can be a substantial variation in
the average mass of one gender over the other. In these cases, a creator may either choose to treat the various genders like
separate species (and come up with individual average masses), or select average masses for each gender, the mean of which
is the average mass of the species.
For all types of lifeforms, the same procedure is used to generate the mass variation roll once an average mass has finally
been determined. All mass variation rolls are based on a roll of 2d5, and are designed to provide variance at 5% intervals for
a range of possible masses from 80 to 120% of the average mass. When a player or GM goes to make a specific creature,
height (or whatever appropriate "long dimension") is usually determined first. At least one of the d5s for mass always
comes from the roll for height (for swimmers, the result of the height roll is used as the result of the mass roll). Given that
the interval between results is the same for each possible outcome on the die roll, all that's necessary for the creator to do is
to determine the base mass value and the interval multiplier.
The interval multiplier is determined first. To do this, the creator will multiply the average mass value by 0.8 (80%) and
record the result. The creator then will multiply the average value by 0.85 (85%) and record that result. Finally, the creator
will subtract the result of the first calculation from the second one (the 85% result minus the 80% result), and round the
result to the nearest hundredth. This final result after rounding is the interval multiplier.
Now the creator can determine the base mass value. To do this, the creator takes the 80% result from the last set of
calculations, rounds it to the closest hundredth of a decimal, and subtracts from the resultant amount the interval
multiplier. That result is the base mass value. At this point, the information needed to compose the mass formula is
complete. The formula is always of this form:
base mass value + ((1d5 from long dimension + 1d5 -OR- 2d5 from long dimension (for swimmers)) * interval multiplier)
Note that it is possible (though rare) that, through this process, the actual value of the average mass becomes an impossible
result. This is perfectly acceptable, but for those creators who do want the average to be a plausible result, slight alterations
to the base mass value, the interval multiplier, or both may be made until the average becomes possible. The formula
creation process will at least get any designer in the ballpark of the average mass.
We already know the Glider is a CSC 9 creature, since it has a volume of 2 cubic meters. It's obviously a land-based creature, but we
can see that it does have flight as a secondary mode of transportation: It has two powerful rear legs for jumping, and extendable
membranous flaps which allow it to glide long distances. Because of this, we won't leave the average mass entirely to chance; we'll say
it’s buoyant and use the mass formula from CSC 8 instead of CSC 9, and make it water-based to keep the math easy. This gives the
Glider a possible mass somewhere between 500 and 1000 kilograms. Letting fate decide, we roll d% and come up with a result of 78.
The die roll for CSC 8 is 500 + (d% * 5), so the final average mass of the Glider is 890 kilograms (500 + (78*5) = 500 + 390 =
890).
Now to figure the interval multiplier. We multiply 890 by 0.8 and get 712 kilograms. We can now take 890 by 0.85; we get 756.5
kilograms. So, the interval multiplier is going to be 44.5 kilograms (756.5 - 712.0 = 44.5). We can now figure out the base mass value,
which is going to be 667.5 kilograms (712 - 44.5 = 667.5). The final mass variation formula for the Poison Glider is therefore 667.5 +
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((1d5 from height + 1d5) * 44.5) kilograms.
The Dershetche are a sapient race, so we will need to know their mass formula. We've determined they're a CSC 8 creature, which
gives them an internal volume of anywhere between half a cubic meter and one cubic meter. We also know they’re fliers from their
description: "a race of flying, carnivorous plants". Because they are a race of fliers, we can make a quick 1d10 roll to determine their
buoyancy. The roll is made; the result is a five, indicating buoyancy and a weight between 300 and 500 kilograms. The roll also
imparts a -1 Durability bonus. Letting fate decide for the actual average mass, we roll d% and come up with a result of 81. The die roll
for CSC 7 is 300 + (d% * 2), so the final average mass of the Dershetche is 462 kilograms (300 + (81 * 2) = 300 + 162 = 462).
Now to figure the interval multiplier. We multiply 462 by 0.8 and get 369.6 kilograms. We can now take 462 by 0.85, which gives us
392.7 kilograms. So, the interval multiplier is going to be 23.1 kilograms (392.7 - 369.6 = 23.1). We can now figure out the base mass
value, which is going to be 346.5 kilograms (369.6 - 23.1 = 346.5). We're ultimately going to use 2d5 to determine the long dimension
of the Dershetche (which from their shape is going to be the wingspan). The final mass variation formula for the Dershetche is
therefore 346.5 + ((2d5 from wingspan) * 23.1) kilograms.
Determining an average height is easy enough if the lifeform has humanoid or near-humanoid proportions, if it's water-
based, and if it's a runner or flier. All that the creator needs to do if this is the case is to either make the die roll indicated or
pick a value at random that's appropriate for the creature's Size Class. The height rolls in the table already take into account
humanoid proportions and neutral buoyancy in water.
Things become much trickier if the lifeform is a swimmer, or if it has proportions that are substantially different from the
humanoid norm (i.e. if it isn't roughly shaped like a human). In this case, the height must be calculated. The creature's
exact volume will need to be known in this case (the creature's mass divided by its density). The height calculation uses the
following formula:
h = c * V1/3, where h is the long dimension, c is a proportionality constant, and V is the creature's volume.
The proportionality constant is different for various types of lifeforms and will need to be set at the designer's discretion.
Mathematically, it's a dimensionless ratio of the length of the long dimension to area of the other two dimensions. The
higher this number, the longer and skinnier the creature will be. For reference, all spherical lifeforms would have a
proportionality constant of 1.241. Any constant lower than that amount will throw a meaningless value and should be
avoided. The constant for humanoid lifeforms is approximately 3.721. For something like a (female) giant squid, which is
extremely long but has a relatively narrow body, the constant is 19.991 (a very large value). No table exists for the
proportionality of creatures; creature creators will have to wing it in those cases where the creature is definitely non-
humanoid in shape. It is possible to derive the proportionality constant of a type of creature, provided that one knows the
long dimension and volume (or mass and density) of a similar creature.
If for some reason a creator doesn't want to deal with the hassle of figuring out the proportionality constant for their
creation, they may simply pick a height at random. This is probably the least useful and least realistic way of selecting the
average height for the species, but it can be done if realism isn't that big of a concern. This method is perhaps best for
determining the long dimension of lifeforms with irregular symmetry.
As with mass, there may be significant sexual dimorphism between the various genders of the species, which in turn may
cause a substantial variation in the average height of one gender over the other. In these cases, a creator may either choose
to treat the various genders like separate species (and come up with individual average heights), or select average heights
for each gender, the mean of which is the average height of the species.
Once the average height of the species has been determined, the height variation roll can be determined. All height variation
rolls are based on a roll of either 1d5 or 2d5. Both die rolls are designed to provide variance for a range of possible heights
from 80 to 120% of the average height. The 1d5 rolls provide variance at 10% intervals; in other words, a result of one on
1d5 will indicate 80% of the average height, two will indicate 90%, three 100% (the average), four indicates 110%, and five
indicates 120%. 2d5 is the same, but provides variance at 5% intervals instead. All swimmers must use 2d5 for the die roll,
no exceptions. Both methods provide an even interval for each possible outcome on the die roll, so all that's necessary for
the creator to do is to determine the base height value and the interval multiplier.
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The interval multiplier is determined first. To do this, the creator will multiply the average value by 0.8 (80%) and record
the result. The creator must then select whether their die roll will be based on 1d5 or 2d5. If the roll is based on 1d5, the
creator then will multiply the average value by 0.9 (90%) and record that result. If it's based on 2d5, the creator will
multiply the average value by 0.85 (85%) and record that result. Finally, the creator will subtract the result of the first
calculation from the second one (the 85% or 90% result minus the 80% result), and round the result to the nearest
hundredth. This final result after rounding is the interval multiplier.
Now the creator can determine the base height value. To do this, the creator takes the 80% result from the last set of
calculations, rounds it to the closest hundredth of a decimal, and subtracts from the resultant amount the interval
multiplier. That result is the base height value.
At this point, the information needed to compose the height formula is complete. The formula is always of this form:
Note that it is possible (though rare) that, through this process, the actual value of the average height becomes an
impossible result. This is perfectly acceptable, but for those creators who do want the average to be a plausible result, slight
alterations to the base height value, the interval multiplier, or both may be made until the average becomes possible. The
formula creation process will at least get any designer in the ballpark of the average height. Also, all individual members of
a species are always considered to have the same Size Class as an average member of their species, regardless of whether
their final long dimension would indicate a different Size Class.
First things first. We'll assume that the Glider is near human proportions, we've already made the assumption that it's water-based,
and we know it’s a runner. This lets us use the chart to determine the Glider's length. Given that the Glider is a Size Class C9 creature,
an average member needs to be somewhere between 3.72 and 5.37 meters in length. We'll let fate decide in this case and toss the dice
(the formula for CSC9 is 3.72 + (d10 * 0.17)). The d10 comes up as a one; the Glider's average length is therefore 3.89 meters.
Now to figure the interval multiplier. We'll pick 1d5 for the die roll, giving us 10% intervals in length. We multiply 3.89 by 0.8 and get
3.112 meters. We can now take 3.89 by 0.9 and get 3.501 meters. So, the interval multiplier is going to be 0.39 meters (3.501 - 3.112
= 0.389, which rounds to 0.39). We can now figure out the base length value. 3.112 rounds to 3.11, so the base length value is going to
be 2.72 meters. The final height variation formula for the Poison Glider is therefore 2.72 + (1d5 * .39) meters.
Now for the Dershetche. Here's where we come across a slight problem: the Dershetche are shaped like a manta ray, which looks
absolutely nothing like a human being. Now, we could take a guess at its actual proportionality constant; this isn't rocket science, so
we don't have to be incredibly precise. Or, we could try to figure it out.
A quick Internet search shows that a manta ray is 10 to 16 feet long with a span of 14 to 20 feet, and a weight of up to 3000 pounds.
This is Starflight, so we need to work in metric; plugging those numbers into the MegaConverter Website
(http://www.megaconverter.com) gives us a length of 3.048 to 4.8768 meters, a span of 4.2672 to 6.096 meters, and a mass of
1,360.77711 kilograms. We know the manta ray is a swimming lifeform, thus its density has to be close to that of water (1000
kilograms per cubic meter). Dividing the mass by the density gives us a reasonable estimate of the manta ray's volume; 1.36077711
cubic meters. The long dimension is going to be its span, and since we're using a maximum weight, we probably should use the
maximum span (6.096 meters) to act as the lifeform's long dimension.
We can take the height equation h = c * V1/3 and solve it for the proportionality constant c. This gives us c = h / V1/3. We have the
volume and long dimension of the manta ray, so we just plug our numbers in and solve. C for a manta ray is going to be approximately
5.501, and so we'll use a c value of 5.501 for the Dershetche.
We know that the average mass of a Dershetche is 462 kilograms. We also know they are somewhat buoyant, and therefore less dense
than water. We'll arbitrarily say they have a density of 900 kilograms per cubic meter, so the average exact volume of a Dershetche
is .513 cubic meters (462 kilograms divided by 900 k/m3 equals .513). We can then use the height calculation formula based on these
numbers: the average long dimension (wingspan) of a Dershetche is 4.4 meters (5.501 * cube-root (.513) = 5.501 * 0.80052 =
4.403663 m, rounds to 4.4).
Now to figure the interval multiplier. We'll pick 2d5 for the die roll, giving us 5% intervals in length. We multiply 4.4 by 0.8 and get
3.52 meters. We can now take 4.4 by 0.85 and get 3.74 meters. So, the interval multiplier is going to 0.22 meters (3.74 - 3.52 = 0.22
even). We can now figure out the base length value; it's going to be 3.3 meters (3.52 - 0.22 = 3.3). The final height variation formula
for the Dershetche is therefore 3.3 + (2d5 * .22) meters.
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All creatures in SFRPG have at least two speed ratings, one for tactical movement (for use in combat) and one for general
movement (for adventuring). Tactical movement is expressed in terms of meters per round (m/rd), where one round is
approximately equal to six seconds. General movement is expressed in terms of kilometers per hour. One meter per round
is equal to 0.6 kilometers per hour. Keep in mind when determining a creature's speed that the speed rating is its base
speed; it will be possible for the lifeform to move up to four times the listed speed for relatively brief periods of time (such
as during a chase or other "emergency" situation). Naturally, if the lifeform is intended to be stationary, it will have a speed of
zero for both tactical and general movement, and this step can be skipped.
Figuring up a creature's speed is relatively simple. The creator should already have determined the creature's mode of transit,
their long dimension, and their Size Class; these by themselves provide a good deal of the information needed to determine
a creature's speed. Two other pieces of information need to be determined at this time. If the creature can be classified as a
runner, the creator must know how many propulsive appendages the creature uses for movement. A larger number of
appendages tends to make a lifeform move faster (at least up to a point; all running creatures with five or more appendages are
classified as multipeds and use the same set of multipliers, regardless of how many appendages the lifeform actually has). The other
piece of information that's needed is the relative speed category of the lifeform. There are five categories: very slow, slow,
average, fast and very fast. This information can either be set arbitrarily by the lifeform's creator, or selected at random
(1d5 can be used, with a result of 1 corresponding to very slow, increasing by one category per increment up to very fast on
a result of 5).
To determine the lifeform's basic speed, find the multipiers on the chart below that correspond to the lifeform's relative
speed category and movement mode for both m/rd and kph. If the creature is a flier below Character Size Class 6, subtract
the creature's Size Class from 7 and multiply the result by the speed category modifiers (for example, a CSC 3 creature would
multiply the speed category modifiers by 4, since 7 - 3 = 4). If not, leave the modifiers as is. Finally, multiply the modifiers by
the long dimension of the creature, and round the results to the nearest whole m/rd and kph (for amorphous creatures, use the
cube root of their volume in place of the long dimension). The final result is the creature's base speed. For creatures with more
than one movement mode, speeds will need to be determined independently for each movement mode.
Monoped/
1 0.6 3 1.8 5 3.0 7 4.2 9 5.4
Pseudoped
Biped 2 1.2 4 2.4 6 3.6 8 4.8 10 6.0
Triped 3 1.8 5 3.0 7 4.2 9 5.4 11 6.6
Quadruped 4 2.4 6 3.6 8 4.8 10 6.0 12 7.2
Multiped 5 3.0 7 4.2 9 5.4 11 6.6 13 7.8
Flyer 8 4.8 16 9.6 24 14.4 32 19.2 40 24.0
Floater 2 1.2 3 1.8 4 2.4 5 3.0 6 3.6
Swimmer 8 4.8 8 4.8 16 9.6 16 9.6 24 14.4
We know from our earlier discussion that the Poison Glider is a bipedal runner with fast movement, and that it also has the ability to
glide as a secondary form of movement (though we don't really know how fast it moves when it glides; we'll assume it is a Fast runner
but a Very Slow flier). We also know that it is a CSC 9 creature with an average length of 3.89 meters.
That's all the information we need to determine the Glider's speed ratings. Looking at the table, we see that Fast bipeds have a
multiplier of 8 m/rd and 4.8 kph. It's a runner, so we don't really need to deal with its size (for now). We simply take those multipliers
time 3.89 and round to the nearest whole number. The Glider's walking speed is 31 meters per round and 19 kilometers per hour (3.89
* 8 = 31.12, rounds to 31 m/rd; 3.89 * 4.8 = 18.672, rounds to 19 kph).
The Glider also has a gliding speed which must be determined. Looking at the table, we see that Slow fliers have multipliers of 8 m/rd
and 4.8 kph. Since the Glider is above CSC 6, it doesn't get any bonus for its size. Since these happen to be the same multipliers as the
ones used for its walking speed, we know the Glider also glides at 31 m/rd and 19 kph.
As for the Dershetche, we know that they are a flier species (but we don't know how fast they fly). We also know that they are a CSC 8
creature with an average wingspan of 4.4 meters.
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Since we don't know how fast of a flier Dershetche are, we'll leave it to chance and roll 1d5. The die is cast; the result is a 2, so the
Dershetche are Slow fliers. We now have enough information to determine their speed. Looking at the chart, we see the multipliers for
Slow fliers are 16 m/rd and 9.6 kph. Since the Dershetche are above CSC 6, no modifier is applied for their size. We simply take those
multipliers times 4.4 and round to the nearest whole number. The Dershetche have a cruising speed of 70 meters per round and 42
kilometers per hour (4.4 * 16 = 70.4 m/rd, rounds to 70; 4.4 * 9.6 = 42.24, rounds to 42 kph).
Once the creature's niche, symmetry and size have been set, the creature's Durability and Learning Rate need to be
determined. These two basic racial attributes are critical for determining a number of derived statistics and directly
determine the lifeform's physical and mental faculties. Note that Learning Rate is not necessarily a direct measure of a
creature's intelligence, but rather simply the rate at which the lifeform acquires knowledge or skills. A creature may have
comparatively low intelligence, but may still have the capacity to learn quickly.
To determine a creature's Durability, the creator rolls 2d5 and adds the result to the modifiers from the creature's size and
buoyancy. The final result is the creature's Durability score. If the result is less than one, then the creature's Durability
score becomes one; no creature may have a Durability score of zero or lower. Biological creatures may not have a Durability
rating higher than nine. If the result is higher than nine, any excess must be exchanged for an appropriate amount of
natural armor (see the next paragraph). Only synthetic lifeforms or lifeforms based on exotic materials (such as metal or
rock) may have a Durability score of ten.
At this point in the design process, a creator may elect to exchange points of their creature's Durability for natural armor.
Natural armor functions just like a full suit of physical armor (see Chapter 5.3), except that it can be "fixed" (heal) over time
at the same healing rate as the lifeform. Each point of Durability exchanged for natural armor allows the creature to have
an additional Class equivalent of armor. For example, if three points of Durability are exchanged, the creature may have up to
Class Three natural armor. Any HD penalties for armor still apply for natural armor, though the Finesse and Perception
penalties may be ignored.
Learning Rate is determined in the same manner as Durability (by adding modifiers to a 2d5 roll), except that the modifier
comes from the lifeform's niche. Also, creatures are allowed to have a Learning Rate score of zero. These creatures act
simply on instinct, or they may be automatons (such as Arth androids) that have been pre-programmed. In either case,
these creatures cannot learn or benefit from training. If a creature is generated with a Learning Rate score of less than zero,
the creator can set their creature's Learning Rate at either zero or one at their discretion. As with Durability, there is an
upper bound to a creature's Learning Rate, in this case a score of ten. If the final result of the roll is higher than ten, any
excess must be exchanged for an appropriate amount of weapons dice (see the next paragraph) or lost if the creature is given
no natural weaponry.
At this point in the design process, a creator may elect to exchange points of their creature's Learning Rate for weapons dice.
Weapons dice allow a creature the opportunity to gain attacks that are more effective than what their size would ordinarily
indicate. Each point of Learning Rate exchanged for weapons dice grants the creature an additional d10 to be rolled during
the determination of the creature's attacks later in this procedure. For now, the creator simply keeps track of the number of
points exchanged.
Time to figure out the Glider's Durability and Learning Rate. We'll begin with its Durability. 2d5 are rolled and the result is a five.
The Glider gets a +2 Durability modifier from its size. We made the Glider buoyant, which imparts a -1 Durability penalty. The
Glider's final Durability rating is six (5 + 2 -1 = 6). For the sake of making them interesting, we'll exchange one point of Durability
for some natural armor (accounting for the Glider's exoskeleton). This gives them a Durability of 5 and 50 AHP, with a -2 penalty to
their HD and FHD. They are not quite as robust as a human, but they can withstand more punishment.
Now we can roll for the Glider's Learning Rate. 2d5 are rolled and come up as a seven (a high roll for a non-sentient lifeform). The
Glider gets a +2 bonus to its Learning Rate, by virtue of its niche. Its Learning Rate is nine (7 + 2 = 9). We won't exchange any
amount for weapons dice for the Glider, so nine is its final Learning Rate. The Glider can learn and adapt to its environment very
quickly.
For the Dershetche, we roll 2d5 for Durability and come up with a seven. The Dershetche get a plus one Durability modifier from their
size, which is cancelled by a -1 modifier for their positive buoyancy, so their final Durability rating is seven (7 + 1 - 1 = 7); they are
slightly more durable than a Human but not as durable as a Veloxi. We don't have any indication of natural armor for them, so we'll
just say that they have none. For their Learning Rate, the 2d5 roll comes up as an eight. Again, we won't exchange any amount for
weapons dice, so eight is the final Learning Rate for the Dershetche. From their niche, the Dershetche get a -4 penalty. Their final
Learning Rate is four (8 - 4 = 4), a fairly low rating.
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Determine the creature's hit difficulty ratings
With the creature's Durability known, it's possible to determine the creature's final base hit difficulty (HD) ratings. HD
ratings for creatures are dependent upon three things: the base HD ratings determined by the creature's Size Class, the
creature's base speed for general movement (speed in kph), and the Class of the creature's natural armor (if any).
A creature's speed provides a modifier to the creature's general hit difficulty (HD) and touch hit difficulty (THD) ratings.
To figure up this modifier, subtract ten from the creature's general movement speed, divide the result by five, and round up
(to a maximum bonus of +30). If the creature's general movement speed is five kph or less, the modifier becomes -5
regardless of the creature's actual speed. For all stationary creatures, the modifier is -10.
The final calculation of a creature's HD ratings is simple enough. Take the base HD ratings and add to them any penalties
inflicted due to any natural armor. Add to the HD and THD ratings the amount indicated by the creature's speed. The final
result of these calculations will produce the creature's HD ratings.
We've determined that the Poison Glider is a CSC 9 creature that moves at 19 kph and has Class One armor. The base HD ratings for
CSC 9 are 38/50/38. The Class One natural armor inflicts a -2 HD/THD/FHD penalty, so the ratings become 36/48/36. We now
subtract ten off the speed (giving us 9) and divide by five (giving us 1.8). Rounding up, we get a bonus of +2 HD/THD. The Glider's
final HD ratings are therefore 38/50/36.
We can figure out the Dershetche's ratings similarly. Since they are a CSC 8 species, they begin with HD ratings of 41/50/41. We've
given them no natural armor, so there is no penalty to their HD ratings. They have a speed of 42 kph; this ultimately gives them a
speed bonus of +7 (42 - 10 = 32; 32 / 5 = 6.4; rounds up to 7). The Dershetche have final HD ratings of 48/57/41.
This next step is, in general, reserved for non-sapient lifeforms (though if a GM were to be running a campaign that included
slave trading for some reason, they might want to take the time to go through this step for the various sapient lifeforms in their
campaign).
A lifeform's trading value is based on four main criteria: its niche, its relative level of intelligence (indicated by its Learning
Rate), its desirability, and its volume. Of these criteria, niche and intelligence are crucial for determining the relative worth
of a lifeform. This relative worth is the lifeform's standard trade value per cubic meter (as discussed in Chapter 5.7), which in
a trading situation is multiplied by the lifeform's volume to get its final absolute trading value.
Desirability, simply put, is whether or not anybody actually wants to buy the lifeform. There may be several reasons why
someone wouldn't want to buy a lifeform (including reasons like inedibility, a particularly annoying quality such as making
a constant noise, or the requirement of an extremely expensive enclosure for storage). If a creator hasn't done so in their
creature concept, this would be a good time to consider which races might be willing to buy the lifeform, and (assuming a
race inhabits more than one world) at which specific worlds the lifeform is desired. A creator can get as detailed as they'd
like as to the reasons why their lifeform is desirable, though this is not strictly speaking necessary. In the event that the
lifeform is not desirable to anyone, its STV can simply be set at zero and the rest of this step can be skipped.
If a lifeform is desirable to someone, however, it may be that it has qualities which would either make it more valuable or
less valuable than normal. For all lifeforms that will have a non-zero STV, a series of die rolls need to be made to establish
the exact amount that the lifeform's desirability affects its value. Roll 2d10 and find the result on the following table,
making any subsequent rolls as indicated.
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Desirability Determination Table using 2d10
2d10
Effect
Result
Roll on the High Table and reduce the lifeform's STV by the indicated amount, then Roll on the Low Table and
0-5
reduce the lifeform's STV by the indicated amount.
6 Roll on the Low Table and reduce the lifeform's STV by the indicated amount.
7-11 Do not roll on either table; desirability does not affect the lifeform's price.
12 Roll on the Low Table and increase the lifeform's STV by the indicated amount.
Roll on the High Table and increase the lifeform's STV by the indicated amount, then Roll on the Low Table
13-18
and increase the lifeform's STV by the indicated amount.
Figuring up a lifeform's STV is simple and can be accomplished as soon as the lifeform's Learning Rate has finally been
determined. Simply multiply the lifeform's Learning Rate by 100 and add that value to the base STV indicated by the
lifeform's niche. Add to that amount the amount indicated as a result of the desirability roll(s). The final amount is the
lifeform's STV per cubic meter. This amount is then multiplied by the lifeform's volume (in cubic meters) to get its final
overall STV. In the event that the lifeform's STV per cubic meter is zero or less after the result of the desirability roll is
factored in, use a value of 100 as the lifeform's STV per cubic meter.
We know that the Poison Glider is a carnivorous producer from earlier discussion, and we recorded the base STV value of that niche
earlier on (the value was 600). We've also determined that the Glider has a Learning Rate of nine, so its intelligence contribution to its
base STV is 900 (9 * 100 = 900). We add those values together and get 1,500 (600 + 900 = 1,500). The Glider does have some
buyers (indicating desirability), so we now need to make a 2d10 roll for the Glider's desirability. The result is eight, indicating no
change to the base result and no additional die rolls necessary. The final unit STV of the Glider is 1,500. Given that it has a volume
of two cubic meters, the Glider has a final absolute STV of 3,000 (1500 * 2 = 3,000).
The Dershetche are sapient, so there's no real need to calculate their STV. We'll still do it in case anybody feels the need for a slave
that would devour its owner (sounds like some kind of poetic justice). We know that the Dershetche are a photosynthetic producer from
earlier discussion, and we recorded the base STV value of that niche earlier on (250). We've also determined that the Dershetche have
a Learning Rate of four, so their intelligence contribution to base STV is 400. We add those values together and get 650 (250 + 400 =
650). The Dershetche don't really have any buyers, but we're going to argue that they do, so we make the 2d10 roll for desirability. The
result is 5, so we need to roll 2d10 on the high table, and then 1d10 on the low table. The high table result is 14 (140), and the low
table result is 2 (25), so we will subtract 165 from the value of the Dershetche; this gives a final result of 485. Given the calculated
average volume of .513 cubic meters, the Dershetche would have a final absolute STV of 248.8 (165 * .513 = 248.8), if anybody
actually wanted to buy them. Sounds like a seller wouldn't make a whole lot of profit from them anyways.
Note that this procedure produces a maximum potential lifespan. It doesn't necessarily follow that an individual will live as
long of a life as indicated; war, diseases, famine, and any other number of factors can reduce an individual lifeform's
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lifespan significantly (G'Nunk are prime examples of this; most die fairly early in their life cycles due to a lifetime spent in
death matches).
To determine a lifeform's maximum potential lifespan, take the lifeform's Size Class (not its volume) and multiply it by the
factor indicated by its symmetry. The final result is a base maximum lifespan value. This value applies for all lifeforms. If
the lifeform is a sapient creature (regardless of its level of technological development), then a value equal to ten times the
lifeform's learning rate may be added to the base lifespan value. This step can be done at the creator's discretion; they may
very well want to have a relatively short-lived sapient lifeform. Skipping this step should be considered carefully for any
kind of "uplifted" sapient lifeform (one that has only recently achieved sapience).
Once any adjustments have been made to the base lifespan value for sapience (if applicable), an adjustment may be
necessary (for a few "special cases"). The first of these special cases is for photosynthetic producers; for them, multiply the
base lifespan value by 10 (plants tend to have exceptionally long lifespans; some are millennia old). Photosynthetic
consumers may multiply their base lifespan value by 5. Synthetic lifeforms may also multiply their base lifespan value by 5
(although they don't have an absolute lifespan, this value can be used for the determination of the initial maintenance cycle,
as discussed later in this sub-Chapter). Any lifeform that can use photosynthesis as a secondary means of gaining energy
may multiply their lifespan value by 5 whether they are a producer or a consumer. Any other animal lifeform that lacks a
hard skeleton of any type (amoebae, jellyfish, etc.) will multiply their lifespan by ½, rounding any remainder to the nearest
tenth of a year. Any lifeform that is an "offshoot" of another race may adopt their parent race's lifespan (the Umanu are a
good example of this; they have a maximum lifespan of 120 years by virtue of being fundamentally Human, but as a separate species
they should only live 90 years at maximum). Finally, any microscopic lifeform will need to have their maximum base lifespan
value set in units of months rather than years, even if it is a sapient lifeform.
After any adjustments for special cases have been accounted for, the result is the creature's maximum potential lifespan. At
this point a 2d10 roll is made to throw in an additional "random factor" that will either serve to increase or decrease the
species' maximum lifespan, resulting in a final lifespan value. The potential outcomes of this die roll are outlined in the
table below.
With the maximum potential lifespan value determined, it becomes possible to determine the definitions of the creature's
life phases. A creature's life from the time it is born to the time it dies (assuming it dies of old age) is divided into six
phases: childhood, adolescence, adult, middle age, old age, and venerable age. The effects that life stages have on a character
are discussed in Chapter 2.4; these effects also apply to creatures in general. The creature creation process makes the
assumption that any specific lifeform being created is in its Adult stage of life. If this is not the case, an adjustment for the
creature's Life Phase will need to be made to its attributes during the derivation of the creature's derived statistics. If a child
is totally different from the Adult form of the creature (say for an insectoid form of life), it may be best to create a separate
creature that reflects the Adult life phases of the lifeform and the other pre-adult life phases.
Determining the age at which a lifeform enters a particular life phase requires a little bit of math. This is because a life
phase is expressed as a percentage of the lifeform's final lifespan value. Each life phase has a range of potential percentage
values. A creator may either select a specific percentage from the range indicated, or they may make the indicated 1d10 roll
to select the percentage randomly.
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Life Phases by Total Lifespan Percentage
Max Lifespan Percentage
Life Phase
Die Roll
12%-21%
Adulthood
(12%+1d10*1%)
25%-34%
Middle Age
(25%+1d10*1%)
44%-53%
Old Age
(44%+1d10*1%)
58%-67%
Venerable Age
(58%+1d10*1%)
Note that for a creature with a relatively short lifespan (roughly 20 years or less), it is acceptable to have their life phases
listed in terms of months, not years. Simply round the result to the nearest tenth of the year (an Arth year is ten months
long, so one-tenth of an Arth year is equal to one Arth month). For longer-lived lifeforms, rounding should be done to the
closest year (even if by doing so it takes a particular life phase out of the recommended range for that phase).
With the life phases determined for a lifeform, all that remains is to determine its final lifespan roll. This roll determines
the age at which an individual member of the species will die of natural causes (provided it does not die beforehand), and is
made once the lifeform reaches its Venerable Age life phase. Death is not necessarily immediate once the creature reaches
the determined age, but the lifeform will die before reaching the next year (month for short-lived creatures).
The lifespan roll for a creature always has the following form:
To determine the Lifespan roll for a creature, subtract the lifeform's Venerable Age threshold from its total lifespan, and
note the result. Lifespan rolls may either be made with rolls of xd5 or xd10 (it should be noted that this is one of the cases
where a roll of zero on 1d10 counts as ten), so it's important that the result of the subtraction be evenly divisible by either
five or ten. If the result is evenly divisible by either five or ten, the result of that division becomes the x in the selected dice
roll. In this case, the creator may select which one they would like to use (xd5 or xd10). If the result isn't evenly divisible,
add any remainder to the lifeform's Venerable Age threshold (this is the indicated "modulus" in the lifespan roll formula
shown above; it basically serves as a couple of "free" years or months over the Venerable Age threshold that the lifeform is
going to live. These extra years will never affect the already-determined Venerable Age threshold itself). It's important that
the remainder be as small as possible; whichever die type produces the smallest remainder should be selected (for example,
let's say that for a given lifeform the result of the subtraction is 39. If you divide that by ten (for an xd10 roll), you get a result of 3 and
a remainder of nine. If you instead divide it by five, you get 7 and a remainder of four. In this case, dividing by five produces the
smaller remainder, and so 7d5 should be selected for the lifeform's lifespan die roll).
While we really don't need information about the Poison Glider's life cycle, nothing says we can't use it. After all, a character group
might at some point stumble across a nest of baby Gliders; maybe they'll be forced to combat both them and their angry mother...
The Glider has a volume of two cubic meters, which we've already determined puts it into Character Size Class 9. We also know that
it's a bilateral lifeform, which gives it a *6 multiplier to its lifespan. This gives the Glider a base maximum lifespan of 54 (9 * 6 = 54).
It's a non-sapient creature, so it gets no bonus from its impressive Learning Rate. It doesn't fit any of the special cases, so it gets no
bonuses there either. Finally, we'll roll 2d10 for random factors; the result is an eleven, so no adjustments need to be made. The
maximum lifespan of a Poison Glider is therefore 54 years.
We're going to leave the determination of its life phases to chance, so we'll make five quick d10 rolls and record the results. The results
come up as 8, 9, 7, 4 and 3. It'll hit Adolescence at 13% of the 54 years (5+8=13), Adulthood at 21% (12+9=21), Middle Age at
32% (25+7=32), Old Age at 48% (44+4=48), and Venerable Age at 61% (58+3=61). The Glider has a fairly long lifespan, so
we'll round to whole years. It therefore reaches Adolescence at 7 years (0.13*54 = 7.02, rounds to 7), Adulthood at 11 years, Middle
Age at 17 years, Old Age at 26 years, and Venerable Age at 33 years.
We now need to determine the final maximum age dice roll. We have a margin of 21 years to account for. We can translate that either
to a 4d5 roll or a 2d10 die roll and tack the extra year to the end of the Venerable age to make the math nicer. To make things
interesting, let’s make it a 4d5 roll. The Glider's final lifespan roll is 34 + 4d5 years.
So, here we go with calculations for the Dershetche. The Dershetche are CSC 8 and are a bilateral lifeform (giving them a *6
multiplier to lifespan). This gives the Dershetche a base maximum lifespan of 48 years (8 * 6 = 48). Dershetche are sapient, so we
multiply their Learning Rate (which was four) times ten and add it to the base value, giving us 88 (4 * 10 = 40; 48 + 40 = 88).
Dershetche are a photosynthetic producer; this is one of the special cases. We must multiply the lifespan amount calculated so far by 5,
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giving us 440 (88 * 5 = 440). Finally, we'll roll 2d10 for random factors. The result is nine, so no effect. The maximum lifespan of a
Dershetche is 440 years.
We'll leave the determination of its life phases to chance, so we make five quick d10 rolls. The die rolls come up as 7, 6, 5, 4, and 9.
Cutting to the chase, the Dershetche reach Adolescence at 53 years, Adulthood at 79 years, Middle Age at 132 years, Old Age at 211
years, and Venerable Age at 295 years. We have a margin of 145 years. Although this does divide evenly by five (giving a roll of 29
d5), the roll does seem to be a bit much, so we'll take the unusual step of tacking five years to the end of the Venerable Age and making
this a d10 roll, which gives us a roll of 14d10. The final lifespan roll is 300 + 14d10 years.
The six Disciplines used in SFRPG are the exclusive domain of sapient races. If the creature being created is non-sapient, the
creator can skip this step; the creature will have a score of zero for all Disciplines and sub-disciplines (note that non-sapient
races still have access to Attributes and Skills). Particular abilities that a non-sapient creature may need that would ordinarily
be covered by a sub-Discipline can be covered by the Performance Skill, or through special abilities (discussed later in this
sub-Chapter).
With a sapient species’ Durability and Learning Rate scores established, it's time to determine the initial point values of
their Discipline scores. The potential value of these scores for any given species is determined by what the race's desired
technological level will be. As might be obvious, this is merely an indication of how advanced the species is. Depending on
what technological level has been chosen, the creator may be limited in the number of "higher ratings" they can make for
the species. The designer should have included their technological level in their species’ design concept. If they haven't, then
the creator may select a technological level for their race at random, or roll d% and use the result on the following table.
Once the species’ technological level is established, the creator may then assign initial Discipline scores based on that
information. Disciplines have four possible categories, each corresponding to a specific initial Discipline score as well as a
maximum training score. These categories and scores are listed in the table below.
If there are restrictions on the species’ Disciplines from their technological level (i.e. if the species isn't Starfaring), it's
recommended that the creator select which Discipline will have the highest Discipline score first, and then proceed to lower
levels if necessary. The creator may either select levels at their own discretion, or make a 1d10 roll and look up the result on
the chart below to determine the species’ highest Discipline score. This roll also determines the number of times the creator
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may re-roll on the chart to select the next highest Disciplines, if necessary. In the event that a Discipline is selected more
than once, simply re-roll on the table until an unassigned Discipline results.
Note that in all cases, a species’ Command Discipline always has a starting value of zero, and a maximum training value of
150.
This is also a good time to establish a species' economic level, if it hasn't been done already. Economic level is an indication
of the health of the planetary economy. In the Starflight Universe, this is one of three values: depressed (which is also used
in those cases where a species does not engage in trade or if their economic system is not more advanced than simple
bartering), level, or inflated. Economic level largely has an effect on the value of standard trade goods and minerals bought
and sold on a world. A creator may simply assign an economy to their creation, or may make a roll of 1d10. On 0-2 the
economy is depressed, 3-6 indicates a level economy, and 7-9 indicates inflation.
The Glider is a non-sapient creature, so it skips this step. All of its Discipline scores are zero. Period.
Fortunately, we have the Dershetche to help us out with this step. We know that they are an Industrial Age race, so we don't need to
make a roll for their technological level. We know from the table that they can have one Discipline rated as Excellent, up to two
additional Disciplines rated as Good, and the remaining two as either Poor or Average. Finally, we know that they don't engage in
trade, so their economy is automatically depressed.
We roll 1d10 and get a three. This gives us Navigation, so Navigation will be rated Excellent for them. This roll also indicates that we
need to pick two more Disciplines to rate as Good. We roll again twice on the table. The first roll is a 7, indicating Communications.
The second roll is a 2, indicating Navigation. Since we've already assigned Navigation the rating of Excellent, the second throw must
be re-rolled. The re-roll comes up as a one, indicating Science. Both Science and Communications are now rated as Good, leaving
Engineering and Medical. We roll 1d2 for each; Engineering comes up two (Average), while Medical is a one (Poor). Finally, we'll set
their Command at zero, which is normal for all species.
The initial Discipline ratings for the Dershetche are as follows: Command 0, Science 30, Navigation 50, Engineering 10,
Communications 30, and Medicine 0.
Once the creature's initial Discipline values (if any) have been determined, most of the lifeform's basic characteristics will
have been set. At this point, it's time to determine if the creature has any kind of special abilities or restrictions. Special
abilities are any kind of unusual quality that serves to moderate some aspect of the creature. These abilities may include
qualities generally unavailable to characters, giving the creature an advantage during a confrontation. The creator should
reference their creature concept and select the special abilities that best describe what it should be able to do, if those
abilities haven't already been explained away earlier in the creation process.
If the creator so desires, they may assign the creation Traits as listed in Chapter Four as special abilities for their creature.
This should be done with careful consideration, as the assigned Trait will affect the entire species. There are some
limitations on which Traits can be assigned to an entire species. No species can be assigned the Comeliness, Wealth, Social
Status or Education variable Traits. Reputation can be assigned to an entire species, provided the Trait is assigned in
relation to some characteristic of their being instead of to a given occupation. The Contacts Talent cannot be assigned to an
entire species, while Ambidexterity can be assigned to any species. All other Talents are restricted to sapient beings only.
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Most Complications cannot be used; any species may be assigned the Allergic, Bleeder, Curious, Intolerant, Addicted, or
Phobic Complications, while Creed, Greedy and Honest may be assigned to sapient creatures only. When a Trait is assigned
to a creature, all individual members of that species automatically gain those Traits. They do not give the specific creature
any additional building points, but don't cost any additional building points either.
Creatures may have special qualities other than Traits. The following table gives a listing of short descriptions of possible
non-Trait qualities that can be given to creatures in SFRPG. Note that not all lifeforms may be given certain special
qualities; where there are restrictions, they are noted in the ability's description.
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Multiple The lifeform has two or more modes of movement. One movement mode is primary; that movement
Movement mode will determine the lifeform's speed. Other speeds must be calculated for the additional movement
Modes modes.
The lifeform is capable of making a ranged attack of a nature that is not easily emulated by character
Natural Ranged scale weapons (such as shooting harpoons, showering an attacker with molten rock, etc.). All natural
Attack ranged attacks are considered special attacks; the lifeform's must be assigned at least one special attack to
account for the ability. Any additional effects may be added to the attack at the creator's discretion.
The lifeform has the capability of blending in with its surroundings in some manner (generally visually,
but other methods such as masking its own infrared output are possible as well). The specific type of
Natural Stealth
camouflage must be specified by the creator. Typical effects include additional bonuses to HD (not THD
or FHD) and Hiding and Seeking Checks made for hiding.
The creature has at least one natural attack or defense that behaves similarly to one of the weapons listed
Natural in Chapter 5.2. Use this weapon in place of the creature's normal natural attack rolls when the attack is
Weapon-Like utilized. The ability to generate electric shocks can be emulated by any creature using PPC weapon
Attack equivalents. For all other weapons in Chapter 5.2, the lifeform’s niche must be classified as exotic in order
to have this ability.
The lifeform has the ability to regenerate lost limbs or other organs. In the event the lifeform is maimed,
it may make one Recuperation Check per day for the express purpose of regrowing the lost organ. The DC
Regeneration of the Check is 100; the degree of success determines a number of "healing points" gained cumulatively
towards the regrowth of the lost organ. When the number of healing points gained equals the creature's
HP, it has regrown the lost organ. This ability cannot be applied to Cognitive Organs for any lifeform.
The lifeform has an unusual atmospheric requirement. This can include an unusual gaseous element or
Special molecular compounds in other states of matter (liquids, plasma or even solid substances). If the lifeform's
Atmosphere current environment does not include the required substance, they must immediately begin Checks for
suffocation (see Chapter 12.4.2).
The lifeform has the capability of swallowing opposing lifeforms or prey sufficiently smaller than itself.
Swallow Whole
See Chapter 9.2 for details. To have this ability, the lifeform must have at least one gustatory organ.
Synthetic The lifeform is artificial in nature. Synthetic lifeforms have all the privileges and restrictions as outlined
Lifeform later in this sub-Chapter.
The lifeform's appearance is such that it strikes fear into the hearts of most other lifeforms on sight.
Terrifying
When encountered, any opponent must make a Willpower Save (DC equal to three times the lifeform's
Presence
Size Class) or immediately become Shaken.
The lifeform has the capability of trampling over any opponent of sufficiently small size. See Chapter 9.2
Trample
for details. To have this ability, the lifeform must be a runner.
The lifeform is resistant to a particular kind of weapon (laser, missile, plasma cannon, etc.) or to a
particular effect of a weapon (fire, ice, electric shock, etc.). The creator must specify what the lifeform is
Weapons resistant to at the time of its creation. If hit by a weapon to which the creature is resistant, count the
Resistance weapon as five Classes lower than its actual Class before applying damage. If hit by a weapon that causes
an effect to which the lifeform is resistant, the lifeform does not suffer from that effect. Lifeforms may
only be resistant to one specific effect.
We can make a few easy decisions about special qualities for the Glider, given what we already know about it. Taking a quick glance
at the available Traits, Senses is an obvious variable Trait; we'll give it +5 for eyesight to help it track prey. None of the rest of the
Traits seem to fit, so to keep things relatively simple we'll say that's it. For non-Trait qualities, Biological/Chemical Weaponry is
necessary (given that the Glider "is capable of delivering a potent poison"). We'll make the poison capable of causing fifteen points of
Lethal Damage every minute until a successful DC 40 Fortitude Save is made, or unless someone makes a successful Toxicology
Check on the victim. We'll also give it an Enhanced Visual Sense and say it can see in infrared, to make things interesting. Finally,
we've already indicated the Glider can fly in addition to walking, so Multiple Movement Modes is another essential quality.
As for the Dershetche, a negative Reputation isn't too big of a stretch; we'll set it at -10 (most species don't like it when other species try
to eat them, as a rule). The policy of eating other lifeforms would make Creed or Intolerant possible racial Complications; we'll give
them Creed at -5. For non-Trait abilities, Improved Grab might be useful for latching onto prey. None of the others seem to fit, so we'll
leave the Dershetche with what we have.
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these changes in mind when making a synthetic creation; if their creation is non-synthetic, these rules should be ignored.
Synthetic lifeforms automatically have a Durability score of ten, but may not have a Learning Rate greater than five. This is
because synthetic lifeforms are usually made out of materials (such as durable plastics and metals) that are stronger than
the average lifeform. By the same token, the programming of any synthetic lifeform (and the resultant level of intelligence)
will be limited by the programming language used; even the most sophisticated computer programming languages can't
fully emulate natural learning abilities (for most species, anyway).
Synthetic lifeforms are immune to a wide array of adverse environmental effects. They are immune to any effects that
would influence the mind (usually requiring Willpower Saves), poisons, anything that would cause them to become hungry
or fall asleep (though synthetic lifeforms may require their own recharge cycle, which can be set to emulate either or both
of these effects), natural diseases (they can still be "infected" with computer viruses or other malware, which can be set to
have the same effects as a disease), and any effect that requires a Fortitude Save unless the effect also works on objects or is
harmless. They also don't need to breathe (and are therefore immune to all atmospheric effects), and never become Shaken
or Dazed. For details on how these environmental effects ordinarily affect lifeforms, see Chapters 9.2 and 12.4.2.
The main drawback to synthetic life comes in handling damage. Synthetic lifeforms have no natural healing ability; the
Mechanics sub-discipline acts in the same manner as the Long Term Care sub-discipline for non-artificial life. The amount of
damage that can be repaired is limited to no more than the number of points in the synthetic lifeform's Recuperation Skill.
In regards to taking damage, synthetic lifeforms have no Reproductive Organs and may or may not have Sensory Organs,
Motor Appendages or Propulsive Appendages. If a synthetic lifeform is reduced to zero HP, its body is immediately
destroyed (however, this does not necessarily cause the lifeform's death, as will be explained shortly; it does, however,
knock ten months off the lifeform's next maintenance cycle, which will also be explained shortly). On a positive note,
synthetic lifeforms are not subject to Non-Lethal Damage or the lethal effects of massive attacks (other than the inflicted
damage). Any Wounds inflicted on a synthetic lifeform do not cause additional Lethal Damage, but will reduce the period
of the lifeform's next maintenance cycle by one month. For more on how Wounds and damage are inflicted on non-
synthetic life, see Chapter 9.2.
The key component of a synthetic lifeform is its central processor, which serves as the lifeform's Cognitive Organ. The only
way to completely kill off a synthetic lifeform is for it to sustain 100% Cognitive Organ damage; failure of the Cognitive
Organ has the same effect as reducing a non-synthetic lifeform to zero HP. If a synthetic lifeform's "brain" can be recovered,
there is a good chance it will be "resurrected" by placing it inside a new body. Removing a synthetic lifeform’s brain from a
destroyed frame and installing it in a similar but intact frame requires 10 minutes of work, an Engineering Toolkit, and a
successful DC 75 Mechanics Check (this increases to a DC 125 Check without the Toolkit). If successful, the lifeform
retains all memories and any training or additional programming it has received (though any physical modification unique
to the old frame is lost). If the Check fails, additional attempts can be made, but five months are reduced off the lifeform's
maintenance cycle for each attempt. If failure occurs enough times that the amount of time to the next cycle is reduced to
zero or less, then resurrection is impossible and the lifeform can be considered lost at that point. The Check has critical
potential: in the event of critical success, no time is reduced until the next maintenance cycle for any prior failure or even
for the lifeform's "death". In the event of critical failure, the brain malfunctions and is destroyed outright.
For all their advantages, synthetic lifeforms are lifeforms, which among other things means that they have to deal with the
adverse effects of aging. Rather than life phases, synthetic lifeforms use maintenance cycles for a similar effect. All
synthetic lifeforms should have listed in their profiles an "initial maintenance cycle", which lists the amount of time that
passes between the time the lifeform is initially brought on-line and its first maintenance cycle. At the end of that time, a
GM running a campaign in which the synthetic lifeform is a participant will roll 1d% and compare the result to the table
below for the effect of that cycle. Subsequent maintenance cycles take the same amount of time as the initial maintenance
cycle, minus one month (cumulative) per subsequent maintenance cycle. The time between maintenance cycles can be
reduced via Wounds and via destruction of the lifeform's frame (being reduced to zero HP). Once the time between
maintenance cycles reaches one month, no further months are subtracted from the period between maintenance cycles, but
a cumulative penalty of -1 is inflicted to the roll per subsequent maintenance cycle.
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Synthetic Lifeform Maintenance Cycle Results via 1d% Roll
d%
Effect
Result
Total Primary CPU/Memory core hardware failure. The lifeform goes BSOD and fails completely (dies). An
attempt to transfer the lifeform's memory into a new brain can be made if done within 24 hours of failure. The
≤00
procedure requires a successful DC 150 Sensor Use Check. If successful, the memories and personality of the
lifeform are preserved, along with any software upgrades made since the lifeform came on-line.
Software controlling flow of lifeform's power supply becomes corrupted. Every 1d5 days, the lifeform will shut
down completely for a period of 1+1d10 hours, with a 5% chance (four or less on a d% roll) of causing an overload
01-04
and explosion, destroying the lifeform's frame (zero HP). Can be corrected with a successful DC 125 Sensor Use
Check. The Check has critical potential: on a critical failure, the lifeform explodes immediately.
Total hardware failure occurs in main sensory processing junction. The lifeform loses all sensory capabilities. The
05-09 unit can be replaced with a DC 125 Mechanics Check. This Check has critical potential: on a critical failure, the
failure cannot be corrected without moving the brain to another synthetic lifeform frame.
Intermittent hardware failures occur in main sensory processing junction. The failures occur at an interval of 1d5
days and last for 2d10 hours. During those sensory blackouts, the lifeform loses all sensory capabilities. The unit
10-14
can be replaced with a DC 100 Mechanics Check. This Check has critical potential: on a critical failure, the
hardware failure becomes permanent (treat as above).
Total hardware failure occurs in motor/propulsive processing servo junction. The lifeform loses control over all
motor and propulsive appendages. The junction can be replaced with a DC 125 Mechanics Check. This Check has
15-19
critical potential: on a critical failure, the failure cannot be corrected without moving the brain to another
synthetic lifeform frame.
Intermittent hardware failures occur in motor/propulsive processing servo junction. The failures occur at an
interval of 1d5 days and last for 2d10 hours. During this period, the lifeform loses control over all motor and
20-24
propulsive appendages. The junction can be replaced with a DC 100 Mechanics Check. This Check has critical
potential: on a critical failure, the hardware failure becomes permanent (treat as above).
A random failure occurs in one of the lifeform's sensory organs, motor appendages, or propulsive appendages. The
failure occurs in the lifeform's frame itself; there is no problem with the lifeform's cognitive organ. The damage
25-29 can be repaired with a DC 50 Mechanics Check. This Check has critical potential: on a critical failure, the damaged
part remains damaged (another attempt may be made to fix it), but the GM must roll again for another effect on
this table.
29-99 The lifeform suffers no ill effects this maintenance cycle.
By this point in the creature creation process, a creator has generated most of the data necessary to fill in the "basic
characteristics" of a species (in fact, the only thing that has not yet been set in stone is the number of genders the creature
exhibits, which we'll get to presently). The creator should by now have enough information to write a physical description
of the creature. This can either be a short descriptive blurb (generally good enough for non-sapient races), or a full-on
biological summary (usually what you see for sapient races). For purposes of this discussion, a method for composing a full
summary will be discussed. This step is not as quantitative as previous steps; it will require some careful thought by the
creator.
A creature's physical description is more than just a quick summary of what it looks like (although that is a big part of the
description). It is an opportunity to add some depth and personality to a lifeform. This is when a creator can determine
their creature's disposition, what environment is best suited for their creature, what the lifeform's specific place in the food
chain is, how the species continues itself, and so on.
When determining what a lifeform looks like, a creator can be as specific as they'd like to be. The first thing to consider
when writing the creature's description is its exterior. Some examples of exterior coverings are scales, an exoskeleton, fur,
skin, hair, feathers, and metallic armor. Determining the creature's exterior is an important step, as it oftentimes directly
determines what kind of environment it is best suited for. If the creature has thick fur, it would do well in a polar
environment. If it has been given Natural Stealth as a special ability, it'd do well in an area that complements the specific
camouflage (for example, if the camouflage is designed to hide a creature in thick brown grass, it probably is best suited to live in
either a savannah or plains area). If the creature has green skin, forests may give it the opportunity to blend in and hide
without formal camouflage. A creature typically won’t be found in an area outside of its environment, unless transported
there by some external force or method. When selecting an external covering for their creature, the creator should be
reasonably detailed, including any color patterns in the covering or specular traits, such as shininess.
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With the creature's exterior finished, the creator should move on to specifics regarding the creature's sensory organs,
manipulators, and weapons. These are important not only because they allow the creature to interact with their world, but
they also provide hit locations for combat (without which the creature is far more vulnerable to certain types of damage).
Creatures may have any of the five senses (sight, smell, hearing, taste, and touch), though it's not a given that a creature
has all of them. In general, in order for a creature to possess a sense, it must be given at least one of the corresponding
organs (visual organs for sight, auditory organs for hearing, olfactory organs for smell and gustatory organs for taste). If a
sensory organ is required by one of the lifeform's special abilities, it must be given that organ. It's generally assumed that a
creature automatically has the sense of touch (the tactile sense) by virtue of its nervous system or closest analog.
The creator should record the number of specific sensory organs the creature has. A lifeform can be given as many of a
particular kind of sensory organ as its creator wishes, though for combat purposes there may come a point when a creature
has so many of one kind of organ that it's basically impossible for the creature to lose that sense entirely during the course
of combat. Such a creature is considered to have "numerous" organs of that type. An example of a species with "numerous"
organs is the Gazurtoid, who have numerous gustatory organs. They can never lose their sense of taste through combat actions, at least
not directly.
One important aspect of any creature with visual organs (i.e. any organism that has sight) is the creature's field of vision.
This feature determines whether or not the creature has line of sight on its target during combat situations. The creator
should take the time to consider carefully just how big the arc is into which their creature can see. As a general rule, a
creature's field of vision is going to be determined by the placement of their visual organs on their body; eyes sunken into a
creature's head are not going to afford nearly as big of a visual arc as a convex compound eye on the creature's exterior. As a
general rule, it’s better for the creator to determine the peripheral arc first and the optimal arc second. If a creator needs a
hard, fast rule for determining the optimal arc, they can use 60% of the area covered by the peripheral arc.
With the sensory organs determined, the creator can turn their attention to manipulators. Manipulators come in two
general forms, Propulsive Appendages and Motor Appendages. Propulsive Appendages enable the lifeform to move, pure
and simple. Some examples of Propulsive Appendages include legs, tentacles, pseudopodia, cilia, wings, flotation sacks, and
fins. More exotic examples (not seen in nature, at least not on Earth) include wheels, treads, and rotors. The number and
kind of propulsive appendages given to the creature should be very dependent upon the creature's mode of transit. Motor
Appendages allow the lifeform to manipulate objects in their environment. Some examples of Motor Appendages include
arms, tentacles, pseudopodia, vines, stems, and branches. Creatures may also use their mouths in this capacity if they have
them, though generally a mouth is not considered a true motor appendage. The number and type of both Motor and
Propulsive Appendages should definitely be included in the text portion of the creature's physical description.
A creature may or may not possess natural weaponry. Natural weapons are generally used for self defense, for catching
prey, or in some cases both. There are five general types of natural weapons: biting, clawing, slapping, goring, and special.
Biting weapons generally use mechanical leverage to apply damage to the target. Some examples of natural biting weapons
include teeth, beaks, mandibles, and pincers. Claws are generally in a category by themselves, though a creature may be
able to use a pincer for the same general effect if it is shaped like a hook (this would likely enable the creature to use the
pincer as both a biting or clawing weapon; go with whichever one causes more damage for the creature's niche). Slapping,
slamming or punching weapons generally are the same as the creature's motor or propulsive appendages (examples include
hands, tails, feet, and tentacles). Goring weapons cause damage by piercing the target through brute force. When combined
with poison, these weapons are usually called stings. Some examples of goring and stinging weapons include stingers, horns,
quills, thorns, and tusks. Finally, creatures with special weapons may have externally placed organs that complement those
weapons (such as a poison sac for a venomous creature, or a conic snout to help direct psionic energies). Natural weapons
are far more common in non-sapients than in sapients, though there is no real reason why a sapient creature couldn't be
given natural weaponry. The creator should record whether or not the creature has any natural weapons and make note of
any of them in the creature's physical description. The effects of any natural weaponry will be determined in the next step.
One final thing to consider about a creature's manipulators and sensory organs is how the lifeform uses those organs in
order to communicate. Most creatures have ways of communicating with other creatures (particularly with other members
of the same species). Methods of communication often involve the generation of sound, but can also include pheromonal
releases, changes in color, and gesticulation (among others). A creator may select any method they wish for their lifeform.
As a general rule, however, it should be in keeping with the remainder of their organs; it'd be difficult for a creature to use
gesticulation as their mode of communication if the creature has no motor or propulsive appendages, and it'd be difficult
for a member of a species to communicate with other members of the same species via sound generation if none of them
have any auditory organs.
The creature’s disposition should be determined next. Disposition is a fancy word for moodiness, and largely determines
how aggressive the creature is (i.e. how willing it is to attack another creature versus running away). Of critical importance
is determining what will provoke a creature into combat. All creatures will try to avoid any creature larger than themselves
whenever necessary, and will prefer to run if it is a viable option. All animals will attack to defend territory or their young,
or to prevent predation. Predatory species also "attack" to predate on prey creatures; this includes primary consumers,
which predate on plants or other producer species. Generally creatures choose to feed on other creatures that are as large as
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or smaller than themselves. Larger creatures are occasionally prey for a predatory species, though often pack-hunting is
required if the prey species is an animal or mobile plant. Creatures encountered outside of their natural environment
generally tend to be stressed, and therefore more aggressive. The most aggressive creatures will attack for the sake of
attacking; these creatures should be the exception rather than the rule. Finally, sapients do have the capacity for making a
conscious decision to attack or not.
A lifeform's feeding habits are an important thing that needs to be determined. By and large, the question of what the
creature will choose to feed upon has already been answered by determining the creature's niche. Feeding habits answer the
question of how often a creature needs to eat before it begins to starve (for details on starvation, see Chapter 12.4.2). Related
to this question is whether or not the creature requires water or some other liquid solvent, and how often it needs it before
dying of thirst. As a general rule, the larger the creature, the more it will need to ingest during the course of a day (which
either means that what it eats needs to be larger, or that it needs to eat more frequently than smaller creatures). If a
creature has a favorite "prey" species, the creator may make a note of that.
If the creature is an animal lifeform, sleeping habits will need to be determined as well. Sleep performs many biological
functions; in SFRPG, it is required for optimal natural healing among other things. Animal lifeforms need to get at least
some sleep during the course of their day, or face sleep deprivation (see Chapter 12.4.2). The amount of sleep a creature
needs should be included in its physical description. As a general rule, larger creatures require more sleep, as do carnivorous
species.
Finally, a creature's reproductive habits should be determined (this may be a taboo topic for some creators, but it is one of the key
biological functions necessary for the continuation of any species, so it's necessary. Creators are advised to be sure their mother is
nowhere nearby when they go to write this part of the creature description.). Reproduction is the biological process by which new
individual organisms are produced. There are two broad categories of reproductive methods, asexual and sexual. Asexual
creatures can reproduce without involvement with another individual of the same species. Sexual reproduction requires the
involvement of two or more individuals, typically through the use of gamete cells specialized to specific genders ("females"
of any species have the largest gamete cells). There are a small number of species that are capable of both forms of
reproduction.
The reproductive method used by a species determines a couple of things about the species. First, it determines the number
of genders the species has. Asexual species have a single gender. Sexual species have multiple genders, depending upon how
many gamete cells are needed to successfully generate another lifeform. Most species that use sexual reproduction have two
genders. Though there is theoretically no limit, the fewer the number of individuals that have to be involved, the more
successful the lifeform tends to be at reproducing itself. The number of genders in turn determines how many reproductive
organs the lifeform tends to have. Asexual lifeforms tend to not have any organs dedicated to the purpose of reproduction.
Most sexual lifeforms as a rule have a single organ, which is used either for the delivery or reception of gamete cells during
reproductive activities. Sexual lifeforms may have multiple sex organs; it's even possible for members of different genders to
have different numbers of sex organs if there is sufficient dimorphism in the race. The creator should record how many
genders there are in the race and the number of reproductive organs a member of the species has for a given gender. The
reproductive method should be included in the species's physical description (particularly if it isn't a clear cut method used
on Earth), along with information about how long it takes a new member of the species to gestate (develop before birth),
and what method of birthing is used (live birth, laying eggs, etc.).
With all of this information gathered together, the creator can compose a coherent physical description for their creature.
While features of the creature may be discussed in any order the creator chooses, the following format is recommended:
first, begin with the species niche and transit mode, and list any exterior features. Next, put in information on the
creature's average long dimension and mass, and discuss the major sensory organs. Some information about the creature's
overall level of intelligence and toughness (based on its Durability and Learning Rate) can be put in next, followed by a
discussion of its manipulators and natural weaponry as well as its method of communication. Feeding and sleeping habits
can be discussed next, with reproductive habits coming last in the creature's discussion. A list of the creature's major organs
typically follows the text discussion; this list must be included, even if the remainder of the physical description is
completely ignored.
We started the discussion of the Poison Glider with the description given for it in Starflight II: A cat-sized, insect-like carnivore. This
creature's body is covered with a shiny yellow exoskeleton with a black camouflaging pattern. It has two powerful rear legs for jumping,
and extendable membranous flaps which allow it to glide long distances. Its front claws are hooked for grasping and it has a small
swivel head with one large compound eye. It also has a retractable, needle-like mouthpiece capable of injecting a potent poison.
That's a pretty good description, as far as a non-sapient race goes (aside from the part about being "cat-sized", it’s reasonably accurate
too). If we were to write up a full discussion for the Poison Glider( like a sapient race), the end result might look something like the
following:
Poison Gliders are a bipedal insect-like carnivorous species covered with a shiny yellow exoskeleton with a black camouflaging pattern.
Extendable membranous flaps attached to their exterior allow them to glide long distances, and they have two front claws which are
hooked for grasping objects. They are typically anywhere from three to 4.75 meters in length, weighing between 750 and 1100
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kilograms. They have a small swivel head with one large compound eye, and a retractable, needle-like mouthpiece capable of injecting
a potent poison. Poison Gliders are comparable to Humans in terms of problem-solving capabilities as well as physical toughness.
Gliders use a complex system of gesturing to signal other members of the species, mainly during their mating season. Gliders typically
spend up to half of their day hunting, and can usually go about two weeks without food and about five days without water. Gliders
typically don't sleep until after completing a meal; they typically sleep for about sixteen hours afterwards. Gliders reproduce sexually;
females lay a sack containing 10 to 20 eggs after a six month gestation period.
• Motor Appendages: 2
• Visual Organs: 1
o Field of Vision: Optimal 180 degrees forward, Peripheral 300 degrees forward.
• Auditory Organs: 0
• Olfactory Organs: 1
• Gustatory Organs: 1
• Propulsive Appendages: 4
• Reproductive Organs: 1
The Dershetche are a race of flying carnivorous plants. Their ability to fly is unique among carnivorous plant species; they are
members of the order Ericales but are otherwise completely unrelated to other species of carnivorous plants. The wingspan of a
Dershetche is approximately four and a half meters in length, with individuals weighing somewhere around 450 kilograms. The
Dershetche are highly dependent upon their planet's oftentimes severe weather to assist them in flight. Their general overall
appearance is similar to a manta ray; they have a very round shape (when viewed from above), but are very flat. They have two
simple eyes on their dorsal side set forward, and a long, prehensile vine towards their posterior which serves as a control surface in
flight. While they are slow to learn new skills, Dershetche are very durable and have been known to survive direct lightning hits
without even so much as a scar. Dershetche utilize photosynthesis to gain energy from the environment. This gives them their
characteristic green outer skin color. They usually can't gain sufficient nutrients through photosynthesis; they gain those nutrients
through predation on smaller animal lifeforms (the intelligence level of their prey is not typically a concern to a Dershetche). The
Dershetche mouth is located on their ventral side. Dershetche are capable of creating low-pitched, rumbling vocalizations which other
members of the species hear through an in-line auditory organ. The vine-like tail is capable of grabbing hold of creatures of significant
size and stuffing them into the creature's mouth, where the prey is suffocated before being slowly digested. A typical Dershetche can go
for about a year after a sufficiently sized kill before needing to kill again. Dershetche do not require sleep and usually gain sufficient
water through atmospheric moisture. Dershetche reproduce via self- or cross-pollination, generally around the time they enter Middle
Age. For a three-month period, a series of small, white flowers bloom from the vine; this renders the vine useless for controlled flight.
Pollen is carried between blooms by pollinating insects. A white, venomous fruit is produced from any fertilized bloom, containing
anywhere from 2 to 8 seeds (depending upon how much of a chance the fruit has had to grow during blooming). At the end of the
period, all the blooms and fruit fall off the vine. Dershetche take approximately a year to sprout out of the soil and can gain flight after
about ten years. While still in the ground, the mother Dershetche oftentimes will protect the area from would-be predators.
• Motor Appendages: 1
• Visual Organs: 2
o Field of Vision: Optimal 90 degrees forward, Peripheral 150 degrees forward.
• Auditory Organs: 1
• Olfactory Organs: 0
• Gustatory Organs: 1
• Propulsive Appendages: 2
• Reproductive Organs: Numerous while in bloom; 0 other times (see discussion)
During the course of composing the creature's physical description, the creator may or may not have given the creature a
number of natural weapons. If the creature was not given any natural weapons, this step may be skipped. If, however, the
creature was given a natural attack, it's time to determine just how much damage the creature can cause with it.
Creature attacks come in one of five categories (as discussed in the previous step): biting, clawing, slamming, goring, and
special. A creature may only have a single attack value per natural attack available, no matter how many actual weapons of
the type they may have. For example, even though a lion has four sets of claws available to it, it only gets a single attack value for
clawing attacks. It can also bite (which is a separate attack category) so it also has a biting attack value.
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Determining the strength of a creature's attack in any given category is dependent upon three things: its volume (not its
Size Class), whether or not the creator set aside any weapons dice during the determination of the creature's Learning Rate,
and its niche. Each niche has five dies associated with it, one for each of the five general attack categories. To determine the
creature's attack value in a given category, roll a number of dice of the type indicated by the attack category equal to the
sum of the creature's volume and weapons dice, rounded up. For example, carnivorous consumers roll d10 for biting attacks, d5
for clawing and special attacks, and d1 for slamming and goring attacks. Let's say a creature with a volume of 2.5 cubic meters has
been given claws, and that its creator set aside two weapons dice. The roll in that case would be 5d5 (2.5 rounds up to 3, 3 + 2 = 5,
and d5 is indicated for clawing attacks).
There two special rules regarding the die roll for figuring up an attack value. First, the result of zero on any die counts as a
zero, regardless of the die type. Secondly, any time a zero or nine are rolled on a die, whatever value they indicate for the
current roll should be added up, and then rolled again. This may continue as long as a zero or nine comes up on the die.
Once any re-rolls have finally been resolved, the final tally is the creature's attack value for that general category and should
be recorded with the creature's stats. If the creature has any additional natural attacks, the creator may go ahead and roll
for them as well.
We've given the Glider a single attack, its needle-like mouthpiece capable of injecting a potent poison. We already know that the
mouthpiece delivers poison to its target, but we need to know how much damage the mouthpiece does when the Glider goes to
envenomate its target. The Glider has been established as a carnivorous consumer, so its attack dies are d10 for biting attacks, d5 for
clawing and special attacks, and d1 for slamming and goring attacks. For the sake of argument, we'll say that the way it uses the
mouthpiece is similar to the way most creatures bite, and so we'll make it a biting attack. The Glider's volume is an even two cubic
meters and no weapons dice were set aside, so we'll make a roll of 2d10 for the Glider's attack. The dice are rolled; the results are five
and nine. That's fourteen, but we have a nine on one of the two dice, so we'll roll that die again. Again, nine comes up as the result, so
we add nine to the tally (we're up to twenty-three now) and roll it again. The next roll comes up as a seven, so we'll stop there. The
Poison Glider does thirty points of damage with its bite (making it quite a dangerous creature, especially when considering that bite is
coupled with poison).
The Dershetche were not given any natural attacks, so we'll skip this step for them. Don't worry; they're going to get plenty of attention
in the next step...
At this point in the procedure, items such as the creature's Skills and Attributes, hero level and derived statistics are the
only things that still need to be filled in. These traits are handled by the character creation rules for sapient creatures, so at
this point very little else needs to be done for them. If the creature being created is a sapient race, then a few additional
elements unique to sapient beings need to be filled in at this point in the procedure, after which they will be complete. If
the creature is non-sapient, skip this step.
As discussed in Chapter 2.2, sapient beings have eight pieces of information in their profiles: an overview, personality,
physical description, relations with other races, territory, onomastikon, motivation, and basic characteristics. The creature
creation procedure has filled in the details about the creature's physical description and basic characteristics. This step in
the procedure will fill in the remaining six pieces of information.
Despite it coming first in the race's profile, a creator may choose to wait until they've filled in the rest of the information
before choosing to complete the overview. The overview is a brief introduction and summary of a given race. A creator may
include any information they wish about the species in the overview, including information included later in the race's
profile, instructions as to whether or not the race would be recommended for PCs and/or NPCs, and anything else the
creator would like to say about the species that doesn't readily fit elsewhere (a brief history of the species is a good
example). The key thing about the overview portion of the race's profile is to keep it brief. It can be quite easy to expound
too much on a race in their introduction; usually information is unnecessarily repeated as a result.
As part of the overview, a creator may wish to give their creation an alternative name using scientific taxonomic
nomenclature. Taxonomic names are simply for flavor; they play absolutely no role anywhere in the course of the game.
Classifying a lifeform can be a tricky proposition that will require some (perhaps intense) research. It's helpful to find an
Earth lifeform that is similar to the created lifeform and to look up the names and characteristics of its individual
classification levels (kingdom, phylum, etc.). If the creator is lucky enough, they might be able to find a species that's
similar enough to the lifeform to be able to use the same Genus (it should be noted that in taxonomy, the lifeform's
location is never an issue. Thus, it is possible for an extraterrestrial lifeform to share a Genus name with an Earth lifeform.)
If not, the creator will have to come up with their own Genus name, based on the lifeform's primary characteristics (for
example, the Thrynn are considered to be of the Genus sapienraptor. This is not an actual Genus name, but a joining of the
two Latin words "sapien" ("wise") and "raptor" ("bird of prey", in this case used similarly to the Genera Utahraptor and
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Velociraptor), thus meaning "wise bird of prey"). All Genus names must be in Latin. If the creator doesn't know Latin, they
can try to fake it so long as there isn't a Latin expert in their playing group. If there happens to be a Latin expert in the
group, the creator would do well to enlist their help in coming up with a suitable name. Species names are a little more
flexible. They can either be in Latin, or something that sounds Latin-esque. A clever creator might also get away with using
the name of the creature's homeworld (or something close to it) to function as the Species name (Thrynn are an example of
this as well. Their taxonomic name is Sapienraptor thoss; Thoss is the name of the Thrynn homeworld).
Personality details how a member of that species can be expected to behave in social situations. This expounds on the
disposition the creator selected while preparing the creature's physical description, and may also be used to describe why a
species as a whole believes or acts in a certain manner. Think of it kind of like a stereotype. Note that it does not follow
that an individual member of the species will behave in the manner listed in this section, though whoever creates an
aberrant individual should probably come up with a pretty good reason for the change (abnormal upbringing, traumatic
experience, etc.).
A sapient race may or may not have dealings with other sapient races, depending upon their technological level and level of
isolation from the rest of the galactic community at large. Even if a given sapient race has no direct interaction with
another species, other races might have an opinion or attitude about that race. Details about these dealings and attitudes
should be included in the race's relations with other races. The creator should at a minimum discuss the relations their
creation has with other sapient races in the same Sector. If they might have contact with races in other Sectors, they should
also include the relations with races in those Sectors. Relations can be simple phrases, such as saying the race likes Race X,
hates Race Y and is neutral towards Race Z. Ongoing disputes, grudges, alliances, or any other interaction can be included
in this section.
A sapient race's territory is simply the area to which they lay claim. The size of this area is going to be highly dependent
upon their technological level. Stone Age and Metal Age creatures generally lay claim to a single world (or possibly only a
single continent on a single world), though it is possible for an undeveloped sentient race to inhabit multiple worlds,
(particularly if they have frequent contact with Starfaring Age races; the Nga-Seng are an example of this). Industrial Age
species generally lay claim to a single world, but depending on their level of development may lay claim to a single star
system.(again, if they have frequent contact with Starfaring Age races, they may claim worlds in multiple star systems or
claim multiple whole star systems). For any non-Starfaring Age race, a brief discussion of the highest level of technology
the species has developed can be added into their territory discussion if the creator so wishes (including weapons,
electronics, vehicles, etc.). Starfaring Age races generally have what's known as a "sphere of influence", which is a territory
encompassing at least one star system and part of the surrounding area of hyperspace, where their ships can be encountered.
A creator may be as specific as they wish when listing the territory of a Starfaring Age race, including which systems the
species inhabits or lay claim to without necessarily having any permanent habitation, and any constellations, major flux
nodes or nebulae within their demesne. If they don't wish to be that specific, a creator can get away with just listing which
star systems contain homeworlds and colonies and which general region of space they patrol (generally part of a Sector, or
multiple Sectors if appropriate).
To facilitate the selection of an appropriate name for an individual of a given species, an onomastikon (this is a fancy Greek
word for "name dictionary") should be included in the race's profile. A good onomastikon will include a discussion of how
many words can be included in the creature's name, how the species is given names culturally (including whether or not
the species allows nicknames and how they are used if allowed), what sounds are preferred in names of the species
(including pronunciations, particularly if any odd sounds exist in their language), and how many "suffixes" (generally a
surname) can be affixed to a "prefix" (usually a given name). In addition to the discussion, an onomastikon needs to include
examples of the prefixes and suffixes that can be used by the species. If there is variation between what names are
acceptable based on gender, lists for each gender should be provided. A reasonably-sized list of names includes about
twenty names per provided list; depending on the structure of names used by the species, that should provide four hundred
unique names at a minimum.
Finally, there may be many reasons for a given member of a species to leave the familiarity of hearth and home to face the
unknown. The usual reasons are listed in the final section, motivation. The idea behind the motivation section of a race's
profile is to give a leg up on the history of any character (PC or NPC) that may be found outside the usual territory for that
race. The creator may choose any adventuring motivation they wish for their creation, as long as it is clear and logically
thought out (this is any area where using the plot slicing technique discussed in Chapter 11.1.1 could come in handy).
Coming up with data for an entire sapient race can be an arduous process for any creator, so much so that it is
recommended that they gain the input of other members of their player group (in particular the GM who will be running
the campaign in which the new race will first appear, provided of course the GM and the creator are not the same person).
Other people can provide their own ideas about a given race, and may provide the creator with some ideas for things to
include in their species profile. There's nothing wrong with going solo, but a team effort (especially towards the end) can
make a race just that much better.
In any case, with the final pieces of information filled in, a sapient race is complete at this point in the procedure. The
remaining steps of the procedure will therefore be for non-sapient races only.
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The Glider is non-sapient, so we don't need to fill in any information for it. However, we can fill in the information for the Dershetche,
and call them done. After taking some time to consider the Dershetche and what we know about them up to this point, we might write
the following to fill in the remaining pieces of information for them:
The Dershetche are a race of stingray-like, flying carnivorous plants native to the Delta Sector. They have a fairly bad reputation with
most of the races in the Sector; even the Humna Humna will not trade with them. This isn't for lack of trying, mind you, but their
policy of immediately devouring any sentient lifeform has, quite understandably, kept them from becoming very popular.
• Personality: Not much is known about the personality of a Dershetche; much of what is known is second-hand information
that comes from the Tandelou. Dershetche are a fairly amicable race, at least to other plant-like forms of life. They
apparently are mildly aloof, and tend to keep to themselves most of the time. The Dershetche have a word for most animal
forms of life. That word is "food". Due to their physiology, the Dershetche rarely get enough nutrition from any of the extant
lifeforms on their homeworld; the only animal megafauna on their world are Wheel Snakes, which don't provide a good deal
of nutrition. They therefore attack any other animal lifeform on sight, regardless of its size or intelligence. The Dershetche
do possess a moderate level of intelligence, having reached an industrial level of development without outside assistance.
• Relations with Other Races: Dershetche are generally viewed negatively by most of the Starfaring sapient races in the Delta
Sector, given their peculiar dietary habits. Most of the non-starfaring races in the Sector also view the Dershetche the same
way, though any contact between the Dershetche and other non-starfaring races is rare at best. Only two extant starfaring
races don't view the Dershetche with abject loathing. The first are the G'Nunk, who visit the planet every now and again to
test their mettle. Dershetche reportedly find armadillo G'Nunk tastier than worm G'Nunk. There are rumors that the
G'Nunk use the planet as part of their justice system; anyone who survives receives a full pardon. There are also rumors of
G'Nunk visiting the planet for other purposes, though the nature of those purposes remains a mystery. About the only race
in the Sector that doesn't take a dim view of the Dershetche are the plant-like Tandelou, who make infrequent visits to their
planet. It is suspected that the Tandelou "Center of the Universe", where they conduct the Thdok-Bryg-Ahhh in the presence
of the Most Valuable Thing, is in fact somewhere on the surface of the Dershetche homeworld. While they haven't had
regular contact with Alpha Sector races as yet, it can be assumed they would only be friendly with the Elowan, and possibly
the Spemin (who apparently bear a striking resemblance to the tertiary larval phase of the Tandelou).
• Territory: The Dershetche are a non-starfaring race. They can only be found on their home planet, located at δ106x73, p1.
The Dershetche have not yet progressed far enough industrially to begin exploration of their home system; they do have
rudimentary air vehicles which are used for faster travel (much like the way Humans use automobiles), as well as durable
sea craft capable of withstanding conditions in the equatorial oceans. They have yet to develop computers of any significant
processing power, and have only recently begun developing telecommunications. On their home planet, the Dershetche have
a roughly Average population density, which is a little scarcer around the planet's equator and denser towards the poles.
• Onomastikon: Dershetche names tend to have a lilt to them, heavy on soft sounds (particularly "J", "H", "C") and vowel
sounds. They generally have single word names which depict who their parent was, when they were born and where they
germinated. Dershetche names are usually four syllables long. Nicknames are not used amongst the Dershetche; what few
friends they do have usually take the time to pronounce their names in full. Dershetche names consist of a single prefix and
up to three suffixes, with suffix sounds also used for the prefix. It is possible for a suffix to be used as a prefix as well, and
for the same suffix to be used multiple times.
o Names: ai, ae, ao, au, ay, cha, che, chi, ee, ei, hei, joi, li, ooo, sei, soo, sui, swe, swi, ua.
• Motivation: Dershetche don't generally stray too far from where they were born. When they do, it’s usually because the
animal food supply has become too scarce, or to find a better spot to spread seeds. Some Dershetche are known to keep a
constant vigil for landing starships, to see just who is daring enough to visit their world.
The final written profile for the Dershetche can be seen in Chapter 2.3. That profile is the same as the one listed for them here except
that the version listed there has been more thoroughly peer reviewed by other members of the Starflight III project.
By this point in the creation process, enough data has been gathered about sapient creatures to build individual characters.
To reiterate the message from last step, the procedure from this point forward is for the completion of non-sapient
creatures only. Generic sapient characters can be completed using the character creation rules covered in Chapter 2.4 or the
rapid creation rules listed in Chapter 12.3.
The next step towards creating non-sapient creatures is to determine their "hero level". As with characters, the hero level is
simply a number of additional points given to a creature to spend on their Skills. The creator should by this point have an
idea of just how strong or intelligent they wish their creation to be. If they wish to make them stronger than what's
indicated by their stats up to this point, they may give their creature as many additional building points as they wish. As
with characters, creators are generally encouraged to give their creations no more than 50 additional points. Creators never
have to use hero points; it's entirely at their own discretion. If a creator is building a creature for a specific campaign
without the guidance of the campaign's GM, they may add extra points for hero level, but it is strongly recommended that
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the GM review the creature before using it. Hero points are set into a general pool; later, these points may be assigned to
any of the creature's various Skills.
The Glider is a somewhat dangerous creature (three stars according to the SF2 cluebook, about midway up the scale). To make things
interesting, we'll give them an additional 20 building points for their hero level.
With the creature's hero level set, it's time to determine the number of points that may be added to the creature's Attributes.
Non-sapient creature creation assumes the use of RPG-style stats (this ensures that the creature is general enough to be
used in both RPG-style and Starflight-style campaigns). To determine the number of points that may be spent on the
creature's "physical" Attributes (Power, Finesse and Physique), the creator makes three rolls of xd10, where x is the
creature's Durability score. The results of these rolls are recorded separately, and then assigned to one of the three physical
Attributes. The creator then does the same thing again for the creature's "mental" Attributes (Intellect, Acumen and
Charm), using its Learning Rate score to determine x. Unlike characters, non-sapient creatures do not get Attribute point
pools to spend. Rather, the creature may use any points given to them by their hero level. All points assigned to the
creature through their hero level must be spent at this point in the creation process.
It's time to figure up the Glider's Attributes. We know that the Glider has a Durability Rating of five and a Learning Rate of four.
We'll begin by determining the Glider's physical Attributes. Three rolls of 5d10 are made; the results are 30, 29 and 14. Flying and
being able to track prey are going to be important for the Glider, so we'll put 29 points into Power, 30 points into Finesse, and 14
points into Physique. We'll now make three 4d10 rolls for mental Attributes; these come up as 19, 18 and 10. The Glider is not a
creature that tries to intimidate its prey, so 10 can go to its Charm Attribute easily. We'll give 18 points to its Intellect Attribute and
19 points to its Acumen Attribute (on the idea that higher perception helps to catch prey). We finally have the 20 points we gave the
Glider for its hero level. Again, the ability to hunt prey is paramount for a predator, so we'll focus those points in areas that contain
Skills useful for its style of hunting. Eleven points will go to its Acumen (bringing it to 30 even), four will go to Power and five to
Finesse (bringing both of them to 34).
Once all of the creature's points have been allocated to its various Attributes, the time has come to spend those points on
the Skills that the individual characteristics cover. For more information about the effects of Skills and sub-disciplines, see
Chapter 3. As with characters, each point spent on sub-characteristics correlates to a +1 modifier to any Skill Checks. A
creator may leave any Skill unmodified, but must allocate all of the points given to the Attribute to the Skills under that
Attribute. Remember that no Skill may ever have more than 100 points allocated to it for any reason.
The Glider's Power Attribute was allocated a final total of 34 points. Brawling might be a useful skill to have here, but Three-
Dimensional Maneuvers is essential given its ability to glide. We'll give the Glider 20 points in Three-Dimensional Maneuvers
and ten in Brawling. The remaining four can go to Lifting. Finesse was also allocated 34 points. All three of these skills are incredibly
useful, but the most important is probably Hiding and Seeking when it comes to finding prey. Eleven points are allocated to Dodge
and Dexterous Maneuvers, while twelve points go to Hiding and Seeking. Finally, a mere 14 points were allocated to the Glider's
Physique. We must assign a few points to Recuperation, or else the Improved Healing trait we gave it will be worthless. Six points
will be given to Concentration and Stamina, with two points going to Recuperation.
We've allocated 16 points to the Glider's Intellect. Knowledge and Cunning are going to be crucial; we'll split the points evenly
between those two and leave Resourcefulness at zero. Thirty points have been allocated to Acumen; Perception and Survival are
going to be key here; again we'll split the points evenly amongst those two and leave Performance at zero. Finally, we've only got ten
points in Charm, but fortunately none of those Skills are particularly crucial. We'll sink all ten into Personality; the Glider might not
prefer to intimidate its prey, but it'd probably be nice to have the option.
Once the creature's Skills have been determined, it’s time to figure out its derived combat statistics. Creatures have the
same twelve derived statistics as characters, and for the most part they are determined in the same way (with a few key
exceptions). The following list outlines how to determine the derived statistics for creatures.
• HP/NHP: Similarly to characters, simply multiply the creature’s Durability score by ten. The result is both the
creature's HP and NHP.
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• SI: A creature’s strength index is a combination of their hit points, any armor hit points, and the combined
strength of all of their available attacks (as opposed to characters, vehicles and starships, which only use the
strongest available weapon for SI calculation).
• HD/THD/FHD: Theses have already been determined for the creature; no additional calculations are necessary at
this point.
• Initiative: To determine a creature’s Initiative value, subtract their Durability score from 11. Note that it is
possible for extremely durable creatures to have negative Initiative scores.
• Attack Bonuses: A creature receives a base Attack Bonus value from their niche. A creature's Melee Attack Bonus
is simply this base Attack Bonus value added to the creature's Power modifier, while the creature's Finesse
modifier is added to the base Attack Bonus value for its Ranged Attack Bonus.
• Saves: Saves are calculated in exactly the same way for creatures as they are for characters. A creature's Fortitude
Save is a combination of their Health trait and Physique modifier. The Reflex Save combines the Reflexes trait
with the Finesse modifier, while Willpower Save combines the Discipline trait with the Acumen modifier.
Looking at the information we've gathered on the Poison Glider up to this point, we can readily determine its derived stats. Since it has
a Durability of 6, we know instantly that it has 60 HP/NHP. We gave them 50 AHP worth of natural armor and they have a biting
attack capable of doing 30 points of damage, so their SI is going to be 140 (60 + 50 + 30 = 140). We've already determined their HD
ratings are 38/50/36. With a Durability of 6, they have an Initiative rating of 5 (11 - 6 = 5). The Glider is a carnivorous consumer,
which has a base Attack Bonus rating of 10. It has 34 points in both its Power and Finesse Attributes, which gives both of them a +3
modifier. It's Melee Attack Bonus and Ranged Attack Bonus are therefore the same, with a value of 13 (10 + 3 = 13). We didn't give
the Glider any points in Health, Reflexes or Discipline, so those won't help the Glider's saves out any. The Glider's Physique score is
14 (giving it a +1 modifier), so its Fortitude Save is one (0 + 1 = 1). We already know its Finesse modifier is +3, so its Reflex Save
is three (0 + 3 = 3). Finally, its Acumen score is thirty, giving it a +3 modifier. The Glider's Willpower Save is therefore also three (0
+ 3 = 3).
Once the creature's derived statistics have been determined, the creature is essentially complete. The only other thing that
needs to be done (besides giving the creature a name, if one is desired and if it hasn't been named already) is to test it in
combat. Only by testing the creature will the creator know if they've made the creature stronger or weaker than they
originally intended, and will indicate to them whether or not any changes need to be made.
Testing a creature is easy enough. The creator should build a character group with a combined SI roughly comparable to
that of the lifeform. Human characters armed with laser pistols and physical armor of sufficient strength to match the
creature's SI are recommended for the test. The creator may assign points for Attributes as they wish. Alternatively,
Human archetype characters (built as discussed in Chapter 12.3) may be used for testing purposes (a combination of
Commander, Scientist, Doctor and Security Officer is recommended). For those lifeforms on the vehicle-scale, combat
should be conducted against one ITV (or more if the creature’s SI is high enough). In any test, the opposing group should
fall into an SI range anywhere from 80 to 120% of the creature's SI.
If the creature is defeated, another test can be conducted by having two creatures face off against the same opposing group.
If they are defeated again, it's likely that the creature is weaker than what the designer intended. If, on the other hand, the
creature defeats the opposing group easily, additional members may be added. If a group with a total SI of 200% or more of
a single creature's SI is defeated, it may be an indication that the creature is too strong. In either case, what constitutes "too
strong" or "too weak" is totally up to the creator and what they intended in the first place.
At the conclusion of any test, a creator will have some indication of how powerful their creation really is. If they are happy
with the creature as is, they can consider it complete and ready to be used in an SFRPG adventure. They may decide to
make additional "creatures" to indicate various life phases of their creature if they wish, or they may choose to fiddle with
the hero level of their creation, making "elite" members of the species. On the other hand, if they aren't happy with their
creation, they can go back through the creation procedure and make any changes they deem appropriate in an attempt to
either strengthen or weaken the creature as the case may be. Alternatively, they can save the creature for a different
adventure and start over from scratch, or (if they're really hacked off) dump the creature completely.
The Glider is complete at this point. Sufficed to say, it passed its combat tests and is ready to use as is in any campaign…
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players talking and behaving like their characters. They may even hear about their adventure outside of the gaming circle.
One important thing for a gamemaster to think about when preparing an adventure (among the myriad other things a
gamemaster should consider) is the attitudes and inclinations of their player group. A gamemaster may prepare a very well
written and prepared adventure, only to have it go sour simply because its style and emphasis doesn’t focus on the aspect
of play that the players want. There are many different types of adventures, but all fall into one of three broad categories:
Fast Action, Deep Immersion, or Action/Immersion.
Fast Action adventures (also known as “Kick Down the Door” adventures) are designed to involve as little thought or
involvement with character development as possible. Simply put, the characters arrive in an area, fight the enemy and reap
whatever rewards come from the fighting. This style of adventure can make true role-play difficult, but it does get the
players into a good fight quickly. Little time is needed to develop the story. The bad guys are clearly bad, and any other
NPCs are clearly good. Fast Action adventures take the least amount of time to develop and are good for groups that like
lots and lots of fighting.
Deep Immersion stories are the polar opposite of Fast Action adventures. In Deep Immersion adventures, the emphasis is
on motivation and personalities of both the NPCs and the PCs. The NPCs in such stories are as detailed as the PCs, and are
just as complex. In these types of adventures, character interaction is so important that sometimes a player will have to
have their character take actions against their better judgment, because that’s what the character would do. Such adventures
focus on talking, politics, and negotiations. These types of adventures are the purest type of role-playing, but the focus isn’t
on the rules of the game. In fact, whole gaming sessions can pass without a single die roll taking place. A lot of time must
go into preparing the story. These adventures are good for groups who like to dwell more on interactions than actions.
Action/Immersion adventures are somewhere between Fast Action and Deep Immersion. Arguably, the best adventures fall
into this category. There is enough fighting involved to keep the trigger-happy players interested, while allowing the story-
telling players the chance to develop their characters. Action/Immersion adventures are good for the majority of player
groups.
The mood of an adventure (whether it is serious, light-hearted, or downright funny) is another issue a GM should consider
carefully. Whatever mood the GM picks for the adventure, they should be consistent with it throughout the adventure’s
course. If the game is serious, involving a life-or-death dilemma for the characters, it would be highly inappropriate for the
GM to have a humorous climax. If the game is light-hearted, the NPCs shouldn’t be overly serious about everything. One
thing to watch out for in any type of adventure is making jokes. While they can make the game more fun for everyone,
they can also detract from the action and hurt the overall adventure. It’s recommended that the GM play the game straight
and that the in-game action should be fairly serious, though occasional jokes are fine...just don’t overdo it. This also
extends into the names a GM selects for their NPCs. In a serious adventure, the name of the final bad guy shouldn’t be
“Bob the Janitor”’ this will make the story lose credibility and break the adventure’s mood (no matter how sinister or
devious ol’ Bob is when it comes to slinging his mop around…).
The best way to avoid irregularities is to know the players in the group and to discuss any conventions (table rules) before
the adventure even begins. Such conventions include what to do when problems with dice occur (such as what happens when
they fall off a table or don’t land properly on a rolling surface), what will happen to a player’s character should the player not be
able to attend a gaming session (the character can be run by another playe, played as an NPC by the GM, is absent for the current
adventurebecause of some sort of plot reason, or simply “fades into the background” for the current mission), and any proposed
changes to the rules. Changes to the rules should not be brought up (and certainly shouldn’t go into effect) except at either the
beginning or end of a gaming session. References that can be used during the course of the adventure should also be selected
at the time the adventure begins.
Another way a GM canavoid irregularities from coming up in the first place is to know as much as possible about the
adventure at hand before it begins. A GM should know the player characters, including as much of their basic stats as
possible. From this, they should be able to know how tough of an encounter is too tough, and when to back off a little.
They should know the likes and dislikes of the players, and try to cater to their likes as much as possible. They should
know what is going on in the campaign and in the current adventure, and as many of the related materials as is possible.
Finally, a GM should know the rules, and to know what to do when a particular situation comes up.
Keeping the balance of the game is a tricky job that every GM must deal with. No one character should be significantly
stronger than the others (the only exception to this might be when one character has had training and another hasn't, as what is
normal for a regular game of Starflight; training the Navigator and leaving the other crewmembers untrained is a common practice). If
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one character can zap the bad guys with a single blow, none of the others get a chance to fight. A character that is
significantly more advanced than the other PCs will lead the group to disaster quickly, as they must deal with challenges
that are too difficult for the rest of the group. If a character becomes unbalanced, there are two ways to deal with the
problem. First is an in-game solution. Have the high-end character catch some terminal illness that reduces their abilities to
match the rest of the group. Create enemies (or a type of technology) that can resist any advantages the gifted character
possesses. Be careful when doing this, however, not to mention or to give away that these types of events are occurring to
correct the game’s balance. Otherwise, the player might become deeply offended. Handling the problem out of game is
riskier, but can also work. Simply explain to the player that their character is too powerful, and ask them to tone it down.
If they refuse, however, an in-game solution is unlikely to work, as it will seem contrived. It’s always better to try the in-
game solutions first.
A job that will probably come up in a gamemaster’s career is teaching players new to the game how to play. New players
shouldn’t worry too much about the game’s intricacies, but it is important to tell them about the core d% rule (roll d% and
hope for a high number, as discussed in Chapter 1.1), how modifiers work, and any other basic rules that apply to
understanding their character. Gamemasters should read up on Chapter 2 and know the rules for creating a new character.
They should then sit down with the new player and ask them what kind of character they want, and walk them through
the creation process. When their character is complete, they may have to artificially inflate the character (give them some
added hero level points) in order to get them caught up with the group, though this practice should be limited. As long as
the new character ends up a little weaker than the rest of the group, the inflation method will work well enough. As for
any intricacies in the game, they can usually be taught on a case-by-case basis. New players and new characters will need to
be integrated into both player and character group. Simple introductions suffice for player groups. For characters, some plot
device that introduces the character to the group works best.
It may also happen that, through people becoming bored, angry, busy, dislocated, or for whatever reason that players can
no longer continue the game. This is fine, and will happen from time to time. It’s up to the GM what to do with a player’s
character. The character can either continue as an NPC, be written out of the plot of an ongoing campaign, held as a reserve
character, be killed off, or whatever else the GM would like to do. Sometimes a GM may choose to assign multiple
characters to a player if either the character or player group gets too small (in general, the game becomes easier and a lot more
realistic if multiple characters are involved). They must be sure, however, that players are up to the task of controlling
multiple characters before doing so. Otherwise, this solution can create more problems than it solves.
GMs, admittedly, have a lot of different jobs to do and each must be performed well if the game is to be a success. From
time to time, however, it is possible that the GM will have problems with their adventure, either in describing something
that’s going on or in having their players go off track. If the problem is with a description, the GM can make a second
attempt at an explanation or can attempt a more visual solution, such as drawing a sketch or finding a picture of what is
being described. Making a map or other prop is a good way to describe things, and it has the added bonus of giving the
players an object to connect with a description. Such visual aids can be prepared at anytime during an adventure, though
they are perhaps best created before the adventure begins (particularly if the GM thinks there’s a good chance that they
won’t be able to adequately describe part of their adventure in words).
Other times, however, the problem is with players doing things that the GM doesn’t anticipate. Either players aren’t
playing in character, or the group has done something that threatens to derail the story. In this event, the GM needs to
think up a series of events that will get them back onto the story's path. Any such contingency planning will work, even
the inclusion of a minor sub-plot. If the GM is at a loss for ideas, they can try listening to what the players are talking
about and going off of that. If all else fails and the story is completely derailed, the GM should be gracious enough to admit
it to the player group and ask for time to think up some way to get back on track. In the meantime, the players can go do
other things, such as going out for movies or for snacks. While this isn’t even playing the game, it’s better to have the group
doing something rather than waiting for hours while the GM is thinking.
A less pleasant job a gamemaster may occasionally have to do is to keep the players on track. Sometimes the players will
become more engrossed in their own jokes or off-topic conversations than they are in the game (which may hurt the story).
The GM should decide for themselves how much is too much and try not to let the session slip away with idle talk. The
GM must do this gently, though, and try to get the input of the other players and see if they agree that the game is getting
off-track, to avoid hurting feelings and making the players unhappy.
Above all, a GM must be willing to work with the players on any issue that comes up. If a GM shows that they are willing
to work with the players, if they’re consistent in applying the rules, if they don’t take sides in an argument, and they are
clear that any actions are not being vindictive, then the players will begin to trust the GM and their decisions. When that
happens, everyone can relax in the knowledge that any major problem that does occur can be ironed out smoothly and
quickly.
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10.5: GAME PLAY PHASES
Whatever the adventure in progress, there are several different phases to the play. These phases help the players know just
what is happening in the game, gives them the opportunity to have their characters do something about it, and learn the
consequences of their choices to their characters. This section goes over the different phases of game play, and also
discusses how to begin and end a session.
When everyone is ready to begin, the GM must first provide the setting for the session’s activities. If the GM is launching a
new adventure or campaign, they should begin by “setting the stage”. The GM should let the players know where their
characters are and what they are doing as part of the introduction to the adventure. There are several good ways to do this.
One is through the use of the “Captain’s Log”, which the GM can hand to any leader the group has to read to the group.
Such logs should include the date, the time the adventure starts, and any pertinent information. Another way to set the
stage is by having the characters located at the point of their last adventure, where they receive the orders for their next
assignment. Both of these methods are good for setting the stage. For non-military groups, an adventure should have some
sort of appropriate introduction, such as the characters at their home base/bar/urban setting where some event happens
that launches the adventure. Sometimes, the GM can get away with dumping the characters right in the middle of the
action (this gives the players a taste of combat before they even know what they are doing!). Whatever way the GM
chooses to do it, however, they should always let the players know the game-date and game-time at which the adventure
starts, and where the characters are when the adventure begins.
Should the gaming session be a continuation of a previous gaming session, the GM should start by recapping what
happened last time. This is significantly easier than setting the stage from scratch. All the GM has to do is remind the
players what took place in the last session. Only the critical events are truly necessary to remember; results of general
encounters, die rolls, and so forth are not that crucial. If the session is part of an ongoing campaign, it may be necessary to
recap from other prior sessions as well, though one player can be appointed as the group’s scribe to keep track of any
important information the group learns. As with initially setting the stage, however, it is important to indicate the current
game-date and game-time along with the current position of the characters.
Should the group appoint a scribe, it is likely that that player will also act as the group’s cartographer (particularly if the
adventure is site-based; see Chapter 11.2.1). A GM should be willing to help out a cartographer (map maker) by repeating
descriptions and filling in as many details in regards to completing the map as possible. The only exception to this guideline
is when the GM wants the characters to be lost. In this case, the GM should not help the cartographer, though it should be
apparent that this is because of the way events are supposed to happen in the adventure (such as when the character group
is attempting to solve a maze).
As the game gets going, it is important to pace events appropriately. The pace of the events in the game is determined by
how much time the GM spends on a given activity or character action. Different players enjoy different paces, and it is
important to try and keep the majority of the group happy. But above all, keep the game moving. Mundane tasks can be
skipped over unless the players want to use that time for character interaction. The best way to determine the pace
necessary for the game is to know how long the gaming session will last. Three to four hours is usually enough time for a
decent length session, and knowing how much time is available will help the GM to pace things such that a good stopping
point can be reached about the time the session will end. Other things a GM should consider related to pacing are taking a
minimal amount of time to reference rules, asking questions of the players to see if they feel the pace is right and whether
or not to skip ahead a little bit, and taking a few short breaks to freshen up or prepare for an encounter.
With the stage set for the adventure at hand, the game can proceed into its main phases. In any part of an adventure, there
are four main phases: Initiative, Declaration, Action, and Reaction. Initiative is where the GM describes the current
situtation in which the PCs find themselves. Declaration is what happens when the players inform the GM of what their
characters will do. Action is the process through which the characters perform their declared actions. Reaction is the
process of determining the consequences of those actions. Each main phase of the game repeats in a cycle until the gaming
session concludes.
The first main phase is Initiative. This should not be confused with Initiative Checks, which are used for determining
combat order (see Chapter 9.1). Rather, this is the phase in which the GM describes the current situation to the players.
GMs should be as descriptive as possible when it comes to portraying things. After all, it is through the GM’s descriptions
that the players know what is happening and can give some thought as to what their characters need to do next. If the
descriptions are inadequate, the players may become lost rapidly or fail to catch some important point in the adventure. A
GM should always be willing to repeat a description or to add more details to it. At no point is being descriptive more
important than in combat. A GM should try to avoid statements such as “You’ve been hit and take 12 damage”, unless that
best describes the situation or they feel the need to quicken the pace. A statement such as “the mass driver shot burns a
small hole through your plate armor, causing you to take 12 damage”, or “the laser beam reflects off your plate armor,
leaving only a small char mark”, is much more descriptive and much, much better for the action overall.
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Declaration is the second phase, in which the players inform the GM of what they intend for their characters to do. The
GM should listen carefully to what the players say and make sure they understand the player’s intentions for their
character. An important thing to establish at this point (particularly during exploration of a site) is the marching order,
which basically says who is leading, who is in the middle, and who is in the rear); knowing this can be important for
determining who sees things first and who might be the first victim of an ambush. Neither the GM nor the player should
be afraid to ask questions of the other. It’s better that a little bit of time is wasted communicating for the sake of perfect
clarity than for a player to get angry because the GM misinterpreted what they wanted the character to do. Above all, it is
important for the GM to remember that the player is in charge of running the character. The GM cannot force emotions
upon the character or cause them to perform actions their player doesn’t want them to perform. The only time the GM can
do this is if the game dictates it, such as when a character is under compulsion. Even then, the GM’s effects must be limited.
Action and Reaction are the two final main phases, in which the characters perform their actions and determine their
consequences. This can either involve some manner of dice Check or conversation with the GM. If a Check is involved, the
GM should set the DC. Ideally, a GM should know what factors are involved in determining a DC in a given situation. If
not, however, they can simply use the favorable conditions rule (add or subtract 10 to a d% roll) to guess at what it should
be. Above all, the players should not know the precise value they have to beat in order to succeed. Let it be a mystery. If
possible, the GM can even keep the Check’s result a secret until a critical time (such as a ladder rung breaking after a failed
Three-Dimensional Maneuvers Check, after the characters are close to the top of the ladder). If the Check requires an opposed
roll, the GM should roll with the dice behind a screen, so that secrecy is maintained. Victorious characters may gain such
things as money, prestige or Skill ranks as a consequence of their actions, depending on the situation. How and when to
give these rewards is handled by the GM, at their discretion.
Eventually, time for the session will run out. At that point, the GM should find a good stopping point for the adventure.
Should the adventure be close to the end, the GM can discuss extending the session out with the players, explaining how
close things are to wrapping up. A GM should remember to leave enough time for the denouement of their story, and for
presentation of rewards (should that be how they are running the adventure). If not, then a dramatic point can be selected,
such as the characters finally hopping a ride off world, or checking into a hotel for the night. Or, in some cases, the GM
might use a cliffhanger. Something incredibly important is about to happen, such as what happens when the characters
step through a doorway or when the big bad guy finally makes an appearance, when the GM says “that’s it until next
week.” Cliffhangers can be very effective at ending the session and leave the players anticipating the next one. However,
cliffhangers can also frustrate players, and they can lose their effectiveness if the GM over-uses them, so they should be
used sparingly and with caution.
One thing to avoid at the end of an adventure is the anti-climax. Basically, an anti-climax is what happens when the
characters get to the all important, defining moment of the story, and it turns out to be less important or less exciting than
everything that has preceded it. This should be avoided for several reasons. First, it’s bad storytelling. Second, it
disappoints players and they won’t enjoy the game as much. Third, it’s very hard to build any excitement about future
adventures with an anti-climatic ending. GMs should know when they are heading for such an ending and should know
when is the right time to cut off the story.
If the adventure isn’t finished yet, a little bookkeeping is needed right at the end of the session. The GM should first note
the game-date and game-time and the position of the characters, so that they may pick up the game next time where things
were left off. Notes such as what encounters have already taken place can also be recorded for the GM’s records, so that
characters don’t wind up having to go through the same misadventures again. The GM should be willing to share with the
players what their characters have earned through the session’s activities, even if they aren’t yet ready to reward them.
This gives the players something to look forward to when the adventure is over, and lets them start thinking about how to
apply their character’s newfound abilities, should they earn any.
10.6: AN EXAMPLE
The following is an example of an adventure, wherein a relatively inexperienced GM is leading a group of four adventurers on their
first mission. The GM has chosen a site-based adventure set in a post-SF2 era where the ultimate goal is to rescue an "expert" in
plasma bolt technology that has been kidnapped by a small group of G'Nunk renegades and is being held at an ostensibly secret
compound. The GM had the mission prepared before the players created their characters, enabling them to make informed decisions
about what equipment to give the characters initially. There are four players whose characters are all members of the crew of the ISS
Abylwyvern (a name picked by the captain character's player and puzzled over/laughed at by the rest of the group). The characters
are Chase Byers (a Human, the skipper), Lisa Freeman (a Human, she's the ship's Doctor), Xxksax (a Veloxi, the ship'sNnavigator),
and Cohh-Wahhn (an Elowan, the ship's Science Officer). For purposes of discussion, the players will be referred to by their character
names. The characters do have specific stats, but for the sake of brevity these will only be revealed through the course of the discussion,
using italics. The character of Lisa Freeman is the same character that was created in Chapter 2.4.
After making the necessary transits to get to the correct world, the group has decided to land their ship near where their information
sources have said the prisoner is being held. There is a search radar set at the compound, but through role-playing it has already been
determined that the radar was not in operation at the time of the ship's landing. Once on the ground, the group makes the rather
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unusual decision to travel on foot to the compound, since they want to keep the element of surprise and they think that there would be a
more significant risk of detection should they use a terrain vehicle to travel there. Determining why the radar was non-operational and
disabling it permanently is something that certain members of the group have already suggested as a priority once the group arrives at
the site.
GM: The Abylwyvern has landed in a fairly densely wooded area, approximately ten kilometers due south of the G’Nunk
holding complex. As you know, the ship’s sensors did not detect any search radar sets, so the G’Nunk still don’t expect any
company. It is unlikely that you have been detected so far.
Chase: I open the ship's airlock. What do I see?
GM (knowing there isn’t much for Chase to see): Make a Perception Check.
Chase: I rolled an 80, plus six for my Acumen modifier and thirty for my Perception level makes 116.
GM: You don’t see anything out of the ordinary. As I said, the woods are fairly dense. A fragrant aroma of local foliage
permeates the airlock, replacing the rather sterile smell of the ship’s interior. From where you're standing you can see a
spectacular stand of small native trees.
Chase (to group): Alright, it seems safe enough out there. Let’s gear up and get headed out. Cohh-Wahhn, start making
scans of the area and link the results to the group's PDAs so that we each have a map and so we'll know about any hazards.
GM (realizing this shouldn't be too difficult): Okay. Cohh-Wahhn needs to make a Sensor Use Check.
Cohh-Wahhn (she has the Scientific Sense trait at 20, Sensor Use at ten and a Science score of 110 for a modifier of eleven): I will
take fifty, plus 41 makes 91.
GM: Very well. Cohh-Wahhn’s scanner is making a map of the area and has linked it to everybody's PDA. Now what?
Lisa: I think we should get going. There’s no telling when a G’Nunk warship may show up to pick up the expert.
Chase: Quite right. What’s going to be our marching order?
The characters take a few minutes to decide their marching order. Since he’s got the best armament of any of the characters, Xxksax
elects to go first, with Cohh-Wahhn behind him to make their map and guide the group towards the complex. Lisa is third, and Chase
brings up the rear. Meanwhile, the GM is reviewing the information that will be needed for an interplanetary transit. The distance to
travel has already been established as ten kilometers. Cohh-Wahhn is an Elowan, the slowest species represented in the group; Elowan
can move at 5 kph, so that'll be the group's speed. The math is simple enough: the transit will take two hours to complete, provided all
goes well. The planet's weather is rated calm. There are two extant forms of non-sapient life, Electric Balloons and Fur Trees. Since the
group is on foot, the Balloons could give them some trouble in the event of an encounter. Fortunately, the planet's bio rating is only 30%,
so the chances of an encounter aren't terribly great. Finally, the planet's mineral rating is 64, though none of the characters are going to
be able to haul any substantial amount of minerals. The temperature rating where the characters have set down is tropical, so there
won't be any problems there.
GM (rolls a 78 for the first hour): Alright, on foot it will take two hours to reach the compound. First hour: would anyone
like to make a Meteorology Check?
Cohh-Wahhn (rolling): I will. Let's see...damn, 21. 11 for my SCI, 20 for my Scientific Sense and 10 for the Skill makes that
a 62.
GM (rolls a seven for the second hour): As you begin your walk, a light fog rolls in, making things a little damp. Other than
that, nothing happens during the first hour. Second hour: anybody want to make a Meteorology Check?
No one says anything, so the GM continues.
GM (making rolls for lifeforms and minerals, grinning inwardly at the result of the mineral roll): No one? Very well. As
your walk through the woods continues, the fog lifts. As you continue, you come across four Fur Trees in a clearing in the
woods. What are you going to do?
Lisa: Well, if we were using the ITV, I'd say lets tag and bag 'em. Since we're on foot, though, we don't have the capacity to
carry even one of these things. Fur Trees aren't dangerous if I recall correctly, so I'm for letting them be.
Xxksax: I agree. Besides, the extra weight would only slow us down.
Chase: Alright. We'll just walk on past.
GM: Very well. Cohh-Wahhn, could you please make a Geology Check?
Cohh-Wahhn (whose player is now frowning as they roll): Uh...that Check can't be good. Well, let's see......89! That's 89 for
the roll, 20 for the Skill, 20 for my Trait, and 11 for the Attribute...let's see...that's a big 140!!!
GM: After the group has gone a little bit past the Fur Trees, Cohh-Wahhn's scanner detects a large deposit of Promethium
nearby. The deposit contains 7.3 cubic meters.
Chase: Promethium is a very valuable mineral...we should collect a little.
Lisa: I don't think that's such a good idea, Cap'n. Aside from the fact it'll slow us down, Promethium is radioactive -- in fact,
I'm kinda nervous just standing here...
GM (interrupting): The group is currently standing far enough away from the deposit not to have to worry about radiation
exposure. However, the deposit is directly along your path to the compound.
Lisa: Okay. Still, we don't have any anti-radiation equipment and there isn't any anti-toxin in my Vita Kits. If anyone gets
too close to that deposit, they're toast.
Chase: Hmmm......good point. Maybe picking some up isn't such a good idea. We should take the time to go around the
deposit.
GM (remembering Chase has Impulsive at -15): Are you sure, Chase? Make a self-control Check...
Chase (rolling): Aw, you would have to pull that one on me now. Well, let's see...81 for the roll, minus 15 is 66.
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GM (making a quick roll and calculating): Okay. Chase isn't going to be glowing in the dark anytime soon. The group will
walk around the deposit, which is going to add......38 minutes to the trip.
The players groan at the minor misfortune. It's not every day that minerals make things worse off.
GM (rolling): Alright, then. Third hour: any Meteorology Checks?
Everyone indicates no.
GM: Very well. As you approach the compound, the skies darken again as a fresh bank of fog rolls in.
Xxksax: Good. That might buy us a little bit of cover as we get closer.
Chase: Yeah, but it might also keep us from seeing any bad guys. Everybody stay alert.
GM: The rest of the trek goes without incident. After two hours and 38 minutes, the group comes upon a clearing in the
woods. In the middle of the clearing is a building, roughly cross-shaped with the long end pointing towards the local north.
There doesn’t seem to be any activity. It seems unusually quiet, especially with the fog bank in place. You can see a helipad,
which indicates how people seem to get to and from this complex. Finally, you can make out the outline of a radar dome on
the far side, roughly 10 meters off the ground and supported by a lattice structure.
Cohh-Wahhn: I make an environmental scan of the structure and surrounding area.
GM (not wanting the scanner to penetrate the outer walls for great detail): Make an Archaeology Check.
Cohh-Wahhn: I want to make sure I get a good scan, so I’ll roll…damn, only a six. Well, that’s still forty-seven, thanks to
my bonuses. Thank goodness there's no crit potential on Archaeology Checks!!
GM: Your scanner isn't able to pick up much of anything about the building, aside from the fact that it's there.
Chase: Try again, Cohh-Wahhn. Take as much time as you need.
Cohh-Wahhn: Fine. I'll take ninety-nine this time, plus 41 is 140.
GM: You take ten minutes to scan the entire structure. Your scanner cannot penetrate much of the outer skin, except
around the few windows that are in the building’s exterior. What you do detect is that the structure goes underground
approximately 7 meters below surface level, indicating two sub-basement levels. You detect G’Nunk life-signs within the
building, along with a single Human life-sign somewhere on the lower sub-basement level. The radar dome is inactive,
though it appears to only be shut off. (The GM draws a rough sketch of the exterior of the building and begins indicating
entrances). Your scanner has detected five entrances. The main entrance appears to be off of the helipad on the north end of
the building’s western side. There are also two entrances here and here, on the east side of the building’s north and south.
Finally, there are two entrances here and here, on the east side of the building’s north and on the north side of the
building’s east.
Cohh-Wahhn: What about the windows?
GM: The windows are only a few feet high and a few inches across. They are too narrow to try and squeeze through. They
are solid, reinforced glass panes, so none of them open, either.
Chase: Okay, team. What entrance are we going to try?
Xxksax: Couldn’t we just make our own entrance?
Lisa: I don’t think any structure we can’t scan through is one we can blast through. I don't think any of us brought
explosives. We can't go through the windows even if we do shoot them out. Besides, even if we somehow manage to set off
an explosion or shoot out the windows, chances are good we won’t do anything besides alert everyone to our presence.
Speaking of which, did the scan indicate any kind of scanning beam emanating from the building?
GM: No. The G’Nunk are still unaware of your presence.
Cohh-Wahhn: Okay. I’m voting for a service entrance of some kind. We go in through a main door and chances are good
there will be a guard sitting right there.
Xxksax: Any service entrance is likely to have some kind of surveillance, or maybe even an alarm.
Lisa: So, our options are to enter through a main door and get noticed, or to go through a service door and maybe get
noticed. I don’t much like the sound of that.
Chase: If those are our only options, however, I’m for a service entrance.
Xxksax: Agreed.
Cohh-Wahhn: That sounds like a plan to me.
Lisa: Okay. Uh......which ones are service entrances?
GM (realizing this is something that would've been revealed by the scan): These two are service entrances (indicating the
entrances on the east side of the north part of the building and on the north part of the east side of the building).
Xxksax takes a good hard look at the plans to the building and notices something about one of the doors.
Xxksax: This door takes us pretty close to that radar dome, doesn’t it?
GM: Yes it does.
Xxksax (to Chase): If the only problem with that thing is that it's switched off, I think we should sabotage it so that it
stays that way. It might help us with our escape.
Chase: Good thinking, Xxksax. Do it.
Xxksax: Okay. Are there any entrances to the radar dish itself?
GM: Yes, but you’ll have to climb up the lattice to get there.
Xxksax: Okay. Can I borrow your lockpick kit, Chase?
Chase (hands over the kit; the GM notes the 3-point change in the EC of both characters): Go ahead. We’ll wait here for
you to do your work, Xxksax.
Xxksax: I approach the radar dome tower.
GM: Make a Perception Check.
Xxksax: I’ll take fifty, plus... (the player has to look up the stats; Xxksax has a Perception score of 35 with an Acumen score of
67)...41 will equal 91.
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GM: You notice a ladder going up about ten meters on one side of the lattice. It should make your ascent a whole lot easier.
Xxksax: Good! I’ll use the ladder to climb to the top of the tower.
GM: Make a Three-Dimensional Maneuvers Check.
Xxksax: I’ll take fifty again, with a 22 modifier is 72.
GM (to the player): You have an EC of 36, so halve that.
Xxksax: Whoops. Forgot about that.
GM: You make it to the top of the tower without incident. You try the door to the radar dome and find it locked.
Xxksax: What kind of lock is it?
GM: Make a Perception Check.
Xxksax: Okay, I’ll roll…it came up 65, plus 41 makes 106.
GM: The lock appears to be made of a simple mechanical construction. Getting it open shouldn’t be too hard.
Xxksax: Aw, dammit...this kit is for electronic locks! Okay. Well, I’ll try to pick the lock anyway.
GM: Make a Dexterous Maneuvers Check.
Xxksax: Arrrrgh!!! That's another damned physical Check! I'll put my Satchel down first; that should lower my EC.
GM: Okay. You set down the satchel near the door. Your EC is now 21.
Xxksax: I’ll take fifty, plus 23 for the mods and minus 21. That's 52 total. (muttering) Stupid freaking heavy-ass bullet
belts....
GM (cutting the player a break): You manage to force open the lock. It is pitch black inside the radar dome.
Xxksax: First thing's first. Let me pick the Satchel back up before I forget about it.
GM: Okay. Your EC's back up to 36.
Xxksax: Now if only I'd thought to bring a flashlight......is there a light switch anywhere around the entrance?
GM: Make a Perception Check.
Xxksax: I'll take fifty for ninety-one.
GM: Yep. There's one right by the door.
Xxksax: Okay, I'll flip it.
GM: The internal lights fire up with a sputter. From where you're standing, you can see the internal workings of the radar
dish.
Xxksax (thinking): Okay. Where are the gears that turn the dish?
GM: Make a Perception Check.
Xxksax: Aw, enough with the Perception already! I’ll take fifty for ninety-one.
GM: You can see the gears about five meters from the door. They appear to be normal, mechanical gears that will turn
when the radar dome is activated.
Xxksax: Okay, here’s what I want to do. I’m going to take out one of my spare bullet belts and wrap it around the gears
such that when they turn, the belt will jam ‘em up. Hell, they might even squeeze some of those bullets and set 'em off.
Might get to 'splow something up after all.
GM (makes a note to reward the player's creative thinking later): Okay. Make a Dexterous Maneuvers Check.
Xxksax: I'd better take 99 for this one.
GM: Alright. It takes you a full five minutes to set the belt in position, but finally you get it the way you like it. Your EC
drops to 26.
Xxksax: Okay, I will set stuff back like I found it then, sans bullets, and go re-join the team.
GM: You flip the lights out, walk to the door, close it, and get ready to climb down the ladder. Make a Three-Dimensional
Maneuvers Check.
Xxksax: I’ll take fifty. Add eight for my Power and fourteen for the Skill, then subtract twenty-three for the EC, and that's
49.
GM: Xxksax has rejoined the team after successfully sabotaging the radar dish.
Chase: Okay, let’s get this door open. Cohh-Wahhn, can you scan it for alarms?
Cohh-Wahhn: Sure.
GM (knowing they can’t scan through the door): Cohh-Wahhn, make a Sensor Use check.
Cohh-Wahhn: I’ll take fifty, plus 41 for ninety-one.
GM: The doors are made of the same material as the rest of the structure. You can’t get any readings from behind it.
Chase: Damn. Okay, I’ll try the door. Everybody, get ready.
Lisa: Are you sure that's a good idea, Cap'n?
Chase: Can't get in any other way. Xxksax, can I have my lock-pick kit back, please?
Xxksax: Sure, take the damned thing, for all the more good it did me.
Chase: Okay, I'll try to open the door.
GM (knowing there’s a camera on the far side of the door): Everyone, make Perception Checks.
Chase: Ah, crap! The sure sign of the wrong door! I’ll take fifty for eighty-six.
Lisa: Finally, a chance to roll some dice!! I’ll roll…a seventy-five! Plus six for my Acumen modifier and 22 for the Skill
makes one-oh-three!!
Xxksax: I’ll also take fifty for ninety-one.
Cohh-Wahhn: I’ll roll...damn, a ten. Fifty-nine for me total.
GM (since no one spots the camera, which required a DC of 125): The door opens easily. You find yourselves in a room,
running eight meters north and south and about four meters east and west. The exit to the outside is to the north. There is
a door leading west into the compound.
Chase (to the GM): Wait a minute, what was the Perception Check for?
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GM: To see if there were any alarms. Either there weren’t any or nobody caught it, so don’t worry about it. At least, don’t
worry too much yet.
Chase: Great…
Xxksax: Let’s get the hell out of this room. Let’s try the door to the west.
Chase: Agreed.
GM: Wait a minute. What’s your marching order?
The characters take a minute or two to re-establish their marching order. Xxksax stays in the lead, Chase moves up to the number two
spot, Cohh-Wahhn is next and Lisa brings up the rear. The GM makes a Perception Check for the camera that the characters missed
in the outer room and determines the characters have been spotted, but keeps that information secret for now.
GM: The door to the west opens easily. You enter a chamber that’s roughly twelve meters wide by twenty meters long. It
appears to be a bunkroom. There is a light buzzing sound emanating from some of the bunks. There are doors to the east
and to the west, and two doors north and south along the west wall.
Xxksax: I move quietly to find the source of the noise.
GM: Make a Dexterous Maneuvers Check followed by a Perception Check.
Xxksax: I’ll take fifty for both Checks. That'll stay fifty for the Dexterous Maneuvers Check and ninety-one for the Perception
Check.
GM: You have discovered two G’Nunk security guards asleep in their bunks. Your movement has put you within two
meters of one of them. Everyone else is still twelve meters away. The other guard’s bunk is on the far end of the room,
about four meters from Xxksax. Everyone roll for Initiative!
The characters roll for Initiative. The order comes up as Xxksax, Lisa, Cohh-Wahhn and Chase (who got a crappy roll).
Xxksax: I move up quietly to the sleeping guard and draw my silenced pulse laser.
Lisa: I move quietly in between the bunks, hoping they might offer some cover.
Cohh-Wahhn: I’ll do the same thing as Lisa.
Chase: I will walk quietly across the room to the other guard.
GM: Okay. Everybody make Dexterous Maneuvers Checks to stay stealthy.
The characters report the results of their rolls to the GM, who reports they have successfully moved to their positions.
Xxksax: I'll make a coup-de-grâce with my laser! I can do that, right?
GM: Yep, the guard’s asleep and therefore Helpless. Hit location...vital body area. It's an automatic critical hit, so roll
1d10x10 for damage!
Xxksax: Okay...zero, which counts as ten! A hundred extra damage points for 130 total!!!
GM (at best a G'Nunk has 100 HP): The shot goes right through the guard’s heart. He dies quickly and quietly.
Cohh-Wahhn: While I’m waiting, I want to try to scan the complex again. Now that we’re inside, maybe I’ll have better
luck.
GM: Okay, make a Sensor Use Check.
Cohh-Wahhn: I’ll take fifty, plus 41 for 91.
GM: Your scanner indeed works better inside, as the building’s interior is made of common materials. You detect nineteen
G’Nunk inside the building. You also detect the Human bio-sign two stories down on the west end of the building. You
make sure to note the positions of the G’Nunk guards that you detect.
Chase: Nice job, Cohh-Wahhn!
Lisa: I’ll draw my Sonic Gun and get Ready to shoot at the other guard if he suddenly wakes up.
Chase: I draw my phased laser, aim it at the guard and fire!
GM: Roll for attack, Chase.
Chase: Okay...I got a 47, plus five for my Ranged Attack Bonus makes 52. 35 and five for the RAB makes 40 points of Basic
Damage!!
GM (rolling for location): Your shot goes into the guard's upper left arm. The guard wakes up with a startled cry, screaming
in pain. Lisa, roll for attack!
Lisa: Okay...hot damn, 99! Double damage for eighty!!
GM (rolling for location): Your shot goes into the guard's body!!! He loses consciousness from the pain of the combined
shots and is going to be out for quite some time.
Chase: Let’s search the room. Are there any cabinets along the walls?
Cohh-Wahhn: You mean like cabinets for weapons and stuff?
Chase: I was mainly thinking armor for you, but yeah, that's the idea.
GM: There is nothing like that in this room.
Xxksax: I’d betcha one of those other doors opens up to a locker room. Let’s try one of them.
Chase: Okay. Let’s try the one to the south. Is that cool with everybody?
The group nods in general agreement.
GM: The door to the south opens up easily. You enter a room about eight meters long by four meters wide. There are
twenty large storage lockers along the east and west walls, with benches running down the center. Doors are to the north
and the south. What do you want to do?
Chase: Let’s start picking some locks and see what we can find.
GM: Okay. Make a Dexterous Maneuvers Check.
Chase: I’ll take fifty, down seven (Chase has a Finesse modifier of three, a score of 10 for the skill and an EC of 20) for forty-three.
GM: The first locker is open. Inside you find the effects of one of the guards in the previous room. There is a ballistic mesh
shirt (Class One, and it's damaged), an unloaded laser pistol, a medium battery (the GM knows the battery is dead), and a
wallet.
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Chase: Cohh-Wahhn, why don’t you claim this stuff?
Cohh-Wahhn: Okay. I guess the owner won’t need it any more. I'll leave the gun, though.
GM: Cohh-Wahhn takes a minute to put on the armor, put the battery in her Satchel, and to examine the wallet. There is
1.5 SP inside. The objects add five to your EC, bringing it up to 24. What next?
Chase: Let’s try another locker.
GM (deciding time is up): Before you can attempt to open another locker, a shrill alarm begins to sound throughout the
room. A voice begins to sound over a loud-speaker.
Xxksax (to the group): We’ve been detected!
Chase: Crap!
Lisa: Dammit, I would have liked a shield for myself at least...
Cohh-Wahhn: I scan to see where the guards are moving.
GM: Roll a Sensor Use Check.
Cohh-Wahhn: I’ll take fifty, plus 41 for ninety-one.
GM: Sixteen G’Nunk life-signs are converging on the room. If you don’t get out of there now, you’re going to be knee-deep
in guards! What are you going to do?
The game continues in this manner until the end of the session, when the GM awards Skill points to the players.
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ADVENTURES AND CAMPAIGNS
CHAPTER ELEVEN: ADVENTURES AND CAMPAIGNS
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11.0: INTRODUCTION
One of the main functions of a GM is to tell a story in the format of a game. These stories are usually portrayed in the form
of tasks that the characters must complete in order to bring the story to a successful close. To complete these tasks, they
may have to travel far and wide, perform feats of bravery and stupidity, fight aliens or weird lifeforms, and so on. Stories
like these can take place in a vast array of possible settings, and can have varying consequences on the lives of the
characters (or their whole universe, for that matter). These elements, when taken in concert, are known as adventures
(they can also be referred to as missions, depending on the gaming circle). Adventures and adventuring is what the game is
all about. It is through adventures that players see and experience the joys and wonders of the Starflight Universe. How
these adventures play out is entirely up to the GM, the players and the characters they control. Adventures can either last
for a single session, or they can stretch out in "episodes" that last from session to session, in what is known as a campaign.
This chapter deals with the intricacies of adventures and campaigns and discusses some of the elements that a GM may
consider adding to any adventure that they create. Section One discusses plot and the format of most adventures, and
includes a primer on how to design adventures, encounters and sites as well as a sub-chapter that has some basic adventure
ideas for the GM needing to come up with something quickly. Section Two delves into settings and discusses some of their
possible features. Finally, Section Three discusses how to begin and maintain an ongoing campaign.
SFRPG is set in a vast universe, filled with exotic locales and strange, alien beings. The stories that could be told about the
Starflight Universe are infinite, as are the ways in which those stories can be told. Rather than try to create a catch-all
system, this sub-Chapter will simply offer general guidelines and recommendations on how to build adventures. A catch-all
system would not do the game justice; it would ultimately serve to put a limit on the imagination of an adventure's
designer, which is a Very Bad Thing.
Since an adventure is a story told in game format, a good adventure has many of the same elements that a good story has.
There are three main things that make up an adventure: the idea behind it (sometimes known as the premise or adventure
hook), action (the story itself), and resolution. All three of these things are necessary for even the simplest stories in order
for it to feel complete.
The general process for creating an adventure goes something like this:
Though a GM should ultimately try to tell as much of a story as possible, an adventure shouldn't strive to tell a total story
(the basic plot and structure are all that's really needed). There have to be parts of the adventure wherein the players can
steer their characters on their own. What this does is create uncertainty; no one will know how the adventure will end
until it finally reaches its conclusion. This uncertainty is part of what makes the game fun for all involved (including the
GM). This does mean that parts of a story may not be told in the way the GM intended (if they're told at all), while other
parts might become more important than originally intended (and vice versa). GMs should save the parts that don't get
used; those situations could very easily be incorporated into a new adventure.
Ideas
To get started on a fresh adventure, an adventure designer (which can also be referred to as a creator or writer) must first
come up with a good idea. Ideas are everywhere: The news, events going on in local communities, television, etc. If there is
an event that has happened (or even one that will happen soon), an adventure can be based upon it. All that is required for
SFRPG is that the event be placed somewhere in the Starflight Universe, using all of the terms and conventions found in
this guidebook. If the writer can't come up with an initial idea on their own, they may refer to Chapter 11.1.2 to either
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select a very basic idea on their own or roll for one at random. Once the writer has their initial idea, they need to flesh it
into an adventure hook, a general statement of what is supposed to happen during the adventure (think of it as the abstract
plot for the adventure, like the teaser text printed on the back of a DVD or dime-store novel). An excellent method for
doing this (one that creates a lot of detail in the process) is outlined in the next sub-Chapter, though a writer may use
whatever method of plot development they are most familiar with.
Structure
Once a writer has their hook, they'll know what they want to have happen during the course of their adventure. That's a
good time to determine the adventure's overall structure, if an appropriate one hasn't become obvious from the
development of the hook. Structure consists of the adventure's style (as discussed in Chapter 10.3), and event pacing
(whether the adventure is location-based, event-based, or a combination of both).
Location-based adventures are ones where the sequence of events is centered on a particular place. For these adventures, a
map of the location will need to be drawn up and a key created that describes the contents of each area at the location. It is
implied that events in a location-based adventure occur when the characters arrive at a particular area (either the first time
or subsequent times they arrive). Location-based adventures can utilize either static or dynamic sites. Static sites (such as
an abandoned ruin) are fairly easy to design as it is unlikely things will change in areas with multiple visits. Dynamic sites
(such as a G'Nunk military barracks), on the other hand, can be more complicated to create, as it is possible that the events
that happen on initial visits will affect subsequent visits to an area. If the adventure is based on a dynamic site, issues such
as formulating defense plans and long-term goals for inhabitants, and development of conditional requirements for areas
must also be considered.
Event-based adventures include a sequence of events that is influenced by the PCs' actions. Such adventures take the form
of “Something happens, and if the characters do this, that happens”. Event-based adventures are also known as story-book
adventures, because they are often more like a movie than an exploration of a static site. They can be harder to write and
are less well suited for Fast Action adventures, with more in-depth goals. By definition, the goals in an event-based
adventure will change based on how the characters perform and what choices they make. These adventures usually don’t
use keys, but consist more of notes of when things occur. Flowcharts (also known as "Game Trees") and Timelines are the
best way to keep track of events in an event-based adventure. These two methods can even be combined, making events
that occur dependent upon when the characters attempt to resolve the event.
Combination adventures involve both events and locations. Not unsurprisingly, they have elements of both location-based
and event-based adventures, though one type tends to dominate a little over the other. The adventure is largely event-
based, but upon arrival at a site, things become more like a location-based adventure. Alternatively, the adventure can be
location-based but heavily influenced by events, whether the characters influence them directly or not (an adventure where
the characters must find a bomb within a building before it explodes would be a good example). Combination adventures
are an excellent format to use for long adventures and campaigns.
Some combinations of style and pacing tend to work better for certain kinds of adventures. The classic "bash-down-the-
door" style adventure will probably utilize a Fast Action style with a Location-based pacing. An adventure wherein a
traveler must deliver a load of cargo to a city on the far side of the planet within a certain time frame will probably be
Event-based, and may either have an Action/Adventure or Deep Immersion style. An adventure that involves a lot of
political intrigue will likely have a Deep Immersion style, and either an Event-based or a combination adventure pacing. As
long as the style and pacing are appropriate and work well with the plot, a designer may use any overall structure that they
want for their adventure.
Plot
Everything in life is a story, and all stories mimic life. Stories have a beginning, middle and an end. They all have at least
one protagonist, one or more antagonists, and several supporting characters (some or all of which may not be living things).
They all have one or more settings, events that take place within their own context, and some kind of resolution or
consequence of those events. It doesn't matter how long or short a story is, these four things - characters, settings, conflicts
and resolution - are present in all good stories. These elements when presented together in a clear, logical format to an
audience comprise the story's plot.
Anything can be created and described using the terms commonly ascribed to a story's plot, be it life, a story, music, games,
a workday, time, star systems, you name it. Everything follows the pattern of beginning, middle and end. It should come as
no surprise then that since an adventure tells a story, it's usually a good idea to consider the four elements of plot when
attempting to create an adventure from scratch.
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Once the writer has their hook and has settled upon what structure to use for their adventure, it only remains for them to
fill in the details of the adventure's plot. This can be done by filling in the details of the four major plot elements:
characters, setting, conflict and resolution.
Characters
The first major plot element is characters, best defined as a person or object marked by notable or conspicuous traits. All
stories have one or more protagonists and antagonists. A protagonist is the central or main character in the story. For most
adventures in SFRPG, the protagonists will be the characters created by the player group. The story will ultimately need to
be told from their point of view. There may be other protagonists within a story (which may or may not be "allies" of the
player group). These GM-portrayed characters may have at best a supporting role within a story. Antagonists are a single
character, a group of characters or an "institution of a happening" that represent the opposition against which the
protagonist(s) must contend. They serve as a conflicting interest within the story, and (for whatever reason) must
ultimately attempt to prevent the protagonists from achieving their goals. Antagonists are also usually portrayed by the
GM. One of the keys to making a good adventure is to make these characters seem real. The interactions with other
characters should be intriguing. The adversaries the characters face should be worthy foes.
Allies can be friends, relatives, co-workers, or people characters have met on their adventures. They tend to be friendly
towards the characters and can provide help in the form of information or resources. Some allies can even be NPCs that join
the characters on an adventure, especially if the group is lacking in a Skill that will be needed to complete it. Allies of this
nature should not be included too often, as it may make the players too dependent upon them. Allies can even be hidden or
disguised as adversaries, such as the cop who attempts to bust the characters early on in an adventure but later comes back
to lend a gun when things start getting thick.
Antagonists are the foes the characters will face during the course of an adventure. Playing the role of an opponent can be
one of the more entertaining aspects of being a GM. When creating antagonists, the GM should put some thought into
what it is they want and why they do what they do. Why they are where they are and how they interact with their
environment can also be important. Antagonists may be lacking in intelligence or they may be very clever, coming up with
all kinds of contingencies, strategies and escape plans. Major villains tend to be this way especially, and tend to use lackeys
to do their dirty work. They tend to fight the characters only when they have to, and then only when they are prepared
(and preferably when the characters are weak or unprepared). A GM should not be afraid to make opponents intelligent, or
evil if necessary (including use of deception and atrocities). Not all opponents may be evil, though. Some may be good-
meaning people who simply disagree with the characters’ methods and motives (thus presenting the characters with the
dilemma of having to confront someone they can’t or don’t want to have to fight). Moral dilemmas in adventures
(including what happens if an opponent surrenders during a fight or if a villain takes hostages) can be particularly
challenging.
Lifeforms (particularly fauna) compose a special class of low-intelligence NPC. Driven by instinct, lifeforms want to gather
energy for their own survival, be safe, care for their offspring, and reproduce. Some tend to be curious, but most others are
simply driven by these basic needs. Animals can make good antagonists in a wilderness setting; few characters would have
a problem defending themselves from ferocious predators. When portraying an animal, the GM should not be afraid to use
noises and gestures that the animal might use and should attempt to otherwise emulate it as much as possible. This will
make the characters feel that the creature they are fighting is indeed dangerous. As a caveat, emulating a creature (even if
done well) may have undesired meta-game consequences, such as the players taking the situation too lightly (or making fun
of the GM well after the adventure is over).
An adventure designer will probably realize the need to create an ally or an antagonist during plot development (for
example, if the adventure will involve going to a certain location to meet an Interstel representative, it will probably be necessary to
create the representative the PCs are supposed to meet.) Allies and antagonists may be as detailed or as generic as a GM wants
to make them. At a bare minimum, a GM should have notes on their names as well as their basic personality (provided, of
course, that these characters are living, sentient creatures; non-sentient creatures such as animals may be okay with just
basic stats). Depending upon their role in a story, it may be necessary to go ahead and perform the full creation. For
characters, GMs may be able to use an archetype character for their adventure. Character archetypes are discussed in
Chapter 12.3.
A final type of character that can be placed in an adventure is the neutral character, one that neither supports nor opposes
the player characters. This type of character is often overlooked in role-playing, yet represents the largest group of NPCs
anywhere. Most folks have never heard of the PCs, nor do they particularly care as long as they're left alone. Designers can
add neutral characters to their stories if they wish. As with allies and antagonists, all that's really needed is a name and
their personality. Stats can be drawn up for these characters, though if they truly have minimal interaction with the PCs a
full set of stats will very rarely be necessary.
Setting
Setting determines the time and place of the action. Setting is incredibly important to the plot because it provides a stable
frame of reference for the entire story. A setting will set limits on what can and cannot occur logically within the frame of
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the story. For example, if an adventure is going to involve starships, it'd be inappropriate to set the story in a medieval
setting, at least not without providing some damned good reason as to why feudal serfs may need to travel into space. GMs
will have to be exceptionally careful with situations such as this, as the reasons they give may strain the players'
suspension of belief past the breaking point. Settings are discussed in detail in Chapter 11.2.
Conflict
Conflict is a state of discord caused by the actual or perceived opposition of needs, values and interests. Conflicts may be
internal (within oneself) or external (between two or more individuals). Conflict is central to any adventure as it provides
both its challenge and its meaning.
There are six different basic conflict types in literature which can be applied to adventures. These conflict types are
outlined below. Note that even though these types are Human-centric, they can be applied to any character of any species.
• Man-v-Self: This type of conflict is internal and occurs when a character must fight something about their own
personality. In SFRPG, most of these conflicts occur in the form of a self-control Check, a die roll made by a
player in order to overcome the negative effect of a Complication. This kind of conflict can be used as the
centerpiece of an adventure, though it may result in one character (and therefore one player) getting more
attention than the others.
• Man-v-Man: This is an external conflict wherein one being comes into direct conflict with another being. This is
probably the most common form of conflict used in literature, not to mention most games. Starflight II used this
kind of conflict both for its premise (Arth's dilemma with the Spemin) as well as its final climax (the
confrontation with the Uhl).
• Man-v-Society: In this type of conflict, a character's main source of opposition is social traditions or concepts.
Society itself (or at least some specific aspect of it) becomes the antagonist in the story. These adventures can be
very difficult on a character, as their actions will almost certainly put them directly in conflict with their
community or society, possibly even their close friends or family. Characters may be forced to conduct acts that
are morally reprehensible, or at least illegal within the society.
• Man-v-Nature: This is an external conflict wherein a character is pitted against forces of nature. Many disaster
and survival stories focus on this theme, as well as stories about struggling for survival in remote locales.
Characters in SFRPG may have to focus on this kind of conflict when travelling through the wilderness,
particularly in areas of extreme temperature or significant severe weather.
• Man-v-Supernatural: This kind of conflict occurs when a being comes into opposition with a force or entity that
cannot be described within normal reason. Supernatural forces aren't generally encountered within the Starflight
Universe, though there's nothing that says a GM can't set up an adventure with a supernatural theme. It will
require the GM to adapt the existing rules to serve the situation (for example, a being that can shoot fireballs
might be given the same effect as a pulse laser as a natural attack).
• Man-v-Technology: In this type of conflict, a being comes into conflict with some manner of technology whether
deliberately or as a result of a malfunction. While any office worker might say that this is a type of conflict that
they experience any time they try to use a photocopier, this type of conflict is usually more world-shattering
than that. Starflight I is a good example of this type of conflict (as in order to win, the player ultimately had to
destroy a device that would've ultimately wiped out all life on Arth).
In SFRPG, a story's overall conflict is listed out as a series of goals which are set in a given sequence and which the PCs
must do their utmost to fulfill. Each goal constitutes a tailored encounter. In these encounters, characters will either have
to fight (a combat encounter), make a crucial Skill Check or solve some manner of puzzle (a challenge encounter), or succeed in
conquering the encounter through role-playing (a role-playing encounter) in order to continue with the adventure. Tailored
encounters should be designed carefully; these are the main events that will take place within the story, and should be used
to move the story further along. As a general rule, tailored encounters that occur earlier in an adventure should be less
difficult than ones that occur later on.
One of these tailored encounters will be the adventure's climax, the final, most important conflict and crucial point that
occurs within the story. This is when the action within the story should reach its peak and where every event that has
happened up to then should point. Success or failure is in the balance, important questions may be answered, and all that
follows serves to resolve the plot. This encounter is the most important encounter in the adventure, and so planning it
carefully is vital for the success of the adventure as a story. A designer would do well to focus on the key elements and
circumstances of the climax, and to pick a good, dramatic setting for it. Climaxes should be flexible enough that prior
events don't render them impossible or meaningless. Above all, the climax must be more important than all that's gone on
before. A GM should not be afraid to kill off the entire character group during an adventure's climax; things should be that
important. A climax that falls short of this (known as an anti-climax) leaves an adventure flat and meaningless, and
(perhaps more importantly) tends to vastly disappoint players.
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Interspersed throughout an adventure may be one or more random encounters. There are two types of random encounters.
The first is the pseudorandom encounter, an encounter that is planned but does not constitute the completion of an
adventure goal. "Side-quests" are a good example of this type of encounter. The other is the true random encounter, where
the encounter is not planned beforehand. These encounters are usually those indicated by a die roll, such as what may
occur during a planetary transit when a vehicle encounters foul weather. Both types of random encounters do not count
towards the completion of an adventure goal, but can give the characters additional opportunities to improve themselves.
For example, a resident of a town may offer to hire the characters to transport their dying offspring to a hospital on the far
side of a planet, even if the characters are already on another job. The end result might be a good financial bonus, which the
characters can use to buy better equipment for the adventure's final showdown. Conversely, these encounters can also be
used to waste the PCs time or to drain off their resources. In any event, random encounters should for the most part be less
difficult than tailored encounters.
Resolution
The final piece of an adventure is the resolution, also known in literature as the dénouement. It consists of a series of
events that follow the climax of a drama or narrative, and thus serves as the conclusion of the story. Conflicts are resolved,
creating normality for the characters and a sense of catharsis, or release of tension and anxiety. In an adventure, the
resolution addresses the question of "what happens next". Usually something in the universe has changed in regards to the
characters, whether for good or for ill. The adventure's outcome may have even had an effect on the universe as a whole,
depending on what took place. The resolution is when characters tie up the loose ends of the adventure. They may make
decisions that were deferred from earlier and discuss what they will need to do next.
The resolution is a good time to reward players and their characters for their part in the story. There are several ways in
which a character can be rewarded. Probably the most obvious reward in SFRPG is money. Money gives the characters the
ability to purchase the things they need to stay housed, clothed, fed, and equipped. For a starship crew, money means the
ability to purchase newer, better equipment, which in turn means faster travel, better combat survivability, etc. Without
money, characters can quickly find themselves out of a critical resource at the wrong time, with disastrous results. The
amount of money given to characters should be appropriate to the size of the group. A single character operating on their
own may only get 10-20 MU for completing a job. A starship crew could easily receive upwards of 50,000 for succeeding at
a task.
A less noticeable but nonetheless welcome reward is an increase in one or more of the character's Skill or sub-discipline
scores. GMs should keep track of what Skills/sub-disciplines a character used during the course of an adventure. Whether or
not any additional points will be rewarded should be dependent upon the Skill/sub-discipline's current score and the degree
of success of the Check in which it was used. A good rule of thumb is to reward a score increase for every ten to twenty
points over the current score in the degree of success, with an extra point rewarded for every ten points in the group
leader’s Experience sub-discipline. Extra points should always be rewarded for critical successes, regardless of the Skill/sub-
discipline’s current level. Points should not be rewarded for Checks wherein the player took 50 or 99. Rewarding points for
Skills/sub-disciplines in this manner may require more bookkeeping than a GM is willing to do. In that case, the GM could
simply make a quick 1d10 roll and reward a point on a result of zero. Of course, GMs are always welcome to reward points
arbitrarily for good role-playing. When awarding points for sub-disciplines, the GM may ignore the training limit of the
character in the controlling Discipline. This is considered "real-world" training and is the only way a character may gain
additional points in a Discipline once they've reached their training limit.
Depending upon how a character was played, the GM may reward a character with a new Talent. For the most part,
rewarded Talents should be limited to any non-intrinsic Traits of the character (variable Trait talents such as Wealth,
Reputation, Social Status, and Education are considered intrinsic). Awarding the Contacts Talent should be handled with
care, as it's likely the characters have met a number of people during the course of an adventure. For the most part, this
should be reserved for very pleased patrons, for whom the character has more than adequately performed a task. Intrinsic
talents should only be rewarded after careful thought, if a GM is planning on rewarding them at all. Any adjustments to
the character's intrinsic Traits should be done as a result of events that happened during the course of the game (a character
that helps out the mother of a sick child might gain a couple of points in Reputation as a philanthropist, one who blows his
wad gambling might lose points in Wealth, etc.). It may also be necessary during the adventure's resolution to inflict a
character with a Complication. A character that shoots up is probably going to become Addicted. A poorly role-played
character that was supposed to be level-tempered but takes a swing at an NPC for some minor infraction should take a
couple of negative points in Temper. GMs should be careful when inflicting a Complication on a character; since it will
negatively affect a PC, the player may be (understandably) upset about it. In those cases, the GM should explain their
rationale and listen to the group's input, and be willing to be gracious enough to change their mind if the situation
warrants. Other times, the player may agree with the GM wholeheartedly. Complications inflicted on a character after an
adventure do not give that character any additional "building points" as was the case during the character creation process.
Likewise, new Talents do not cost the character any building points.
There are other types of rewards that can come under unusual circumstances. Receiving items that a character doesn’t have
to pay for can be a very nice (and in some cases life-saving) reward. Characters can receive items as gifts, as free offers, in
exchange for a service, or by discovery during an adventure. When items are used as rewards, however, a GM should be
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careful not to give permanent access to any item that is powerful enough to unbalance the game (see Chapter 10.4). In a
monarchy or other type of oligarchic government, a character may be presented with a spot of land as a reward for their
aid. Land is an invaluable resource, one with which a character can do anything. They could use the land to set up a
stronghold or base of some kind. They could use it for personal living space to retire upon. They could develop the land,
using it as a source of income (to establish a business or upon which to build residences). Of course, they can always turn it
over to their parent government, for a good price. Or, they can sell it outright, though this may insult the sovereign who
gave the characters the land in the first place. Titles are another possible type of reward handed out by a monarchy or
oligarchy. A title always carries with it a degree of prestige as well as the continuing scrutiny of the sovereign who
bestowed it. Even if a character doesn’t give a rat about the title, the sovereign may look upon them as a source of national
pride, or as a political adversary (no matter if the character is gunning for power or not). Outside the government, a title is
a decoration, just like anything else. Perhaps the greatest use of a title is as a way to access the sovereign, to ask for favors,
or as a means to establish diplomatic relations. Finally, both military and non-military characters can have honors bestowed
upon them by others. Honors can be as trivial as the Keys to a City, or as prestigious as earning the Medal of Sublime
Achievement. Honors are generally reserved for prime accomplishments.
One final part of an adventure's resolution involves the meta-game. A good GM will always ask the players what they
thought of the adventure once it has reached a final conclusion. In particular, they should ask what parts of the adventure
they liked or disliked, and why. A GM should pay particular attention to what the players are saying in regards to what
they'd like to see happen next. They might say that they'd like to see their characters doing something a little different, or
perhaps they'd like to see a particular NPC crop up in another adventure. Players are an awesome source of adventure ideas,
oftentimes without even realizing it; GMs would do well to consider everything said, no matter how minor.
A writer should select one or more descriptive verbs once they have their initial idea, which will ultimately describe what
the main goals of the adventure will be. Examples of appropriate verbs for adventures in the Starflight Universe include
Capture, Defeat, Defend, Discover, Destroy, Escort, Escape, Find, Intercept, Negotiate, Obtain, Patrol, Rescue, and Survive. The
more verbs an adventure has, the longer that adventure is likely to last. Selecting verbs is the first step in the slicing
process, so it's necessary even if the initial idea is based on a specific set of events.
With the verbs selected, the writer should expound upon them in order to make them specific goals for the adventure. For
example, if the verb Defend was selected, it could be expanded to Defend the disabled transport, or if Rescue was selected, an
expansion might be Rescue the captured scientist. Once the goals have been set, the writer should put the goals in the order in
which they want the characters to complete them. This will help set up the adventure’s plot structure.
With specific goals in mind, the writer should begin asking themselves questions about them. The six Ws of journalism
(Who, What, When, Where, Why and hoW) are all questions that should be asked (or "sliced") about each of the goals. For
example, one of the goals of an adventure may be Rescue the captured scientist. Some questions that can be asked of this goal
may be “Where is the scientist being held?”, “Why is it important to rescue the scientist?”, “Who has the scientist?”, and
“What will happen if the scientist is not rescued?”. A writer can and should ask as many questions to themselves about the
goals as they can think of. For every question asked, the writer must come up with an answer. This is necessary, because if
the writer can think of a question, a player can come up with the same question in the middle of an adventure. If no answer is
available, the writer (who is likely to also be the session's GM) is going to have to come up with something on the spot, and
if they don't keep track of what they came up with there's going to be meta-game problems. The point of plot slicing is to
minimize the amount of improvisation that is necessary during an adventure.
Now that the writer has answers to specific questions about their goals, the answers they came up with should also be sliced.
Ask the six questions again, this time about the answers. For example, let’s say the answer to the question "Where is the
scientist being held" is “At a secret compound in the Nirvana star system.” Expanded questions on this can be “Who runs
the compound?”, “Why is the scientist being held there?”, “How long will the scientist be held there?”, “When will the
scientist be moved?”, “What kind of compound is it?”, and “How complex is the compound?”. Once the initial answers to
the questions have been sliced down into further answers, the writer has more of the details they need to create their story.
The process of finding answers to questions, and then slicing those answers can be carried out to as much of an extreme as
the writer wants. Each slice will fill in more and more details about the story, until the story is as detailed as the writer
wants. For Fast Action adventures, a writer may only need to go through a single round of slicing, while for Deep
Immersion adventures, a writer will need to go through many levels. When the writer has reached the desired level of
detail, they should be able to write down for themselves a specific plotline of the adventure outlining the goals and the
specific details about each goal. This plotline is known as an adventure hook in RPG parlance.
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With the adventure hook complete, a few more specific details are now ready to be added to the story. The first of these
details is a title. The purpose of the title is to distinguish the adventure from other adventures. The setting of the adventure
should also be selected. Settings are particularly important, as an adventure can take place anywhere in the Starflight
Universe, and can cover any imaginable type of terrain. The GM should then select their adventure's pacing (if the GM is
really in a rush, it's recommended that their adventure be Location-based due to the ease of creating that style of
adventure).
Finally, with a title, setting and style selected, the plot should be formalized with an introduction (how the character group
gets involved in the adventure), a middle rising to a climax (the adventure itself, using the details gathered from the
adventure hook) and a resolution (what happens to the characters when the adventure is completed, or what can happen to
the characters should they not complete the adventure). At this point, development of the adventure splits it up into
individual scenes, sites, events, encounters, and so forth. Once those details are complete, the adventure is ready for play.
Should the writer want to create a full-fledged campaign, they will need to go through this process several times, once for
each adventure that makes up the campaign. These individual adventures should be considered “episodes”, like an ongoing
part of a television series. A writer can create several linked adventures even if they are not preparing a campaign, though
traditional single-plot structures generally are better for single adventures.
The ideas prepared herein can be readily adapted for use by differing types of character groups, using some of the
information presented in Chapter 2.2 and Chapter 2.3 as a guide for development. Some of these ideas refer to "the empire",
which is merely a generic way of indicating whatever government or planet the group happens to live on and/or work for.
Some of these ideas assume military groups, while others assume non-military groups. While it is best to use military ideas
with military groups and vice-versa, they can be adapted for use by the opposing group type. The GM will need to make
whatever changes they feel are appropriate in order for it to work. Also, some ideas assume the character group is
composed of a single species type working within the confines of a single space-faring empire. If this is not the case, it
should be easy to adapt the idea so that the characters end up working with a specific government. GMs should feel free to
experiment with any idea they find interesting, even if they aren’t experiencing writer’s block.
The following one hundred adventure ideas are numbered using a d% numbering system. If a GM can’t decide on a specific
idea or aren't particular, they may roll d% to select one at random. These ideas are here to get the GM started. It is still the
GM’s job to develop the adventure, but knowing what an adventure will be about goes a long way towards actually
developing it.
1. Intelligence reports that enemy forces have left a critical installation open to attack.
2. Pirates are operating within the empire’s borders.
3. Convoy ships carrying critical supplies haven’t been heard from in days.
4. A distress call is received.
5. Lucrative cargo must be delivered to a specific location.
6. A naval crew has gone rogue and taken their ship with them.
7. An expedition into unknown territory is being prepared.
8. Government property must be recovered from a pirate base.
9. A scientific expedition is taking place close to an enemy’s border.
10. A government has sent one of its ships to patrol its borders.
11. A major enemy incursion into the empire’s territory is in progress.
12. Intel reports an enemy supply convoy is open to attack and capture.
13. There has been a mutiny aboard a friendly starship.
14. An ambassador requires an escort to a peace conference.
15. Pirates have been spotted guarding a stash of stolen cargo.
16. A major corporation is looking for a mercenary for hire.
17. A council member (or equivalent) has gone missing.
18. A reconnaissance team has been captured by hostile operatives.
19. Miners are trapped after a cave-in.
20. Preparations for a colony’s 50th anniversary are underway.
21. A trans-dimensional rift has been discovered.
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22. Riots have broken out aboard a space station.
23. An asteroid is about to collide with a friendly colony.
24. A crime lord has placed a very lucrative bounty on the head of a respected writer.
25. A plague has broken out on a friendly world.
26. Contact with an expedition into unknown territory has been lost.
27. A fleet of starships engaged in battle requests reinforcements.
28. A recent starship battle has left an enemy ship intact but derelict.
29. Contact with a space station has been lost.
30. Construction of a new colony is underway.
31. The interrogation of a known criminal leads to a larger conspiracy.
32. Enemy forces have jammed communications with a colony.
33. A supply convoy has requested an escort.
34. A world wishes to secede from their empire.
35. Contact with a border station has been lost.
36. The government wishes to reconnoiter a border territory.
37. A kidnapping on a backwater planet has some peculiar details.
38. Union workers at a major manufacturing facility have gone on strike.
39. Unusual energy readings have been detected from a nearby nebula.
40. A politician has been diagnosed with a rare illness, and the only cure is located deep inside hostile territory.
41. Disgruntled colonists are acting to destabilize the peace with a neighboring empire.
42. A scientist working on a top-secret government project has been found dead.
43. A prototype starship still under construction has been hijacked from its drydock.
44. A national treasure has been stolen.
45. A high level politician must be extracted from a combat zone.
46. There has been a natural disaster on a friendly colony.
47. An enemy empire has placed a minefield in a major shipping lane.
48. A distress call has been received from an expedition into unknown territory.
49. A crime lord is offering a large reward to anyone who breaks up the wedding of a leading aristocrat.
50. Unidentified starships have been detected in a friendly system.
51. A powerful artifact is discovered and must be destroyed for the good of the entire universe.
52. An investigative reporter for a major news network has been found dead.
53. A starfaring government has invited other starfaring governments to participate in an interstellar race.
54. A space station’s shields have been sabotaged in the middle of a solar storm.
55. A celebrity has been framed for a crime.
56. A reconnaissance crew has been shot down in enemy territory.
57. The government wishes to establish relations with another government after a coup d’état.
58. The government wishes to establish an embassy on a planet.
59. Construction of a new outpost is underway.
60. Enemy forces have seized a friendly starship.
61. An opposing empire captures a scientist working on a top government project.
62. A major corporation wishes to reconnoiter a planet.
63. Hostile forces have taken hostages on a friendly world.
64. Planning is underway to land troops on a hostile world.
65. The local communications relay has suddenly gone inoperative.
66. A plague has broken out on an enemy planet.
67. An enemy POW camp has been located.
68. An Intelligence operative urgently requests a secret rendezvous.
69. Enemy operatives have seized control of a prototype weapon.
70. Religious fundamentalists have seized a military starship.
71. A starfaring Information Exchange has learned a vital, paradigm-shifting secret.
72. A protest over the increasing cost of medical care turns ugly.
73. There has been an accident at a major manufacturing facility.
74. A major politician has been assassinated.
75. An artificial organ must be safely delivered to a local hospital.
76. A group of disgruntled colonists have seized control of a military starship.
77. A rich mineralogical vein has been struck at a border colony.
78. Surveyors are needed to look for potential colony sites.
79. A corporation is planning on setting up mining operations on an asteroid.
80. A hostile government is conducting “war games” a little too close to the border.
81. A reconnaissance-in-force fleet is sent on a critical mission deep into enemy territory.
82. A group of rookie fighter pilots have been assigned to a base/planet/colony.
83. A neutral planet has been selected to host peace talks.
84. Evidence that an enemy empire is building a super-weapon has been received.
85. A deep space telescope has gone inoperative.
86. An operative with vital information must be extracted from a hostile location.
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87. Intel has determined the enemy is preparing to attack a specific colony.
88. Applicants are being sought for a local Skimmer race.
89. A biological weapon has been released on a friendly colony.
90. A fugitive has been spotted on a nearby colony.
91. A shakedown cruise of a prototype starship goes seriously wrong.
92. The government wishes to reconnoiter a hostile world.
93. A local shopkeeper has had several recent thefts.
94. A group of elite fighter pilots have been assigned to a base/planet/colony.
95. Construction on a prototype starship is underway.
96. Civil war has broken out.
97. The leader of the empire has been assassinated.
98. Hostile operatives have seized control of a friendly space station.
99. There has been a theft at the headquarters of a political party.
100. A coup d'état establishes a hostile government in place of a previously friendly one.
In SFRPG, most adventures will likely take place in the years following Arth's return to the stars (approximately the year
4615, according to the timeline in Chapter 12.1) though there's nothing really that says an adventure can't take place earlier
than that. Even from 4615 onward, there are a lot of possible ramifications of the year in which an adventure takes place.
Adventures in 4620 will have to coincide with the events of SF1. The interregnum between SF1 and SF2 (4640) will see
campaigns without a clear source of fuel for starships. Shyneum comes into play in 4640, and after that the field is wide
open. Starflight's broad timeline is only one example of how important the "when" aspect of setting is; smaller time scales
can be just as crucial. Starflight I is a great example of the importance of small time scales; every four days, all the stars
along another x-parallel outward flare, eventually reaching the Arth system on 4621-01-01. Four days can be a pretty short
span to have to try and determine whether there's life on a planet or whether it's all been cooked off.
As important as "when" in regards to a story’s setting is the question of "where". Adventures in the Starflight Universe can
happen in a plethora of different places. An adventure could take place in such diverse places as a Humna Humna trading
post, the mountains of New Scotland, or even in orbit about the planet Nirvana. Moreover, given the use of vehicles and
starships, the locations in a story can change rapidly even within a single adventure.
The following subsections talk about the elements of different types of adventures based on their location. Essentially, all
adventures can be broken down into one of four subtypes: site adventures (adventures in a single place), planet-side
adventures (adventures on a planet or moon, outside of urbanized areas), urban adventures (adventures in a city or space
station), or space adventures (non-planetbound adventures, usually involving a starship or space vehicle). The guidelines
presented can be useful in helping to put any adventure together, including a "conglomerated" adventure (one that uses
elements from multiple setting types).
There are several different types of sites that can be used for adventure settings. Perhaps the most common type in the
Starflight Universe is the ruined structure. Ruins are sentient-built buildings that have since collapsed from disuse and age.
In the Starflight Universe, these are usually either recent or ancient ruins, with the only real distinction being that ancient
ruins were built by the Ancients (usually Endurium deposits can be found in close proximity). Archaeological sites are
typically set around ruins, as are base camps for fortune seekers. Ruins can either be small or extensive. Most are difficult
to navigate for one reason or another, usually because portions of the structure have collapsed or are likely to collapse. The
usual denizens of ruins are either wild creatures that have found them to be a good shelter and have taken up residence, or
sentient beings that have a reason to remain hidden (fugitives, the insane, etc.).
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The next most common type of site in the Starflight Universe is the occupied structure. This type of site refers to a sentient-
built structure that is usually occupied by one or more members of the race that built it. It is possible that members of
another sentient race are present (either as guests or as new owners), or that the structure has no occupants whatsoever
and yet is still in too good of a shape to call it a ruin. Some examples of occupied structures include houses, shopping
centers, trading posts and military installations. They can either consist of a single structure, or multiple structures built
over a predetermined area. Most of these structures are designed to be relatively easy to navigate.
Another type of site is the storage structure, which (as it sounds) is a structure designed primarily to hold things. Examples
of storage sites include cargo bays, warehouses, catacombs, vaults, and prison complexes. These structures differ from
occupied structures in that they have a tendency to sprawl a little bit and usually have at least one area that is both
difficult to navigate and hard for intruders to penetrate. Storage structures are good settings for more challenging
adventures.
The fourth and final major adventure site setting is the cavern. Caverns are typically natural formations formed by
thousands of years of wind and water erosion or through volcanic action. Some caverns can be sentient-built; examples
might include complex underground tunnel networks, safe storage sites for hazardous materials (such as radioactive waste
or nuclear weapons) and shaft mines. Caverns generally form huge networks that spread out for miles. Some caverns can be
located underwater, or have portions that are submerged. Caverns generally are very dangerous places to explore and fight
in, due mainly to the low-light, thousands-of-tons-of-rock-overhead environment. Creatures that live in caverns usually live
fairly close to a reliable source of food and water.
To build a successful site for an adventure, a GM must first consider what type of site they are building. This will
determine the type of terrain that exists in the site and how complex its layout is. Sentient-built sites will have various
types of walls, doors, rooms, corridors, and other miscellaneous items (such as vent shafts, columns, storage cabinets,
furniture, and the like). Natural sites will usually have walls and openings, stalagmites and stalactites, pools, and so forth.
No matter what type of site is selected, there are some common issues to address, including level of habitation (by both
sentients and non-sentients), terrain features, levels of illumination at various points within the site, and whether or not
any special hazards exist.
When building a natural site, a GM must consider the size of the site they are building and add the various features of
walls, openings, slopes, pools and so forth. Illumination in these sites usually comes from natural sources, and (just to
name a few examples) may come from bioluminescent organisms, underground lava flows, or even sunlight in the upper
levels. The GM should also consider putting in areas that are unstable, where it is likely that a cave-in will occur or has
already occurred. Getting around cave-ins of this type may constitute a challenge goal for the characters, and might even
function as a special hazard. Natural settings typically have an animal ecology of some sort. The GM should consider the
types of creatures they have living at the site and should give those creatures ready access to such things as food, water,
clean air and shelter. Doing this will make the setting appear all the more natural to the players.
Sentient-built structures are not all that different to build from natural sites. A GM should first consider the size and layout
of the structure they are attempting to build, as well as its function. From there, they can add the various walls, doors,
rooms, corridors and miscellaneous features they need. Illumination in these sites is usually artificial, but may also include
some natural light sources (such as windows and skylights). Something to consider is the stability of the structure.
Determine areas where concussive weapons (such as a grenade) would cause part of the building to collapse. Always
provide more complicated routes to critical destinations if necessary. Finally, the ecology of the structure should likewise be
considered. If it is a residence, the occupants should have rooms that contain their personal effects, wardrobe, and beds. If
it is an office, there should be cubicles for people to work in. If it is a barracks, there should be bunks for soldiers to sleep in,
and so forth.
One final element that can be added to both natural and sentient-built structure is the special hazard, also known as a trap.
Traps can include pressure switches, tripwires, motion detection-activated alarms, and the like. Traps can be counted as
hazards or goals for the characters to overcome. Traps vary in effect, but all have the same general elements. All traps have
a trigger, a way to reset it, a way to bypass it, a way to disable it and an effect should it be triggered. The GM can design
traps to add to their structures as a way to make them more dangerous. When creating a trap, the GM should remember to
include all of the above elements. To disable a trap, characters must first spot it. This usually takes a DC 100 Perception
Check. Once discovered, traps can usually be disabled using a DC 125 Dexterous Maneuvers Check. If the triggering
conditions are fulfilled (such as a character moving in the presence of a motion detector) or if an attempt to disable a trap
fails by 25 or more, it is triggered. If the characters trigger a trap, whatever effects it may have go into play immediately.
This can include causing direct damage, producing an environmental effect (such as shooting poison darts, dropping down
barriers, or filling the area with toxic fumes), or setting off an alarm. If the trap causes physical damage, make an attack roll
for the trap against the character that set it off using their FHD. The trap causes damage once and must be reset before it
can be triggered again (it should be noted that some traps have automatic resets). If the trap causes environmental effects,
characters in the area suffer from its effects immediately. If the trap sets off an alarm, all the remaining opponents at the
site are now aware of the characters' presence, something which usually does not bode well for them.
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Finally, when building an adventure around a site, it's essential that the GM knows exactly what can be found where
within the site. This is best accomplished by drawing a detailed map of the site in question, including distances of
corridors, sizes of chambers, and locations of encounters. Usually a GM can get away with drawing just the outline of the
map while using a key or legend to mark particular areas within the site (for example, the Psychic Blaster with the two dead
guys - one of whom is carrying a PDA - is in Area C, the locked key-coded door with a hidden switch leading into the reactor chamber
is in Area E, and so forth). Things to include in the key are a description of what the characters can see and notice when they
first enter the area, what they can discover via Skill and Sub-Discipline Checks, and any notes as to what else might be
occurring within there.
Planet-side adventures get special treatment within SFRPG. Technically, a whole chapter of this guidebook (namely
Chapter 8.2) has been set aside specifically for the purpose of creating this type of adventure, though (as mentioned in that
Chapter) those rules are designed to augment the adventure. They do this by providing random encounters each hour of
transit on a planet's surface, making the transit a little more challenging and interesting. In the process, they do require the
players to role-play the entire transit. Some player groups may just want to get to where they're going, which is why the
GM may choose whether or not they want to use those rules.
Planet-side adventures can be treated a lot like site adventures. All that's really needed is to have encounters at particular
points along the way. Again, these encounters may be generated by the planetary exploration rules at random, they may be
tailored to happen intentionally during the course of the adventure, or a mix of both random and tailored encounters. Each
tailored encounter point can be treated as a site in its own right, using natural boundaries (trees, rock formations, rivers,
shorelines, storm fronts, etc.) as the bounds of the encounter (similarly to the "natural sites" mentioned in the previous sub-
Chapter). Describing the surroundings and the bounds of the encounter accurately tends to become a little more important
when the focus of the game is actually out in the open; a GM should mention rolling hills with verdant trees or perhaps a
star-filled sky and a cratered surface, rather than merely mentioning that "the terrain difficulty is moderate". With the
bounds set, all that is left is to populate the encounter with whatever the GM has in mind.
Planet-side adventures can be incorporated into a larger adventure. Such an adventure may start out in a town, use the
planet-side portion of the adventure to travel to a specific site, and then use another planet-side portion to return to the
town of origin once events at the site are brought to a conclusion. Using the wild portions in between towns to frame other
sequences of an adventure is perfectly acceptable and certainly makes going in between places a lot more interesting for the
players. Not all planet-side adventures will involve the characters simply going from place to place; sometimes the
wilderness itself will be the destination and setting for the bulk of the adventure.
Characters tend to be more susceptible to their environment out in the wild than they would be in an urbanized area or
site. That's not to say that the environment can't affect the characters in those areas, just that usually sites and
communities located in particularly hostile environments (such as worlds with low gravity, no atmosphere, high radiation
levels and so forth) tend to take strong measures to counteract the environment and make the area habitable. Characters in
the wild don't have those benefits. Rarely used equipment such as oxygen tanks and anti-radiation medication may become
essential for survival out in the open. For more on environmental effects and how they may affect characters, see Chapter
12.4.2.
Adventures in an urban setting are likely to mess with the players a bit. Unlike planet-side or even site adventures, people
aren’t going to take kindly to a group of characters who do as they please when they please. Communities have laws, and
all those within city limits are expected to obey those laws or face legal consequences. Laws can include restrictions on the
use of weapons, armor, vehicles and other equipment that characters may need to complete an adventure (such as lock-pick
kits). Characters who don’t obey these laws can either expect to be fined or to be thrown into jail by the local constabulary.
Situations like this are tricky. Fighting with the police gets a character into deeper trouble; killing police usually gets them
into extreme trouble (even if the cops don’t kill them outright). The problem with laws is that they may also prevent
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characters from being able to help others the way they may normally do so. Vigilantism is usually frowned upon in
civilized society.
If a community is to be the site of an adventure, its description may have to be more thorough than what the community
creation engine provided in Chapter 10.2.3 normally produces, although that will provide an excellent place to start. A map
of the community may need to be provided, and those buildings pertinent to the adventure will probably need to be
designed well before the adventure begins. Communities have elements that a GM would be well advised to add. All
communities have streets to handle commercial and domestic traffic. The larger the city is, the bigger the streets.
Communities tend to be divided into three types of districts: residential, commercial, and industrial. Residential districts
are comprised of houses, apartment buildings, tenements, and the like. The community's population lives in these areas.
Commercial districts are comprised of shopping centers, restaurants, offices, etc. Commercial zones are where the
community conducts business within itself. Industrial zones include power plants, factories, mines, etc. Industrial districts
usually produce products for export to other communities. Communities may also have a power grid, lighting for streets,
sewers, recreational areas, religious buildings, schools, and medical care facilities depending on the level of technology the
members of the community have achieved (depending on the community, they may also have walls, gates, shield
generators and defensive batteries). Heavily defended communities tend to have larger military garrisons. Finally, all
communities have people, and these people have various jobs and live in various types of structures. Naturally, characters
may expect to find other elements in towns, such as a good pub in which to begin an adventure and an inn to retire to
when they need a place to stay.
Characters can have random encounters in urban areas similarly to planet-side adventures or site adventures. The types of
encounters typically found in an urban sitting are, as one might expect, quite different. Encounters will tend to include
more interaction with NPCs, and will present the characters with a dilemma. Sure, they might need to defend themselves
against a mugger with a knife, but how to do it without violating the community’s laws against weapons on the streets...
Creating a space adventure is only a little different from creating a planet-side adventure. The rules for interplanetary and
interstellar travel (discussed in Chapter 8.3 and Chapter 8.4) don't block out every hour of transit as do the intraplanetary
transit rules, so a GM may have a little more breathing room for their own tailored encounters. Like planet-side adventures,
a space adventure can be treated similarly to a site adventure. All that's needed are a few encounters along the way.
Encounters may be generated randomly by the transit rules, tailored to intentionally happen during the course of the
adventure, or a mix of the two. Each tailored encounter point can be treated as a site in its own right, though determining
bounds for the encounter is trickier. In general, there are no landmarks to serve as the bounds of an encounter out in space,
so it's usually best to use combat range as the "bound" in these cases.
As with planet-side adventures, space adventures can be incorporated into a larger story. Such an adventure may start out
in a town, use the space portion of the adventure to travel to a specific site off-world, conduct some business at that site,
and then use another space portion to return to the place of origin. Not all space adventures will involve the characters
simply going from place to place; sometimes the void itself will be the destination and setting for the bulk of the adventure
(such as when a ship is sent to attack a specific target like an enemy space station).
Space is inherently the most hostile environment in which a character can find themselves. Extreme heat, extreme cold, no
atmosphere, lethal radiation and the like are all commonplace. Few creatures can withstand these extremes, and so
characters that actually go out to take a dip in the void must have the appropriate gear. Heavy, bulky pieces of equipment
(such as a Pressure Suit) are necessary for simple survival. Actual exposure to the space environment is almost always
lethal; for more on environmental effects and how they may affect characters, see Chapter 12.4.2.
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universe. This final section of this Chapter talks about campaigns and offers advice for how to turn any campaign into a
rich, immersive story.
Before a campaign is ever established, the GM should sit down and think about what they want to do with it. The
campaign is going to tell a long and involved story. It will be a story about a central group of characters who, throughout
its entire length, will work together to accomplish a series of goals. The GM must have a clear idea of what their story is
going to be about before they can even begin to create the campaign. The plot slicing method presented in Chapter 11.1.1
works well for creating a campaign, though the method must be applied over the course of several adventures. The GM has
to ask themselves whether or not their campaign will have a single, overarching storyline (which tends to lend itself
towards greater opportunities for character development), or if it will be composed of single plots (which tends to be a little
easier to create). With the ideas and goals of the campaign in mind, the GM can take each goal, sub-divide it into goals for
the individual adventures, and further slice them up as much as they'd like.
Once the creation process is complete and the campaign is ready to play, a GM needs to establish the core character group.
The GM needs to be flexible with the playing group (even more so than in an adventure), as campaigns will take longer
than single adventures and there is a larger risk that players will have to drop out or be added as time goes by. It is likely
that players will come and go during the course of a campaign; this simply cannot be helped. What is important, however,
is what happens to the character the player was portraying. The easiest thing to do when a player leaves the group is to
have their character leave the character group for one reason or another. That character can be kept in reserve, until another
player comes by to pick the character back up again. The character can explain that they had an opportunity to perform
some business, and now that business is concluded for one reason or another. Another thing that can be done is to kill the
character off. If the character was a member of the main group, their death should be fairly heroic (such as a character who
sacrifices themselves for the good of the others). A GM should not kill off every member of the core group, however, or the
whole plot will seem contrived.
Also of importance is how the adventuring party begins the campaign. There are several methods through which characters
will get to know one another and decide to work together. In Starflight, military groups may be assigned to one another.
Interstel crews were likely recruited off the streets by the ship's master, who might've in turn been approached by a
company recruiter just a few hours earlier. Non-military groups may have characters that have a common goal. There are
even campy reasons why groups of characters decide to work together, like the group that decides to work together over
drinks in a bar. Any beginning is all right, as long as it works for the campaign in progress. Just as important is how to
introduce new characters into the character group. As with the beginning of the campaign, it is important for the new
character to have some back story, and to have a reason for joining the group (even if it’s campy).
Once the campaign has been established, it is part of the GM’s job to maintain the campaign. This is best done by building
on what has happened so far, by foreshadowing what is to come, and by creating a living environment for the characters
through such methods as the relationships they form and making subtle yet important changes to the campaign universe.
Building on the past and foreshadowing the future is perhaps the most important and best way to keep a campaign running
once it’s been established. In the early going, foreshadowing events to come is important. For example, if one of the
adventures involves rescuing trapped miners after a cave-in, the characters could run into somebody in a prior adventure
who used to work there and who complains about earthquakes and insufficient safety precautions. This will hint to the
players what they will be doing in the future and help prepare them for that adventure (if they know they’ll wind up in fire
caves, chances are they’ll want to save up for some flame-resistant gear). Building on events that happened in the past is
also important. If the characters rescue the pro-consulate’s daughter, the pro-consulate will remember them and their
heroism the next time they meet. If (heaven forbid) Starport bit the dust in an adventure, chances are good it won’t be
there in a later adventure.
It is the GM’s job to portray the roles of all the NPCs the characters meet during a campaign, as is normal. One thing the
GM should be sure to understand is that most NPCs won’t know about the characters or their reputation. Because of this,
most people will treat the characters like they would other people simply because they don’t recognize anything special
about so-and-so. Most people won’t even pay attention to the characters unless they do something to attract their
attention. The characters will have to be careful in how they act around others. If they are kind and just, chances are they
will earn friends and respect. Their chances of getting a cheap meal or successfully borrowing transportation from someone
can be vastly improved as a result. If the characters act like a bunch of law-breaking jerks, the opposite can also be true...
As part of building on the past of the campaign, the GM should from time to time have recurring characters. Chances are
good the barkeeper at the Nebula Lounge on Starport Outpost One will still be the same guy the next time the characters
drop in for a visit. This can apply to other types of characters as well. A dark figure seen in an alleyway in the middle of the
night could show up later on an entirely different planet and finally reveal their intentions. The characters can form
relationships with certain NPCs (such as the innkeeper at the Regal Inn in New Braunfels on Koann III, who lets the
characters stay at a reduced rate because they helped find his lost cat), which adds to the story and helps flesh out the
campaign. The GM should be careful not to overuse recurring characters, as that may make the campaign seem artificial,
but if used well they add realism and confirms the place of the characters in the story.
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Another way to make the campaign world seem more alive is to change what the characters know. If a mechanic the
characters trust has been talking about retirement, have the mechanic’s nephew working in their place the next time the
characters visit their shop. If the characters know a friendly noble on an oligarchic planet, have that noble become the
sovereign. The GM can even hit the characters where it will hurt. If they love a particular city, have that city become the
victim of some natural disaster or enemy raid. Wars and other major calamities are part of real life in a real world; this
should be true even for the characters. GMs shouldn’t hit the characters below the belt too often, or the players won’t want
their characters to become too attached to anything. If used judiciously, changes and calamities will add meaning and
purpose to the campaign.
After a campaign has gone on for a while, the GM may decide the time has come to conclude the campaign. GMs should go
ahead and try to wrap up the loose threads of the ongoing campaign; they shouldn’t just drop the campaign mid-stream
(except in the very rare case where all the players quit the game at the exact same time). All stories deserve a good climax
and a final resolution; campaigns are no different. If the players had a run-in with a mob boss in an earlier adventure, the
GM should write an adventure wherein their final, climatic confrontation takes place. If the players have been trying to
demolish the Crystal Planet, the GM should compose a final adventure wherein that goal is within their grasp. It may take
a couple of sessions (or adventures) to wrap everything up, but it is well worth it, especially if the GM wants the players to
remember the campaign and talk about how great it was for years to come.
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CHAPTER TWELVE:
THE STARFLIGHT UNIVERSE
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
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12.0: INTRODUCTION
SFRPG has been set up to give fans of the original games a new, unique experience within the Starflight Universe as well as
to give a primer on Starflight to newcomers. Adventures that weren't possible in the original games are possible within
SFRPG and are merely a matter of the GM taking time to sit down and create them. On the other hand, some GMs may
want to give their players a more "genuine" experience involving an inexperienced crew with a substandard ship going out
and saving the entire Starflight Universe. They might even want to include some of the unique features of the original
games, including the use of security codes for leaving Starport (complete with encounters with the police if they give the
wrong access code), recommending colonies, problems with translating messages, and so forth. In that case, the GM will
need as much information about the truly vast Starflight Universe as they can get their hands on (other than the
information on races, goods, and ships included in these rules), not to mention codified rules for those uniquely original
situations.
This final chapter is devoted to information about the Starflight Universe. Section One contains a timeline, detailing events
that have happened in Arth's past. Section Two talks about Starport, its importance as far as campaigns go, and some of the
things that players can do while there. Section Three discusses some of the people in the Starflight Universe and includes a
routine for creating NPCs and opponents rapidly, as well as a list of notable characters. Finally, section Four wraps up
SFRPG with a talk about miscellaneous issues during space exploration, including issues with navigation, effects of
planetary environments on characters, and non-sapient lifeforms that might be encountered on planetary surfaces.
12.1: TIMELINE
The history of the Starflight Universe spans for over a million years, albeit with the vast majority of events occurring in
about the last 2500 years. The events in that history (as with all history) have shaped the Starflight Universe and those
beings that live in it, including how they live and how they all get along with others (or don't).
GMs may at some point have a desire to conduct a campaign sometime in Starflight's past (particularly given the Old
Imperial starship technology presented in the Non-Canonical Starship Catalog). Perhaps they'd like to center a campaign
around a particular set of events, or perhaps conduct an adventure directly involving those events. Playing with history can
make a rewarding gaming experience. Still others may simply want to refer to past events during the course of their
adventures. While some may consider when construction began on Starport Central mere trivia, it is possible that a GM
could work that in as a vital (even critical) part of an adventure or campaign.
For these reasons, the following timeline of events in the Starflight Universe is presented. Note that this timeline, like the
one that appeared in the Starflight I documentation, is largely Human-centric (and in particular, Arth-centric). For
campaigns involving other races, GMs and campaign designers are more than welcome to create whatever histories and
background stories they wish (provided of course that nothing they create directly contradicts the events of this "official"
timeline).
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The Starflight Universe Timeline (through 4642)
Year Major Events
2675 Empire discovers the pre-technological Spemin and begins to teach them science and technology.
ca. 2700- First contact between Thrynn and Elowan. Hostilities between the two races commence almost
2750 immediately.
2770 Empire encounters Thrynn and Elowan. Human mediators quiet hostilities between the two alien races.
2790 Spemin attack the Empire.
Imperial Code of Interstellar Warfare (Surrender Procedure) is established. The code establishes the
2850 obligation of Imperial warships to cease hostilities upon the surrender of any hostile combatant, and
provides for severe penalties should any Imperial crew fail to comply.
First Wave begins. Numlox and Phlegmak invaders attack the Empire. Spemin beg for Imperial protection
3000
and it is granted.
3120 Veloxi Pact of 3120 is signed. Veloxi and Empire ally.
3190 Interplanetary Treaty is signed. The treaty guarantees the right of free passage to all neutral species.
Trans-sentient-inviolate-region Treaty is signed largely in response to the destruction caused by the
Phlegmak and their Black Eggs. The treaty guarantees the right of any sapient race to heavily guard any
3210
worlds in their possession and to deny landing rights to any species for any reason, with deadly force if
necessary.
Akteron Treaty is signed. The treaty forbids the passage of any vessel of Thrynn registry into territory held
3225 by the Elowan, and vice-versa. While honored by the Elowan, in later years the treaty is largely ignored by
the Thrynn.
3260 First Wave ends. Numlox and Phlegmak are believed to be destroyed. Spemin betray Empire again.
ca. 3330 A human pirate named Harrison raids Imperial cargo runners near the Staff Constellation.
3330 Harrison's pirates steal the Veloxi Focusing Stone (also known as the Ellipsoid). Veloxi enter isolation.
Commander McConnell fails to destroy the Crystal Planet, but makes a shocking discovery: the Ancients
3382 are Endurium. His discovery, however, fails to make it back to the Empire. It will be another 1238 years
before the discovery becomes widely known.
Second Wave begins. Gazurtoid and Uhlek invaders attack the Empire. Spemin ask again for Imperial
3400 protection and are refused. They side with the Gazurtoid and Uhlek under the guise of aquatic creatures.
Veloxi refuse to aid the Empire.
3440 Mardan II (α217x88, p2) headquarters destroyed by the Uhlek. Imperial morale broken.
Project Noah is initiated by the Institute in an attempt to preserve a fragment of the Empire from the
3450 oncoming hordes. A similar colonization effort is initiated by the Elowan. Both projects ultimately meet
with limited success.
Noah One launches. The expedition ultimately fails due to a malfunction in the transport vessel's Ring
ca. 3450
Device.
Noah Two launches. The expedition is attacked by Gazurtoid near the Staff and survives only through
3454 accidental passage through a flux. The expedition ultimately makes it to their destination (α125x100, p3)
and establishes the colony of Arth.
Noah Six launches in an attempt to establish a colony world far coreward, past the invading hordes. Noah
3466
Six will travel farther away from Earth than any of the other known Noah missions.
The Noah Nine expedition commences with the launch of the Mechan Nine towards the Heaven colony.
3479
Noah Nine is ultimately the last of the scheduled Noah missions to successfully launch.
Laytonites bomb the colonial transport Lasthope carrying the Noah Nine expedition, forcing it to crash land
at α175x94, p1. Lacking sufficient supplies due to their landing, all of the colonists eventually die.
3480
Sol undergoes a catastrophic solar flare, delivering a coup de grâce to the already failing Empire. The Empire
is destroyed.
Without the influence of the late Empire to moderate their actions, the Thrynn eventually begin a new
ca. 3480 wave of fiercer attacks against the Elowan. Ultimately, the Elowan are driven off of their world and out of
the system, resettling coreward on new homeworlds, including eventually Elan.
3505 Bomb hits Arth, creating the Southern Hot Zone. Underground colonists are forced to the surface.
3520 Arth society collapses. Beginning of the Dark Years.
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3603 Uhlek move through Mechan space. They do not find Heaven.
3838 Noah Six arrives in the Delta Sector; Cloud Nebula is settled.
ca.
The Lowar befriend several of the extant Delta Sector races, including the Tandelou and the Arla.
3850
3939 Lowar discover Shyneum planet. Gorzek discovered on asteroid and given to the Tandelou.
The Anomaly appears in the Delta Sector. The Uhl's offspring passes through and seizes control of the Umanu.
They attack the Lowar.
4189
Lowar establish research base on planet Elthesh (δ84x176, p4) in an ongoing effort to procure Leghkian technology.
The Lowarian vessel Elthar-Esh passes through the Anomaly and retrieves Leghk technology from the free Leghk.
Elthar-Esh barely makes it past the Uhl's Leghk and back through the Anomaly, but runs out of fuel before it can
4239
return the advanced technology to the Lowarian people. The failure of the mission condemns the Lowar. The
Lowar are exterminated by the Umanu.
4400 Industrial revolution on Arth. A new council is established, forming a single, worldwide government.
4500 Sublight technology is rediscovered.
4594 Discovery of the Noah 2 and Endurium in a series of caverns on Arth.
Terrence Willwater, a well-known philanthropist, assumes the position of CEO of the fledgling corporate
4595
conglomerate known as Interstel.
4600 Construction commences on Starport Central in Arth orbit.
Interstel dispatches its first superphotonic fleet. Thirteen Hyperion-class transports leave, each with enough fuel for
4615
a one year voyage.
4617 ISS Hyperion returns from Thrynn space with coordinates of Endurium-rich worlds.
A second ship from the first fleet returns to Starport Central twenty minutes before Interstel Vice-Director
4619 Phexipotex is scheduled to give a pre-launch briefing to members of Interstel's second fleet. No other vessels from
the first fleet return and are presumed lost.
The second fleet launches days before Arth's sun begins to enter pre-flare stages. Evacuation of Arthlings to other
worlds begins; first Arth colonies created. Arth makes first contact with Elowan, Gazurtoid, Mechans, Spemin,
Thrynn, Uhlek, and Veloxi.
4636 Spemin steal the Most Valuable Thing from the Tandelou. The Eshvara and Eshvey factions blame each other for
the theft; start of the Tandelou civil war.
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Interstel retrieves the Most Valuable Thing from G'Aeresch and returns it to the Tandelou. The civil war ends.
4640
Interstel obtains Leghk technology via the Anomaly. Discovery that the Uhlek were the Leghk.
(SF2)
Interstel defeats the Uhl's offspring; frees the Umanu. Discovery that the Umanu are Noah 6.
Widespread Shyneum distribution throughout the Alpha and Delta Sectors commences. Creation of Arth Union of
Worlds. In the Delta Sector, the value of the Shyneum Penny (SP) plummets as a result. To avoid a Sector-wide
depression, the Arth Monetary Unit (MU) is adopted as the de facto principle currency in the Delta Sector.
4641
Spemin attempt at invasion of Arth meets with spectacular failure. Their defeat causes them to lose control over
the Alpha-Delta inter-sector flux, most of their Delta Sector holdings, and a substantial chunk of their native
sphere of influence.
Several Interstel captains report a substantial increase in encounters with Minstrels, as well as a change in the song
they had been singing since the species was initially encountered. The new song is reported to be rather ominous.
4642
Initial reports are received regarding apparent expansion of the Gazurtoid sphere of influence.
12.2: STARPORT
Not every adventure in SFRPG will involve travel through space. For those that do, however, characters may wind up
having to visit a space station. This is particularly true of characters affiliated with Interstel, as the Company’s corporate
headquarters is a gigantic space station orbiting the planet Arth. Fans of the original games are intimately familiar with this
structure. It does represent their home base after all, the point from which their adventures begin. That structure, of
course, is Starport Central. A similar structure exists in orbit of a gas giant in Tandelou space. Known as Starport Outpost
One, it serves the same function for Interstel crews operating in the Delta Sector. Both Starports are places where crews
originally launch from, gather information from around the Sector, equip up, repair their ship, and generally find respite.
For the more unfortunate, the Starports are places where a good chunk of hard-earned money disappears to go for repairs,
making a poor colony recommendation, or smuggling Endurium (depending on the year). No discussion of the Starflight
Universe is complete without a discussion of Starport and the role it may play during the course of a campaign.
This section of SFRPG will be particularly Arth-centric. For campaigns involving other Starfaring Age races, though, a GM
is more than welcome to adapt the Starport stats and areas to their own orbital space stations if they wish. Alternatively,
GMs can create their own space stations using the rules in Chapter 7.2.
NOTE: Some additional core rules are presented in this sub-Chapter. These rules include some situations which are not necessarily a
unique function of Starport (for example, rules on how to repair vehicles are included in this sub-Chapter, even though vehicular repair
can take place on a planetary surface where a non-Starfaring Age race resides). This has been done for the sake of the editor's
convenience; because these functions can take place at Starport, they are included herein.
Starport Central
After the rediscovery of superluminal travel, a number of corporations on the planet Arth formed a massive conglomerate
at the behest of the Council, pooling their resources in order to achieve the maximum benefits of this new technology.
Thus was born Interstel Corporation. One of the first challenges encountered by the fledgling conglomerate was an issue of
traffic and environmental control over the new space fleet. It simply wouldn't do for Arth to build a ground-based
spaceport, as no one could foresee just exactly how many starships Arth's civilization would build, or calculate how much
noise pollution would be generated by the resultant amount of traffic. With these questions in mind, Interstel set out to
design a "headquarters in space", to act as a harbor and support facility not only for the existing fleet but for the future as
well. Starport Central was the result. Initial construction took several years to complete; the station was barely "finished"
when Arth's sun began to destabilize noticeably in early 4620. Starport Central is based on a Stanford Torus design, though
since the station utilizes artificial gravity the docking areas are along the "wheel" rather than the "hub" of the station. At
over two kilometers in diameter and half a kilometer in draft, Starport Central is unquestionably the largest structure ever
built by the peoples of the planet Arth (and at over 60 million MU, definitely the most expensive). The station can easily
hold up to a quarter of a million staff and guests and has the support structures necessary to sustain that population for an
indefinite period of time. Starport is capable of berthing up to 32 craft the size of an Intrepid-class Scout at any given time,
with facilities for the repair, refit and construction of up to sixteen Intrepids simultaneously. Ships are berthed in the outer
rings, with habitation and engineering spaces in the central core of the station. Due to its massive size, teleportation units
are located throughout the entire station, allowing visitors and staff to transport to any internal area almost
instantaneously. The station uses a modular design, which allows it to receive periodic upgrades to its equipment and
facilities and may if necessary increase the already substantial volume of hangar space in order to accommodate newer,
larger starships.
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Starport Central
Make: Light Space Station Size Class: 30 (10,546.9x Intrepid)
INIT: 2
SI: 17,500 Cost: 60,375,000 MU HD/BHD/FHD: 16/31/16 (Class Two Fuel: Endurium (150.o)
Engines)
Crew/Passengers:
17,500/232,500
SHP: 13,000 AHP: 3000 Beam: 660 Proj: 1500
(45,600 400 m3 Suites
(Class Five Space (Class Five Space (Class Five (Class Five X: None
22,800 200 m3 Luxury
Station Shields) Station Armor) Lasers) Missiles)
Staterooms
181,600 100 m3 Staterooms)
Cargo Capacity: 819,950 m3
Elements: Titanium (100.0), Aluminum (73.o), Molybdenum (69.o)
(819,200 m3 base, 750 m3 from accessories)
Accessories/Pods: Apprehension Module x6, Hospital Module x6, Repair Bay Module x16, Backup Sensor Array x8, Backup
Communications Array x8, Beam Weapon Single Turret x8, Beam Weapon Quad Turret x8, Projectile Weapon Single
Turret x8, Projectile Weapon Quad Turret x8, Refrigeration/Stasis Module x5, High Temp Storage Module x5, Bio-Hazard
Storage Module x5, SWACS Module, Backup Shield Generator x2, {External Docking Port x4}, {Carrier Systems},
{Quarter Hangar Bay Module}
Flaws/Bonuses: 1/2x Damage Reduction, Modular Design.
NOTES: Starport Central has a Hangar Bay capacity of 9,600,000 m3.
contributed by NCCAD
Designed from start to finish within a month, Starport Outpost One was built to provide a base of operations for Interstel
in the Delta Sector. Much smaller and less capable than its larger cousin, Starport Central, it did have the virtue of being
one-fifth the price while still providing most of the services of the larger station. The Spemin Crisis took Arth’s defense
planners by complete surprise; early rumors of Spemin ships fielding plasma bolts and their boasts of obtaining them from
a distant Sector were simply not believed. However, once convinced, it was quickly decided that the key to Arth’s survival
was to establish a toehold in this new Sector and launch a third fleet of ships to uncover the secret of the Spemin’s new-
found power. Given the time crunch involved and the overall success and flexibility of the Intrepid-class, it was determined
that the new station be built with that class in mind; accommodations for larger ships were not allowed for, though they
would still be able to dock at the station’s external pylons. As it is, Outpost One can only accommodate two Intrepids at
once, which became a source of high aggravation in the early months of 4639 as captains were forced to queue up to wait
for upgrades. Also, while not defenseless, the station’s shielding capabilities are markedly less than that of Starport Central,
as is its weaponry. In an attempt to mitigate this, in early 4640, Director Phexipotex ordered the installation of a blastopod
on one of the pod mounts, thus bolstering the station’s defenses. Finally, despite the fact that mass emigration to the Delta
Sector was not foreseen nor a major consideration in the original design of the station, Interstel’s board of directors did
order a revision in the design (their only demand upon being presented with the blueprints) to include 12 colony pods. This
was done solely to comply with a provision in Arth law, which then allowed a larger percentage of the station’s cost to be
written off in taxes; it is thought that the 1,200,000 SPs Interstel spent on the pods saved the company nearly twice that in
tax savings.
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Starport Outpost One
Make: Very Light Space Station Size Class: 23 (80x Intrepid)
INIT: 1
SI: 5,200 Cost: 12,986,750 SP HD/BHD/FHD: 21/29/21 (Class One Fuel: Shyneum (75.0)
Engines)
Crew/Passengers: 130/212
SHP: 3,000 AHP: 1500 Beam: 660 Proj: 700 (10 400 m3 Suites
(Class Three Space (Class Two Space (Class Five (Class Three X: None 100 200 m3 Luxury
Station Shields) Station Armor) Lasers) Missiles) Staterooms
232 100 m3 Staterooms)
Cargo Capacity: 6,370 m3
Elements: Aluminum (75.0), Titanium (40.0), Molybdenum (10.0) (5,120 m base, 250 m3 from accessories, 1000
3
m3 from pods)
Accessories/Pods: Apprehension Module, Hospital Module x2, Backup Communications Array, Backup Sensor Array, Beam
Weapon Single Turret x8, Projectile Weapon Dual Turret x4, SWACS Module, Repair Bay Module x4, Permanent Pod
Mount x2, Expendable Pod Mount x13, Refrigeration/Stasis Module x2, High Temp Storage Module, Biohazard Storage
Module x2, Half Hangar Bay Module, {Half Hangar Bay Module}, {Carrier Systems}, {External Docking Port x4}
Flaws/Bonuses: Design makes inefficient use of interior space. -10% to accommodations and cargo spaces.
NOTES: Starport Outpost One has a Hangar Bay capacity of 568,800 m3.
Starport Offices
Starport is perhaps best thought of as a gigantic city in space. It certainly fits the profile of one: there are areas in which the
station's population resides, others that support its continued function, and others through which its business is conducted.
Players of the original games, however, are most familiar with the area devoted to the support of the crewmembers of
Interstel's fleet, and in particular the seven major offices located in this area: Operations, Personnel, Crew Assignment, the
Bank, Ship Configuration, Trade Depot, and the Docking Bay. The following is a discussion of the activities that usually go
on in these offices and how they can be emulated during the course of a gaming session.
Operations
The Operations office deals with the dissemination of information. This office should not be confused with the Command
and Control Center, which is also sometimes called "Operations"; that office is in charge of running Starport itself. For
crews coming and going from Starport, Operations is their only source of official information from Interstel corporate
headquarters. It also allows those crews to keep tabs on news regarding other personnel within the Company, and has even
occasionally been used as a means of sending personal messages (though these incidents are often frowned upon and
corporate HQ has been attempting to stop personal usage for years, with little success). Traditionally, information from the
Operations office comes in one of two varieties: notices and evaluations. Notices encompass news and events from within
the company, official briefings, information received from ships in the field, and scuttlebutt. Evaluations are notices from
corporate HQ that inform crews of any bonuses they've received or any fines levied against them, including summaries of
the actual suitability of any colony worlds the crew has recommended.
Given that Operations is the primary source of vital information at Starport, it makes a good setting for the onset of an
adventure involving space travel with an Interstel-affiliated character group. It also makes a pretty good place to bring an
adventure to a close; players can learn fairly quickly if their efforts have earned them a reward or a demerit.
Hiring Escorts
The original Starflight games were solo endeavors, in that the player had but one ship at all times. Should the need have
arisen, the player was fully expected to be able to take on any manner of challenge (such as combating a large Gazurtoid fleet)
single-handedly and come out of it intact. While there hasn't been a great deal of re-balancing that has taken place for
SFRPG, the odds of surviving many challenges that existed in the original games without some kind of backup have been
drastically reduced. Fortunately, players in SFRPG don't have to go it alone. If more than one player in a group is interested
in captaining a ship, the GM may decide whether or not to allow the involved players to each have their own. If allowed,
it's assumed the ships travel together in a squadron, with one ship acting as the "force flag" of the group.
If the GM would like to keep all the PCs together on one ship, players may be given the option to hire additional craft to
accompany their characters on their journey. These craft are either known as "escorts" (if the primary ship is not as strong
as the other craft) or "wingmen" (if the primary ship is as strong or stronger). For purposes of discussion, the term "escort"
will be used. Hiring an escort happens at the Starport Operations office. GMs may elect to provide a list of available ships
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whose crews want to gain a little extra cash by hiring themselves out as an escort. GMs will need to create a list of
candidate ships, preferably one made up of ships with varying levels of equipment (for example, one with just Class One
engines, one with Class Three Engines and Class One Lasers, one with Class Five everything, and so forth). The level of crew
training should also be taken into consideration when creating escort ships. A good method for generating crew stats
quickly involves the use of the rapid character creation routine discussed in Chapter 12.3. For the ships, the GM may make
rolls of 1d5 or 1d10 (with the option of counting zero as ten) for basic equipment, using the results of the die rolls to set
equipment Classes. A list of five to ten available escorts is sufficient. The cost of hiring an escort vessel is solely dependent
upon the total cost of the craft in question; to determine the hiring cost, simply divide the total cost by twenty (note that
crew experience does not factor into determining the cost, so situations may arise where an experienced crew has a somewhat limited
ship while a bunch of newbies have one hot starship). If the GM chooses to allow it, the PCs may also choose to try and hire
themselves out as an escort ship. This might make for a particularly good and profitable adventure. Once hired, escort ships
remain with the force flag until they all next return to Starport. A crew may hire two escorts at a time, plus an additional
escort for every 25 points in their captain's Coordination sub-discipline score.
Personnel/Crew Assignment
The Personnel office deals mainly with the assignment of personnel to various posts either at Starport or aboard starships.
Crewmen can be assigned to a ship or transferred to another post at the discretion of the ship's captain (there have been a
few instances where the captain transferred themselves to a different post, though those instances are extremely rare due to
a substantial pay cut involved). A related area to Personnel is the Crew Assignment office. Whereas the Personnel office
deals with broad assignments to starships, the Crew Assignment office deals with specific job functions within the various
postings. Because the work that these two offices did was so similar, Interstel combined them as a cost-saving measure into
a single Personnel office aboard Starport Central and Starport Outpost One in 4641.
For gameplay purposes, when new characters are added to an Interstel-affiliated group or at the onset of a campaign that's
going to involve space travel, it's assumed that they begin in the Personnel section. GMs are welcome to role-play out the
character creation process as much as they'd like (through a little "getting to know my shipmate better" session), though of
course this is entirely their call.
Crew Training
While at Starport, members of a ship's crew can undergo training in various sub-disciplines (but not Skills). Crew training
costs 300 MU/SP per session. A crewmember can only be trained in one sub-discipline at a time. For each session, a number
of points equal to the crewmember's Learning Rate is added to the sub-discipline (and therefore also to the controlling
Discipline). Remember, no character is allowed to have more than 100 points in any Skill or sub-discipline at any time. If a
crewmember's training would give them more than 100 points in a sub-discipline; any excess points are wasted. In
addition, characters can only be trained up to certain maximum levels in Disciplines based upon their species and the initial
choices made by the character's creator during the creation process (see Chapter 2.4). Should training exceed that limit, the
character only gains a number of points up in the sub-discipline equal to the difference in the Discipline score before
training and the limit and loses any excess points. Each training session takes 3 hours to complete. Characters can choose to
stay at Starport for training, or "take correspondence courses" out in the field. A character may not take more than four
training sessions per day while at Starport, and no more than two training sessions per day while corresponding. Points
from training are gained immediately upon completion of the training session.
Note that characters may also experience "real-life training" as they go throughout the course of an adventure. For more on
real-life training and how it works, see Chapter 11.1.
Hiring Crewmen
No one in Interstel works for free. Most of the compensation Company personnel receive comes in terms of perks; Interstel
personnel get free room and board as well as clothing and Company transport. Employees are also able to receive "signing
bonuses" when they first join a crew, though there are some stipulations involved. New recruits (ones who have never
served on a starship) do not receive any bonus and are ineligible for receiving one for three years after joining the Company.
Personnel may transfer to a new ship after that date, at which time they will receive a bonus straight from the new ship's
Bank account. Personnel may only receive a bonus with a transfer if at least three years have passed since their last one.
The size of any bonus is commensurate with the amount of training received. Finally, personnel do not actually receive any
money from the signing bonus until retirement, and then only after thirty years of service to the Company. To date, the
Company has collected a fair amount of money out of ship accounts for the general fund, with little of it actually going out
to retirees.
For a player group that doesn't have enough players in it, the GM may elect to provide a list of NPCs wanting to "hire on"
with passing starships (including, of course, the ship belonging to the player group). GMs will need to create a list of
candidates made up of different species with different levels of training. A good method for generating such a list quickly
involves the use of the rapid character creation routine discussed in Chapter 12.3. Alternatively, the GM can create a
candidate list by hand, using the full procedure in Chapter 2.4. A list of 10-20 candidates is good if the players are at
Starport Central; between 5-10 is good at Starport Outpost One. GMs should keep track of the number of hero points
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candidate NPCs receive in order to calculate any signing bonus. For each hero point used in the building of a candidate
character, the character receives a 20 MU/SP signing bonus. If the GM chooses to allow it, PCs may also choose to try and
transfer to other starships in order to gain signing bonuses, though this will require the player or GM to keep track of just
how many hero points their character has earned throughout the course of gameplay. Hired NPCs will remain with the
group for three in-game years or until they are dismissed by the character group. A new member to a group may pick up a
hired NPC as their regular character at the discretion of the GM.
Bank
Starport's Bank is, as with most banks, a facility whose primary function is to lend money. In this case, the lender is the
Company and the debtors are Interstel's own personnel. Because starships require massive amounts of money (more than
all but the richest private citizen would likely have on them), the Bank lends out large sums of initial investment capital to
the Company’s starship crews at a premium interest rate. Prior to 4635, the standard amount given to a new crew was
typically 12,000 MU. After 4635, this amount was changed to 25,000 SP (partially to account for the inflation rate but
mainly to help facilitate the active trading starship crews would be conducting in the coming years). Because of the large
sums of money involved (easily enough to make six people wealthy) and the desire to limit spending of funds in the
account on personal items, Interstel has had to go to great lengths to ensure the funds are spent on equipment and fuel as
intended. Money given out by the Bank to Interstel crews is largely company scrip, equal in value to the standard Monetary
Unit but worthless to all vendors except those who've made arrangements with Interstel. Moreover, the Bank authorizes
transactions made with company scrip only to a pre-set list of company personnel. Any unauthorized person caught
dealing in scrip is subject to prosecution; any Interstel personnel caught dealing in scrip with unauthorized persons is
subject to immediate termination. Personnel wishing to make personal use of a starship account are limited to a maximum
of 0.01% of the funds currently available in it.
The Bank is largely cosmetic for purposes of gameplay in SFRPG (especially if an assigned record keeper within the player
group is doing their job like they're supposed to), but it is a place characters may visit in Starport and thus can be used for
any purpose within an adventure. The Bank allows the characters to check their ship's account as well as any individual
accounts they may have. Finally, the Bank might act as a place where characters get launched on certain adventures
(particularly if they ever find themselves in the red...)
Accumulating Interest
One of the nice things about Interstel starship accounts is that they do have the capacity to earn a starship crew some
additional funds through compound interest. In theory, a crew could just kick back their heels at Starport for a couple of
years and make some significant coin (of course, it's likely the lot of them would be canned after a couple of weeks, to say
nothing about years; that and it's scrip anyway). The interest rate at Starport's Bank is 12%, calculated every seven
standard days on the most current amount present in the account. Shrewd players may be able to use this to their
advantage; by waiting to conduct a purchase until just after the beginning of the seventh day, a crew will have slightly
more money in their account than if they'd been impatient. Likewise, conducting a sale prior to the calculation of interest
will result in slightly more money in the account.
The calculation of interest will require a GM to keep careful track of the date and will probably involve some calculator
work, unless the GM is particularly good at math. GMs may conduct their campaigns without taking bank interest into
account if they so choose.
Ship Configuration
Few can argue against the fact that Ship Configuration is the busiest office in Starport. This is perhaps not that big of a
surprise, seeing as how the Ship Configuration office is responsible for the oversight of equipping and repairing starships. A
full twenty percent of Starport's staff consists of dedicated mechanics, dockworkers, painters (who are tasked with spray-
painting the ship's name onto its hull) and engineers who carry out the jobs assigned to them by the Ship Configuration
office. Starport maintains a wide inventory of available equipment for use by starship crews designed to cater to particular
monetary means as well as a large stockpile of repair minerals for use in trickier repair jobs. Interstel's goal with the Ship
Configuration office is to get ships turned around as quickly as possible. After all, the less time the staff works, the less
they have to get paid...
For gameplay purposes, a character group is assigned their first ship in the Ship Configuration office. Any modifications
they make to their ship will also take place there. If the GM is conducting a campaign wherein the characters have access to
more than one class of ship and have decided they want a new one, the Ship Configuration office will handle the transfer of
crew from the old ship to the new one.
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when there's a skilled mechanic or Engineer (both will be called "Engineers" for purpose of this discussion) available to make
them happen.
Some repairs can be ordered during the middle of a combat situation (for details on this, see Chapter 9.3 and Chapter 9.4). In
general, though, there isn't enough time to fully restore a system prior to the conclusion of combat unless the damage was
fairly light. Once outside of combat, an Engineer has a better opportunity to conduct major repairs.
Engineers may only repair one system at a time and the amount of time it takes is dependent upon the amount of damage
it has received. Destroyed systems cannot be repaired while out in the field; they must be repaired at a specialized facility
(in the case of a starship, a set of destroyed Engines is going to require a tow). Likewise, damage to Armor cannot be
repaired out in the field. For most systems with a lesser degree of damage, the amount of time needed for a repair is one
hour for every five points of damage (rounded up). This time can be mitigated should the Engineer have a sufficient number
of points in the appropriate sub-discipline, as mentioned in Chapter 3.10. For every ten points in the sub-discipline, an hour
can be shaved off the repair time. To recap which sub-discipline repairs what:
Hull repairs take longer to accomplish than systems. For every point of damage to the hull, a repair takes one hour to
complete. Hull repairs require the craft to remain stationary for the duration of the repair to prevent the possibility of
failure from structural fatigue.
Once a repair has been ordered, an Engineer may find that they need access to certain materials in order to properly
complete it. These materials always consist of one of five particular minerals, which are known appropriately as repair
minerals. The five repair minerals are Aluminum, Cobalt, Molybdenum, Promethium, and Titanium. To determine if a
repair mineral will be required, the Engineer will roll d% prior to the beginning of the repair and compare the result to the
amount of damage to the system. If the result of the roll is less than the current amount of damage, a repair mineral will be
required in order to make the repairs. If repair minerals are needed, the GM will need to determine which mineral and how
much of it will be required. To determine the amount of material needed, the GM will roll d% and divide the result by ten
(no rounding). The final result indicated is the amount of material needed (though this can be mitigated by the Engineer's
Synthesize sub-discipline; see Chapter 3.10). The specific mineral needed requires a 1d5 roll. A result of one indicates
Aluminum, two indicates Cobalt, three indicates Molybdenum, four indicates Promethium, and five indicates Titanium
(again, the Engineer's Synthesize sub-discipline may offer a wider selection of minerals that may be used for repairs). If the
Engineer does not have access to a sufficient amount of the correct mineral, all repairs on the system grind to a halt.
There's always the chance that a craft may find itself in another scrape before repairs to a system are completed. In that
event, the GM will need to determine how much of the system has been repaired to that point. To do this, the GM may
simply take the repair time remaining (round any remainder in minutes up) for the system and multiply it by five; the
result is the amount of system damage remaining. For hull damage, the GM may assume the amount of damage remaining
equals the amount of time still remaining until hull damage is repaired in hours.
When located at a drydock facility (such as the Repair Bays under the jurisdiction of the Ship Configuration office at
Starport), an Engineer has the opportunity to make Armor repairs. Armor is repaired using the Metallurgy sub-discipline
similarly to hull damage, but the amount of time needed to repair Armor damage is calculated the same way as other
systems damage. Only destroyed sensors and communications systems may be repaired at a drydock; all other destroyed
systems will need to be replaced altogether. Finally, drydocks such as the one at Starport have access to unlimited materials
and whole teams of Engineers. Such a combination can be used to rapidly repair a craft, though resorting to the use of this
Service is extremely expensive. For details on this kind of repair, see Chapter 5.4.
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subtracted/added to the craft's overall cost. If need be, the GM can choose to recalculate the overall cost of the craft
themselves.
If a modification involves the removal of old equipment, the characters can expect to receive some money back for it. The
value of equipment depreciates the moment it is installed on any craft. While in the real world the amount of depreciation
would be dependent upon how long the equipment has been in use, for purposes of the game all equipment sold earns 90%
of its full value. This amount can be reduced based on any damage the equipment has at time of sale. For each point of
damage the equipment has received, the GM should shave 1% off of the equipment's depreciated value (not the full value).
Alternatively, the GM can shave off a flat one hundred from the value if they don’t want to perform the necessary
calculation. Destroyed equipment should still have no value. In either case, it is the equipment's full value (not the
depreciated value) which is deducted from the overall value of the craft for purposes of the modification.
Modification of any of a craft's systems takes time to complete. The amount of time needed is fully dependent upon the
Class of the equipment being removed, the Class of equipment being added, and how well the mechanic (or mechanics)
making the change performs in the course of doing their job. To calculate the amount of base amount of time necessary,
simply add the Class of the old equipment to the Class of the new equipment. The result is the amount of time needed for
the modification, in hours. For example, upgrading from a Class Four Engine to a Class Five Engine will take nine hours (4+5 =
9). For accessories, an hour is needed for each piece of old equipment pulled as well as each piece of new equipment added.
For example, replacing a SWACS Module with a Scout Module and adding another Scout Module will take three hours total. This
amount of time is modified by a mechanic's Check. Which Engineering sub-discipline will need to be Checked is solely
dependent upon the craft and what type of system is being modified:
• Metallurgy: Starship armor systems and all accessories not covered by Electromagnetism.
• Applied Relativity: Starship shield systems.
• Weaponry: Starship weapons systems.
• Electromagnetism: Starship Sensors and Communications systems (accessories, specifically any exchange involving
an ECM Module, SWACS Module, Backup Sensor Array, or Backup Communications Array.)
• Nuclear Physics: Starship Engine systems.
• Mechanics: Any equipment on a vehicle, regardless of the specific type of system involved.
The DC of the Check is ten points for every hour required. A successful Check shaves one hour off the amount of time
needed to make the modification for every ten points in the degree of success. Should the Check fail, another hour is added
for every ten points in the degree of failure. This Check has critical potential. In the event of a critical success, the
modification takes a single hour, regardless of the equipment involved. In the event of a critical failure, an additional
amount of time is added to the modification time as normal, with an additional 2d5 hours tacked onto the time needed.
Each additional mechanic working on a modification will shave one hour off of the final amount of time, to a minimum of
one hour. Finally, adding or removing pods from a starship always takes one hour and requires no Check.
Modifications are allowed to take place concurrently, provided there is at least one mechanic available for each modification
requested. If there is an insufficient number of mechanics, the tasks that would take the longest are "queued up" and won't
begin until a mechanic is free to work on them. In the event two modifications would take the same amount of time, the
characters may select which modification they'd like to have happen first. Starport always assigns five mechanics to ships
when making repairs or modifications, though there is an extra hour delay involved as the ship is towed to and from a
Repair Bay.
Trade Depot
Both Starport Central and Starport Outpost One have trade depots along the main concourse. These offices perform many
of the same functions as the trade depots commonly seen on many of the inhabited worlds of the Delta Sector, with a few
key differences. The first is that neither Starport sells nor buys any standard trade goods (though the office is in charge of
overseeing the delivery of standard trade goods to new crews prior to their initial departure from Starport). Neither
Starport deals in any specialty trade goods, though both keep an inventory of artifacts and technologies brought in from
the field for re-sale to interested parties. Finally, Starport can be considered a "No Bargaining" trading post with a Level
economy; all items at Starport that can be bought and sold will have all of their price points set to the STV of the good in
question.
There are also some key differences between the two Starports when attempting to trade. Starport Central will sell repair
minerals to Interstel crews and will buy minerals brought in from the field. Prior to 4621 and the enacting of the Endurium
Ban, Starport Central bought and sold Endurium amongst the other minerals; they stopped buying Endurium with the
enactment of the ban and only sold it to ships on authorized missions prior to the widespread distribution of Shyneum.
After Shyneum began to be widely distributed, Starport Central stopped all Endurium trade and began a Shyneum trade in
its place. The trade port at Starport Central also purchases lifeforms and information on lifeforms brought in from the field.
The trade depot at Starport Outpost One is more selective, owing to the smaller size of the station and the more limited
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resources at its disposal. SO1 will sell repair minerals to Interstel crews but will not buy any from them. Further, SO1 has
never maintained a sufficient enough supply of Shyneum to distribute it to visiting ships; ships needing fuel are re-directed
to the nearby Tandelou homeworlds. Finally, SO1 doesn't conduct an active lifeform trade.
Should the GM wish to make Starport a little friendlier to active traders, they are more than welcome to use the following
trader character, or to create one of their own. For the sake of completeness, the generic trader presented here has been
given a full set of stats similar to the characters presented in the Who's Who in Chapter 12.3.2.
Rlyy T'Lathll
Species: Thrynn Billet: Chief Trader, Starport Central Gender: Male
Height: 1.5 m Weight: 84 kg Handedness: Right
Birth Date: 28-3-4609 (Age 31; Middle Age) HP/NHP: 60/60
SI: 95 HD: 58/58/50 Initiative: +5
Attack Bonuses - Melee: +12; Ranged: +13 Saves - Fortitude: +8, Reflex: +8, Willpower: +10
Power: 70 Finesse: 85 Physique: 80 Intellect: 110 Acumen: 105 Charisma: 125
Dodge: 30
Three-Dimensional
Dexterous Concentration: 35 Knowledge: 35 Perception: 35 Personality: 40
Maneuvers: 25
Maneuvers: 20 Stamina: 15 Cunning: 45 Performance: 45 Leadership: 35
Brawling: 30
Hiding and Recuperation: 30 Resourcefulness: 30 Survival: 25 Diplomacy: 50
Lifting: 15
Seeking: 35
Navigation: Engineering: Communications: Medicine:
Command: 180/150 Science: 180/200
170/200 150/200 210/250 100/100
Orientation: 35 Intensive Care:
Biology: 30 Metallurgy: 10 Jam: 20
Inspire: 25 Ballistics: 20 10
Geology: 25 Weaponry: 15 Bluff: 35
Battle Tactics: 20 Vehicle Piloting: 50 Long-Term
Archaeology: 35 Mechanics: 25 Intimidation: 30
Coordination: 30 Stealth: 25 Care: 20
Anthropology: 20 Synthesize: 20 Distress: 25
Experience: 35 Evasive Toxicology: 25
Sensor Use: 55 Jury Rig: 30 Negotiation: 60
Security: 55 Maneuvers: 30 Pathology: 15
Meteorology: 15 Damage Control: 30 Gather Information: 40
Targeting: 10 Psychology: 30
Traits: Reputation +5; Wealth +10; Greed -15; Creed -15; Intolerant -5.
Equipment: Civilian Casual Dress Outfit, Shoes, Hat, Hip Holster, Briefcase, Wallet, Debit Chit, Pencil, Paper, Audio
Recorder, Hip Flask, Chronometer, Gun Scanner, PDA (includes Office Application Software), Data Crystal, Long Range
Communicator, Translator, Class Three Dazzler. TEC 22; Cash 7.20 MU.
Notes: This character's age and stats are from 4640 (though in this case, a similar set of stats can be applied to any generic
trader needed by a GM).
Docking Bay
The final "office" in Starport really isn't an office at all. Rather, it is a dedicated teleportation unit that starship crews use to
transfer to their craft within Starport's Hangar Area. For Starport Central, this unit is a large pad located in the exact center
of the circular main concourse. For Starport Outpost One, the unit just happens to be located right in front of the main
airlock that leads between the concourse and the docking bay (which in the case of SO1 is kept depressurized to save on
maintenance costs). In both cases, the teleportation unit is affectionately known as "The Docking Bay" by starship crews.
The Docking Bay is where the characters go to board their starship and make final preparations for their departure once
they are ready to head out.
For gameplay purposes, the Docking Bay is largely cosmetic. Transferring to the ship might make for a good piece of drama
leading up to the beginning of an adventure for a GM. Otherwise, it's simply another setting that a GM may be able to
incorporate into an adventure.
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GMs may, if they so choose, work these schemas into their campaigns. If the GM should happen to have a code wheel of
their own or have access to a routine that will give them the codes (such as the one at www.starflt.com), they may go
ahead and use it for SFRPG. Likewise, a GM with access to a full Delta Sector map may choose to go ahead and use it for
the Navigational Calibration routine. If, on the other hand, a GM wants to create the feel of the copy protection routines
without necessarily including them, then they can have the ship's Captain make an Extremely Easy Leadership Check and
have the ship’s Navigator make an Extremely Easy Starship Piloting Check. In all cases, failure of the copy protection
routine may have interesting consequences for the characters later on. A run-in with the Interstel Corporate Police is the
traditional consequence for failing the copy protection routines, but a GM may choose to be fiendish and have something
else occur as well...
GMs are also welcome to completely omit the copy protection schemas altogether. In those cases, launching from Starport
is considered a free process requiring no fuel expenditure or Skill rolls from any of the players. It's recommended that the
GM at least make the departure as "scenic" as possible. Regardless of whether or not "copy protection" is used to leave
Starport, docking at Starport is a free process (under normal circumstances, that is; a GM may incorporate a challenge into an
adventure where a clean docking procedure is not a foregone conclusion...).
• Payroll Office: A place where PCs may go to pick up their individual salaries. This office can either be adjacent to
the Operations office (or perhaps part of it). The Payroll Office can become the place where an adventure ends
(with the PCs getting their paltry salary) or perhaps even the place where an adventure is launched (say if for
some reason Interstel is unable or unwilling to give the PCs their just compensation).
• Guild Offices: A place where PCs may go to get specific missions from independent employers, or perhaps from
Interstel corporate HQ itself. Guild Offices are a great way for GMs to launch a campaign; someone has a specific
job and hires out the PCs to do it, no questions asked. Again, the Guild Offices are probably going to be located
somewhere close to the Operations office.
• Bar/Lounge: A place where PCs may go to kick back and relax, and maybe catch up on gossip from other ships
and captains. For Starflight "purists", there's a strong argument for such a place to exist (particularly at Outpost
One; there is a "Nebula Lounge" mentioned in one of the Operations notices in Starflight II). A lounge is a lounge
is a lounge; GMs can have no end of uses for them in any role-playing setting.
• Infirmary: A place where PCs may go if they’ve been seriously injured and haven't fully healed before returning to
Starport. Treatment in the Infirmary may be set up to behave similarly to getting repairs done at Starport (the
level of service can't be beat, but the patient had better be able to foot the bill). An Infirmary makes particular
sense if the player group goes out without a dedicated physician, or if they have one that can be considered
inexperienced at best.
These are just a sample of what a GM could decide to include. As long as a location at Starport makes sense and is needed
for a campaign, GMs should have no qualms about adding it. At the same time, GMs should be careful about what areas
they do choose to add. It's conceivable that a GM could forget about an area of Starport (that the players remember) where
the characters previously conducted some manner of activity that the GM would rather they not do during the course of
the current adventure.
There are thirty unique sapient species in SFRPG (32 if you count the various types of G'Nunk separately). Something that
should be obvious from that fact is that there are a countless number of beings within the Starflight Universe. Every
individual within those unique, various societies performs some kind of function within it, be it leader, builder, artist,
criminal, or whatever else. And of course, some of those beings are more noteworthy than the rest, either due to their
accomplishments or their actions whether good or ill. A GM may want to include any one of these individuals at any point
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in an adventure. If the GM wants to add a character merely as window dressing for a scene, creating a full-on character
using the procedure in Chapter 2.4 may seem like a total waste of time. The bad news is that all characters in the game
need stats, since a GM can’t predict when their players will do something totally unexpected and make the little
background character do something they didn't intend (like include them in a combat situation). The good news is that
there are two procedures a GM can use in order to build a full set of stats for those characters with a minimum amount of
fuss. Note that these procedures aren't meant to replace the character creation process, but to help speed it up as much as
possible. It's also possible to use these procedures more as guidelines; swapping out points between Skills or assigning a
different Trait than what's indicated is perfectly acceptable.
To use the rapid character generation process, a player needs to select a character archetype immediately after they select
their race; this is the only step that must be added to the normal creation routine. Character archetypes are defined as
original character models from which all other similar persons are patterned. Character archetypes in SFRPG consist of lists
of "point allocations", setting which Skills/sub-disciplines in which the character will have points as well as the number and
degree of Traits they have. Basically, it decides for the player how good the resulting character will be in a skill set that best
suits their desired purpose.
Between the many archetypes available and the number of species that are in the game, there are (unfortunately) far too
many combinations to list out explicitly and so it will still be necessary for a player to do a little bit of work in determining
the strength of their character's characteristics. That said, the actual Skills and Traits in which the character will have
points are determined instantly once the character archetype is selected. Most of the underlying math has been completed
for the player; it's only left for them to reference the tables herein to get the final values.
Once the character's species and archetype have been selected, the procedure is largely a matter of filling in the indicated
point values for Attributes, Skills, Disciplines and sub-disciplines, and determining the character's derived statistics.
Information on Traits for the character is included with the character archetype; the character creator need only to make a
1d5 roll and use the Trait set indicated by the result (alternatively, they may select whichever one they'd like, if they're
attempting to create a specific type of character).
Once the character's Traits are known, Discipline and sub-discipline scores should be determined. The rapid character
generation routine assumes the character's Discipline die rolls equal the norms for a member of their species and that those
rolls are matched up exactly with the normal Discipline scores for the species. For the Command Discipline, a score of 50 is
always used regardless of the character's species. For example, a Human character created using the rapid routine would have a
score of 50 in Command and Science, and 30 in Navigation, Engineering, Communications and Medicine.
The character archetype contains a list of six "priority sub-disciplines" for each of the character's Disciplines. These priority
lists indicate which sub-disciplines are most needed by a being utilizing a given archetype. Sub-disciplines listed first are
more important than ones listed later and as a result will receive more overall points than the other sub-disciplines in the
priority list. Note that without the use of hero points, not all of the priority sub-disciplines will receive points. Sub-
disciplines that are not on the list will receive no points using the rapid routine. Players may use the table below to
determine how many points go to which sub-discipline.
Distribution of Points for Sub-Disciplines based on Discipline Score, without Hero Points
Points Primary Sub-Discipline Secondary Sub-Discipline Tertiary Sub-Discipline Quaternary Sub-Discipline
0 0 0 0 0
10 10 0 0 0
30 15 10 5 0
50 20 15 10 5
Note that some archetypes have more than six sub-disciplines listed within a given Discipline. This is once again due to the
flexibility of SFRPG's design; player groups may choose to play with either RPG-style or Starflight-style stats. If the game is
played with Starflight-style stats, then three sub-disciplines that would ordinarily be handled by the RPG-style (Leadership,
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Survival and Diplomacy) may have to be taken into account. When playing with Starflight-style stats, the listing of these
stats takes their normal place in the precedence of sub-discipline point assignments. If RPG-style stats are being used, then
these sub-disciplines can be ignored (they'll be assigned points through Skill score assignments, as discussed later on.)
Another factor that needs to be taken into account when determining which sub-disciplines will receive points is the
technological era of the character's species. There are some sub-disciplines that would not serve more primitive races at all
(such as Starship Piloting), and some that may not see frequent use (such as Alpha-Sector Languages, if the character is from a
Delta Sector race). To remain as flexible as possible, the archetypes have been set up to make the resultant character as
generic as possible so that what results would be applicable for any technological era. That said, character designers may
make a few substitutions to make their characters more advanced. They can also split the available points with another
sub-discipline (splits should divide the available points up as evenly as possible). Substitutions may be made for the
following sub-disciplines:
Attributes and Skills are determined next (provided that the character designer is using RPG-style stats; if not, this part of
the procedure may be ignored completely). Attributes and Skill Scores are handled somewhat differently from Discipline
and sub-discipline scores. As with Disciplines, each Attribute has a set of priority listings for their individual Skills.
Additionally, the Attributes themselves are listed as a set of priorities. This is necessary due to the way the physical and
mental attribute point pools are distributed using the rapid creation routine. Attribute priorities are determined in two
different ways: overall priority (considering all six attributes) and categorical priority (its priority within its category as a
physical or mental attribute). When the system is used without hero points, only categorical priority matters. Note that
Disciplines also have an overall priority; as with Attributes, this overall priority only matters when hero points are involved
(more on this in the discussion later in this sub-Chapter). To determine the number of points going to an Attribute, find
the character's Durability score (if it's a physical attribute) or Learning Rate score (if it's a mental attribute) on the table
below, and assign to it the number of indicated points based on its priority.
Once an Attribute's score has been determined, players may use the table below to determine how the points in that
Attribute will be distributed amongst the character's Skills.
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Distribution of Points for Skills based on Attribute Score, without Hero Points
Points Primary Skill Secondary Skill Tertiary Skill
0 0 0 0
5 5 0 0
10 10 0 0
15 10 5 0
20 15 5 0
25 15 10 0
30 15 10 5
35 20 10 5
40 20 15 5
45 20 15 10
50 25 15 10
55 25 20 10
60 25 20 15
65 30 20 15
70 30 25 15
75 30 25 20
80 35 25 20
85 35 30 20
90 35 30 25
Once the Skill scores have been set, the character's derived statistics and finishing touches can be determined using the
methods discussed in Chapter 2.4. Characters created through the rapid routine are usually assumed to be the minimum
Adult age for the species. If an older or younger character is needed by the designer, the character can be adjusted as they
see fit, but they should keep in mind the changes that need to be made due to life stages. If points would be added to an
attribute due to a change in life phase, those points will be added to the top priority Skill within that attribute, going to the
next priority Skill if it’s maxed out and the lowest priority Skill if both of the top two Skills are maxed out. Similarly, when
subtracting points from an Attribute, points will be subtracted from the lowest priority Skill going to the next lowest
priority Skill if it's zeroed out, or from the top priority Skill if both lower priority Skills have been zeroed out. In both cases,
added points are lost if all three Skills reach 100 points, and no additional points are subtracted if all three Skills are zeroed
out. For Disciplines, fifty points are added per increase in life phase upon reaching Adulthood; Childhood and Adolescence
are easily covered by the rules presented here. Ten points go to the top five Disciplines, with all ten of those points going
directly to the top priority sub-discipline within the Discipline (or next highest available sub-discipline should the top
already be maxed out). Characters created through the rapid routine are assumed to be of average weight and long
dimension for the species (assume results of 3 on any die roll for weight and long dimension). In situations where there is
some sexual dimorphism, the player may either select a gender at random or use a roll of 1d2 to make a final selection (a
result of one indicating male and two indicating female). All other aspects of the character (such as a name, handedness,
distinguishing marks, history and personality) are left up to the designer to fill in at their own discretion.
At this point, the creator can either decide to call the character done or go ahead and give the character equipment. Each
archetype includes a short "starting package" for the character consisting of several basic pieces of equipment the character
is likely to own as well as the cost of that equipment and the character's resultant total encumbrance class. The character
creator may choose to give the character money and equipment as normal or use the indicated starting package. If the
equipment package is used, the character creator will need to roll for the character's money. This is usually a 3d5 roll,
adding or subtracting one die for every five points in the character's Wealth trait; the result is the amount of money they
have on hand in MU/SP. Some archetypes roll more or fewer dice for money; character creators should check the
archetype's notes to check before making any rolls. If the character would end up rolling a negative number of dice, the
creator may choose to either give the character no money or roll the equivalent number of dice and apply it as an outstanding
debt for the character. In addition to the gear indicated, creators may choose up to two additional pieces of equipment to
add to the character at their own discretion. All gear in the starting package is subtracted from the character's starting
money; if the character cannot afford the starting package, any amount remaining to be paid is considered an outstanding
debt. If a holster is indicated in the character's starting package (either by itself or as part of an outfit), they may be given a
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weapon of the creator's choice; the cost of the weapon is not subtracted from the character's starting money. Characters
belonging to certain archetypes may have armor added to the starting package without the cost being subtracted from the
character's starting money; archetypes that allow free armor are indicated in their notes. Finally, it should be noted that
some of the gear is designed for characters from more advanced societies, which may not be applicable to more primitive
civilizations. Characters from Metal Age societies will need to have any Chronometer removed; ones from Stone Age
societies will need to have the Wallet removed as well. In both cases, the character creator may choose whether or not they
want to subtract the cost of the removed gear from the cost of the starting package.
The starting package is good for a character to start out on, but sometimes a character creator will want their character to
be instantly ready for high adventure (or perhaps they just want them to have more crap available). In those cases, the
creator may decide to use a fast pack, a preselected set of gear designed to be useful in most adventuring situations. Fast
packs have been built around the idea of using a Wilderness Backpack (a staple of role-playing games and one of the largest
container objects in SFRPG) as the primary container for the gear, hence the name. As with the starting package, this gear
is subtracted from the character's initial funds. If the character cannot afford to purchase a fast pack, they may take on any
additional amount as a debt as with the starting package (though coupling the purchase of a fast pack with an already
existing debt is not really recommended). Six of the fast packs are "crew packs" designed for specific starship crewmembers.
These packs are generally a lot more expensive than the others, so character creators are welcome to say that they are
"ship's property" rather than subtracting the cost from the character's money. Gear in crew packs includes Starfaring Age
equipment; their use is not recommended for earlier societies. Five "wilderness packs" for Starfaring, Industrial and Metal
Age societies are also available for more general adventuring purposes, as well as one for Stone Age societies. One of these
may be selected using a 1d5 roll for the character's technological level or selected at the creator's discretion. The EC and size
of the equipment in the packs is included, in case the size of the gear indicated in a pack is too large for a character or if a
character creator would like to make additional adjustments (it's generally recommended that the second or third largest
item be removed from a pack first if necessary, as the largest item usually is what makes a pack unique from the other
packs). The specific fast packs are included in the table below:
Fast Packs
Total
Name Cost TEC Equipment Included
Size
Backpack (Wilderness), PDA (EC2; 4), Ship-Linked Communicator (EC3; 8),
Science Officer's Flashlight (Terrain-Proof) (EC4; 16), Small Battery (EC0; 1), Matches (EC2; 4),
28.24 36 369
Crew Pack Canteen (EC5; 32), P-Ration (EC5; 32), Environmental Scanner (EC4; 16),
Science Kit (EC8; 256).
Backpack (Wilderness), PDA (EC2; 4), Ship-Linked Communicator (EC3; 8),
Navigator's Crew Flashlight (Terrain-Proof) (EC4; 16), Small Battery (EC0; 1), Matches (EC2; 4),
8.14 28 105
Pack Canteen (EC5; 32), P-Ration (EC5; 32), Hand-held Global
Navigation/Triangulation System (EC2; 4), Compass (EC2; 4).
Backpack (Wilderness), PDA (EC2; 4), Ship-Linked Communicator (EC3; 8),
Engineer's Crew Pack 66.74 32 353 Flashlight (Terrain-Proof) (EC4; 16), Small Battery (EC0; 1), Matches (EC2; 4),
Canteen (EC5; 32), P-Ration (EC5; 32), Engineering Toolkit (EC8; 256).
Backpack (Wilderness), PDA (EC2; 4), Ship-Linked Communicator (EC3; 8),
Communications Flashlight (Terrain-Proof) (EC4; 16), Large Battery x2 (EC3; 8), Matches (EC2;
13.74 35 140
Officer's Crew Pack 4), Canteen (EC5; 32), P-Ration (EC5; 32), Translator (EC2; 4), Distress Beacon
(EC5; 32).
Backpack (Wilderness), PDA (EC2; 4), Ship-Linked Communicator (EC3; 8),
Doctor's Crew Pack 46.74 32 353 Flashlight (Terrain-Proof) (EC4; 16), Small Battery (EC0; 1), Matches (EC2; 4),
Canteen (EC5; 32), P-Ration (EC5; 32), Medical Kit (EC8; 256).
Backpack (Wilderness), PDA (EC2; 4), Ship-Linked Communicator (EC3; 8),
Security Officer's
12.74 32 353 Flashlight (Terrain-Proof) (EC4; 16), Small Battery (EC0; 1), Matches (EC2; 4),
Crew Pack
Canteen (EC5; 32), P-Ration (EC5; 32), Security Kit (EC8; 256).
Stone Age Backpack (Wilderness), Hip Pack, Fresh Food (1wk) (EC5; 32), Rope (EC5; 32),
3.75 16 64
Wilderness Pack Back Holster, Hip Holster, Quiver (EC3; 8).
Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Acid Vial (EC2; 4),
Metal Age Matches (EC2; 4), Canteen (EC5; 32), Fresh Food (1wk) (EC5; 32), Mess Kit
4.73 45 416
Wilderness Pack One (EC7; 128), Weapon Cleaning/Repair Kit (EC2; 4), Lockpick Kit (Mechanical)
(EC2; 4), Soda (EC6; 64), Bandage (EC4; 16).
Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Acid Vial (EC2; 4),
Metal Age Matches (EC2; 4), Canteen (EC5; 32), Fresh Food (1wk) (EC5; 32), Journalist's
4.41 37 341
Wilderness Pack Two Notepad (EC2; 4), Pencil (EC0; 1), Weapon Cleaning/Repair Kit (EC2; 4), Mess
Kit (EC7; 128), Handcuffs (Metal) (EC2; 4).
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Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Acid Vial (EC2; 4),
Metal Age
Matches (EC2; 4), Canteen (EC5; 32), Fresh Food (1wk) (EC5; 32), Backpack
Wilderness Pack 5.39 44 756
Tent (EC9; 512), Rope (EC5; 32), Lockpick Kit (Mechanical) (EC2; 4), Weapon
Three
Cleaning/Repair Kit (EC2; 4), Handcuffs (Metal) (EC2; 4).
Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Acid Vial (EC2; 4),
Metal Age Matches (EC2; 4), Canteen (EC5; 32), Fresh Food (1wk) (EC5; 32), Mess Kit
4.22 43 382
Wilderness Pack Four (EC7; 128), Compass (EC2; 4), Hip Flask (EC1; 2), Tarp (EC5; 32), Bandage
(EC4; 16).
Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Acid Vial (EC2; 4),
Metal Age Matches (EC2; 4), Canteen (EC5; 32), Fresh Food (1wk) (EC5; 32), Mess Kit
5.18 46 621
Wilderness Pack Five (EC7; 128), Compass (EC2; 4), Rope (EC5; 32), Field Binoculars (EC8; 256),
Chewing Gum (EC0; 1).
Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Flashlight (Domestic)
Industrial Age (EC3; 8), Small Battery (EC0; 1), Matches (EC2; 4), Canteen (EC5; 32), Canned
3.49 37 343
Wilderness Pack One Food (1wk) (EC5; 32), Mess Kit (EC7; 128), Weapon Cleaning/Repair Kit (EC2;
4), Multi-Tool (EC1; 2), Purification Tablets (EC2; 4).
Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Flashlight (Domestic)
Industrial Age (EC3; 8), Small Battery (EC0; 1), Matches (EC2; 4), Canteen (EC5; 32), Canned
3.3 34 276
Wilderness Pack Two Food (1wk) (EC5; 32), Toiletry Kit (EC6; 64), Mechanical Pencil (EC0; 1),
Journalist's Notepad (EC2; 4), Multi-Tool (EC1; 2).
Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Flashlight (Domestic)
Industrial Age
(EC3; 8), Small Battery (EC0; 1), Matches (EC2; 4), Canteen (EC5; 32), Canned
Wilderness Pack 4.09 42 755
Food (1wk) (EC5; 32), Backpack Tent (EC9; 512), Rope (EC5; 32), Lockpick Kit
Three
(Mechanical) (EC2; 4), Multi-Tool (EC1; 2).
Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Flashlight (Domestic)
Industrial Age (EC3; 8), Small Battery (EC0; 1), Matches (EC2; 4), Canteen (EC5; 32), Canned
2.56 36 246
Wilderness Pack Four Food (1wk) (EC5; 32), Duct Tape (Mini Roll) (EC0; 1), Mechanical Lubricant
(EC3; 8), Thermos Bottle (EC4; 16), Hotplate (EC4; 16).
Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Flashlight (Domestic)
Industrial Age (EC3; 8), Small Battery (EC0; 1), Matches (EC2; 4), Canteen (EC5; 32), Canned
2.66 45 433
Wilderness Pack Five Food (1wk) (EC5; 32), Toiletry Kit (EC6; 64), Mess Kit (EC7; 128), Compass
(EC2; 4), Rope (EC5; 32).
Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Flashlight (Domestic)
Starfaring Age (EC3; 8), Small Battery (EC0; 1), Matches (EC2; 4), Canteen (EC5; 32), P-Ration
3.08 37 343
Wilderness Pack One (EC5; 32), Mess Kit (EC7; 128), Weapon Cleaning/Repair Kit (EC2; 4), Multi-
Tool (EC1; 2), Purification Tablets (EC2; 4).
Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Flashlight (Domestic)
Starfaring Age (EC3; 8), Small Battery (EC0; 1), Matches (EC2; 4), Canteen (EC5; 32), P-Ration
2.89 34 276
Wilderness Pack Two (EC5; 32), Toiletry Kit (EC6; 64), Mechanical Pencil (EC0; 1), Journalist's
Notepad (EC2; 4), Multi-Tool (EC1; 2).
Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Flashlight (Domestic)
Starfaring Age
(EC3; 8), Small Battery (EC0; 1), Matches (EC2; 4), Canteen (EC5; 32), P-Ration
Wilderness Pack 3.68 42 755
(EC5; 32), Backpack Tent (EC9; 512), Rope (EC5; 32), Lockpick Kit
Three
(Mechanical) (EC2; 4), Multi-Tool (EC1; 2).
Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Flashlight (Domestic)
Starfaring Age (EC3; 8), Small Battery (EC0; 1), Matches (EC2; 4), Canteen (EC5; 32), P-Ration
1.93 36 246
Wilderness Pack Four (EC5; 32), Duct Tape (Mini Roll) (EC0; 1), Mechanical Lubricant (EC3; 8),
Thermos Bottle (EC4; 16), Fire Jelly Can (EC4; 16).
Backpack (Wilderness), Hip Pack, Bedroll (EC7; 128), Flashlight (Domestic)
Starfaring Age (EC3; 8), Small Battery (EC0; 1), Matches (EC2; 4), Canteen (EC5; 32), P-Ration
2.25 45 433
Wilderness Pack Five (EC5; 32), Toiletry Kit (EC6; 64), Mess Kit (EC7; 128), Compass (EC2; 4), Rope
(EC5; 32).
Let's go through a practical example to see just how the rapid creation routine works and create a generic Humna Humna trader. We'll
need the Trader archetype for this example. Grabbing the stats for a Humna Humna, we know that they have a Durability of four,
Learning Rate of eight, Science, Navigation, and Medicine at ten, Engineering at thirty and Communications at fifty. Humna Humna
also must have the Greed Complication of at least -10; for our character, we'll use this value.
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Now we roll 1d5 to determine Traits: the result is one. Checking the template, we see that the result corresponds to Reputation at +5
and Greed at -5 (combining to make the character's Greed -15). Simple enough.
Disciplines are next. We use the normal species scores for the various Disciplines and a score of fifty for Command. So the character
has fifty in Command and Communications, thirty in Engineering, and ten in the remaining Disciplines. Now we just need to consult
the tables and the archetype to see whathow many points go into the various sub-disciplines. Looking at the archetype for Command,
we see that the priority order is Security, then Experience, then Leadership (unless RPG-style stats are being used), Survival
(again, unless RPG-style stats are being used), then Coordination, Inspire, and finally Battle Tactics. Let's say RPG-style stats are
being used for the purposes of this demo. Checking the point chart, twenty points go to the primary sub-discipline, fifteen to the next,
ten to the next, five to the next and none to the rest. So in this case, the character has twenty points in Security, fifteen in Experience,
ten in Coordination, and five in Inspire. The rest of the character's sub-disciplines can be determined similarly: we know our
character will have twenty points in Negotiation, fifteen in Gather Information, ten in Bluff, five in Intimidation, fifteen in
Damage Control, ten in Jury-Rig, five in Mechanics, ten in Sensor Use, ten in Vehicle Piloting, and ten in Psychology.
Attributes come next. Checking the table, we know that the character's physical attribute scores will be forty for the priority physical
Attribute and thirty for the others (corresponding to a Durability of four), seventy for the top two mental Attributes and sixty for the
third (corresponding to a Learning Rate of eight). Checking the template, we see that the Attributes are ranked from top to bottom as
Charm, Intellect, Acumen, Finesse, Physique, and Power. Charm is the top mental attribute and Intellect is the next highest, so both
will have seventy points. Acumen is the lowest mental attribute, so it'll get sixty points. The top physical attribute is Finesse, so it gets
forty points and the others get thirty. Now we check the tables and the archetype once more. For a score of seventy (the indicated
number of points for Charm), the top Skill gets thirty points, the middle gets twenty-five and the bottom one gets fifteen. According to
the archetype, this corresponds to a score of thirty in Diplomacy, twenty-five in Personality, and fifteen in Leadership for our
character. In a similar manner, we know the rest of the character's Skill scores: thirty in Cunning, twenty-five in Knowledge, fifteen
in Resourcefulness, twenty-five in Performance, twenty in Perception, fifteen in Survival, twenty in Hiding and Seeking, fifteen in
Dodge, five in Dexterous Maneuvers, fifteen in Concentration, ten in Recuperation, five in Stamina, fifteen in Brawling, ten in
Three-Dimensional Maneuvers, and five in Lifting.
At this point, the character is basically finished. After figuring up derived stats, we can set a few finishing touches. The character will
be 2.0 meters in length, 168 kilograms in mass (assuming all threes on both die rolls), and the minimum Adult age (ten years old in
this case). We'll use the starting package for the Trader archetype for our character. The Trader archetype is one of those that has a
special roll for money, so we'll roll 4d5 in this case. The roll totals up to eight, so the character has eight MU. The starting package
costs 1.38 MU, though we might as well ditch the shoes given the species. That'll shave off 0.15 MU from the cost of the starting
package, making it cost 1.23 MU. So the character will start out with 6.77 MU, which is not too shabby. Since this is meant as a
beginning Trader, we can be content not to give them any other pieces of equipment for now. We will still go ahead and give them a
Class One Slugthrower since the equipment package does include a Duty Holster and we can get it for free.
Note that only two die rolls were necessary for this whole process, and only one of those was needed to determine the character's
abilities. All of the point levels were determined upon the selection of the character’s archetype, as were the Skills and sub-disciplines
in which those points were ultimately spent. Few decisions were really necessary on our part.
If a character creator wants to use hero points, they may roll 1d10 and either multiply the result by 100 for mid-range
characters, or multiply it by 200 for higher-end characters. Alternatively, the creator may select a value from the table
below. In either case, once the number of hero points has been selected, the creator can use the overall priority lists
indicated in the character archetype to distribute these hero points amongst the character's Attributes and Disciplines.
These points are added to what would be indicated if the character creator was not using hero points; it's this addition
which ultimately complicates matters.
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500 90 80 70 60 45 30 35 30 25 20 10 5
600 100 90 80 70 60 50 40 35 30 20 15 10
700 120 105 90 80 70 60 45 40 30 25 20 15
800 130 120 110 90 80 70 50 40 35 30 25 20
900 140 130 120 110 95 80 50 45 40 35 30 25
1000 150 140 130 120 110 100 55 50 45 40 35 25
1200 180 170 160 140 130 120 65 60 55 45 40 35
1400 200 190 180 170 160 150 75 65 60 55 50 45
1600 230 220 210 190 180 170 80 75 70 65 60 50
1800 250 240 230 220 210 200 90 85 80 70 65 60
There is no provision for redistributing points from Attributes to Disciplines for those player groups using Starflight-style
stats. If Starflight-style stats are being used, the character creator may either redistribute the points allocated to Attributes
as they see fit or simply ignore them. Ignoring them is the quickest option, as it will guarantee that the designer may still
use the allocation table for sub-disciplines below. Reallocating may also result in the character becoming unbalanced for the
level of adventure or campaign in which they will be involved.
Once hero points have been allocated, the character will still receive the same number of points for their Attributes and
Disciplines as they would without hero points; these points are assigned in the same manner (equal to the norms of their
species for Disciplines plus 50 for Command, and based on Durability and Learning Rate by categorical priority for
Attributes). Once these points have been added to the Disciplines and Attributes, the character creator can begin allocating
points to specific Skills and sub-disciplines. When hero points are involved, the following tables may be used. Note that
these tables do not indicate the same values as would be indicated when there are no hero points involved.
Distribution of Points for Sub-Disciplines based on Discipline Score, with Hero Points
Primary Sub- Secondary Sub- Tertiary Sub- Quaternary Sub- Quinary Sub- Senary Sub-
Points
Discipline Discipline Discipline Discipline Discipline Discipline
0 0 0 0 0 0 0
10 10 0 0 0 0 0
20 15 5 0 0 0 0
25 15 10 0 0 0 0
30 15 10 5 0 0 0
35 20 10 5 0 0 0
40 20 15 5 0 0 0
45 20 15 10 0 0 0
50 20 15 10 5 0 0
55 25 15 10 5 0 0
60 25 20 10 5 0 0
65 25 20 15 5 0 0
70 25 20 15 10 0 0
75 25 20 15 10 5 0
80 30 20 15 10 5 0
85 30 25 15 10 5 0
90 30 25 20 10 5 0
95 30 25 20 15 5 0
100 30 25 20 15 10 0
105 30 25 20 15 10 5
110 35 25 20 15 10 5
115 35 30 20 15 10 5
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120 35 30 25 15 10 5
125 35 30 25 20 10 5
130 35 30 25 20 15 5
135 35 30 25 20 15 10
140 40 30 25 20 15 10
145 40 35 25 20 15 10
150 40 35 30 20 15 10
155 40 35 30 25 15 10
160 40 35 30 25 20 10
170 45 35 30 25 20 15
180 45 40 35 25 20 15
190 45 40 35 30 25 15
200 50 40 35 30 25 20
210 50 45 40 30 25 20
220 50 45 40 35 30 20
230 55 45 40 35 30 25
240 55 50 45 35 30 25
250 55 50 45 40 35 25
260 60 50 45 40 35 30
270 60 55 50 40 35 30
280 60 55 50 45 40 30
290 65 55 50 45 40 35
300 65 60 55 45 40 35
Distribution of Points for Skills based on Attribute Score, with Hero Points
Points Primary Skill Secondary Skill Tertiary Skill
0 0 0 0
5 5 0 0
10 10 0 0
15 10 5 0
20 15 5 0
25 15 10 0
30 15 10 5
35 20 10 5
40 20 15 5
45 20 15 10
50 25 15 10
55 25 20 10
60 25 20 15
65 30 20 15
70 30 25 15
75 30 25 20
80 35 25 20
85 35 30 20
90 35 30 25
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95 40 30 25
100 40 35 25
105 40 35 30
110 45 35 30
115 45 40 30
120 45 40 35
125 50 40 35
130 50 45 35
135 50 45 40
140 55 45 40
145 55 50 40
150 55 50 45
155 60 50 45
160 60 55 45
165 60 55 50
170 65 55 50
175 65 60 50
180 65 60 55
Once again, creators can make splits and substitutions for certain sub-disciplines (as listed in the previous section) if they
wish. One thing to note about using hero points is that it is likely that all six sub-disciplines will need to have points
allocated to them, particularly with higher total scores. This brings up an issue with the Command Discipline; when RPG-
style stats are used, it only has five sub-disciplines. Any points that would be allocated to the Command Senary sub-
discipline should be considered lost and not applied to other Command sub-disciplines.
Once the points have been allocated, all that remains is to generate the character's derived stats and add finishing touches
in the same manner as described in the previous section. For each hundred hero points allocated to the character, their age
should be advanced by 1d5 years (or 1d5 months if the species measures age in months instead of years).
One final thing to note about the procedure with hero points is that there is no stipulation for keeping the same archetype
throughout the procedure. It is therefore possible for a character to be created with one archetype up to a certain number of
hero points, swap out the archetype, and finish the character out with the new one. Such "cross-archetype" characters are
good to build whenever a character has had a major change in their vocation at some point in their lives. When creating a
cross-archetype, the character receives a new Talent and Complication from any of the ones indicated in the new archetype
and may roll one-half the number of dice indicated (rounded down) for money. Any subsequent archetypes used reduce the
amount of dice rolled for money by an additional half (a character with three archetypes would get one-quarter the number of dice
for money from the third archetype, and so forth). Characters do not gain any additional equipment from a new archetype. In all
cases, adding an extra archetype requires the character to take at least 100 hero points specifically for the new archetype;
characters may not exceed 1800 hero points at any time as the result of adding additional archetypes.
Here's a practical example of the rapid character generation routine with hero points. Let's again use the example of a Humna Humna
trader. As with the previous example, we'll need the Trader archetype and racial stats for the Humna Humna. Again, the racial stats
for a the Humna Humna list a Durability of four, Learning Rate of eight, Science, Navigation, and Medicine at ten, Engineering at
thirty and Communications at fifty; they also must have the Greed Complication with a score of at least -10. We'll mix things up a bit
and say our Humna Humna has Greed at -15.
First things first: we need to roll for a Trait set. A 1d5 roll comes up as five; from the template, this gives the character Education at
+10, Linguistic Sense at +10, and Overconfident at -20. We'll add Greed at -15 from the character's race to their Traits. Again, this
part is pretty simple.
Now we need to figure out how many hero points we're going to be working with. Let's go ahead and say we're going to have a higher-
end character, letting the die decide. The 1d10 roll comes up as 5, which we'll multiply by 200; the character will have 1000 hero
points. Checking the Trader template, we see that overall Communications has the top priority for Disciplines, followed by Science,
Navigation, Command, Engineering, and finally Medicine. For Attributes, Charm has the top spot, followed by Intellect, Acumen,
Finesse, Physique, and finally Power. Now, we need to look at the hero point division chart to see what points go where. At a thousand
points, 150 go to the top Discipline (with ten fewer points per step down in priority) and 55 points go to the top Attribute (with five
fewer points per step down). So in this case, 150 points will go to Communications, Science gets 140, Navigation gets 130, Command
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gets 120, Engineering gets 110, and Medicine gets 100. For Attributes, Charm gets 55 extra points, Intellect gets 50, Acumen gets 45,
Finesse gets 40, Physique gets 35, and Power gets a paltry 25 points.
Now we can start figuring out specific scores. For Disciplines, 50 additional points are assigned to Command (as always) and
Communications, 30 added points go to Engineering, and ten more points go to the other Disciplines. So, the final point totals for the
character's Disciplines are 170 for Command (120+50 = 170), 150 for Science, 140 for Navigation and Engineering, 200 for
Communications, and 110 for Medicine. Now we just need to consult the tables and the archetype to see what sub-disciplines get what
points. Looking at the archetype table for Communications, we see that the priority order is Negotiation, followed by Diplomacy (if
RPG-style stats aren't being used), then Gather Information, Bluff, Intimidation, Distress, and finally Jam. Since we're using
RPG-style stats, we can ignore Diplomacy here. Checking the point chart for the 200 point entry, we see that fifty points goes to the
top sub-discipline, forty to the second and decreasing by five after that. Therefore, the character will have fifty points in Negotiation,
forty in Gather Information, thirty-five in Bluff, thirty in Intimidation, twenty-five in Distress, and twenty points in Jam. The rest
of the character's sub-disciplines can be determined in a similar manner; for the sake of brevity, they will not be listed out explicitly
here.
Attributes are next. We'll begin by checking the Durability and Learning Rate score determination table from the previous section.
Since the character has a Durability score of four, we know that forty additional points will go to the top physical Attribute with thirty
to the others. Likewise, with a Learning Rate of eight, we know that seventy added points will go to the top two mental Attributes, with
sixty going to the last. We've already looked at the template; Charm is the top mental Attribute, followed by Intellect and finally
Acumen. Therefore, seventy points will be added to the scores for Charm and Intellect, with sixty added points going to Acumen. For
physical Attributes, Finesse is top priority and so it gets forty added points; Power and Physique get another thirty points. Adding
these amounts to the previously allocated hero points gives us a final total of fifty-five points for Power (25+30 = 55), eighty points
for Finesse, sixty-five points for Physique, 120 points for Intellect, 105 points for Acumen, and 125 points for Charm. Now we check
the tables and the archetype once more, using Charm as the example. For a score of 125 points according to the table, the top Skill gets
fifty points, the next gets forty and the last gets thirty-five. According to the archetype, this corresponds to a score of fifty in
Diplomacy, forty in Personality, and thirty-five in Leadership for our character. We can find out the remaining Skill scores in a
similar manner; once again for the sake of brevity, how they're determined won't be spelled out explicitly. The character has 50 points
in Diplomacy, 45 points in Cunning, forty points in Performance, Personality and Knowledge, 35 points in Resourcefulness,
Perception, Leadership and Hiding and Seeking, thirty points in Survival, Dodge, and Concentration, 25 points in Brawling,
twenty points in Recuperation, Dexterous Maneuvers, and Three-Dimensional Maneuvers, fifteen points in Stamina, and ten
points in Lifting.
Since we added a thousand points to this character, we'll need to advance the age by 10d5 years. Rolling this amount comes out as
thirty-five, which we'll add to the minimum Adult age (ten years old in this case), resulting in an age of forty-five and making our
character one old slug (Old Age). We'll need to adjust the stats to reflect the increase in age; this means subtracting fifteen points from
the physical attributes (remember these adjustments are cumulative for all life stages, and this character would've hit Middle Age
first), adding ten to all mental attributes, and adding 100 points to a combination of Disciplines. We immediately come to a problem
with Power; Lifting only has ten points. Thus, we have to zero it out and subtract the remaining five points from the next highest
priority Skill, Three-Dimensional Maneuvers (reducing it to fifteen). Likewise, Dexterous Maneuvers is zeroed out and Dodge is
reduced to five. For the mental attributes, ten points are added to the top Skills; Cunning increases to 55, Performance goes to fifty,
and Diplomacy increases to sixty points. Finally, we have to divvy up the 100 points to Disciplines such that twenty points go to the
top five Disciplines apiece; Medicine is the only Discipline that doesn't get points. The top sub-disciplines in those Disciplines receive
the points, so in this case the affected sub-disciplines are Security, Sensor Use, Vehicle Piloting, Damage Control, and
Negotiation (which, if we were to do the math, would be up to seventy points by now).
At this point, our character is basically finished. After figuring up derived stats, we can set a few finishing touches. The character will
be 2.0 meters in length and 168 kilograms in mass (assuming all threes on the die rolls). We'll use the starting package as listed in the
Trader archetype for the character. Rolling 4d5 for money (again, a special roll due to the archetype) comes up as ten. We'll once again
ditch the shoes for a cost of 1.23 MU, bringing the character to 8.77 MU. We can go ahead and add a little more to this character,
given their advancement. We'd might like to give the character the Communications Officer's Crew Pack since most of that gear might
be handy for traders, but we don't want to put the character in debt necessarily, so we'll pick a Starfaring Age Wilderness Pack.
Rolling d5 comes up as four, so we'll go with the fourth one, costing the character 1.93 and taking them down to 6.84 MU. We can also
pick up to two more pieces of gear for the character; we'll go with a Short-Range Communicator and a Translator, which combined add
1.75 more to the cost of gear (bringing the character to 5.09 MU) and four to the character's EC. There's more than enough room left
over in the pack for the extra equipment, so we'll put it in there. Finally, the starting package comes with a hip holster, so we can pick
a weapon free of charge; we'll go with a Class Two Dazzler. Why not.
Note that the only real decisions necessary for this process involved the selection of the character's gear. For all Skills and Traits, all of
the points were set upon the determination of the number of hero points to be used. No decisions were absolutely necessary on our part
past that point; it just took a little longer to create the character due to the extra steps involved and due to the decisions made with the
character's gear.
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Creating Custom Archetypes
SFRPG's archetypes cover a good deal of ground when it comes to picking out skill sets. However, it is not comprehensive
by any means. It may be that a character designer would like to make a character that does not fall onto one of the
archetypes listed in the sub-Chapter and would like to make a character of that type fairly often (perhaps the creator has a
favorite type of character from a different role-playing game that they'd like to re-create within SFRPG). In either case, the
designer is welcome to make their own custom character archetype.
Creating an archetype from scratch isn't that difficult. An archetype creator need only do the following:
An archetype designer who is working from scratch is largely on their own when it comes to making these decisions; as
with creating new items and equipment (covered in Chapter 10.2.4), this procedure has been left as vague as possible in
order to avoid stymieing creativity or forbidding a setup that an archetype creator actually needs. Archetype designers are
encouraged to use common sense when picking the most important Skills for the archetype and humor when that
ultimately fails (which actually happens a good amount of the time).
A technique which is effective for determining a valid archetype Skill set (in this case meaning the first three steps of the
procedure) is to look at a similar archetype or character class in a different role-playing system and to use that information
as a guide. This method is not advocating plagiarism; that can't be stressed strongly enough. SFRPG's system is unique in
that priorities are set for various Skills and sub-disciplines, rather than hard and fast numbers (as with most other systems,
thus direct copying of a character class or archetype shouldn't be possible in most cases). To use this technique, it is
necessary to convert the listed skills, traits, feats, etc. (collectively these will be called "various features") into SFRPG
equivalent Skills and Traits (together these will be called "SFRPG features"). Most other RPG systems will have scores
associated with the various features; these scores can be used to indicate a "priority strength", raising the priority of a given
SFRPG feature. Most of these systems use the same six Attributes as SFRPG (they may or may not have different names);
these systems may indicate a "primary attribute" for a character class, or actually have a typical set of attribute scores.
Again, this information can be used to set the priority order of the equivalent SFRPG Attributes. After converting the
various features into SFRPG features, any duplicates should have their priority strength combined (for example, if after
conversion an archetype would have Gather Information at 6, 4, and 2 from three sources, those would be combined to a final
strength of twelve). This information can be used to set the highest priority Skills/sub-disciplines within the
Attribute/Discipline. Additionally, a conglomerate score should be given for the Disciplines that control any indicated sub-
disciplines (a score of twelve for Gather Information would add twelve to the overall "strength" of Communications, for
example). This information can be used to set the Discipline priority order. If no information is available for Attribute
strength, this method may also be used to determine Attribute priorities. Finally, when determining the archetype's Trait
sets, any traits that were indicated should appear somewhere in the SFRPG equivalent set (though not all indicated Traits
need to appear in all five Trait set possibilities if there are a lot of them or if the archetype designer wishes). The following
table presents guidelines for Trait set mixes that would be proportionally similar to those of the presented archetypes;
archetype designers may decide to use these guidelines or not at their own discretion.
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The following table is a partial listing of various features from other role-playing systems and their equivalents in SFRPG.
Note that this is by no means a comprehensive list, but it does cover some of the more commonly encountered features
from other systems. Should an archetype designer need to convert a feature that is not covered here, they may either search
for and select a close match to what they need to convert or use their own judgment (i.e. fudge a bit) to select a close
equivalent.
Conversion Table for Skills, Traits and Feats from Other Role-Playing Systems to SFRPG
Other System Skill/Feat/Trait SFRPG Equivalent Skill/Sub-Discipline/Trait
Abstinence Obsessed and Intolerant
Academics Gather Information
Accounting Math Expert
Acrobat Dexterous Maneuvers
Acting Performance
Addict Addiction
Aim Targeting
Allure Comeliness
Ambidextrous Ambidexterity
Animal Empathy Empathic Sense and Biology
Animal Handling Biology and Dexterous Maneuvers
Animal Husbandry Knowledge and Biology
Appraise Negotiation
Armor Proficiency Battle Tactics (put armor in the archetype package)
Artistry Performance
Astrogation Astrogation
Athlete Three-Dimensional Maneuvers
Athletics Dexterous Maneuvers
Badge Wearer Social Status (as a Talent)
Binding Resourcefulness
Blind Fighter Reflexes (as a Talent)
Blind Shot Reflexes (as a Talent)
Bluff Bluff
Boating Vehicle Piloting
Brawler Crude
Brawling Brawling
Bribery Cunning
Bureaucracy Knowledge
Business Diplomacy
Business License Contacts and Diplomacy
Calm Nerves (as a Talent)
Calligraphy Xenolinguistics
Carpentry Resourcefulness
Classical Art Performance
Classical Literature Knowledge and Performance
Climb Three-Dimensional Maneuvers
Club Security (put a Club in the archetype package)
Combat Paralysis Nerves (as a Complication)
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Computer Use Sensor Use
Concentration Concentration
Contact Contacts
Converse Xenolinguistics
Conversation Xenolinguistics
Convict Social Status (as a Complication)
Covert Hiding and Seeking
Coward Nerves (as a Complication)
Craft/Any Resourcefulness
Craft/Ship's Systems Jury-Rig
Craftsman Mechanical Sense
Culture Knowledge
Current Affairs Knowledge
Demolish Resourcefulness
Diplomacy Diplomacy
Disable Device Resourcefulness
Disciplined Discipline (as a Talent)
Disguise Performance
Dodge Dodge
Duty/Any Creed
Education Education (as a Talent)
Electrical Systems Engineering and Repair Electromagnetism
Empathy Empathic Sense
Emphasis: Pilot Navigational Sense
Emphasis/Any Give associated "Sense" Talent
Expert: Fish Scientific Sense
Faith Discipline (as a Talent) and Creed
Farming Biology
Fast Feet Reflexes (as a Talent)
Fast Heal Recuperation
Favor Social Status (as a Talent)
Fealty Creed
Fire Building Survival
Fishing Biology
Flattery Cunning
Flight Operations Combat Maneuvers and Evasive Maneuvers
Focus Ki Concentration
Folklore Knowledge
Forge Resourcefulness
Forgettable Face Comeliness (as a Complication) and Luck (as a Talent)
Friends (High/Low) Contacts
Gamble Cunning
Gambler Performance
Games Knowledge
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Gaming Knowledge
Gather Info Gather Information
Gearhead Mechanical Sense
Glory Hound Obsessed (Glory)
Good Natured Personality
Gossip Knowledge
Greedy Greed
Gun Security (put a Slugthrower in the archetype package)
Herbalism Biology
Hide Hiding and Seeking
Hideout Hiding and Seeking and Wealth (as a Talent)
Highly Educated Education (as a Talent)
High Society Social Status (as a Talent)
History Knowledge
Hold Drinks Health (as a Talent)
Honed Senses Senses (as a Talent; select the appropriate sense)
Hunting Survival
Illicit Trade Cunning and Negotiation
Improved Damage Security
Improved Hit Points Health (as a Talent)
Improved Initiative Experience
Influence Cunning
Inspire Inspire
Internal Medicine Pathology
Interrogation Gather Information
Intimidation Intimidation
Intuition Perception
Investigation Gather Information
Jujitsu Brawling
Knife Security (put a Blade in the archetype package)
Knowledge/Any Knowledge
Knowledge/Tactics Coordination
Known Reputation (as either a Talent or Complication)
Lance Security (put a Blade in the archetype package)
Law Cunning
Leadership Leadership
Life Sciences Biology
Lifting Lifting
Lightweight Health (as a Complication)
Listen Perception
Low Pain Tolerance Nerves (as a Complication)
Low Profile Stealth or Dexterous Maneuvers
Loyal Creed
Lucky Luck (as a Talent)
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Lying Cunning
Martial Arts Brawling
Mammals Biology and Xenobiology
Math Negotiation and Math Expert
Mechanical Repair Damage Control
Mechanical Engineering Mechanics
Mechanical Inclination Mechanical Sense
Medical Expertise Long-Term Care
Meditation Discipline (as a Talent) and Creed
Melee Weaponry Brawling
Memorable Comeliness (as a Complication)
Mental Resistance Personality
Messy Crude
Moneyed Wealth (as a Talent)
Move Silent Dexterous Maneuvers
Musical Instrument Performance
Navigation Orientation
Negotiations Negotiation
Not Poor/Wealthy Wealth (as a Talent)
Oppressed Social Status (as a Complication)
Oratory Inspire and Diplomacy
Out for Blood Temper (as a Complication)
Outsider Social Status (as a Complication)
Overconfident Overconfident
Overweight Glutton
Pacifist Intolerant (Violence)
Pack Rat Obsessed (Objects)
Penmanship Xenolinguistics
Perception Perception
Performance/Any Performance
Persuasion Negotiation
Pharmacology Xenobiology and Long-Term Care
Physiology Xenobiology
Pickpocket Dexterous Maneuvers
Pilot Vehicle Piloting or Starship Piloting
Pistol Security (put a Slugthrower in the archetype package)
Plumbing Damage Control
Point Blank Shot Security
Poison Toxicology
Political Pull Cunning
Politics Knowledge and Cunning
Poor Wealth (as a Complication)
Practical Skill Resourcefulness
Prejudiced Intolerant
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Profession/Any Performance
Prospecting Resourcefulness and Survival
Public Figure Social Status (as a Talent) and Wealth (as a Talent)
Quick Draw Quick Draw
Quick Heal Recuperation
Quick Thought Reflexes (as a Talent)
Ranged Weaponry Security
Rapid Shot Quick Draw
Religion Discipline (as a Talent) and Creed
Religious Discipline (as a Talent) and Creed
Renown Reputation (as a Talent)
Repair Damage Control
Reputation/Any Reputation (as a Talent)
Research Gather Information
Resist Persuasion Perception
Rhetoric Knowledge
Ride Vehicle Piloting or Dexterous Maneuvers
Rifle Security (put this weapon in the archetype package)
Risk Bodily Harm Discipline (as a Talent)
Rope Use Resourcefulness
Running Three-Dimensional Maneuvers
Sake Brewing Biology
Sales Negotiation
Scientific Expertise Scientific Sense
Scuttlebutt Knowledge
Search Hiding and Seeking
Seduce Personality and Comeliness (as a Talent)
Sense Motive Perception or Cunning
Senses/Any Senses (as a Talent; select the appropriate sense)
Shadow Cunning
Sharp Eyes Senses (as a Talent; Sight)
Shotgun Security (put a shotgun in the archetype package)
Signmaking Resourcefulness
Silkworm Farming Biology
Sleight of Hand Dexterous Maneuvers
Slick Talker Cunning and Negotiation
Smartass Reputation (as a Complication) and Impulsive
SMG Security (put an Automatic Fire Slugthrower in the archetype package)
Smithing Resourcefulness
Sneaking Dexterous Maneuvers
Sport/Any Three-Dimensional Maneuvers
Spot Perception
Stave Security (put a club in the archetype package)
Stealth Stealth or Dexterous Maneuvers
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Streetwise Cunning
Superstitious Phobic
Surgery Intensive Care
Survival Survival
Sword Security (put a sword in the archetype package)
Tactics Battle Tactics
Technical Engineering Starship Technology
Technical Specialty Scientific Sense
Telegraph Operations Xenolinguistics
Tough Health (as a Talent) and Stamina
Toxicology Toxicology
Track Scientific Sense
Trading Negotiation
Trailblazer Navigational Sense
Treat Injury Intensive Care
Trends Knowledge
Unarmed Combat Brawling
Uncanny Dodge Reflexes (as a Talent)
Unlucky Luck (as a Complication)
Vehicle Operation Vehicle Piloting
Weapon Proficiency Security (put this weapon in the archetype package)
Zoology Biology
There is no method available for determining what items should be located in the archetype’s starting package other than
common sense. Archetype designers are encouraged to thoroughly review the equipment list in Chapter 5.4 to select what
would be appropriate and to feel free to use either the Outfitter Rule or the procedure in Chapter 10.2.4 to create any new
equipment they feel is necessary for a given archetype (be sure when doing this to put the new equipment in the
archetype's notes section). Since players using the archetype may also choose to add fast packs to their characters, it's
recommended that the actual amount of equipment in the archetype be kept to a minimum (generally this means an outfit
with shoes, a wallet, and a chronometer). It is recommended that only military, police or criminal archetypes be allowed
free weaponry or armor. Of course, these are only recommendations; archetype designers can put as much equipment as
they'd like in the starting package. They may also choose to indicate a recommended fast pack for use with their archetype
or even indicate that fast packs cannot be used with it.
If we're going to make a Samurai archetype, it'd be helpful to get an example from another role-playing system to guide us along the
way (this can be a lot trickier than it sounds). For our guide, we're going to use the Bushi occupation from Sengoku: Chanbara
Roleplaying in Feudal Japan by Anthony Bryant and Mark Arsenault (ISBN 1890305278; ©1997-2001 Gold Rush Games). This
particular source is interesting in that the Sengoku system does not employ the six basic Attributes. Instead, the system uses thirteen
attributes with an additional seven attributes derived from those thirteen. Fortunately for us, Sengoku is unique in that it includes with
it a translation section for transferring characters to other role-playing systems. Among the destination systems is none other than
Dungeons and Dragons™. It targets the 2nd edition rules, but no matter; D&D™ has used the six Attributes throughout its entire
history.
So the first thing we need to do is determine a priority order for the archetype's Attributes and Disciplines. We won't be able to do
Disciplines until we can start setting up some skills, so let's focus on the attributes. The key ones from Sengoku for the Bushi occupation
are Int 2 (which will translate to Intellect), Pre 3 (translates to Charm), Aes 2 (translates to Acumen), Str 4 (translates to Power),
Con 4 (translates to Physique), Ref 4 (which we'll translate as an indication of the Dodge Skill), and Dex 4 (which we'll translate as
the Dexterous Maneuvers Skill). Fealty is a Complication to the occupation. Skills include archery 2, armory/bowyer 2, expert:
samurai clan 3, focus ki 2, forced march 3, heraldry 1, Jujitsu/Sumai 2, Polearms 2, Riding or Scouting 2, Swords 2, Strategy 2, and
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Throwing 1.
Let's begin translating the indicated skills. We get all the way to Focus Ki before we pick up any on the list...it will become
Concentration. Fealty turns into Creed, Jujitsu becomes Brawling, Riding is close enough to "Ride" to become Vehicle Piloting or
Dexterous Maneuvers (Dexterous Maneuvers makes more sense in this case), and Swords is Sword with an extra "s"; it will
become Security and will guarantee a sword in the starting package. The remaining skills are going to need judgment calls. Archery
suggests being able to use a bow and arrow, which suggests weapons...this one can also translate to Security and pass along a bow
and arrow to the starting package. A bowyer is someone who makes bows...which suggests crafting; "craft" translates to
Resourcefulness, which we'll use here. Expert: samurai clan means the occupation knows a lot about clans; this suggests Knowledge.
Forced march is the ability to walk long distances without getting as tired as an average person; this suggests Stamina. Heraldry is
defined as the profession, study, or art of devising, granting, and blazoning arms and ruling on questions of rank or protocol, as
exercised by an officer of arms; this one suggests both Knowledge and Performance, as the samurai must have the knowledge and
must be able to properly use it. A lance is a type of polearm; lance translates to Security and puts a Blade in the starting package
(things are already looking up for putting a daishō in there). Strategy almost screams out Battle Tactics. Finally, throwing is
probably used to lob javelins or spears at opponents, but we don't really know if it's more general than that. Successful throwing takes
precise movement; Dexterous Maneuvers is probably the best fit for this.
Our translation is now complete. The priority strengths for indicated Skills are as follows: Creed (no score), Brawling 2, Dexterous
Maneuvers 3 (a combined 2+1 from riding and throwing), Security 6 (again a combination), Resourcefulness 2, Knowledge 4
(again a combination), Stamina 3, Performance 1, and Battle Tactics 2. Attributes look like Power 4, Finesse 4, Physique 4
(averaging out the two Skills we know about), Intellect 2, Acumen 2, and Charm 3.
So let's use this information to start setting priorities. Obviously the physical attributes will be the top three based on their priority
strengths. If we look at the priority strengths of the indicated Skills under those Attributes, we see Brawling at 2, Dexterous
Maneuvers at 3 and Stamina at 3. Brawling is the weakest of these, ergo Power will be the weakest of the three physical attributes
and we can safely put it in the third priority spot. The other two can be argued either way; since the strength of Dexterous
Maneuvers originated from two separate sources, there are more instances of Dexterous Maneuvers versus Stamina, and yet
Stamina got its priority strength all on its own. Because from the source material it's obvious that shooting bows and arrows will be
important to the archetype, we'll go ahead and say that Dexterous Maneuvers is stronger in this case, and put Finesse in the top
priority spot with Physique second. The priority score of three for Charm is shared by no other attributes, so we can put it in the
number four spot. That leaves Acumen and Intellect scrabbling for the bottom two spots. From the translated Skills, we have
Resourcefulness at 2, Knowledge at 4, and Performance at 1. Resourcefulness and Knowledge are both Intellect Skills, so their
scores will combine to five and will clearly outweigh Performance. Intellect can therefore be placed in the fifth priority spot, with
Acumen in the lowest spot.
For Discipline priorities, we'll need to take a look at what's left amongst the translated Skills. We still haven't considered Security and
Battle Tactics; these are both Command sub-disciplines, so it will take the top Discipline priority. Now we've got a problem: there's no
information available to help us pick the priority of the other five Disciplines! Unfortunately, we have no choice but to use common
sense at this point along with what we know about samurai. We know that they were renowned warriors, but they were also artists,
painters, writers, philosophers...well, at least in the Tokugawa period. This fact suggests that they would know a lot about nature;
some of the Science Skills cover natural disciplines, so we'll put that in the number two spot. Communications will come next, given the
practice of calligraphy and writing. A warrior had better know where they are going, so we'll put Navigation after that. That leaves
Engineering and Medicine last; for the hell of it, we'll put them down in that order. At this point, we've finally completed the first step.
The Attribute priorities are Finesse, Physique, Power, Charm, Intellect and Acumen, and the Discipline priorities are Command,
Science, Communications, Navigation, Engineering and Medicine.
Now the time has come to figure out Skill and sub-discipline priorities. Let's go down the priority list, starting with Attributes. Finesse
is the top priority Attribute, with Dodge, Dexterous Maneuvers and Hiding and Seeking as its Skills. The translation pointed to
some points in Dexterous Maneuvers, so we'll make it the top Skill. Between the other two, there was some notion of Dodge from the
original translation; we'll make it second and put Hiding and Seeking last. Now we can move on to Physique. Stamina has points, so
it goes first, leaving Concentration and Recuperation. Here we need to make an arbitrary decision; let's put Concentration up
front, given the need to aim and shoot a bow. For the Power Skills, Brawling was translated so it'll go first. Again, an arbitrary
decision is needed between Three-Dimensional Maneuvers and Lifting for the bottom spots; since Lifting is a little specific in what
it does, we'll put it last. For Charm none of the Skills were translated; this will need to be completely arbitrary. Samurai often were
looked up to in their communities (out of respect and out of fear) and occasionally were called in by members of the lower castes to help
settle disputes; this suggests that Leadership should be one of the top priorities - we'll put that first - as well as Diplomacy (samurai
may have been used to arbitrate, but there were also times where the "arbitration" involved the point of a sword). Personality will
come last. We had two Skills translate out for the Intellect Attribute, Knowledge and Resourcefulness. Knowledge has a stronger
priority strength than Resourcefulness, so this will be easy: the order will be Knowledge, then Resourcefulness, then Cunning.
Finally, Performance is the only translated skill for Acumen, so it'll go first. Between Survival and Perception, Perception is
probably needed more by someone who needs to be constantly on the watch for enemies, so we'll put it in the second slot and let
Survival take up the dead last spot.
Disciplines are going to offer up a challenge, simply because we wound up with a mere two translated sub-disciplines out of all of them
(and both of those in Command). We're going to need to make a lot of arbitrary decisions in this case, so let's get started. Security had
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a priority strength of six (well over the two of Battle Tactics) so it will be the top priority Command sub-discipline, with Battle
Tactics in the number two spot. For the remaining spots, let's say Coordination, followed by Leadership (remember that this can be
a Command sub-discipline if Starflight-style stats are used), then Survival (same here), and finally Inspire followed by Experience
in the bottom spot (both of those need to be there in case Starflight-style stats aren't used). Moving on to Science, let's go with
Geology, Meteorology, Biology, Anthropology, Archaeology, and finally Astronomy; we said they were artists, and these are all
common subjects in Japanese art. With Communications, we'll start with Xenolinguistics for the calligraphy. Alpha-Sector
Languages would be a better pick if the archetype was being limited to Humans; we aren't going to do that, however. Other sub-
disciplines will be Intimidation (drawn swords tend to do that), Gather Information (always important), Diplomacy (another one
that can be used with Starflight-style stats), then Bluff, and finally Negotiation followed by Distress in the final slot. Of the
Navigation sub-disciplines, we'll start off with Ballistics (there may be some synergy given the skill with the bow), Marksmanship
(same here, though it is unlikely a samurai would ever use a beam weapon), Targeting (same here), and Orientation (soldiers need
to know where they are going, after all). We'll close it out with Combat Maneuvers (some synergy with Battle Tactics) and Evasive
Maneuvers (evading the enemy is sometimes a vital part of strategy). Engineering poses a challenge as always. We'll start off with
Jury-Rig (some synergy with bow-making, perhaps), followed by Damage Control, Metallurgy, and Weaponry (a good samurai
knows how to take care of their combat equipment). None of the rest really make sense for samurai, so we'll just pick two: Mechanics
(they probably had carts back then) and Quantum Mechanics (this one can be justified in a number of ways, but we'll just say we
picked it "because we felt like it"). Medicine will round things out: we'll start with Xenobiology (samurai knew how to cause fatal
wounds), followed by Psychology (useful for "psyching out" opponents on the battlefield), Intensive Care (mainly self-care in case an
injury is sustained), Toxicology (knowing poisons helps prevent becoming a victim of them), Long-Term Care, and finally
Pathology (because there's nothing really left). This now puts us at the end of the second step. The bulk of the work on the archetype is
now behind us.
The next step is to determine the five unique Trait set combinations. From the translation, we have one Complication ready for use
(Creed), which we're going to use and abuse. Going through the list of Traits, some good Talents to counter it might be Senses, Wealth,
Social Status, Nerves, and Quick Draw. A few more Complications that might make sense are Temper, Intolerant, and Lecherous
(there are plenty of stories about this). We can now start using the guidelines to set some of these in stone. Let's start off with Social
Status (+5) countering Creed (-5) for the first spot. In the second spot, we'll say Social Status (+5), Wealth (+5), and Creed (-10).
The third spot can be Social Status (+5), Nerves (+5), Wealth (+5), and Creed (-15). For the fourth spot, we can say Senses (Sight;
+20), Creed (-5), Lecherous (-5), and Temper (-10). Just to mix it up for the last spot, we'll say Nerves (+10), Quick Draw (+10),
Creed (-5), Intolerant (-5), and Temper (-10). That gives us the five Trait sets, a relatively painless process.
We're left with just the last step, determining the starting equipment package. We can use the source material to help us out a little bit
here. A lot of what's there is specific to that role-playing system (which obviously makes a lot of sense) but we can use SFRPG's
equipment list to make some matches that will be close enough to be usable (and add a few more that might be handy). From the source
material, the samurai would get the various pieces of his outfit (the equivalent of Civilian Casual Dress), a pair of sandals (Shoes are
closest), raingear with galoshes (we can say Boots in this case), the daishō, a bow with an extra string (this could be a full Weapon
Cleaning and Repair Kit; it makes sense anyway), a polearm (which we'll ignore), a bamboo water bottle (a Canteen is a close
match), and a complete set of armor. From the translation, we'll need to have a bow and arrow, a sword and a knife as part of the
package for sure; for the sword and knife, we can pull a tie-in of the katana from Chapter 10.2.4 and just say that's the daishō (a
katana and a wakizashi). The bow is going to need a quiver of arrows; otherwise it's just an expensive Club.
So, at this point we have a Civilian Casual Dress Outfit (costs 0.75; 5x4, 2x2 pockets) with Shoes and Boots (cost 0.15 and 0.20
respectively; the Boots have one level of thermal protection; neither adds pockets), Raingear (cost 0.35; 2x16 pockets), a Katana and
Wakizashi (which will count as two single-appendaged Swords (one a long sword and the other a short sword); this will have a
combined cost of 7.07, EC of 6 and a size of 8 apiece), a Bow (we'll say Class Three for a cost of 0.54, an EC 6 and size 64), a Quiver
(0.05, EC3, size 8), a Weapon Cleaning/Repair Kit (0.4, EC 2, size 4), a Canteen (0.06, EC 5 and size 32), and a full set of plate
Armor (we'll say Class Three to keep the cost and weight down; that's still going to amount to a cost of 6.2, an EC of 9, a -6 overall
HD penalty, -6 Perception penalty, and a -4 penalty to all Finesse Checks). It's immediately apparent that the archetype doesn't have
enough carrying space. Let's add some holsters for the weapons; a Back Holster for a two-handed weapon (0.35; 1x64) can handle the
bow, while two Duty Holsters (1x8 each, 0.6 total) can be used for the swords. We still don't have a pocket big enough for the Canteen,
so we'll add a Satchel (0.25; 1x128), which should give us plenty of carrying room. The Quiver and Repair Kit will also easily make it
inside. We have some extra room now, but the tab for what we've got is already getting pretty high; it's up to 15.77 MU. We'll drop
that by saying the Armor can be added as a freebie, making the tab a more manageable 9.57. We could do the same thing with the
swords, but we really don't want to do that given that they're more of a signature item of the archetype. At least all of the samurai's
equipment can easily fit inside the Satchel with some room to spare. Moreover, we've picked gear that's all either Metal Age or Stone
Age, so we'll only need to make the total encumbrance class calculation at this point. Adding up the ECs of all this stuff, we get a final
total of 31 (a little heavy, but one that can be reduced by removing Armor and putting down the satchel if necessary). This gives us our
equipment list and finishes up the fourth and final step of the procedure.
So after all that, we've got the following completed (bonus, yet still unofficial) archetype, allowing samurai to be used in a campaign
that takes place in feudal Japan using SFRPG's engine (or allowing them to pop up anywhere else in the Starflight Universe...).
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Samurai
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Inspire -OR-
Command Security Battle Tactics Coordination Leadership* Survival*
Experience
Science Geology Meteorology Biology Anthropology Archaeology Astronomy
Gather Negotiation -
Communications Xenolinguistics Intimidation Diplomacy* Bluff
Information OR- Distress
Combat Evasive
Navigation Ballistics Marksmanship Targeting Orientation
Maneuvers Maneuvers
Quantum
Engineering Jury-Rig Damage Control Metallurgy Weaponry Mechanics
Mechanics
Long-Term
Medicine Xenobiology Psychology Intensive Care Toxicology Pathology
Care
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Physique Stamina Concentration Recuperation
Power Brawling Three-Dimensional Maneuvers Lifting
Charm Leadership Diplomacy Personality
Intellect Knowledge Resourcefulness Cunning
Acumen Performance Perception Survival
1 Social Status +5, Creed -5
2 Social Status +5, Wealth +5, Creed -10
Traits 3 Social Status +5, Nerves +5, Wealth +5, Creed -15
4 Senses (Sight) +20, Creed -5, Lecherous -5, Temper -10
5 Nerves +10, Quick Draw +10, Creed -5, Intolerant -5, Temper -10
Equipment: Katana w/ Hip Holster, Wakizashi w/ Hip Holster, Class Three Bow and Arrow w/ Back Holster, Civilian
Casual Dress Outfit, Shoes, Boots, Raingear, Satchel, Canteen, Quiver, Weapon Cleaning/Repair Kit. Cost: 9.57, TEC 31.
Notes: A katana is a Class Three Long Sword with a -1 Finesse modifier and inflicts a number of additional Wounds equal
to its Class (instead of just one Wound). If the area hit is an unarmored cognitive organ, decapitation (brain death) occurs
unless the target makes a DC 50 Reflex Save. Both of these unique effects are nullified, however, if the target is in a Thick
atmosphere or denser, or underwater. A wakizashi is similar to the katana, but is only rated as a Class Two Long Sword.
Characters using this archetype can be given up to Class Three Armor as a free item.
Administrator
It seems that no matter where one travels, one always finds someone whose job is merely to direct other people's work
without doing much of it themselves. That's the job of the administrator: to direct, manage, execute, dispense, and as a rule
be a pain in the ass to all of their underlings.
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Administrator
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Bluff Diplomacy* Negotiation Xenolinguistics Intimidation/Distress
Information
Command Coordination Leadership* Inspire Survival* Security/Experience Battle Tactics/-
Science Sensor Use Anthropology Meteorology Archaeology Vehicle Technology Starship Technology
Vehicle Evasive
Navigation Orientation Stealth Ballistics Marksmanship
Piloting Maneuvers
Medicine Pathology Psychology Toxicology Intensive Care Long-Term Care Xenobiology
Engineering Jury Rig Mechanics Damage Control Synthesize Weaponry Metallurgy
Attribute Primary Secondary Tertiary
Charm Diplomacy Leadership Personality
Intellect Knowledge Cunning Resourcefulness
Acumen Perception Performance Survival
Finesse Dodge Hiding and Seeking Dexterous Maneuvers
Three-Dimensional
Power Brawling Lifting
Maneuvers
Physique Concentration Recuperation Stamina
1 Reputation +5, Greed -5
2 Reputation +5, Social Status +5, Glutton -10
Traits 3 Reputation +5, Education +5, Contacts +5, Allergic (Pollen) -15
4 Reputation +5, Memory +5, Math Expert +10, Lecherous -10, Impulsive -10
5 Wealth +10, Luck +5, Addicted (Stimulants) -5, Glutton -5, Overconfident -5
Equipment: Civilian Formal Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 3.1, TEC 1.
Artisan
Artisans are skilled manual workers who use tools and machinery in a particular craft. They are masters of that craft,
building objects that have a purpose that is not only functional but beautiful as well.
Artisan
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Engineering Synthesize Jury Rig Mechanics Electromagnetism Damage Control Weaponry
Communications Diplomacy* Negotiation Gather Information Bluff Intimidation Distress/Jam
Science Biology Archaeology Anthropology Geology Meteorology Sensor Use
Navigation Orientation Ballistics Targeting Marksmanship Vehicle Piloting Evasive Maneuvers
Command Inspire Experience Survival* Security Coordination Leadership*/Battle Tactics
Medicine Psychology Toxicology Intensive Care Pathology Long-Term Care Xenobiology
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Intellect Resourcefulness Cunning Knowledge
Physique Concentration Recuperation Stamina
Power Lifting Three-Dimensional Maneuvers Brawling
Acumen Performance Perception Survival
Charm Diplomacy Personality Leadership
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1 Reputation +5, Mechanical Sense +5, Education -5, Wealth -5
2 Reputation +5, Reflexes +5, Amputee (Motor) -10
Traits 3 Reputation +10, Social Status +5, Obsessed (Perfection) -15
4 Mechanical Sense +15, Discipline +5, Tightwad -20
5 Reputation +5, Social Status +5, Wealth +10, Overconfident -20
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1.
Assassin
In every society, there are people in positions of fame and/or power that can rally huge numbers to whatever cause they
support. And usually in every society, there are other people that want those people permanently silenced. The assassin's
job is to do the silencing, by whatever means are most expedient.
Assassin
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Bluff Jam Diplomacy* Negotiation Xenolinguistics/Intimidation
Information
Command Security Experience Battle Tactics Survival* Coordination/Leadership* Inspire/-
Science Sensor Use Archaeology Anthropology Biology Geology Meteorology
Evasive
Navigation Targeting Marksmanship Ballistics Vehicle Piloting Orientation
Maneuvers
Engineering Jury Rig Synthesize Mechanics Weaponry Damage Control Metallurgy
Medicine Toxicology Psychology Pathology Xenobiology Intensive Care Long-Term Care
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Charm Personality Diplomacy Leadership
Acumen Performance Perception Survival
Intellect Resourcefulness Cunning Knowledge
Physique Concentration Stamina Recuperation
Three-Dimensional
Power Brawling Lifting
Maneuvers
1 Reputation +5, Overconfident -5
2 Reputation +5, Luck +5, Impulsive -10
Traits 3 Reputation +10, Reflexes +5, Overconfident -15
4 Luck +5, Reflexes +1, Discipline +5, Impulsive -10, Social Status -10
5 Luck +10, Discipline +5, Social Status -15
Equipment: Civilian Street Casual Outfit, Boots, Pocket Holster, Wallet, Deluxe Chronometer. Cost: 1.58, TEC 1.
Athlete
These are generally worthless members of society who somehow manage to con other people into thinking they are both
popular and worth paying a lot of money to go see. Athletes are people who actively participate in physical sports; they are
really little more than glorified players of games. What little value they do have comes from their awesome physical
prowess.
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Athlete
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Command Battle Tactics Inspire Coordination Leadership* Experience Security/Survival*
Gather
Communications Bluff Intimidation Negotiation Xenolinguistics Diplomacy*/Jam
Information
Evasive
Navigation Vehicle Piloting Orientation Targeting Marksmanship Combat Maneuvers
Maneuvers
Medicine Intensive Care Xenobiology Pathology Toxicology Long-Term Care Psychology
Vehicle
Science Anthropology Archaeology Biology Geology Meteorology
Technology
Engineering Jury Rig Damage Control Weaponry Mechanics Synthesize Metallurgy
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Physique Stamina Concentration Recuperation
Power Three-Dimensional Maneuvers Brawling Lifting
Acumen Perception Performance Survival
Charm Leadership Personality Diplomacy
Intellect Cunning Knowledge Resourcefulness
1 Comeliness +5, Obsessed (Glory) -5
2 Discipline +5, Reputation +5, Addiction (Stimulants) -10
Traits 3 Comeliness +5, Discipline +5, Reflexes +5, Obsessed (Glory) -15
Discipline +5, Reputation +10, Reflexes +5, Overconfident -10, Addiction (Alcohol) -
4
10
5 Comeliness +10, Reputation +5, Overconfident -15
Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.4, TEC 1.
Notes: Characters from this archetype may roll 5d5 for starting money.
Barkeeper
Most societies need places where people can go to relax and try to forget their worries for a while. Barkeepers perform this
function through the skill of bartending, mixing liquid chemicals (particularly ones that cause intoxication when consumed
in excess) in just the right proportions to generate various drinks.
Barkeeper
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Xenolinguistics Negotiation Bluff Intimidation Diplomacy*/Distress
Information
Vehicle
Science Biology Anthropology Geology Sensor Use Meteorology
Technology
Medicine Toxicology Intensive Care Psychology Pathology Long-Term Care Xenobiology
Vehicle Evasive
Navigation Marksmanship Targeting Orientation Stealth
Piloting Maneuvers
Damage
Engineering Synthesize Jury Rig Mechanics Weaponry Quantum Mechanics
Control
Leadership*/Battle
Command Security Coordination Experience Inspire Survival*
Tactics
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Attribute Primary Secondary Tertiary
Acumen Performance Perception Survival
Charm Personality Diplomacy Leadership
Intellect Knowledge Resourcefulness Cunning
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Physique Concentration Stamina Recuperation
Power Brawling Three-Dimensional Maneuvers Lifting
1 Discipline +5, Comeliness +5, Social Status -5, Phobic (Death) -5
2 Discipline +10, Social Status -5, Bleeder -5
Traits 3 Discipline +5, Comeliness +5, Memory +5, Intolerant (Mean Drunks) -15
4 Comeliness +5, Memory +5, Reflexes +10, Phobic (Debt Collectors) -10, Bleeder -10
5 Memory +10, Reflexes +10, Intolerant (Violence) -20
Equipment: Civilian Casual Dress Outfit, Shoes, Trouser Holster, Wallet, Debit Chit, Chronometer. Cost: 1.23, TEC 1.
Bounty Hunter
Where there is law and order, there are those out there who are doing their level best to run away from it. Some other
members of society can turn a tidy profit by doing what it takes to collect posted rewards on those who are fleeing from
the law (not to mention the rewards sometimes offered up by less scrupulous members of society for largely the same
thing).
Bounty Hunter
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Combat
Navigation Vehicle Piloting Evasive Maneuvers Targeting Marksmanship Ballistics
Maneuvers
Starship
Science Sensor Use Vehicle Technology Anthropology Archaeology Planetology
Technology
Gather
Communications Intimidation Jam Bluff Negotiation Xenolinguistics
Information
Command Security Experience Survival* Coordination Battle Tactics Leadership*/Inspire
Engineering Jury Rig Mechanics Damage Control Weaponry Metallurgy Electromagnetism
Medicine Toxicology Intensive Care Xenobiology Psychology Pathology Long-Term Care
Attribute Primary Secondary Tertiary
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Acumen Perception Survival Performance
Intellect Resourcefulness Cunning Knowledge
Physique Stamina Concentration Recuperation
Power Three-Dimensional Maneuvers Brawling Lifting
Charm Personality Diplomacy Leadership
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
1 Reputation +5, Scientific Sense +5, Overconfident -5, Lecherous -5
2 Scientific Sense +5, Navigational Sense +5, Overconfident -10
Traits 3 Quick Draw +10, Navigational Sense +5, Greed -15
4 Reputation +20, Impulsive -5, Greed -10, Lecherous -5
5 Quick Draw +10, Reflexes +10, Impulsive -20
Equipment: Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost:
2.2, TEC 1.
Notes: Characters using this archetype can be given up to Class Three Armor as a free item.
Business Owner
Commerce is the very life blood of most societies; without it, individuals within the society would have to figure out how
and where to get the things they need to survive all on their own. Some members of society specialize in the procurement
of a particular set of goods. These individuals often open up their own shops to distribute those goods and make money in
the process.
Business Owner
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Coordination/Battle
Command Security Leadership* Inspire Experience Survival*
Tactics
Gather
Communications Negotiation Bluff Diplomacy* Intimidation Distress*/Xenolinguistics
Information
Damage
Engineering Mechanics Synthesize Jury Rig Weaponry Metallurgy
Control
Evasive
Navigation Vehicle Piloting Orientation Ballistics Stealth Evasive Maneuvers
Maneuvers
Vehicle
Science Anthropology Meteorology Biology Geology Archaeology
Technology
Long-Term
Medicine Pathology Psychology Intensive Care Toxicology Xenobiology
Care
Attribute Primary Secondary Tertiary
Acumen Perception Performance Survival
Intellect Cunning Knowledge Resourcefulness
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Charm Leadership Diplomacy Personality
Physique Concentration Recuperation Stamina
Power Lifting Three-Dimensional Maneuvers Brawling
1 Senses (Sound) +5, Greed -5
2 Senses (Sound) +10, Tightwad -5, Reputation -5
Traits 3 Contacts +5, Social Status +5, Wealth +5, Greed -15
4 Wealth +20, Greed -10, Tightwad -5, Health -5
5 Contacts +10, Social Status +10, Tightwad -10, Reputation -5, Health -5
Equipment: Civilian Casual Dress Outfit, Shoes, Back Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 2.1, TEC 1.
Notes: Characters from this archetype may roll 5d5 for starting money.
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522
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
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Clerk
Clerks are ubiquitous members of society, found in any office or running the registers at any store. They occupationally
work with records, accounts, and letters, and are often the ones doing the actual work while the owners and administrators
are off making policies that ultimately will negatively affect their jobs.
Clerk
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Negotiation Diplomacy* Distress Xenolinguistics Bluff/Intimidation
Information
Vehicle
Science Anthropology Meteorology Archaeology Sensor Use Biology
Technology
Evasive Vehicle
Navigation Stealth Orientation Targeting Ballistics
Maneuvers Piloting
Leadership*/Battle
Command Coordination Experience Security Survival* Inspire
Tactics
Intensive Long-Term
Medicine Toxicology Psychology Pathology Xenobiology
Care Care
Engineering Jury Rig Mechanics Damage Control Synthesize Metallurgy Electromagnetism
Attribute Primary Secondary Tertiary
Intellect Knowledge Resourcefulness Cunning
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Acumen Performance Perception Survival
Charm Personality Diplomacy Leadership
Power Lifting Three-Dimensional Maneuvers Brawling
Physique Concentration Recuperation Stamina
1 Health +5, Math Expert +5, Wealth -5, Curious -5
2 Comeliness +10, Curious -5, Education -5
Commander
Commanders are the most senior-ranking military officers, typically in command of large units of people. These are the
guys that make all of the command-level decisions for the group. A common place to find a Commander is on the bridge of
a starship, where they act as the ship's captain.
Commander
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Command Leadership* Inspire Coordination Battle Tactics Security Experience/Survival*
Combat Evasive
Navigation Targeting Vehicle Piloting Orientation Ballistics
Maneuvers Maneuvers
Science Sensor Use Anthropology Archaeology Biology Geology Astronomy
Medicine Psychology Toxicology Intensive Care Long-Term Care Xenobiology Pathology
Damage Nuclear
Engineering Jury Rig Electromagnetism Metallurgy Applied Relativity
Control Physics
_________________________________________________________________________
523
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Gather
Communications Negotiation Diplomacy* Bluff Intimidation Xenolinguistics/Jam
Information
Attribute Primary Secondary Tertiary
Charm Leadership Diplomacy Personality
Physique Concentration Stamina Recuperation
Acumen Perception Performance Survival
Finesse Dodge Dexterous Maneuvers Hiding and Seeking
Intellect Cunning Knowledge Resourcefulness
Power Brawling Three-Dimensional Maneuvers Lifting
1 Discipline +5, Reputation +5, Creed (Protect Empire) -5, Lecherous -5
2 Discipline +5, Social Status +5, Creed (Protect Empire) -10
Traits 3 Discipline +5, Reflexes +5, Quick Draw +5, Impulsive -15
Social Status +5, Reputation +10, Reflexes +5, Creed (Protect Empire) -10, Lecherous -
4
10
5 Quick Draw +10, Reflexes +10, Impulsive -5, Obsessed (Vengeance) -5, Lecherous -10
Equipment: Military Dress Uniform Outfit, Military Service Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit
Chit, Deluxe Chronometer. Cost: 4.7, TEC 1.
Notes: Characters using this archetype can be given up to Class Three Armor as a free item.
Con Artist
A common philosophy amongst most civilizations is that there is a sucker born every minute. Con artists are unscrupulous
people who take advantage of the fear and gullibility of others to gain their confidence, usually in an attempt to procure
something for themselves with no concern whatsoever for any feelings hurt by their ultimate and inevitable betrayal.
Con Artist
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Negotiation Bluff Diplomacy* Xenolinguistics Jam/Intimidation
Information
Medicine Toxicology Psychology Intensive Care Long-Term Care Pathology Xenobiology
Leadership*/Battle
Command Security Survival* Inspire Coordination Experience
Tactics
Vehicle Evasive
Navigation Orientation Stealth Marksmanship Ballistics
Piloting Maneuvers
Engineering Mechanics Jury Rig Synthesize Damage Control Weaponry Metallurgy
Vehicle
Science Sensor Use Anthropology Archaeology Planetology Meteorology
Technology
Attribute Primary Secondary Tertiary
Acumen Perception Performance Survival
Charm Personality Diplomacy Leadership
Intellect Resourcefulness Cunning Knowledge
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Concentration Recuperation Stamina
Power Brawling Three-Dimensional Maneuvers Lifting
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524
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
1 Comeliness +5, Mechanical Sense +5, Greed -5, Luck -5
2 Empathic Sense +5, Nerves +5, Greed -10
Traits 3 Comeliness +15, Greed -15
4 Empathic Sense +5, Mechanical Sense +5, Nerves +10, Overconfident -10, Luck -10
5 Comeliness +10, Empathic Sense +10, Overconfident -20
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1.
Courtesan
In aristocratic societies or circles one can sometimes find courtesans. Courtesans are usually kept mistresses of powerful
noblemen, members of the royal family, or perhaps even a sovereign. They're really high-class prostitutes, gathering
fabulous wealth in exchange for their highly biological services.
Courtesan
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Negotiation Diplomacy* Bluff Xenolinguistics Distress/Intimidation
Information
Leadership*/Battle
Command Security Survival* Inspire Experience Coordination
Tactics
Medicine Psychology Toxicology Pathology Long-Term Care Xenobiology Intensive Care
Vehicle Evasive
Navigation Stealth Marksmanship Ballistics Targeting
Piloting Maneuvers
Science Sensor Use Meteorology Anthropology Archaeology Astronomy Vehicle Technology
Applied
Engineering Jury Rig Mechanics Electromagnetism Nuclear Physics Quantum Mechanics
Relativity
Attribute Primary Secondary Tertiary
Charm Personality Diplomacy Leadership
Acumen Performance Perception Survival
Intellect Cunning Knowledge Resourcefulness
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Physique Stamina Concentration Recuperation
Power Brawling Three-Dimensional Maneuvers Lifting
1 Comeliness +5, Education +5, Bleeder -5, Allergic (Pollen) -5
2 Contacts +10, Bleeder -5, Social Status -5
Crime Lord
Crime takes on many forms in any society. While most crimes are acts of passion committed by individuals, there are those
out there who would use criminal means to gather up wealth and power for themselves. The Crime Lord, though almost
never referred to by that title, is the head of an organization dedicated to such a purpose.
_________________________________________________________________________
525
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Crime Lord
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Intimidation Negotiation Diplomacy* Bluff Jam/Distress
Information
Vehicle Combat
Navigation Stealth Marksmanship Ballistics Targeting
Piloting Maneuvers
Command Security Survival* Coordination Experience Battle Tactics Leadership*/Inspire
Starship
Science Sensor Use Archaeology Vehicle Technology Anthropology Meteorology
Technology
Applied
Engineering Synthesize Jury Rig Damage Control Weaponry Mechanics
Relativity
Medicine Psychology Toxicology Xenobiology Pathology Intensive Care Long-Term Care
Attribute Primary Secondary Tertiary
Intellect Cunning Knowledge Resourcefulness
Charm Personality Leadership Diplomacy
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Concentration Recuperation Stamina
Power Brawling Three-Dimensional Maneuvers Lifting
Acumen Performance Perception Survival
1 Discipline +5, Temper -5
2 Memory +10, Greed -5, Tightwad -5
Traits 3 Contacts +15, Temper -15
4 Discipline +20, Temper -10, Tightwad -10
5 Contacts +10, Memory +10, Greed -20
Equipment: Civilian Formal Dress Outfit, Shoes, Trouser Holster, Back Holster, Wallet, Deluxe Chronometer. Cost: 3.5,
TEC 1.
Notes: Characters from this archetype may roll 5d5 for starting money.
Debutant
Every society has got its worthless members, which don’t work because they can’t or choose not to, or because their family
has got so much damned money that they don't have to. Often the members that don't have to work have absolutely no
understanding of how society actually functions. They're simply content to stick their olfactory organs up at it.
Debutant
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Distress Diplomacy* Negotiation Xenolinguistics Bluff/Intimidation
Information
Evasive Vehicle
Navigation Astrogation Stealth Targeting Orientation
Maneuvers Piloting
Vehicle Starship
Science Anthropology Meteorology Astronomy Sensor Use
Technology Technology
Survival*/Battle
Command Coordination Inspire Experience Security Leadership*
Tactics
Medicine Psychology Toxicology Pathology Long-Term Care Xenobiology Intensive Care
Engineering Jury Rig Weaponry Metallurgy Damage Control Synthesize Mechanics
Attribute Primary Secondary Tertiary
Acumen Performance Perception Survival
Intellect Cunning Resourcefulness Knowledge
_________________________________________________________________________
526
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Charm Diplomacy Leadership Personality
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Recuperation Stamina Concentration
Power Three-Dimensional Maneuvers Brawling Lifting
1 Comeliness +5, Intolerant (Lower Classes) -5
2 Education +5, Memory +5, Jealous (Other Debutants) -10
Deckhand
Most professions require some people to perform back-breaking manual labor. For nautical professions (and by extension
the starfaring professions for those societies that have them), those jobs are reserved for deckhands. They can best be
thought of as glorified laborers with perhaps a little more emphasis on the technical and mechanical aspects of their jobs.
Deckhand
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Applied
Engineering Damage Control Mechanics Metallurgy Weaponry Nuclear Physics
Relativity
Starship
Science Sensor Use Geology Vehicle Technology Anthropology Meteorology
Technology
Medicine Intensive Care Xenobiology Toxicology Psychology Pathology Long-Term Care
Evasive
Navigation Marksmanship Ballistics Targeting Vehicle Piloting Orientation
Maneuvers
Communications Gather Information Bluff Xenolinguistics Distress Jam Intimidation
Inspire/Battle
Command Coordination Experience Security Leadership* Survival*
Tactics
Attribute Primary Secondary Tertiary
Power Lifting Brawling Three-Dimensional Maneuvers
Physique Concentration Stamina Recuperation
Charm Personality Leadership Diplomacy
Intellect Knowledge Resourcefulness Cunning
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Acumen Perception Performance Survival
1 Discipline +5, Creed (Ship) -5
2 Reflexes +5, Ambidexterity +5, Nerves -10
Traits 3 Mechanical Sense +15, Health -15
4 Discipline +5, Reflexes +5, Mechanical Sense +10, Nerves -10, Health -10
5 Discipline +5, Reflexes +5, Ambidexterity +5, Creed (Ship) -15
Equipment: Military Service Uniform Outfit, Military Working Uniform Outfit, Boots, Wallet, Debit Chit. Cost: 2.1, TEC
1.
_________________________________________________________________________
527
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Diplomat
Diplomats are people who are accredited to officially represent a government or organization in its relations with other
governments or organizations. They therefore perform a vital political role in society by making sure things go the way
their head of state wants them to and letting them know when things aren't.
Diplomat
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Communications Diplomacy* Negotiation Gather Information Xenolinguistics Bluff Intimidation/Distress
Command Inspire Experience Leadership* Coordination Survival* Battle Tactics/Security
Medicine Psychology Toxicology Intensive Care Long-Term Care Pathology Xenobiology
Science Sensor Use Anthropology Vehicle Technology Archaeology Meteorology Planetology
Vehicle
Navigation Orientation Evasive Maneuvers Stealth Ballistics Targeting
Piloting
Damage
Engineering Synthesize Weaponry Electromagnetism Jury Rig Mechanics
Control
Attribute Primary Secondary Tertiary
Charm Diplomacy Leadership Personality
Intellect Knowledge Cunning Resourcefulness
Acumen Perception Performance Survival
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Concentration Stamina Recuperation
Three-Dimensional
Power Lifting Brawling
Maneuvers
1 Contacts +5, Nerves -5
2 Social Status +10, Phobic (Arachnids) -5, Bleeder -5
Traits 3 Linguistic Sense +5, Social Status +5, Reputation +5, Nerves -15
4 Contacts +20, Nerves -5, Phobic (Arachnids) -10, Addiction (Stimulants) -5
Linguistic Sense +10, Reputation +5, Phobic (Reptilians) -5, Addiction (Hallucinogens) -5,
5
Bleeder -5
Equipment: Civilian Formal Dress Outfit, Shoes, Wallet, Debit Chit. Cost: 2.3, TEC 1.
Doctor
Doctors are typically individuals who spent far too much time in their society's higher seats of learning with the goal of
making as much money as possible. In this context, doctors have been highly educated in medicinal disciplines and possess
the highest degree of knowledge and skill in their application. Ostensibly.
Doctor
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Medicine Intensive Care Pathology Xenobiology Long-Term Care Toxicology Psychology
Science Sensor Use Biology Anthropology Geology Archaeology Meteorology
Gather
Communications Distress Intimidation Diplomacy* Bluff Xenolinguistics/Negotiation
Information
Command Experience Survival* Coordination Inspire Leadership* Battle Tactics/Security
Nuclear Quantum
Engineering Synthesize Mechanics Jury Rig Damage Control
Physics Mechanics
Evasive
Navigation Vehicle Piloting Orientation Stealth Marksmanship Targeting
Maneuvers
_________________________________________________________________________
528
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Attribute Primary Secondary Tertiary
Intellect Knowledge Cunning Resourcefulness
Acumen Perception Performance Survival
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Concentration Stamina Recuperation
Charm Personality Diplomacy Leadership
Power Lifting Three-Dimensional Maneuvers Brawling
1 Education +5, Discipline +5, Creed (No Harm) -5, Addiction (Stimulants) -5
2 Discipline +5, Nerves +5, Honesty -10
Traits 3 Education +10, Empathic Sense +5, Overconfident -15
4 Empathic Sense +20, Honesty -10, Overconfident -5, Addiction (Painkillers) -5
5 Education +10, Nerves +5, Creed (No Harm) -15
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1.
Notes: Characters from this archetype may roll 5d5 for starting money.
Drunkard
Drunkards are unique individuals that spend their free time converting their hard earned cash into intoxicating beverages,
which they then use to poison themselves to the point of near death (usually also at the cost of any meaningful
relationships with family and friends). They may be skilled at what they do, but they're largely good for nothing after
hours.
Drunkard
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Vehicle Evasive
Navigation Stealth Orientation Targeting Combat Maneuvers
Piloting Maneuvers
Gather
Communications Intimidation Bluff Negotiation Distress Diplomacy*
Information/Xenolinguistics
Damage
Engineering Synthesize Jury Rig Mechanics Metallurgy Electromagnetism
Control
Long-Term
Medicine Toxicology Xenobiology Psychology Pathology Intensive Care
Care
Science Geology Anthropology Biology Archaeology Meteorology Sensor Use
Command Experience Battle Tactics Security Inspire Coordination Leadership*/-
Attribute Primary Secondary Tertiary
Physique Stamina Recuperation Concentration
Power Brawling Lifting Three-Dimensional Maneuvers
Charm Personality Leadership Diplomacy
Intellect Knowledge Cunning Resourcefulness
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Acumen Perception Performance Survival
1 Luck +5, Navigational Sense +5, Addiction (Alcohol) -5, Crude -5
2 Navigational Sense +10, Crude -5, Lecherous -5
Traits 3 Luck +10, Contacts +5, Addiction (Alcohol) -15
4 Luck +20, Crude -10, Temper -10
5 Navigational Sense +10, Contacts +10, Addiction (Alcohol) -10, Temper -5, Lecherous -5
Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit. Cost: 0.6, TEC 1.
_________________________________________________________________________
529
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Engineer
Engineers are individuals who devote themselves to finding technical solutions to physical problems. In Starfaring Age
societies, engineers are starship crewmembers who are primarily in charge of maintaining the ship's engines and repairing
critical systems. In a sense, they are highly skilled, highly educated mechanics.
Engineer
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Quantum
Engineering Nuclear Physics Damage Control Jury Rig Synthesize Mechanics
Mechanics
Vehicle
Science Sensor Use Geology Archaeology Planetology Astronomy
Technology
Navigation Vehicle Piloting Orientation Targeting Ballistics Combat Maneuvers Evasive Maneuvers
Security/Battle
Command Inspire Coordination Experience Leadership* Survival*
Tactics
Gather
Communications Bluff Intimidation Distress Negotiation Xenolinguistics
Information
Intensive
Medicine Toxicology Xenobiology Psychology Long-Term Care Pathology
Care
Attribute Primary Secondary Tertiary
Intellect Resourcefulness Knowledge Cunning
Physique Stamina Concentration Recuperation
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Charm Personality Leadership Diplomacy
Acumen Perception Performance Survival
Power Lifting Brawling Three-Dimensional Maneuvers
1 Mechanical Sense +5, Math Expert +5, Wealth -5, Social Status -5
2 Education +10, Wealth -5, Luck -5
Traits 3 Mechanical Sense +15, Addiction (Alcohol) -15
4 Mechanical Sense +20, Luck -10, Social Status -10
5 Math Expert +10, Education +10, Addiction (Stimulants) -20
Equipment: Military Working Uniform Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1.
Entertainer
The need to distract oneself from the humdrum routine of one's life is a constant throughout most societies. Some
members of those societies take it upon themselves to make it a point to distract others. These individuals usually have one
field in which they specialize in, such as acting.
Entertainer
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Negotiation Xenolinguistics Bluff Distress Jam
Information
Vehicle Evasive
Navigation Stealth Orientation Ballistics Targeting
Piloting Maneuvers
Command Security Inspire Coordination Experience Battle Tactics Leadership*/Survival*
Science Sensor Use Anthropology Archaeology Meteorology Biology Vehicle Technology
Long-Term
Medicine Psychology Toxicology Pathology Intensive Care Xenobiology
Care
_________________________________________________________________________
530
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Engineering Synthesize Mechanics Jury Rig Electromagnetism Metallurgy Applied Relativity
Attribute Primary Secondary Tertiary
Charm Diplomacy Personality Leadership
Physique Concentration Stamina Recuperation
Acumen Performance Perception Survival
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Intellect Knowledge Cunning Resourcefulness
Power Lifting Brawling Three-Dimensional Maneuvers
1 Reflexes +5, Health +5, Impulsive -5, Addiction (Hallucinogens) -5
2 Health +10, Impulsive -5, Lecherous -5
Executioner
In societies that practice capital punishment, there's gotta be a guy that throws the switch, swings the weapon or pulls the
trigger. Executioners are individuals whose job is simply to kill people, albeit those whom their society has deemed
unworthy to live in it. The job probably pays well, but one must wonder about the mental state of such individuals...
Executioner
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Survival*/Battle
Command Security Experience Coordination Leadership* Inspire/-
Tactics
Gather
Communications Intimidation Jam Xenolinguistics Bluff Negotiation
Information
Navigation Ballistics Targeting Orientation Vehicle Piloting Combat Maneuvers Stealth
Science Geology Biology Anthropology Archaeology Meteorology Sensor Use
Intensive
Medicine Psychology Xenobiology Toxicology Pathology Long-Term Care
Care
Applied
Engineering Weaponry Metallurgy Electromagnetism Damage Control Mechanics
Relativity
Attribute Primary Secondary Tertiary
Power Brawling Lifting Three-Dimensional Maneuvers
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Acumen Performance Survival Perception
Physique Concentration Recuperation Stamina
Charm Personality Leadership Diplomacy
Intellect Resourcefulness Knowledge Cunning
1 Discipline +5, Nerves +5, Creed (Law) -5, Reputation -5
2 Reflexes +5, Quick Draw +5, Temper -10
Traits 3 Nerves +10, Reflexes +5, Social Status -15
4 Discipline +10, Reflexes +5, Quick Draw +5, Creed (Law) -10, Reputation -10
5 Discipline +10, Nerves +5, Social Status -5, Temper -5, Creed (Law) -5
_________________________________________________________________________
531
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Equipment: Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Back Holster, Wallet, Debit Chit, Chronometer.
Cost: 1.68, TEC 1.
Farmer
Farmers are the unsung backbone of most societies. Their job is to oversee the growth and development of edible flora,
protecting it from being consumed by pests until it can be harvested for consumption. In most societies, farmers provide
the bulk of whatever food is available.
Farmer
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Vehicle
Science Biology Meteorology Anthropology Geology Planetology
Technology
Evasive
Navigation Orientation Ballistics Targeting Vehicle Piloting Combat Maneuvers
Maneuvers
Battle
Command Security Coordination Survival* Experience Inspire
Tactics/Leadership*
Engineering Damage Control Mechanics Jury Rig Metallurgy Weaponry Electromagnetism
Medicine Xenobiology Pathology Toxicology Psychology Intensive Care Long-Term Care
Gather
Communications Intimidation Bluff Distress Xenolinguistics Jam
Information
Attribute Primary Secondary Tertiary
Physique Stamina Concentration Recuperation
Finesse Dodge Dexterous Maneuvers Hiding and Seeking
Acumen Survival Perception Performance
Power Lifting Three-Dimensional Maneuvers Brawling
Charm Personality Diplomacy Leadership
Intellect Knowledge Resourcefulness Cunning
1 Scientific Sense +5, Health +5, Wealth -5, Nerves -5
2 Memory +10, Social Status -5, Education -5
Traits 3 Scientific Sense +15, Wealth -15
4 Scientific Sense +20, Nerves -5, Social Status -5, Education -10
5 Health +10, Memory +10, Wealth -20
Equipment: Civilian Street Casual Outfit, Boots, Wallet, Chronometer. Cost: 0.68, TEC 1.
Notes: Characters from this archetype may roll 2d5 for starting money.
Fence
Certain criminals make a living by stealing valuable objects from other people. Once those objects are obtained, it only
remains for the criminal involved to try and convert the object into cold, hard cash. Fences are unscrupulous businessmen
whose job it is to sell off the stolen merchandise, usually making a little money themselves in the transaction.
Fence
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Communications Negotiation Gather Information Intimidation Bluff Diplomacy* Distress/Jam
Science Sensor Use Archaeology Meteorology Anthropology Biology Geology
Navigation Stealth Evasive Maneuvers Vehicle Piloting Orientation Targeting Ballistics
_________________________________________________________________________
532
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Engineering Synthesize Damage Control Jury Rig Mechanics Metallurgy Quantum Mechanics
Command Survival* Coordination Security Experience Battle Tactics Leadership*/Inspire
Medicine Psychology Toxicology Xenobiology Pathology Intensive Care Long-Term Care
Attribute Primary Secondary Tertiary
Intellect Cunning Knowledge Resourcefulness
Charm Personality Diplomacy Leadership
Acumen Perception Performance Survival
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Physique Concentration Recuperation Stamina
Power Brawling Three-Dimensional Maneuvers Lifting
1 Contacts +5, Luck +5, Reputation -5, Social Status -5
2 Memory +10, Reputation -5, Social Status -5
Traits 3 Luck +5, Math Expert +10, Greed -15
4 Contacts +20, Reputation -5, Greed -10, Tightwad -5
5 Memory +10, Math Expert +5, Tightwad -15
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1.
Fisherman
Some societies have developed on worlds with a large hydrospheric coverage, which also happen to have a high biodensity.
These societies often send out individuals on seaworthy craft to gather certain lifeforms native to the hydrosphere as a
source of food (either supplementary or as a primary source). The money for the work is good, which is fortunate
considering the high level of risk involved.
Fisherman
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Science Biology Planetology Meteorology Astronomy Vehicle Technology Geology
Navigation Vehicle Piloting Orientation Stealth Targeting Ballistics Combat Maneuvers
Command Security Coordination Battle Tactics Experience Survival* Leadership*/Inspire
Engineering Damage Control Mechanics Jury Rig Synthesize Metallurgy Electromagnetism
Medicine Toxicology Intensive Care Psychology Xenobiology Pathology Long-Term Care
Communications Bluff Jam Gather Information Intimidation Distress Negotiation
Attribute Primary Secondary Tertiary
Physique Stamina Concentration Recuperation
Acumen Survival Performance Perception
Power Lifting Brawling Three-Dimensional Maneuvers
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Intellect Knowledge Cunning Resourcefulness
Charm Personality Diplomacy Leadership
1 Scientific Sense +5, Wealth -5
2 Luck +10, Education -5, Health -5
Traits 3 Memory +15, Wealth -15
4 Scientific Sense +20, Nerves -5, Education -10, Health -5
5 Scientific Sense +5, Memory +5, Luck +5, Nerves -15
Equipment: Civilian Street Casual Outfit, Boots, Pocket Holster, Wallet, Chronometer. Cost: 0.81, TEC 1.
Notes: Characters from this archetype may roll 2d5 for starting money.
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Gambler
Gamblers are people who attempt to convert their hard-earned money into even more through playing games of chance,
either with individuals or through established gaming houses. Gamblers have a tendency to be flamboyant and extroverted,
at least those who are worth their salt. Unlucky gamblers have a tendency to become vagrants rather quickly.
Gambler
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Bluff Negotiation Intimidation Diplomacy* Xenolinguistics/Distress
Information
Sensor Vehicle
Science Anthropology Meteorology Archaeology Astronomy
Use Technology
Evasive Vehicle
Navigation Targeting Stealth Ballistics Orientation
Maneuvers Piloting
Leadership*/Battle
Command Security Coordination Inspire Experience Survival*
Tactics
Medicine Toxicology Psychology Pathology Xenobiology Intensive Care Long-Term Care
Quantum Applied
Engineering Mechanics Synthesize Jury Rig Damage Control
Mechanics Relativity
Attribute Primary Secondary Tertiary
Charm Diplomacy Personality Leadership
Acumen Perception Performance Survival
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Intellect Cunning Resourcefulness Knowledge
Physique Concentration Recuperation Stamina
Power Brawling Three-Dimensional Maneuvers Lifting
1 Senses (Sight) +5, Comeliness +5, Overconfident -5, Social Status -5
2 Luck +10, Discipline -5, Education -5
Traits 3 Senses (Sight) +5, Comeliness +5, Reflexes +5, Overconfident -15
4 Luck +20, Discipline -5, Education -10, Social Status -5
5 Senses (Sight) +5, Reputation +10, Overconfident -15
Equipment: Civilian Formal Dress Outfit, Shoes, Pocket Holster, Wallet, Deluxe Chronometer. Cost: 3.23, TEC 1.
Hired Gun
Whereas mercenaries are professional soldiers of fortune, a hired gun can be any individual who makes a living by shooting
at other individuals. These people tend to be highly skilled in gun-play and are usually either hired on by a small
community to “take care” of small-time thieves or as a cheap assassin.
Hired Gun
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Command Security Battle Tactics Coordination Experience Inspire Survival*
Vehicle
Navigation Targeting Ballistics Marksmanship Stealth Combat Maneuvers
Piloting
Negotiation/Gather
Communications Intimidation Jam Xenolinguistics Bluff Diplomacy*
Information
Science Sensor Use Anthropology Archaeology Meteorology Biology Geology
Damage
Engineering Weaponry Jury Rig Mechanics Metallurgy Synthesize
Control
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Medicine Toxicology Xenobiology Pathology Psychology Intensive Care Long-Term Care
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Power Three-Dimensional Maneuvers Brawling Lifting
Physique Stamina Concentration Recuperation
Acumen Perception Performance Survival
Intellect Knowledge Cunning Resourcefulness
Charm Personality Diplomacy Leadership
1 Discipline +5, Greed -5
2 Reputation +5, Luck +5, Overconfident -10
Traits 3 Discipline +15, Greed -15
4 Discipline +5, Quick Draw +10, Luck +5, Lecherous -10, Crude -10
5 Quick Draw +10, Reputation +5, Overconfident -5, Lecherous -5, Crude -5
Equipment: Civilian Casual Dress Outfit, Shoes, Duty (Hip) Holster, Trouser Holster, Wallet, Debit Chit, Deluxe
Chronometer. Cost: 2.3, TEC 1.
Housemate
Sometimes households in a society can make do with the income provided by one adult member. If there is another adult
member of the household, it usually falls on them to take care of the household itself. This typically includes all the manual
labor involved in keeping the place running as well as transportation of any offspring.
Housemate
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Vehicle
Science Biology Meteorology Anthropology Archaeology Sensor Use
Technology
Coordination/Battle
Command Security Inspire Experience Leadership* Survival*
Tactics
Gather
Communications Diplomacy* Negotiation Distress Bluff Intimidation/Jam
Information
Evasive
Navigation Orientation Vehicle Piloting Stealth Targeting Ballistics
Maneuvers
Long-Term
Medicine Intensive Care Pathology Psychology Toxicology Xenobiology
Care
Damage
Engineering Jury Rig Synthesize Mechanics Electromagnetism Quantum Mechanics
Control
Attribute Primary Secondary Tertiary
Acumen Survival Perception Performance
Intellect Resourcefulness Cunning Knowledge
Charm Diplomacy Leadership Personality
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Stamina Concentration Recuperation
Power Lifting Three-Dimensional Maneuvers Brawling
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
1 Discipline +5, Creed (Family) -5
2 Discipline +5, Reflexes +5, Allergic (Pollen) -10
Traits 3 Reflexes +15, Creed (Family) -15
4 Discipline +5, Contacts +10, Jealous (Other Housemates) -10, Lecherous -10
5 Contacts +10, Social Status +10, Allergic (Pollen) -10, Jealous (Other Housemates) -5, Lecherous -5
Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 0.63, TEC 1.
Innkeeper
In any society, people travel to places for many different reasons. Sometimes their travels take them far enough away from
their places of residence that they are unable to return home as the end of a day grows near, putting them in need of
temporary housing. Innkeepers are individuals who operate businesses that provide such temporary housing.
Innkeeper
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Negotiation Xenolinguistics Diplomacy* Distress Intimidation/Bluff
Information
Medicine Psychology Intensive Care Pathology Long-Term Care Toxicology Xenobiology
Combat Evasive
Navigation Orientation Stealth Vehicle Piloting Targeting
Maneuvers Maneuvers
Vehicle
Science Anthropology Meteorology Biology Archaeology Geology
Technology
Damage
Engineering Synthesize Jury Rig Mechanics Electromagnetism Applied Relativity
Control
Battle
Command Security Experience Survival* Coordination Inspire
Tactics/Leadership*
Attribute Primary Secondary Tertiary
Charm Diplomacy Personality Leadership
Acumen Performance Perception Survival
Finesse Hiding and Seeking Dodge Dexterous Maneuvers
Intellect Knowledge Resourcefulness Cunning
Power Three-Dimensional Maneuvers Lifting Brawling
Physique Concentration Recuperation Stamina
1 Contacts +5, Nerves -5
2 Reputation +5, Math Expert +5, Tightwad -10
Traits 3 Contacts +10, Reputation +5, Nerves -15
4 Wealth +20, Greed -10, Tightwad -10
5 Wealth +10, Contacts +5, Math Expert +5, Greed -20
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1.
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
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Interpreter
Even on a single planet, people have a tendency to communicate in local dialects and languages. Sometimes, peoples who
don't speak the same language need to interact with each other and for whatever reason reliable translation technologies
aren't available. In those cases, it's the job of interpreters to translate, thereby facilitating the communication.
Interpreter
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Xenolinguistics Diplomacy* Distress Jam Negotiation/Bluff
Information
Vehicle
Science Anthropology Sensor Use Planetology Archaeology Astronomy
Technology
Medicine Psychology Xenobiology Long-Term Care Intensive Care Pathology Toxicology
Evasive
Navigation Vehicle Piloting Orientation Stealth Targeting Ballistics
Maneuvers
Command Coordination Experience Inspire Security Battle Tactics Leadership*
Applied Damage
Engineering Electromagnetism Mechanics Jury Rig Synthesize
Relativity Control
Attribute Primary Secondary Tertiary
Intellect Knowledge Resourcefulness Cunning
Acumen Perception Performance Survival
Charm Personality Diplomacy Leadership
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Physique Concentration Recuperation Stamina
Power Three-Dimensional Maneuvers Lifting Brawling
1 Linguistic Sense +5, Contacts +5, Allergic (Pollen) -5, Wealth -5
2 Contacts +5, Senses (Sight) +5, Intolerant (Translator Technology) -10
Traits 3 Linguistic Sense +5, Senses (Sight) +5, Education +5, Allergic (Shelled Creatures) -15
4 Linguistic Sense +20, Impulsive -5, Intolerant (Lower Classes) -5, Wealth -10
5 Contacts +10, Education +10, Impulsive -20
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1.
Journalist
A journalist is a pain in the ass whose living is made by butting in on people's lives (often during their darkest hours) and
reporting whatever they find out to the general public using the media format in which they happen to specialize. Such
information is typically called "the news" or current events. Occasionally the information journalists gather is important in
letting people know what decisions others have made that will affect their lives; more often, it's little more than a dark
form of entertainment.
Journalist
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Communications Gather Information Xenolinguistics Negotiation Bluff Diplomacy* Distress/Intimidation
Science Sensor Use Anthropology Vehicle Technology Meteorology Biology Archaeology
Command Coordination Experience Survival* Inspire Leadership* Security/Battle Tactics
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Navigation Orientation Vehicle Piloting Targeting Evasive Maneuvers Stealth Ballistics
Engineering Synthesize Damage Control Electromagnetism Jury Rig Mechanics Applied Relativity
Medicine Psychology Intensive Care Xenobiology Toxicology Long-Term Care Pathology
Attribute Primary Secondary Tertiary
Intellect Knowledge Cunning Resourcefulness
Acumen Perception Survival Performance
Finesse Hiding and Seeking Dodge Dexterous Maneuvers
Charm Diplomacy Personality Leadership
Physique Concentration Stamina Recuperation
Power Brawling Three-Dimensional Maneuvers Lifting
1 Education +5, Creed (Truth) -5
2 Luck +10, Nerves -5, Intolerant (Violence) -5
Traits 3 Education +15, Nerves -15
4 Nerves +20, Intolerant (Violence) -5, Reputation -5, Impulsive -10
5 Nerves +5, Luck +5, Linguistic Sense +10, Creed (Truth) -20
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1.
Laborer
Laborers represent most of the population of any society. These are the people who do the bulk of the manual labor, getting
no credit for it and precious little pay in the process. They may either be largely uneducated and unskilled or perhaps very
educated and just unlucky.
Laborer
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Engineering Damage Control Mechanics Jury Rig Synthesize Metallurgy Electromagnetism
Navigation Vehicle Piloting Orientation Targeting Ballistics Stealth Evasive Maneuvers
Medicine Intensive Care Psychology Toxicology Long-Term Care Xenobiology Pathology
Communications Xenolinguistics Bluff Intimidation Gather Information Negotiation Jam
Science Anthropology Sensor Use Meteorology Vehicle Technology Biology Archaeology
Command Survival* Coordination Security Experience Leadership* Inspire/Battle Tactics
Attribute Primary Secondary Tertiary
Power Brawling Lifting Three-Dimensional Maneuvers
Physique Stamina Recuperation Concentration
Acumen Performance Survival Perception
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Charm Personality Diplomacy Leadership
Intellect Resourcefulness Knowledge Cunning
1 Contacts +5, Luck -5
2 Mechanical Sense +10, Luck -5, Crude -5
Traits 3 Contacts +5, Mechanical Sense +5, Ambidexterity +5, Crude -15
4 Memory +20, Luck -10, Addiction (Alcohol) -10
5 Memory +10, Ambidexterity +5, Addiction (Alcohol) -15
Equipment: Civilian Street Casual Outfit, Boots, Wallet, Debit Chit, Chronometer. Cost: 0.68, TEC 1.
Notes: Characters from this archetype may roll 2d5 for starting money.
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
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Lawyer
It takes someone with a sadistic mind to come up with the rules that govern society and someone with an even more
sadistic mind to interpret all the ins and outs of those rules. When a member of society finds themselves in violation of
those rules, they have no recourse but to turn to one of the latter to try to resolve matters in their favor.
Lawyer
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Command Inspire Leadership* Experience Coordination Survival* Battle Tactics/Security
Gather
Communications Negotiation Diplomacy* Intimidation Bluff Xenolinguistics/Distress
Information
Science Anthropology Sensor Use Meteorology Archaeology Vehicle Technology Biology
Applied
Engineering Synthesize Weaponry Damage Control Electromagnetism Jury Rig
Relativity
Medicine Psychology Toxicology Xenobiology Pathology Long-Term Care Intensive Care
Vehicle Evasive Combat
Navigation Orientation Stealth Ballistics
Piloting Maneuvers Maneuvers
Attribute Primary Secondary Tertiary
Acumen Perception Performance Survival
Charm Diplomacy Personality Leadership
Intellect Cunning Knowledge Resourcefulness
Finesse Dodge Hiding and Seeking Dexterous Maneuvers
Three-Dimensional
Power Lifting Brawling
Maneuvers
Physique Concentration Stamina Recuperation
1 Wealth +5, Obsessed (Glory) -5
2 Wealth +10, Obsessed (Glory) -5, Addiction (Stimulants) -5
Traits 3 Discipline +15, Overconfident -15
4 Education +20, Obsessed (Glory) -10, Addiction (Hallucinogens) -10
5 Education +5, Discipline +5, Reputation +10, Overconfident -20
Equipment: Civilian Formal Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 3.1, TEC 1.
Martial Artist
Martial artists aren't found in all societies (they're missing in cultures whose members lack Motor and Propulsive
Appendages in particular). They are masters of unarmed defensive combat, exerting unbelievable control over mind and
body to perform unparalleled physical feats.
Martial Artist
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Science Biology Geology Meteorology Anthropology Planetology Astronomy
Command Security Survival* Coordination Battle Tactics Inspire Experience/Ballistics
Damage
Engineering Synthesize Jury Rig Mechanics Metallurgy Quantum Mechanics
Control
Medicine Toxicology Psychology Intensive Care Xenobiology Long-Term Care Pathology
Gather
Communications Xenolinguistics Negotiation Diplomacy* Bluff Distress/Intimidation
Information
Combat
Navigation Orientation Evasive Maneuvers Stealth Targeting Vehicle Piloting
Maneuvers
_________________________________________________________________________
539
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Physique Concentration Stamina Recuperation
Three-Dimensional
Power Brawling Lifting
Maneuvers
Acumen Perception Performance Survival
Intellect Knowledge Resourcefulness Cunning
Charm Diplomacy Personality Leadership
1 Discipline +5, Nerves +5, Creed (School) -5, Social Status -5
2 Nerves +10, Creed (School) -5, Overconfident -5
Traits 3 Reflexes +15, Creed (School) -15
4 Discipline +20, Social Status -10, Comeliness-10
5 Discipline +10, Reflexes +10, Social Status -5, Overconfident -5, Comeliness-10
Equipment: Civilian Street Casual Outfit, Wallet, Chronometer. Cost: 0.48, TEC 1.
Mayor
A mayor is a special breed of politician or lawyer. A purely municipal figure, a mayor is the duly appointed or elected leader
of a community who acts as the head of the community's executive branch of government and makes sure all local
ordinances are enforced properly. The level of power they actually wield, of course, depends on the specific community.
Mayor
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Battle
Command Security Coordination Inspire Leadership* Survival*
Tactics/Experience
Evasive
Navigation Vehicle Piloting Orientation Targeting Ballistics Stealth
Maneuvers
Gather
Communications Diplomacy* Bluff Distress Negotiation Xenolinguistics/Jam
Information
Damage
Engineering Mechanics Nuclear Physics Jury Rig Weaponry Synthesize
Control
Vehicle
Science Sensor Use Anthropology Archaeology Meteorology Geology
Technology
Medicine Psychology Xenobiology Toxicology Pathology Long-Term Care Intensive Care
Attribute Primary Secondary Tertiary
Charm Leadership Diplomacy Personality
Power Lifting Three-Dimensional Maneuvers Brawling
Intellect Cunning Knowledge Resourcefulness
Acumen Perception Survival Performance
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Stamina Concentration Recuperation
1 Contacts +5, Reflexes -5
2 Contacts +10, Reflexes -5, Greed -5
Traits 3 Contacts +5, Wealth +5, Education +5, Lecherous -15
4 Reputation +20, Reflexes -10, Greed -10
5 Wealth +5, Reputation +5, Education +5, Lecherous -15
Equipment: Civilian Casual Dress Outfit, Shoes, Ankle Holster, Back Holster, Wallet, Debit Chit, Deluxe Chronometer.
Cost: 2.3, TEC 1.
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
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Mechanic
A mechanic is a skilled worker capable of building or repairing machinery. They are a specialized form of technician with a
lot of hands-on experience. Mechanics are found in any society where a large amount of machinery is present, where it's
their job to keep that machinery running smoothly and to fix it when it's not.
Mechanic
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Engineering Damage Control Electromagnetism Mechanics Jury Rig Synthesize Metallurgy
Science Vehicle Technology Anthropology Sensor Use Geology Meteorology Archaeology
Navigation Vehicle Piloting Ballistics Orientation Targeting Stealth Evasive Maneuvers
Communications Jam Gather Information Xenolinguistics Intimidation Bluff Negotiation
Medicine Toxicology Intensive Care Psychology Xenobiology Pathology Long-Term Care
Command Coordination Experience Survival* Security Battle Tactics Leadership*/Inspire
Attribute Primary Secondary Tertiary
Physique Concentration Stamina Recuperation
Power Lifting Brawling Three-Dimensional Maneuvers
Charm Personality Diplomacy Leadership
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Acumen Performance Perception Survival
Intellect Cunning Resourcefulness Knowledge
1 Mechanical Sense +5, Ambidexterity +5, Social Status -5, Wealth -5
2 Mechanical Sense +5, Math Expert +5, Social Status -10
Traits 3 Mechanical Sense +5, Ambidexterity +5, Math Expert +5, Crude -15
4 Ambidexterity +5, Discipline +10, Reputation +5, Social Status -10, Wealth -10
5 Discipline +10, Reputation +5, Crude -15
Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 0.63, TEC 1.
Medic
Medic is a military form of the word "paramedic". Though the term's origin is military, its usage in this context is as
someone who is trained to medically stabilize individuals outside of a hospital setting and to prepare them for transport to
a medical facility. In a medical emergency, they are often the first help a victim is likely to see.
Medic
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Medicine Xenobiology Long-Term Care Intensive Care Pathology Psychology Toxicology
Navigation Vehicle Piloting Evasive Maneuvers Combat Maneuvers Orientation Stealth Targeting
Communications Gather Information Xenolinguistics Negotiation Diplomacy* Distress Intimidation/Bluff
Science Biology Sensor Use Anthropology Meteorology Archaeology Geology
Command Coordination Experience Survival* Inspire Leadership* Security/Battle Tactics
Engineering Synthesize Damage Control Jury Rig Mechanics Metallurgy Nuclear Physics
Attribute Primary Secondary Tertiary
Acumen Perception Performance Survival
Intellect Knowledge Resourcefulness Cunning
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Charm Personality Diplomacy Leadership
_________________________________________________________________________
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Power Lifting Three-Dimensional Maneuvers Brawling
Physique Concentration Recuperation Stamina
1 Discipline +5, Nerves +5, Honesty -5, Allergic (Pollen) -5
2 Discipline +5, Empathic Sense +5, Honesty -10
Traits 3 Discipline +15, Allergic (Stimulants) -15
4 Reflexes +20, Honesty -10, Bleeder -10
5 Nerves +5, Empathic Sense +5, Reflexes +5, Bleeder -15
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1.
Mercenary
While in the broadest sense all members of society are mercenaries, in this context a mercenary is an individual who is
hired to do a job (which usually but not always involves armed conflict) and whose sole motivation for doing that job is
private gain. By their very nature, mercenaries have to have a broader knowledge and skill base than most other
professions.
Mercenary
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Command Security Battle Tactics Experience Survival* Coordination Inspire/Leadership*
Medicine Intensive Care Toxicology Pathology Psychology Xenobiology Long-Term Care
Vehicle
Science Sensor Use Planetology Astronomy Anthropology Biology
Technology
Gather
Communications Intimidation Jam Bluff Negotiation Xenolinguistics
Information
Combat Evasive
Navigation Vehicle Piloting Ballistics Stealth Targeting
Maneuvers Maneuvers
Engineering Jury Rig Mechanics Weaponry Damage Control Synthesize Quantum Mechanics
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Stamina Concentration Recuperation
Power Brawling Three-Dimensional Maneuvers Lifting
Acumen Survival Perception Performance
Intellect Resourcefulness Cunning Knowledge
Charm Personality Diplomacy Leadership
1 Reputation +5, Greed -5
2 Reputation +5, Reflexes +5, Temper -10
Traits 3 Reputation +5, Quick Draw +5, Nerves +5, Social Status -15
4 Reflexes +20, Greed -10, Social Status -10
5 Quick Draw +10, Nerves +10, Temper -20
Equipment: Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost:
2.2, TEC 1.
Notes: Characters using this archetype can be given up to Class Three Armor as a free item.
Merchant
A merchant is a more generalized form of shopkeeper, business owner and trader all rolled up into one. Their purpose is to
provide commodities to potential buyers, making as much profit for themselves in the process. Whereas traders, business
owners and shopkeepers stay in one place, however, merchants remain mobile and travel from community to community.
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542
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Merchant
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Negotiation Xenolinguistics Bluff Diplomacy* Distress/Intimidation
Information
Evasive
Navigation Vehicle Piloting Stealth Orientation Ballistics Marksmanship
Maneuvers
Science Anthropology Archaeology Sensor Use Geology Biology Meteorology
Leadership*/Battle
Command Coordination Experience Security Survival* Inspire
Tactics
Damage Quantum
Engineering Mechanics Jury Rig Metallurgy Electromagnetism
Control Mechanics
Medicine Psychology Xenobiology Toxicology Intensive Care Pathology Long-Term Care
Attribute Primary Secondary Tertiary
Intellect Knowledge Resourcefulness Cunning
Acumen Perception Performance Survival
Physique Concentration Recuperation Stamina
Charm Diplomacy Personality Leadership
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Power Lifting Three-Dimensional Maneuvers Brawling
1 Math Expert +5, Nerves -5
2 Math Expert +10, Nerves -5, Comeliness-5
Traits 3 Luck +15, Greed -15
4 Empathic Sense +20, Nerves -10, Comeliness-5, Reputation -5
5 Luck +10, Empathic Sense +5, Comeliness-5, Greed -5, Reputation -5
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1.
Notes: Characters from this archetype may roll 4d5 for starting money.
Monk
Religion is one of the three basic foundations of all societies. In most of these societies are individuals whose faith in their
religion is so strong that they choose to devote their lives to its service. Usually, this service comes with steep sacrifices of
physical comfort and material wealth.
Monk
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Medicine Long-Term Care Toxicology Psychology Pathology Xenobiology Intensive Care
Communications Diplomacy* Gather Information Distress Bluff Xenolinguistics Negotiation/Intimidation
Engineering Jury Rig Damage Control Mechanics Metallurgy Electromagnetism Nuclear Physics
Science Archaeology Biology Anthropology Meteorology Sensor Use Astronomy
Navigation Orientation Vehicle Piloting Targeting Ballistics Evasive Maneuvers Stealth
Command Experience Coordination Survival* Leadership* Inspire Security/Battle Tactics
Attribute Primary Secondary Tertiary
Intellect Knowledge Resourcefulness Cunning
Acumen Perception Survival Performance
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Charm Diplomacy Personality Leadership
Physique Concentration Recuperation Stamina
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Power Three-Dimensional Maneuvers Lifting Brawling
1 Discipline +5, Reputation +5, Creed (Faith) -5, Intolerant (Violence) -5
2 Discipline +5, Memory +5, Creed (Deity) -10
Traits 3 Reputation +15, Wealth -15
4 Temper +20, Intolerant (Violence) -10, Wealth -5, Social Status -5
5 Memory +10, Temper +10, Social Status -20
Equipment: Civilian Formal Dress Outfit, Shoes, Wallet, Chronometer. Cost: 2.33, TEC 1.
Notes: Characters from this archetype may only roll 1d5 for starting money.
Musician
In societies whose members have auditory organs, there are those individuals who make it a point to generate particular
sounds that are pleasing to others (or at least to themselves). These sounds are often used as a form of entertainment in
those societies and oftentimes subconsciously evokes deep emotions in whoever listens.
Musician
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Science Anthropology Vehicle Technology Meteorology Archaeology Sensor Use Geology
Gather
Communications Xenolinguistics Bluff Distress Negotiation Jam
Information
Engineering Synthesize Electromagnetism Applied Relativity Metallurgy Jury Rig Damage Control
Long-Term
Medicine Psychology Pathology Intensive Care Xenobiology Toxicology
Care
Vehicle Evasive
Navigation Stealth Orientation Targeting Ballistics
Piloting Maneuvers
Battle
Command Inspire Coordination Experience Leadership* Security
Tactics/Survival*
Attribute Primary Secondary Tertiary
Acumen Performance Perception Survival
Charm Personality Diplomacy Leadership
Intellect Knowledge Resourcefulness Cunning
Finesse Dodge Dexterous Maneuvers Hiding and Seeking
Power Lifting Brawling Three-Dimensional Maneuvers
Physique Concentration Recuperation Stamina
1 Contacts +5, Comeliness +5, Phobic (Failure) -5, Nerves -5
2 Contacts +5, Reflexes +5, Addiction (Alcohol) -10
Nobleman
Noblemen are members of an aristocracy, more often located in societies ruled by an absolute monarchy but found in
almost any civilization. They are usually (though not always) rich, powerful, and domineering over the subjects they rule.
Basically they're glorified landlords (though in traditional role-playing settings, they are more often than not patrons of an
adventuring group).
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Nobleman
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Xenolinguistics Diplomacy* Negotiation Distress Bluff/Intimidation
Information
Command Experience Coordination Leadership* Inspire Battle Tactics Security/Survival*
Medicine Toxicology Psychology Xenobiology Long-Term Care Intensive Care Pathology
Engineering Jury Rig Synthesize Weaponry Metallurgy Electromagnetism Damage Control
Science Anthropology Sensor Use Meteorology Archaeology Biology Vehicle Technology
Navigation Vehicle Piloting Targeting Ballistics Stealth Evasive Maneuvers Orientation
Attribute Primary Secondary Tertiary
Acumen Performance Perception Survival
Intellect Knowledge Cunning Resourcefulness
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Charm Diplomacy Personality Leadership
Power Three-Dimensional Maneuvers Lifting Brawling
Physique Concentration Recuperation Stamina
1 Contacts +5, Creed (Sovereign) -5
2 Reputation +5, Discipline +5, Creed (Sovereign) -10
Traits 3 Wealth +15, Intolerant (Lower Classes) -15
4 Reputation +20, Creed (Sovereign) -10, Intolerant (Lower Classes) -5, Greed -5
5 Contacts +10, Social Status +10, Greed -20
Equipment: Civilian Formal Dress Outfit, Shoes, Duty (Hip) Holster, Ankle Holster, Wallet, Debit Chit, Deluxe
Chronometer. Cost: 3.6, TEC 1.
Notes: Characters using this archetype can be given up to Class Three Armor as a free item and may roll 5d5 for starting
money.
Nurse
Not every medical situation calls for the expertise of a doctor or the emergency training of a medic. Medical care is provided
by nurses in most cases, who are medical practitioners skilled in overseeing the day to day operations of any medical
facility. In some cases, they may be better at their jobs and know more than the doctors who actually run the facility.
Nurse
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Long-Term
Medicine Xenobiology Intensive Care Pathology Psychology Toxicology
Care
Science Biology Anthropology Sensor Use Meteorology Geology Vehicle Technology
Gather
Communications Intimidation Diplomacy* Distress Bluff Negotiation/Xenolinguistics
Information
Engineering Synthesize Jury Rig Damage Control Nuclear Physics Mechanics Applied Relativity
Evasive Combat
Navigation Vehicle Piloting Orientation Targeting Ballistics
Maneuvers Maneuvers
Command Coordination Experience Leadership* Survival* Inspire Security/Battle Tactics
Attribute Primary Secondary Tertiary
Acumen Perception Performance Survival
Intellect Knowledge Cunning Resourcefulness
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
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Charm Diplomacy Personality Leadership
Physique Concentration Stamina Recuperation
Power Lifting Three-Dimensional Maneuvers Brawling
1 Nerves +5, Discipline +5, Wealth -5, Temper -5
2 Nerves +5, Empathic Sense +5, Temper -10
Traits 3 Empathic Sense +15, Honesty -15
4 Comeliness +20, Wealth -10, Honesty -5, Luck -5
5 Nerves +5, Discipline +5, Comeliness +5, Luck -15
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1.
Officer
In military circles, an officer is an individual who has some command authority over others but is not necessarily in charge
of making command decisions for an entire group. They tend to have more education than the common soldier, though
whether or not that's an asset to a military operation depends entirely on who's asked.
Officer
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Command Inspire Security Battle Tactics Coordination Leadership* Experience/Survival*
Science Sensor Use Anthropology Geology Meteorology Biology Archaeology
Combat Evasive
Navigation Orientation Vehicle Piloting Ballistics Stealth
Maneuvers Maneuvers
Gather
Communications Negotiation Intimidation Bluff Diplomacy* Distress/Jam
Information
Damage
Engineering Jury Rig Metallurgy Weaponry Nuclear Physics Quantum Mechanics
Control
Medicine Intensive Care Psychology Toxicology Xenobiology Long-Term Care Pathology
Attribute Primary Secondary Tertiary
Charm Diplomacy Leadership Personality
Intellect Knowledge Cunning Resourcefulness
Acumen Perception Performance Survival
Finesse Dodge Dexterous Maneuvers Hiding and Seeking
Physique Recuperation Concentration Stamina
Power Brawling Three-Dimensional Maneuvers Lifting
1 Social Status +5, Discipline +5, Overconfident -5, Temper -5
2 Social Status +5, Education +5, Obsessed (Glory) -10
Traits 3 Social Status +5, Discipline +5, Addiction (Stimulants) -15
4 Reputation +20, Overconfident -10, Obsessed (Glory) -5, Addiction (Alcohol) -5
5 Discipline +5, Education +5, Reputation +5, Addiction (Alcohol) -15
Equipment: Military Dress Uniform Outfit, Military Service Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit
Chit, Deluxe Chronometer. Cost: 4.7, TEC 1.
Notes: Characters using this archetype can be given up to Class Three Armor as a free item.
Pharmacist
Medicines can be tricky business. If an individual is given the wrong medicine for a particular physiological problem, the
result can be fatal. Pharmacists are individuals whose job it is to make sure people receive as much of a particular drug as
they need in order to recover from their ailments.
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Pharmacist
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Long-Term
Medicine Toxicology Pathology Psychology Xenobiology Intensive Care
Care
Vehicle
Science Geology Biology Anthropology Sensor Use Meteorology
Technology
Damage Nuclear
Engineering Synthesize Metallurgy Jury Rig Quantum Mechanics
Control Physics
Gather
Communications Negotiation Diplomacy* Xenolinguistics Bluff Jam/Distress
Information
Navigation Orientation Vehicle Piloting Stealth Targeting Ballistics Evasive Maneuvers
Survival*/Battle
Command Coordination Experience Leadership* Inspire Security
Tactics
Attribute Primary Secondary Tertiary
Intellect Knowledge Resourcefulness Cunning
Acumen Perception Performance Survival
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Charm Personality Diplomacy Leadership
Physique Concentration Recuperation Stamina
Power Lifting Three-Dimensional Maneuvers Brawling
1 Education +5, Phobic (Mistakes) -5
2 Education +5, Empathic Sense +5, Phobic (Lawsuits) -10
Traits 3 Empathic Sense +5, Scientific Sense +5, Memory +5, Allergic (Pollen) -15
4 Scientific Sense +20, Phobic (Violence) -5, Allergic (Certain Foods) -10, Bleeder -5
5 Education +10, Memory +5, Bleeder -15
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1.
Pilot
Pilots are individuals who devote their lives into operating either a particular make or an entire class of vehicles. They can
be found in civil fields offering short-range transportation to individuals (particularly travelers) for a nominal fee. In
military fields, their expertise can be used to support troops on the ground or at sea.
Pilot
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Evasive Combat
Navigation Vehicle Piloting Orientation Targeting Ballistics
Maneuvers Maneuvers
Science Sensor Use Vehicle Technology Astronomy Geology Anthropology Archaeology
Command Security Battle Tactics Experience Coordination Inspire Leadership*
Engineering Damage Control Jury Rig Mechanics Metallurgy Weaponry Nuclear Physics
Medicine Intensive Care Psychology Long-Term Care Toxicology Pathology Xenobiology
Gather
Communications Xenolinguistics Jam Bluff Intimidation Distress
Information
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Intellect Knowledge Resourcefulness Cunning
Power Three-Dimensional Maneuvers Brawling Lifting
Physique Stamina Concentration Recuperation
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Charm Personality Leadership Diplomacy
Acumen Perception Performance Survival
1 Navigational Sense +5, Senses (Sight) +5, Overconfident -5, Impulsive -5
2 Navigational Sense +10, Overconfident -5, Discipline -5
Traits 3 Navigational Sense +5, Senses (Sight) +5, Senses (Sound) +5, Overconfident -15
4 Reflexes +20, Impulsive -10, Discipline -5, Lecherous -5
5 Senses (Sound) +10, Reflexes +10, Lecherous -20
Equipment: Military Working Uniform Outfit, Civilian Street Casual Outfit, Boots, Pocket Holster, Wallet, Debit Chit,
Chronometer. Cost: 1.56, TEC 1.
Notes: Characters using this archetype can be given up to Class Three Armor as a free item.
Pimp
The universe's oldest profession is not exempt from the needs of management, though as a rule there aren't as many levels
of organization. When a group of prostitutes want to work in the same area, it helps to have someone around to keep them
from competing with one another for the same customers (not to mention having someone around to shake up deadbeats
occasionally).
Pimp
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Communications Intimidation Gather Information Negotiation Bluff Xenolinguistics Diplomacy*/Jam
Navigation Vehicle Piloting Stealth Evasive Maneuvers Ballistics Targeting Combat Maneuvers
Command Security Survival* Experience Coordination Battle Tactics Leadership*/Inspire
Science Anthropology Archaeology Vehicle Technology Meteorology Biology Sensor Use
Medicine Psychology Pathology Toxicology Xenobiology Intensive Care Long-Term Care
Engineering Mechanics Weaponry Metallurgy Jury Rig Electromagnetism Damage Control
Attribute Primary Secondary Tertiary
Charm Personality Diplomacy Leadership
Intellect Cunning Resourcefulness Knowledge
Finesse Hiding and Seeking Dodge Dexterous Maneuvers
Physique Concentration Recuperation Stamina
Acumen Perception Performance Survival
Power Brawling Lifting Three-Dimensional Maneuvers
1 Wealth +5, Social Status -5
2 Wealth +10, Social Status -5, Reputation -5
Traits 3 Wealth +10, Contacts +5, Social Status -15
4 Contacts +10, Math Expert +5, Luck +5, Tightwad -10, Greed -10
5 Math Expert +10, Luck +10, Reputation -10, Tightwad -5, Greed -5
Equipment: Civilian Formal Dress Outfit, Shoes, Shoulder Holster, Wallet, Deluxe Chronometer. Cost: 3.47, TEC 1.
Pirate
The difference between a pirate and a mercenary is largely one of semantics; for those who have been targeted, a soldier of
fortune is often a pirate. These individuals make a living by preying off the shipping of their intended targets, stealing
money, valuable cargo, and anything else that they deem valuable enough. They are pariahs in most societies as a result.
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Pirate
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Communications Gather Information Intimidation Bluff Jam Negotiation Xenolinguistics
Navigation Vehicle Piloting Orientation Ballistics Targeting Combat Maneuvers Stealth
Engineering Damage Control Jury Rig Weaponry Mechanics Electromagnetism Synthesize
Command Security Battle Tactics Experience Survival* Coordination Inspire/-
Science Sensor Use Geology Archaeology Anthropology Meteorology Vehicle Technology
Medicine Psychology Toxicology Intensive Care Pathology Long-Term Care Xenobiology
Attribute Primary Secondary Tertiary
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Intellect Resourcefulness Cunning Knowledge
Charm Diplomacy Personality Leadership
Power Brawling Three-Dimensional Maneuvers Lifting
Physique Stamina Concentration Recuperation
Acumen Perception Survival Performance
1 Quick Draw +5, Navigational Sense +5, Social Status -5, Greed -5
2 Navigational Sense +10, Social Status -5, Lecherous -5
Traits 3 Quick Draw +5, Reputation +10, Social Status -15
4 Luck +20, Greed -10, Lecherous -5, Crude -5
5 Luck +10, Reputation +10, Crude -20
Equipment: Civilian Street Casual Outfit, Boots, Trouser Holster, Wallet, Chronometer. Cost: 0.83, TEC 1.
Notes: Characters using this archetype can be given up to Class Three Armor as a free item.
Politician
All societies function on rules and need someone to maintain the rules and make sure they are properly enforced.
Unfortunately, this job usually falls to the politician. Ostensibly, they are there to make life as easy as possible for the
whole of society. More often, however, their policies only tend toline their own pocketbooks.
Politician
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Communications Negotiation Gather Information Diplomacy* Bluff Xenolinguistics Intimidation/Distress
Command Inspire Leadership* Coordination Experience Survival* Security/Battle Tactics
Navigation Stealth Evasive Maneuvers Orientation Vehicle Piloting Targeting Combat Maneuvers
Engineering Synthesize Damage Control Electromagnetism Metallurgy Jury Rig Quantum Mechanics
Medicine Psychology Toxicology Intensive Care Xenobiology Pathology Long-Term Care
Science Anthropology Archaeology Vehicle Technology Meteorology Sensor Use Astronomy
Attribute Primary Secondary Tertiary
Charm Diplomacy Leadership Personality
Intellect Cunning Knowledge Resourcefulness
Acumen Performance Perception Survival
Finesse Hiding and Seeking Dodge Dexterous Maneuvers
Power Three-Dimensional Maneuvers Lifting Brawling
Physique Concentration Recuperation Stamina
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1 Wealth +5, Reputation +5, Addiction (Alcohol) -5, Glutton -5
2 Wealth +10, Addiction (Painkillers) -5, Obsessed (Glory) -5
Traits 3 Discipline +5, Contacts +10, Obsessed (Glory) -15
4 Wealth +20, Addiction (Stimulants) -5, Obsessed (Glory) -10, Glutton -5
5 Reputation +5, Discipline +5, Contacts +5, Glutton -15
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1.
Notes: Characters from this archetype may roll 5d5 for starting money.
Priest
Most religious orders are organized such that there are many different levels, ranging from the worldwide congregation all
the way down to the local house of worship. Priests are individuals in charge at the local level, providing counsel for those
who need guidance in their faith and acting as a leader for the local flock.
Priest
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Negotiation Xenolinguistics Diplomacy* Bluff Distress/Jam
Information
Security/Battle
Command Inspire Survival* Leadership* Coordination Experience
Tactics
Long-Term
Medicine Psychology Toxicology Intensive Care Pathology Xenobiology
Care
Vehicle Evasive
Navigation Orientation Ballistics Targeting Stealth
Piloting Maneuvers
Science Anthropology Sensor Use Meteorology Archaeology Biology Vehicle Technology
Damage
Engineering Mechanics Jury Rig Electromagnetism Metallurgy Synthesize
Control
Attribute Primary Secondary Tertiary
Charm Diplomacy Personality Leadership
Acumen Performance Perception Survival
Intellect Knowledge Cunning Resourcefulness
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Power Brawling Three-Dimensional Maneuvers Lifting
Physique Concentration Stamina Recuperation
1 Empathic Sense +5, Education +5, Creed (Congregation) -5, Intolerant (Violence) -5
2 Empathic Sense +5, Discipline +5, Wealth -10
Traits 3 Empathic Sense +5, Education +5, Discipline +5, Creed (Religion) -15
4 Education +5, Social Status +5, Reputation +10, Intolerant (Violence) -10, Wealth -10
5 Discipline +10, Social Status +5, Reputation +5, Creed (Deity) -20
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1.
Programmer
Computers are notoriously stupid machines. To get them to accomplish even the most simple of tasks, it takes a very
detailed, error-free set of instructions given in a proper order. The job of the programmer is to write these instructions, test
the results and go back to fix mistakes rather than succumbing to the desire to put a brick through the damned computer.
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Programmer
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Vehicle
Science Sensor Use Anthropology Meteorology Astronomy Biology
Technology
Applied
Engineering Damage Control Jury Rig Synthesize Mechanics Electromagnetism
Relativity
Evasive
Navigation Stealth Vehicle Piloting Orientation Targeting Ballistics
Maneuvers
Gather
Communications Jam Xenolinguistics Distress Bluff Negotiation
Information
Command Security Battle Tactics Coordination Experience Survival* Leadership*/Inspire
Long-Term Intensive
Medicine Psychology Xenobiology Toxicology Pathology
Care Care
Attribute Primary Secondary Tertiary
Intellect Resourcefulness Cunning Knowledge
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Acumen Performance Perception Survival
Charm Personality Diplomacy Leadership
Power Lifting Brawling Three-Dimensional Maneuvers
Physique Recuperation Concentration Stamina
1 Scientific Sense +5, Comeliness-5
2 Scientific Sense +5, Mechanical Sense +5, Comeliness-10
Traits 3 Scientific Sense +10, Education +5, Glutton -15
4 Mechanical Sense +5, Education +10, Reflexes +5, Lecherous -10, Bleeder -10
5 Mechanical Sense +10, Reflexes +10, Glutton -10, Lecherous -5, Bleeder -5
Equipment: Civilian Street Casual Outfit, Shoes, Pocket Holster, Wallet, Debit Chit, Chronometer. Cost: 0.76, TEC 1.
Prospector
The economies of many cultures are based upon the availability of certain materials, usually ones that are comparatively
rare (precious metals are a good Earth example). Some individuals decide to strike out on their own with what equipment
they can carry to go looking for those materials in nature. Those that are successful return to society rich. Those that aren't
either return disillusioned or die in the attempt.
Prospector
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Navigation Vehicle Piloting Orientation Targeting Stealth Evasive Maneuvers Ballistics
Communications Xenolinguistics Bluff Negotiation Gather Information Distress Jam
Science Geology Meteorology Sensor Use Biology Archaeology Anthropology
Medicine Toxicology Intensive Care Psychology Long-Term Care Pathology Xenobiology
Engineering Metallurgy Mechanics Jury Rig Damage Control Weaponry Electromagnetism
Command Survival* Security Battle Tactics Coordination Leadership* Experience/Inspire
Attribute Primary Secondary Tertiary
Acumen Survival Perception Performance
Charm Leadership Personality Diplomacy
Physique Recuperation Stamina Concentration
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Power Lifting Three-Dimensional Maneuvers Brawling
Intellect Resourcefulness Knowledge Cunning
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
1 Navigational Sense +5, Mechanical Sense +5, Crude -5, Luck -5
2 Navigational Sense +5, Nerves +5, Crude -10
Traits 3 Navigational Sense +5, Mechanical Sense +5, Nerves +5, Health -15
4 Senses (Sound) +20, Luck -10, Health -10
5 Mechanical Sense +10, Senses (Sound) +10, Crude -20
Equipment: Civilian Street Casual Outfit, Shoes, Back Holster, Wallet, Chronometer. Cost: 0.88, TEC 1.
Prostitute
All creatures are driven by the need to procreate and continue their species. The physiology of some species, however, is
such that they can engage in the procreative act for purposes other than reproduction. When one can't find a suitable mate,
one can always try to find someone they can pay to engage in the necessary act (provided its legal in that society, of
course).
Prostitute
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Negotiation Bluff Xenolinguistics Distress Diplomacy*/Intimidation
Information
Vehicle
Science Anthropology Biology Meteorology Sensor Use Archaeology
Technology
Command Coordination Survival* Experience Inspire Leadership* Security/Battle Tactics
Long-Term
Medicine Pathology Psychology Intensive Care Toxicology Xenobiology
Care
Vehicle Evasive
Navigation Orientation Stealth Ballistics Targeting
Piloting Maneuvers
Damage
Engineering Synthesize Mechanics Jury Rig Electromagnetism Quantum Mechanics
Control
Attribute Primary Secondary Tertiary
Acumen Performance Perception Survival
Intellect Cunning Knowledge Resourcefulness
Charm Personality Diplomacy Leadership
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Physique Stamina Recuperation Concentration
Power Lifting Brawling Three-Dimensional Maneuvers
1 Comeliness +5, Greed -5
2 Comeliness +5, Contacts +5, Social Status -10
Traits 3 Contacts +5, Linguistic Sense +5, Wealth +5, Social Status -15
4 Comeliness +20, Health -10, Lecherous -10
5 Linguistic Sense +10, Wealth +10, Greed -5, Health -10, Lecherous -5
Equipment: Civilian Street Casual Outfit, Shoes, Ankle Holster, Wallet, Debit Chit, Chronometer. Cost: 0.83, TEC 1.
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Radioman
Societies that have developed telecommunications have a need for individuals whose job it is to operate and maintain the
necessary equipment. Radiomen perform this job and act as a single voice for any specific organization running the
equipment. In Starfaring Age societies, radiomen can be found functioning as the communications officer on starships.
Radioman
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Communications Xenolinguistics Gather Information Distress Jam Bluff Negotiation
Navigation Vehicle Piloting Stealth Evasive Maneuvers Orientation Targeting Ballistics
Science Anthropology Sensor Use Archaeology Geology Meteorology Vehicle Technology
Engineering Damage Control Electromagnetism Applied Relativity Jury Rig Mechanics Quantum Mechanics
Command Coordination Experience Inspire Survival* Security Battle Tactics/-
Medicine Psychology Pathology Intensive Care Xenobiology Toxicology Long-Term Care
Attribute Primary Secondary Tertiary
Acumen Performance Perception Survival
Power Three-Dimensional Maneuvers Lifting Brawling
Intellect Knowledge Cunning Resourcefulness
Physique Concentration Recuperation Stamina
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Charm Diplomacy Personality Leadership
1 Linguistic Sense +5, Scientific Sense +5, Bleeder -5, Nerves -5
2 Linguistic Sense +5, Memory +5, Curious -10
Traits 3 Linguistic Sense +10, Senses (Sound) +5, Curious -15
4 Scientific Sense +10, Senses (Sound) +10, Bleeder -20
5 Memory +10, Scientific Sense +5, Nerves -5, Glutton -5, Curious -5
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1.
Rancher
Most societies that include prey animals as part of their overall diet ultimately develop the art of ranching at some point.
This involves fencing off a large area and actually raising the prey animals over time, until they are large enough to be
consumed. Ranchers oversee this process, operating and maintaining the land necessary for the animals they have in their
inventory.
Rancher
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Science Biology Meteorology Geology Anthropology Archaeology Vehicle Technology
Leadership*/Battle
Command Security Coordination Inspire Experience Survival*
Tactics
Combat
Navigation Vehicle Piloting Orientation Ballistics Targeting Stealth
Maneuvers
Intensive Long-Term
Medicine Psychology Pathology Xenobiology Toxicology
Care Care
Gather
Communications Negotiation Diplomacy* Xenolinguistics Intimidation Bluff/Distress
Information
Engineering Mechanics Jury Rig Damage Control Metallurgy Weaponry Electromagnetism
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Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Physique Stamina Concentration Recuperation
Intellect Knowledge Resourcefulness Cunning
Acumen Survival Perception Performance
Power Brawling Three-Dimensional Maneuvers Lifting
Charm Diplomacy Leadership Personality
1 Health +5, Phobic (Reptilians) -5
2 Health +10, Phobic (Poverty) -5, Allergic (Pollen) -5
Traits 3 Health +5, Memory +5, Luck +5, Allergic (Venom) -15
4 Memory +10, Luck +10, Education -20
5 Ambidexterity +10, Health +5, Phobic (Arachnids) -5, Allergic (Pollen) -5, Bleeder -5
Equipment: Civilian Street Casual Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Chronometer. Cost: 0.98, TEC 1.
Researcher
Scientific advancement doesn't just happen. It requires the dedication of individuals who are willing to do what it takes
(including risking their own life, occasionally) to try out new ideas and new theories in laboratory situations. Researchers
do just that. In Starfaring Age societies, researchers can be seen travelling the space lanes as the science officer aboard
starships. On the ground, they're most common in academic settings.
Researcher
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Science Biology Sensor Use Anthropology Archaeology Geology Meteorology
Medicine Long-Term Care Toxicology Xenobiology Pathology Intensive Care Psychology
Applied Nuclear
Engineering Synthesize Metallurgy Electromagnetism Quantum Mechanics
Relativity Physics
Gather
Communications Xenolinguistics Negotiation Diplomacy* Distress Jam/Bluff
Information
Evasive
Navigation Vehicle Piloting Orientation Stealth Targeting Ballistics
Maneuvers
Survival*/Battle
Command Coordination Leadership* Experience Inspire Security
Tactics
Attribute Primary Secondary Tertiary
Intellect Knowledge Resourcefulness Cunning
Charm Diplomacy Personality Leadership
Physique Concentration Recuperation Stamina
Acumen Perception Performance Survival
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Power Three-Dimensional Maneuvers Lifting Brawling
1 Reputation +5, Scientific Sense +5, Addiction (Stimulants) -5, Comeliness-5
2 Reputation +5, Scientific Sense +5, Comeliness-10
Traits 3 Education +5, Math Expert +5, Scientific Sense +5, Overconfident -15
4 Math Expert +20, Allergic (Pollen) -5, Overconfident -5, Obsessed (Research) -10
5 Scientific Sense +10, Math Expert +5, Education +5, Addiction (Stimulants) -20
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1.
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Notes: Characters using this archetype can be given up to Class Two Armor as a free item.
Scholar
A scholar is an individual who is attempting to better their life through attaining as high of a level of education as they are
capable of managing. For some, this effort will ultimately lead them to notoriety, fame and heights of excellence. For
others, it's ultimately a wasted effort that leads them to heights of poverty.
Scholar
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Xenolinguistics Diplomacy* Distress Negotiation Bluff/Intimidation
Information
Science Sensor Use Archaeology Anthropology Biology Geology Meteorology
Applied
Engineering Damage Control Synthesize Jury Rig Mechanics Nuclear Physics
Relativity
Navigation Orientation Vehicle Piloting Stealth Evasive Maneuvers Ballistics Targeting
Command Battle Tactics Coordination Experience Leadership* Inspire Survival*/Security
Medicine Pathology Psychology Xenobiology Toxicology Long-Term Care Intensive Care
Attribute Primary Secondary Tertiary
Intellect Resourcefulness Knowledge Cunning
Finesse Dodge Dexterous Maneuvers Hiding and Seeking
Acumen Performance Perception Survival
Physique Concentration Recuperation Stamina
Charm Personality Diplomacy Leadership
Power Three-Dimensional Maneuvers Brawling Lifting
1 Contacts +5, Education +5, Social Status -5, Allergic (Insectoid Bites) -5
2 Contacts +5, Education +5, Nerves -10
Traits 3 Contacts +5, Education +5, Math Expert +5, Social Status -15
Social Status +5, Contacts +10, Education +5, Allergic (Mollusks) -10, Phobic
4
(Failure) -10
5 Social Status +10, Education +20, Allergic (Pollen) -5, Phobic (Vermin) -5, Nerves -10
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1.
Scout
Many military operations are made or broken on what one side knows about the other. When hard and fast data is needed
on the enemy, scouts are sent in to perform covert reconnaissance and report back what they've learned. It's exceptionally
lonely work (not to mention highly dangerous and potentially fatal).
Scout
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Navigation Vehicle Piloting Stealth Evasive Maneuvers Orientation Targeting Ballistics
Science Meteorology Anthropology Archaeology Biology Geology Planetology
Communications Gather Information Xenolinguistics Jam Negotiation Diplomacy* Distress/Bluff
Medicine Toxicology Pathology Psychology Intensive Care Xenobiology Long-Term Care
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Command Survival* Security Experience Coordination Leadership* Battle Tactics/Inspire
Engineering Mechanics Metallurgy Weaponry Electromagnetism Jury Rig Synthesize
Attribute Primary Secondary Tertiary
Physique Concentration Recuperation Stamina
Intellect Resourcefulness Cunning Knowledge
Acumen Survival Perception Performance
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Charm Personality Diplomacy Leadership
Power Three-Dimensional Maneuvers Lifting Brawling
1 Navigational Sense +5, Senses (Sight) +5, Comeliness-5, Education -5
2 Scientific Sense +5, Navigational Sense +5, Curious -10
Traits 3 Reflexes +5, Senses (Sight) +5, Scientific Sense +5, Curious -15
4 Reflexes +10, Scientific Sense +5, Senses (Sight) +5, Education-10, Comeliness-10
5 Navigational Sense +10, Senses (Sight) +10, Curious -20
Equipment: Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost:
2.2, TEC 1.
Security Officer
All societies have rules and as a result have individuals who think that those rules don't apply to them. When one of those
individuals actually breaks a rule, it is the job of the security officer to apprehend that individual by whatever means are
available to them. Usually they're also expected to do what it takes to prevent the rules from being broken in the first place.
Security Officer
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Command Security Coordination Survival* Battle Tactics Experience Leadership*/Inspire
Vehicle Combat Evasive
Navigation Targeting Ballistics Orientation
Piloting Maneuvers Maneuvers
Medicine Intensive Care Psychology Toxicology Xenobiology Long-Term Care Pathology
Engineering Jury Rig Damage Control Mechanics Metallurgy Weaponry Applied Relativity
Gather
Communications Xenolinguistics Intimidation Diplomacy* Negotiation Bluff/Distress
Information
Vehicle
Science Sensor Use Anthropology Archaeology Meteorology Biology
Technology
Attribute Primary Secondary Tertiary
Physique Stamina Concentration Recuperation
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Acumen Perception Performance Survival
Power Brawling Three-Dimensional Maneuvers Lifting
Charm Personality Leadership Diplomacy
Intellect Cunning Knowledge Resourcefulness
1 Social Status +5, Temper -5
2 Social Status +10, Temper -5, Wealth -5
Traits 3 Social Status +5, Discipline +10, Health -15
4 Quick Draw +20, Temper -10, Wealth -10
5 Discipline +10, Quick Draw +5, Health -15
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_________________________________________________________________________
Equipment: Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost:
2.2, TEC 1.
Notes: Characters using this archetype can be given up to Class Three Armor as a free item.
Settler
Communities begin life through the actions of individuals. It takes a very rugged individual to pick up whatever stakes they
have in a society, move out to a spot in the wilderness and try to make a new home there. Establishing a new town can be
very hard, lonely and dangerous, but it's also very rewarding if it's ultimately successful.
Settler
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Vehicle
Science Biology Geology Meteorology Planetology Anthropology
Technology
Engineering Jury Rig Mechanics Synthesize Metallurgy Damage Control Weaponry
Navigation Ballistics Orientation Vehicle Piloting Targeting Stealth Evasive Maneuvers
Intensive Long-Term
Medicine Psychology Pathology Toxicology Xenobiology
Care Care
Command Security Survival* Coordination Leadership* Inspire Experience/Battle Tactics
Gather
Communications Negotiation Diplomacy* Distress Bluff Xenolinguistics/Intimidation
Information
Attribute Primary Secondary Tertiary
Three-Dimensional
Power Lifting Brawling
Maneuvers
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Acumen Survival Perception Performance
Physique Stamina Concentration Recuperation
Charm Diplomacy Personality Leadership
Intellect Resourcefulness Knowledge Cunning
1 Health +10, Phobic (Death) -10
2 Health +5, Luck +5, Allergic (Certain Foods) -10
Traits 3 Health +5, Luck +5, Memory +5, Phobic (Deity) -15
4 Health +10, Memory +5, Ambidexterity +5, Allergic (Pollen) -10, Bleeder -10
5 Memory +5, Luck +5, Ambidexterity +5, Education -15
Equipment: Civilian Street Casual Outfit, Boots, Back Holster, Wallet, Debit Chit, Chronometer. Cost: 0.93, TEC 1.
Shopkeeper
Sometimes a business is so successful that its owner wants to branch out to other communities. The owner cannot be in all
the communities in which their business runs, so they will oftentimes hire a shopkeeper to manage a particular branch.
Shopkeepers run the branch office without owning it.
Shopkeeper
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Command Coordination Experience Leadership* Inspire Security Battle Tactics/Survival*
Communications Negotiation Diplomacy* Gather Information Xenolinguistics Bluff Intimidation*/Jam
Science Anthropology Archaeology Vehicle Technology Meteorology Sensor Use Geology
Engineering Jury Rig Synthesize Mechanics Damage Control Metallurgy Weaponry
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Medicine Psychology Intensive Care Toxicology Long-Term Care Xenobiology Pathology
Navigation Vehicle Piloting Ballistics Orientation Targeting Stealth Evasive Maneuvers
Attribute Primary Secondary Tertiary
Charm Diplomacy Personality Leadership
Intellect Cunning Knowledge Resourcefulness
Finesse Hiding and Seeking Dodge Dexterous Maneuvers
Acumen Performance Perception Survival
Physique Concentration Stamina Recuperation
Power Lifting Three-Dimensional Maneuvers Brawling
1 Wealth +5, Greed -5
2 Wealth +5, Math Expert +5, Tightwad -10
Traits 3 Wealth +5, Memory +5, Math Expert +5, Glutton -15
4 Social Status +5, Memory +10, Reputation +5, Greed -10, Tightwad -10
5 Memory +10, Math Expert +10, Reputation -10, Glutton -5, Greed -5
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1.
Notes: Characters from this archetype may roll 4d5 for starting money.
Smithy
Societies that work in metals need dedicated individuals who have studied the metal involved and know how to work with
it. Smithies do this kind of work for a living: working in sweltering hot shops, pouring their labor in an effort to turn raw
pieces of ground into something that can ultimately be valued by all of society.
Smithy
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Communications Intimidation Negotiation Jam Gather Information Xenolinguistics Bluff
Vehicle
Navigation Targeting Ballistics Orientation Stealth Evasive Maneuvers
Piloting
Science Biology Geology Archaeology Meteorology Vehicle Technology Anthropology
Intensive
Medicine Toxicology Psychology Long-Term Care Xenobiology Pathology
Care
Engineering Synthesize Metallurgy Mechanics Jury Rig Damage Control Weaponry
Command Security Coordination Experience Leadership* Survival* Inspire/Battle Tactics
Attribute Primary Secondary Tertiary
Charm Personality Diplomacy Leadership
Power Brawling Lifting Three-Dimensional Maneuvers
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Stamina Concentration Recuperation
Intellect Resourcefulness Knowledge Cunning
Acumen Performance Perception Survival
1 Mechanical Sense +5, Curious +5
2 Mechanical Sense +5, Health +5, Temper -10
Traits 3 Mechanical Sense +5, Health +5, Math Expert +5, Intolerant (Drunkards) -15
4 Health +10, Empathic Sense +10, Obsessed (Alcohol Abstinence) -20
Empathic Sense +5, Math Expert +10, Obsessed (Alcohol Abstinence) -5, Intolerant
5
(Drunkards) -5, Temper -5
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Equipment: Civilian Street Casual Outfit, Boots, Wallet, Debit Chit, Chronometer. Cost: 0.68, TEC 1.
Soldier
Soldiers are poor sods whose job it is to go out and try to make enemy soldiers die for their country when their politicians
decide they can't solve an issue by any means other than force. They are the lowest members of any military echelon, the
ones that perform the labors of war and whose lives are considered most expendable.
Soldier
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Combat Evasive
Navigation Ballistics Targeting Stealth Vehicle Piloting
Maneuvers Maneuvers
Engineering Weaponry Damage Control Jury Rig Metallurgy Mechanics Synthesize
Command Security Battle Tactics Coordination Survival* Leadership* Inspire/Experience
Gather
Communications Intimidation Jam Bluff Distress Negotiation
Information
Science Sensor Use Meteorology Vehicle Piloting Anthropology Archaeology Biology
Medicine Toxicology Intensive Care Psychology Long-Term Care Xenobiology Pathology
Attribute Primary Secondary Tertiary
Power Brawling Three-Dimensional Maneuvers Lifting
Charm Personality Leadership Diplomacy
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Acumen Perception Survival Performance
Physique Stamina Recuperation Concentration
Intellect Knowledge Resourcefulness Cunning
1 Reflexes +5, Discipline +5, Overconfident -5, Lecherous -5
2 Discipline +5, Social Status +5, Education -10
Traits 3 Senses (Sight) +10, Social Status +5, Overconfident -15
4 Reflexes +10, Senses (Sight) +5, Social Status +5, Lecherous -10, Overconfident -10
5 Discipline +10, Reflexes +5, Education -5, Creed (Protect Nation) -5, Overconfident -5
Equipment: Military Dress Uniform Outfit, Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Back Holster,
Wallet, Debit Chit, Deluxe Chronometer. Cost: 4.7, TEC 1.
Notes: Characters using this archetype can be given up to Class Three Armor as a free item.
Spy
Spies (at least successful ones) are people that do their best to gather up information on a foreign power, organizations, or
even individuals while gathering as little attention to themselves as possible. Their job is to watch, examine, analyze, report
and get the hell out once the job is done.
Spy
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Gather
Communications Negotiation Bluff Xenolinguistics Diplomacy* Jam/Distress
Information
Vehicle
Science Sensor Use Anthropology Archaeology Geology Biology
Technology
Evasive
Navigation Stealth Orientation Vehicle Piloting Targeting Ballistics
Maneuvers
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_________________________________________________________________________
Intensive
Medicine Toxicology Psychology Pathology Xenobiology Long-Term Care
Care
Engineering Jury Rig Synthesize Mechanics Metallurgy Weaponry Quantum Mechanics
Command Security Battle Tactics Coordination Survival* Inspire Leadership*/Experience
Attribute Primary Secondary Tertiary
Charm Personality Diplomacy Leadership
Acumen Perception Performance Survival
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Intellect Cunning Resourcefulness Knowledge
Power Brawling Three-Dimensional Maneuvers Lifting
Physique Concentration Stamina Recuperation
1 Navigational Sense +5, Impulsive -5
2 Navigational Sense +5, Memory +5, Curious -10
Traits 3 Navigational Sense +5, Linguistic Sense +5, Memory +5, Lecherous -15
4 Memory +10, Senses (Sound) +10, Impulsive -20
Linguistic Sense +10, Senses (Sound) +10, Lecherous -5, Curious -5, Overconfident -
5
10
Equipment: Civilian Casual Dress Outfit, Shoes, Trouser Holster, Wallet, Deluxe Chronometer. Cost: 2.00, TEC 1.
Surveyor
Engineering any structure takes precision calculations of the surrounding terrain, no matter how complex the structure
involved is. Surveyors make a living by determining exact positions on a planet's surface, including coordinates, elevations
and height of permanent objects. Without their efforts, building high-quality structures would be impossible.
Surveyor
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Vehicle Evasive
Navigation Orientation Targeting Marksmanship Stealth
Piloting Maneuvers
Damage Quantum
Engineering Mechanics Jury Rig Synthesize Metallurgy
Control Mechanics
Vehicle
Science Archaeology Sensor Use Anthropology Geology Planetology
Technology
Gather
Communications Xenolinguistics Negotiation Diplomacy* Intimidation Bluff/Distress
Information
Inspire/Battle
Command Coordination Experience Survival* Security Leadership*
Tactics
Long-Term
Medicine Intensive Care Psychology Toxicology Pathology Xenobiology
Care
Attribute Primary Secondary Tertiary
Acumen Perception Survival Performance
Intellect Resourcefulness Knowledge Cunning
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Power Three-Dimensional Maneuvers Lifting Brawling
Physique Concentration Stamina Recuperation
Charm Diplomacy Personality Leadership
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1 Math Expert +5, Crude -5
2 Math Expert +5, Scientific Sense +5, Comeliness-10
Traits 3 Math Expert+10, Mechanical Sense +5, Scientific Sense +5, Luck -10
4 Education +10, Mechanical Sense +5, Scientific Sense +5, Addiction (Alcohol) -10, Crude -10
5 Mechanical Sense +10, Scientific Sense +5, Addiction (Tobacco) -5, Crude -5, Comeliness-5
Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 0.63, TEC 1.
Teacher
Education is an important cornerstone of most societies. Without it, there would be no one with the knowledge needed to
carry out advanced tasks. It is the job of the teacher to impress and to impart that knowledge upon their students to the
best of their ability. Sadly, though many societies recognize the important job teachers do, they aren't willing to give them
the funding they deserve.
Teacher
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Science Anthropology Biology Geology Meteorology Archaeology Astronomy
Gather
Communications Xenolinguistics Diplomacy* Negotiation Intimidation Bluff/Distress
Information
Survival*/Battle
Command Inspire Experience Leadership* Coordination Security
Tactics
Damage Applied
Engineering Jury Rig Mechanics Synthesize Electromagnetism
Control Relativity
Medicine Psychology Intensive Care Pathology Toxicology Long-Term Care Xenobiology
Evasive Combat
Navigation Orientation Vehicle Piloting Stealth Ballistics
Maneuvers Maneuvers
Attribute Primary Secondary Tertiary
Intellect Knowledge Cunning Resourcefulness
Acumen Perception Performance Survival
Charm Leadership Diplomacy Personality
Physique Stamina Concentration Recuperation
Finesse Hiding and Seeking Dodge Dexterous Maneuvers
Power Lifting Three-Dimensional Maneuvers Brawling
1 Education +5, Discipline +5, Honesty -5, Wealth -5
2 Education +5, Senses (Sight) +5, Wealth -10
Traits 3 Education +5, Senses (Sight) +5, Senses (Sound) +5, Bleeder -15
4 Discipline +10, Senses (Sound) +10, Honesty -20
5 Senses (Sound) +5, Senses (Sight) +10, Impulsive -5, Honesty -5, Wealth -5
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1.
Technician
A technician is an individual who studies, professes or practices the body of tools and other implements produced by a
given society, usually specializing in a given area. Technicians can be found anywhere where knowledge of how a piece of
technology works can be vital to its continued operation.
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Technician
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Engineering Damage Control Jury Rig Mechanics Synthesize Metallurgy Quantum Mechanics
Navigation Orientation Vehicle Piloting Stealth Evasive Maneuvers Ballistics Targeting
Science Sensor Use Archaeology Biology Geology Planetology Meteorology
Command Security Coordination Experience Inspire Battle Tactics Leadership*
Communications Jam Distress Gather Information Negotiation Bluff Intimidation
Medicine Intensive Care Toxicology Psychology Long-Term Care Pathology Xenobiology
Attribute Primary Secondary Tertiary
Intellect Resourcefulness Knowledge Cunning
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Acumen Perception Performance Survival
Power Three-Dimensional Maneuvers Lifting Brawling
Physique Concentration Recuperation Stamina
Charm Personality Diplomacy Leadership
1 Mechanical Sense +5, Comeliness-5
2 Mechanical Sense +5, Math Expert +5, Reflexes -10
Traits 3 Mechanical Sense +5, Memory +5, Nerves +5, Luck -15
4 Math Expert +10, Memory +10, Comeliness-20
5 Nerves +10, Memory +10, Reflexes -5, Bleeder -10, Luck -5
Equipment: Military Working Uniform Outfit, Shoes, Pocket Holster, Wallet, Debit Chit, Chronometer. Cost: 1.21, TEC 1.
Thief
Many societies hold to an idea that the accumulation of material goods is something to be valued. This sometimes produces
individuals who decide that the best way to further their own wealth is to take it from others. While many of these
individuals conduct petty thefts and often get caught, others are skilled enough to actually make a living by stealing from
others.
Thief
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Navigation Vehicle Piloting Stealth Evasive Maneuvers Orientation Ballistics Targeting
Engineering Jury Rig Mechanics Damage Control Weaponry Metallurgy Electromagnetism
Command Security Survival* Coordination Experience Battle Tactics Leadership*/Inspire
Science Sensor Use Geology Anthropology Archaeology Biology Meteorology
Communications Intimidation Bluff Jam Gather Information Negotiation Distress
Medicine Psychology Intensive Care Toxicology Xenobiology Long-Term Care Pathology
Attribute Primary Secondary Tertiary
Intellect Cunning Knowledge Resourcefulness
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Charm Personality Diplomacy Leadership
Physique Stamina Concentration Recuperation
Acumen Perception Survival Performance
Power Three-Dimensional Maneuvers Lifting Brawling
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1 Ambidexterity +5, Contacts +5, Greed -5, Overconfident -5
2 Ambidexterity +5, Reflexes +5, Obsessed (Big Heist) -10
Traits 3 Ambidexterity +5, Luck +5, Contacts +5, Greed -15
4 Contacts +10, Reflexes +10, Overconfident -10, Obsessed (Vengeance) -10
5 Contacts +10, Reflexes +10, Luck -10, Obsessed (Big Heist) -5, Greed -5
Equipment: Civilian Street Casual Outfit, Boots, Trouser Holster, Wallet, Debit Chit, Chronometer. Cost: 0.83, TEC 1.
Thug
Thugs are often big, burly employees of criminal organizations. Their job is a fairly simple one. If someone crosses someone
higher up in the organization, they are dispatched to find that person and to express their boss's deep dissatisfaction with
them. Usually this involves rough, violent action and treatment.
Thug
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Vehicle Combat
Navigation Ballistics Marksmanship Targeting Evasive Maneuvers
Piloting Maneuvers
Command Security Battle Tactics Coordination Experience Inspire Survival*/Leadership*
Gather
Communications Intimidation Jam Bluff Negotiation Distress
Information
Engineering Mechanics Weaponry Metallurgy Damage Control Electromagnetism Jury Rig
Medicine Psychology Toxicology Xenobiology Pathology Intensive Care Long-Term Care
Science Sensor Use Archaeology Geology Anthropology Vehicle Technology Meteorology
Attribute Primary Secondary Tertiary
Power Brawling Lifting Three-Dimensional Maneuvers
Physique Stamina Recuperation Concentration
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Acumen Performance Perception Survival
Charm Personality Leadership Diplomacy
Intellect Resourcefulness Knowledge Cunning
1 Health +5, Overconfident -5
2 Health +5, Reflexes +5, Crude -10
Traits 3 Health +5, Reflexes +5, Reputation +5, Temper -15
4 Health +5, Reflexes +5, Reputation +10, Temper -10, Overconfident -10
5 Discipline +10, Nerves +10, Temper -10, Addiction (Painkillers) -5, Crude -5
Equipment: Civilian Street Casual Outfit, Boots, Trouser Holster, Back Holster, Wallet, Chronometer. Cost: 1.08, TEC 1.
Notes: Characters using this archetype can be given up to Class Three Armor as a free item.
Trader
Traders are individuals who provide commodities to potential buyers. They usually don't own the area in which they
conduct their trade and work in concert with other traders (rather than individually) in an attempt to maximize profit. In
Starfaring Age societies, traders are tasked with the job of moving commodities in between worlds through specialized
trading posts licensed by the local planetary government.
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Trader
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Communications Negotiation Diplomacy* Gather Information Bluff Intimidation Distress/Jam
Science Sensor Use Archaeology Biology Geology Anthropology Meteorology
Navigation Vehicle Piloting Orientation Evasive Maneuvers Stealth Ballistics Targeting
Command Security Experience Leadership* Survival*/Coordination Inspire Battle Tactics/-
Engineering Damage Control Jury Rig Mechanics Synthesize Weaponry Metallurgy
Medicine Psychology Toxicology Intensive Care Pathology Long-Term Care Xenobiology
Attribute Primary Secondary Tertiary
Charm Diplomacy Personality Leadership
Intellect Cunning Knowledge Resourcefulness
Acumen Performance Perception Survival
Finesse Hiding and Seeking Dodge Dexterous Maneuvers
Physique Concentration Recuperation Stamina
Power Brawling Three-Dimensional Maneuvers Lifting
1 Reputation +5, Greed -5
2 Reputation +10, Greed -5, Addict (Gambling) -5
Traits 3 Reputation +5, Wealth +10, Greed -15
4 Wealth +20, Luck -5, Discipline -15
5 Education +10, Linguistic Sense +10, Overconfident -20
Equipment: Civilian Casual Dress Outfit, Shoes, Duty (Hip) Holster, Wallet, Debit Chit, Chronometer. Cost: 1.38, TEC 1.
Notes: Characters from this archetype may roll 4d5 for starting money.
Vagrant
Most societies have individuals living within them that, for whatever reason, cannot or will not work. These individuals
find themselves homeless, jobless and penniless once their money runs out, and find themselves performing whatever
actions are necessary in order for them to survive. They are usually considered the lowest members of society, on par with
hardened criminals.
Vagrant
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Science Biology Meteorology Anthropology Archaeology Geology Vehicle Technology
Navigation Vehicle Piloting Stealth Orientation Evasive Maneuvers Combat Maneuvers Ballistics
Medicine Psychology Pathology Intensive Care Long-Term Care Toxicology Xenobiology
Communications Negotiation Diplomacy* Distress Gather Information Bluff Intimidation
Engineering Jury Rig Synthesize Mechanics Damage Control Metallurgy Quantum Mechanics
Command Experience Coordination Survival* Security Leadership* Battle Tactics/Inspire
Attribute Primary Secondary Tertiary
Physique Stamina Recuperation Concentration
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Intellect Knowledge Resourcefulness Cunning
Acumen Survival Perception Performance
Power Brawling Three-Dimensional Maneuvers Lifting
Charm Diplomacy Personality Leadership
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1 Health +5, Wealth -5
2 Health +10, Wealth -5, Social Status -5
Traits 3 Health +10, Senses (Sound) +5, Wealth -15
4 Senses (Sound) +10, Math Expert +10, Wealth -20
5 Education+5, Senses (Sound) +10, Luck -5, Wealth -5, Social Status -5
Equipment: Civilian Street Casual Outfit, Shoes, Chronometer. Cost: 0.48, TEC 0.
Notes: Characters from this archetype do not roll for starting money.
Zookeeper
Zookeepers have a fairly unique job. They are tasked with the care of all types of animal lifeforms, providing food and
making sure whatever habitats have been provided for them remain suitable for habitation. The animals themselves may be
in an environment well outside their norms, placed in specialized parks as a peculiar form of entertainment.
Zookeeper
Discipline Primary Secondary Tertiary Quaternary Quinary Senary
Vehicle
Science Biology Geology Meteorology Planetology Sensor Use
Technology
Medicine Xenobiology Long-Term Care Intensive Care Pathology Toxicology Psychology
Evasive
Navigation Vehicle Piloting Targeting Ballistics Orientation Combat Maneuvers
Maneuvers
Command Security Coordination Experience Survival* Leadership* Inspire/Battle Tactics
Gather
Communications Negotiation Bluff Diplomacy* Distress Intimidation/Xenolinguistics
Information
Damage
Engineering Mechanics Jury Rig Metallurgy Weaponry Electromagnetism
Control
Attribute Primary Secondary Tertiary
Acumen Performance Perception Survival
Intellect Knowledge Resourcefulness Cunning
Physique Recuperation Concentration Stamina
Three-Dimensional
Power Brawling Lifting
Maneuvers
Finesse Dodge Dexterous Maneuvers Hiding and Seeking
Charm Diplomacy Personality Leadership
1 Reflexes +5, Scientific Sense +5, Creed (Care for Animals) -5, Nerves -5
2 Scientific Sense +5, Comeliness +5, Luck -10
Traits 3 Education +5, Empathic Sense +5, Scientific Sense +5, Nerves -15
Reputation +10, Education +5, Comeliness +5, Creed (Care for Animals) -10, Nerves -
4
10
5 Senses (Sight) +10, Senses (Sound) +5, Intolerant (Stupid Behavior) -15
Equipment: Civilian Casual Dress Outfit, Shoes, Back Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 2.1, TEC 1.
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This sub-Chapter takes a look at some of the characters that have been introduced into the Starflight Universe, including
those introduced as part of the original games (either from the documentation or the cluebooks) as well as some characters
that were created specifically for fan fiction stories. The profiles include game statistics for each character (so that they can
be included in an adventure or campaign as an NPC) as well as some background information about them (when available).
When included in an adventure, a GM should feel free to adjust the stats (equipment in particular) as necessary to better
suit their needs.
In 4618, Interstel's Starship Research and Design division began making plans for an advanced starship prototype
incorporating new technological advances and equipment developed since the initial launch of Hyperion and her sister ships.
Among the advances incorporated into the design were a larger vehicle storage bay as well as a new latching system on
several external docking ports that would allow for the ejection of add-ons while the ship was still in operation. Approval
for construction of a prototype was received from Corporate Headquarters by sixth month, and two months later principal
construction began. The prototype was eventually christened ISS Intrepid and was launched on 4620-5-1 under the
command of Captain Max Zarfleen. Nothing noteworthy happened during Intrepid's initial tour of duty other than a highly
successful shakedown cruise. Within five years, Interstel was using the Intrepid-class as their sole class of starship.
It should be noted that there are some curious rumors that surfaced even prior to the launch of Intrepid, regarding an
allegedly top-top-secret operation known as "Project Flying Dutchman". If the rumors are to be believed, a crippled ISS
Intrepid was blown back five months prior to her launch containing vital information that ultimately helped Arth in the
destruction of the Crystal Planet. Such an event is, of course, patently impossible due to the chrono-logic involved (if
Interstel captains had picked up the artifacts listed in the future Intrepid's logs, they wouldn't have been there for Captain
Zarfleen and company to find). Still, the rumor persists, sometimes with an "alternate universe" version and explanation of
these alleged events. Naturally, Interstel's Board of Directors has repeatedly denied any such nonsense ever occurring.
Max Zarfleen
Max Zarfleen
Species: Human Billet: CO, ISS Intrepid Gender: Male
Height: 1.9 m Mass: 100 kg Handedness: Right
Birth Date: 21-4-4582 (Age 38; Adult) Initiative: +5
Attack Bonuses - Melee: +4; Ranged: +5 Saves - Fortitude: +5, Reflex: +9, Willpower: +12
HP/NHP: 60 HD/THD/FHD: 54/54/50 SI: 80
Power: 33 Finesse: 40 Physique: 50 Intellect: 57 Acumen: 73 Charm: 79
Dodge: 20
Three-Dimensional
Dexterous Concentration: 25 Knowledge: 20 Perception: 30 Personality: 20
Maneuvers: 10
Maneuvers: 15 Stamina: 15 Cunning: 25 Performance: 25 Leadership: 34
Brawling: 18
Hiding and Recuperation: 10 Resourcefulness: 12 Survival: 18 Diplomacy: 25
Lifting: 5
Seeking: 5
Navigation: Engineering: Communications: Medicine:
Command: 90/150 Science: 250/250
200/230 200/220 200/230 200/200
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Biology: 30
Astrogation: 15
Starship Intensive Care: 35
Orientation: 10 Alpha-Sector
Technology: 5 Long Term Care:
Marksmanship: 10 Languages: 25
Vehicle Technology: Metallurgy: 25 25
Inspire: 30 Ballistics: 10 Jam: 20
5 Applied Relativity 15 Toxicology: 45
Battle Tactics: 20 Combat Maneuvers: Bluff: 35
Planetology: 10 Electromagnetism: 30 Pathology: 15
Coordination: 25 50 Intimidation: 30
Astronomy: 20 Nuclear Physics: 35 Psychology: 60
Experience: 5 Starship Piloting: 15 Distress: 20
Geology: 25 Jury Rig: 40 Primatology: 5
Security: 10 Vehicle Piloting: 15 Negotiation: 20
Archaeology: 30 Damage Control: 55 Entomology: 5
Evasive Maneuvers: Gather Information:
Anthropology: 50 Herpetology: 5
40 50
Sensor Use: 70 Herbology: 5
Targeting: 35
Meteorology: 5
Traits: Discipline +5; Reflexes +5; Quick Draw +5; Honest -10; Impulsive -5
Equipment: Military Dress Uniform, Military Service Uniform, Boots, Duty Holster, Wallet, Debit Chit, Deluxe
Chronometer, Starfaring Age Wilderness Pack Four - Personal (Backpack (Wilderness), Hip Pack, Bedroll, Flashlight
(Domestic), Small Battery, Matches, Canteen, P-Ration, Duct Tape (Mini Roll), Mechanical Lubricant, Thermos Bottle, Fire
Jelly Can), Class Two Phased Beam Laser. TEC 40; Cash 0.37 MU.
Notes: Captain Zarfleen graduated from New Oxford University at Pelinoriat, Arth. Prior to his graduation, he signed up
for an Interstel sponsorship and so was already involved with the Company. Based on his excellent academic record and the
need for an inexperienced commander (for a "control case"), he was selected as the Captain of the new prototype starship
ISS Intrepid in 4619. Due to the academic calendar, Captain Zarfleen did not finally graduate until the fourth month of
4620 and his ship didn't launch until fifth month, a full five months after the launch of the second fleet.
Weylan McGuin
Weylan McGuin
Species: Human Billet: SciO, ISS Intrepid Gender: Male
Height: 2.0 m Mass: 120 kg Handedness: Right
Birth Date: 7-10-4583 (Age 36; Adult) Initiative: +5
Attack Bonuses - Melee: +5; Ranged: +5 Saves - Fortitude: +5, Reflex: +5, Willpower: +7
HP/NHP: 60 HD/THD/FHD: 55/55/50 SI: 60
Power: 50 Finesse: 50 Physique: 50 Intellect: 75 Acumen: 75 Charm: 75
Dodge: 10
Three-Dimensional
Dexterous Concentration: 25 Knowledge: 30 Perception: 30 Personality: 25
Maneuvers: 25
Maneuvers: 25 Stamina: 10 Cunning: 20 Performance: 25 Leadership: 20
Brawling: 10
Hiding and Recuperation: 15 Resourcefulness: 25 Survival: 20 Diplomacy: 30
Lifting: 15
Seeking: 15
Navigation: Engineering: Communications: Medicine:
Command: 50/150 Science: 250/250
30/200 30/200 30/200 30/200
Biology: 20
Starship
Technology: 40
Vehicle Technology:
Inspire: 10 20 Orientation: 10 Metallurgy: 10 Alpha-Sector Languages: Long-Term Care:
Coordination: 20 Planetology: 45 Vehicle Piloting: 15 Applied Relativity: 10 15
Experience: 15 Astronomy: 20 Evasive 5 Negotiation: 5 Toxicology: 10
Security: 5 Geology: 20 Maneuvers: 5 Synthesize: 15 Gather Information: 15 Primatology: 5
Archaeology: 35
Anthropology: 10
Sensor Use: 20
Meteorology: 20
Traits: Math Expert +20; Allergic (Pollen) -5; Overconfident -5; Obsessed (Research) -10
Equipment: Military Working Uniform, Shoes, Wallet, Debit Chit, Chronometer, Science Officer's Crew Pack - Ship's
Property (Backpack (Wilderness), PDA, Ship-Linked Communicator, Flashlight (Terrain-Proof), Small Battery, Matches,
Canteen, P-Ration, Environmental Scanner, Science Kit). TEC 37; Cash: 9.92 MU.
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
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Notes: Commander McGuin was recruited by Interstel in 4619 and was ultimately selected as the executive officer of ISS
Intrepid by Captain Zarfleen in third-month of 4620 based on his high scientific aptitude.
This character's first name is conjectural; it is never explicitly mentioned in Captain Zarfleen's logs or in any other
canonical materials in the Starflight Universe.
Phenocti
Vok Phenocti
Species: Veloxi Billet: NavO, ISS Intrepid Gender: Male
Height: 1.53 m Mass: 50 kg Handedness: Upper-Right
Birth Date: 28-2-4595 (Age 25; Adult) Initiative: +3
Attack Bonuses - Melee: +9; Ranged: +9 Saves - Fortitude: +6, Reflex: +7, Willpower: +5
HP/NHP: 80 HD/THD/FHD: 57/57/50 SI: 90
Power: 70 Finesse: 70 Physique: 60 Intellect: 50 Acumen: 50 Charm: 50
Dodge: 25
Three-Dimensional
Dexterous Concentration: 20 Knowledge: 25 Perception: 25 Personality: 25
Maneuvers: 30
Maneuvers: 30 Stamina: 25 Cunning: 10 Performance: 15 Leadership: 15
Brawling: 25
Hiding and Recuperation: 15 Resourcefulness: 15 Survival: 10 Diplomacy: 10
Lifting: 15
Seeking: 15
Navigation: Engineering: Communications: Medicine:
Command: 50/150 Science: 30/200
250/250 50/250 0/100 0/100
Astrogation: 40
Orientation: 30
Marksmanship: 20
Ballistics: 20
Battle Tactics: 15 Vehicle Combat Maneuvers: Metallurgy: 5
Coordination: 5 Technology: 10 20 Mechanics: 10
N/A N/A
Experience: 10 Astronomy: 5 Starship Piloting: 35 Jury Rig: 15
Security: 20 Sensor Use: 15 Vehicle Piloting: 25 Damage Control: 20
Stealth: 20
Evasive Maneuvers:
20
Targeting: 20
Traits: Navigational Sense +5; Senses (Sight) +5; Senses (Sound) +5; Overconfident -15.
Equipment: Military Working Uniform, Civilian Casual Outfit, Boots, Pocket Holster, Wallet, Debit Chit, Chronometer,
Class One Phased Beam Laser, Class Two Blade, Navigator's Crew Pack - Ship's Property (Backpack (Wilderness), PDA,
Ship-Linked Communicator, Flashlight (Terrain-Proof), Small Battery, Matches, Canteen, P-Ration, Hand-held Global
Navigation/Triangulation System, Compass). TEC 35; Cash: 0.59 MU.
Notes: Navigator Phenocti was recruited by Interstel in 4619 and was ultimately selected as the flight navigation officer of
ISS Intrepid by Captain Zarfleen in third-month of 4620.
Phenocti is only one of three Veloxi in the Starflight Universe ever to be given a first name.
Vetufixi
Pushti Vetufixi
Species: Veloxi Billet: EngO, ISS Intrepid Gender: Male
Height: 1.6 m Mass: 52.5 kg Handedness: Upper-Right
Birth Date: 24-10-4598 (Age 21; Adult) Initiative: +3
Attack Bonuses - Melee: +6; Ranged: +7 Saves - Fortitude: +7, Reflex: +7, Willpower: +5
HP/NHP: 80 HD/THD/FHD: 57/57/50 SI: 90
Power: 60 Finesse: 70 Physique: 70 Intellect: 50 Acumen: 50 Charm: 50
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
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Dodge: 25
Three-Dimensional
Dexterous Concentration: 25 Knowledge: 15 Perception: 25 Personality: 25
Maneuvers: 15
Maneuvers: 30 Stamina: 30 Cunning: 10 Performance: 15 Leadership: 15
Brawling: 20
Hiding and Recuperation: 15 Resourcefulness: 25 Survival: 10 Diplomacy: 10
Lifting: 25
Seeking: 15
Navigation: Communications: Medicine:
Command: 50/150 Science: 30/200 Engineering: 250/250
50/250 0/100 0/100
Metallurgy: 20
Applied Relativity: 20
Weaponry: 20
Inspire: 20 Vehicle
Orientation: 10 Electromagnetism: 20
Coordination: 15 Technology: 10
Vehicle Piloting: 15 Nuclear Physics: 45 N/A N/A
Experience: 10 Geology: 5
Targeting: 5 Mechanics: 30
Security: 5 Sensor Use: 15
Synthesize: 20
Jury Rig: 35
Damage Control: 40
Traits: Mechanical Sense +5; Math Expert +5; Wealth -5; Luck -5.
Equipment: Military Working Uniform, Shoes, Wallet, Debit Chit, Deluxe Chronometer, Class One Phased Beam Laser,
Engineer's Crew Pack - Ship's Property (Backpack (Wilderness), PDA, Ship-Linked Communicator, Flashlight (Terrain-
Proof), Small Battery, Matches, Canteen, P-Ration, Engineering Toolkit). TEC 33; Cash: 1.55 MU.
Notes: Engineer Vetufixi was recruited by Interstel in 4619 and was ultimately selected as the chief engineering officer of
ISS Intrepid by Captain Zarfleen in third-month of 4620 based on an exceptionally high engineering aptitude (even for a
Veloxi).
Vetufixi is only one of three Veloxi in the Starflight Universe ever to be given a first name.
Falerion
Falerion
Species: Elowan Billet: ComO, ISS Intrepid Gender: Hermaphrodite
Height: 1.5 m Mass: 44 kg Handedness: Left
Birth Date: 6-4-4511 (Age 109; Adult) Initiative: +9
Attack Bonuses - Melee: +2; Ranged: +1 Saves - Fortitude: +2, Reflex: +1, Willpower: +9
HP/NHP: 20 HD/THD/FHD: 49/46/48 SI: 20
Power: 20 Finesse: 10 Physique: 20 Intellect: 80 Acumen: 90 Charm: 80
Three-Dimensional Knowledge: 35 Perception: 30 Personality: 25
Dexterous Concentration: 15
Maneuvers: 15 Cunning: 25 Performance: 35 Leadership: 20
Maneuvers: 10 Recuperation: 5
Lifting: 5 Resourcefulness: 20 Survival: 25 Diplomacy: 35
Navigation: Engineering: Communications: Medicine:
Command: 50/150 Science: 10/150
30/200 10/150 250/250 50/250
Alpha-Sector Languages:
55
Intensive Care:
Inspire: 10 Vehicle Piloting: 15 Jam: 35
10
Coordination: 20 Stealth: 10 Bluff: 30
Anthropology: 10 Damage Control: 10 Pathology: 15
Experience: 15 Evasive Intimidation: 20
Psychology: 20
Security: 5 Maneuvers: 5 Distress: 40
Herbology: 5
Negotiation: 25
Gather Information: 45
Traits: Temper +10; Linguistic Sense +5; Memory +5; Curious -10
Equipment: Military Working Uniform, Shoes, Wallet, Debit Chit, Deluxe Chronometer, Communications Officer's Crew
Pack - Ship's Property (Backpack (Wilderness), PDA, Ship-Linked Communicator, Flashlight (Terrain-Proof), Large Battery
x2, Matches, Canteen, P-Ration, Translator, Distress Beacon). TEC 36; Cash: 13.15 MU.
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
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Notes: Lieutenant Falerion was recruited by Interstel in 4619 and was ultimately selected as communications officer of ISS
Intrepid by Captain Zarfleen in third-month of 4620 based on a strong linguistic sense. Falerion has three vines providing
motor control; two of these vines are located on her right-hand side. She is described as being good at solving any
disagreements amongst the crew and like Doctor Bethamial she objects to abject theft, particularly "grave robbing".
Bethamial
Bethamial
Species: Elowan Billet: MedO, ISS Intrepid Gender: Hermaphrodite
Height: 1.35 m Mass: 40 kg Handedness: Lower-Right
Birth Date: 8-6-4482 (Age 137; Adult) Initiative: +9
Attack Bonuses - Melee: +1; Ranged: +2 Saves - Fortitude: +2, Reflex: +2, Willpower: +8
HP/NHP: 20 HD/THD/FHD: 50/47/48 SI: 20
Power: 10 Finesse: 20 Physique: 20 Intellect: 90 Acumen: 80 Charm: 80
Dexterous
Knowledge: 35 Perception: 35 Personality: 35
Maneuvers: 15 Concentration: 15
Lifting: 10 Cunning: 30 Performance: 25 Leadership: 20
Hiding and Stamina: 5
Resourcefulness: 25 Survival: 20 Diplomacy: 25
Seeking: 5
Command: Navigation: Communications: Medicine:
Science: 10/150 Engineering: 10/150
50/250 30/200 50/250 250/250
Intensive Care:
40
Long-Term Care:
25
Inspire: 10 Orientation: 10 Bluff: 5 Toxicology: 20
Battle Tactics: 5 Vehicle Piloting: 15 Intimidation: 10 Pathology: 35
Sensor Use: 10 Synthesize: 10
Coordination: 15 Evasive Maneuvers: Distress: 15 Psychology: 20
Experience: 20 5 Gather Information: 20 Primatology: 20
Entomology: 20
Herpetology: 20
Herbology: 20
Xenobiology: 30
Traits: Temper +10; Education +10; Nerves +5; Creed (No Harm) -15
Equipment: Military Working Uniform, Shoes, Wallet, Debit Chit, Deluxe Chronometer, Doctor's Crew Pack - Ship's
Property (Backpack (Wilderness), PDA, Ship-Linked Communicator, Flashlight (Terrain-Proof), Small Battery, Matches,
Canteen, P-Ration, Medical Kit). TEC 32; Cash: 9.15 MU.
Notes: Doctor Bethamial was recruited by Interstel in 4619 straight out of medical school and was ultimately selected as
chief medical officer of ISS Intrepid by Captain Zarfleen in third-month of 4620. Bethamial has three vines providing motor
control; two of these vines are located on her right-hand side. She is described as being a storyteller, singer and comic, and
is noted by Captain Zarfleen as being particularly graceful. Like Lieutenant Falerion, she objects to abject theft, particularly
"grave robbing".
There is perhaps no starship in Arth's history as celebrated as a little Intrepid-class craft called Buttershark. Originally
mistakenly named Butterfish, she was one of the ships of the third fleet launched from Starport Outpost One in 4640. Her
crew would ultimately be responsible for eliminating the presence of the Uhl's offspring from the Delta Sector, freeing the
Umanu from mental enslavement, enabling the widespread distribution of Shyneum, and indirectly assuring Arth's success
in the attempted Spemin invasion of 4641. During her travels, Buttershark visited every race of the Delta Sector, visited the
past twice, and became the first Interstel starship equipped with Leghk technology. Her story was chronicled by the ship's
Thrynn communications officer, who for unknown reasons published the tale anonymously. Buttershark was retired after
successfully completing her mission and donated as a museum ship in 4642, her remaining crew going their separate ways.
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
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Phloon De Lux
Phloon De Lux
Species: Human Billet: CO, ISS Buttershark Gender: Male
Height: 1.7 m Mass: 100 kg Handedness: Right
Birth Date: 3-8-4604 (Age 35; Adult) Initiative: +5
Attack Bonuses - Melee: +6; Ranged: +10 Saves - Fortitude: +6, Reflex: +7, Willpower: +8
HP/NHP: 60 HD/THD/FHD: 57/57/50 SI: 95
Power: 37 Finesse: 70 Physique: 60 Intellect: 91 Acumen: 86 Charm: 123
Dodge: 25
Three-Dimensional
Dexterous Concentration: 30 Knowledge: 30 Perception: 35 Personality: 35
Maneuvers: 12
Maneuvers: 15 Stamina: 15 Cunning: 36 Performance: 31 Leadership: 43
Brawling: 20
Hiding and Recuperation: 15 Resourcefulness: 25 Survival: 20 Diplomacy: 45
Lifting: 5
Seeking: 30
Navigation: Engineering: Communications: Medicine:
Command: 130/150 Science: 90/280
100/200 80/170 60/220 100/150
Orientation: 20
Combat
Inspire: 30 Biology: 10
Maneuvers: 20 Mechanics: 15 Bluff: 10 Toxicology: 25
Battle Tactics: 15 Geology: 5
Vehicle Piloting: 25 Synthesize: 10 Intimidation: 5 Pathology: 10
Coordination: 30 Archaeology: 25
Stealth: 5 Jury Rig: 20 Negotiation: 25 Psychology: 45
Experience: 20 Anthropology: 10
Evasive Maneuvers: Damage Control: 35 Gather Information: 20 Primatology: 20
Security: 35 Sensor Use: 40
25
Targeting: 5
Traits: Reputation +5; Luck +5; Greed -5; Tightwad -5
Equipment: Military Working Uniform, Shoes, Duty Holster, Wallet, Debit Chit, Chronometer, Communications Officer's
Pack - Personal (Backpack (Wilderness), PDA, Ship-Linked Communicator, Flashlight (Terrain-Proof), Large Battery x2,
Matches, Canteen, P-Ration, Translator, Distress Beacon), Class Three Phased Beam Laser. TEC 39; Cash 0.08 SP.
Notes: Phloon De Lux was the captain of ISS Buttershark during her tour in the Delta Sector. Originally joining up with
Interstel with the intention of getting a job as a trader, Phloon was offered a starship command due to a personnel shortage
upon enlistment. He is noted for gathering up his initial crew within four hours of his own recruitment. While he did lack
many of the qualities Interstel normally looks for in starship captains, Phloon proved to be a capable leader and an
excellent merchant.
Phloon ultimately died in the final showdown with the Uhl. The stats presented here may be used for any adventure set
during the Delta Sector Campaign (4640).
Slim
Louis "Slim" Mathers
Species: Human Billet: SciO, ISS Buttershark Gender: Male
Height: 1.6 m Mass: 70 kg Handedness: Right
Birth Date: 25-1-4615 (Age 24; Adult) Initiative: +5
Attack Bonuses - Melee: +3; Ranged: +4 Saves - Fortitude: +5, Reflex: +4, Willpower: +4
HP/NHP: 60 HD/THD/FHD: 54/54/50 SI: 60
Power: 33 Finesse: 43 Physique: 57 Intellect: 75 Acumen: 48 Charm: 62
Dodge: 8
Three-Dimensional
Dexterous Concentration: 25 Knowledge: 30 Perception: 23 Personality: 20
Maneuvers: 18
Maneuvers: 20 Stamina: 12 Cunning: 20 Performance: 15 Leadership: 15
Brawling: 5
Hiding and Seeking: Recuperation: 20 Resourcefulness: 25 Survival: 10 Diplomacy: 27
Lifting: 10
15
Navigation: Engineering: Communications: Medicine:
Command: 10/150 Science: 210/210
60/170 90/140 20/210 20/210
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Biology: 20
Starship Technology:
25
Vehicle Technology: Metallurgy: 25
Orientation: 20
20 Applied Relativity: 15 Delta-Sector
Vehicle Piloting: 25 Long-Term Care:
Planetology: 10 Electromagnetism: 5 Languages: 5
Coordination: 10 Stealth: 5 15
Astronomy: 10 Nuclear Physics: 10 Gather Information:
Evasive Maneuvers: Toxicology: 5
Geology: 20 Synthesize: 25 15
10
Archaeology: 30 Quantum Mechanics: 10
Anthropology: 15
Sensor Use: 45
Meteorology: 15
Traits: Education +5; Scientific Sense +5; Nerves -5; Comeliness -5
Equipment: Military Working Uniform, Shoes, Wallet, Debit Chit, Chronometer, Science Officer's Crew Pack - Ship's
(Backpack (Wilderness), PDA, Ship-Linked Communicator, Flashlight (Terrain-Proof), Small Battery, Matches, Canteen, P-
Ration, Environmental Scanner, Science Kit). TEC 37; Cash 3.92 SP.
Notes: Louis Mathers (known by his shipmates as "Slim") was recruited as the science officer aboard ISS Butterfish by
Phloon De Lux. It's not known whether or not Slim was aware that accepting the post of science officer on board an
Interstel starship also made him the executive officer. Slim was described by the ship's communications officer as being “a
pasty-white Human wearing shop glasses” with a “slide-rule” personality; a quintessential scientist. As the ship's science
officer, Slim was responsible for gathering the information that ultimately lead to all of Butterfish's colonial
recommendations.
Slim ultimately died in the final showdown with the Uhl. The stats presented here may be used for any adventure set
during the Delta Sector Campaign (4640).
Ptexok
Ptexok
Species: Veloxi Billet: CEO, Ptexaco Fuel Company Gender: Male
Height: 1.45 m Mass: 47.5 kg Handedness: Lower Right
Birth Date: 16-7-4614 (Age 28; Adult) Initiative: +3
Attack Bonuses - Melee: +12; Ranged: +14 Saves - Fortitude: +6, Reflex: +9, Willpower: +6
HP/NHP: 80 HD/THD/FHD: 59/59/50 SI: 115
Power: 70 Finesse: 90 Physique: 63 Intellect: 74 Acumen: 64 Charm: 58
Dodge: 25
Three-Dimensional
Dexterous Concentration: 20 Knowledge: 30 Perception: 35 Personality: 25
Maneuvers: 30
Maneuvers: 45 Stamina: 28 Cunning: 24 Performance: 20 Leadership: 23
Brawling: 25
Hiding and Seeking: Recuperation: 15 Resourcefulness: 20 Survival: 9 Diplomacy: 10
Lifting: 15
20
Navigation: Engineering: Communications: Medicine:
Command: 140/150 Science: 90/150
270/270 110/220 50/90 10/90
Astrogation: 35
Orientation: 25
Marksmanship: 10
Ballistics: 10 Metallurgy: 10
Starship
Inspire: 20 Combat Maneuvers: Weaponry: 5
Technology: 20 Bluff: 15
Battle Tactics: 25 35 Mechanics: 25
Astronomy: 15 Negotiation: 20 Intensive Care:
Coordination: 15 Starship Piloting: Synthesize: 5
Geology: 10 Gather Information: 10
Experience: 30 45 Jury Rig: 20
Anthropology: 15 15
Security: 50 Vehicle Piloting: 25 Damage Control:
Sensor Use: 30
Stealth: 10 45
Evasive Maneuvers:
35
Targeting: 30
Traits: Navigational Sense +5; Senses (Sound) +5; Senses (Sight) +5; Wealth +5; Overconfident -10; Impulsive -5; Greed -
5
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Equipment: Military Working Uniform, Civilian Dress Outfit, Civilian Casual Outfit, Boots, Pocket Holster, Wallet, Debit
Chit, Chronometer, Briefcase, Navigator's Crew Pack - Personal (Backpack (Wilderness), PDA, Ship-Linked Communicator,
Flashlight (Terrain-Proof), Small Battery, Matches, Canteen, P-Ration, Hand-held Global Navigation/Triangulation System,
Compass), PDA w/ Office Application Software, Short-Range Communicator, Class Three Phased Beam Laser. TEC 36;
Cash 4.60 SP.
Notes: Ptexok was one of two Veloxi recruited by Captain Phloon De Lux to serve aboard Butterfish and was the first officer
aboard the ship to receive full training. Like most navigators, Ptexok performed most of the actual work involved in the
ship's explorations of the Delta Sector. After surviving the final encounter with the Uhl, Ptexok saw the opportunity to
take advantage of the new fuel trade that was about to hit the galaxy and founded the Ptexaco Fuel Company. Today, this
company dominates the galactic Shyneum market.
These stats as presented here represent the character in the years since 4640, after he's become a very successful business
executive and company owner.
Rrexolixi
Rrexolixi
Billet: Acolyte, 34th Temple of Thdok-
Species: Veloxi Gender: Male
Bryg-Ahhh
Height: 1.61 m Mass: 52.5 kg Handedness: Upper Right
Birth Date: 27-5-4615 (Age 27; Adult) Initiative: +3
Attack Bonuses - Melee: +3; Ranged: +7 Saves - Fortitude: +7, Reflex: +7, Willpower: +9
HP/NHP: 80 HD/THD/FHD: 57/57/50 SI: 80
Power: 37 Finesse: 72 Physique: 76 Intellect: 74 Acumen: 40 Charm: 49
Dodge: 20
Three-Dimensional
Dexterous Concentration: 25 Knowledge: 34 Perception: 25 Personality: 20
Maneuvers: 5
Maneuvers: 37 Stamina: 31 Cunning: 10 Performance: 10 Leadership: 15
Brawling: 12
Hiding and Recuperation: 20 Resourcefulness: 30 Survival: 5 Diplomacy: 14
Lifting: 20
Seeking: 15
Navigation: Communications: Medicine:
Command: 30/150 Science: 30/220 Engineering: 280/250
20/290 40/100 50/100
Metallurgy: 15
Applied Relativity: 15
Weaponry: 15
Electromagnetism: 15 Long-Term
Inspire: 15 Biology: 5 Nuclear Physics: 50 Bluff: 5 Care: 20
Orientation: 10
Coordination: 10 Geology: 15 Mechanics: 25 Distress: 15 Toxicology: 15
Vehicle Piloting: 10
Experience: 5 Sensor Use: 10 Synthesize: 35 Gather Information: 20 Pathology: 5
Jury Rig: 30 Psychology: 10
Damage Control: 55
Quantum Mechanics:
25
Traits: Education +10; Discipline +5; Luck -5; Wealth -5; Creed (Thdok-Bryg-Ahhh) -5
Equipment: Military Working Uniform, Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. TEC
1; Cash 9.90 SP.
Notes: Rrexolixi was one of two Veloxi recruited by Captain Phloon De Lux to serve aboard Butterfish. Rrexolixi is not
mentioned much in the Buttershark's story; his initial suggestion of mining as a source of revenue for the ship demonstrated
his unfamiliarity with the economics of the Delta Sector early in Butterfish's mission. There is no mention of the ship ever
receiving any actual damage; for the most part Rrexolixi's major contribution to the mission was in renaming the ship
Buttershark after the ship was outfitted with top grade equipment. A quiet Veloxi with a deep spiritual side, Rrexolixi went
off to study theology with the Tandelou after surviving the final encounter with the Uhl.
These stats as presented here represent the character in the years since 4640, after he's become a student of the followers of
Thdok-Bryg-Ahhh.
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Cionia
Cionia
Species: Elowan Billet: MedO, ISS Buttershark Gender: Hermaphrodite
Height: 1.5 m Mass: 45 kg Handedness: Lower Left
Birth Date: 17-10-4512 (Age 127; Adult) Initiative: +9
Attack Bonuses - Melee: +0; Ranged: +2 Saves - Fortitude: +1, Reflex: +2, Willpower: +8
HP/NHP: 20 HD/THD/FHD: 50/47/48 SI: 20
Power: 6 Finesse: 29 Physique: 14 Intellect: 109 Acumen: 88 Charm: 66
Dodge: 4
Dexterous Knowledge: 44 Perception: 35 Personality: 30
Concentration: 10
Lifting: 6 Maneuvers: 15 Cunning: 35 Performance: 30 Leadership: 15
Stamina: 4
Hiding and Seeking: Resourcefulness: 30 Survival: 23 Diplomacy: 21
10
Command: Communications: Medicine:
Science: 95/90 Navigation: 90/140 Engineering: 0/160
0/150 90/220 250/270
Intensive Care:
45
Alpha-Sector Languages: Long-Term Care:
Orientation: 25 5 30
Biology: 25
Marksmanship: 5 Delta-Sector Languages: Toxicology: 20
Geology: 15
Vehicle Piloting: 30 10 Pathology: 40
N/A Archaeology: 5 N/A
Stealth: 10 Bluff: 10 Psychology: 20
Anthropology: 20
Evasive Maneuvers: Intimidation: 10 Primatology: 20
Sensor Use: 30
20 Distress: 25 Entomology: 20
Gather Information: 30 Herpetology: 20
Herbology: 30
Xenobiology: 5
Traits: Temper +10; Empathic Sense +10; Honest -10; Overconfident -10
Equipment: Military Working Uniform, Shoes, Wallet, Debit Chit, Deluxe Chronometer, Doctor's Crew Pack - Ship's
Property (Backpack (Wilderness), PDA, Ship-Linked Communicator, Flashlight (Terrain-Proof), Small Battery, Matches,
Canteen, P-Ration, Medical Kit). TEC 33; Cash 13.15 SP.
Notes: Cionia was the only Elowan ever to serve aboard Butterfish and was one of Phloon De Lux's initial recruits for the
ship. She wasn't with Butterfish for very long; after the ship had spent some time in Dweenle territory, the Dweenle offered
to exchange officers. Captain De Lux agreed, thinking perhaps a Dweenle crewmember would help them gather
information or better prices from the pathetic little beings. None of the ship's officers (including Cionia) volunteered;
ultimately the communications officer volunteered Cionia, who was transferred over to the Dweenle ship before she could
protest. Cionia's ultimate fate is unknown; she either somehow made it back to society, is still living with the Dweenle, or
ultimately died from severe depression.
The stats presented here represent Cionia's last known level of training and may be used for any adventure set during or
after the Delta Sector Campaign (4640).
Prutzoop
Prutzoop
Species: Dweenle Billet: MedO, ISS Buttershark Gender: Male
Height: 0.9 m Mass: 9 kg Handedness: Left
Birth Date: 5-9-4628 (Age 11; Adult) Initiative: +7
Attack Bonuses - Melee: +3; Ranged: +3 Saves - Fortitude: +3, Reflex: +3, Willpower: +1
HP/NHP: 40 HD/THD/FHD: 54/48/51 SI: 40
Power: 35 Finesse: 35 Physique: 30 Intellect: 15 Acumen: 12 Charm: 10
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Dodge: 5
Three-Dimensional Dexterous Concentration: 15 Perception: 5
Knowledge: 10 Leadership: 5
Maneuvers: 20 Maneuvers: 10 Stamina: 5 Performance: 5
Cunning: 5 Diplomacy: 5
Lifting: 15 Hiding and Recuperation: 10 Survival: 2
Seeking: 20
Navigation: Engineering: Communications: Medicine:
Command: 40/150 Science: 40/120
40/120 20/80 50/250 220/220
Intensive Care:
50
Delta-Sector Languages:
Orientation: 15 Long-Term Care:
Biology: 15 Nuclear Physics: 10
Coordination: 20 Vehicle Piloting: 5 35
Anthropology: 5 5 Bluff: 5
Experience: 20 Evasive Maneuvers: Toxicology: 30
Sensor Use: 20 Synthesize: 15 Distress: 15
25 Pathology: 45
Gather Information: 20
Psychology: 20
Xenobiology: 40
Traits: Reputation -5; Nerves -10; Memory +15
Equipment: Military Working Uniform, Shoes, Wallet, Debit Chit, Deluxe Chronometer, Doctor's Crew Pack - Ship's
Property (Backpack (Wilderness), PDA, Ship-Linked Communicator, Flashlight (Terrain-Proof), Small Battery, Matches,
Canteen, P-Ration, Medical Kit). TEC 33; Cash 30.15 SP.
Notes: Prutzoop was one of the first Dweenle exchange officers to serve aboard an Interstel starship (and if the lobby of the
crews who served with Dweenle officers is successful, he'll be one of the last ones too). Exchanged for Butterfish's Doctor
Cionia, Prutzoop served aboard Butterfish for a number of weeks and was present for the ship's re-christening. He was
ultimately exchanged to the G'Nunk for Doctor Grrg'ah. His present status is unknown (though knowing the G'Nunk
attitude towards the Dweenle, it’s likely he didn't survive for very long among them). According to Buttershark's
communications officer, Prutzoop did little more than whine the entire time he was aboard.
The stats presented here are for a trained Dweenle physician and may be used for any adventure set during or after the
Delta Sector Campaign (4640).
Grrg'ah
Grrg'ah
Species: G'Nunk (Humanoid) Billet: MedO, ISS Buttershark Gender: Female
Height: 2.98 m Mass: 288 kg Handedness: Right
Birth Date: 7-5-4634 (Age 55 months; Adult) Initiative: +1
Attack Bonuses - Melee: +9; Ranged: +12 Saves - Fortitude: +8, Reflex: +9, Willpower: +6
HP/NHP: 100 HD/THD/FHD: 52/58/42 SI: 120
Power: 61 Finesse: 96 Physique: 88 Intellect: 80 Acumen: 65 Charm: 40
Dodge: 25
Three-Dimensional
Dexterous Concentration: 35 Knowledge: 35 Perception: 30 Personality: 20
Maneuvers: 20
Maneuvers: 40 Stamina: 30 Cunning: 25 Performance: 15 Leadership: 5
Brawling: 15
Hiding and Recuperation: 23 Resourcefulness: 20 Survival: 20 Diplomacy: 15
Lifting: 26
Seeking: 31
Engineering: Communications: Medicine:
Command: 90/150 Science: 85/100 Navigation: 80/220
60/100 60/50 90/90
Intensive Care:
Orientation: 20
Inspire: 5 Biology: 25 Nuclear Physics: 20 30
Marksmanship: 15 Bluff: 10
Battle Tactics: 25 Geology: 10 Mechanics: 10 Long-Term Care:
Vehicle Piloting: 20 Intimidation: 20
Coordination: 10 Archaeology: 5 Synthesize: 25 10
Stealth: 10 Distress: 5
Experience: 20 Anthropology: 15 Quantum Toxicology: 5
Evasive Maneuvers: Gather Information: 25
Security: 30 Sensor Use: 30 Mechanics: 5 Pathology: 25
15
Xenobiology: 20
Traits: Empathic Sense +20; Intolerant (Weakness) -10; Honest -5; Addiction (Sadism) -5
Equipment: Military Working Uniform, Shoes, Wallet, Debit Chit, Deluxe Chronometer, Doctor's Crew Pack - Ship's
Property (Backpack (Wilderness), PDA, Ship-Linked Communicator, Flashlight (Terrain-Proof), Small Battery, Matches,
Canteen, P-Ration, Medical Kit), Satchel, First-Aid Kit, Bullet Belt, Slice-O-Matic. TEC 45; Cash 2.24 SP.
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Notes: Grrg'ah was the third and final ship's doctor to serve aboard ISS Buttershark. She also has the distinction of being the
only humanoid G'Nunk to ever serve aboard an Interstel starship (all other G'Nunk officers were invariably of the worm-
variety). For a G'Nunk, Grrg'ah was remarkably laid back, staying with the ship after repeated non-hostile encounters with
other races (the hinted burgeoning romantic relationship she ultimately developed with the ship's communications officer
may have had a lot to do with this). Grrg'ah came aboard Buttershark with an old-fashioned doctor's bag containing a copy
of the G'Nunk Warship Manual, a bullet belt (which she described as "G'Nunk anesthetic") and her "Slice-O-Matic", a
cylindrical device that looked like "it could cut anything from toenails to fusion pipes". After surviving the final battle with
the Uhl, Grrg'ah ran off with the ship's communications officer, ostensibly to conquer the universe. Their current
whereabouts are unknown.
The stats presented here may be used for any trained humanoid G'Nunk physician. The Slice-O-Matic may be represented
by adding the cost of a Multi-Tool with twice the cost of a Class Five Blade; it functions as a Blade in combat and causes
double the amount of damage of a Class Five Blade.
As important as the individual starship crews are to Interstel Corporation, the Company does have an administrative
division charged with running its business affairs and to make decisions (most of which are considered asinine by the
individual starship crews). Of all the people in Interstel's administration, two individuals stand out as noteworthy:
Terrence Willwater and Phexipotex, the Director and Vice-Director of Starport Central (respectively). These beings are
perhaps best known for giving starship crews their initial briefings and overall mission goals, and for serving as the official
voice of the Company's Board of Directors.
The characters as presented here represent their status around 4620, around the time of the launch of the second fleet
(Starflight One). GMs are welcome to adjust their stats as necessary for their adventures, making them older or younger as
necessary.
Phexipotex
Phexipotex
Species: Veloxi Billet: Vice-Director, Starport Central Gender: Male
Height: 1.61 m Mass: 58.5 kg Handedness: Upper Right
Birth Date: 23-9-4576 (Age 43; Middle Age) Initiative: +3
Attack Bonuses - Melee: +10; Ranged: +12 Saves - Fortitude: +5, Reflex: +9, Willpower: +6
HP/NHP: 80 HD/THD/FHD: 59/59/50 SI: 90
Power: 74 Finesse: 90 Physique: 53 Intellect: 79 Acumen: 60 Charm: 102
Dodge: 40
Three-Dimensional
Dexterous Concentration: 25 Knowledge: 35 Perception: 30 Personality: 25
Maneuvers: 34
Maneuvers: 20 Stamina: 8 Cunning: 25 Performance: 20 Leadership: 32
Brawling: 25
Hiding and Recuperation: 20 Resourcefulness: 19 Survival: 10 Diplomacy: 45
Lifting: 15
Seeking: 30
Navigation: Engineering: Communications: Medicine:
Command: 170/150 Science: 100/200
90/260 90/230 100/90 70/70
Astrogation: 15 Alpha-Sector Languages:
Vehicle Technology:
Orientation: 5 10
5 Weaponry: 5 Intensive Care:
Inspire: 35 Ballistics: 5 Delta-Sector Languages:
Planetology: 5 Mechanics: 25 5
Battle Tactics: 20 Starship Piloting: 10
Geology: 5 Synthesize: 10 Toxicology: 10
Coordination: 60 20 Xenolinguistics: 5
Archaeology: 10 Jury Rig: 30 Pathology: 20
Experience: 25 Vehicle Piloting: 20 Bluff: 30
Anthropology: 15 Damage Control: Psychology: 20
Security: 30 Stealth: 10 Intimidation: 5
Sensor Use: 40 20 Entomology: 15
Evasive Maneuvers: Negotiation: 20
Meteorology: 20.
15 Gather Information: 20
Traits: Reputation +5; Education +5; Contacts +5; Luck -5; Allergic (Pollen) -10
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer, Ankle Holster, PDA, Short
Range Communicator, Class One Phased Beam Laser. TEC 8; Cash 0.5 MU.
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Notes: A fixture in Interstel almost since the Company's founding, Phexipotex has proven himself to be a capable and
popular leader. His initial connection to Interstel was through his father Ptnpotex, who himself was one of the Company’s
original financial backers. Ptnpotex arranged for Phexipotex to assume a clerical position within the new company upon
emerging from his adolescent cocoon. Though initially reluctant to take the job, Phexipotex eventually performed his
duties with gusto and quickly climbed through the ranks of Interstel's administration. By 4615, Phexipotex had achieved
the rank of Vice-Director within the Company and had become the head administrator of Starport Central. Later, when
Interstel constructed Outpost One, Phexipotex was promoted to the rank of Director and assumed the head administrator
position of the new outpost in light of his many years of excellent performance as an administrator. Phexipotex is perhaps
best known to Interstel crews as the official voice of the Company's administration; it was he that gave the formal
briefings to the first three Interstel fleets.
Terrence Willwater
Terrence Willwater
Species: Human Billet: Director, Starport Central Gender: Male
Height: 1.8 m Mass: 100 kg Handedness: Right
Birth Date: 23-3-4550 (Age 69; Old Age) Initiative: +5
Attack Bonuses - Melee: +10; Ranged: +14 Saves - Fortitude: -2, Reflex: +9, Willpower: +12
HP/NHP: 60 HD/THD/FHD: 59/59/50 SI: 70
Power: 54 Finesse: 97 Physique: 34 Intellect: 133 Acumen: 124 Charm: 165
Dodge: 35
Three-Dimensional
Dexterous Knowledge: 55 Perception: 74 Personality: 30
Maneuvers: 35
Maneuvers: 25 Concentration: 34 Cunning: 55 Performance: 35 Leadership: 65
Brawling: 9
Hiding and Resourcefulness: 23 Survival: 15 Diplomacy: 70
Lifting: 10
Seeking: 37
Navigation: Engineering: Communications: Medicine:
Command: 200/150 Science: 145/290
190/180 190/150 190/230 175/140
Alpha-Sector Languages:
Orientation: 55
10 Intensive Care:
Vehicle Technology: Ballistics: 5
Inspire: 45 Metallurgy: 5 Delta-Sector Languages: 15
10 Starship Piloting:
Battle Tactics: 10 Mechanics: 50 10 Long-Term
Archaeology: 10 20
Coordination: 60 Synthesize: 25 Bluff: 45 Care: 5
Anthropology: 50 Vehicle Piloting: 70
Experience: 30 Jury Rig: 55 Intimidation: 15 Toxicology: 30
Sensor Use: 45 Stealth: 10
Security: 55 Damage Control: 55 Distress: 5 Pathology: 75
Meteorology: 30 Evasive Maneuvers:
Negotiation: 65 Psychology: 50
30
Gather Information: 40
Traits: Wealth +20; Contacts +15; Health -5; Tightwad -5; Addicted (Stimulants) -5
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer, Ankle Holster, Class One
Phased Beam Laser, PDA w/ Anti-Virus and Office Software Packages, Short Range Communicator, Briefcase, Mechanical
Pencil, Journalist's Notepad. TEC 10; Cash 2.29 MU.
Notes: Terrence Geoffrey Willwater is a well known financier and philanthropist and held the position of Director of
Interstel up until his retirement in 4636, acting as the company's CEO from its founding until 4617. He was a well-known
takeover operator and corporate raider during the 4580s; his takeovers put many independent Endurium mining
corporations out of business. The son of a mineral landsman, Willwater began developing his business savvy during his
childhood, when he operated a small media server (which continued operation as his business empire grew; his system is
now the heart of the Starport Operations Notices boards). After receiving a degree in business, Willwater founded Wilcorp,
an Endurium mining corporation. By the age of 35, Willwater made his first major corporate acquisition and continued
acquiring many other small-time mining companies. In the early 4590s, Wilcorp was the largest Endurium mining
corporation on the surface of Arth and was one of seven companies that ultimately merged together to form Interstel
Corporation, with Willwater at its helm. Willwater remained an active voice in the corporation after giving up the CEO
position to Leigh V. Malone in 4617, staying on as Director and head administrator of Starport Central. During his long
service to the Company, Willwater has garnered a reputation as a philanthropist, giving generous monetary support to his
alma mater and several other humanitarian organizations.
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Xenon and Borno
Anyone familiar with the original games can remember a series of messages at Starport's Operations office sent back and
forth between "Xenon" and "Borno", involving money owed by Xenon to Borno and Xenon's attempts to keep from paying
it. While there isn't a whole lot of information to go off of for either character aside from those exchanges, it doesn't seem
fair to leave them out of SFRPG completely. This section presents a conjecture about these two characters; players are
welcome to incorporate them as is or they can attempt to make their own versions.
Xenon
Xinoktzi ("Xenon")
Billet: Self-Employed, Purveyor of Rare
Species: Veloxi Gender: Male
and Valuable Items
Height: 1.61 m Mass: 52.5 kg Handedness: Upper Left
Birth Date: 4-4-4585 (Age 34; Adult) Initiative: +3
Attack Bonuses - Melee: +6; Ranged: +11 Saves - Fortitude: +7, Reflex: +9, Willpower: +5
HP/NHP: 80 HD/THD/FHD: 59/59/50 SI: 115
Power: 41 Finesse: 96 Physique: 71 Intellect: 94 Acumen: 50 Charm: 70
Dodge: 25
Three-Dimensional
Dexterous Concentration: 30 Knowledge: 30 Perception: 25 Personality: 30
Maneuvers: 15
Maneuvers: 31 Stamina: 16 Cunning: 39 Performance: 15 Leadership: 15
Brawling: 20
Hiding and Recuperation: 25 Resourcefulness: 25 Survival: 10 Diplomacy: 25
Lifting: 6
Seeking: 40
Navigation: Communications: Medicine:
Command: 90/150 Science: 90/210 Engineering: 80/260
100/260 80/100 80/40
Astrogation: 10
Intensive Care:
Orientation: 5
Inspire: 5 Biology: 5 Metallurgy: 5 Bluff: 15 5
Starship Piloting: 10
Battle Tactics: 10 Archaeology: 25 Mechanics: 10 Intimidation: 10 Toxicology: 20
Vehicle Piloting: 10
Coordination: 30 Anthropology: 10 Synthesize: 30 Distress: 5 Pathology: 10
Stealth: 30
Experience: 20 Sensor Use: 30 Jury Rig: 15 Negotiation: 30 Psychology: 30
Evasive Maneuvers:
Security: 25 Meteorology: 20 Damage Control: 20 Gather Information: 20 Primatology: 5
25
Entomology: 10
Targeting: 10
Traits: Luck +15; Math Expert +10; Greed -5; Tightwad -10
Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer, Starfaring Age Wilderness Pack
One - Personal (Backpack (Wilderness), Hip Pack, Bedroll, Flashlight (Domestic), Small Battery, Matches, Canteen, P-
Ration, Mess Kit, Weapon Cleaning/Repair Kit, Multi-Tool, Purification Tablets), Ankle Holster, Class Three Dazzler. TEC
41; Cash 0.17 MU.
Notes: Xenon's real name is Xinoktzi, a self-employed purveyor of rare and valuable items, which is a job he's been at for
quite some time now. Legally he's a pawnbroker but in truth he acts as a fence for more valuable or stolen merchandise of
any type. He's used the Starport Operations Notices board to contact his clients for many years; it's unknown if he thinks
the line is secure (i.e. only he and his clients can see the messages) or if he knows it isn't but still uses it anyway. It has
been suggested that Xenon is on Interstel's payroll but that has never been corroborated; all attempts to trace the Xenon
source address to date have failed. It is known that he pawned off an extremely rare and valuable item from one of Borno's
jobs sometime around 4620; the details are fuzzy but what is known is that Borno never collected the money due.
The stats presented here represent Xenon sometime around 4620, before he "goes relativistic."
Borno
Samantha Ripley ("Borno")
Species: Human Billet: Mercenary Gender: Female
Height: 1.7 m Mass: 50 kg Handedness: Left
Birth Date: 11-7-4580 (Age 39; Adult) Initiative: +5
Attack Bonuses - Melee: +8; Ranged: +11 Saves - Fortitude: +7, Reflex: +8, Willpower: +10
HP/NHP: 60 HD/THD/FHD: 55/55/47 SI: 145
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_________________________________________________________________________
Power: 54 Finesse: 84 Physique: 70 Intellect: 79 Acumen: 101 Charm: 57
Dodge: 20
Three-Dimensional
Dexterous Concentration: 25 Knowledge: 20 Perception: 35 Personality: 25
Maneuvers: 19
Maneuvers: 35 Stamina: 30 Cunning: 25 Performance: 26 Leadership: 12
Brawling: 25
Hiding and Recuperation: 15 Resourcefulness: 34 Survival: 40 Diplomacy: 20
Lifting: 10
Seeking: 29
Navigation: Engineering: Communications: Medicine:
Command: 100/150 Science: 130/240
125/150 120/140 140/150 100/210
Marksmanship: 15
Biology: 5
Ballistics: 15
Starship Weaponry: 25 Alpha-Sector Languages: Intensive Care:
Combat Maneuvers:
Inspire: 10 Technology: 10 Mechanics: 30 10 30
25
Battle Tactics: 25 Vehicle Technology: Synthesize: 10 Jam: 30 Toxicology: 25
Starship Piloting: 15
Coordination: 15 5 Jury Rig: 35 Bluff: 20 Pathology: 20
Vehicle Piloting: 20
Experience: 20 Planetology: 30 Damage Control: 15 Intimidation: 40 Psychology: 15
Stealth: 20
Security: 30 Astronomy: 25 Quantum Negotiation: 15 Primatology: 5
Evasive Maneuvers:
Anthropology: 20 Mechanics: 5 Gather Information: 25 Entomology: 5
10
Sensor Use: 35
Targeting: 5
Traits: Reputation +5; Quick Draw +5; Nerves +5; Greed -15
Equipment: Military Working Uniform, Boots, Hip Holster, Wallet, Debit Chit, Deluxe Chronometer, Starfaring Age
Wilderness Pack Three - Personal (Backpack (Wilderness), Hip Pack, Bedroll, Flashlight (Domestic), Small Battery, Matches,
Canteen, P-Ration, Backpack Tent, Rope, Lockpick Kit (Mechanical), Multi-Tool), Class Three Pulse Repeater Laser, Class
One Ballistic Plating. TEC 51; Cash 1.92 MU.
Notes: Borno's true name is Samantha Ripley, a young woman who has made quite a name for herself as a soldier-for-hire
(a mercenary) on Arth. While she prefers to operate as a freelance bounty hunter for whoever can afford her services, she
isn't picky about the kind of work that comes her way, even going so far as to commit acts of outright theft on occasion. It
is known that she has used the pawnbroker Xenon as a fence for her more illicit operations, the latter having managed to
hack his way into the Starport Operations Notices system to create Borno her own message account. Around 4620, Borno
was involved in the theft of an extremely rare and valuable object. As usual, she turned to Xenon to exchange the item for
money. For unknown reasons, Xenon has never paid her what she was owed (something which may or may not turn out
well for the pawnbroker).
Non-Canonical Characters
This final section of the Who's Who has been devoted to characters that have made it into the Starflight Universe but are
not part of Starflight's "canon". These include some of the more memorable characters that have appeared at the Interstel
Comm Center over the years in pieces of fan fiction. For more on the stories of these characters, check out the ICC boards
at http://icc.starflight3.org.
Dennis Orr
submitted by NCCAD
Dennis Orr
Species: Human Billet: Interstel Starship Captain (Retired) Gender: Male
Height: 1.74 m Weight: 83 kg Handedness: Right
Birth Date: 5-4-4596 (Age 46; Middle Aged) HP/NHP: 60/60
SI: 115 HD/THD/FHD: 57/57/50 Initiative: +5
Attack Bonuses - Melee: +8; Ranged: +9 Saves - Fortitude: +5, Reflex: +12, Willpower: +34
Power: 60 Finesse: 70 Physique: 52 Intellect: 92 Acumen: 95 Charm: 82
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Dodge: 30
Three-Dimensional
Dexterous Concentration: 20 Knowledge: 37 Perception: 40 Personality: 30
Maneuvers: 20
Maneuvers: 35 Stamina: 20 Cunning: 20 Performance: 30 Leadership: 30
Brawling: 30
Hiding and Recuperation: 12 Resourcefulness: 35 Survival: 25 Diplomacy: 22
Lifting: 10
Seeking: 5
Navigation: Engineering: Communications: Medicine:
Command: 150/150 Science: 70/260
200/210 40/220 150/160 90/150
Marksmanship: 20
Starship Ballistics: 20
Inspire: 60
Technology: 20 Combat Maneuvers: Bluff: 30 Intensive Care:
Battle Tactics: 20 Weaponry: 10
Vehicle 30 Intimidation: 60 10
Coordination: 25 Mechanics: 20
Technology: 20 Starship Piloting: 50 Negotiation: 50 Toxicology: 40
Experience: 25 Damage Control: 10
Sensor Use: 10 Vehicle Piloting: 50 Gather Information: 10 Pathology: 40
Security: 20
Meteorology: 20 Evasive Maneuvers:
30
Traits: Nerves +10; Reflexes +5; Discipline +25; Navigational Sense +10; Addicted (Tobacco) -5; Impulsive -2; Obsessed
(Figuring Out What Happened To Him) -10; Comeliness -2; Reputation -20.
Equipment: Civilian Street Casual Outfit, Boots, Coat, Shoulder Holster, Satchel, Wallet, Debit Chit, PDA, Short Range
Communicator, Medium Battery x2, Class Three Slugthrower, Bullet Magazines x2. TEC 14; Cash 19.86 MU.
Notes: Previously the back-up Navigator on one of the ships of the second fleet, Orr was given his own ship in the first
month of 4639, which launched as part of Interstel's third fleet. Until fourth month of 4640, he served as the commanding
officer of ISS Star Sapphire. He left that post voluntarily after a mysterious incident that resulted in a blastopod being
detonated on the Earth continent of Australia. Officially, he is currently retired and leading a private life on Arth. Orr is
laconic, realistic, somewhat blunt (though fair-minded) and cool-headed. He is not exceptionally curious regarding things
out of his fields of interest. Somewhat restless, he needs to be engaged in something that he finds worthy or important. Orr
has exceptionally blue eyes.
Henry Morgan
submitted by PBDoughboyy
Henry Morgan
Species: Human Billet: Former CO, ISS Bumbler Gender: Male
Height: 1.8 m Weight: 100 kg Handedness: Right
Birth Date: 1-6-4596 (Age 23; Adult) Initiative: +5
Attack Bonuses - Melee: +8; Ranged: +10 Saves - Fortitude: +8, Reflex: +7, Willpower: +10
Power: 55 Finesse: 70 Physique: 80 Intellect: 85 Acumen: 100 Charm: 110
Dodge: 25
Three-Dimensional
Dexterous Concentration: 40 Knowledge: 20 Perception: 45 Personality: 30
Maneuvers: 15
Maneuvers: 30 Stamina: 20 Cunning: 40 Performance: 35 Leadership: 40
Brawling: 30
Hiding and Recuperation: 20 Resourcefulness: 25 Survival: 20 Diplomacy: 40
Lifting: 10
Seeking: 15
Navigation: Engineering: Communications: Medicine:
Command: 140/150 Science: 120/250
110/200 75/200 60/200 90/200
Orientation: 5
Biology: 10 Applied Relativity: 5 Intensive Care:
Combat
Inspire: 40 Starship Nuclear Physics: 10 10
Maneuvers: 30
Battle Tactics: 20 Technology: 5 Mechanics: 15 Bluff: 20 Long-Term
Vehicle Piloting: 10
Coordination: 40 Archaeology: 15 Jury Rig: 15 Negotiation: 20 Care: 5
Stealth: 5
Experience: 10 Anthropology: 35 Damage Control: 20 Gather Information: 20 Toxicology: 35
Evasive
Security: 30 Sensor Use: 45 Quantum Pathology: 5
Maneuvers: 30
Meteorology: 10 Mechanics: 10 Psychology: 35
Targeting: 30
Traits: Senses (Sight) +5, Comeliness +15, Insane -15, Lecherous -5
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Equipment: Military Dress Uniform Outfit, Military Service Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit
Chit, Deluxe Chronometer, Starfaring Age Wilderness Pack Two – Personal (Backpack (Wilderness), Hip Pack, Bedroll,
Flashlight (Domestic), Small Battery, Matches, Canteen, P-Ration, Toiletry Kit, Mechanical Pencil, Journalist's Notepad,
Multi-Tool). TEC 35; Cash 4.41 MU.
Notes: Captain Morgan was a promising young starship captain recruited by Interstel in 4639 (even though he was known
to be a bit of a womanizer at the time). In 4640, his ship (ISS Bumbler) launched as part of the third fleet. After that time,
Morgan began exhibiting increasingly odd and disturbing behavior, sometimes appearing on the bridge of his ship with
wooden casks and dressed in a red tunic and hat with a bluish cape. The details of these occurrences are very fuzzy and it's
been suggested that shortly afterwards the entire crew entered into an extended state of inebriation. Things came to a head
around third month 4640, when his crew departed Starport Outpost One ostensibly to report on weather systems for
someone or something called "Zharous" (the exact identity of this alleged being has never been satisfactorily ascertained).
The mission ultimately resulted in the death of most of his crew from repeated lightning hits and his removal from
Interstel to the New Arkham Psychiatric Hospital on Arth. It's still not known whether his apparent psychotic break was
due to the stress of starship command or due to depression from the non-fulfillment of his lifelong dream to own and
operate his own brewery.
Sumiss
submitted by NCCAD
Hirys Sumiss
Billet: Used Spacecraft Salesman (4640-
Species: Thrynn present); Gender: Male
Host of "Sssunrise with Sumiss" (-4639)
Height: 1.65 m Weight: 84 kg Handedness: Left
Birth Date: 23-7-4605 (Age 35; Old Age) Initiative: +5
Attack Bonuses - Melee: +3; Ranged: +3 Saves - Fortitude: +3, Reflex: +3, Willpower: +8
HP/NHP: 60 HD/THD/FHD: 54/54/50 SI: 60
Power: 34 Finesse: 39 Physique: 38 Intellect: 79 Acumen: 86 Charm: 65
Dodge: 15
Three-Dimensional
Dexterous Concentration: 18 Knowledge: 23 Perception: 30 Personality: 35
Maneuvers: 15
Maneuvers: 10 Stamina: 10 Cunning: 34 Performance: 25 Leadership: 10
Brawling: 10
Hiding and Recuperation: 10 Resourcefulness: 22 Survival: 31 Diplomacy: 20
Lifting: 9
Seeking: 14
Navigation: Engineering: Communications: Medicine:
Command: 120/150 Science: 70/170
70/160 80/150 270/270 90/10
Vehicle Technology: Alpha-Sector Languages:
Orientation: 20
15 30 Intensive Care:
Inspire: 30 Ballistics: 10
Archaeology: 10 Mechanics: 40 Bluff: 90 30
Coordination: 30 Vehicle Piloting: 15
Anthropology: 15 Jury-Rig: 40 Intimidation: 75 Toxicology: 30
Experience: 60 Evasive Maneuvers:
Sensor Use: 20 Negotiation: 35 Herpetology: 30
25
Meteorology: 10 Gather Information: 40
Traits: Comeliness -10; Reputation -5; Health -2; Temper -5; Impulsive -5; Intolerant (Elowan) -5; Wealth +15; Social
Status +5; Education +2; Contacts +10.
Equipment: Civilian Casual Dress Outfit, Shoes, Satchel, Audio Recorder, Journalist’s Notepad, Wallet, Debit Chit, Deluxe
Chronometer, PDA, Long Range Communicator, Laptop Computer. TEC 18; Cash 23.92 MU.
Notes: A semi-famous radio personality on Arth, Sumiss came under fire after making racially disparaging comments on air
about a group of Elowan. Despite repeated apologies, Globewide Arth bowed to unrelenting public pressure and cancelled
his morning show (to the chagrin of the relatively few individuals who actually listened to it). Subsequently, he found new
work hawking wares for Thoss Used Spacecraft Sales.
Stats shown here are for Sumiss right at the time of his dismissal from "Sssunrise with Sumiss".
_________________________________________________________________________
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
12.4: MISCELLANEOUS ISSUES OF SPACE
EXPLORATION
While it's not a given that players will want a space-based adventure, the original Starflight games were in their most basic
form space operas. Fans of the original games are likely to want to be crewmembers on a starship, possibly to relive some of
their old memories of games past and perhaps to try and re-write (or re-live) history a bit. These more "hardcore" fans of the
series may want to visit a planet, hunt some lifeforms, do some mining, go to another planet, do the same thing and maybe
interact with some aliens, and they probably are going to want to do all of these things within the course of a single gaming
session. While the majority of SFRPG's rules have covered these situations up to this point, there remain a small number of
items that have not yet been discussed for one reason or another.
This final sub-Chapter of SFRPG deals with some of the miscellaneous issues involved with travelling through space. The
first sub-section contains lists of data on important locations and phenomena within the Alpha and Delta Sectors and
includes maps of those Sectors as well. The second sub-section discusses planetary environments and the effects they can
have on characters. The third sub-section, the SFRPG Bestiary, is a listing of the creatures from the PC version of Starflight
II including full stats for use in any adventure. Finally, the fourth sub-section is an extended Bestiary consisting of
creatures submitted for inclusion in SFRPG by various members of the Starflight community.
This section does not provide a comprehensive overview of every world already in the Starflight Universe. As has already
been mentioned, there are over thirteen hundred worlds. Listing them all off would take a lot of time and space, and to be
completely honest the vast majority of those planets just aren't all that important. Rather, this section focuses on those
worlds that are noteworthy in the Starflight Universe, including homeworlds and worlds that housed special features (such
as the City of the Ancients, or the Halls of Memory). GMs that would like information on worlds that are not included in
this section are welcome to consult the Starflight I and Starflight II Survey pages at the Starflight III wiki
(wiki.starflight3.org/SF1Survey.ashx and wiki.starflight3.org/SF2Survey.ashx, respectively). These pages are the results of
an intensive effort by members of the Starflight III community and contain the most accurate data on worlds in the
Starflight Universe available. For other information related to the Starflight Universe, GMs should visit www.starflt.com,
the most comprehensive Starflight site anywhere on the Internet. Finally, it should be noted that there are some worlds
that are not covered that may be considered noteworthy by fans of the original games (such as worlds that housed certain
artifacts). This was done in order to keep the list of worlds relatively short and to limit the already massive amount of
"spoilers" that this section would otherwise present.
The data in this section is presented in a slightly different manner than data in other parts of the game. As a result, there
are a couple of notes that need to be made about the data:
• Maps: The data for both the Alpha and Delta Sector begins with a presentation of the Sector map. These maps
show graphically the location of every star, flux and nebula within the Sector and also show the locations of
important worlds and constellations. The maps do not contain specific coordinate sets for each point in the
Sector. Rather, a grid is presented on each map. The gridlines are set at intervals of ten hyperspace coordinate
units. GMs wanting more detailed information about the coordinates and contents of a particular star should
consult the aforementioned surveys.
• Coordinate Sets: The coordinate sets for the presented worlds follow the same convention used throughout
SFRPG. However, it should be noted that the planet numbers presented indicate which orbital lane the planet
resides in, which may or may not correspond to the planet's position in its solar system relative to the other
worlds. A prime example is Koann III; though it is the third planet out from its sun, it resides in the fifth orbital
lane and thus its coordinates are listed as α112x200, p5.
• Mercators: Each noteworthy world comes with a Mercator map. These maps show how the planet actually looked
in the original games. Unfortunately, there are no coordinate sets given with these particular maps and due to the
limitations of the technology back when the games were produced they are very blocky images. Nevertheless,
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they can provide a GM with a good idea of the lay of the land should they wish to develop a world for their own
adventure or campaign. Each "pixilated block" on these Mercators represents a quadrilateral area approximately
eight degrees of latitude/longitude across.
• Lifeforms: These list specific lifeforms located on the surface of a planet. These lists are only provided for the
worlds of the Delta Sector as the lists are unknown for the Alpha Sector. For the worlds of the Delta Sector, only
those lifeforms listed will be located on the planet's surface.
• Will Sell: This is a list of any specialty trade goods or technology that may be purchased at a trade center on the
planet's surface. Only the specific specialty trade goods and technologies listed may be purchased at that world in
addition to standard trade goods and fuel. Again, this information is only provided for the worlds of the Delta
Sector.
• Will Buy: This is a list of any specialty trade goods or lifeforms that may be purchased at a trade center on the
planet's surface. Only the specific specialty trade goods and technologies listed may be sold at that world in
addition to standard trade goods and minerals. If one of the listed specialty trade goods in the list has an asterisk
beside it, that specific trade good must be sold to the local race before they will allow the purchase of any
specialty trade goods or technologies that they happen to be selling. Again, this information is only provided for
the worlds of the Delta Sector.
• "Empty" Star Systems: Some stars in the Starflight Universe had no planets orbiting them. The specific stars are
indicated for the two Sectors in their own lists. GMs may still use these systems in an adventure if they wish;
they could be set up to contain significant asteroids, space stations, and the like.
• Nebula Regions: These are lists of nebulae in the Alpha and Delta Sectors. In the original games, all nebulae were
treated as circular regions of varying radii. Hence, the nebula data presented in SFRPG follows the same pattern
of a center point and a radius. Any ship that's closer to the centerpoint of a nebula than its radius is considered to
be inside it. GMs are cautioned that many of the nebulae in the Starflight Universe overlap one another (an easy
way to make non-circular nebula shapes). It's therefore possible for a ship to have "left" one nebula only to be
influenced by another. Use of the provided maps should keep incidents like this down to a minimum. All nebulae
in the original games are standard nebulae. For more on nebulae, see Chapter 8.4.
• Flux Coordinates and Destinations: These are fairly straight-forward. Upon arriving at the coordinate set on the
left, a starship is automatically and immediately transited to the coordinate set on the right. All fluxes in the
original games were normal two-way fluxes; a ship can return to its original coordinates simply by flying back
through the flux. For more on fluxes, see Chapter 8.4.
• Potential Colony Sites: These list planets that can be recommended for colonization. Recommending colony
planets was arguably the single most profitable task a starship crew could undertake in the original games,
usually paying 30000 and up for a good recommendation upon the crew's return to Starport. These lists contain
what worlds could be recommended in the original games as well as the amount of money that could be earned
for recommending them. Stats on these worlds are not provided here; they can be found in the survey data. For
more on what criteria are needed in order for a planet to be colonizable, see Chapter 10.2.1. The coordinate sets
for these worlds corresponds to the planet's position in its solar system relative to the other worlds and do not
indicate the specific orbital lane involved.
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The Alpha Sector
Map of the Alpha Sector contributed by capi3101, with special thanks to Opie
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Heaven (α145x107, p4)
21
Mass: 6*10 tons Bio: 60% Min: 65%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Mercury, Molybdenum, Copper
Type: Liquid Gravity: 1.00 G Atmo. Density: Thin
Temperature: Temperate to Searing Global Weather: Calm
Surface Description: Black Oceans and Black Rock and Dirt, with Grass-Like
Carpet Lifeform.
Notes: Heaven is an Arth colony after 4620 and is the "homeworld" of the
Mechan Nine; its civilization is Starfaring Age with a Level economy.
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Votiputox (α150x148, p2)
21
Mass: 6*10 tons Bio: 56% Min: 51%
Atmosphere: Oxygen, Carbon Dioxide
Hydrosphere: Water
Lithosphere: Chromium, Antimony, Magnesium
Type: Rock Gravity: 1.07 G Atmo. Density: Very Thin
Temperature: Sub-Arctic to Temperate Global Weather: None
Surface Description: Yellowish Rock and Dirt, with Fibrous Carpet Lifeform.
Notes: Votiputox was unreachable in SF1 without hacking the game. The stats
and Mercator map presented here are a result of that hacking and have been
adjusted to make the planet more hospitable. Originally, the planet had zero
biodensity (with no carpet lifeform), an atmosphere of Ammonia, Hydrogen,
and a hydrosphere of Chlorine Compounds. Votiputox is the Veloxi
Homeworld; its civilization is Starfaring Age with an Inflated economy.
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Eleran (α129x33, p2)
21
Mass: 3*10 tons Bio: 80% Min: 25%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Zinc, Plutonium, Gold
Type: Liquid Gravity: 0.60 G Atmo. Density: Very Thin
Temperature: Temperate to Searing Global Weather: Calm
Surface Description: Muddy Brown Oceans and Reddish Powdery Sand, with
Gelatinous Carpet Lifeform.
Notes: Eleran is the native homeworld of the Elowan. Elowan inhabited the
surface prior to 3480. After 3480, the planet is a Thrynn Colony; its
civilization is Starfaring Age with an Inflated economy.
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Nirvana (α86x55, p4)
22
Mass: 2*10 tons Bio: 30% Min: 45%
Atmosphere: Oxygen, Hydrogen
Hydrosphere: Water
Lithosphere: Rodnium, Copper, Chromium
Type: Liquid Gravity: 4.32 G Atmo. Density: Thick
Temperature: Temperate to Searing Global Weather: Very Violent
Surface Description: Green Oceans and Reddish Rock and Dirt, with Fibrous
Carpet Lifeform.
Notes: Nirvana was unreachable in SF1 without hacking the game. The stats
and Mercator map presented here are a result of that hacking and have been
adjusted to make the planet more hospitable. Originally, the planet had zero
biodensity (with no carpet lifeform) and a Fluorine, Chlorine atmosphere.
Nirvana is the Gazurtoid Homeworld; its civilization is Starfaring Age with a
Depressed economy.
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New Scotland (α180x124, p3)
21
Mass: 5*10 tons Bio: 100% Min: 40%
Atmosphere: Ammonia, Hydrogen
Hydrosphere: Water
Lithosphere: Iron, Molybdenum, Silver
Type: Liquid Gravity: 0.95 G Atmo. Density: Very Thin
Temperature: Temperate to Searing Global Weather: Calm
Surface Description: Turquoise Oceans and Yellowish Rock and Dirt, with
Moss-Like Carpet Lifeform.
Notes: Site of Harrison's Primary Base (circa 3330), located at 54°Nx13°E.
Planet contains rich Endurium deposits.
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Imperial Base (α180x120, p4)
22
Mass: 1*10 tons Bio: 30% Min: 50%
Atmosphere: Methane, Ammonia, Argon
Hydrosphere: Water
Lithosphere: Nickel, Tin, Gold
Type: Frozen Gravity: 2.50 G Atmo. Density: Thin
Temperature: Subarctic to Temperate Global Weather: Calm
Surface Description: Cracked Plains and Hills of White Snow and Ice, with
Fibrous Carpet Lifeform.
Notes: This world housed an outpost of the Institute, located at 34°Nx28°E.
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Mars (α215x86, p4)
21
Mass: 3*10 tons Bio: 0% Min: 32%
Atmosphere: Ammonia, Hydrogen
Hydrosphere: Methanol, Ethanol
Lithosphere: Molybdenum, Rodnium, Platinum
Type: Rock Gravity: 0.65 G Atmo. Density: Very Thin
Temperature: Arctic to Tropical Global Weather: None
Surface Description: Brownish Rocky Sand.
Notes: These stats represent Mars as it appeared in Starflight I; the real stats for
Mars are substantially different in real life. Mars housed an Imperial star flight
research station at its North Pole.
Other Phenomena
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"Empty" Star Systems
α12x109 α94x16 α163x184
α22x121 α97x92 α166x158
α29x78 α101x156 α172x55
α31x152 α104x125 α184x112
α35x66 α104x169 α186x193
α44x149 α114x92 α206x18
α52x65 α121x56 α207x217
α54x62 α126x28 α229x64
α56x127 α135x35 α232x23
α64x209 α144x131 α241x157
α68x104 α146x177 α243x28
Nebula Regions
α165x84, radius 5 α78x124, radius 2 α32x39, radius 3 α127x195, radius 3 α168x141, radius 3
α159x79, radius 4 α98x153, radius 2 α55x99, radius 1 α132x196, radius 2 α165x143, radius 1
α164x89, radius 3 α100x156, radius 2 α53x98, radius 1 α141x197, radius 2 α170x141, radius 1
α56x144, radius 5 α56x82, radius 3 α11x16, radius 7 α131x189, radius 1 α225x174, radius 9
α59x142, radius 4 α53x79, radius 2 α9x23, radius 6 α149x211, radius 2 α217x178, radius 6
α80x148, radius 7 α54x76, radius 3 α14x28, radius 4 α151x212, radius 2 α231x181, radius 4
α88x146, radius 3 α46x71, radius 2 α6x12, radius 4 α32x3, radius 8 α218x184, radius 2
α76x141, radius 3 α47x69, radius 2 α10x37, radius 1 α23x3, radius 4 α215x161, radius 2
α65x155, radius 3 α72x64, radius 6 α8x37, radius 1 α182x30, radius 9 α236x82, radius 3
α60x122, radius 10 α74x52, radius 9 α107x180, radius 5 α187x22, radius 5 α217x68, radius 2
α66x128, radius 6 α22x76, radius 10 α102x184, radius 3 α170x21, radius 3 α17x198, radius 5
α64x110, radius 5 α34x76, radius 5 α101x179, radius 2 α131x48, radius 3 α14x195, radius 4
α43x111, radius 4 α17x61, radius 5 α113x193, radius 2 α133x44, radius 2 α14x191, radius 4
α36x126, radius 2 α12x88, radius 3 α110x192, radius 1 α141x156, radius 2 α12x180, radius 2
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α221x109 , p2 (35000) α226x167 , p2 (40000) α234x20 , p2 (30000) α247x81 , p1 (40000)
Sector Denizens
Enterprise
During the mission of the second fleet (around 4620), several Interstel crews reported seeing a unique starship in the
vicinity of the Staff Constellation (specifically around α180x123). They described the ship as of a "strange, yet oddly
familiar" design, consisting of a saucer-shaped main section connected by a thick pylon to a rounded cylinder (which was
tapered to aft) located below and largely aft of the saucer. This cylindrical section was itself attached to twin cylindrical
protrusions (rounded fore and tapered aft) located near the same level as the saucer on either side by thinner pylons; these
twin cylinders were believed to be engine nacelles. When scanned visually, crews were shocked to find writing on the outer
hull in a root language of Arth standard. The name "Enterprise" for this ship comes from those markings; the purpose of
other markings on the hull (such as the sequence "NCC-1701") is unclear. Interstel has the scans taken by their starship
crews on record; were it not for them the rumors of this ship would likely be dismissed as some kind of elaborate hoax.
Despite the fact that the ship had positive bio-readings, no communications were ever established with the vessel and as of
4621 no further encounters have been reported with it. Who the ship really belonged to and what it was doing near the
Staff Constellation are mysteries that may never be answered.
Minstrels
Known to the Elowan as the Delasa'Alia, Minstrels are one of the most exotic and unique lifeforms in existence. Two major
things distinguish them from all other lifeforms. First, they seem to be capable of telepathic communication with other
races. This was confirmed by Interstel crews, who often reported receiving a message without an actual transmission
immediately prior to communications with a Minstrel. Secondly, they are a native star-borne lifeform, capable of living in
space without a ship to protect them. They have been described as both old and wise; in hindsight, they told all who would
listen of the true nature of the Ancients, though it was so riddled in rhyme that none understood until after the destruction
of the Crystal Planet. They are shaped like a cylindrical teardrop, white in color with a bluish dorsal region, with two long,
white tentacles. They have no discernable external organs and no specimens have remained intact long enough after their
deaths to record their internal physiology. Minstrels were known to wander around space in the Alpha Sector; in the period
from 4621 to 4642, few encounters were made with them. Some scientists feared the extinction of the species due to
poaching and destruction stemming from mistrust by several of the Sector's starfaring races. Encounters with them picked
up sharply in 4642; it has been reported that they now sing a new, ominous song.
Mysterions
Of all the races encountered by Interstel since the rediscovery of superphotonic travel, none is so cloaked in secrecy as the
Mysterions. Even their true name is unknown, as the name “Mysterions” is a nickname given to them by the few Interstel
crews that have encountered them; no other race refers to them by this name (if they mention them at all). Virtually all
that is known about them is what can be gleaned from scans of their ships and what the view screen reveals: a race of
multicolored, bubble-like creatures that travel the stars in immense, spherical ships made entirely of Rodnium and boasting
incredibly powerful shields. Their homeworld’s location is unknown though it may be surmised that they reside near the
Alpha Sector, since to date they have only been encountered in that area; no sightings of them have ever been recorded in
the Delta Sector in either the present day or in the past, nor does any race native to that sector mention them in their
communications. The only messages ever received from the Mysterions have come in the form of binary code, which they
have repeated without variation in every recorded communication. In the intervening twenty plus years, numerous efforts
to break this code have resulted only in frustration for those making the attempt, and so the meaning of their messages
remains as unclear today as they did when they were first received.
Nomad Probes
Devices of the Old Empire, the Nomad probes still roam space in the Alpha Sector, ready to transmit their data to any
vessel encountered. These 20-ton vehicles were originally manufactured in the Old Earth nation of Japan and it is a
testament to their quality that they are still functional almost twelve hundred years after the fall of the Empire. They were
apparently designed with highly efficient fuel systems as the ones encountered contained only a single cubic meter of
Endurium apiece. According to the Mechans, the Nomads were used by the Empire for preliminary exploration. To this
end, they recorded planetary data on all worlds that might be of value, whether they could be colonizable or simply had an
unusually high mineral content. A total of seven Nomad probes were discovered during the 4620’s, although the Veloxi at
the time referred to ‘many’ Nomads still visiting their territory (so there may yet be more than those already encountered
further out in the depths of space). The seven known probes have given information on a total of four worlds between
them.
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Map of the Delta Sector contributed by capi3101, with special thanks to Opie.
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Noteworthy Worlds of the Delta Sector
Aeoruiiaeo (δ184x148, p6)
Mass: 1*1021 tons Bio: 32% Min: 4%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Antimony, Tungsten, Copper
Type: Rock Gravity: 0.20 G Atmo. Density: Very Thin
Temperature: Arctic to Tropical Global Weather: Calm
Surface Description: Black Pebbly Sand, with Gelatinous Carpet Life Form.
Lifeforms: Dark Lightning, Black Acid Squirter, Expanding Hippo, Plant Bird.
Will Sell: Field Stunner, Mip Fur.
Will Buy: Dreamgrids*, Data Crystals, Black Acid Squirter, Glowing Spinner,
Grey Anemone.
Notes: The Aeoruiiaeo have a Metal Age society and a Level economy. When
trading, they will only haggle a little.
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Ch-Q-Tss-T (δ199x82, p5)
20
Mass: 1*10 tons Bio: 60% Min: 14%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Cobalt, Magnesium, Magnesium
Type: Liquid Gravity: 0.03 G Atmo. Density: Very Thin
Temperature: Arctic to Tropical Global Weather: None
Surface Description: Black Oceans and Reddish Rock and Dirt, with Spongy
Carpet Life Form.
Lifeforms: Psychic Blaster, Single Leaf, Breathing Cactus, Wandering Chandelier.
Will Sell: Shimmer Cloth.
Will Buy: Hive Plant, Funnel Tree, Wandering Chandelier.
Notes: The Ch-Q-Tss-T have an Industrial Age society and a Level economy.
When trading, they will only haggle a little.
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Djaboon (δ161x53, p2)
21
Mass: 5*10 tons Bio: 20% Min: 3%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Titanium, Platinum, Antimony
Type: Molten Gravity: 0.95 G Atmo. Density: Thin
Temperature: Temperate to Searing Global Weather: Calm
Surface Description: Volcanic Rock, Steaming Vents, Boiling Pools and Flowing
Lava, with Grass-like Carpet Life Form.
Lifeforms: Hot Fungus.
Will Sell: Amusoballs, Firegems.
Will Buy: *Charm Babies, Hot Fungus.
Notes: The Djaboon have a Stone Age society and a Level economy. They do not
like to haggle at all.
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Dweenle Three (δ91x211, p8)
Mass: 5*1021 tons Bio: 82% Min: 3%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Tin, Nickel, Rodnium
Type: Frozen Gravity: 0.90 G Atmo. Density: Very Thin
Temperature: Subarctic to Temperate Global Weather: None
Surface Description: Cracked Plains and Hills of Green Tinted Snow and Ice,
with Lichen-like Carpet Life Form.
Lifeforms: Glowing Spinner, Wheel Snake, Running Fungus, Humanoid
Hopper.
Will Sell: Nutripods.
Will Buy: *Amusoballs, Single Leaf, Wheel Snake, Purple Screecher.
Notes: The Dweenle have a Starfaring Age society and a Depressed economy.
When trading, they will only haggle a little.
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G'Aeresch (δ159x30, p3)
21
Mass: 6*10 tons Bio: 100% Min: 25%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Tin, Iron, Gold
Type: Liquid Gravity: 1.01 G Atmo. Density: Thin
Temperature: Arctic to Tropical Global Weather: Calm
Surface Description: Muddy Brown Oceans and Grey Rock and Dirt, with
Grass-like Carpet Life Form.
Lifeforms: Dark Lightning, Brass Harpooner, Yellow Hugger, Sandpit Stalk,
Grey Anemone, Eight-legged Rhino, Spinning Crab.
Will Sell: Phase Inductors.
Will Buy: Data Crystals, Brass Harpooner, Endurium.
Notes: G'Aeresch is the G'Nunk homeworld; they have a Starfaring Age society
and a Level economy. They do not like to haggle at all.
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Hooplah (δ101x85, p4)
Mass: 6*1021 tons Bio: 100% Min: 9%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Nickel, Aluminum, Chromium
Type: Liquid Gravity: 1.05 G Atmo. Density: Very Thin
Temperature: Arctic to Tropical Global Weather: None
Surface Description: Green Oceans and Black Rock and Dirt, with Moss-like
Carpet Life Form.
Lifeforms: Dark Lightning, Brass Harpooner, Purple Screecher, Fur Tree,
Sandpit Stalk, Breathing Cactus.
Will Sell: None.
Will Buy: None.
Notes: The Spemin have a Starfaring Age society and a Depressed economy.
No one trades with the Spemin and for the most part they behave as pirates
anyway. Hooplah is a former Humna Humna colony which the Spemin
invaded and overran. The largest Humna Humna city on the planet was
located at 49°Sx25°E; some valuable equipment may yet be found in its ruins.
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"Best Prices" (δ237x41, p4)
22
Mass: 1*10 tons Bio: 60% Min: 16%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Cobalt, Molybdenum, Rodnium
Type: Frozen Gravity: 2.50 G Atmo. Density: Moderate
Temperature: Subarctic to Temperate Global Weather: Violent
Surface Description: Cracked Plains and Hills of Green Tinted Snow and Ice,
with Lichen-like Carpet Life Form.
Lifeforms: Wheel Snake, Spinning Crab, Rocket Melon, Hill Rat.
Will Sell: Amusoballs.
Will Buy: *Livelong, Phase Inductors, Green Blob, Hill Rat, Rocket Melons.
Notes: Best Prices is a Humna Humna colony; they have a Starfaring Age
society. When trading, they will haggle a lot. This Humna Humna world has a
Level economy.
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Humna Humna Colony Three (δ202x105, p5)
22
Mass: 1*10 tons Bio: 50% Min: 5%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Iron, Lead, Antimony
Type: Liquid Gravity: 1.80 G Atmo. Density: Thin
Temperature: Arctic to Tropical Global Weather: Calm
Surface Description: Turquoise Oceans and Black Rock and Dirt, with Fungoid
Carpet Life Form.
Lifeforms: Humanoid Hopper, Crystal Sponge Plant, Eight-legged Rhino.
Will Sell: Standard Trade Goods and Shyneum Only.
Will Buy: *Livelong, Delightful Fungus Chews, Humanoid Hopper, Purple
Screecher.
Notes: The Humna Humna have a Starfaring Age society. When trading, they
will haggle a lot. This Humna Humna world has a Depressed economy.
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Lieu Vadish (δ1x24, p5)
Mass: 5*1021 tons Bio: 65% Min: 76%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Silicon, Molybdenum, Antimony
Type: Liquid Gravity: 0.99 G Atmo. Density: Very Thin
Temperature: Arctic to Tropical Global Weather: Calm
Surface Description: Dark Blue Oceans and Yellowish Rocky Sand, with
Spongy Carpet Life Form.
Lifeforms: Glowing Spinner, Humanoid Hopper, Sticky Fruit, Running
Fungus.
Will Sell: Delightful Fungus Chews.
Will Buy: Running Fungus, Green Blob, Sticky Fruit.
Notes: The Lieu Vadish have a Stone Age society and a Depressed economy.
When trading, they will only haggle a little.
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Nelsons (δ131x7, p6)
22
Mass: 2*10 tons Bio: 55% Min: 27%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Molybdenum, Nickel, Antimony.
Type: Frozen Gravity: 3.70 G Atmo. Density: Very Thick
Temperature: Subarctic to Temperate Global Weather: Violent
Surface Description: Cracked Plains and Hills of Green Tinted Snow and Ice,
with Spongy Carpet Life Form.
Lifeforms: Green Balloon, Poison Glider.
Will Sell: Gas Slug, Charm Babies.
Will Buy: Poison Glider.
Notes: The Nelsons have a Stone Age society and a Depressed economy. When
trading, they will only haggle a little.
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Nga-Seng-Diul (δ203x106, p5)
21
Mass: 3*10 tons Bio: 45% Min: 37%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Zinc, Magnesium, Titanium
Type: Frozen Gravity: 0.50 G Atmo. Density: Very Thin
Temperature: Subarctic to Temperate Global Weather: None
Surface Description: Cracked Plains and Hills of White Snow and Ice, with
Fibrous Carpet Life Form.
Lifeforms: Stinging Cone, Pulsating Gummy.
Will Sell: Grow Goo, Harmony Stones.
Will Buy: *Blue Ale, Pulsating Gummy, Sandpit Stalk.
Notes: The Nga-Seng-Diul have a Metal Age society and a Depressed economy.
When trading, they will haggle a lot.
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Ptera (α35x73, p8)
Mass: 3*1023 tons Bio: 0% Min: 26%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Promethium, Titanium, Mercury
Type: Gas Giant Gravity: 14.60 G Atmo. Density: Very Thick
Temperature: Arctic to Tropical Global Weather: Very Violent
Surface Description: N/A (Gas Giant)
Lifeforms: None.
Will Sell: Artifacts Brought in from field personnel, Repair Minerals.
Will Buy: Artifacts Brought in from field personnel.
Notes: Starport Outpost One is located in orbit of Ptera.
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Tarn (δ54x104, p5)
21
Mass: 4*10 tons Bio: 85% Min: 20%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Gold, Tungsten, Tin
Type: Liquid Gravity: 0.77 G Atmo. Density: Very Thin
Temperature: Temperate to Searing Global Weather: Calm
Surface Description: Turquoise Oceans and Black Rock and Dirt, with Fungoid
Carpet Life Form.
Lifeforms: Dark Lightning, Funnel Tree, Green Blob, Hot Fungus, Pop Berry
Plant, Psychic Blaster, Rocket Melons, Scaly Blue Hopper.
Will Sell: Screech Harps.
Will Buy: Singing Beetles, Green Blob.
Notes: The Tarn have a Stone Age society and an Inflated economy. When
trading, they will haggle a lot.
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δ216x45, p4
Mass: 1*1022 tons Bio: 65% Min: 63%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Mercury, Mercury, Magnesium
Type: Liquid Gravity: 2.50 G Atmo. Density: Thick
Temperature: Arctic to Tropical Global Weather: Violent
Surface Description: Black Oceans and Black Rock and Dirt, with Gelatinous
Carpet Life Form.
Lifeforms: Crystal Sponge Plant, Poison Glider.
Will Sell: N/A.
Will Buy: N/A.
Notes: This planet is significant due to the fact that it is one of only two known
worlds in the Delta Sector that has a significant number of Ancient Ruins and
Endurium deposits on its surface.
δ216x45, p6
21
Mass: 5*10 tons Bio: 10% Min: 15%
Atmosphere: Nitrogen, Oxygen
Hydrosphere: Water
Lithosphere: Magnesium, Promethium, Gold
Type: Frozen Gravity: 0.85 G Atmo. Density: Very Thin
Temperature: Subarctic to Arctic Global Weather: None
Surface Description: Cracked Plains and Hills of White Snow and Ice, with
Spongy Carpet Life Form.
Lifeforms: Breathing Cactus, Red Puff Wart.
Will Sell: N/A.
Will Buy: N/A.
Notes: This planet is significant due to the fact that it is one of only two known
worlds in the Delta Sector that has a significant number of Ancient Ruins and
Endurium deposits on its surface.
Other Phenomena
Flux Coordinates and Destinations
δ2x120 ==> δ25x150 δ70x82 ==> δ33x70 δ157x67 ==> δ239x79 δ182x137 ==> δ181x152
δ4x155 ==> δ25x151 δ70x83 ==> δ68x16 δ160x65 ==> δ173x68 δ182x152 ==> δ183x136
δ25x150 ==> δ3x120 δ71x82 ==> δ100x107 δ170x143 ==> δ181x155 δ182x153 ==> δ105x74
δ25x151 ==> δ4x155 δ79x160 ==> δ63x150 δ173x68 ==> δ160x65 δ183x136 ==> δ182x152
δ29x54 ==> δ93x28 δ93x28 ==> δ29x54 δ173x164 ==> δ69x134 δ183x137 ==> δ183x153
δ33x70 ==> δ70x82 δ98x197 ==> δ156x47 δ175x127 ==> δ180x154 δ183x153 ==> δ183x137
δ41x145 ==> δ57x112 δ99x197 ==> δ126x211 δ176x127 ==> δ181x137 δ196x2 ==> δ249x140
δ57x112 ==> δ41x145 δ100x107 ==> δ71x82 δ180x154 ==> δ175x127 δ206x5 ==> δ153x53
δ59x215 ==> δ61x189 δ105x74 ==> δ182x153 δ181x137 ==> δ176x127 δ215x171 ==> δ181x154
δ61x189 ==> δ59x125 δ126x211 ==> δ99x197 δ181x152 ==> δ182x137 δ230x182 ==> δ245x216
δ63x150 ==> δ79x160 δ134x21 ==> δ153x51 δ181x153 ==> δ69x82 δ239x79 ==> δ157x67
δ68x16 ==> δ70x83 δ153x51 ==> δ134x21 δ181x154 ==> δ215x171 δ239x80 ==> δ182x136
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δ69x82 ==> δ181x153 δ153x53 ==> δ206x5 δ181x155 ==> δ170x143 δ245x216 ==> δ230x182
δ69x134 ==> δ173x164 δ156x47 ==> δ98x197 δ182x136 ==> δ239x80 δ249x140 ==> δ196x2
Nebula Regions
δ131x219, radius 5 δ86x189, radius 10 (Present Only) δ155x52, radius 11
δ122x180, radius 32 (Present Only) δ146x202, radius 13 (Present Only) δ130x34, radius 7
δ92x153, radius 29 (Present Only) δ187x139, radius 8 δ123x35, radius 2
δ162x119, radius 28 (Present Only) δ113x216, radius 4 δ119x39, radius 3
δ152x155, radius 23 (Present Only) δ239x166, radius 7 δ20x199, radius 7
δ107x112, radius 22 (Present Only) δ235x158, radius 5 δ23x191, radius 4
δ129x126, radius 9 (Present Only) δ61x127, radius 6 δ26x205, radius 3
δ153x97, radius 25 (Present Only) δ101x85, radius 2 δ205x5, radius 4
δ86x105, radius 19 (Present Only) δ126x68, radius 5 δ28x12, radius 10
The Anomaly
δ244x149. Also known as "The Great Eye of Thdok-Bryg-Ahhh". For details on how to use the Anomaly in an adventure,
see Chapter 8.5.
Sector Denizens
Gorzek
Gorzek was an ancient being with a long and storied history. Self-described as a "non-organic multiphase heuristic
sentience", he was originally created by the Leghk race as the artificial intelligence portion of their ultimate weapon against
the Uhl (unimaginatively called the "Uhl Weapon"), a specially built device which would cause a massive disruption of the
Uhl's electromagnetic field. Gorzek's role would have been to meld with the weaponry half and orchestrate the attack.
Before the system could be deployed, however, the world on which Gorzek was located was overrun by possessed Leghk.
Gorzek himself became lost to the remaining free Leghk, being buried nearly five kilometers below the surface of an
asteroid for close to one million years before he was ultimately rediscovered by the Lowar. When he was discovered, Gorzek
couldn't remember his original purpose and was filled with a deep sense of incompleteness. The Lowar ultimately decided
to place Gorzek in a position where he could watch over the two sects of the religious Tandelou culture (specifically in
orbit of δ28x79, p4), to prevent them from annihilating one another (an event which Gorzek calculated had a 99.96%
chance of occurring barring his intervention). To assist in his new mission, the Lowar modified Gorzek with a multi-
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function sensor array, communications interface module, reflective shielding and lasers. Gorzek carried out this mission
faithfully for seven hundred years, until the crew of the ISS Buttershark arrived with the other half of the Uhl Weapon after
a visit to the past. Sadly, when the Buttershark's crew deployed the weapon on the Uhl’s offspring, Gorzek was destroyed
along with the rest of the Uhl Weapon (but not before weakening the Uhl to the point where Buttershark's crew could finish
it off). Interstel crews visiting Gorzek after the return of the Most Valuable Thing to the Tandelou were able to glean some
facts about the region's history; whatever other data he may have obtained has been lost (though it isn't known if he shared
it with the Lowar prior to his destruction or not). Gorzek was often described as having a very mechanical personality (no
surprise there), with an appearance not unlike that of his Leghk creators (perhaps a bit squatter, with dull, hollow eyes and
no tentacle).
Uhl
Uhls (of which two have been confirmed to exist) are extra-dimensional beings that nonetheless have at least a partial
existence in normal, three-dimensional space. While they do not normally fully manifest themselves in this dimension, they
can do so at great cost to themselves (in the single instance of direct communication with an Uhl, it claimed that the effort
required several thousand years of ‘meditation’ to offset). In their normal mode of existence, however, Uhls remain only
peripherally aware of activities in normal space; the extent of their presence here is far flung ganglion planets (also known
as brain worlds), connected by faint, electromagnetic waves. Sentient activity disrupts these waves and it is for this reason
that Uhls have adopted their most infamous, destructive characteristic: The complete and total psychic domination of the
most compatible and advanced sentient race in the area. Once dominated, they use the enslaved race to destroy and harass
any other sentient race that happens to be in the vicinity of their ganglion worlds (the destruction of which negates their
control over the enslaved race; it’s unknown if this permanently releases the race or not). Both the ancient Leghk and the
Umanu fell victim to this psychic domination, with horrendous consequences for all neighboring species. On the rare
occasion when an Uhl manifests itself in three-dimensional space, it takes the form of a blinding sphere of intense bluish-
white color. At these times it is at least nominally vulnerable, though still protected by nigh impenetrable shields. The
Leghk, before their enslavement, did create a device that made it possible to attack an Uhl with conventional weaponry;
however, the only known working copy was used shortly after the device’s retrieval from the past in order to attack the
Uhl of the Cloud Nebula, which resulted in the destruction of both the device and the Uhl. Uhls apparently reproduce by
division, though the exact process for this is unknown. The only known instance of this occurring was when the Uhlek’s
Uhl (which later migrated to the Alpha Sector) divided and sent its offspring through the Delta Sector Anomaly to the
future. The offspring was subsequently killed by the crew of the ISS Buttershark, and the parent Uhl is unaccounted for
since the destruction of its Alpha Sector brain world. How many Uhls remain in the galaxy (if any) is unknown.
The following section is an example of what a GM can do with the data that's been presented here. During the playtesting
of SFRPG, the first two adventures were set on Koann III, which was selected as the adventure site due to it's location
within the Alpha Sector; based upon the data available to the chief editor (who acted as GM for the playtests), Koann III
was determined to be closer to the Delta Sector flux than any other named Arth-controlled planet. The criteria for selection
was made at the behest of the chief playtester, who ultimately wanted to become involved in a campaign based in the Delta
Sector and yet remain rooted in the Alpha Sector once SFRPG was fully complete. The playtest adventures were set a few
years after the conclusion of SF2 in order for colonization and development of the planet to have taken place. In one of the
adventures, the playtester's character was charged with the task of making a vital delivery between two of the planet's
communities. The Mercator map below and the accompanying data were created specifically for that adventure. A
relatively small number of mining and agricultural towns (most of which are no larger than Village size, using the same
terminology as in Chapter 10.2.3) were placed on the surface; it seemed appropriate given the Starflight Universe's history
(roughly twenty-five years had passed since the planet had been recommended for colonization and Interstel was without
reliable fuel for most of that period, ergo not a lot of colonists had settled the planet as yet). It can be assumed that there
are other smaller groups and homesteads located out in the planet's wilderness. The map itself was created by taking the
actual Koann III Mercator, scaling it up without anti-aliasing using GIMP, selecting locations for the communities, getting
the specific coordinates - involving some survey work within Starflight itself - for the communities, and noting their
locations using MS Paint. The names of the planet's communities are based on the names of real communities along and
around a route from San Antonio, Texas to San Angelo, Texas. GMs are free to use this version of the planet as a setting for
an adventure or campaign, but should feel free to make their own version of Koann III if it would better suit their purposes.
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The Mercator lists a few things besides the planetary coordinates of the communities on the planet's surface. Below each
coordinate set are two numbers; the first of these lists the time zone in which the community lies (relative to the planetary
prime meridian) and the second lists the town's population (from which the community's type can be inferred, using the
rules in Chapter 10.2.3). Also, all of the towns on the surface have a major commercial or industrial activity associated with
them; this in turn influenced what services were explicitly listed out as being available at a given town during the course of
the playtesting. Finally, for the sake of convenience, the planetary stats are also included; note that the stats listed have the
planet's location as a112x200, p3 (as opposed to α112x200, p5). The substitution of "a" for "α" was a necessity due to the
limitations of the font selected for the graphic; the other difference was explained earlier.
The list of services available in the planet's communities requires a little bit of explanation. Though it is not explicitly
listed, each town has a post office. Amongst the services listed for the planet's communities, there is only one spaceport
(located at the capital city of New Braunfels). This was done deliberately in order to avoid ending the playtest in which the
planetary map was used too early; it's explained as a local ordinance which only allows spacecraft landings to take place at
the capital. When combined with a relatively underdeveloped land and sea transportation network, this decision
necessitated the placement of a "transit hub" in every community primarily to handle air travel (particularly hovercopters).
All transit hubs should be assumed to handle air traffic. Some are also setup to handle rail traffic (i.e. trains), which usually
allows freight shipping (though occasionally a rail line may also be setup to handle passenger traffic). Fuel Depots are as
they sound; they are places where vehicles may be refueled. Due to the limitations of the resources of certain smaller
communities, however, they can only afford to give vehicles so much of their available power per day. The maximum
amount is listed as a percentage capacity, referring to the amount of energy a vehicle has remaining in its batteries. A "20%
capacity only" community will recharge up to 20% of a vehicle's maximum battery capacity. Likewise, a "40% capacity
only" community can recharge up to 40% of a vehicle's maximum battery capacity. The planet's Bazaars (the equivalent of a
trading post in Starflight II) will only buy or sell certain standard trade goods, which are listed along with the involved
communities (Eden, Boerne and Junction). The Bazaars at New Braunfels and Lowake are the only "general" trading posts
on the planet's surface (i.e. any item can be bought and sold there). Mechanics have the facilities to repair vehicles,
something quite necessary on such a meteorologically active planet. Clinics provide medical services up to Minor Surgery;
Hospitals provide full medical services (note that the normal availability criteria for these services have been overridden in
this case due to the low overall population of the planet). A Cybernetic Technician's Office does the same thing as a
Hospital, though its services are reserved for androids and other synthetic lifeforms. Guild Offices refer to the local miner's
guild, a union for the planet's population of mine laborers. Finally, a unique entry is the "Cypress Canal Control Station"
listed in the town of Cypress Creek; a decision was made in the playtests to put a canal connecting the northern and
southern oceans here, at the narrowest point along the planet's sole continent (on a similar vein for those out there who
will ultimately fire up Starflight to investigate the given locations of towns, it should be assumed any community located
inland that has a seaport has a ship channel, canal or navigable river leading out to the sea.)
The following is the actual list of the various services that can be found in each community on the planet's surface. Most of
the towns have not been developed further than this point; GMs using this version of Koann III should feel free to further
develop any community on the planet's surface that they wish. Note that only one "instance" for certain services (like Inns,
Restaurants, Mechanics, etc.) are assumed for most communities; larger communities like New Braunfels may have more,
at the GM's discretion. Where a service in a community is specifically named without an asterisk beside it, it can be
assumed there is only one instance of that service in that community.
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• Segovia (Agricultural Settlement): Fuel Depot (20% capacity only), General Store (Sahnenar's General Store),
Transit Hub (includes freight train capability), Power Station, Granary Complex.
• Eden (Produce Hub Village): - Bank, Bazaar (buys and sells Seeds and Spores, Native Literature, Furs and Skins,
Art Objects, Work Animals, Metal Weapons and Armor, Synthetic Foods, Synthetic Materials, and Electronic
Devices), Constabulary, Fuel Depot (100% capacity), Government Offices (Planetary Courthouse), Inn (Harvest
Inn), Restaurant (Ceshhh-Gitth's), Tavern (The Flatfoot), Transit Hub (includes freight train capability),
Mechanic (Zixco), Cybernetic Technician's Office (Office of Poxtaxca, PD), Power Station, Mill, Cannery, Prison
(Eden Global Penitentiary), Hospital (Eden Regional Medical Center).
• Eola (Fishing Settlement): Fuel Depot (20% capacity only), General Store (Jordan's General Store), Tavern (The
Ghoti Hook), Transit Hub (air traffic only), Power Station, Cannery, Seaport (Fishing Traffic).
• Selma (Agricultural Settlement): Fuel Depot (20% capacity only), General Store (Thys'lynnn's General), Tavern
(Harvester's), Transit Hub (includes freight train capability), Power Station, Granary Complex, Seaport
(Commercial Shipping Traffic).
• Solms (Manufacturing Settlement): Fuel Depot (20% capacity only), General Store (Mac's), Inn (Capsule Inn
Solms; includes Tavern), Transit Hub (includes passenger and freight train capability), Factory (Caption
Industries Global Headquarters and Automated Assembly Facility), Mechanic (Popoti's Mechanical Shop),
Cybernetic Technician's Office (Office of Nss'Senninssarr, DEng), Power Station.
• New Braunfels (Administrative Large Town and Planetary Capital): Bank, Bazaar, Constabulary, Fuel Depot
(100% capacity), General Store, Government Offices (Capital, Board of Tourism), Governor's Mansion, Guild
Offices, Inn, Restaurant, School, Spaceport (Koann III Global Spaceport), Tavern (Ballyhoos*), Transit Hub
(includes passenger and freight train capability), Vehicle Dealership, Vehicle Rental Office, Interstel Corporate
Offices, University (Miskatonic University at New Braunfels), Mechanic, Cybernetic Technician's Office, Power
Station, Mill, Cannery, Mine (Cantung Mine), Hospital (St. Anthony of Padua's Hospital).
• Boerne (Mining Village): Bank, Bazaar (buys and sells Vegetables and Meats, Ceramic Goods, Religious Artifacts,
Medicine and Narcotics, Gemstones and Geoforms, Native Science Texts, and Genetic Materials), Constabulary,
Fuel Depot (100% capacity), General Store, Guild Offices, Inn, Restaurant, School (Boerne Community School),
Tavern, Transit Hub (includes passenger and freight train capability), Mechanic, Cybernetic Technician's Office,
Power Station, Seaport (Fishing and Civil Traffic), Shipyard (Koann III Naval Shipbuilding Company), Mine
(Three Rollers Mine), Hospital (St. Agricola of Avignon's Medical Center).
• Cypress Creek (Cypress Canal Control Settlement): Fuel Depot (20% capacity only), General Store (T'La'qnn's),
Inn (Venetian Inn), Tavern, Transit Hub (air traffic only), Power Station, Government Offices (Cypress Canal
Control Station).
• Comfort (Resort Rural Village): Constabulary, Fuel Depot (40% capacity only), General Store (The Shyneum
Penny), Inn (Shangri-La Inn), Restaurant (Lireme's), School (Bayside Preparatory School), Tavern (The Ocean
Breeze), Transit Hub (air traffic only), Mechanic (Zixco), Seaport (Civil Pleasure Traffic Only), Clinic (Offices of
Yeshhh-Xaahh, MD).
• Junction (Refinery Village): Bank, Bazaar (buys and sells Nutritive Fluids, Tools and Weapons, Musical
Instruments, Exotic Pets, Cloths and Tapestries, High Tech Devices, and Robots and Automatons), Constabulary,
Fuel Depot (100% capacity), General Store, Government Offices (Endurium Protection Agency Planetary Offices),
Inn, Restaurant, School (St. Ptnoti's Parochial School), Tavern, Transit Port (air traffic only), Mechanic (Newton
Brothers, L.L.C.), Cybernetic Technician's Office, Power Station, Refinery (Canion Industries Ore Processor),
Hospital (St. Barbara's Hospital).
• Miles (Mining Rural Village): Constabulary, Fuel Depot (40% capacity only), General Store (Arr'syrshh Family
General Store), Guild Office, Restaurant (Poxniottzi's), School (Miles Independent School District), Tavern (The
Dark Lightning), Transit Hub (air traffic only), Power Station, Mine (Xikuangshan Mine), Clinic (Offices of
Ursula Hideyoshi, D.O.).
• Rowena (Mining Rural Village): Constabulary, Fuel Depot (40% capacity only), General Store (The Binary
Emporium), Guild Office, Restaurant (Lucy's), School (Rowena Community School), Tavern (The Mountaintop),
Transit Hub (air traffic only), Power Station, Mine (The Forty-One Mine), Clinic (Rowena Ayurvedic Clinic).
• Lowake (Mining Rural Village): Bank (Under Construction), Bazaar, Constabulary, Fuel Depot (40% capacity
only), General Store (Johnson's General), Inn (Wyatt Street Inn), Restaurant (Lowake Steakhouse), School
(Lowake Schoolhouse), Tavern (Lowe's), Transit Hub (air traffic only), Interstel Corporate Offices, Mechanic
(Gregor Mechanical Services, Inc.), Cybernetic Technician's Office (Offices of Ben Schlake, DEng), Power Station,
Seaport (Under Construction), Mine (Klaproth Mine), Clinic (Lowake Municipal Miner's Hospital).
• Veribest (Agricultural and Fishing Settlement): Fuel Depot (20% capacity only), General Store (Qrlnrr's), Transit
Hub (includes freight train capability), Power Station, Granary Complex, Seaport (Fishing Traffic Only).
• Vick (Automated Ranching Settlement): Fuel Depot (20% capacity only), General Store (Viphtkhy's General
Store), Transit Hub (includes freight train capability), Mechanic (Zixco), Cybernetic Technician's Office (Offices
of Ptnipex, PD), Power Station, Stockyards (Vick Planetary Stockyards).
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A Sample Community: Eola
This section describes in detail a community from the playtest version of Koann III, Eola. Due to the way the second
playtest eventually unfolded, Eola wasn't one of the communities visited by the playtester's character. It thus provided a
clean slate for purposes of creating a detailed community from scratch; the data presented herein was created exclusively
for SFRPG. While made specifically for the community of Eola, the data (in particular the map) can easily be adapted for
any similarly-sized community or perhaps serve as a comparison baseline for GMs wishing to create their own
communities. As with the playtest version of Koann III presented earlier, GMs should feel free to incorporate the data on
the community of Eola into their adventures if they so choose, or to change it if it would better suit their adventures. The
data on Eola will be presented in a Wikipedia-esque style and will reflect the information on the community as of the year
of the playtest (4647).
Eola is a small settlement located on the northern coast of the main continent of Koann III, roughly 7,500 kilometers west-
northwest of New Braunfels. Its post office is located at 64°52'30"Nx117°54'23"W, located in the GMT-8 time zone. It has
the distinction of being the northernmost incorporated community on the planet's surface, located roughly 300 kilometers
to the south of the planet's Arctic Circle. The community proper has a total land area of 230,850 square meters (roughly
0.23 square kilometers), though the local fishing seaport and cannery (which are both located approximately 35 kilometers
to the north) are considered part of the community. Eola is located on a coastal plain with some hilly terrain to the south
and east of the community. Eola has a maritime climate (which is not surprising given the community's proximity to the
Northern Ocean),with annual average temperatures between zero and ten degrees Celsius. Skies in the town are overcast
on average about 173 days per Arth year, with yearly precipitation averaging around 90 centimeters. The orographic effect
from the hills to the east and moisture from the Northern Ocean accounts for the elevated precipitation levels and
cloudiness.
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Demographics
As of 4647, Eola had a population of 92 full-time residents, 34 households and 11 families. Of the community's permanent
residents, 44.6% were Human (41), 19.6% were Veloxi (18), 9.8% were Thrynn (9), 7.6% were Elowan (7) and 18.4% were
Android (17). Of the 34 households, 32.4% had pre-adolescent residents living in them (11), 26.4% consisted of single males
(9), 14.7% consisted of single females (5), 20.6% consisted of single neutral-gender (7) and 2.9% housed synthetic lifeforms
(1). 33.7% of the community's residents were classified as Children (31), 28.3% were classified as Adults (26), 13.0% were
classified as Middle Aged (12) and 9.8% were classified as Old Aged (6). Seventeen androids resided in the community,
making up 18.5% of its population. The average household size was 2.88 persons and the average family size was 4.67
persons. The average household income was 122.54 MU per year.
History
Eola was one of the colony sites established in the original 4629 Koann III colonization mission (along with the
communities of Solms, Selma and New Braunfels). Koann III was one of many potential colony sites surveyed by Interstel
crews of the second fleet; plans were in the works to begin colonizing the planet shortly after its recommendation was filed
with the Starport Operations office. While the initial plans were drawn up for emergency planetary evacuation (as was the
case with all colonies in those days), some of Arth's entrepreneurial interests who had access to the necessary data looked
at the planet as a potential source of revenue. Amongst the entrepreneurs was a Human named Homer Jordan, who took it
upon himself to not only fund one of the planet's early settlements but to go to Koann III in person to personally oversee
its development. Jordan's selection of a coastal site was based on the theory that there would be massive veins of valuable
minerals (Titanium in particular) in the off-shore waters of the Northern Ocean.
After a seven-year court battle due to the Endurium Ban, permission for colonization of Koann III was finally granted.
Jordan arrived at the current site of the Eola Fisherman's Wharf within two days of planetfall. Almost immediately, he
realized that while the selected site would be ideal for an oceanic prospector's port, there were few other nearby resources
(such as fresh water) suitable for establishing a community that could support it. Jordan immediately began a survey of the
surrounding countryside. To his dismay, the closest suitable site for a settlement was over thirty kilometers to the south.
Nevertheless, Jordan was determined to make his vision a reality, and together with his wife and sons established a
homestead at what is now 101 East Ouachita Street in the community of Eola. At the same time, they built a windmill a
short distance to the north to pump groundwater and provide rudimentary electricity (which still stands, despite the later
addition of a more reliable power station to the settlement). Two weeks later, two other entrepreneurs, Ptexopca and Qrlss
Arr'qlsss, came to the area with the same intentions as Jordan. According to one apocryphal account, Jordan jokingly called
Ptexopca a "skeencher" at their first encounter, as he had brought his entire family along for his expedition. Skeencher
Boulevard is the name of the road leading from the town out to the site of the Fisherman’s Wharf; ostensibly it was so
named as a result of this incident.
By 4631, sufficient construction had been completed on the wharf and the road leading out to it to begin prospecting
operations. Two cross-roads had been built crossing Skeencher Boulevard for the purposes of expanding the town; the
northern lane was named Homer Lane for Jordan, and the southern one (the one that passed just to the north of Jordan's
homestead) was named Ouachita Street (Ouachita being the middle name of Jordan's wife). Additional roads running
parallel to Skeencher Boulevard (Ptexopca Street and Arr'qlsss Street) had been named after the other settlement founders,
who by this time had started setting up other interests in the settlement including a tavern and warehouse in preparation
for seafaring crews. Jordan felt the time was right to begin prospecting, so he had a prospecting ship built and shipped to
the area at his expense, and began advertising the need for a crew over the airways to the other settlements (particularly
the settlement at New Braunfels, which was at the time experiencing a boom due to a titanium rush). Two months later,
Jordan had his ship and his crew. The woman hired to be the captain of the ship, Linda Neighbour, was a person with a
quiet personality and was a little perturbed when Jordan named the ship Good Neighbour in her honor (as well as naming a
third cross street after her). With the addition of Neighbour's crew as permanent residents to the growing settlement, the
population of the area was large enough to require a post office by law. After meeting with the settlement's founders, the
decision was made to name it Eola, again after Jordan's wife (it's often thought that Mrs. Jordan was never fully happy
with being dragged out into "the middle of nowhere", that she was preparing to leave Homer Jordan at the time and that he
pleaded with the others to "cut him a break" when it came time to name the settlement).
Unfortunately for all involved, the waters off of the coast proved to be mineral poor. Jordan and Ptexopca had poured
substantial amounts of money into developing the community but with its very purpose unraveling before their eyes, a
return on the investment seemed unlikely at best. Jordan himself was killed after contracting a case of craptasticosis after a
Tentacled Hexapod attack in 4632, causing much uncertainty over Eola's continued existence (and bringing up the
necessity of a town cemetery, which was placed off of an extension of an alley between Homer Lane and Ouachita Street
and named in Jordan's honor). It was Arr'qlsss who ultimately came up with a new purpose for the town: fishing. While the
waters had proven to be mineral poor, they were rich with many different kinds of fish. Moreover, fish could provide a
reliable source of food to the nascent settlement, which up to that point had been struggling to grow enough crops to feed
even the few residents who lived there. Ptexopca, who had stepped up as the community's mayor after the death of Jordan,
jumped at the plan. Good Neighbor was refitted as a fishing trawler and within a day of going back out to sea had netted
enough fish to fill her hold.
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Eola Jordan (known locally as "the widow Jordan") and her two sons Michael and Jeffrey have remained with the
community that Homer Jordan founded more out of sentiment than anything else (not to mention the fact that the
settlement's venture largely drained the family's fortunes). The three eventually opened up a general store in the town.
Ptexopca and his family eventually left the settlement to tend to other business ventures; his offspring Iixxopca remained
in the community and took over his father's business ventures when he left. Qrlss Arr'qlsss is the only original community
founder remaining in the town as of 4647; he created a minor scandal when he returned from New Braunfels one day with
a pregnant Thrynn female 22 years his junior (Qrlss for his part was over thirty at the time, past the age when Thrynn
typically seek out mates). The two have remained together and now have seven offspring, but due to the scandal Qrlss felt
it unwise to run for the mayorship of the town in the last set of elections. Ultimately, an immigrant named Gilberta Bint
Zeev was elected to the post.
Eola today is growing at a slow but steady pace. Eola's fishing industry is still getting off the ground, having added two
additional trawlers to the community's "fleet". A major challenge to the town's growth remains finding an efficient way of
getting the fish to markets across the planet before they spoil. Additional waves of immigrants have arrived in recent years
as the town has needed additional labor (including a batch of Androids that Homer Jordan ordered when the community
was first settled; they didn't arrive until 4641). The addition of a church a few years ago next to the graveyard prompted
the town council to rename the alley on which the graveyard was located Church Street (though it really is only a proper
street east of Arr'qlsss Street). Finally, it should be noted that many of the recent immigrants have brought their children
with them, which may yet mean a bright future for this tiny community.
By far, the largest employer in the town is Iixxopca Enterprises, Inc., which is a small company owned by local resident
Iixxopca. Iixxopca Enterprises owns and operates the Eola Municipal Cannery (a relatively recent addition to the town) and
Fisherman's Wharf, which between the two employs almost forty percent of the community's working age residents and
represents Eola's sole industry. The community is therefore heavily dependent upon the local fishing industry for its
financial survival. Most of the community's residents and their families are billeted by Iixxopca Enterprises in lieu of a
larger salary. Other major businesses in the community include the Ghoti Hook, a local tavern owned by the local Arr'qlsss
family (which currently have plans to expand the tavern to become an open saloon and inn), and Jordan's General Store,
which is owned and operated by the widow Jordan and her two sons. Finally, the town's Transit Port and the adjoining
Fuel Depot (ran by the Delta Sector-based Shyneum distribution company Ptexaco) account for a respectable fraction of the
town's jobs. Due to the lack of any other major industries and the fact that the only major commercial interests in the
town are a tavern and general store, it's perhaps not surprising that the local economy is depressed. It's rare to find items in
the town that have a value higher than five MUs.
Eola is run by a town council which consists of the town's Mayor and two other town members, which act as both the
executive and legislative branch of the local government. Town meetings are open to the entire community; they are either
conducted at The Ghoti Hook, The First Church of the Ancients or the Town Plaza depending upon the weather, expected
turnout and agenda. As of 4647, the town's Mayor is Gilberta Bint Zeev, with Michael Jordan and Pravin Hedman sitting as
the other active council members. The community does not have its own sitting judiciary branch. Any criminal activity
(which is exceptionally rare given the town's small size) is initially handled and processed by Ixnooti, the town's lone
constable; judiciary action occurs at the courthouse in the village of Eden.
The community has one church, the First Church of the Ancients. Many of the townspeople consider it fortunate that the
town has their own full-time priest, Xzksaphoptu, who resides within the community. Aside from holding weekly services,
the Church also serves as the community's schoolhouse (the town has 31 children, of which eleven are of school-going age;
the rest will be there within a few years). Education in the community is currently handled by the town's sole teacher,
Juliet Raghavanpillai. As of 4647, Ms. Raghavanpillai is 74 years old; given her advanced years, some of the townspeople are
hoping a new teacher will migrate to the town sometime in the next few years (particularly given the fact that the next
closest formal school is at New Braunfels).
Transportation
As with all communities on the surface of Koann III, Eola has a transit hub designed to handle air freight and passenger
travel. Eola's hub is one of the smaller ones on the planet, designed to handle up to four VTOL craft (hovercopters and
gravships) at one time with no fixed-wing craft facilities. The transit hub currently does not have any rail service, despite
repeated petitions to Koann III Rail Incorporated from the city council and community's residents to have rail service
installed and despite the fact that the planet's main rail line passes within 450 kilometers of Eola. Koann III Rail
Incorporated has stated that they would be willing to extend a main line spur out to Eola if the community would be
willing to front the cost for the rails (estimated at 8000 MU), an amount the community really cannot afford. With the
addition of the Cannery, however, many of the townspeople are hopeful about a private interest donating the money. The
town also has a small seaport associated with the local Fisherman's Wharf. At present, three boats operate out of the
Wharf: Good Neighbor, Northern Star, and Ptsottx. Until the addition of the cannery, it was necessary for the crews of these
three ships to haul their catches all the way to the next closest seaport (Boerne), a long, costly and potentially very
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dangerous journey (and one that ultimately would require additional fishing for the community's food needs during the
return trip). Disaster has only been averted so far due to the skill of the fishing crews (not to mention great luck).
Residential Information
The following is a full listing of the residents of Eola. Aside from such vital information as place of residence and employer,
the list includes data that would allow a player to construct a set of stats for the resident using the procedure in Chapter
12.3. Players are reminded that the archetype listed for a specific resident does not necessarily indicate that resident's
function within the community (though it does give a strong indication of their job). For the determination of which lot
belongs to which resident, the "zero block point" is the intersection of Skeencher Blvd and Church St; houses on the north
and west sides of the streets have even numbers incremented by four, while those on the south and west sides have odd
numbers and are also incremented by four. For the locations of businesses, refer to the town map.
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209 S. Skeencher
Magambo, Adsila F 2 (Residence) 0 NA (Child)
Blvd.
209 S. Skeencher
Magambo, Arthur M 1 (Residence) 0 NA (Child)
Blvd.
209 S. Skeencher
Magambo, Ethan M 42 Ptexaco 0 5 Technician
Blvd.
209 S. Skeencher
Magambo, Jason M 4 (Residence) 0 NA (Child)
Blvd.
209 S. Skeencher
Magambo, Julien M 11 (Residence) 0 NA (Child)
Blvd.
209 S. Skeencher KEO10 Good
Magambo, Paige F 34 0 4 Pilot
Blvd. Neighbour
Magambo, 209 S. Skeencher
M 2 (Residence) 0 NA (Child)
Silvanos Blvd.
KEO10 Good
Neighbour, Linda F 32 213 S. Neighbour Ln. 100 1 Commander
Neighbour
Nkadimeng,
F 34 304 E. Church St. (Residence) 0 5 Housemate
Kimiyo
Nkadimeng,
M 6 304 E. Church St. (Residence) 0 NA (Child)
Yushua
Nkadimeng, Zach M 10 304 E. Church St. (Residence) 0 NA (Child)
Nkadimeng, KEO10 Good
M 36 304 E. Church St. 0 4 Fisherman
Zacharias Neighbour
Perroy, Egon M 5 209 E. Homer Ln. (Residence) 0 NA (Child)
Perroy, Eyota F 3 209 E. Homer Ln. (Residence) 0 NA (Child)
Eola Municipal
Perroy, Fabio M 59 209 E. Homer Ln. 0 3 Laborer
Transit Hub
Perroy, Genoveva F 8 209 E. Homer Ln. (Residence) 0 NA (Child)
Perroy, Wilma F 52 209 E. Homer Ln. Ptexaco 0 1 Technician
Raghavanpillai, 310 N. Skeencher First Church of the
F 74 100 5 Teacher
Juliet Blvd. Apt. D Ancients
Veloxi Iinphoptu M 6 300 E. Ouachita St. (Residence) 0 NA (Child)
Eola Municipal Business
Iixxopca M 23 304 E. Ouachita St. 200 1
Cannery Owner
Security
Ixnooti M 31 309 E. Ouachita St. The Ghoti Hook 100 3
Officer
Jphopca F 5 304 E. Ouachita St. (Residence) 0 NA (Child)
Phkssphoptu F 40 300 E. Ouachita St. KEO11 Northern Star 0 3 Pilot
Eola Municipal Power
Phxtphex M 44 301 E. Ouachita St. 0 4 Technician
Station
Eola Municipal Power
Ptsopca F 24 304 E. Ouachita St. 0 5 Engineer
Station
Rrnopca F 1 304 E. Ouachita St. (Residence) 0 NA (Child)
Toaxopca M 5 304 E. Ouachita St. (Residence) 0 NA (Child)
Vixttx M 43 308 E. Church St. KEO12 Ptsottx 0 4 Commander
Xinavi M 65 209 E. Ouachita St. (Residence) 0 5 Medic
Xixphoptu M 6 300 E. Ouachita St. (Residence) 0 NA (Child)
Xxphopca F 1 304 E. Ouachita St. (Residence) 0 NA (Child)
Xxxxopca F 5 304 E. Ouachita St. (Residence) 0 NA (Child)
Xyphilhy F 68 308 E. Ouachita St. KEO10 Good Neighbour 0 4 Fisherman
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First Church of the
Xzksaphoptu M 37 300 E. Ouachita St. 100 5 Priest
Ancients
Zinoph M 57 305 E. Ouachita St. (Residence) 0 2 Journalist
Zipphoptu F 6 300 E. Ouachita St. (Residence) 0 NA (Child)
208 S. Skeencher Business
Qrlss Arr'qlsss M 33 The Ghoti Hook 100 2
Blvd. Owner
208 S. Skeencher
Qrlhsss Arr'qlsss F 11 Eola Post Office 0 2 Programmer
Blvd.
208 S. Skeencher
A Arr'qlsss F 3 (Residence) 0 NA (Child)
Blvd.
208 S. Skeencher
Lh Arr'qlsss M 2 (Residence) 0 NA (Child)
Blvd.
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P271102 N 6 113 W. Homer Ln. The Ghoti Hook 0 5 Laborer
Eola Municipal
Q852321 N 6 113 W. Homer Ln. 0 1 Laborer
Cannery
T323111 N 6 113 W. Homer Ln. KEO11 Northern Star 0 2 Fisherman
U030033 N 6 113 W. Homer Ln. KEO11 Northern Star 0 1 Deckhand
Eola Municipal Power
U252200 N 6 113 W. Homer Ln. 0 5 Technician
Station
V371133 N 6 113 W. Homer Ln. The Ghoti Hook 0 3 Laborer
W490021 N 6 113 W. Homer Ln. The Ghoti Hook 0 4 Entertainer
During the course of an adventure, characters will likely have to deal with the local environment at one point or another.
Heat and cold, low gravity, radiation exposure and the like are all potential hazards that the characters may have to face,
regardless of where they are and what they are doing. The potential effects of the environment on characters in the game
are so numerous that they require separate discussion. This whole section will be devoted to a discussion on environmental
effects and how to deal with them as they come up.
Lifeforms in the Starflight Universe inhabit a wide array of biomes on many diverse worlds. These biomes range from
warm, tropical wetlands to scorching deserts to polar icecaps. Occasionally, a lifeform that is used to one biome may have
to enter into another biome for which they are ill-suited, usually with unfortunate consequences. For some reason, sapient
lifeforms in particular are frequent visitors of less than optimal alternative biomes. They also have an annoying tendency to
screw around with things (such as fire, electricity, and chemical compounds) that are potentially quite fatal, or disfiguring
at the very least.
Characters exposed to temperatures outside of their optimal environmental range can take Cold Damage from such things
as frostbite and hypothermia, or Heat Damage from such things as heat exhaustion and sunstroke. Heat and Cold Damage
can cause a variable amount of damage to a character depending on just how extreme the heat/cold actually is. The severity
and potential damage from Heat and Cold damage is determined through the use of a temperature severity level, which is
determined by the GM and based on the local categorical temperature (using the temperature categories discussed in
Chapter 10.2.1). If a GM knows that characters will be directly exposed to an extreme environment prior to an adventure,
they should determine the temperature severity level for the environment before the adventure begins. To do this, the GM
may use the table below to select a severity level either by choosing an amount arbitrarily from the indicated range or by
making the die roll and recording the result (making the die roll is recommended for situations wherein the GM has to improvise).
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Note that this table is optimized for creatures that can best stand a Temperate to Tropical environment (like Human
beings). For those creatures whose optimal tolerance is in another category, the "zero level" (the same rolls as for the
Temperate category on the table) should be moved up to their optimal level. For any new "extreme" levels created by such a
move, the roll for severity is 12 + 1d10 with a potential range of 12 to 21. Add ten to the endpoints of each subsequent
new category. For example, a character whose optimal temperature range is Subarctic will move the "zero level" to Subarctic. All other
categories will do Heat Damage to this character; the Tropical level moves down to Arctic, Searing to Temperate, and Inferno to
Tropical. For Searing, the range becomes 12 to 21, and Inferno becomes 22 to 31.
Some pieces of gear are designed to add levels of "thermal protection" to a character (such as socks, sweaters, heavy coats,
etc.). If a character is wearing such equipment, the effective temperature severity level changes for them. In situations
where they would be facing Cold Damage, the temperature severity level goes down by one per level of thermal protection
the character is wearing for that character. However, in situations where the character would be facing Heat Damage,
wearing such gear makes the temperature severity level go up for them instead.
When a character is exposed to extreme temperatures, they must make a Survival Check every ten minutes. The DC of the
Check starts at 5 and increases by five for each Check as long as the character remains exposed to the adverse conditions. If
the Check fails at any time, the GM will roll a number of d5s equal to the predetermined temperature severity level (taking
into account any thermally protective gear the character may happen to be wearing) and tally the dice up. The final result
is an amount of Non-Lethal Damage that will be immediately applied to the character. Characters may fail any Survival
Check, yet continue to make subsequent Checks; it's only when the character fails a Check that they take Heat or Cold
Damage. If the character's NHP has already been reduced to zero or less, they will continue to take Non-Lethal Damage
from the extreme heat/cold and will begin taking an equal amount of Lethal Damage as well.
Fire
Fire is the rapid oxidation of a combustible material releasing heat, light and various reaction products such as carbon
dioxide and water vapor. Oftentimes, the heat of the reaction is sufficient to ionize gases, producing plasma. Fire is
commonly used as a weapon in many cultures for a very good reason: it can kill fairly easily. Even if it doesn't kill outright,
fire can cause severe damage to anything that it touches.
Characters exposed to fires may catch themselves, their clothes or equipment on fire. If a character is at risk of catching fire
(in situations where they are in a burning building, are standing a little too close to a lava flow, are being targeted by a
Flamethrower, etc.), they are allowed to attempt a DC 75 Reflex Save to avoid catching fire each round that they are at risk
(unless they have been targeted by another character wielding a Flamethrower, regardless of the weapon's Class). If the
character fails the save, they are set ablaze. Once ablaze, a character or creature will take 1d10 points of Lethal Damage per
round as well as a burn per round. These effects can be amplified depending upon which area of the body is on fire, as per
the rules for hit locations in Chapter 9.2. If a hit location has not been determined already, one should be determined once a
character is set ablaze. Burns count as two normal Wounds, the second of which will automatically scar (inflicts a
permanent -1 Comeliness penalty) upon healing unless the healer uses a Burn Kit (see Chapter 5.4) during the healing
process. After taking Fire Damage, a character may make a Reflex Save with a DC of 75 in an attempt to put out the fire (if
the character drops Prone before attempting their Reflex Save, the DC is reduced to 50). If the Save succeeds, the fire goes
out and no further damage takes place. Otherwise, the GM must make a d% roll; if the result of that roll is higher than the
result of the character's Reflex Save attempt, another part of their body catches fire. In this event, the amount of Lethal
Damage the character takes is still 1d10 points per round, but they will take burns for each portion of their body that is
ablaze. A single successful Reflex Save is sufficient to smother the flames over their entire body.
Acid
Creatures are sometimes exposed to substances that have a hydrogen ion activity either greater than or less than that of
water. These substances may or may not be hazardous for the creature to be around; a creature's exterior layers may be
designed such that they can withstand contact with them. These substances become dangerous when the hydrogen ion
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activity deviates sufficiently from that of water, at which point chemical reactions within the exterior layers are speeded
up to the point where the layer begins to break down, which results in potentially severe bodily injury and disfigurement.
Substances with hydrogen ion activity greater than water are known as acids, while those with activity less than water are
known as bases. SFRPG treats these substances the same way for purposes of game play; in this discussion they will
collectively be called "acids".
While technically having nothing to do with adverse temperatures, acids are covered in this section due to their capacity to
cause burns similarly to fire. If a character comes into direct contact with acid, they will take an amount of damage
depending upon its potency and whether or not they merely come into contact with it or are completely immersed in it. If
a character merely comes into contact with the acid, a hit location (see Chapter 9.2) will need to be determined for specific
bodily damage effects. Immersion, on the other hand, automatically counts as a "hit" to a character's vital Body Area (which
may make immersion in even a weak acid instantly fatal).
Contact with a mild acid (such as hydrochloric acid or a base like ammonia) will cause one burn and 1d5 Lethal Damage.
Contact with a more potent acid (such as sulfuric acid or a base like sodium hypochlorite) will cause two burns and 1d10
Lethal Damage. Contact with strong or concentrated acids (such as nitric acid or a base like sodium hydroxide) cause three
burns and 2d10 Lethal Damage. Immersion in acid doubles the amount of damage indicated by the die roll (as per normal
vital Body Area hits) and also adds a number of Wounds equal to the damage die roll in addition to the indicated number of
burns, no matter what the acid's strength. For example, a character falls into a vat of potent acid and winds up immersed in it.
1d10 is rolled for the damage; the result is six. Since they're immersed, that damage is doubled to twelve points of Lethal Damage.
Additionally, they take six Wounds over the two burns indicated for a total of ten Wounds, two of which need a Burn Kit to avoid
scars. Additional damage is taken for acid per round as long as the character remains in contact with it.
Even if a character is not in direct contact with an acid, there is a chance that they can take damage from an acidic
substance just by being near enough inhale its fumes. A character that is within two meters of a large, open vat of acid (a
cubic meter or larger) must make a DC 75 Fortitude Save to avoid the effects of the fumes (if the Save fails, use the rules for
Smoke as discussed shortly to determine specific effects.)
Finally, other liquid substances can be treated similarly to acids if they have the capability of causing burns (substances
such as liquid nitrogen and magma may fall into this category). These substances can be treated as acids but may also
subject a character to other effects (such as Cold Damage for liquid nitrogen and Fire Damage for magma). GMs are
welcome to add or substitute Acid Damage effects for these substances at their own discretion.
Hostile Atmospheres
There are very few species in the Starflight Universe that don't have to respire in some manner or another (synthetic
lifeforms don't necessarily need to respire). Moreover, the species that do breathe tend to have a very specific set of
requirements in order to be able to carry out such a basic biological function (such as a particular gas or liquid mixture,
available within a set range of pressures and states of matter). When ambient conditions are such that the necessary
mixture is not available, extremely bad things can happen to a lifeform very quickly.
Characters may encounter smoke for a number of reasons, including being close to a fire or erupting volcano, being exposed
to poisonous gas on a battlefield, etc. Smoke can cause a level of suffocation damage. When a character is exposed to smoke,
they must make a DC 50 Stamina Check after the first minute. Each round afterwards that the character remains exposed, a
new Stamina Check must be made with the DC increasing by five points each round. Should the character fail any Check
during this period, they begin to take damage from smoke inhalation. The character begins coughing uncontrollably, taking
1d5 Non-Lethal Damage each round they remain exposed. The Stamina Checks continue, but the DC begins to increase by
ten points per round. Should the character fail a second Stamina Check, the damage increases to 2d5 and the DC increases
by fifteen points per round. Each additional failure adds 1d5 to the amount of Non-Lethal Damage the character takes and
adds five points to the amount of increase in the DC. Non-Lethal Damage and Stamina Checks continue even after the
character loses consciousness at 0 NHP. At any point, the character may leave (or be carried out of) the smoky
environment, at which point the Non-Lethal Damage stops. Characters stop coughing after spending the same amount of
time in a smoke-free environment that they were in the smoky environment. Non-Lethal Damage from smoke inhalation
heals at the normal rates and can be treated by a physician.
Should the "smoke" in question actually be an actively poisonous gas (such as chlorine or mustard gas), poison damage
might also apply (see Poisons and Pathogens later in this sub-Chapter). As a benefit, all characters within a smoky
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environment gain a level of concealment. Anyone attacking a character in a smoky environment will take the -25 penalty
for not having clear line of sight. For details, see Chapter 9.2.
Thin Air
Sometimes characters will have to venture into environments where the correct substance needed for respiration is present
but not in a high enough concentration to sustain life processes for an extended period. Such locales may include
mountaintops and partially decompressed chambers on a starship. Characters who enter into a so-called "thin air
environment" as these must make a DC 50 Stamina Check after one minute and must make an additional Check each
minute they remain in the environment, with the DC increasing by five points each Check. Upon any failed Stamina Check,
the character takes 1d5 Non-Lethal Damage and automatically becomes fatigued. The character must continue to make
Stamina Checks after losing consciousness at 0 NHP. The character may leave the thin air environment for a more normal
environment at any time (or be carried out), at which point any Non-Lethal Damage will heal at the normal rate. The
character will remain fatigued until all Non-Lethal Damage from their time spent in the thin air environment has been
healed.
Suffocation
If a character is in an environment where their respiratory needs are not being met at all (which happens in situations such
as being flung into space or being under water with an empty oxygen tank), there is a chance they will either suffocate or
drown. For game purposes, these two phenomena have the same set of effects; collectively they will be referred to as
"suffocation".
If the environment is such that a character cannot respire, they may attempt to "hold their breath" to prevent the effects of
suffocation. The character can hold their breath for a number of rounds equal to one-tenth their Stamina Skill score. After
that time period, they must make a Stamina Check with a DC of 50. The character must make an additional Stamina Check
each additional round they remain in the environment, with the DC of the Check increasing by ten each round. On any of
the rounds where the character is still making Stamina Checks, they may stop making those Checks if they return to an
environment in which they can respire. Should the character fail a Stamina Check on any round, they are suffocating. The
suffocation sequence lasts three rounds, beginning with the next round after the character begins suffocating. On the first
round, the character's NHP falls to zero and they become Unconscious. On the second round, the character takes 3d10
Wounds to their Body Area (vital). Clinical death occurs on the third round (0 HP) if the character hasn't already entered
clinical death from the damage inflicted on them during the second round. Should a character be pulled into an area where
they may respire after the suffocation sequence begins, they will require time to heal as with any other for of damage or
Wound. For details, see Chapter 9.2.
Strangulation
Finally, a character can attempt to strangulate another character in the course of combat if they are in a grapple with
another character (for information on grappling, see Chapter 9.2). To make an attempt at strangulation, the character must
have succeeded in their latest Grapple Check by ten or more points and have used the Grapple action to pin their opponent.
If these preconditions are met, the character may declare the pin to be an attempt at strangulation. Strangulation works the
same way as suffocation as long as the character can maintain the pin. If the opponent breaks the pin, they are no longer at
risk for suffocation (and are probably quite pissed).
Gravitational Effects
Gravity is something that most beings take for granted. It's a familiar tug that keeps everything firmly attached to
whatever body generates the majority of it. Of course, gravity rarely works the way sapient beings would like it to,
including those times when it's possible for gravity (or rather the influence it has on all things, including people and sharp,
pointy objects) to cause substantial bodily harm to a being.
When outside the gravitational tolerance range for their species, a character takes penalties on some of their actions. For
each .1 gee over or under the tolerance range, the character takes a -1 penalty to all Power and Finesse Skill Checks as well
as to all Reflex Saves. If the character happens to be in a zero gee environment, the character takes an additional -10
penalty to these same die rolls (provided that their standard gravity is not zero gees, of course). It is possible, should the
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character be in an environment substantially different from what they are used to, that the penalties inflicted effectively
negate all points the character has in a Skill. In that case, the character automatically fails any Check of that particular
Skill. The penalties associated with being out of gravitational tolerance lose effect when the character returns to an
environment with a more tolerable gravity.
Falling
While falling in and of itself will not harm a character, the sudden stop at the end just might. The amount of damage a
character suffers in a fall is largely dependent upon its distance. A fall that is greater than two meters in distance is
sufficient to cause damage. A character takes 1d5 points of Lethal Damage for each meter (rounded up) that they fall over
the first two meters, with an added 1d5 Lethal Damage for each whole gee of gravity (rounded down) of the present
environment. For example, a character that falls 6.4 meters on a world with 2.3 gees of gravity rolls 7d5 for falling damage (6.4
meters rounds up to 7, 7-2 = 5; 2.3 rounds down to 2, 5+2 = 7). Characters that take falling damage must roll for a hit location
(see Chapter 9.2) to determine if any additional damage effects take place. Characters may attempt a DC 75 Reflex Save
upon impact in an attempt to mitigate the resultant amount of damage by 1d10; this represents an attempt at "tumbling".
A character who successfully employs a parachute or similar apparatus designed to slow their fall only takes 1d10 Non-
Lethal Damage upon impact, regardless of gravity or the distance they fell.
Falling Objects
Just as characters can take damage from the sudden stop at the end of a fall, they can take damage by objects falling down
on top of them (something a character should consider when standing directly underneath a hovercopter they want to
shoot down with a shoulder-mounted missile). The amount of damage a character takes from such an incident is dependent
upon the Size Class of the object along with the distance the object drops and the local gravitational pull. As with a falling
character, an object that falls on a character causes 1d5 Lethal Damage for each meter (rounded up) that the object falls
over the first two meters, with an added 1d5 Lethal Damage for each whole gee of gravity (rounded down) of the local
environment. Additionally, another 1d5 worth of Lethal Damage occurs for each Size Class the object is over the Size Class
of the character. Characters that take damage from a falling object must roll for a hit location (see Chapter 9.2) to
determine if any additional damage effects take place. If the object happens to be at least two Size Classes larger than the
character, they may attempt a DC 75 Reflex Save upon impact in an attempt to avoid being pinned down by the falling
object (using the rules for Grappling in Chapter 9.2). Even if the save is successful, the character will be knocked Prone by
the impact. The falling object gets a +5 bonus for each Size Class that it is larger than the victim to its Grapple Check. A
Lifting Check with a DC equal to 50 plus the object's Size Class times 5 may also be used to break the pin.
Landslides
When a large amount of snow, rock or land comes loose and begins sliding down a slope, the result is an avalanche or a
landslide. Since both phenomena are caused through similar mechanics, the general term "landslide" will be used to refer to
both in this discussion. Landslides are extremely dangerous and can easily kill a character. If targeted by a landslide but
close to the edge of it, characters can make a DC 75 Reflex Save to avoid being caught in it. Characters caught in a landslide
are carried along with it, moving at the same rate as the slide. Characters may be subjected to a number of possible effects
during the course of the slide at the GM's discretion. For example, characters in a rockslide might be at risk of taking falling
object damage from boulders thundering past, they might be subject to suffocation during a mudslide, they could be subjected to Cold
Damage during an avalanche, and so forth. A good way to determine if the character will be subjected to these effects is to roll
d% and compare the result to their Dexterous Maneuvers score. If the roll is higher, they are subject to these added effects.
Once the GM has determined the slide has been spent (roll d% and multiply the result by 10; this is the distance in meters
the slide travelled), the character will be buried in the material in which they were carried away. The depth of their burial
depends upon the slide’s severity; GMs should assume a burial of one meter for every 200 meters (round up) that the slide
travelled. The character can then attempt at digging themselves out, using a Dexterous Maneuvers Check with a DC of 150
each minute in order to move themselves upwards by one meter. A buried character has total concealment (obviously).
Suffocation effects will be needed while the character is attempting to dig themselves out; GMs should consider a "round"
in this case to equal one minute rather than the normal six seconds.
The chemical processes upon which most lifeforms depend for life functions must be carried out using the correct
substances and oftentimes must occur in a very specific order. If those substances are missing or substituted for another, or
if something causes the processes to get "out of sync", it could prove fatal for the lifeform. Naturally, there are other
lifeforms that take advantage of this fact in order to find sustenance for themselves (either directly or by breaking a
creature's structure down into a more easily digestible form) or as a means of creating a friendly environment in which to
propagate their own species. There are also those species out there that, although they cannot manufacture such disruptive
substances naturally, are more than capable of manufacturing them artificially and deliberately deploying them on other
beings. When a lifeform's internal chemistry is disrupted by a substance, the substance is called a poison. When it's
disrupted by another organism, the organism is called a pathogen.
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Because the effects of poisons and pathogens are fairly close to one another, SFRPG handles them similarly. Both have a
mode of contraction (also known as a transmission vector), multiple stages of effects, Fortitude Save DCs to avoid either
the initial stage or subsequent stages, an incubation period before initial effects present themselves, a duration period for
each stage to determine how long it lasts, and conditions for treatment, mitigation or avoidance of further stages. Typical
effects from poisons and pathogens include loss of HP (up to and including death), loss of points in Skills and sub-
disciplines, and taking Complications (for any of these, the effects can either be temporary or permanent).
Pathogens
Characters can become exposed to pathogens throughout the course of their adventures through contact with diseased
individuals, delving into areas where bacteria thrive, or even by being targeted deliberately by individuals using pathogens
as weapons. These pathogens can cause diseases, which can be mild or severe (some are severe enough to be life-
threatening). When a character comes in contact with a pathogen in the manner required by its transmission vector
(ingestion, inhalation, injury, etc.), they must make an immediate Fortitude Save (the DC of which is dependent upon the
pathogen itself). The character proceeds to Stage One of the disease after its incubation period if the Save fails. Once the
character has contracted a disease, they can only recover if they fulfill the recovery conditions listed for it (this may or may
not involve further Fortitude Saves).
Other characters can treat patients under their care using Pathology Checks. The DC of these Checks equals fifty plus the
pathogen's initial Fortitude Save DC. A Pathology Check may be attempted once per day. If successful, the character
automatically receives the most favorable result for the current stage of the disease (though the character still must endure
the symptoms listed for the amount of time remaining for that stage). Alternatively, a caretaker can give the patient a shot
of Antibiotics. This requires the caretaker to make a DC 100 Long-Term Care Check instead. If successful, the patient will
begin recovery from the disease upon completion of its current stage. Caretakers are forewarned that they will be exposed
to a disease simply by treating a patient with it. Placing a character in stasis will not cure a disease but it will effectively
"stop the clock", delaying its further progression until they are brought out of stasis (perhaps buying the patient enough
time to have a fighting chance at survival).
Characters can be given inoculations, usually by injecting them with a substantially weakened form of a specific disease.
This requires a Pathology Check with a DC of one-half (round up) the disease's initial Fortitude Save DC. Success will give
the character the disease but they will only suffer the Stage I effects and automatically recover at the conclusion of Stage I.
Failure still offers protection, but the character takes 1d5 Lethal Damage in the process. This Check has critical potential:
on a critical failure, the character gets the full blown disease as well as the Lethal Damage. Diseases with an initial
Fortitude DC of 125 or higher cannot be inoculated against unless Starfaring Age medicine is involved. Inoculations are
effective for 1d10 years.
Given such a broad definition of what constitutes a pathogen and given the large number of species that are in the
Starflight Universe, it should be obvious that there are countless species of microorganisms that qualify as pathogens;
creating a comprehensive list of them is impossible. Rather than to attempting to create such a list, a short sampling of
diseases follows. GMs may choose for themselves which races in their adventures are susceptible to these diseases and are
free to create their own maladies as needed.
Flu
The flu is an infectious disease caused by RNA viruses of the family Orthomyxoviridae. While it typically affects avian and
mammalian species more than others, almost all sentient life has their own "version" of this particular disease. It becomes
particularly problematic when one version jumps over to another species and has been known to cause epidemics among
dense populations.
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• Stage III Effects:
o Symptoms: Cough (-1d10 to all Hiding and Seeking Checks), Headache and Sore Throat (-1d5 to all
Concentration Checks), Weakness (-1d5 to all Power Checks), Fever (-1d5 to all Stamina Checks).
Character temporarily loses one-tenth of their maximum hit points (Lethal and Non-Lethal). Character
is fatigued, contagious, and cannot move faster than twice their normal rate.
o Stage III Duration: 5d5 hours
o Stage IV Fortitude Save DC: 130 (Stage III symptoms end and recovery begins in 2+1d10 hrs if
successful).
• Stage IV Effects (Final Stage):
o Symptoms: Character has Pneumonia; proceed immediately to Stage I.
Rubeola
Rubeola is an infection of the respiratory system caused by a virus, specifically one from the genus Morbillivirus. It is a
highly contagious airborne pathogen, infecting and replicating in the lymphatic system, urinary tract, conjunctivae, blood
vessels and central nervous system of its new host. Though quite virulent, it is only occasionally fatal to its host and is
easily prevented altogether through inoculation. Once infected by this disease, a character becomes immune to re-infection
for the rest of their life no matter how far it progressed.
Pneumonia
Pneumonia is an inflammatory illness of the lung and has various causes including prior bacterial or viral infection. It can
result from a variety of causes, including infection with bacteria, viruses, fungi or parasites, and chemical or physical injury
to the lungs. Its cause may also be officially described as idiopathic (unknown) when infectious causes have been excluded.
Pneumonia is a common illness which occurs in all age groups. In pre-Starfaring Age societies, it is a leading cause of death
among the young, the elderly and people who are chronically and terminally ill. Vaccines to prevent certain types of
pneumonia are usually available by the time a society reaches their Industrial Age. The prognosis and chances of survival
usually depend on the type of pneumonia, whether the patient receives the appropriate treatment or not, any
complications and the patient's underlying health.
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20-69: Character has bacterial pneumonia. Cough with Mucus (-3d5 to all Hiding and Seeking
Checks), Fever with Chill (-1d10 to all Stamina Checks), Chest Pain (-2d5 to all Power
Checks), Shakes (-1d5 to all Dexterous Maneuvers Checks), Sweating (-1 day to dehydration).
Character cannot move faster than twice their normal movement rate.
70-99: Character has viral pneumonia (cannot be treated with Antibiotics prior to Starfaring
Age). Cough (-1d5 to all Hiding and Seeking Checks; -1 NHP when making physical Checks),
Muscle Pain (-1d5 to all Power Checks), Fever (-1d5 to all Stamina Checks), Headache (-1d2
to all Concentration Checks). Character is fatigued, takes a -15 penalty to all Checks, and
cannot move faster than twice their normal movement rate.
o Stage I Duration:
Idiopathic: 10+4d5 days
Bacterial/Viral: 7+1d5 days
o Stage II Fortitude Save DCs:
Idiopathic: N/A (Stage I effects end and recovery begins 2+1d5 days after completion of Stage
I.)
Bacterial/Viral: 140 (Stage I effects end and recovery begins in 2+1d5 days if successful.)
• Stage II Effects:
o Symptoms: Stage I symptoms continue, with Difficulty Breathing (-2d10 to all Stamina Checks), Nausea
(-1d10 NHP/-1d5 HP), Mental Confusion (-2d10 all mental Checks).
o Stage II Duration: 2+1d5 days
o Stage III Fortitude Save DC: 150 (Stage I and II effects end and recovery begins in 2+1d5 days if
successful).
• Stage III Effects:
o Symptoms: Stage I and II symptoms continue. Character loses one-quarter of their maximum HP/NHP.
o Stage III Duration: 2+1d5 days
o Stage IV Fortitude Save DC: 160 (Stage I, II and III effects end and recovery begins in 2+1d5 days if
successful).
• Stage IV Effects:
o Symptoms: Stage I, II and III symptoms continue.
o Stage IV Duration: 1d5 weeks
o Stage V Fortitude Save DC: N/A.
• Stage V Effects (Final Stage):
o Symptoms: Stage I, II and III symptoms continue. Character loses -1 Physique per minute until clinical
death.
o Stage V Duration: Until clinical death.
Bronchitis
Bronchitis is inflammation of the air passages within the respiratory system, usually caused either through infection or
prolonged exposure to particulates (such as smoke). While more annoying than deadly, it is possible for a character to
contact chronic bronchitis and suffer from its effects for the remainder of their life.
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o Stage III Duration: 1d5 wks
o Stage IV Fortitude Save DC: 130 (Stage III symptoms end and recovery begins immediately if successful).
• Stage IV Effects (Final Stage):
o Symptoms: Character has developed chronic bronchitis. Cough (-1d10 to all Hiding and Seeking Checks)
remains for 1d5 months, then subsides for 2+2d5 months, followed by Stage I symptoms for 1d5
months. Stage I symptoms then subside for 2+2d5 months and return for 1d5 months for the
remainder of the character's life. The GM should go ahead and calculate the character's Maximum
Lifespan at this point (whether they have reached Venerable Age or not), and remove 3d5 years (or
months for short-lived species) from that amount.
o Stage IV Duration: Until brain death.
Mind Fever
Mind fever is a medical condition where a part of an organism's cognitive organ becomes inflamed and causes symptoms
that present as a high fever. Mind fever can refer to several different maladies; the one presented here is caused by a specific
bacterium of the genus Salmonella, transmitted by the ingestion of food or water contaminated with feces from an infected
person.
Phthisis
Phthisis is a common and often lethal infectious disease caused by microorganisms of the family Mycobacteriaceae. It
usually attacks the respiratory system but can also affect the central nervous system, the lymphatic system, the circulatory
system, the genitourinary system, the gastrointestinal system, the musculo-skeletal system and even the epidermis. Once a
character has it, they will have it for the rest of their life (no matter how long that is). Those who develop chronic phthisis
rarely live with the condition for very long at all. Even with medical assistance and a non-chronic condition, those who
contract phthisis will be lucky to survive it.
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o Stage II Fortitude Save DC: 130 (Disease becomes latent if successful. For the remainder of their life, roll
d% any time the character contracts another disease. On a result of 19 or more, proceed immediately to
Stage II Phthisis, which occurs concurrently with the other disease).
• Stage II Effects:
o Symptoms: Weight Loss (-2 Health, -1d5 kg Mass), Fever (-1d5 to all Stamina Checks), Loss of Appetite
(DC 50 Willpower Save needed in order to eat), Night Sweats (add 1d5 hours of sleep needed per day).
Character is fatigued, contagious, cannot move faster than three times their normal rate and loses one-
quarter of their maximum HP/NHP.
o Stage II Duration: 2+2d5 weeks
o Stage III Fortitude Save DC: 140 (Stage II effects end, but Stage III immediately begins if successful. On
failure, Character loses -1 Physique per minute until clinical death.)
• Stage III Effects:
o Symptoms: Cough (-2d10 to all Hiding and Seeking Checks), Difficulty Breathing (-2d10 to all Stamina
Checks). Character's maximum HP/NHP is reduced to one-half their normal levels and character cannot
move faster than twice their normal movement rate.
o Stage III Duration: 1d5 weeks.
o Stage IV Fortitude Save DC: 150 (Stage III effects end and recovery begins immediately if successful.
Disease becomes latent).
• Stage IV Effects:
o Symptoms: Character has Chronic Phthisis. Bloody Cough (-2d10 to all Hiding and Seeking Checks; -1 HP
when any physical Check is made), Severe Weight Loss (-2d5 Health, -2d10 kg Mass), Wheezing with
Shortness of Breath (-3d10 to all Stamina Checks). Character is permanently fatigued and permanently
loses one-tenth of their maximum HP/NHP. Character cannot move faster than twice their normal
movement speed and cannot move faster than normal for more than two rounds; exceeding either of
these limits 1d5 Lethal Damage per round.
o Stage IV Duration: Variable. Roll d% and use the following list of results:
00-49: 3+3d5 months.
50-79: 1d5 years.
80-99: 5+3d5 years.
o Stage V Fortitude Save DC: N/A.
• Stage V Effects:
o Symptoms: Character loses -1 Physique per minute until clinical death.
o Stage V Duration: Until brain death.
Pox
Pox is a particularly nasty infection caused by viruses of the family Poxviridae. It is characterized by the formation of crater-
shaped scars over the victim's entire body, disfiguring even the most comely of people (even with medical help). Those who
have the pox have to live long enough to get to the point where they are disfigured. In populations where the pox has been
all but wiped out, immunities to it are often underdeveloped, a fact which makes this particular disease a favorite amongst
those who practice biological warfare.
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• Stage III Effects:
o Symptoms: Headache (-1d5 to all Concentration Checks), Body Ache (-1d5 to all Power Checks), Full
Body Rash (-1d10 Comeliness; -1d5 Reflexes). Character is fatigued, contagious and is reduced to one-
quarter of their maximum HP/NHP.
o Stage III Duration: 1d5 days
o Stage IV Fortitude Save DC: 160 (If successful, proceed immediately to Stage V).
• Stage IV Effects:
o Symptoms: Variable. Roll d% and use the following list of results:
00-29: Character loses -1 Physique per minute until clinical death.
30-64: Character is blinded (is reduced to -25 Senses (Sight)). Proceed immediately to Stage V.
65-99: Character takes a permanent -5 penalty to their Power and Physique attributes.
Proceed immediately to Stage V.
o Stage IV Duration: N/A
o Stage V Fortitude Save DC: N/A.
• Stage V Effects:
o Symptoms: Headache (-1d5 to all Concentration Checks), Body Ache (-1d5 to all Power Checks), Rash
Begins Scabbing (-2d5 Comeliness; -1d5 Reflexes). Character is fatigued, contagious and is reduced to
one-quarter of their maximum HP/NHP.
o Stage V Duration: 2+1d5 days
o Stage VI Fortitude Save DC: N/A.
• Stage VI Effects (Final Stage):
o Symptoms: Headache (-1d5 to all Concentration Checks), Body Ache (-1d5 to all Power Checks), Rash
Leaves Scars (-1d10 Comeliness (permanent)). Character is fatigued, contagious and loses one-tenth of
their maximum HP/NHP (round up) permanently.
o Stage VI Duration: 2+1d5 days. After duration, Stage VI effects end and recovery begins.
Immunodeficiency Virus
Immunodeficiency virus is an example of a lentivirus, a retrovirus (a virus that turns the host's own cells into reproductive
factories) with a long incubation period. The fact that the host's own cells make more of the virus makes it particularly
difficult to treat or even to control. This virus utilizes the host's immune system to replicate itself, ultimately eliminating
their immune system and leaving the door open to death by some other infection. Though the transmission vectors aren't
necessarily all that numerous, once inside a host it is guaranteed to cause a chronic condition. If the host hasn't got access
to advanced medicine, death from a secondary infection is inevitable.
Immunodeficiency virus cannot be treated in Stone Age and Metal Age societies by any means. Industrial Age can only
prolong the inevitable: if treated with Antibiotics, progression towards Stage III stops for 1d5 weeks. Treatment in the
Industrial Age is only effective in Stage II. Moreover, once Stage III is reached, Antibiotics will have no effect on the patient
whatsoever. Treatment becomes possible if the character has access to Starfaring Age medicine through normal means.
Successful treatment leads to the end of the current stage symptoms and recovery after 1d5 weeks.
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• Stage II Effects:
o Symptoms: Character has Chronic Immunodeficiency Virus. Fever (-1d5 to all Stamina Checks), Sore
Throat (-1d2 to all Concentration Checks), and Muscle Pain (-1d5 to all Power Checks) continue for 1d5
months, which then subside for 1d10 months. Stage II symptoms then return for 1d5 months and
subside for 1d10 months until the onset of Stage III. During the entire period, the character is
contagious and their Recuperation score drops by one per month until the onset of Stage III, with a
permanent -1 drop to Health for every ten points of Recuperation lost.
o Stage II Duration: Variable. Roll d% and use the following list of results:
00-19: 1d10 weeks
20-39: 2+1d10 months
40-59: 1d5 years
60-79: 5+1d10 years
80-99: 3d10 years
o Stage III Fortitude Save DC: N/A.
• Stage III Effects:
o Symptoms: Conditional. See below.
If the character's Recuperation score is below -50: Proceed to Stage IV.
Otherwise: Character is contagious. Character loses one point of Recuperation per day until
their Recuperation score is below -50, and then proceeds to Stage IV.
o Stage III Duration: N/A
o Stage IV Fortitude Save DC: N/A.
• Stage IV Effects (Final Stage):
o Symptoms: Variable (Character is contagious regardless of the specifics). Roll d% and use the following
list of results:
00-32: Character has Flu. Proceed directly to Stage I. If the character would recover from the
flu, reduce Recuperation by five points and return to Stage I Flu instead.
33-66: Character has Pneumonia. Proceed directly to Stage I. If the character would recover
from Pneumonia, reduce Recuperation by five points and return to Stage I Pneumonia instead.
67-99: Character has Phthisis. Proceed directly to Stage II. If the character would recover
from Phthisis, reduce Recuperation by five points and return to Stage II Phthisis instead.
o Stage IV Duration: Until brain death occurs.
Poisons
Even the strongest of characters can be brought down by poisons. Poisons come in many different shapes and forms, from
the poisonous bite of a snake to a concentrated formula deliberately placed in a character’s drink. While handled similarlyin
SFRPG, there are a few differences between poisons and pathogens, mainly in the sub-disciplines a medical practitioner
uses in order to treat them. Rather than Pathology Checks, poisons require Toxicology Checks. Also, Antibiotics will not help
in the treatment of poisons and a Long-Term Care Check cannot be made to treat them, though a practitioner may use a
shot of Anti-Toxin to boost their chances of successfully treatment. A successful Toxicology Check cancels the poison and
allows recovery to begin immediately. Poisons can cause many different types of damage. A disabling poison will likely
cause Non-Lethal Damage only (it might even stop doing damage once the poisoned character is knocked out). Some may
cause attribute damage, causing either a temporary or permanent loss of points in the character's Skills. Most poisons cause
direct Lethal Damage, draining HP. Because it's not uncommon for poisons to repeat a single stage over and over again,
poisons are sometimes listed in a format of vector-damage-period-save DC (for example, (Sting, 4 HP/min, DC 30)). This
simply lists how a character receives the poison, how much damage it does, how often it causes damage and what the
Fortitude Save DC is in order to prevent the poison from causing the same amount of damage again.
Characters that are exposed to poisons must make a Fortitude Save with the DC dependent upon the specific poison. If the
Save is successful, either the poison has become diluted or the character's system has managed to shrug it off. If the Save
fails, the character takes the damage from the poison. After the poison's period has elapsed another Fortitude Save is
required. If that Save fails, the character takes damage yet again. Once a character has taken any damage from a poison,
they must continue to make Save rolls every successive period to avoid further damage. Two successful Fortitude Saves in a
row will prevent further damage from the poison and allow the recovery process to begin.
The following is a short list of poisons that characters might encounter during the course of their adventures. As with
pathogens, GMs may choose for themselves which races in their adventures are susceptible to these poisons and are free to
create their own toxins and venoms as needed. In addition to the poisons listed in this section, wounded characters are
susceptible to suffering from overdoses if they are given too much medicine (in situations where the character is trying to
be revived or if they are being put in chemically-induced stasis; see Chapter 9.2 for details). Overdoses should be considered
simple poisons causing five points of Lethal Damage per minute, with a Fortitude Save DC of 100. Finally, characters can
suffer from infections in Wounds while attempting to heal in the event of a critical failure. Wound infections are treated
with the same effects as necrotoxins, except that the victim will require surgery to remove the dead tissue, the Wound
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cannot heal until the dead tissue is removed and it automatically causes a 1d5 loss of Comeliness after it is healed (for the
effects of necrotoxins, see below).
Sedative
Sedatives refer to any substance designed to reduce irritability or excitement in a subject, usually in an effort to safely
capture them with a minimum of actual bodily harm. Small doses may knock the subject out for a period of time, while
larger doses may induce unconsciousness and perhaps even death if the dosage is too high. Tranquilizers (see Chapter 5.4)
are a special form of sedative, which cause Non-Lethal Damage until the intended subject is Unconscious (0 NHP) and then
prevent healing of that damage for 1d5 hours.
Intoxication
This is one that most beings have had to deal with ever since their particular culture first invented intoxicating beverages
(which, historically, were considered a safer alternative to drinking the water) and one which reaches epidemic levels once
those cultures create co-ed university campuses. Simply put, a being's system can only handle so much of a substance
before it starts to have an adverse effect on their physiology (alcohol and cannabis are two good Human examples; ammonia-
based beverages are a good Humna Humna example). While more often than not a very mild form of poisoning, it is possible to
consume so much of a substance to cause an acute, life-threatening condition.
• Vector: Ingestion/Injection
• Fortitude Save DC: Variable. Dependent upon the substance (use the following list to determine DC).
o Intoxicating Beverage: 50, plus ten for each drink over the first in a 3 hour period.
o Recreational Pharmaceutical: 150 (equivalent to ten drinks) per dose.
• Effects: Variable. Compare the number of drinks the character has consumed to their Durability score.
o Less than one-half (round up) times Durability score: Impaired balance (-5 to all Dexterous Maneuvers
Checks) and Reduced Judgment (victim takes 1 point in Crude, Lecherous and Impulsive).
o Equal to or greater than one-half Durability, but less than one times: Ataxia (-10 to all Dexterous Maneuvers
Checks) and Poor Judgment (victim takes 1d2 points in Crude, Lecherous and Impulsive).
o Equal to or greater than Durability score, but less than one and one-half times: Ataxia (-20 to all Dexterous
Maneuvers Checks), Poor Judgment (victim takes 1d5 points in Crude, Lecherous and Impulsive),
Slurred Speech (-5 to all Communications Checks), Reddened Eyes (-2 Comeliness) and Nausea (-1d10
HP/NHP).
o Equal to or greater than one and one-half times Durability score, but less than two times: Ataxia (-30 to all
Dexterous Maneuvers Checks), Poor Judgment (victim takes 1d10 points in Crude, Lecherous and
Impulsive), Slurred Speech (-10 to all Communications Checks), Reddened Eyes (-2 Comeliness) and
Nausea (-1d10 HP/NHP). Character is anesthetized (automatically succeeds on all Fortitude Saves due
to pain) and experiences memory lapse (-1d10 Memory, unless already at -25). Roll d%; on a result of
50 or more, character loses consciousness (0 NHP) after 1d2 hours.
o Equal to or greater than two times Durability score: Ataxia (-50 to all Dexterous Maneuvers Checks), Poor
Judgment (victim takes 2d10 points in Crude, Lecherous and Impulsive), Slurred Speech (-20 to all
Communications Checks), Reddened Eyes (-2 Comeliness) and Nausea (-1d10 HP/NHP). Character is
anesthetized (automatically succeeds on all Fortitude Saves due to pain) and experiences memory lapse
(-2d10 Memory, unless already at -25). Character loses consciousness (0 NHP) after 1d2 hours. Roll d%;
on a result of 50 or more, character becomes comatose (-200 NHP) and suffocation effects begin.
• Notes: Each hour after becoming intoxicated, the victim may make a Fortitude Save to fight off its effects. The
DC of this Save is the same as the initial Fortitude Save for the first hour, decreasing by ten each hour. If
successful, the intoxication effects end but hangover effects begin. These include Nausea (-1d10 NHP/-1d5 HP),
Headache (-1d10 to all Concentration Checks), Sensitivity to Light and Sound (-1d5 Senses) and lethargy (victim is
fatigued). Hangover effects last for a number of hours equal to the total number of drinks (or the equivalent) that
the victim consumed.
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Hemotoxin
Hemotoxins are toxins that destroy red blood cells, disrupt blood clotting, and/or cause organ degeneration and generalized
tissue damage. Damage from a hemotoxin is usually quite painful and there are cases where permanent damage results.
This type of poison is favored by many different types of creatures (in particular reptilians such as pit vipers) as it can begin
the process of digesting prey prior to ingestion. Loss of an affected limb is possible even with prompt treatment.
• Vector: Injection
• Fortitude Save DC: 75.
• Effects: Variable. Roll d% and use the following list of results:
o 00-25: Victim takes 1 point of Lethal Damage.
o 26-60: Victim takes 2 points of Lethal Damage. Causes Pain (DC 50 Fortitude Save required to avoid
passing out). If injected into a Propulsive or Motor Appendage, the toxin causes swelling (1 Wound to
the appendage).
o 61-85: Victim takes 3 points of Lethal Damage. Causes Pain (DC 50 Fortitude Save required to avoid
passing out) and Nausea (-1d10 NHP/-1d5 HP). Victim is inflicted with a -1d5 Bleeder Complication
(unless already at -25) and becomes fatigued. If injected into a Propulsive or Motor Appendage, the
toxin causes swelling (1d5 Wounds to the appendage).
o 86-99: Victim must make a DC 125 Fortitude Save. If the save succeeds, the same effects as a roll of 61-
85 apply. If the save fails, the victim suffers cardiac arrest and loses -10 Physique per minute.
• Notes: Hemotoxin does not begin to affect its victim until 1d% minutes have passed. Once it begins to take effect,
any Lethal Damage will repeat every minute for up to 1d5 hours or until the victim successfully makes two
Fortitude Saves in a row.
Necrotoxin
Necrotoxins cause cellular death in the cells they encounter as they spread throughout a victim's circulatory system.
Though capable of destroying all types of tissue, epidural and muscular tissues tend to be the most sensitive areas to
necrotoxins. Should the victim survive, they'll still have to contend with an ugly looking patch which ultimately will leave
a scar. This kind of poison is commonly used by very small creatures to kill prey and is a favored venom of arachnoid
lifeforms.
• Vector: Injection
• Fortitude Save DC: 90.
• Effects: Variable. Roll d% and use the following list of results:
o 00-25: Victim takes 1 point of Lethal Damage. Causes Mild Pain (DC 25 Fortitude Save required to
avoid passing out).
o 26-60: Victim takes 2 points of Lethal Damage. Causes Pain (DC 50 Fortitude Save required to avoid
passing out). Roll d%; on a result of 49 or less, the victim suffers from Fever (-1d5 to all Stamina
Checks) and Nausea (-1d10 NHP/-1d5 HP) as well.
o 61-85: Victim takes 3 points of Lethal Damage. Causes Pain (DC 50 Fortitude Save required to avoid
passing out), Fever (-1d10 to all Stamina Checks) and Nausea (-1d10 NHP/-1d5 HP). Victim is inflicted
with a -1d5 Bleeder Complication (unless already at -25) and becomes fatigued. If injected into a
Propulsive or Motor Appendage, the toxin causes swelling (1d5 Wounds to the appendage). Roll d%; on
a result of 49 or less, the victim suffers from Difficulty Breathing (-2d10 to all Stamina Checks) and
takes a -5 penalty to all Dexterous Maneuvers Checks as well.
o 86-99: Victim must make a DC 125 Fortitude Save. If the save succeeds, all of the effects as a roll of 61-
85 apply (count the result of the d% roll as zero). If the save fails, the victim stops breathing (reduce
HP to zero).
• Notes: Necrotoxin does not begin to affect its victim until 2+1d5 hours have passed. Once it begins to take effect,
any Lethal Damage will repeat every hour for up to 1d5 days or until the victim successfully makes two Fortitude
Saves in a row. Additionally, cells die off at the site of the injection forming a dark patch which sloughs off after
1d4 weeks. This counts as a Wound but the victim does not lose any additional HP from it. This particular
Wound cannot be healed until another 1+1d5 months have passed since the patch sloughs off. The presence of
the patch lowers the victim's Comeliness by 1d5; after it sloughs off, the GM must make a d% roll. On a result of
nine or less, the rolled loss of Comeliness is permanent. Otherwise, the victim permanently loses just one point of
Comeliness.
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Arsenic Poisoning
Arsenic is a notoriously poisonous metalloid element generally used in industrial applications. While known as a poisonous
substance, it's actually fairly weak in that aspect unless a massive dose is administered and even then it's slow to have a
lethal effect. Death from arsenic poisoning eventually occurs due to multiple organ failure. Lower doses may not kill the
intended target but can still have adverse health effects.
• Vector: Injection
• Fortitude Save DC: 100.
• Effects: Variable. Roll d% and use the following list of results:
o 00-35: Headache (-1d5 to all Concentration Checks). Victim is fatigued. Symptoms last for one hour
before subsiding.
o 36-70: Victim takes 5 points of Lethal Damage. Causes Headache (-1d2 to all Concentration Checks) and
Dizziness (-10 to all Dexterous Maneuvers Checks). Body Area takes 1 Wound.
o 71-99: Victim takes 10 points of Lethal Damage. Causes Headache (-1d5 to all Concentration Checks)
and Dizziness (-20 to all Dexterous Maneuvers Checks). Body Area takes 1d2 Wounds.
• Notes: Once arsenic poisoning begins to take effect, any Lethal Damage will repeat every hour until the victim
successfully makes two Fortitude Saves in a row. Regardless of the result of the poisoning, the victim's HP and
NHP are permanently reduced by five points.
Strychnine
Strychnine is an extremely bitter, colorless and highly toxic crystalline alkaloid. It's primarily used as a pesticide and is
particularly useful for killing small vertebrates such as birds and rodents. Strychnine causes muscular convulsions and
eventually death through asphyxia or sheer exhaustion, producing some of the most dramatic and painful symptoms of any
known toxic reaction.
• Vector: Ingestion
• Fortitude Save DC: 125.
• Effects: Victim takes 1 point of Lethal Damage, loses 1 point of Recuperation and takes a -5 penalty to all
Dexterous Maneuvers Checks. Victim is also fatigued.
• Notes: Strychnine does not begin to affect its victim until 4d5 minutes have passed. Once strychnine poisoning
begins to take effect, all effects will repeat and accumulate every three minutes until the victim successfully
makes two Fortitude Saves in a row.
Cyanide
Cyanide (more properly hydrogen cyanide) is a colorless, highly volatile liquid, which has a faint, bitter, almond-like odor
that some beings are unable to detect. Used as a chemical precursor for mining and industrial applications, cyanide is
extremely poisonous; it can completely disrupt all cellular respiration within its victim. When released as a vapor, cyanide
is a highly effective way of killing large numbers of persons simultaneously. As such, it is considered a chemical weapon
and is a popular choice amongst those species that use such weaponry. It can also be delivered to a victim via injection or
swallowed when contained in a capsule. In all cases, it has the same set of effects.
• Vector: Inhalation/Injection/Ingestion
• Fortitude Save DC: 125.
• Stage I Effects: Victim takes 5 points of Lethal Damage. Victim has Difficulty Breathing (-2d10 to all Stamina
Checks), Mental Confusion (-2d10 to all mental Checks), Dizziness (-10 to all Dexterous Maneuvers Checks),
Headache (-1d5 to all Concentration Checks), and Weakness (-1d5 to all Power Checks).
• Stage II Effects: Victim is reduced to -200 NHP and takes 5 points of Lethal Damage. After five minutes, the
victim loses five points of Physique per minute.
• Notes: Once cyanide poisoning begins to take effect, all Lethal Damage will repeat every minute until the victim
successfully makes two Fortitude Saves in a row. Stage II Effects begin after five minutes have passed since the
initial poisoning.
Nerve Agent
Nerve agents are a class of organophosphates that disrupt the mechanism by which nerve ganglia transfer messages to
organs, effectively cutting off the victim's cognitive organ from the rest of their body. This loss of communication
ultimately causes asphyxia from loss of control over respiratory muscles. Like cyanide, nerve agents are classified as
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chemical weapons and are usually effective no matter how they are delivered to the intended victim, whether they are
inhaled as a gas, injected into the bloodstream from a dart or syringe, or ingested in a pill.
• Vector: Inhalation/Injection/Ingestion
• Fortitude Save DC: 125.
• Stage I Effects: Runny Nose (-1d5 Senses (Smell)), Dilated Pupils (-1d5 Senses (Sight)).
• Stage II Effects: Nausea (-1d10 HP/NHP). Victim takes a -20 penalty to all Dexterous Maneuvers Checks.
• Stage III Effects: Blisters and Burning of the eyes (1d10 Wounds on Visual Organs; -5 Senses (Sight))
• Stage IV Effects: Victim loses control of all bodily functions (cannot make any voluntary actions).
• Stage V Effects: Victim's NHP is reduced to -200 and they begin to suffocate (see the discussion on Suffocation
earlier in this sub-Chapter)
• Notes: Once they begin, a nerve agent’s effects proceed to the next Stage after a pre-determined period has passed.
For a mild nerve agent, this might be thirty minutes to an hour. For a moderate strength agent, five to ten
minutes. Strong nerve agents (such as ricin) progress each minute; stronger agents might progress each round.
Victims may only make Fortitude Saves after the proscribed period (i.e. when the poison is ready to progress to
the next Stage). Effects end if the victim successfully makes two Fortitude Saves in a row. If the victim recovers,
they take a permanent -10 penalty to all mental Checks for the rest of their life.
Sulfur Mustard
Sulfur mustards are a class of related chemical warfare agents with the ability to form large blisters on exposed skin. While
colorless and odorless in pure form, they are most commonly used in impure form (in order to better detect accidental
releases). These impure forms are most often a yellowish-brown in color and have an odor resembling mustard plants,
garlic or horseradish. Sulfur mustards have no other use than chemical warfare, where they are usually deployed as part of
an effort to incapacitate enemy forces. Exposure is painful at a minimum and can be fatal, especially if enough of the body
is exposed to the chemical agent.
• Vector: Contact
• Fortitude Save DC: 100.
• Effects: All body parts directly exposed to the sulfur mustard take a burn (two Wounds; see the discussion on
Fire effects earlier in this sub-Chapter). If the visual organs are exposed, victim takes -5 to Senses (Sight).
• Notes: Sulfur mustard does not begin to affect its victim until 5+4d5 hours have passed. Once it begins to take
effect, all effects will repeat every hour for up to 1d5 weeks or until the victim successfully makes two Fortitude
Saves in a row. The GM should go ahead and calculate the victim's Maximum Lifespan at this point (whether
they have reached Venerable Age or not) and remove 3d5 years from that amount. Removal of any loss of Senses
(Sight) may commence after the 1d5 week period has elapsed; healing of the Wounds may begin after an
additional 1d10 months have passed.
Radiation Exposure
Radiation describes any process in which energy emitted by one body travels through a medium or through space,
ultimately to be absorbed by another body. When that process is energetic enough to detach electrons from atoms or
molecules, it's called ionizing radiation. Ionizing radiation is a hazard that many starfaring adventurers may be exposed to
from time to time, whether they are caught in a solar storm, having to repair a reactor leak, on the edge of a nuclear blast or
just getting an x-ray taken. Radiation exposure is somewhat unique in SFRPG in that though it is a poison, it causes a range
of symptoms and effects similar to those of pathogens. There is a sufficient mixing of the properties of poison and
pathogen to warrant a separate discussion specifically to discuss what occurs when radiation exposure is involved. For
purposes of this discussion, the term "radiation" specifically refers to ionizing radiation.
The effects of radiation exposure depend upon just how large of a dose a character receives. SFRPG uses ten exposure levels,
each associated with a range of absorbed radiation doses in grays (Gy). There are up to four Stages involved with each level
of radiation poisoning. First stage effects usually involve nausea and temporary loss of HP, followed by a period of latency
(wherein the character suffers no symptoms) in the second stage. The most severe symptoms are usually in the third Stage
and include an array of highly debilitating effects. At higher radiation levels, the effects of the third Stage can be
permanent. The fourth Stage of radiation poisoning always includes a risk of death (if the character's poisoning makes it
that far) and occurs while Stage III is ongoing. Healing from radiation poisoning cannot begin until after the duration of
Stage III effects has elapsed, as with pathogens. As with poisons, the character can avoid the effects of radiation poisoning
by making a successful Fortitude Save, with the DC dependent upon the amount of radiation exposure. This Save must be
made immediately upon exposure to radiation, and again every ten minutes the character remains exposed (with the DC
increasing by ten each time a Save is successful) until they either leave the area or are poisoned. Once a character has
radiation poisoning, they are in it for the duration; there are no more Fortitude Saves to avoid later Stage effects. The
"transmission vector" for all levels of radiation poisoning is technically through direct contact, though in this case it is more
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likely that the radiation is "contacting" the character rather than the character contacting the radiation source.
Treatment of radiation poisoning is impossible using Stone Age or Metal Age medicine. Likewise, Industrial Age medicines
cannot treat the poisoning, though they can be used to mitigate its effects. If Antibiotics are successfully administered to a
patient during Stage I or II (DC 25 Long-Term Care Check), then the Stage III and IV effects that apply will be those from
the next lowest exposure level. If administered during Stage III, any HP loss is delayed and any Recuperation penalties are
removed for a number of hours equal to the degree of success. Real treatment of radiation poisoning is not possible unless
Starfaring Age medicine is available (specifically a dose of Anti-Toxin). If a shot of Anti-Toxin is successfully applied prior
to the onset of Stage I symptoms after poisoning occurs (using a DC 100 Toxicology Check), the patient will suffer no ill
effects from the radiation. If successfully administered during Stage I or Stage II, any Stage III effects will be from 1d5
exposure levels below the actual level and they will not have to worry about Stage IV effects. If administered during Stage
III, any HP loss is delayed and any Recuperation penalties are removed for a number of days equal to the degree of success
and the character need not roll for Stage IV effects (note that for the highest radiation levels, not having to roll for Stage IV
effects will leave a character alive but still in an exceptionally weakened condition for the remainder of their life as there is
no convalescence at those levels).
A final caveat: radiation exposure should be used with extreme caution in-game. Simply put, radiation can potentially have
irreversibly negative effects on any character, ending their adventuring days even if they don't die outright. If a GM wants
to include radiation as a hazard in an adventure, it is strongly recommended that they select a specific exposure level for the
radiation hazard prior to the beginning of the adventure and be ready to deal with the consequences of a character's
potential exposure. A GM could roll 1d10 (with zero counting as ten) during the course of an adventure and use the result
to give them their exposure level if absolutely necessary, but this method is strongly discouraged.
The following section lists the ten radiation exposure levels and their various Stage effects.
Level I (Minimal)
0.05-0.2 Gy equivalent.
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Level IV (Light)
1-2 Gy equivalent.
Level V (Moderate)
2-3 Gy equivalent.
Level VI (Heavy)
3-4 Gy equivalent.
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• Stage II Effects:
o Symptoms: None.
o Stage II Duration: 9+1d5 days.
• Stage III Effects:
o Symptoms: Hair Loss (-1d5 Comeliness), Headache (-1d5 to all Concentration Checks). Victim is fatigued,
takes a 3d5 penalty to their Recuperation score and takes a -4 penalty to their Health Trait (unless
already at -25). Victim also suffers near uncontrollable bleeding; they lose 1d2 HP per day to a
minimum of 1d10 HP and are permanently afflicted with a -1d5 Bleeder Complication (unless already
at -25). All Stage symptoms last for a period of 1+1d10 months. Male victims are automatically
permanently infertile. Pregnant females automatically miscarry and are permanently infertile on a d%
roll of 74 or less.
o Stage III Duration: 8+1d10 days. (Stage III effects continue for the designated period after the
beginning of Stage IV).
• Stage IV Effects (Final Stage):
o Symptoms: Variable. Roll d% and use the following list of results:
00-49: Character loses one point of Physique per minute until brain death.
50-99: No further effects.
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• Stage III Effects:
o Symptoms: Hair Loss (-2d5 Comeliness (permanent)), Headache (-2d10 to all Concentration Checks).
Victim is fatigued and takes a permanent -10 penalty to their Health Trait (unless already at -25). The
victim's Recuperation score drops to zero. The victim also suffers uncontrollable bleeding; they lose 1d5
HP per day to a minimum of 1d2 HP and are permanently afflicted with a -5-1d5 Bleeder Complication
(unless already at -25). All Stage symptoms last for a period of 1d10 years. Victims are automatically
permanently infertile; pregnant females automatically miscarry.
o Stage III Duration: 5+1d5 days. (Stage III effects continue for the designated period after the beginning
of Stage IV).
• Stage IV Effects (Final Stage):
o Symptoms: Variable. Roll d% and use the following list of results:
00-98: Character loses one point of Physique per minute until brain death.
99: No further effects.
Level IX (Acute)
10-50 Gy equivalent.
Level X (Extreme)
50+ Gy equivalent.
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Psionics and Mental Diseases
Psionics is defined as the study and/or practice of using the mind to induce phenomena without necessarily having any
means of explaining the results. Psionics will not be discussed in depth in SFRPG, for two major reasons. First, psychic
abilities are kind of like general equipment, in the sense that any action that can be conducted using regular senses has the
potential to have a psionic counterpart (a character could set a fire using either matches or their mind; that sort of thing). A full
discussion of the topic would require its own Chapter within this rules set and even then there could be some aspects of
the topic that would not be discussed. Secondly, psychic abilities inherently unbalance a regular campaign. A single person
could conceivably defeat an army if they had a powerful enough ability (such as making themselves the hypocenter of a
mentally-generated thermonuclear blast, whilst being able to survive said blast themselves).
That said, psionic abilities come up in the Starflight Universe because of Psychic Blasters, a single non-sapient lifeform
introduced in Starflight II. Their primary mode of attack is described as "a blast of psychic energy that can stun and even kill
creatures many times its size". Given this creature's mode of attack, it doesn't seem fair to not at least briefly go over
psionics and how they might be used during the course of an adventure.
There are four major disciplines of psionics. The first of these is telepathy, the awareness of the thoughts of another being
without communication through normal sensory channels. Second is clairvoyance, the knowledge of an object or event
without perceiving it through normal sensory channels. Third is precognition, which is knowledge of future events or what
another being will think in the future. The fourth and final discipline is psychokinesis, the ability to hold influence over an
object or event mentally. All psionic abilities fall into one of these four general categories regardless of the specific desired
effects. The "psychic energy" blast of a Psychic Blaster is a form of psychokinesis (probably remote object deformation; in this
case, it's the internal organs of the intended prey that are deformed). For normal gameplay purposes, the Psychic Blaster's attack
can be considered a normal ranged attack, so no special rules are required to use it in an adventure.
GMs may want to use a more in-depth definition of psionics. To do this, it will be necessary for the GM to create a seventh
Attribute for their characters known as Esper Potential. Esper Potential is a mental Attribute (similar to Intellect, Acumen
and Charm) with Telepathy, Clairvoyance and Precognition, and Psychokinesis as its Skills. No additional mental Attribute
building points may be added to Esper Potential Skills while the character is being created and it will be up to the
character's creator to assign their points; there is no rapid generation routine for psionic characters. Other than that, it
behaves just like any other Attribute. The three psionic Skills may be used in place of a normal Skill or sub-discipline if so
desired (for example, a character may decide to use Psychokinesis instead of Lifting to pick up a heavy box, ormay choose to use
Telepathy over Intimidation to instill fear in another character). When the target of a psionic ability is another creature, the
target may attempt to counter the psionic Check with a Willpower Save. Should the character using the psionic ability be
using it against a non-psionic target, they get a +10 circumstantial bonus to their Check. In all other cases, the Check has a
DC equal to the amount it would be in an ordinary given situation.
Clairvoyance and Precognition may be used by a character to gather information "from the future" (for example, determining
just exactly how far a trader is willing to go on a deal, or whether or not an opponent's weapon is actually loaded). The Skill may
even be used to see the results of a GM's roll or may be used to "pre-roll" the final outcome of an event (information the
character can then use to change their mind if need be). The DC for any such Check is always 125. Characters may only
make one such Check per day, plus an additional Check for every five points they may have in the Empathic Sense Talent.
Characters take a risk of damage on any Esper Potential Check; in the event of failure, they take Non-Lethal Damage equal
to the degree of failure of the Check and may not attempt any more psionic Checks until that damage has healed. Should
the character be reduced to zero NHP, any excess damage will be inflicted as Lethal Damage instead. Characters may only
make a number of psionic Checks per day equal to their Learning Rate; any further attempt to use psionics after that inflict
a -10 penalty on the result of the Check, increasing by another 10 for each subsequent attempt.
GMs can include as part of the psionic abilities of a character the ability to give another character a disease using the
Psychokinesis Skill. Pathogens passed on to a character in this manner are known as mental diseases. There are a few special
rules required for mental diseases over regular pathogens. First, inflicting the disease is an opposed roll of the character's
Psychokinesis Check versus the target's Fortitude Save. Should the target win, it counts as a failure of the Psychokinesis
Check. This roll has critical potential; should the Psychokinesis Check meet with critical success, the target will
automatically fail all Stage DCs for the disease inflicted upon them. In the event of critical failure, the psionic character
manages to inflict the disease upon themselves instead of the target. Mental diseases can only be treated with the
Psychology sub-discipline; characters may attempt Long-Term Care or Pathology Checks as normal but they will automatically
fail. Mental diseases may emulate any normal disease except for Immunodeficiency Virus; GMs are encouraged to limit the
general effects of a psionically inflicted disease.
In all cases of psionics (even the normal case of the Psychic Blaster's attack), the presence of an operational Psionic Wave
Suppressor will suppress all psionic effects within 100 meters (causing automatic failure of all Esper Potential Checks). This
includes anyone attempting to "project" an effect into the affected area (so telekinetics can't shut off the Suppressor itself at a
distance).
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Basic Biological Needs
A lot of stories in general have a tendency to gloss over some of the more basic biological needs of their characters. Things
such as eating, sleeping, making excretions and procreating tend to be left out completely unless such events directly relate
to the story or are used as a scene setting. Space operas are notoriously bad at this. Starflight itself does this as well though
probably not intentionally; the original design doc for the game at least had provisions for eating. Six crewmembers are at
their post night and day without regard for their basic biological needs.
GMs may decide to continue this tradition if it won't help out their story, or they can elect to include some basic biological
needs as part of an adventure or ongoing campaign (including them is recommended for campaigns). The following is a
discussion of two of the more common biological needs, eating (and drinking by extension) and sleeping. No discussion
regarding excreting or procreating will be presented in these rules, though GMs who have a mind to may make up what
rules they'd like regarding these topics. There is even an existing reference guide available covering the topic of procreation
in tabletop role-playing games, though that guide is unofficial, rare and designed for a different role-playing system.
Hunger/Thirst
Chemically, all lifeforms are essentially nothing more than chemical compound converters. Their metabolic processes are
dependent on converting one substance into another, using the energy created in the process to maintain themselves. This
means, of course, that a lifeform is not a closed system in and of themselves; they must take in reactants if they are going
to have anything to convert. Some lifeforms even need to take in reaction mediums or chemical catalysts in order to speed
the reactions along to the level required by their metabolism. Most lifeforms can survive for a short period without intake
of new reactants or catalysts, but all of them must take in something eventually or risk a slow, usually painful death. The
gustatory requirements of a species should be listed in its race profile. If the requirements are not listed, GMs may assume
that they have the same requirements as Humans (eats three times a day but can go up to two weeks without food and
four days without water) or they may assume the species is among those that do not require food or water.
For those species that do require food, characters must feed once every few hours (five to seven is the norm) and must
drink every few hours (one to two hours is the norm), unless specified otherwise in their racial description. If the character
doesn’t eat or drink in the specified time frame, they may become hungry or thirsty. They may make a DC 50 Fortitude
Save, which increases by 5 points every hour until the character consumes what they need or the save fails. If the Save fails,
the character becomes fatigued and takes 5 points of Non-Lethal Damage (if they require food; for water, this is increased
to 10 points). Each additional day the character goes without, the same amount of damage is inflicted on them. If the
character reaches the maximum amount of time listed for their species and still has not consumed what they need, they are
now starving. In this event, the same amount of damage being inflicted daily is now inflicted hourly and is also applied as
Lethal Damage. This continues until the character reaches clinical death even if they’ve fallen Unconscious. Any damage
inflicted due to hunger or thirst will not begin to heal until after the character has consumed what they need, after which
the damage will heal at the normal rates. Characters can also be given nutrients intravenously if need be (the only way for
an Unconscious character to recover) if another character administers an IV sack on them.
Sleep Deprivation
Most species require some time of reduced cognitive activity during part of the day. The reasons for this reduced activity
vary from species to species, but most of the time it has to do with giving vital internal organs the opportunity to
regenerate their functions thereby prolonging their usable lifetime. During this period, the being usually enters a sub-
conscious state (as opposed to full unconsciousness); their perception of the external environment is minimized and their
bodily activities are likewise reduced to an absolute minimum necessary to maintain life function. The physiology of these
species is such that the regeneration period takes an extended, usually specific period of time. If for whatever reason a being
cannot or does not rest for the entire period required by their physiology, physical and mental capacities suffer (perhaps
severely).
If a character's species requires sleep, the character must spend at least as many hours per day asleep as listed. If they fail to
do this, the character will enter into a state of sleep deprivation, which has several negative effects. The degree of sleep
deprivation to which a character is subjected is measured via sleep debt, which is simply a cumulative measure of the
number of hours of rest the character has missed. For each point of sleep debt a character has accumulated, they take a -2
penalty on all Checks and Saves as well as two points of Non-Lethal Damage (which does not heal while the character still
has a sleep debt). Characters with any sleep debt whatsoever are automatically fatigued and will remain that way while
they still have a sleep debt. If a character reaches 0 NHP as a result of sleep debt, they become Unconscious as normal.
Regaining consciousness in this case requires the character to remain Unconscious long enough to pay off at least one hour
of their sleep debt. To pay off sleep debt, a character must remain asleep after getting their daily required amount of sleep.
For each extra hour they remain asleep, the character recovers two points of Non-Lethal Damage and gains +2 to all Checks
and Saves until the sleep debt is paid off.
If a character fails any Check while they have a sleep debt, the GM may elect to see if the character is experiencing a
microsleep, a condition where the character falls asleep for a brief period (usually without realizing it). To check for
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microsleeps, the GM compares the degree of failure of the Check to the character's current sleep debt. If the degree of
failure is higher than the sleep debt, the character experiences a microsleep. Microsleeps last one round for every five points
of sleep debt the character has accumulated, during which time the character is Unconscious and experiences all the
associated penalties.
Up to this point, all of the environmental effects listed herein have had at best a relatively small number of game effects.
Some phenomena are not so simple; they can cause a simultaneous, wide-ranging array of environmental effects, including
some effects that have already been discussed. This last section of this discussion will go over some of the phenomena that
generate these composite effects and under what circumstances they may apply. GMs should only use composite effects
with more experienced gamers due to their complexity and should consider them completely optional.
The wind can have several different adverse effects on adventurers depending upon its strength (measured indirectly by its
velocity in kilometers per hour). The biggest effect it can have is on movement. Creatures can only move if and only if the
wind is below a certain threshold, which is dependent upon the creature's Size Class. For running and swimming creatures,
if the wind speed is at least ten times the creature's Size Class, the creature must exert themselves in order to move in the
direction that the wind is blowing from (a Run action must be made in order to move in that direction and the creature
may only move at their base speed). If the wind is at least ten kph over that amount, they may not move in that direction
at all. If the wind is at least fifteen times the creature's Size Class, it is strong enough to automatically knock them Prone.
Should the winds be at least twenty times the creature's Size Class, they are strong enough to start blowing the creature
along. Creatures that get blown along by the wind are already Prone and are therefore scraping along the ground; each
round a creature is involuntarily carried along by the wind, they take 1d5 points of Non-Lethal Damage. For example,
Humans are Creature Size Class Five creatures. Winds of 50 kph are strong enough to impede a Human's progress, 60 kph is enough
to prevent all progress, 75 kph winds are strong enough to knock them over and 100 kph winds are sufficient to blow them away.
Flying creatures suffer their own set of penalties for the wind. Should the wind be ten times their Size Class, they are
blown "backwards" (opposite to the direction the wind is coming from) a distance of 1d5*2 meters after completing a move
action. At fifteen times their Size Class, that amount increases to 2d5*2 meters. Finally, at twenty times their Size Class,
the amount increases to 4d5*2 meters. Additionally, at winds of twenty times their Size Class, fliers take Non-Lethal
Damage from buffeting; the amount of Non-Lethal Damage received is equal to the result of the 4d5 roll for their
involuntary movement.
Wind can also have an adverse effect on vehicles. In particular, high winds will affect the local terrain difficulty. For land
and sea vehicles, each 15 kph of wind speed increases the terrain difficulty by one level after taking all other factors into
account. Air vehicles suffer a similar effect to terrain difficulty, though it is incremented every 20 kph instead. Additionally,
the GM should divide the wind speed by 15. If the resultant amount is greater than or equal to a vehicle's Size Class, there
is a chance that it will be "blown over" (land vehicles are rolled and sea vehicles are capsized). Roll d10; on a roll of zero, the
vehicle is blown over. Submarines are immune to being blown over in this manner. Hovercopters are particularly
susceptible to wind effects; for every twenty kph of wind speed, a hovercopter automatically moves involuntarily one range
increment away from the direction the wind is coming from. Finally, all vehicles can have their progress inhibited by the
wind similarly to creatures. GMs should keep in mind the scale difference between vehicles and creatures (exactly ten
levels). A vehicle's forward progress is prevented when the wind is ten times the vehicle's character-scale equivalent Size
Class, and it is blown away when the wind reaches fifteen times the equivalent Size Class; the indicated damage is vehicle-
scale HP damage. For example, a Size Class One Vehicle is the same size as a Creature Size Class Eleven creature. Therefore, its
progress is prevented at winds of 110 kph and is blown away when the winds reach 165 kph.
Wind causes a variety of other negative in-game environmental effects, as outlined below:
• Putting Out Fires: Wind has a nasty tendency to feed flames, especially ones that some may prefer to put out
quickly (such as someone who has been set on fire). For each kph of wind speed, the DC needed to put out a fire
is increased by one point.
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• Aiming: Wind has the ability to throw off a character's aim while making an attack. The effect wind has is largely
dependent upon how primitive the weapon involved is. For each kph of wind speed, a -1 penalty is inflicted on all
weapon attack rolls involving Flamethrowers, Bows and Arrows, all Spray weapons and any other manually
thrown weapon attack (such as a thrown Blade or Grenade). For every five kph of wind speed, a -1 penalty is
inflicted on all weapon attack rolls involving Slugthrowers, Missiles, and PPCs.
• Howling: Wind can provide enough pressure on whatever auditory organs a creature uses in order to jam them
with its own sound, making it difficult or even impossible to distinguish other sounds. For each kph of wind
speed, a -1 penalty is inflicted on any Perception Check a creature needs to make in order to listen for sounds in
the surrounding environment.
• Wind Chill: In cold environments, wind has the ability to produce an "apparent temperature" on any lifeform in
the local environment, making things feel cooler than they actually are. For every ten kph of wind speed, an
additional temperature severity level favoring Cold Dmage may be added, provided the local environment is
either at a temperature category of Subarctic or Arctic.
• Blast Furnace: Just as wind has the ability to make things feel cooler in cold environments, it can make things feel
hotter in hot environments. For every ten kph of wind speed, an additional temperature severity level favoring
Heat Damage may be added, provided the local environment is either at a temperature category of Searing or
Inferno.
• Haze: An atmospheric phenomenon where dust, smoke and other dry particles obscure the clarity of the sky, haze
does little more than make things a little harder to see at a distance. The presence of haze inflicts a -1d5 penalty
on any Perception or Hiding and Seeking Check made as an attempt to spot a particular object in the environment
beyond a distance of 100 meters.
• Fog and Mist: Mist is a phenomenon of small liquid droplets suspended in air, common in cold air above a warmer
liquid source. Water mist is fairly common but mist can be made out of other, less ecologically friendly materials
(such as lava). Mist behaves in the same way as Haze in SFRPG. Fog is essentially mist; the only real difference
between the two is that fog is dense enough to seriously impact visibility. The presence of fog will inflict a -2d10
penalty on any Perception or Hiding and Seeking Check made as an attempt to spot a particular object in the
environment. Conversely, it will grant a +2d10 bonus to any Hiding and Seeking Check made in an attempt to
remain hidden within the environment.
• Precipitation: Precipitation is a general term that describes any product of atmospheric condensation that is
deposited on a planet's surface. Rain, Drizzle, Sleet and Snow all fall within this category. Characters may
encounter precipitation in overall Light, Heavy or Severe weather conditions. Precip adds one severity level of
Cold Damage or removes one severity level of Heat Damage and inflicts a -5 penalty to all ranged attack rolls.
Additionally, the presence of precipitation reduces the damage caused by lasers by ten percent.
• Hail: Hail is a special form of precipitation. As a general rule, it forms due to recycling within convective weather
systems (such as thunderstorms) and comes out either as spherical or irregular solid clumps. Hail is more
dangerous than other forms of precipitation largely due to its comparatively large size and mass; given the height
at which hail starts falling from, it generates a tremendous amount of force when it finally hits the surface (or
things at the surface). Hail can cause structural damage and if large enough can easily kill most un-sheltered
creatures. In SFRPG, hail may be encountered by characters in Severe weather only. Creatures caught out in a
hailstorm cannot help but be bludgeoned by it. The amount of damage caused by hail is dependent upon the
specific weather phenomenon encountered and a d10 roll: For thunderstorms and hailstorms, a result of 4 or less
indicates 5d5 Lethal Damage per round in character-scale hit points. On a five or more, the hail causes 10d5
Lethal Damage instead. The same amount results if the weather indicated is either an electrical storm or
windstorm on a d10 result of four or less. Finally, for a result of five or more on the d10 with an electrical storm
or windstorm, the hail causes 15d5 points of Lethal Damage.
• Lightning: Lightning is a massive static electrical discharge generated due to electrical charge differentials within a
convective cloud, which are themselves generated due to small solid particles colliding with one another within
the cloud's updrafts and downdrafts. Lightning produces an electric current of 30,000 amps, travels at speeds of
60 kps in atmosphere and can reach temperatures approaching 30,000 °C (hotter than the surface of the sun;
enough to fuse silicate sand into glass channels). In SFRPG, lightning can be encountered in Severe weather only.
To determine if a character will be struck by lightning, the GM must make an attack roll and subtract 25 from
the result. Factors that can affect to the GM's roll are whether or not the character is the tallest object around
(adds 25 to the result), if the character is wearing any metal objects (adds 25 to the result) or if the character is
lying Prone (subtracts 25 from the result). If a hit is indicated, the character is struck by lightning. For groups of
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characters, only one character should be eligible to take a strike at a time; the attack roll with the highest degree
of success can be used to determine who the unlucky character is. Lightning causes 15d5 points of character-scale
Lethal Damage and also causes 1d10 burns to its victim (zero counting as ten). The frequency of lightning strikes
is dependent upon the specific weather phenomenon encountered and a d10 roll: For thunderstorms and
hailstorms, a result of 4 or less indicates a risk of lightning strike every 1d10 rounds. On a five or more, lightning
strikes every 1d5 rounds. The same frequency is used if the weather indicated is either an electrical storm or
windstorm on a d10 result of four or less. Finally, for a result of five or more on the d10 with an electrical storm
or windstorm, lightning strikes every 1d2 rounds.
• Tornado: Tornadoes are violent, dangerous, rapidly rotating columns of air that are in contact with both a cloud
and a planet's surface; they are essentially low atmospheric pressure centers on an exceptionally small temporal
and spatial scale. On terrestrial worlds, these phenomena usually produce the strongest overall winds observed on
the surface, though the amount of devastation they can cause on their own is small when compared to their
parent thunderstorm. Still, tornadoes are unquestionably deadly, particularly for those who cannot get out of
their way. In SFRPG, tornadoes can be encountered in Severe weather only. If Severe weather is indicated, the
GM may make a roll of 1d10; on a result of zero, a tornado is produced. Creatures, vehicles and buildings within
250 meters of a tornado take 1d5 damage points per minute (from flying debris), increasing to 5d5 damage points
at 100 meters. If a creature, vehicle or building takes a direct hit from a tornado, it causes 10d5 points of damage
for each minute they remain in contact. Creatures will be sucked up into the storm and ultimately dropped from
a height of 3d10 meters, counting zero as ten (falling damage applies). GMs must be extremely careful and use
their discretion to determine if characters will be sucked up by a tornado; this may be one of those instances
where it's allowed if the players controlling the characters are being exceptionally stupid or are simply unlucky.
The strength and size of a tornado is dependent upon the specific weather phenomenon encountered and a d10
roll: For thunderstorms and hailstorms, a result of 4 or less indicates a tornado that is 0.25 + (1d5*0.1) kilometers
in width and causes its damage in character-scale hit points. On a five or more, the tornado is 0.75 + (1d5*0.1)
kilometers in width, and causes its damage in character-scale hit points (though the damage must be multiplied
by five before it's applied). The same size and strength is used if the weather indicated is either an electrical storm
or windstorm on a d10 result of four or less. Finally, for a result of five or more on the d10 with an electrical
storm or windstorm, the tornado will be 1.25 + (1d5*0.1) kilometers in width and will cause its damage in
vehicle-scale hit points.
Life-Support Failure
There may be some science-fiction buffs out there whose experience with SFRPG is marred because of one little detail
missing from the combat rules. With things set up the way they are, it is not possible for the life-support systems onboard
a starfaring craft to fail (the hull may be on the verge of collaps and everyone may be dead, but there's air to breathe, dammit!!).
This is because life support couldn't be damaged for any reason in the original Starflight games, and SFRPG's combat engine
was set up such that the same set of systems that could take damage were the only ones that could be damaged in SFRPG.
Since life support was not one of these original systems, it wasn't included. There is, in fact, only one explicitly listed
circumstance in which a life-support system failure is even mentioned in the regular rules (in Chapter 8.1) as a possible
occurrence for when a space vehicle in planetary orbit runs out of fuel. This section of the rules covers what to do in this
situation and offers up a set of optional rules that GMs might decide to use to allow more opportunities for life-support
system failures in their adventures.
If a GM would like to include life-support system damage and failure as a possibility in combat or other situations wherein
the vehicle takes damage, a few rule adjustments are needed. First, when systems damage is indicated, life-support systems
will take damage on a roll of nine (overriding the normal indication of Officer Damage). Like other systems, life-support
can take 100 points of damage before being completely destroyed and can malfunction if it’s damaged prior to that point.
Checking for life-support system malfunctions should occur at the beginning of the craft's turn as with Sensors and
Communications. Once destroyed, additional hull damage occurs if further damage to the life-support system is indicated.
Life-support system failure occurs whenever a space vehicle or starship completely runs out of fuel, or upon the system's
malfunction if playing with the optional rules. Failure of the life-support system is not instantaneously fatal for all of the
craft's occupants but unless swift action is taken in an attempt to restore the system, death for all aboard is inevitable. The
amount of time the occupants of a vehicle have before seeing negative effects of life-support failure is solely dependent
upon the size of their craft (in real life, it would also be dependent upon the number of occupants and their physiology; SFRPG will
take a shortcut here in the interest of simplicity). Once the effects have set in, they may only be reversed by restoring life-
support; restoration removes any accumulated effects after one hour and resets the amount of time needed before a given
effect kicks back in (i.e. if it took eight hours for a particular effect to begin after life-support failure, it will take eight hours for that
effect to come back into play if life-support happens to fails again after being restored once already).
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Life-support failure causes a variety of negative in-game environmental effects as outlined below:
• Gravitational Failure: Craft equipped with artificial gravity usually include it as part of their life-support system
package, so a failure of the life-support system will ultimately result in loss of gravity. GMs can handle the loss in
one of two ways, either instantaneously or residually. Instantaneous loss is as it sounds; after life-support has
been down for a period of one hour, all gravity is lost and all of the vehicle's occupants will be in a zero gee
environment. Residual loss gives the occupants more time; 0.1 gees are lost each hour that life-support systems
are out, up until x hours (where x is the craft's Size Class). After that time, gravity fails and the occupants will be
in a zero gee environment.
• Extreme Cold Damage: Without temperature regulation, a craft's interior will eventually cool to the same bitter
cold as space. If life-support has been down for x hours (where x is the craft's Size Class), the craft's interior
ambient temperature drops to where there is one severity level of Cold Damage. Another severity level is added
for each additional hour that life-support remains offline.
• Radiation: A spacecraft's hull may or may not be designed to keep out large doses of cosmic radiation. For
Industrial Age craft, even an intact hull can still leave its occupants vulnerable to radiation poisoning if an intense
enough field of radiation is encountered. Starfaring Age craft, on the other hand, are usually safe enough unless
there is a sufficient level of hull damage (50% or more) or if the craft happens to be within an area of space with
high levels of ambient radiation when life-support systems fail (such as a "radioactive nebula" of the nature discussed
in Chapter 8.4). Unless otherwise noted, any radiation poisoning that occurs in space should be considered Level X
exposure, with all the exceptionally nasty effects included.
• Air Generation/Recycling Failure: When most sci-fi universes talk about life-support failure, this is the one that
comes up the most often (and to be honest, in the event of a total failure of a spacecraft's life-support systems, lack of air
is probably the least likely thing to ultimately kill off its occupants). Creating and cleaning the substance necessary for
respiration is certainly a top priority of any life-support system on a spacecraft, since without that substance it is
impossible to sustain life. However, even if the system fails, it is likely to have prepared a volume of the
substance that will be useable for some time after the failure occurs (i.e. losing air production is not immediately
fatal). After a life-support system failure, normal respiration is possible for x hours, where x is the Size Class of
the craft. After that time has passed, the useable amount of the substance begins to be depleted (Thin Air
environmental effects apply). If twice that amount of time passes and the system has not been restored,
hazardous metabolic waste substances will build up within the spacecraft's volume to the point where they reach
a toxic concentration (Smoke effects begin to apply as well). It is only after three times the amount of time
passes that the volume of the substance needed for respiration will be completely depleted (Suffocation effects
begin), provided life-support has not been restored within that time frame.
• Stasis Chamber Failure: Stasis chambers are designed to keep occupants alive in the event of catastrophic damage
to the craft. If, however, the stasis chambers themselves are damaged, they are worthless. Coupling the chambers
with a craft's life-support does make life-support failure all the more desperate, as otherwise a crew without the
resources or capability of making a repair to the system could just ride out the wait in them. This particular
effect is strictly up to the GM and shouldn't be used against a relatively new or inexperienced player group.
12.4.3: BESTIARY
Lifeforms were an integral part of the original games. Even though their role in profiting the player was secondary at best,
lifeforms did give the player an excuse to go out and shoot something without too much fear of later retribution. Lifeforms
in SFRPG provide much the same function; an encounter with a hostile lifeform can easily be produced and added into
almost any adventure. Few sapient creatures will mind if it is captured or killed in the process, even in areas (such as in the
middle of a busy city street) where pulling out weaponry is frowned upon (unless, of course, significant collateral damage
to their property or personal injury occurs as a result). Lifeforms can present a significant challenge to characters,
particularly the ones who are grossly unprepared for them.
This section contains the canonized list of lifeforms that were introduced in Starflight II. Aside from being used in the
course of game-play, these lifeforms can help out prospective creature creators by providing a template against which they
can compare their own creations. The lifeforms presented here are all "default" creatures. Should a creature be included as
part of a PC group (perhaps as a character’s steed), these values can be vastly different as the creature will be considered a
character in its own right.
Because there was no set list of lifeforms in Starflight I (at least none that has been confirmed) and because lifeforms in SF1
were characterized by a specific set of criteria rather than given fixed stats or names, there are no lifeforms from Starflight I
on the following list. GMs have the option of using lifeforms from this list on Alpha Sector planets, using non-canonical
creatures as presented in the next section or creating their own lifeform list for the Alpha Sector using the creature creation
rules in Chapter 10.2.5.
Anyone familiar with SFRPG knows that there is a lot of information that goes with any character or creature, particularly
for those who have a very diverse skill set. In the interest of saving space, the following tables for creatures (as well as
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those in the Non-Canonical Bestiary) use a shorthand notation to denote Attribute and Skill scores. This notation should be
fairly straight-forward to anyone familiar enough with the rules. The following table is an abbreviation key to those
Attributes and Skills. Note that lifeforms can be played with Starflight-style stats, but in order to be usable in both formats
of gameplay, the full stat set is provided for each lifeform.
A final note: the lifeform description text included herein has been pulled directly from Starflight II and was used to create
stats for these creatures in every detail except for size. Where a size comparison is indicated in the text description (for
example, if it says a lifeform is "human-sized"), the text should be ignored.
A black, fuzzy, amorphous creature about the size of a rabbit. On the surface of the creature are several blue white globular
clusters of light and heat sensors. Surrounding each cluster is a ring of small holes through which the creature shoots a
powerful acid substance. The creature's rasp like eating apparatus is on its sticky underside.
Brass Harpooner
A large, rounded creature completely covered by metallic, brass colored, overlapping plates of armor. It seems to propel
itself by means of thousands of small tentacles on its underside. Protruding from the front end of the creature are four
barbed spikes which the creature is capable of shooting from its body. Upon harpooning its victim, these can then be pulled
in by the sinewy chords that attach them.
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Brass Harpooner
Size Class: C11
Niche: Exotic Consumer Symmetry: Bilateral
(Volume: 8 m3)
STV: 14,400 SP Speed: 31 m/rd (19
SI: 215 HD/BHD/FHD: 28/46/26 INIT: 4
(1,800 SP/m3) kph)
Attacks:
AHP: 100 Special Qualities:
HP/NHP: 70 Harpoon (Special, range 100m, 45 Lethal Damage,
(Class Three Armor) Senses (Scent) +5
reload 2 turns)
Length: 2.84 m Mass: 25,300 kg
Durability: 7 Learning Rate: 8 (2.13 + (2d5 * 0.14) (18,975 + (2d5 from length * Transit: Fast Multiped
m) 1,265) kg)
Attack Bonuses - Melee: +19; Ranged: +21 Saves - Fortitude: +4, Reflex: +6, Willpower: +6
PWR: 40 FIN: 60 PHY: 43 INT: 33 ACU: 69 CHA: 39
3DM: 8 DDG: 12 CCN: 14 KNW: 13 PRC: 35 PER: 39
BRW: 8 DXM: 12 STM: 15 CUN: 7 PRF: 0 LED: 0
LFT: 24 H&S: 36 RCP: 14 RSF: 13 SRV: 34 DIP: 0
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs see Notes (FOV 360), Olfactory Organs None,
Gustatory Organs x1, Propulsive Appendages Numerous, Reproductive Organs x1.
Life Phases: Adolescent at 7 years. Adulthood at 11 years. Middle Age at 22 years. Old Age at 33 years. Venerable Age at 44
years. Lifespan 45 + 4d5 years.
Notes: Brass Harpooners are able to “see” via a sophisticated visual array scattered over the surface of their bodies. The
individual sensors themselves are too small to be seen except at dangerously close range, yet offer the Harpooner a clear,
panoramic view of its surroundings. Brass Harpooners, in addition to hunting other lifeforms, consume alloys of tin and
zinc in order to maintain their armor coating.
Breathing Cactus
A spine covered cactus like plant with black, fleshy branches and triangular leaves. Covering the surface of this plant are
many small pores which rhythmically take in and expel air with a hissing sound. Each time the plant breathes in, it visibly
expands. Radiating out from the base of this plant are long, moving tentacle like branches, each of which has a rosette of
long poison tipped needles at the end.
Breathing Cactus
Size Class: C10
Niche: Photosynthetic Producer Symmetry: Radial
(Volume: 3 m3)
STV: 2,700 SP Speed: 25 m/rd (15
SI: 77 HD/BHD/FHD: 36/51/35 INIT: 4
(900 SP/m3) kph)
Special Qualities:
AHP: 0 Attacks: Health +5
HP/NHP: 70
(No Armor) Tentacled Needles (Gore, 7 Lethal Damage) Poison (Sting, 4 HP/min, DC
30)
Length: 3.58 m Mass: 4,800 kg
Durability: 7 Learning Rate: 4 (2.68 + (2d5 * 0.18) (3,600 + (2d5 from length * Transit: Fast Monoped
m) 240) kg)
Attack Bonuses - Melee: +2; Ranged: +4 Saves - Fortitude: +11, Reflex: +4, Willpower: +3
PWR: 26 FIN: 41 PHY: 64 INT: 18 ACU: 33 CHA: 17
3DM: 4 DDG: 0 CCN: 21 KNW: 2 PRC: 3 PER: 8
BRW: 22 DXM: 31 STM: 11 CUN: 0 PRF: 0 LED: 0
LFT: 0 H&S: 10 RCP: 32 RSF: 16 SRV: 30 DIP: 9
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs None (FOV 0), Olfactory Organs see Notes,
Gustatory Organs None, Propulsive Appendages Numerous, Reproductive Organs Numerous.
Life Phases: Adolescent at 50 years. Adulthood at 85 years. Middle Age at 165 years. Old Age at 250 years. Venerable Age at
330 years. Lifespan 330 + 17d10 years.
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Notes: Plant. The sensory capabilities of this lifeform are combined with its Body Area. This lifeform can detect the scent
of other lifeforms at close (encounter) range.
A many faceted crystalline creature with various crystalline protrusions extending upward at all angles from a spongy base.
The bright, multi colored light refracted by the crystals make the creature difficult to look at. Buried within the crystals can
be seen small structures which photosynthesize the focused light.
Dark Lightning
This appears to be a large sphere of blazing energy hovering several feet off the ground. Approximately three times the size
of the terrain vehicle, it moves rapidly over the ground with no visible means of propulsion. Within the sphere is a core of
charged electric energy that appears as writhing, dark, inverse lightning. The object, or lifeform, projects a crackling,
throbbing, subsonic force that is deeply disturbing and at close range, utterly unbearable.
Dark Lightning
Size Class: C17
Niche: Exotic Consumer Symmetry: Spherical
(Volume: 528 m3)
STV: 0 SP Speed: 50 m/rd (30
SI: 170 HD/BHD/FHD: 15/54/11 INIT: 4
(0 SP/m3) kph)
Attacks: Special Qualities:
AHP: 0
HP/NHP: 70 Subsonic Force (Special, 100 Lethal Damage, ignores shields Swallow Whole
(No Armor)
and armor) Terrifying Presence
Length: 10.03 m Mass: 270 kg
Durability: Learning Rate:
(7.52 + (2d5 * 0.50) (202.50 + (2d5 from length * 13.50) Transit: Fast Floater
7 10
m) kg)
Attack Bonuses - Melee: +20; Ranged: +19 Saves - Fortitude: +5, Reflex: +4, Willpower: +8
ACU:
PWR: 50 FIN: 40 PHY: 50 INT: 53 CHA: 46
86
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3DM: 50 DDG: 5 CCN: 5 KNW: 28 PRC: 43 PER: 46
BRW: 0 DXM: 10 STM: 5 CUN: 15 PRF: 0 LED: 0
LFT: 0 H&S: 25 RCP: 40 RSF: 10 SRV: 43 DIP: 0
Body Parts: Motor Appendages see Notes, Auditory Organs None, Visual Organs see Notes (FOV 0), Olfactory Organs see
Notes, Gustatory Organs None, Propulsive Appendages see Notes, Reproductive Organs see Notes.
Life Phases: Adolescent at 7 years. Adulthood at 12 years. Middle Age at 22 years. Old Age at 34 years. Venerable Age at 45
years. Lifespan 48 + 2d10 years.
Notes: The actual lifeform volume is 6 cubic meters; the value given is the bounding box volume. Almost nothing is known
about this lifeform’s physiological characteristics as it is far too dangerous to study at close range. It can track other
lifeforms, move and reproduce, but the mechanisms for each process are totally unlike anything known to science.
Eight-Legged Rhino
A large armor plated creature vaguely resembling an eight legged rhinoceros. The creature is however, longer and lower to
the ground than a rhino, and along its back are two parallel ridges of bone spikes. The creature has no visible eyes, and on
its snout is a thick, spiral horn. Before charging something this creature rears on its hind four legs and sways from side to
side. This behavior seems to help it zero in on its target.
Eight-Legged Rhino
Size Class: C11
Niche: Herbivorous Consumer Symmetry: Bilateral
(Volume: 7 m3)
STV: 9,800 SP Speed: 61 m/rd (37
SI: 144 HD/BHD/FHD: 36/54/30 INIT: 4
(1,400 SP/m3) kph)
Special Qualities:
Senses (Scent) +5
AHP: 50 Attacks:
HP/NHP: 70 Nerves +10
(Class One Armor) Horn (Gore, 24 Lethal Damage)
Temper -5
Trample (55 Basic Damage)
Length: 5.57 m Mass: 12,100 kg
Learning Rate:
Durability: 7 (4.18 + (2d5 * 0.28) (9,075 + (2d5 from length * Transit: Fast Multiped
10
m) 605) kg)
Attack Bonuses - Melee: +13; Ranged: +12 Saves - Fortitude: +4, Reflex: +4, Willpower: +5
PWR: 59 FIN: 41 PHY: 48 INT: 45 ACU: 58 CHA: 53
3DM: 23 DDG: 18 CCN: 8 KNW: 20 PRC: 29 PER: 23
BRW: 12 DXM: 5 STM: 24 CUN: 5 PRF: 0 LED: 0
LFT: 24 H&S: 18 RCP: 16 RSF: 20 SRV: 29 DIP: 30
Body Parts: Motor Appendages None, Auditory Organs x2, Visual Organs None (FOV 0), Olfactory Organs x1, Gustatory
Organs x1, Propulsive Appendages x8, Reproductive Organs x1.
Life Phases: Adolescent at 7 years. Adulthood at 11 years. Middle Age at 22 years. Old Age at 33 years. Venerable Age at 44
years. Lifespan 46 + 4d5 years.
Notes: None.
Electric Balloon
A translucent, jellyfish like creature with a large, spherical, floating body, and a single, long, dangling tentacle. The
creature's body is so transparent that against the sky it is very difficult to see. As it floats along it makes a sound like
crackling electricity, and occasional discharges of lightning can be seen coming from its writhing tentacle when it nears the
ground.
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Electric Balloon
Size Class: C11
Niche: Exotic Consumer Symmetry: Radial
(Volume: 5 m3)
STV: 4,250 SP Speed: 102 m/rd (61
SI: 58 HD/BHD/FHD: 43/61/32 INIT: 7
(850 SP/m3) kph)
Attacks: Special Qualities:
AHP: 0
HP/NHP: 40 Lightning Bolt (Special, range 20m, 18 Lethal Camouflage (+10 All HD
(No Armor)
Damage + Fire Risk) Ratings)
Length: 20.36 m Mass: 9 kg
Durability: 4 Learning Rate: 8 (15.27 + (2d5 * 1.02) (6.86 + (2d5 from length * Transit: Fast Floater
m) 0.46) kg)
Attack Bonuses - Melee: +16; Ranged: +18 Saves - Fortitude: +2, Reflex: +3, Willpower: +4
PWR: 17 FIN: 38 PHY: 21 INT: 37 ACU: 49 CHA: 40
3DM: 17 DDG: 9 CCN: 5 KNW: 10 PRC: 25 PER: 10
BRW: 0 DXM: 10 STM: 5 CUN: 10 PRF: 0 LED: 0
LFT: 0 H&S: 19 RCP: 11 RSF: 17 SRV: 24 DIP: 30
Body Parts: Motor Appendages x1, Auditory Organs None, Visual Organs None (FOV 0), Olfactory Organs None,
Gustatory Organs see Notes, Propulsive Appendages None, Reproductive Organs None.
Life Phases: Adolescent at 6 years. Adulthood at 9 years. Middle Age at 18 years. Old Age at 28 years. Venerable Age at 36
years. Lifespan 40 + 3d5 years.
Notes: Electric Balloons are boron-based filter feeders that use their electrical charge to attract microscopic airborne
lifeforms, from which the balloon collects its biomass. The tentacle, in addition to giving the lifeform motor capabilities,
also houses the gustatory filter. Electric Balloons generate their massive electrical potential through atmospheric friction.
Expanding Hippo
A rotund, bulbous bodied creature on three spindly legs. This creature seems to be a cross between a fat hippopotamus and
a spiny blowfish. The creature's thick hide is covered with sharp quills, and when threatened, it can quickly blow itself up
to a tremendous size. When it does this it also emits an ear splitting whine which generally frightens off most predators.
Expanding Hippo
Size Class: C11
Niche: Herbivorous Consumer Symmetry: Bilateral
(Volume: 7 m3)
STV: 3,500 SP Speed: 37 m/rd (22
SI: 60 HD/BHD/FHD: 35/53/32 INIT: 5
(500 SP/m3) kph)
Special Qualities:
AHP: 0 Attacks: Senses (Sight) +5
HP/NHP: 60
(No Armor) None Memory +10
Trample (33 Basic Damage)
Length: 5.23 m Mass: 3,240 kg
Durability: 6 Learning Rate: 2 (3.92 + (2d5 * 0.26) (2,430 + (2d5 from length * Transit: Slow Quadruped
m) 162) kg)
Attack Bonuses - Melee: +11; Ranged: +11 Saves - Fortitude: +3, Reflex: +3, Willpower: +1
PWR: 33 FIN: 34 PHY: 39 INT: 10 ACU: 13 CHA: 12
3DM: 8 DDG: 10 CCN: 7 KNW: 5 PRC: 7 PER: 10
BRW: 8 DXM: 4 STM: 19 CUN: 0 PRF: 0 LED: 0
LFT: 17 H&S: 20 RCP: 13 RSF: 5 SRV: 6 DIP: 2
Body Parts: Motor Appendages None, Auditory Organs x2, Visual Organs x2 (FOV 120 Optimal 180 Peripheral), Olfactory
Organs None, Gustatory Organs x1, Propulsive Appendages x3, Reproductive Organs x1.
Life Phases: Adolescent at 7 years. Adulthood at 11 years. Middle Age at 22 years. Old Age at 33 years. Venerable Age at 44
years. Lifespan 46 + 2d10 years.
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Notes: None.
Funnel Tree
A large tree with twin trunks twisting around each other in a spiral. The trunks of the tree are soft, pink, and fleshy, and
covered with small thorns. The upper part of the tree is composed of many tiny green leaves which spread out in a funnel
shape. The tree makes a deep thrumming sound. In the middle of a forest the thrumming can be so loud as to block out all
other sounds.
Funnel Tree
Size Class: C12
Niche: Photosynthetic Producer Symmetry: Radial
(Volume: 16 m3)
STV: 4,800 SP Speed: 0 m/rd (0
SI: 80 HD/BHD/FHD: 19/40/29 INIT: 3
(300 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 80
(No Armor) None None
Length: 11.25 m Mass: 19,910 kg
Durability: 8 Learning Rate: 1 (8.44 + (2d5 * 0.56) (14,933 + (2d5 from length * Transit: Stationary
m) 995.50) kg)
Attack Bonuses - Melee: +4; Ranged: +5 Saves - Fortitude: +5, Reflex: +5, Willpower: +0
PWR: 40 FIN: 52 PHY: 54 INT: 4 ACU: 6 CHA: 2
3DM: 0 DDG: 17 CCN: 18 KNW: 0 PRC: 1 PER: 1
BRW: 0 DXM: 18 STM: 9 CUN: 0 PRF: 0 LED: 0
LFT: 40 H&S: 17 RCP: 27 RSF: 4 SRV: 5 DIP: 1
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs see Notes (FOV 360), Olfactory Organs None,
Gustatory Organs None, Propulsive Appendages None, Reproductive Organs Numerous.
Life Phases: Adolescent at 60 years. Adulthood at 102 years. Middle Age at 198 years. Old Age at 300 years. Venerable Age
at 396 years. Lifespan 400 + 2d% years.
Notes: Plant. The sensory capabilities of this lifeform are combined with its Body Area. This lifeform can detect and track
light sources (particularly sunlight).
Fur Tree
A very tall, tree like lifeform. It has a tall straight trunk that is covered with thick, soft white fur. Hanging from some of
the branches are long fur covered cylindrical fruits. The leaves of the tree are huge, black and saucer shaped. They are all
upturned in order to catch the rain water which runs down the stem at the center of each leaf.
Fur Tree
Size Class: C12
Niche: Photosynthetic Producer Symmetry: Radial
(Volume: 20 m3)
STV: 4,000 SP Speed: 0 m/rd (0
SI: 80 HD/BHD/FHD: 19/40/29 INIT: 3
(200 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 80
(No Armor) None None
Length: 12.12 m Mass: 13,200 kg
Durability: 8 Learning Rate: 0 (9.09 + (2d5 * 0.61) (9,900 + (2d5 from length * Transit: Stationary
m) 660) kg)
Attack Bonuses - Melee: +4; Ranged: +5 Saves - Fortitude: +5, Reflex: +5, Willpower: +0
PWR: 43 FIN: 53 PHY: 57 INT: 0 ACU: 0 CHA: 0
3DM: 0 DDG: 17 CCN: 19 KNW: 0 PRC: 0 PER: 0
BRW: 0 DXM: 19 STM: 10 CUN: 0 PRF: 0 LED: 0
LFT: 43 H&S: 17 RCP: 28 RSF: 0 SRV: 0 DIP: 0
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Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs see Notes (FOV 360), Olfactory Organs None,
Gustatory Organs None, Propulsive Appendages None, Reproductive Organs Numerous.
Life Phases: Adolescent at 60 years. Adulthood at 102 years. Middle Age at 198 years. Old Age at 300 years. Venerable Age
at 396 years. Lifespan 400 + 2d% years.
Notes: Plant. The sensory capabilities of this lifeform are combined with its Body Area. This lifeform can detect and track
light sources (particularly sunlight).
Glowing Spinner
A human sized creature resembling a huge, three legged starfish with all of its legs pointing downwards. Ringing the
rounded top of the creature is a circle of flexible eye stalks. This creature is bio-luminescent and glows a soft bluish-white.
When it moves it spins like a top, on its three legs. Nightly these creatures can be seen to congregate and perform complex
dances, weaving and spinning around each other.
Glowing Spinner
Size Class: C10
Niche: Omnivorous Consumer Symmetry: Radial
(Volume: 4 m3)
STV: 2,700 SP Speed: 16 m/rd (9
SI: 70 HD/BHD/FHD: 35/50/35 INIT: 4
(675 SP/m3) kph)
Special Qualities:
AHP: 0 Attacks:
HP/NHP: 70 Bioluminescence
(No Armor) None
Directed Eyesight
Length: 2.23 m Mass: 3,220 kg
Durability: 7 Learning Rate: 6 (1.67 + (2d5 * 0.11) (2,415 + (2d5 from length * Transit: Average Triped
m) 161) kg)
Attack Bonuses - Melee: +13; Ranged: +13 Saves - Fortitude: +4, Reflex: +4, Willpower: +5
PWR: 43 FIN: 46 PHY: 47 INT: 29 ACU: 50 CHA: 32
3DM: 5 DDG: 18 CCN: 23 KNW: 10 PRC: 25 PER: 16
BRW: 19 DXM: 22 STM: 8 CUN: 0 PRF: 0 LED: 0
LFT: 19 H&S: 6 RCP: 16 RSF: 19 SRV: 25 DIP: 16
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs x8 (FOV 360), Olfactory Organs None,
Gustatory Organs None, Propulsive Appendages x3, Reproductive Organs see Notes.
Life Phases: Adolescent at 5 years. Adulthood at 9 years. Middle Age at 17 years. Old Age at 25 years. Venerable Age at 33
years. Lifespan 35 + 3d5 years.
Notes: Glowing Spinners are hermaphrodites with reproductive receptacles on the backside of each tentacle near the
creature's foot. They are therefore capable of mating with three other individuals simultaneously. Reproduction occurs via
budding.
Green Balloon
A tremendous spherical plant which appears to be filled with gas, like a balloon. The plant's surface is smooth and rubbery
and seems to be covered with a film which causes the blues and greens in it to swirl and shimmer. Pushed along by wind,
the huge spherical plant is often lifted by a strong gust. Each time it hits the ground it makes a loud sound like a large bass
drum.
Green Balloon
Size Class: C11
Niche: Photosynthetic Producer Symmetry: Spherical
(Volume: 6 m3)
STV: 3,000 SP
SI: 40 HD/BHD/FHD: 27/45/32 INIT: 7 Speed: 5 m/rd (3 kph)
(500 SP/m3)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 40
(No Armor) None None
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Length: 2.26 m Mass: 7 kg
Durability: 4 Learning Rate: 3 (1.69 + (2d5 * 0.11) (5.55 + (2d5 from length * 0.37) Transit: Very Slow Floater
m) kg)
Attack Bonuses - Melee: +2; Ranged: +2 Saves - Fortitude: +2, Reflex: +2, Willpower: +2
PWR: 27 FIN: 28 PHY: 29 INT: 21 ACU: 21 CHA: 12
3DM: 3 DDG: 9 CCN: 10 KNW: 0 PRC: 2 PER: 6
BRW: 0 DXM: 10 STM: 5 CUN: 0 PRF: 0 LED: 0
LFT: 24 H&S: 9 RCP: 14 RSF: 21 SRV: 19 DIP: 6
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs see Notes (FOV 360), Olfactory Organs None,
Gustatory Organs None, Propulsive Appendages None, Reproductive Organs Numerous.
Life Phases: Adolescent at 44 years. Adulthood at 75 years. Middle Age at 145 years. Old Age at 220 years. Venerable Age at
290 years. Lifespan 300 + 14d10 years.
Notes: Plant. The sensory capabilities of this lifeform are combined with its Body Area. This lifeform can detect and track
light sources (particularly sunlight).
Green Blob
A large, amorphous creature that appears to be made of translucent green gelatin. The glistening gelatin is shot through
with bluish veins, and visible inside it are luminescent yellow organs which move slowly around. The entire creature
quivers continually, and every so often its body spasms as it emits gas with a loud, familiar sound.
Green Blob
Size Class: C11
Niche: Chemosynthetic Producer Symmetry: Amorphous
(Volume: 8 m3)
STV: 4,800 SP Speed: 0 m/rd (0
SI: 70 HD/BHD/FHD: 22/40/32 INIT: 4
(600 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 70
(No Armor) None None
Mass: 7,880 kg
Length: N/A m
Durability: 7 Learning Rate: 3 (5,910 + (2d5 from length * Transit: Stationary
(Amorphous Creature)
394) kg)
Attack Bonuses - Melee: +4; Ranged: +4 Saves - Fortitude: +3, Reflex: +3, Willpower: +1
PWR: 34 FIN: 35 PHY: 39 INT: 16 ACU: 17 CHA: 16
3DM: 0 DDG: 11 CCN: 13 KNW: 4 PRC: 2 PER: 8
BRW: 0 DXM: 13 STM: 7 CUN: 0 PRF: 0 LED: 0
LFT: 34 H&S: 11 RCP: 19 RSF: 12 SRV: 15 DIP: 8
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs None (FOV 0), Olfactory Organs None,
Gustatory Organs see Notes, Propulsive Appendages None, Reproductive Organs None.
Life Phases: Adolescent at 11 months. Adulthood at 19 months. Middle Age at 36 months. Old Age at 55 months.
Venerable Age at 73 months. Lifespan 75 + 7d5 months.
Notes: Green Blobs are able to absorb inorganic compounds from the environment directly through their outer surface
layer. Reproduction occurs through budding.
Grey Anemone
A large, spherical anemone like creature with six long, hooked legs. It has a tough, cracked, leathery surface, and the whole
creature is a dull grey in color. This creature generally hangs from trees and drops on its prey, but it can also run fast for a
short distance. Each of the creature's tentacles is a symbiotic lifeform, capable of delivering a powerful sting, but incapable
of moving under its own power.
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Grey Anemone
Size Class: C11
Niche: Carnivorous Consumer Symmetry: Spherical
(Volume: 6 m3)
STV: 4,500 SP Speed: 25 m/rd (15
SI: 90 HD/BHD/FHD: 33/51/32 INIT: 4
(750 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 70
(No Armor) Stinging Tentacles (Gore, 20 Lethal Damage) Nerves +5
Length: 2.26 m Mass: 10,280 kg
Durability: 7 Learning Rate: 4 (1.69 + (2d5 * 0.11) (7,710 + (2d5 from length * Transit: Fast Multiped
m) 514) kg)
Attack Bonuses - Melee: +14; Ranged: +14 Saves - Fortitude: +5, Reflex: +4, Willpower: +4
PWR: 43 FIN: 47 PHY: 50 INT: 18 ACU: 43 CHA: 19
3DM: 24 DDG: 11 CCN: 17 KNW: 4 PRC: 22 PER: 10
BRW: 12 DXM: 14 STM: 25 CUN: 7 PRF: 0 LED: 0
LFT: 7 H&S: 22 RCP: 8 RSF: 7 SRV: 21 DIP: 9
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs None (FOV 0), Olfactory Organs Numerous,
Gustatory Organs see Notes, Propulsive Appendages x6, Reproductive Organs Numerous.
Life Phases: Adolescent at 4 years. Adulthood at 8 years. Middle Age at 15 years. Old Age at 22 years. Venerable Age at 29
years. Lifespan 29 + 3d5 years.
Notes: Grey Anemones are composed of a central host lifeform plus six symbiotes. In concert, these seven sub-lifeforms
provide each other with movement and defense capabilities. Nutrients for the whole lifeform are absorbed through the
symbiotes, which each act individually as a combination of Propulsive Appendage and Gustatory Organ.
Hill Rat
A small, spherical bodied creature with four legs and long, luxuriant fur. Sticking out of the fur at one end of the creature is
a long, rigid rat like tail. At the other end is a pointed snout with long downward curving whiskers. The creature's primary
habitat is along hillsides, as is evidenced by the fact that its two left legs are shorter than its two right legs. On flat ground
it seems to tilt and has a tendency to go in circles.
Hill Rat
Size Class: C9
Niche: Omnivorous Consumer Symmetry: Bilateral
(Volume: 1 m3)
STV: 1,000 SP Speed: 22 m/rd (13
SI: 70 HD/BHD/FHD: 39/51/38 INIT: 4
(1,000 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 70
(No Armor) None Curious -10
Length: 2.73 m Mass: 1,220 kg
Durability: 7 Learning Rate: 6 (2.05 + (2d5 * 0.14) (915 + (2d5 from length * Transit: Average Quadruped
m) 61) kg)
Attack Bonuses - Melee: +11; Ranged: +13 Saves - Fortitude: +5, Reflex: +4, Willpower: +3
PWR: 25 FIN: 46 PHY: 51 INT: 16 ACU: 36 CHA: 31
3DM: 5 DDG: 10 CCN: 25 KNW: 7 PRC: 18 PER: 16
BRW: 10 DXM: 6 STM: 9 CUN: 7 PRF: 0 LED: 0
LFT: 10 H&S: 30 RCP: 17 RSF: 2 SRV: 18 DIP: 15
Body Parts: Motor Appendages None, Auditory Organs x2, Visual Organs x2 (FOV 120 Optimal 180 Peripheral), Olfactory
Organs x1, Gustatory Organs x1, Propulsive Appendages x4, Reproductive Organs x1.
Life Phases: Adolescent at 5 years. Adulthood at 9 years. Middle Age at 18 years. Old Age at 27 years. Venerable Age at 36
years. Lifespan 39 + 3d5 years.
Notes: None.
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Hive Plant
A medium sized plant with a ring of long symmetrical stems growing up from the base. On the end of each alternating
stem is a large yellow flower, and on each other stem is a heart shaped leaf. In the center of the plant is a thick stalk
growing straight up, on top of which is a large thistle covered pod. This pod is hollow with many holes, and in it lives
thousands of tiny, symbiotic flying creatures which pollinate the plant's flowers.
Hive Plant
Size Class: C10
Niche: Photosynthetic Producer Symmetry: Radial
(Volume: 3 m3)
STV: 900 SP Speed: 0 m/rd (0
SI: 70 HD/BHD/FHD: 25/40/35 INIT: 4
(300 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 70
(No Armor) None None
Length: 3.58 m Mass: 4,060 kg
Durability: 7 Learning Rate: 1 (2.68 + (2d5 * 0.18) (3,045 + (2d5 from length * Transit: Stationary
m) 203) kg)
Attack Bonuses - Melee: +2; Ranged: +3 Saves - Fortitude: +4, Reflex: +3, Willpower: +0
PWR: 21 FIN: 32 PHY: 41 INT: 8 ACU: 9 CHA: 2
3DM: 0 DDG: 10 CCN: 14 KNW: 0 PRC: 1 PER: 1
BRW: 0 DXM: 12 STM: 7 CUN: 0 PRF: 0 LED: 0
LFT: 21 H&S: 10 RCP: 20 RSF: 8 SRV: 8 DIP: 1
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs see Notes (FOV 360), Olfactory Organs None,
Gustatory Organs None, Propulsive Appendages None, Reproductive Organs Numerous.
Life Phases: Adolescent at 50 years. Adulthood at 85 years. Middle Age at 165 years. Old Age at 250 years. Venerable Age at
330 years. Lifespan 330 + 17d10 years.
Notes: Plant. The sensory capabilities of this lifeform are combined with its Body Area. This lifeform can detect and track
light sources (particularly sunlight).
Hot Fungus
A small, rounded, fungoid lifeform with a slimy green exterior. The surface of the fungus is cracked, and issuing from the
cracks is steam and a deep red glow. The lifeform also gives off a tremendous amount of heat. Whenever a creature
approaches too closely, the fungus sprays a shower of molten rock in that direction.
Hot Fungus
Size Class: C9
Niche: Exotic Consumer Symmetry: Spherical
(Volume: 1 m3)
STV: 2,000 SP Speed: 4 m/rd (2
SI: 190 HD/BHD/FHD: 29/41/34 INIT: 3
(2,000 SP/m3) kph)
Attacks:
AHP: 75 Special Qualities:
HP/NHP: 80 Molten Rock Shower (Special, 30m range, 35 Lethal
(Class Two Armor) Weapons Resistance (Burns)
Damage + Fire Risk)
Length: 1.24 m Mass: 4,620 kg
Durability: 8 Learning Rate: 8 (0.93 + (2d5 * 0.06) (3,465 + (2d5 from length * Transit: Slow Pseudoped
m) 231) kg)
Attack Bonuses - Melee: +18; Ranged: +18 Saves - Fortitude: +6, Reflex: +3, Willpower: +5
PWR: 38 FIN: 32 PHY: 65 INT: 37 ACU: 50 CHA: 39
3DM: 38 DDG: 10 CCN: 0 KNW: 10 PRC: 25 PER: 0
BRW: 0 DXM: 12 STM: 50 CUN: 10 PRF: 0 LED: 0
LFT: 0 H&S: 10 RCP: 15 RSF: 17 SRV: 25 DIP: 39
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs None (FOV 0), Olfactory Organs see Notes,
Gustatory Organs see Notes, Propulsive Appendages see Notes, Reproductive Organs None.
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Life Phases: Adolescent at 4 years. Adulthood at 6 years. Middle Age at 12 years. Old Age at 18 years. Venerable Age at 24
years. Lifespan 25 + 1d10 years.
Notes: Hot Fungi metabolize rock to gain specific nutrients, most often heavy metals such as iron and titanium. The
fungus is capable of metabolizing rock from any point on its body’s surface. A Hot Fungus can direct a molten rock shower
downward, propelling itself ballistically through the air for a relatively short distance.
Humanoid Hopper
A tall, willowy, two legged creature vaguely humanoid in shape. Its two slender legs bend in the reverse direction of a
human's, and support a small body with a bulbous, upturned, insect like abdomen. It has long, human looking arms, and a
noseless, humanoid face. Its body is covered with a fine downy fur, dark blue grey in color. The creature seems to be a
herbivore, and it is obviously capable of hopping at great speeds on its long legs.
Humanoid Hopper
Size Class: C10
Niche: Herbivorous Consumer Symmetry: Bilateral
(Volume: 3 m3)
STV: 1,950 SP Speed: 32 m/rd (19
SI: 60 HD/BHD/FHD: 37/52/35 INIT: 5
(650 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 60
(No Armor) None Memory +5
Length: 5.37 m Mass: 2,860 kg
Durability: 6 Learning Rate: 3 (4.02 + (2d5 * 0.27) (2,145 + (2d5 from length * Transit: Average Biped
m) 143) kg)
Attack Bonuses - Melee: +10; Ranged: +10 Saves - Fortitude: +3, Reflex: +2, Willpower: +2
PWR: 29 FIN: 29 PHY: 38 INT: 14 ACU: 20 CHA: 15
3DM: 14 DDG: 18 CCN: 6 KNW: 7 PRC: 10 PER: 5
BRW: 5 DXM: 9 STM: 19 CUN: 0 PRF: 0 LED: 0
LFT: 10 H&S: 2 RCP: 13 RSF: 7 SRV: 10 DIP: 10
Body Parts: Motor Appendages x2, Auditory Organs x2, Visual Organs x2 (FOV 120 Optimal 180 Peripheral), Olfactory
Organs None, Gustatory Organs x1, Propulsive Appendages x2, Reproductive Organs x1.
Life Phases: Adolescent at 6 years. Adulthood at 10 years. Middle Age at 20 years. Old Age at 30 years. Venerable Age at 40
years. Lifespan 40 + 2d10 years.
Notes: None.
Humming Rock
A creature resembling a large, solid looking rock. It is coarse and grey, like granite, and is veined with brown and silvery
lines. This lifeform exhibits absolutely no behaviors, with the one exception that it hums continuously. Periodically, and
for no apparent reason, this humming seems to grow louder and more energetic. The rhythm and melody of the humming
seem strikingly familiar to an off key rendition of an ancient song known as the "Gilligan's Island theme."
Humming Rock
Size Class: C10
Niche: Chemosynthetic Producer Symmetry: Irregular
(Volume: 3 m3)
STV: 0 SP Speed: 0 m/rd (0
SI: 100 HD/BHD/FHD: 25/40/35 INIT: 1
(0 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 100
(No Armor) None None
Length: 7.16 m Mass: 15,840 kg
Durability: 10 Learning Rate: 0 (5.37 + (2d5 * 0.36) (11,880 + (2d5 from length * Transit: Stationary
m) 792) kg)
Attack Bonuses - Melee: +4; Ranged: +6 Saves - Fortitude: +5, Reflex: +5, Willpower: +0
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PWR: 39 FIN: 50 PHY: 50 INT: 0 ACU: 0 CHA: 0
3DM: 39 DDG: 0 CCN: 5 KNW: 0 PRC: 0 PER: 0
BRW: 0 DXM: 40 STM: 40 CUN: 0 PRF: 0 LED: 0
LFT: 0 H&S: 10 RCP: 5 RSF: 0 SRV: 0 DIP: 0
Body Parts: Motor Appendages None, Auditory Organs see Notes, Visual Organs None (FOV 0), Olfactory Organs None,
Gustatory Organs None, Propulsive Appendages None, Reproductive Organs None.
Life Phases: Adolescent at 150 years. Adulthood at 255 years. Middle Age at 495 years. Old Age at 750 years. Venerable Age
at 990 years. Lifespan 1000 + 5d% years.
Notes: Humming Rocks perform no activities other than humming. They can detect vibrations directly from the
atmosphere, enabling them to "hear". Reproduction, when performed, is done through budding.
A small, strange bush with numerous leaves. Every leaf on this bush is a different size, shape, and color from every other
leaf. Some are small and dark, others are big and shiny, some are serrated, some are rounded, and so on. It's as if each one is
from a completely different plant. In addition, the various branches of the plant seem to be covered with all different kinds
of bark. At the top of this plant extends a branch with three juicy, purple berries on it.
A tangled bush like lifeform that appears to have some kind of webbing, similar to a spider's webbing, all over and through
it. The bush's branches are twisted and oily, and inside it can be seen pods with small grey flowers. When this bush is
approached it gives off a dense cloud of tiny, stinging self propelled spores which swarm onto the approaching creature.
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Length: 2.69 m Mass: 3,480 kg
Durability: 7 Learning Rate: 5 (2.01 + (2d5 * 0.13) (2,610 + (2d5 from length * Transit: Very Slow Monoped
m) 174) kg)
Attack Bonuses - Melee: +2; Ranged: +3 Saves - Fortitude: +4, Reflex: +3, Willpower: +3
PWR: 28 FIN: 34 PHY: 45 INT: 28 ACU: 38 CHA: 28
3DM: 0 DDG: 11 CCN: 15 KNW: 3 PRC: 4 PER: 14
BRW: 0 DXM: 12 STM: 8 CUN: 0 PRF: 0 LED: 0
LFT: 28 H&S: 11 RCP: 22 RSF: 25 SRV: 34 DIP: 14
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs None (FOV 0), Olfactory Organs see Notes,
Gustatory Organs None, Propulsive Appendages see Notes, Reproductive Organs Numerous.
Life Phases: Adolescent at 30 years. Adulthood at 51 years. Middle Age at 99 years. Old Age at 150 years. Venerable Age at
198 years. Lifespan 200 + 1d% years.
Notes: Plant. The sensory capabilities of this lifeform are combined with its Body Area. This lifeform is sensitive to
pheromones and scents, particularly animal pheromones. The lifeform is capable of uprooting itself and moving to a new
location if necessary.
Parachute Spider
A small bodied, spiny creature suspended upon many long spider legs. Between each pair of legs are tough transparent
membranes that form a large dome when the legs are spread. At the feet are hooks which the creature can use to link the
feet together. It feeds by leaping high into the air and then descending slowly and silently onto its victims, which it encases
in its membrane until they suffocate.
Parachute Spider
Size Class: C10
Niche: Carnivorous Consumer Symmetry: Bilateral
(Volume: 3 m3)
Speed: 106 m/rd
STV: 2,400 SP
SI: 65 HD/BHD/FHD: 46/61/35 INIT: 5 (64 kph)
(800 SP/m3)
19 m/rd (12 kph)
Attacks: Special Qualities:
AHP: 0 Membranes (Special, Grab Action, use THD, 5 Lethal Nerves +5
HP/NHP: 60
(No Armor) Damage + Suffocation Risk) Poison (Bite, 3 HP/min, DC
Fangs (Bite, 1 Lethal Damage) 30)
Mass: 1,400 kg
Learning Rate: Length: 9.65 m Transit: Fast Multiped
Durability: 6 (1,050 + (2d5 from length * 70)
4 (7.24 + (2d5 * 0.48) m) Very Slow Floater
kg)
Attack Bonuses - Melee: +14; Ranged: +12 Saves - Fortitude: +3, Reflex: +2, Willpower: +2
PWR: 44 FIN: 29 PHY: 39 INT: 17 ACU: 23 CHA: 21
3DM: 29 DDG: 4 CCN: 13 KNW: 3 PRC: 12 PER: 11
BRW: 10 DXM: 15 STM: 19 CUN: 11 PRF: 0 LED: 0
LFT: 5 H&S: 10 RCP: 7 RSF: 3 SRV: 11 DIP: 10
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs x2 (FOV 60 Optimal 90 Peripheral), Olfactory
Organs None, Gustatory Organs x1, Propulsive Appendages x8, Reproductive Organs x1.
Life Phases: Adolescent at 6 years. Adulthood at 10 years. Middle Age at 20 years. Old Age at 30 years. Venerable Age at 40
years. Lifespan 40 + 4d5 years.
Notes: None.
Peacock Tree
A fairly large tree with a straight but flexible trunk. Projecting off the trunk at an upwards angle, from the base to the top,
are large feathers that bear an unlikely resemblance to peacock feathers. Even when there is no wind, the trunk of this tree
sways in a hypnotic fashion. At the base of this tree can be seen smaller creatures which have been grabbed by the strong
prehensile roots of the tree and squeezed to death.
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Peacock Tree
Size Class: C12
Niche: Carnivorous Producer Symmetry: Bilateral
(Volume: 13 m3)
STV: 5,200 SP Speed: 94 m/rd (57
SI: 95 HD/BHD/FHD: 39/60/29 INIT: 3
(400 SP/m3) kph)
Special Qualities:
Constrict (10 Basic Damage)
AHP: 0 Attacks:
HP/NHP: 80 Lure (Visual, DC24 Willpower
(No Armor) Prehensile Roots (Special, 15 Lethal Damage)
Save)
Trample (60 Basic Damage)
Length: 10.50 m Mass: 13,640 kg
Durability: 8 Learning Rate: 3 (7.87 + (2d5 * 0.52) (10,230 + (2d5 from length * Transit: Average Multiped
m) 682) kg)
Attack Bonuses - Melee: +9; Ranged: +7 Saves - Fortitude: +5, Reflex: +3, Willpower: +3
PWR: 53 FIN: 33 PHY: 53 INT: 16 ACU: 31 CHA: 15
3DM: 17 DDG: 10 CCN: 18 KNW: 4 PRC: 3 PER: 7
BRW: 18 DXM: 3 STM: 26 CUN: 8 PRF: 0 LED: 0
LFT: 18 H&S: 20 RCP: 9 RSF: 4 SRV: 28 DIP: 8
Body Parts: Motor Appendages see Notes, Auditory Organs None, Visual Organs None (FOV 0), Olfactory Organs see
Notes, Gustatory Organs None, Propulsive Appendages Numerous, Reproductive Organs Numerous.
Life Phases: Adolescent at 7 years. Adulthood at 12 years. Middle Age at 24 years. Old Age at 36 years. Venerable Age at 48
years. Lifespan 52 + 2d10 years.
Notes: Plant. The sensory capabilities of this lifeform are combined with its Body Area. This lifeform is sensitive to
pheromones and scents, particularly animal pheromones. This lifeform also has many prehensile roots that, in addition to
serving as propulsive appendages, provide motor functions.
Plant Bird
Approximately the size of a small bird, this is a legless plant creature with green leafy wings. The creature’s body has no
discernable head, but is dotted with tiny, inefficient eyes. Under each wing is an organ resembling a small flower whose
apparent function is to detect sound. As this creature flies it makes a soft purring sound.
Plant Bird
Size Class: C9
Niche: Photosynthetic Producer Symmetry: Bilateral
(Volume: 1 m3)
STV: 600 SP Speed: 119 m/rd (71
SI: 70 HD/BHD/FHD: 51/63/38 INIT: 4
(600 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 70
(No Armor) None Reflexes -5
Length: 4.96 m Mass: 1,780 kg
Durability: 7 Learning Rate: 4 (3.72 + (2d5 * 0.25) (1,335 + (2d5 from length * Transit: Average Flyer
m) 89) kg)
Attack Bonuses - Melee: +3; Ranged: +3 Saves - Fortitude: +5, Reflex: -2, Willpower: +2
PWR: 34 FIN: 38 PHY: 55 INT: 20 ACU: 22 CHA: 17
3DM: 24 DDG: 15 CCN: 18 KNW: 5 PRC: 2 PER: 8
BRW: 0 DXM: 8 STM: 9 CUN: 0 PRF: 0 LED: 0
LFT: 10 H&S: 15 RCP: 28 RSF: 15 SRV: 20 DIP: 9
Body Parts: Motor Appendages None, Auditory Organs x2, Visual Organs x4 (FOV 60 Optimal 90 Peripheral), Olfactory
Organs None, Gustatory Organs None, Propulsive Appendages x2, Reproductive Organs Numerous.
Life Phases: Adolescent at 54 years. Adulthood at 92 years. Middle Age at 178 years. Old Age at 270 years. Venerable Age at
356 years. Lifespan 360 + 18d10 years.
Notes: None.
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Poison Glider
A cat sized, insect like carnivore. This creature's body is covered with a shiny yellow exoskeleton with a black camouflaging
pattern. It has two powerful rear legs for jumping, and extendable membranous flaps which allow it to glide long distances.
Its front claws are hooked for grasping and it has a small swivel head with one large compound eye. It also has a
retractable, needle like mouthpiece capable of injecting a potent poison.
Poison Glider
Size Class: C9
Niche: Carnivorous Consumer Symmetry: Bilateral
(Volume: 2 m3)
Speed: 31 m/rd (19
STV: 3,000 SP kph)
SI: 130 HD/BHD/FHD: 38/50/36 INIT: 6
(1,500 SP/m3) (Both Transit
Modes)
Special Qualities:
Senses (Sight) +5
AHP: 50 Attacks:
HP/NHP: 50 Poison (Bite, 15 HP/min, DC
(Class One Armor) Mouthpiece (Bite, 30 Lethal Damage)
40)
Enhanced Vision (Infrared)
Length: 3.89 m Mass: 890 kg
Transit: Fast Biped
Durability: 5 Learning Rate: 9 (2.92 + (2d5 * 0.19) (667.50 + (2d5 from length *
Very Slow Flyer
m) 44.50) kg)
Attack Bonuses - Melee: +13; Ranged: +13 Saves - Fortitude: +1, Reflex: +3, Willpower: +3
PWR: 34 FIN: 34 PHY: 14 INT: 16 ACU: 30 CHA: 10
3DM: 24 DDG: 11 CCN: 6 KNW: 8 PRC: 15 PER: 10
BRW: 10 DXM: 11 STM: 6 CUN: 8 PRF: 0 LED: 0
LFT: 0 H&S: 12 RCP: 2 RSF: 0 SRV: 15 DIP: 0
Body Parts: Motor Appendages x2, Auditory Organs None, Visual Organs x1 (FOV 180 Optimal 300 Peripheral), Olfactory
Organs x1, Gustatory Organs x1, Propulsive Appendages x4, Reproductive Organs x1.
Life Phases: Adolescent at 5 years. Adulthood at 9 years. Middle Age at 18 years. Old Age at 27 years. Venerable Age at 36
years. Lifespan 39 + 3d5 years.
Notes: None.
A small, delicate, rust-colored plant with a few large hexagonally shaped leaves. Growing from the base of this plant are
several large clusters of small pink berries with black spots. When this plant is disturbed, it releases a chemical into the
berries causing them to explode like loud firecrackers, thus frightening off any predators.
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3DM: 0 DDG: 15 CCN: 17 KNW: 0 PRC: 5 PER: 2
BRW: 0 DXM: 17 STM: 8 CUN: 0 PRF: 0 LED: 0
LFT: 41 H&S: 15 RCP: 25 RSF: 10 SRV: 13 DIP: 3
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs None (FOV 0), Olfactory Organs see Notes,
Gustatory Organs None, Propulsive Appendages None, Reproductive Organs Numerous.
Life Phases: Adolescent at 27 years. Adulthood at 46 years. Middle Age at 89 years. Old Age at 135 years. Venerable Age at
178 years. Lifespan 180 + 9d10 years.
Notes: Plant. The sensory capabilities of this lifeform are combined with its Body Area. This lifeform can detect the scent
of other lifeforms at close (encounter) range.
Psychic Blaster
A small creature with beady eyes, a long conical snout, and huge, brightly colored fan shaped ears. The creature's green,
furry, armless body tapers down to two spindly legs with large splayed feet. In spite of its appearance, this creature is
capable of emitting a blast of psychic energy that can stun and even kill creatures many times its size.
Psychic Blaster
Size Class: C9
Niche: Omnivorous Consumer Symmetry: Bilateral
(Volume: 2 m3)
STV: 2,200 SP Speed: 42 m/rd (25
SI: 90 HD/BHD/FHD: 41/53/38 INIT: 3
(1,100 SP/m3) kph)
Special Qualities:
AHP: 0 Attacks: Senses (Hearing) +5
HP/NHP: 80
(No Armor) Psionic Blast (Special, range 50 m, 10 Lethal Damage) Nerves +5
Esper Potential
Length: 5.21 m Mass: 4,500 kg
Durability: 8 Learning Rate: 6 (3.91 + (2d5 * 0.26) (3,375 + (2d5 from length * Transit: Fast Biped
m) 225) kg)
Attack Bonuses - Melee: +12; Ranged: +13 Saves - Fortitude: +5, Reflex: +4, Willpower: +4
PWR: 35 FIN: 45 PHY: 52 INT: 26 ACU: 46 CHA: 33
3DM: 9 DDG: 21 CCN: 26 KNW: 4 PRC: 23 PER: 17
BRW: 13 DXM: 3 STM: 9 CUN: 11 PRF: 0 LED: 0
LFT: 13 H&S: 21 RCP: 17 RSF: 11 SRV: 23 DIP: 16
Body Parts: Motor Appendages None, Auditory Organs x2, Visual Organs x2 (FOV 80 Optimal 120 Peripheral), Olfactory
Organs x1, Gustatory Organs x1, Propulsive Appendages x2, Reproductive Organs x1.
Life Phases: Adolescent at 5 years. Adulthood at 9 years. Middle Age at 18 years. Old Age at 27 years. Venerable Age at 36
years. Lifespan 39 + 3d5 years.
Notes: None.
Pulsating Gummy
A small, gummy looking creature suspended by a webwork of threads inside a beautiful, delicate, interwoven spherical
structure of bone approximately the size of a beach ball. The creature seems to pulsate slowly. With each pulse it glows
brighter and emits a low-pitched buzzing sound.
Pulsating Gummy
Size Class: C9
Niche: Chemosynthetic Consumer Symmetry: Spherical
(Volume: 2 m3)
STV: 1,200 SP Speed: 0 m/rd (0
SI: 60 HD/BHD/FHD: 28/40/38 INIT: 5
(600 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 60
(No Armor) None Bioluminescence
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Length: 1.56 m Mass: 515 kg
Durability: 6 Learning Rate: 3 (1.17 + (2d5 * 0.08) (386.25 + (2d5 from length * Transit: Stationary
m) 25.75) kg)
Attack Bonuses - Melee: +9; Ranged: +10 Saves - Fortitude: +3, Reflex: +3, Willpower: +1
PWR: 29 FIN: 30 PHY: 36 INT: 13 ACU: 16 CHA: 15
3DM: 0 DDG: 10 CCN: 12 KNW: 2 PRC: 8 PER: 7
BRW: 0 DXM: 10 STM: 6 CUN: 2 PRF: 0 LED: 0
LFT: 29 H&S: 10 RCP: 18 RSF: 9 SRV: 8 DIP: 8
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs None (FOV 0), Olfactory Organs see Notes,
Gustatory Organs see Notes, Propulsive Appendages None, Reproductive Organs None.
Life Phases: Adolescent at 4 years. Adulthood at 6 years. Middle Age at 12 years. Old Age at 18 years. Venerable Age at 24
years. Lifespan 25 + 1d10 years.
Notes: Pulsating Gummies can take in minerals from the environment through any point on their surface, including their
external bone structure. The external structure also contains sensors that can detect the scent of other lifeforms. Their
Body Area doubles as both Olfactory and Gustatory Organs.
Purple Screecher
A long, slender, four legged creature that resembles a large, hairless, tail less cat. The skin of the creature is a deep purple in
color and extremely smooth. It has curved tusks, and two sets of eyes, the second of which are extremely large and are only
opened at night. These creatures are extremely agile and generally hunt in pairs. When agitated or excited they will often
emit a piercing screech.
Purple Screecher
Size Class: C10
Niche: Carnivorous Consumer Symmetry: Bilateral
(Volume: 4 m3)
STV: 5,200 SP Speed: 55 m/rd (33
SI: 87 HD/BHD/FHD: 40/55/35 INIT: 4
(1,300 SP/m3) kph)
Special Qualities:
AHP: 0 Attacks: Senses (Sight) +5
HP/NHP: 70
(No Armor) Tusks (Bite, 17 Lethal Damage) Reflexes +10
Enhanced Vision (Low Light)
Length: 5.51 m Mass: 4,860 kg
Durability: 7 Learning Rate: 7 (4.13 + (2d5 * 0.28) (3,645 + (2d5 from length * Transit: Fast Quadruped
m) 243) kg)
Attack Bonuses - Melee: +14; Ranged: +13 Saves - Fortitude: +4, Reflex: +13, Willpower: +4
PWR: 46 FIN: 30 PHY: 46 INT: 43 ACU: 47 CHA: 47
3DM: 16 DDG: 5 CCN: 15 KNW: 10 PRC: 24 PER: 27
BRW: 20 DXM: 10 STM: 23 CUN: 20 PRF: 0 LED: 0
LFT: 10 H&S: 15 RCP: 8 RSF: 13 SRV: 23 DIP: 20
Body Parts: Motor Appendages None, Auditory Organs x2, Visual Organs x4 (FOV 150 Optimal 180 Peripheral), Olfactory
Organs x1, Gustatory Organs x1, Propulsive Appendages x4, Reproductive Organs x1.
Life Phases: Adolescent at 6 years. Adulthood at 10 years. Middle Age at 20 years. Old Age at 30 years. Venerable Age at 40
years. Lifespan 40 + 4d5 years.
Notes: None.
Red Puff-Wart
A small lifeform that resembles a lump of bubbling, bright-red wax. The top of the creature is roughly dome-shaped, while
the underside is flat and surrounded by small pink tentacles, two of which are barbed and much longer than the others.
Periodically, the creature puffs out and then emits a long, high pitched whistle.
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Red Puff-Wart
Size Class: C9
Niche: Omnivorous Consumer Symmetry: Amorphous
(Volume: 1 m3)
STV: 700 SP Speed: 3 m/rd (2
SI: 73 HD/BHD/FHD: 33/45/38 INIT: 4
(700 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 70
(No Armor) Barbed Tentacles (Claw, 3 Lethal Damage) None
Mass: 1,860 kg
Length: N/A m
Durability: 7 Learning Rate: 6 (1,395 + (2d5 from length * Transit: Slow Monoped
(Amorphous Creature)
93) kg)
Attack Bonuses - Melee: +12; Ranged: +12 Saves - Fortitude: +5, Reflex: +3, Willpower: +4
PWR: 35 FIN: 37 PHY: 52 INT: 19 ACU: 40 CHA: 38
3DM: 1 DDG: 0 CCN: 26 KNW: 8 PRC: 20 PER: 19
BRW: 17 DXM: 19 STM: 9 CUN: 2 PRF: 0 LED: 0
LFT: 17 H&S: 18 RCP: 17 RSF: 9 SRV: 20 DIP: 19
Body Parts: Motor Appendages x2, Auditory Organs see Notes, Visual Organs None (FOV 0), Olfactory Organs None,
Gustatory Organs None, Propulsive Appendages Numerous, Reproductive Organs see Notes.
Life Phases: Adolescent at 9 months. Adulthood at 15 months. Middle Age at 30 months. Old Age at 45 months. Venerable
Age at 59 months. Lifespan 60 + 6d5 months.
Notes: Red Puff Warts have the ability to detect atmospheric vibrations through their exterior, including the whistles made
by other members of their species. In addition to providing motor capabilities, each long tentacle contains a reproductive
receptacle near the barb. Red Puff Warts reproduce sexually via budding.
Rocket Melons
A mass of tangled green vines with numerous upright red and yellow striped melons. At the base of each oblong melon are
several rigid leaf structures, like rocket fins, that hold it upright. As the melons grow, great pressure builds up inside them
until, finally, the weakest part of the melons, the plugs on the underside, pop out. The melons then rocket into the air in
some direction, where they fall and break, spreading their seeds.
Rocket Melons
Size Class: C10
Niche: Photosynthetic Producer Symmetry: Irregular
(Volume: 3 m3)
STV: 600 SP Speed: 0 m/rd (0
SI: 60 HD/BHD/FHD: 25/40/35 INIT: 5
(200 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 60
(No Armor) None None
Length: 4.03 m Mass: 2,500 kg
Durability: 6 Learning Rate: 0 (3.02 + (2d5 * 0.20) (1,875 + (2d5 from length * Transit: Stationary
m) 125) kg)
Attack Bonuses - Melee: +2; Ranged: +3 Saves - Fortitude: +4, Reflex: +3, Willpower: +0
PWR: 23 FIN: 35 PHY: 40 INT: 0 ACU: 0 CHA: 0
3DM: 0 DDG: 11 CCN: 13 KNW: 0 PRC: 0 PER: 0
BRW: 0 DXM: 13 STM: 7 CUN: 0 PRF: 0 LED: 0
LFT: 23 H&S: 11 RCP: 20 RSF: 0 SRV: 0 DIP: 0
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs see Notes (FOV 360), Olfactory Organs None,
Gustatory Organs None, Propulsive Appendages None, Reproductive Organs Numerous.
Life Phases: Adolescent at 30 years. Adulthood at 51 years. Middle Age at 99 years. Old Age at 150 years. Venerable Age at
198 years. Lifespan 200 + 1d% years.
Notes: Plant. The sensory capabilities of this lifeform are combined with its Body Area. This lifeform can detect and track
light sources (particularly sunlight).
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Running Fungus
An irregularly shaped, spongy, fungoid lifeform with numerous branching leg appendages. It has a yellow and green, wart
covered surface, and several feathery antennae. The Creature seems to stand very still, then scurry in some direction. It
moves with surprising speed, then stops suddenly. When they are in the same area it can be seen that they are
synchronized in their starting and stopping.
Running Fungus
Size Class: C11
Niche: Carnivorous Producer Symmetry: Irregular
(Volume: 5 m3)
STV: 4,500 SP Speed: 38 m/rd (23
SI: 70 HD/BHD/FHD: 35/53/32 INIT: 4
(900 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 70
(No Armor) None Reflexes +5
Length: 4.24 m Mass: 5,360 kg
Durability: 7 Learning Rate: 5 (3.18 + (2d5 * 0.21) (4,020 + (2d5 from length * Transit: Average Multiped
m) 268) kg)
Attack Bonuses - Melee: +9; Ranged: +8 Saves - Fortitude: +4, Reflex: +9, Willpower: +4
PWR: 50 FIN: 41 PHY: 42 INT: 40 ACU: 42 CHA: 37
3DM: 26 DDG: 21 CCN: 14 KNW: 20 PRC: 4 PER: 18
BRW: 16 DXM: 13 STM: 21 CUN: 0 PRF: 0 LED: 0
LFT: 8 H&S: 7 RCP: 7 RSF: 20 SRV: 38 DIP: 19
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs see Notes (FOV 0), Olfactory Organs see
Notes, Gustatory Organs None, Propulsive Appendages x6, Reproductive Organs Numerous.
Life Phases: Adolescent at 3 years. Adulthood at 6 years. Middle Age at 11 years. Old Age at 17 years. Venerable Age at 22
years. Lifespan 23 + 1d10 years.
Notes: The sensory capabilities of Running Fungi are combined with their Body Area. This lifeform can detect and track
light sources (particularly sunlight) and can detect the scent of other lifeforms at close (encounter) range.
Sandpit Stalk
A lifeform resembling a plant with a single, tall, thick stem. It stands in the middle of a circle of finely grained sand. The
stalk of the stem sways gently back and forth, and is completely covered with large, beautiful, red and white flowers. The
lifeform exudes a strong, sweet odor that seems to attract other creatures. When it is approached, the stem immediately
wraps itself around the creature and pulls it under the sand where the bulk of this creature actually resides.
Sandpit Stalk
Size Class: C10
Niche: Carnivorous Consumer Symmetry: Radial
(Volume: 4 m3)
STV: 6,000
SP
SI: 140 HD/BHD/FHD: 35/50/33 INIT: 6 Speed: 28 m/rd (17 kph)
(1,500
SP/m3)
Special Qualities:
AHP: 50 Attacks: Constrict (6 Basic Damage)
(Class One HP/NHP: 50 Teeth (Bite, use THD, 40 Lethal Damage + Improved Grab
Armor) Suffocation Risk) Lure (Olfactory, DC20 Willpower
Save)
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Mass: 2,960 kg
Length: 9.45 m
Durability: 5 Learning Rate: 9 (2,220 + (2d5 from length * 148) Transit: Slow Monoped
(7.09 + (2d5 * 0.47) m)
kg)
Attack Bonuses - Melee: +12; Ranged: +13 Saves - Fortitude: +3, Reflex: +3, Willpower: +4
PWR: 29 FIN: 37 PHY: 32 INT: 40 ACU: 49 CHA: 42
3DM: 5 DDG: 0 CCN: 11 KNW: 5 PRC: 25 PER: 22
BRW: 16 DXM: 9 STM: 16 CUN: 30 PRF: 0 LED: 0
LFT: 8 H&S: 28 RCP: 5 RSF: 5 SRV: 24 DIP: 20
Body Parts: Motor Appendages x1, Auditory Organs None, Visual Organs None (FOV 0), Olfactory Organs Numerous,
Gustatory Organs x1, Propulsive Appendages Numerous, Reproductive Organs x1.
Life Phases: Adolescent at 5 years. Adulthood at 9 years. Middle Age at 17 years. Old Age at 25 years. Venerable Age at 33
years. Lifespan 35 + 3d5 years.
Notes: None.
A creature which resembles a very small, featherless one legged ostrich. It has a large, clawed foot, a single leg on which it
hops, a small round body covered with blue scales, a telescoping neck, and a tiny head with a huge curved beak and throat
sack. When in groups of any size these creatures have the curious behavior of hopping in long single file lines.
Single Leaf
An extremely tall, straight, slender tree with one single gargantuan leaf at its top. The bark of the tree is a dark red, and
ringed with serrated ridges from bottom to top. Early in the day the giant leaf is red in color, and as the position of the sun
changes, the leaf's color cycles up through the spectrum to violet, and then down again: the position of the leaf changes so
that it is always facing the sun.
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Single Leaf
Size Class: C12
Niche: Photosynthetic Producer Symmetry: Radial
(Volume: 11 m3)
STV: 3,575 SP Speed: 0 m/rd (0
SI: 80 HD/BHD/FHD: 19/40/29 INIT: 3
(325 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 80
(No Armor) None None
Length: 13.24 m Mass: 15,840 kg
Durability: 8 Learning Rate: 1 (9.93 + (2d5 * 0.66) (11,880 + (2d5 from length * Transit: Stationary
m) 792) kg)
Attack Bonuses - Melee: +3; Ranged: +4 Saves - Fortitude: +4, Reflex: +4, Willpower: +0
PWR: 34 FIN: 43 PHY: 45 INT: 6 ACU: 9 CHA: 4
3DM: 0 DDG: 14 CCN: 15 KNW: 0 PRC: 2 PER: 2
BRW: 0 DXM: 15 STM: 8 CUN: 0 PRF: 0 LED: 0
LFT: 34 H&S: 14 RCP: 22 RSF: 6 SRV: 7 DIP: 2
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs see Notes (FOV 0), Olfactory Organs None,
Gustatory Organs None, Propulsive Appendages None, Reproductive Organs Numerous.
Life Phases: Adolescent at 60 years. Adulthood at 102 years. Middle Age at 198 years. Old Age at 300 years. Venerable Age
at 396 years. Lifespan 400 + 2d% years.
Notes: Plant. The sensory capabilities of this lifeform are combined with its Body Area. This lifeform can detect and track
light sources (particularly sunlight).
Spinning Crab
A small multi-legged creature that resembles a disk-shaped crab. The hard shell covering its body has a dark carapace and a
light plastron, and it is thick in the middle, thinning to a razor sharp edge at the outside. Along the edges are curved
serrations, like a circular saw. This small carnivore attacks its prey by launching itself with its powerful legs. Once in the
air it gives its body a ferocious spin by expelling gas with great force from holes in its shell.
Spinning Crab
Size Class: C9
Niche: Carnivorous Consumer Symmetry: Bilateral
(Volume: 1 m3)
STV: 1,200 SP Speed: 90 m/rd (54
SI: 75 HD/BHD/FHD: 47/59/38 INIT: 4
(1,200 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 70
(No Armor) Carapace (Slam, use THD, 5 Lethal Damage) Temper -5
Length: 8.14 m Mass: 1,700 kg
Durability: 7 Learning Rate: 6 (6.11 + (2d5 * 0.41) (1,275 + (2d5 from length * Transit: Fast Multiped
m) 85) kg)
Attack Bonuses - Melee: +15; Ranged: +13 Saves - Fortitude: +5, Reflex: +3, Willpower: +3
PWR: 59 FIN: 36 PHY: 51 INT: 24 ACU: 37 CHA: 28
3DM: 32 DDG: 18 CCN: 17 KNW: 4 PRC: 19 PER: 10
BRW: 18 DXM: 12 STM: 25 CUN: 12 PRF: 0 LED: 0
LFT: 9 H&S: 6 RCP: 9 RSF: 8 SRV: 18 DIP: 18
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs x2 (FOV 80 Optimal 120 Peripheral),
Olfactory Organs x2, Gustatory Organs x1, Propulsive Appendages x6, Reproductive Organs x1.
Life Phases: Adolescent at 5 years. Adulthood at 9 years. Middle Age at 18 years. Old Age at 27 years. Venerable Age at 36
years. Lifespan 39 + 3d5 years.
Notes: None.
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Sticky Fruit
A medium sized bush of gnarled, fibrous branches. The branches are a deep blue at the base, going to light violet at the tips,
and hanging from them are many large, globular fruits. The spherical fruits are a translucent white and have an extremely
sticky surface. They also give off a strong scent similar to cinnamon. When approached, the entire bush shakes violently.
Sticky Fruit
Size Class: C9
Niche: Photosynthetic Producer Symmetry: Irregular
(Volume: 2 m3)
STV: 800 SP Speed: 0 m/rd (0
SI: 70 HD/BHD/FHD: 28/40/38 INIT: 4
(400 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 70
(No Armor) None Health +5
Length: 2.35 m Mass: 2,380 kg
Durability: 7 Learning Rate: 2 (1.76 + (2d5 * 0.12) (1,785 + (2d5 from length * Transit: Stationary
m) 119) kg)
Attack Bonuses - Melee: +2; Ranged: +3 Saves - Fortitude: +9, Reflex: +3, Willpower: +1
PWR: 27 FIN: 36 PHY: 40 INT: 15 ACU: 17 CHA: 9
3DM: 0 DDG: 12 CCN: 13 KNW: 0 PRC: 3 PER: 4
BRW: 0 DXM: 12 STM: 7 CUN: 0 PRF: 0 LED: 0
LFT: 27 H&S: 12 RCP: 20 RSF: 15 SRV: 14 DIP: 5
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs None (FOV 0), Olfactory Organs see Notes,
Gustatory Organs None, Propulsive Appendages None, Reproductive Organs Numerous.
Life Phases: Adolescent at 27 years. Adulthood at 46 years. Middle Age at 89 years. Old Age at 135 years. Venerable Age at
178 years. Lifespan 180 + 9d10 years.
Notes: Plant. The sensory capabilities of this lifeform are combined with its Body Area. This lifeform can detect the scent
of other lifeforms at close (encounter) range.
Stinging Cone
A massive, fleshy, pink, conically-shaped creature. It has a cracked, mucousy surface and a long, whip like projection at its
top. Around the base are several long, vertical slits which are filled with sharp, tooth like serrations. This creature exudes a
strong odor which has narcotic properties and seems to have the effect of luring other creatures within range of its stinging
whip.
Stinging Cone
Niche: Carnivorous Size Class: C11
Symmetry: Radial
Consumer (Volume: 10 m3)
STV: 10,000 SP
SI: 89 HD/BHD/FHD: 33/51/32 INIT: 4 Speed: 24 m/rd (14 kph)
(1,000 SP/m3)
Special Qualities:
AHP: 0 Attacks: Constrict (6 Basic Damage)
HP/NHP: 70
(No Armor) Stinging Whip (Special, range 10m, 19 Lethal Damage) Lure (Olfactory, DC22 Willpower
Save)
Length: 8.02 m Mass: 6,980 kg
Durability: Learning Rate:
(6.01 + (2d5 * 0.40) (5,235 + (2d5 from length * Transit: Slow Monoped
7 4
m) 349) kg)
Attack Bonuses - Melee: +13; Ranged: +12 Saves - Fortitude: +3, Reflex: +2, Willpower: +2
PWR: 31 FIN: 22 PHY: 35 INT: 25 ACU: 24 CHA: 21
3DM: 4 DDG: 0 CCN: 12 KNW: 5 PRC: 12 PER: 11
BRW: 18 DXM: 11 STM: 17 CUN: 15 PRF: 0 LED: 0
LFT: 9 H&S: 11 RCP: 6 RSF: 5 SRV: 12 DIP: 10
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Body Parts: Motor Appendages x1, Auditory Organs None, Visual Organs None (FOV 0), Olfactory Organs None,
Gustatory Organs Numerous, Propulsive Appendages see Notes, Reproductive Organs Numerous.
Life Phases: Adolescent at 6 years. Adulthood at 9 years. Middle Age at 18 years. Old Age at 28 years. Venerable Age at 36
years. Lifespan 40 + 3d5 years.
Notes: Stinging Cones are able to manipulate the movement of their tooth-like serrations in a way that can propel them.
Each Gustatory Organ doubles as a Propulsive Appendage.
Vacuum Slug
A long tube of shiny, black gelatinous material. Projecting out along the body of this lifeform are thousands of small
waving feelers. At each end of the creature is a writhing hose. As it moves the front hose sucks up dirt and small lifeforms
while the rear hose shoots out the debris. The lifeform leaves a trail of slime as it moves, and gives off a pungent odor of
rotten meat.
Vacuum Slug
Size Class: C9
Niche: Omnivorous Consumer Symmetry: Bilateral
(Volume: 2 m3)
STV: 2,000 SP Speed: 35 m/rd (21
SI: 80 HD/BHD/FHD: 41/53/38 INIT: 3
(1,000 SP/m3) kph)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 80
(No Armor) None None
Length: 7.06 m Mass: 3,580 kg
Durability: 8 Learning Rate: 6 (5.30 + (2d5 * 0.35) (2,685 + (2d5 from length * Transit: Average Pseudoped
m) 179) kg)
Attack Bonuses - Melee: +11; Ranged: +13 Saves - Fortitude: +4, Reflex: +4, Willpower: +4
PWR: 26 FIN: 43 PHY: 49 INT: 28 ACU: 42 CHA: 33
3DM: 6 DDG: 30 CCN: 25 KNW: 14 PRC: 21 PER: 17
BRW: 10 DXM: 3 STM: 8 CUN: 7 PRF: 0 LED: 0
LFT: 10 H&S: 10 RCP: 16 RSF: 7 SRV: 21 DIP: 16
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs None (FOV 0), Olfactory Organs Numerous,
Gustatory Organs x1, Propulsive Appendages see Notes, Reproductive Organs x2.
Life Phases: Adolescent at 5 years. Adulthood at 9 years. Middle Age at 18 years. Old Age at 27 years. Venerable Age at 36
years. Lifespan 39 + 3d5 years.
Notes: Vacuum Slugs use muscular action within their bodies in order to propel themselves. Their Body Area doubles as a
Propulsive Appendage.
Wandering Chandelier
A squat tree with thick branches. The trunk extends up about two meters and then spreads out to form an extremely wide,
low canopy. From this canopy hang thousands of long teardrop shaped leaves which seem to be made of glass or crystal.
The tree has several thick, tentacle-like roots which it uses to move itself about in search of mineral deposits. As it moves
its leaves make a loud tinkling sound.
Wandering Chandelier
Size Class: C11
Niche: Chemosynthetic Producer Symmetry: Radial
(Volume: 10 m3)
STV: 2,500 SP
SI: 80 HD/BHD/FHD: 32/50/32 INIT: 3 Speed: 16 m/rd (10 kph)
(250 SP/m3)
AHP: 0 Attacks: Special Qualities:
HP/NHP: 80
(No Armor) None Trample (33 Basic Damage)
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Length: 5.35 m Mass: 17,490 kg
Durability: 8 Learning Rate: 0 (4.01 + (2d5 * 0.27) (13,118 + (2d5 from length * Transit: Slow Monoped
m) 874.50) kg)
Attack Bonuses - Melee: +4; Ranged: +5 Saves - Fortitude: +5, Reflex: +4, Willpower: +0
PWR: 32 FIN: 40 PHY: 54 INT: 0 ACU: 0 CHA: 0
3DM: 16 DDG: 30 CCN: 18 KNW: 0 PRC: 0 PER: 0
BRW: 0 DXM: 4 STM: 9 CUN: 0 PRF: 0 LED: 0
LFT: 16 H&S: 6 RCP: 27 RSF: 0 SRV: 0 DIP: 0
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs None (FOV 0), Olfactory Organs see Notes,
Gustatory Organs None, Propulsive Appendages Numerous, Reproductive Organs Numerous.
Life Phases: Adolescent at 6 years. Adulthood at 9 years. Middle Age at 18 years. Old Age at 28 years. Venerable Age at 36
years. Lifespan 40 + 3d5 years.
Notes: Plant. The sensory capabilities of this lifeform are combined with its Body Area. This lifeform is sensitive to
pheromones and scents, particularly animal pheromones.
Wheel Snake
A long, flat, snake like creature. This creature has the curious habit of grabbing its tail with its mouth and rolling along the
ground like a flattened, elliptical wheel, propelled by wave like muscular contractions. It is capable of delivering a powerful
electrical charge.
Wheel Snake
Size Class: C9
Niche: Carnivorous Consumer Symmetry: Bilateral
(Volume: 2 m3)
STV: 2,600 SP Speed: 99 m/rd (59
SI: 123 HD/BHD/FHD: 46/58/36 INIT: 6
(1,300 SP/m3) kph)
Attacks:
AHP: 50 Special Qualities:
HP/NHP: 50 Electric Shock (Special, range 10m, 23 Lethal
(Class One Armor) Reflexes +5
Damage + Fire Risk)
Length: 14.12 m Mass: 880 kg
Durability: 5 Learning Rate: 7 (10.59 + (2d5 * 0.71) (660 + (2d5 from length * Transit: Fast Pseudoped
m) 44) kg)
Attack Bonuses - Melee: +13; Ranged: +12 Saves - Fortitude: +3, Reflex: +7, Willpower: +5
PWR: 31 FIN: 25 PHY: 34 INT: 33 ACU: 52 CHA: 34
3DM: 19 DDG: 3 CCN: 11 KNW: 10 PRC: 26 PER: 20
BRW: 8 DXM: 13 STM: 17 CUN: 13 PRF: 0 LED: 0
LFT: 4 H&S: 9 RCP: 6 RSF: 10 SRV: 26 DIP: 14
Body Parts: Motor Appendages None, Auditory Organs None, Visual Organs x2 (FOV 80 Optimal 120 Peripheral),
Olfactory Organs x1, Gustatory Organs x1, Propulsive Appendages see Notes, Reproductive Organs x2.
Life Phases: Adolescent at 5 years. Adulthood at 9 years. Middle Age at 18 years. Old Age at 27 years. Venerable Age at 36
years. Lifespan 39 + 3d5 years.
Notes: Wheel Snakes move by grabbing their tails in their mouths and using muscular contractions to provide propulsion.
Their whole Body Area doubles as a Propulsive Appendage.
Yellow Hugger
A low, squat, powerful looking biped. The creature is covered with matted yellow fur and has four muscular arms and no
visible head. Along the inside lengths of each of its arms are holes out of which the creature can affect long stiletto spikes.
It does this when tightly squeezing its prey in its four gorilla arms. In the center of the chest of the creature are eight small
red eyes and a circular gaping mouth with inward facing teeth.
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
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Yellow Hugger
Size Class: C10
Niche: Carnivorous Consumer Symmetry: Bilateral
(Volume: 4 m3)
STV: 3,600 SP Speed: 38 m/rd (23
SI: 86 HD/BHD/FHD: 38/53/35 INIT: 4
(900 SP/m3) kph)
Special Qualities:
Attacks:
AHP: 0 Senses (Hearing) +5
HP/NHP: 70 Mouth (Bite, 4 Lethal Damage)
(No Armor) Reflexes +5
Stiletto Spikes (Claw, use THD, 12 Lethal Damage)
Constrict (8 Basic Damage)
Length: 4.75 m Mass: 4,160 kg
Durability: 7 Learning Rate: 4 (3.56 + (2d5 * 0.24) (3,120 + (2d5 from length * Transit: Fast Biped
m) 208) kg)
Attack Bonuses - Melee: +14; Ranged: +12 Saves - Fortitude: +4, Reflex: +7, Willpower: +2
PWR: 45 FIN: 25 PHY: 48 INT: 15 ACU: 24 CHA: 21
3DM: 12 DDG: 3 CCN: 16 KNW: 5 PRC: 12 PER: 11
BRW: 22 DXM: 13 STM: 24 CUN: 5 PRF: 0 LED: 0
LFT: 11 H&S: 9 RCP: 8 RSF: 5 SRV: 12 DIP: 10
Body Parts: Motor Appendages x4, Auditory Organs None, Visual Organs x8 (FOV 150 Optimal 180 Peripheral), Olfactory
Organs None, Gustatory Organs x1, Propulsive Appendages x2, Reproductive Organs x1.
Life Phases: Adolescent at 6 years. Adulthood at 10 years. Middle Age at 20 years. Old Age at 30 years. Venerable Age at 40
years. Lifespan 40 + 2d10 years.
Notes: None.
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
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Speckled Roller
contributed by NCCAD
Speckled Roller
A large grazing creature native to α81x98, p1 (once known as Harrison's Secondary Base); it is most commonly found in the
savannah areas of the planet. Combining characteristics of insectoids and reptiles, for unknown reasons, this animal is
always found in herds of twelve. It has two exceptionally powerful hind legs along with two bracing forelegs with an
extremely limited range of motion. Along its abdomen, it has six delicate appendages that brush the ground and provide the
creature with a sense of taste. It has a sharp beak which it uses to crop tough ground-growing plants and bushes, and two
large, red compound eyes. The creature has a tough, speckled chitinous shell with three sharp, backwards facing horns.
When threatened, it will rear up on its hind legs and charge. At the last moment, the creature will execute a backwards roll
in an attempt to gore its enemy. If successful, it will resume grazing, allowing airborne scavengers to alight on its shell to
pick clean its menacer's carcass.
Speckled Roller
Size Class: C9
Niche: Herbivorous Consumer Symmetry: Bilateral
(Volume: 2.5 m3)
STV: 2000 SP Speed: 39 m/rd (24
SI: 182 HD/BHD/FHD: 37/49/34 INIT: 4
(800 SP/m3) kph)
AHP: 75 Attacks:
Special Qualities:
(Class Two HP/NHP: 70 Horns (Gore, 22 Lethal Damage)
Trample (36 Basic Damage)
Armor) Beak (Bite, 5 Basic Damage)
Mass: 2500 kg
Learning Rate: Length: 4.91 m
Durability: 7 (1875+(2d5 from height Transit: Average Quadruped
4 (3.66+(2d5*.25) m)
*125) kg)
Attack Bonuses - Melee: +12; Ranged: +10 Saves - Fortitude: +3, Reflex: +2, Willpower: +2
PWR: 46 FIN: 29 PHY: 30 INT: 22 ACU: 32 CHA: 10
3DM: 10 DDG: 6 CCN: 5 KNW: 5 PRC: 20 PER: 8
BRW: 25 DXM: 15 STM: 15 CUN: 12 PRF: 3 LED: 2
LFT: 11 H&S: 8 RCP: 10 RSF: 5 SRV: 9 DIP: 0
Body Parts: Motor Appendages x0, Visual Organs x2 (FOV 90 Optimal 130 Peripheral), Olfactory Organs x0, Gustatory
Organs x6, Propulsive Appendages x4, Reproductive Organs x1.
Life Phases: Adolescent at 5 years. Adulthood at 9 years. Middle Age at 16 years. Old Age at 27 years. Venerable Age at 34
years. Lifespan 34 + 2d10 years.
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670
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Tentacled Hexapod
contributed by NCCAD
A dangerous lifeform native to Koann III, the Hexapod exhibits hexamerism, its body being divisible into six equal
segments. The creature, while mobile and carnivorous, exhibits some plant-like characteristics as well; specifically, it
obtains carbon from the air rather than its kills and is covered with a flexible 'skin' resembling more that of non-woody
plants rather than that of other animals. Standing just under 3 meters in height, the lifeform ambulates on six strong,
flexible tentacles that have prehensile tips. Its head is roughly pumpkin shaped, with each of its six segments having an eye
on its circumference affording the creature a 360 degree visual field. The creature has an elongated, acorn-shaped torso, at
the bottom of which is a tooth-filled beak. When feeding, the creature stands directly above its kill, squats slightly to reach
its mouth to the ground and devours its victim. The Hexapod is carnivorous, but given its hunting style it is almost more a
scavenger than hunter (and will actively scavenge kills it did not make). In another nod to its plant-like nature, this
creature secretes its waste through pores on its torso, adding a substance with causes the waste to cling to it in a hair-like
fashion. This causes dangerous, septic bacteria to collect on its body. Before the Hexapod attacks prey, it "grooms" itself
with its tentacles (which are covered in tiny barbs) and then delivers a slap or two to its victim. While the physical damage
caused by the slap is not great, it introduces the bacteria into the prey, which kills virtually 100% of the time if left
untreated. The slap also imparts a distinct odor to the prey, which the lifeform uses to track it down once it expires.
Hexapods are illegal to keep domestically on Koann III, partly because of their foul odor but also because they are
uncannily intelligent and are very apt at cage breaking.
Tentacled Hexapod
Size Class: C7
Niche: Carnivorous Producer Symmetry: Radial
(Volume: 0.4 m3)
STV: 210 MU Speed: 27 m/rd
SI: 74 HD/BHD/FHD: 46/52/44 INIT: 5
(525 MU/m3) (16 kph)
Special Qualities:
Attacks:
AHP: 0 Craptasticosis (see Notes)
HP/NHP: 60 Tentacle Slap (Slap, 3 Lethal Damage*)
(None) Regeneration
Beak (Bite, 11 Lethal Damage)
Reputation -10
Mass: 456 kg
Learning Rate: Length: 2.95 m
Durability: 6 (342+((1d5+1d5 from Transit: Average Multiped
7 (2.07+(1d5*0.3) m)
height)*22.8) kg)
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671
CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
Attack Bonuses - Melee: +7; Ranged: +8 Saves - Fortitude: +2, Reflex: +4, Willpower: +4
PWR: 32 FIN: 47 PHY: 24 INT: 46 ACU: 43 CHA: 33
3DM: 15 DDG: 7 CCN: 6 KNW: 15 PRC: 20 PER: 12
BRW: 12 DXM: 20 STM: 8 CUN: 25 PRF: 11 LED: 14
LFT: 5 H&S: 20 RCP: 10 RSF: 6 SRV: 12 DIP: 7
Body Parts: Motor Appendages see Notes, Visual Organs x6 (FOV 360), Olfactory Organs x1, Gustatory Organs x1,
Propulsive Appendages x6, Reproductive Organs x1.
Life Phases: Adolescent at 2 years. Adulthood at 5 years. Middle Age at 8 years. Old Age at 12 years. Venerable Age at 16
years. Lifespan 16 + 2d5 years.
Notes: The tips of the Hexapod's tentacles are prehensile and provide motor as well as propulsive capabilities.
Craptasticosis is a multi-stage disease unique to this lifeform - the stages and specifications are as follows:
Transmission Vector: Successful Tentacle Slap. (Incubation 30 min; Stage I Fortitude Save 60).
Stage I Effects: Victim becomes malodorous (-5 Comeliness until infection passes); -1d10 all Power, Physique and Charm
Checks per day of infection until infection passes. (Duration 1d2 days - Infection passes in 1d10 days if Stage II Fortitude
Save is successful, on DC 125 Long-Term Care Check (one attempt per day) or DC 40 Long-Term Care Check after a shot of
Antibiotics (one attempt per day); Stage II Fortitude Save 70).
Stage II Effects: Victim takes one point of Non-Lethal Damage per minute. (Duration Until NHP equals zero; Stage III
Fortitude Save N/A).
Stage III Effects (Final Stage): Victim take one point of Lethal Damage per minute. (Duration Until clinical death).
contributed by NCCAD
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CHAPTER TWELVE: THE STARFLIGHT UNIVERSE
_________________________________________________________________________
_________________________________________________________________________
673
APPENDICES
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
APPENDIX ONE: CHARTS AND TABLES
This appendix contains some of the charts and tables found throughout the game, and is meant to be used as a quick
reference for some of the more important information that is commonly used during the course of a gaming session. These
charts and tables do not include price lists, parts lists or any table that has to do with the creation of any kind of object;
players may use the Index to locate those tables or may refer directly to the appropriate Chapters.
Data Received after Failed Science sub-discipline Check via Check Result
Data Received
Check Gravity Atmo. Density Temperature Weather (Object)
Result Type (Object or
(Object) (Object) (Object) Projectile Status
Craft)
Size (Craft) Shield Status (Craft) Beam Status (Craft) (Craft)
0-29 No No No No No
30-33 No No No No Yes
34-37 No No No Yes No
38-41 No No Yes No No
42-45 No Yes No No No
46-49 Yes No No No No
50-53 No No No Yes Yes
54-57 No No Yes No Yes
58-61 No No Yes Yes No
62-65 No Yes No No Yes
66-69 No Yes No Yes No
70-73 No Yes Yes No No
74-77 Yes No No No Yes
78-81 Yes No No Yes No
82-85 Yes No Yes No No
86-89 Yes Yes No No No
90-93 No No Yes Yes Yes
94-97 No Yes No Yes Yes
98-101 No Yes Yes No Yes
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676
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
102-105 No Yes Yes Yes No
106-109 Yes No No Yes Yes
110-113 Yes No Yes No Yes
114-117 Yes No Yes Yes No
118-121 Yes Yes No No Yes
122-125 Yes Yes No Yes No
126-129 Yes Yes Yes No No
130-133 No Yes Yes Yes Yes
134-137 Yes No Yes Yes Yes
138-141 Yes Yes No Yes Yes
142-145 Yes Yes Yes No Yes
146-149 Yes Yes Yes Yes No
Bargain a Little
Depressed Level Inflated Initial Offer - Selling Initial Offer – Purchasing Boundary Adjustment
D10 Result
(50-100%) (70-130%) (100-150%) (125-150%) (75-85%) (5-50%)
0 50% (-75) 70% (-45) 100% (0) 125% (38) 75% (-38) 5% (8)
1 60% (-60) 80% (-30) 110% (15) 128% (42) 76% (-36) 10% (15)
2 65% (-53) 90% (-15) 115% (23) 131% (47) 77% (-35) 15% (30)
3 70% (-45) 95% (-8) 120% (30) 134% (51) 78% (-33) 20% (45)
4 75% (-38) 100% (0) 125% (38) 137% (56) 80% (-30) 25% (60)
5 75% (-38) 100% (0) 125% (38) 138% (57) 80% (-30) 30% (75)
6 80% (-30) 105% (8) 130% (45) 141% (62) 82% (-27) 35% (90)
7 85% (-23) 110% (15) 135% (53) 144% (66) 83% (-26) 40% (105)
8 90% (-15) 120% (30) 140% (60) 147% (71) 84% (-24) 45% (120)
9 100% (0) 130% (45) 150% (75) 150% (75) 85% (-23) 50% (135)
_________________________________________________________________________
677
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
_________________________________________________________________________
678
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Copper (30, 78, 90, 120, 150, 180, 210)
Native Literature (63, 163, 188, 250, 313, 375, 438)
Zinc (35, 91, 105, 140, 175, 210, 245)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Tin (45, 117, 135, 180, 225, 270, 315)
3 Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Furs And Skins (69, 179, 206, 275, 344, 413, 481)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
Art Objects (73, 189, 218, 290, 363, 435, 508)
Aluminum (55, 143, 165, 220, 275, 330, 385)
Nickel (25, 65, 75, 100, 125, 150, 175)
Native Literature (63, 163, 188, 250, 313, 375, 438) Copper (30, 78, 90, 120, 150, 180, 210)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446) Zinc (35, 91, 105, 140, 175, 210, 245)
4
Musical Instruments (65, 169, 195, 260, 325, 390, 455) Tin (45, 117, 135, 180, 225, 270, 315)
Furs And Skins (69, 179, 206, 275, 344, 413, 481) Cobalt (20, 52, 60, 80, 100, 120, 140)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Lead (10, 26, 30, 40, 50, 60, 70)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Nickel (25, 65, 75, 100, 125, 150, 175)
5 Native Literature (63, 163, 188, 250, 313, 375, 438)
Copper (30, 78, 90, 120, 150, 180, 210)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280) Lead (10, 26, 30, 40, 50, 60, 70)
6 Seeds And Spores (46, 120, 139, 185, 231, 278, 324) Iron (15, 39, 45, 60, 75, 90, 105)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376) Nickel (25, 65, 75, 100, 125, 150, 175)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Lead (10, 26, 30, 40, 50, 60, 70)
7 Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Iron (15, 39, 45, 60, 75, 90, 105)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280) Lead (10, 26, 30, 40, 50, 60, 70)
8
Seeds And Spores (46, 120, 139, 185, 231, 278, 324) Iron (15, 39, 45, 60, 75, 90, 105)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Lead (10, 26, 30, 40, 50, 60, 70)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
9 Iron (15, 39, 45, 60, 75, 90, 105)
Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Tungsten (85, 221, 255, 340, 425, 510, 595)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280) Lead (10, 26, 30, 40, 50, 60, 70)
10
Seeds And Spores (46, 120, 139, 185, 231, 278, 324) Iron (15, 39, 45, 60, 75, 90, 105)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Lead (10, 26, 30, 40, 50, 60, 70)
11 Seeds And Spores (46, 120, 139, 185, 231, 278, 324)
Iron (15, 39, 45, 60, 75, 90, 105)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Vegetables And Meats (38, 98, 113, 150, 188, 225, 263)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280) Lead (10, 26, 30, 40, 50, 60, 70)
12 Seeds And Spores (46, 120, 139, 185, 231, 278, 324) Iron (15, 39, 45, 60, 75, 90, 105)
Tools And Weapons (54, 140, 161, 215, 269, 323, 376) Nickel (25, 65, 75, 100, 125, 150, 175)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Nutritive Fluids (40, 104, 120, 160, 200, 240, 280)
Nickel (25, 65, 75, 100, 125, 150, 175)
Ceramic Goods (60, 156, 180, 240, 300, 360, 420)
Copper (30, 78, 90, 120, 150, 180, 210)
13 Native Literature (63, 163, 188, 250, 313, 375, 438)
Zinc (35, 91, 105, 140, 175, 210, 245)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
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APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Ceramic Goods (60, 156, 180, 240, 300, 360, 420) Nickel (25, 65, 75, 100, 125, 150, 175)
Native Literature (63, 163, 188, 250, 313, 375, 438) Copper (30, 78, 90, 120, 150, 180, 210)
14 Religious Artifacts (64, 166, 191, 255, 319, 383, 446) Zinc (35, 91, 105, 140, 175, 210, 245)
Musical Instruments (65, 169, 195, 260, 325, 390, 455) Cobalt (20, 52, 60, 80, 100, 120, 140)
Furs And Skins (69, 179, 206, 275, 344, 413, 481) Molybdenum (40, 104, 120, 160, 200, 240, 280)
Nickel (25, 65, 75, 100, 125, 150, 175)
Copper (30, 78, 90, 120, 150, 180, 210)
Native Literature (63, 163, 188, 250, 313, 375, 438)
Zinc (35, 91, 105, 140, 175, 210, 245)
Religious Artifacts (64, 166, 191, 255, 319, 383, 446)
15 Tin (45, 117, 135, 180, 225, 270, 315)
Musical Instruments (65, 169, 195, 260, 325, 390, 455)
Cobalt (20, 52, 60, 80, 100, 120, 140)
Furs And Skins (69, 179, 206, 275, 344, 413, 481)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
Aluminum (55, 143, 165, 220, 275, 330, 385)
Tin (45, 117, 135, 180, 225, 270, 315)
Cloths And Tapestries (90, 234, 270, 360, 450, 540, 630)
Magnesium (50, 130, 150, 200, 250, 300, 350)
Furs And Skins (69, 179, 206, 275, 344, 413, 481)
Chromium (65, 169, 195, 260, 325, 390, 455)
Art Objects (73, 189, 218, 290, 363, 435, 508)
16 Antimony (70, 182, 210, 280, 350, 420, 490)
Medicine And Narcotics (78, 202, 233, 310, 388, 465, 543)
Molybdenum (40, 104, 120, 160, 200, 240, 280)
Exotic Pets (95, 247, 285, 380, 475, 570, 665)
Aluminum (55, 143, 165, 220, 275, 330, 385)
Work Animals (96, 250, 289, 385, 481, 578, 674)
Titanium (60, 156, 180, 240, 300, 360, 420)
Synthetic Foods (103, 267, 308, 410, 513, 615, 718)
Cloths And Tapestries (90, 234, 270, 360, 450, 540, 630) Magnesium (50, 130, 150, 200, 250, 300, 350)
Metal Weapons And Armor (108, 280, 323, 430, 538, 645, 753) Chromium (65, 169, 195, 260, 325, 390, 455)
Native Science Texts (125, 325, 375, 500, 625, 750, 875) Antimony (70, 182, 210, 280, 350, 420, 490)
17
Art Objects (73, 189, 218, 290, 363, 435, 508) Mercury (80, 208, 240, 320, 400, 480, 560)
Medicine And Narcotics (78, 202, 233, 310, 388, 465, 543) Aluminum (55, 143, 165, 220, 275, 330, 385)
Exotic Pets (95, 247, 285, 380, 475, 570, 665) Titanium (60, 156, 180, 240, 300, 360, 420)
Work Animals (96, 250, 289, 385, 481, 578, 674)
Magnesium (50, 130, 150, 200, 250, 300, 350)
Synthetic Foods (103, 267, 308, 410, 513, 615, 718) Tungsten (85, 221, 255, 340, 425, 510, 595)
Synthetic Materials (128, 332, 383, 510, 638, 765, 893) Silver (90, 234, 270, 360, 450, 540, 630)
Native Science Texts (125, 325, 375, 500, 625, 750, 875) Gold (95, 247, 285, 380, 475, 570, 665)
18
Genetic Materials (133, 345, 398, 530, 663, 795, 928) Platinum (100, 260, 300, 400, 500, 600, 700)
High Tech Devices (158, 410, 473, 630, 788, 945, 1103) Plutonium (105, 273, 315, 420, 525, 630, 735)
Gemstones And Geoforms (133, 345, 398, 530, 663, 795, 928) Rodnium (110, 286, 330, 440, 550, 660, 770)
Promethium (75, 195, 225, 300, 375, 450, 525)
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680
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Trading: Negotiation Check Actions and Results
Players Buying Players Selling
Successful Negotiation Check Failed Negotiation Check
Item Item
Player Refuses Trader’s Offer
Trader makes Counter Offer exactly 50%
(Add 25 to the Trader's Check for Trader breaks off Trade. (+2
of STV towards maximum/minimum.
Specialty Trade Goods, 50 for all other Frustration)
(+2 Frustration)
Goods)
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681
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Specialty Trade Goods
Name Standard Trade Value Sells Buys
Charm Babies 1400 Nelsons (δ131x7, p4) Djaboon* (δ161x53, p1)
Humna Humna (δ7x151, p1) G'Nunk (δ159x30, p2)
Data Crystals 1500 Humna Humna (δ93x37, p5) Ng-Kher-Arla (δ214x178, p4)
Humna Humna (δ239x216, p3) Aeoruiiaeo (δ184x148, p3)
Delightful Fungus Chews 1000 Lieu Vadish (δ1x24, p5) Humna Humna (δ93x37, p5)
Aeoruiiaeo* (δ184x148, p3)
Dreamgrids 1400 Ng-Kher-Arla (δ214x178, p4)
Nathracch (δ181x197, p3)
Firegems 1000 Djaboon (δ161x53, p1) Humna Humna (δ237x88, p2)
Fly High 1100 Ch-Q-Tss-T (δ199x182, p2) No Buyer
Humna Humna (δ7x151, p1)
Frywell Laser Cookers 1200 No Buyer
Humna Humna (δ202x105, p1)
Tandelou Eshvey* (δ29x74, p1)
Godmasks 1000 Dweenle (δ54x195, p1)
Tandelou Eshvara* (δ35x69, p2)
Grow Goo 1400 Nga-Seng-Diul (δ203x106, p3) Draffa Bastii* (δ241x164, p1)
Harmony Stones 1500 Nga-Seng-Diul (δ203x106, p3) Nga-Seng-Kler* (δ201x105, p4)
Holovids 1000 Tandelou Eshvey (δ29x74, p1) No Buyer
Important Secrets 1200 Nathracch (δ181x197, p3) Humna Humna (δ239x216, p3)
Jeweled Xsiao Xingtay 1300 Lieu Vadish (δ1x24, p5) No Buyer
Humna Humna* (δ7x151, p1)
Humna Humna* (δ93x37, p5)
Humna Humna* (δ216x45, p3)
Livelong 1400 Teeelveee (δ125x95, p1) Humna Humna* (δ237x41, p2)
Humna Humna* (δ237x88, p2)
Humna Humna* (δ239x216, p3)
Humna Humna* (δ202x105, p1)
Dweenle (δ54x195, p1)
Lovely Glortblorps 1500 Dweenle (δ12x205, p3) No Buyer
Dweenle (δ91x211, p5)
Nathracch (δ181x197, p3)
Mip Fur 1300 Aeoruiiaeo (δ184x148, p3)
Nga-Seng-Kler (δ201x105, p4)
Dweenle (δ54x195, p1)
Nutripods 1100 Dweenle (δ12x205, p3) Humna Humna (δ7x151, p1)
Dweenle (δ91x211, p5)
Parasitic Pets 1200 Tandelou Eshvara (δ35x69, p2) No Buyer
Passion Pumps 1300 Mbe (δ64x6, p2) No Buyer
Humna Humna (δ216x45, p3)
Phase Inductors 1400 G'Nunk (δ159x30, p2)
Humna Humna (δ237x41, p2)
Screech Harps 1500 Tarn (δ54x104, p1) Mbe* (δ64x6, p2)
Shimmer Cloth 1000 Ch-Q-Tss-T (δ199x182, p2) Teeelveee (δ125x95, p1)
Singing Beetles 1200 Teeelveee (δ125x95, p1) Tarn* (δ54x104, p1)
Tandelouvian Happy Juice 1000 Tandelou Eshvara (δ35x69, p2) Teeelveee* (δ125x95, p1)
Humna Humna (δ216x45, p3)
Vaccinall 1400 Humna Humna (δ237x41, p2) No Buyer
Humna Humna (δ202x105, p1)
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682
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Trade Data: Lifeforms
Size
Creature Name STV per m3 Unit Standard Trade Value Buyer(s)
m3
Black Acid Squirter 2.0 800 1600 Aeoruiiaeo (δ184x148, p3)
G'Nunk (δ159x30, p2)
Brass Harpooner 7.0 1800 12600
Nathracch (δ181x197, p3)
Breathing Cactus 3.0 900 2700 Dweenle (δ54x195, p1)
Crystal Sponge Plant 5.0 650 3250 Draffa Bastii (δ241x164, p1)
Eight-Legged Rhino 7.0 1400 9800 Teeelveee (δ125x95, p1)
Electric Balloon 5.0 850 4250 Tandelou Eshvara (δ35x69, p2)
Expanding Hippo 7.0 500 3500 None
Funnel Tree 16.0 300 4800 Ch-Q-Tss-T (δ199x182, p2)
Fur Tree 20.0 200 4000 Ng-Kher-Arla (δ214x178, p4)
Glowing Spinner 4.0 675 2700 Aeoruiiaeo (δ184x148, p3)
Green Balloon 6.0 500 3000 Humna Humna (δ7x151, p1)
Lieu Vadish (δ1x24, p5)
Green Blob 8.0 600 4800 Tarn (δ54x104, p1)
Humna Humna (δ237x41, p2)
Grey Anemone 6.0 750 4500 Aeoruiiaeo (δ184x148, p3)
Hill Rat 1.0 1000 1000 Humna Humna (δ237x41, p2)
Hive Plant 3.0 300 900 Ch-Q-Tss-T (δ199x182, p2)
Tandelou Eshvey (δ29x74, p1)
Hot Fungus 1.0 2000 2000
Djaboon (δ161x53, p1)
Humanoid Hopper 3.0 650 1950 Humna Humna (δ202x105, p1)
Dweenle (δ54x195, p1)
Nid Berry Bush 2.0 1400 2800 Dweenle (δ12x205, p3)
Dweenle (δ91x211, p5)
Dweenle (δ54x195, p1)
Oily Spore Bush 3.0 750 2250
Nga-Seng-Kler (δ201x105, p4)
Parachute Spider 3.0 800 2400 Humna Humna (δ237x88, p2)
Peacock Tree 13.0 400 5200 Dweenle (δ12x205, p3)
Ng-Kher-Arla (δ214x178, p4)
Plant Bird 1.0 600 600
Humna Humna (δ239x216, p3)
Nelsons (δ131x7, p4)
Poison Glider 2.0 1500 3000
Humna Humna (δ216x45, p3)
Pop Berry Plant 1.0 400 400 Tandelou Eshvey (δ29x74, p1)
Psychic Blaster 2.0 1100 2200 Draffa Bastii (δ241x164, p1)
Pulsating Gummy 2.0 600 1200 Nga-Seng-Diul (δ203x106, p3)
Dweenle (δ91x211, p5)
Purple Screecher 4.0 1300 5200
Humna Humna (δ202x105, p1)
Red Puff-Wart 1.0 700 700 Humna Humna (δ237x88, p2)
Rocket Melons 3.0 200 600 Humna Humna (δ237x41, p2)
Lieu Vadish (δ1x24, p5)
Running Fungus 5.0 900 4500
Humna Humna (δ216x45, p3)
Humna Humna (δ239x216, p3)
Sandpit Stalk 4.0 1500 6000
Nga-Seng-Diul (δ203x106, p3)
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683
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Size
Creature Name STV per m3 Unit Standard Trade Value Buyer(s)
m3
Scaly Blue Hopper 1.0 900 900 Dweenle (δ12x205, p3)
Single Leaf 11.0 325 3575 Dweenle (δ91x211, p5)
Spinning Crab 1.0 1200 1200 Mbe (δ64x6, p2)
Sticky Fruit 2.0 400 800 Tandelou Eshvara (δ35x69, p2)
Humna Humna (δ93x37, p5)
Stinging Cone 10.0 1000 10000
Nga-Seng-Kler (δ201x105, p4)
Vacuum Slug 2.0 1000 2000 Humna Humna (δ93x37, p5)
Wandering Chandelier 10.0 250 2500 Ch-Q-Tss-T (δ199x182, p2)
Wheel Snake 2.0 1300 2600 Dweenle (δ91x211, p5)
Tandelou Eshvey (δ29x74, p1)
Yellow Hugger 4.0 900 3600
Mbe (δ64x6, p2)
Minerals
Name of Element d% Roll Standard Trade Value Type
Aluminum 0-4 220 Repair
Antimony 5-8 280 Mineral
Chromium 9 - 13 260 Mineral
Cobalt 14 - 18 80 Repair
Copper 19 - 23 120 Mineral
Gold 24 - 27 380 Mineral
Iron 28 - 32 60 Mineral
Lead 33 - 37 40 Mineral
Magnesium 38 - 42 200 Mineral
Mercury 43 - 46 320 Mineral
Molybdenum 47 - 51 160 Repair
Nickel 52 - 56 100 Mineral
Platinum 57 - 60 400 Mineral
Plutonium 61 - 64 420 Mineral
Promethium 65 - 68 300 Repair
Rodnium 69 - 72 440 Mineral
Shyneum - 500 Fuel
Silicon 73 - 76 420 Mineral
Silver 77 - 80 360 Mineral
Tin 81 - 85 180 Mineral
Titanium 86 - 90 240 Repair
Tungsten 91 - 94 340 Mineral
Zinc 95 - 99 140 Mineral
Endurium - 1000 Fuel
NOTE: Endurium's STV fluctuates in an SF1-era campaign. It can be as low as 500 MU, or as high as 2000 MU. Also, in
SF2-era campaigns, Endurium is always available to sell to the G'Nunk.
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684
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Trade Data: Artifacts and Technology
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685
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Located in the City of the Ancients (α56,144, p1, 29N X 13W). An emergency
Ancient warp device, any ship carrying the Crystal Pearl that takes systems damage in
Crystal Pearl 0.1 15000
Technology combat is instantly and automatically withdrawn from the encounter, after the
damage to the ship is resolved.
Cute Doodad 0.1 100 Curio None
Located at α118,146 (p4, 16S X 20W). While carried aboard ship (does not have
Dodecahedron 0.4 6000 Technology to be installed), the ship gains a +50 bonus to all Distress and Jam checks, but is
inflicted with a -50 penalty to all Stealth checks.
Buy Delightful Fungus Chews from the Lieu Vadish (δ1x24, p5). Sell them to
Downspin the Humna Humna (δ93x37, p5) and buy Data Crystals. Sell them to the
0.1 15000 Trade Route
Route G'Nunk (δ159x30, p2) and buy Phase Inductors. Make a final sale to the Humna
Humna (at either δ216x45, p3 or δ237x41, p2).
Located at Harrison's Base (α81x98, p1, 44S X 137W). This is a Veloxi device,
used by Her Grand Lovely to communicate with all Veloxi everywhere. If given
to the Veloxi queen, a Veloxi may communicate with any other Veloxi,
Ancient
Ellipsoid 0.1 15000 regardless of where they are. To all other races, the Ellipsoid functions like a curio.
Technology
If a Veloxi ship detects this artifact aboard an alien vessel (any successful
Starship Technology Check), they will demand it back and fire upon the vessel if
it is not immediately returned.
Available from the Humna Humna (δ237x88, p2). Auto-installs. If players
would have a hyperspace encounter, they may elect to use the scanner to avoid
Encounter Scan 2.5 19000 Technology
it. GM rolls d%; on 49 or less the encounter is avoided. Adds +50 to Navigator’s
Stealth sub-discipline when not in hyperspace.
Available from the Aeoruiiaeo (δ184x148, p3). Auto-installs aboard terrain
vehicle. Uses 10% total fuel reserve when utilized. All living targets in combat
Field Stunner 0.7 20000 Technology (PCs, NPCs, and lifeforms) must make a Reflex Save, regardless of their range. If
successful, they become Dazed for 1d5 rounds. Otherwise, they are reduced to
zero Non-Lethal Damage.
Available at Starport Central (α125x100, p2). A ship's Engineer can install this
device aboard an ITV with a successful Mechanics Check (DC 30). If successful,
Flat Device 0.3 15000 Technology
the ITV gains 100 SHP against all lifeform attacks only. Otherwise, the ITV
takes 5% hull damage and the Engineer must wait 24 hours before trying again.
Available from the Humna Humna (δ216x45, p3). Auto-installs. The ship's
Flux Scan 2.0 20000 Technology Science Officer receives a +25 bonus to all Astrogation Checks made to transit
fluxes.
Frightening
1.2 1300 Curio None
Apparatus
Lifeform (see Chapter 5.7). Available from the Nelsons (δ131x7, p4). Heals all
crew members at ten times the normal rate, and prevents new crew damage in
the process. For each hour a Gas Slug remains on board a ship, a DC 10
Leadership Check must be made in order to get the crew to follow orders, with
Gas Slug 0.1 800 Artifact the DC increasing by 10 per subsequent hour. Moreover, a successful DC 10
Willpower Save must be made by the ship's Captain before the Leadership Check
may be rolled, with the DC increasing by 10 per subsequent hour. If either
Check fails, all characters on the ship must make a DC 100 Willpower Save
before they may perform any action, Check or Save.
Glowing Disk 0.2 500 Curio None
Golden Globe 0.2 900 Curio None
Guardian Located at δ106x14 (p1, 0 x 0). Allows the carrying ship to orbit and land upon
Transmitter 0.1 0 Technology the world of the Halls of Memory (δ131x219, p2) without being fired upon by
Key the Guardian Transmitter.
Hot P.Y.T. 0.1 2500 Curio None
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686
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Located on Earth (α215x86, p3, 11N X 104W). When used, roll 1d10. If the result
of the roll plus the character's learning rate is 15 or higher, the character gains +1
Hypercube 0.4 15000 Artifact
to either their Knowledge, Concentration or Resourcefulness skills (at the GM's
discretion). May only be used for the bonus once per week.
Interesting
205.5 22300 Curio None
Item
Humming
0.2 500 Curio None
Gizzy
Available from the Halls of Memory (δ131x219, p1, 26S X 135E). When a ship
with a battle jumper is subject to an attack, a Use Artifact/Technology action may
Leghk Battle be made to activate the Jumper. Upon activation, roll 2d10 and multiply the result
0.1 19500 Technology
Jumper by five. The resultant amount is added to the ship’s HD for that round. If
movement is allowed under the current campaign rules, move the targeted ship
1d5 spaces in a random direction.
Metal Ball 0.1 100 Curio None
Vehicle (see Chapter 6.3). Available at Hooplah (δ101x85, p1, 49S X 25E). Deploys
from terrain vehicle (can be stowed without parent vehicle having a Hangar Bay
Module or Vehicle Rack and deployed without having a Carrier Systems Module;
folds down to 0.1 cubic meters while stowed). Operates autonomously. Can be
programmed to pick up particular minerals or to pick up all minerals it comes
across. To determine what is picked up, the GM rolls d% four times, multiplying
Mineral
0.1 21000 Technology the results by 0.1. The largest result is the amount of the most abundant mineral
Drone
on the planet collected, the next largest amount for the second most abundant
mineral, and the third largest amount for the third most abundant mineral. For
the lowest amount, roll d% on the mineral table (see Chapter 5.8); the mineral
indicated is collected (if it is a repeat occurrence, the drone picks up fuel instead).
When recalled, will dump the minerals it has collected near its parent vehicle for
collection.
Mobius
0.3 350 Curio None
Device
Located on G'Aeresch (δ159x30, p2, 2N X 107W). If a Tandelou ship (either
Most
Eshvey or Eshvara) detects this artifact aboard an alien vessel (any successful
Valuable 0.1 150 Artifact
Starship Technology Check), they will demand it back and fire upon the vessel if it
Thing
is not immediately returned. In all other respects, this is a curio.
Buy Mip Fur from the Aeoruiiaeo (δ184x148, p3). Sell them to the Nga-Seng-Kler
Nga-Seng Trade
0.1 19000 (δ201x105, p4) and buy Blue Ale. Sell that to the Nga-Seng-Diul (δ203x106, p3)
Route Route
and buy Grow Goo. Make a final sale to the Draffa Bastii (δ241x164, p1).
Nice Thing 0.2 150 Curio None
Octagonal
0.1 300 Curio None
Lens
Oval Object 0.1 200 Curio None
Pink Tube-
1.0 2500 Curio None
A-Tron
Available from the Draffa Bastii (δ241x164, p1). Auto-installs aboard terrain
Planetary vehicle. Engineer may make a DC 30 Quantum Mechanics Check to attempt to
1.2 15000 Technology
Teleporter teleport the terrain vehicle back to the ship, regardless of its fuel status. May
make one attempt every ten minutes.
Plastic
Thing-A- 0.2 300 Curio None
Ma-Jig
Portazilla 47.0 50 Curio None
Precious
430.0 35500 Curio None
Doodad
Pretty
0.1 200 Curio None
Picture
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687
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Available from the Kher (δ214x178, p4). Auto-installs on both ship and terrain
Psychic
0.3 20500 Technology vehicle. During trade negotiations, the players may ask for the "color status" of the
Probe
trader at any time during the trading process.
Pyramid
0.3 1150 Curio None
Device
Quivering
0.1 125 Curio None
Lump
Located on Koann 3 (α112x200, p3, 59N X 64W). A ship's Engineer can install this
device with a successful Electromagnetism Check (DC 50). If successful, the ship's
Red Cylinder 0.3 30000 Technology Science Officer may make Archaeology checks from planetary orbit in order to
detect ruins (DC 100). Otherwise, the ship takes 5% sensor damage and the
Engineer must wait 24 hours before trying again.
Red Herring 50.1 32750 Curio None
Located on Mars (α215x86, p4, 90N X 0). A ship's Engineer can install this device
with a successful Electromagnetism Check (DC 50). If successful, the ship's Science
Ring Device 0.2 12000 Technology Officer receives a +10 bonus to all Astrogation Checks made to transit fluxes.
Otherwise, the ship takes 5% sensor damage and the Engineer must wait 24 hours
before trying again.
Located on New Scotland (α180x124, p2, 59N X 22E). A ship's Engineer can install
this device with a successful Applied Relativity Check (DC 50). If successful, the
Rod Device 0.3 18000 Technology ship gains three levels of Laser Resistance (without increasing the cost of any of
the ship's equipment bought or sold). Otherwise, the ship takes 10% shield
systems damage and the Engineer must wait 24 hours before trying again.
Rubber
0.1 100 Curio None
Widget
Available from the G'Nunk (must destroy 20 of their warships and accept a
G'Nunk crewmember before this good will be installed). Default model requires
the presence of a G'Nunk crewmember and 15 cubic meters of Cobalt per use.
Shield
4 21000 Technology Activated with a Use Artifact/Technology action, drops the shields of all enemy
Nullifier
combatants for a period of exactly one round (shields come back on in the same
action phase on the ship's next round). Causes 1d10x100 points of systems
damage if used without a G’Nunk crewmember present.
Located at α68x66 (p1, 12N X 32E). A ship's Engineer can install this device with a
Shimmering successful Applied Relativity Check (DC 50). If successful, the ship will
0.3 24000 Technology
Ball automatically cloak in combat (+25 HD/FHD). Otherwise, the ship takes 5%
shield systems damage and the Engineer must wait 24 hours before trying again.
Buy Charm Babies from the Nelsons (δ131x7, p4). Sell them to the Djaboon
Trade
Short Route 0.1 20000 (δ161x53, p1) and buy Firegems. Make a final sale to the Humna Humna
Route
(δ237x88, p2).
Silver Gadget 0.1 650 Curio None
Small
0.1 550 Curio None
Obelisk
System Available from the Tandelou Eshvey (δ29x74, p1). Auto-installs. Detects in-system
1.5 18000 Technology
Scanner encounters. +50 to all Stealth Checks inside planetary systems.
Spiral Tube 0.2 375 Curio None
Strange
0.1 200 Curio None
Cloth
Surprising
0.1 175 Curio None
Utensil
T.V. Available from Starport Outpost One (δ35x73, p1). A ship's Engineer can install
Lifeform 0.3 20000 Technology this device aboard an ITV with a successful Mechanics Check (DC 30). If
Shield successful, the ITV gains 100 SHP against all lifeform attacks only.
_________________________________________________________________________
688
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Kinematic Benchmarks
_________________________________________________________________________
689
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Planetary Kinematic Benchmarks
NY-LA NY-Tokyo Earth-moon Earth-Sun
Speed circumglobular
1 km 10 km 100 km 1000 km (~4000 (~11,000 (~385,000 (~149,598,073
(kph) (~20,000 km)
km) km) km) km)
1w 1d
5 12min 2h 20h 1m 5d 8h 3m 1w 16h 5m 3w 5d 11y 4m 2w >100y
8h
10 6min 1h 10h 4d 4h 2w 2d 16h 1m 2w 3d 2m 3w 6d 5y 7m 1w >100y
20 3min 30min 5h 2d 2h 1w 1d 8h 3w 1d 22h 1m 1w 6d 2y 8m 2w >100y
1min
50 12min 2h 20h 3d 8h 1w 2d 4h 2w 2d 16h 1y 1m 1w >100y
12s
100 36s 6min 1h 10h 1d 16h 4d 14h 1w 1d 8h 5m 2w 6d >100y
200 18s 3min 30min 5h 20h 2d 7h 4d 4h 2m 3w 3d >100y
1min
500 7s 12min 2h 8h 22h 1d 16h 1m 4d 2h 44y 5m 6d
12s
1,000 3s 36s 6min 1h 4h 11h 20h 2w 2d 1h 22y 2m 2w
1,500 2s 24s 4min 40min 2h 40min 7h 20min 13h 20min 1w 3d 16hr 14y 8m 1w
2,000 1s 18s 3min 30min 2h 5h 30min 10h 1w 1d 30min 11y 1m 1w
2min
2,500 1s 14s 24min 1h 36min 4h 24min 8h 6d 10h 8y 9m 1d
24s
1min
5,000 <1s 7s 12min 48min 2h 12min 4h 3d 5h 4y 4m 2w
12s
10,000 <1s 3s 36s 6min 24min 1h 6min 2h 1d 14h 30min 2y 2m 1w
_________________________________________________________________________
690
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Percentage Fuel Consumption
_________________________________________________________________________
691
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Hyperspace Fuel Efficiencies
Distance per m3 Fuel used per coordinate Maximum Distance per fuel unit
Engine Efficiency
(Real Count) (Real Count) (Simple Count)
50% 20.000 0.05 10
60% 25.000 0.04 12
70% 33.333 0.03 14
80% 50.000 0.02 16
90% 100.000 0.01 18
100% 200.000 0.005 20
Planetary Type
1d5 Result
Liquid Rock Frozen Molten Gas
1 Very Easy Extremely Easy Very Easy Easy Difficult
2 Extremely Easy Very Easy Easy Moderate Very Difficult
3 Very Easy Easy Moderate Difficult Extremely Difficult
4 Easy Moderate Difficult Very Difficult Impossible
5 Moderate Difficult Very Difficult Impossible Extremely Difficult
_________________________________________________________________________
692
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Intraplanetary Travel: Terrain and Weather Effect on Intraplanetary
Transit
_________________________________________________________________________
693
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Use sixth Use sixth
6
lifeform. lifeform.
Use fourth Use fifth Use sixth
lifeform. lifeform. lifeform. Use Use
7 seventh seventh
lifeform. lifeform.
Use third Use fourth
lifeform. lifeform. Use eighth
8 Use
Use fifth Use sixth Use eighth lifeform.
seventh
lifeform. lifeform. lifeform. Use ninth
9 lifeform.
lifeform.
_________________________________________________________________________
694
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Curio Discovered Via d% Roll
d% Result Curio
88-89 Amazing Artifact
90-91 Hot P.Y.T.
92-93 Pink Tube-A-Tron
94-95 Interesting Item
96-97 Red Herring
98-99 Precious Doodad
_________________________________________________________________________
695
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
System-wide effect; Difficult Terrain. Extremely Difficult terrain in proximity. Behaves like a Stellar
Neutron Star 75 Photosphere. Gravitational effects add 1d2 orbital lanes to the length of the journey. On a critical
failure of the Starship Piloting Check, the vehicle is destroyed.
System-wide effect; Very Difficult Terrain. Impossible terrain in proximity. Behaves like a Stellar
Black Hole 200 Photosphere. Gravitational effects add 1d10 orbital lanes to the length of the journey. On any failure
of the Starship Piloting Check, the vehicle is destroyed.
Being in a star system when a hypernova or flare occurs results in instant destruction of the vehicle.
Hypernova /
N/A Post-hypernova star systems have a Black Hole in place of the hypernova on subsequent visits,
Stellar Flare
whereas post-flare systems have a normal star.
Character Stunts
Stunts
Minimum Finesse Score Dodge Attack Bonus
DC Description
Required Bonus Penalty
Walk Forward 0 0 +0 +0 Character moves forward.
Forward Character moves diagonally forward and does
5 15 +5 -1
Sidestep not change orientation.
Character moves left or right and does not
Sidestep 10 20 +5 -2
change orientation.
Backwards Character moves diagonally backward and
10 40 +5 -1
Sidestep does not change orientation.
Walk Character moves backward and does not
10 30 +5 +0
Backwards change orientation.
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696
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Character jumps forward. May move one range increment if done from a stopped
Jump Forward 5 10 +5 -1
position, two if moving forward prior to the jump.
Jump Character jumps backwards. May move one range increment if done from a stopped
10 30 +5 -2
Backwards position, two if moving backward prior to the jump. Does not change orientation.
Character jumps to one side. May move one range increment if done from a stopped
Jump Sideways 10 40 +10 -2 position, two if moving in the intended direction of the jump prior to the actual jump.
Does not change orientation.
Tumble
10 20 +15 -5 Character ducks down into a crouch, rolling forward. Moves one space forward.
Forward
Tumble - Character ducks down into a crouch, rolling backwards. Moves one range increment
15 50 +20
Backwards 10 backwards without changing orientation.
Tumble - Character ducks down into a crouch, rolling to one side. Moves one range increment
15 60 +25
Sideways 10 sideways without changing orientation.
Character rolls forward onto their hands, then continues rolling back onto their feet,
Handspring 15 40 +20 -6
remaining extended. Moves one range increment forward.
Character rolls backwards onto their hands, then continues rolling back onto their feet,
Back Flip 20 70 +25 -8 remaining extended. Moves one range increment backward without changing
orientation.
Character rolls sideways onto their hands, then continues rolling back onto their feet,
Cartwheel 20 80 +30 -8
remaining extended. Moves one range increment sideways without changing orientation.
Character jumps forward into the air and rolls while still airborne. Moves one range
Somersault 20 45 +25 -6
increment forward.
Backwards Character jumps backwards into the air and rolls while still airborne. Moves one range
25 75 +30 -8
Somersault increment backwards without changing orientation.
Sideways Character jumps sideways into the air and rolls while still airborne. Moves one range
25 85 +35 -8
Somersault increment left or right without changing orientation.
0: Cognitive Organs (Vital) – The cognitive organs are what enables an organism to think and to control their life processes
(the human equivalent would be the brain and spinal column). It should go without saying that these organs are vital to an
organism's continued existence and that any hit to those organs is potentially fatal. All hits to the cognitive organs cause
double the normal amount of Lethal Damage. The round immediately after a combatant takes a cognitive organ hit, they
may only take one action. Failure of the cognitive organs means immediate clinical death, and maiming is immediate brain
death.
1-2: Motor Appendages – Motor Appendages can include arms, tentacles, branches, or anything else that is used for the
purpose of manipulating other objects. In the turn immediately following a hit to a Motor Appendage, the combatant
cannot manipulate an object with the affected appendage, nor can they attack with a weapon held by that appendage (they
do, however, maintain a hold on anything they were carrying with the appendage). If an appendage fails, the organism may not
use it to attack or manipulate objects until it heals and anything held by that appendage is dropped. If the appendage is
maimed, then these penalties are permanent (although in Industrial and Starfaring societies, the combatant can be fitted with
prosthetics.)
3-4: Sensory Organs – Sensory organs (including eyes, ears, noses, antennae, infrared pits, etc.) are used to give an organism
information about their surroundings. Losing control of any sense can have fatal consequences. When this type of hit is
indicated, the GM must make a second 1d10 roll to determine the specific organ set hit, as follows:
1-2: Visual Organs - Sight
3-4: Auditory Organs - Hearing
5-6: Olfactory Organs - Smelling
7-8: Gustatory Organs - Tasting
9-0: Tactile Organs - Feeling
A combatant's Senses trait for the organ listed is temporarily reduced by the number of HP lost to the hit, returning to a
maximum of one less than the original level as the HP damage heals. Failure of the organ results in a temporary complete
loss of the sense (-30 Senses Trait), while maiming makes the condition permanent (in both cases, the combatant gains no
building points). Blinded combatants don't have clear sight, though they may still attack (at a -25 penalty). (NOTE: A hit to
this area represents a wound that affects the specific organ, without necessarily affecting the surrounding areas. For example, while a
shot that hits a human's visual organs (their eyes) would also likely affect their cognitive organs - hitting the eyes implies a head shot,
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697
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
and the brain is directly behind the eyes - it is considered to only affect the eyes. GMs are welcome to alter this rule at their discretion
if they want to add to the game's realism.)
5: Propulsive Appendages – Propulsive appendages can include legs, tentacles, cilia or anything that is used in order to move
an organism along. A combatant cannot move for one round after taking a hit to a propulsive appendage. Hits to these
organs slow a combatant down, by one movement point per Wound inflicted. If a propulsive appendage fails, then the
combatant's movement points are reduced to one until the appendage is healed. If all of a combatant's propulsive organs
fail, they cannot move until the appendages heal. Maiming of propulsive appendages makes these movement penalties
permanent (although in Industrial and Starfaring societies, the combatant can be fitted with prosthetics.)
6: Reproductive Organs – Though most civilized races consider it uncouth, there are few things that can disable an attacker
faster than a shot to the pills. The effects of hits to the reproductive organs depend on the gender of the species. Male
combatants suffer double the amount of Non-Lethal Damage they would receive from the hit and are Dazed for a number
of minutes equal to one-tenth the total amount of damage received (rounded up). Female combatants take double the
amount of Basic Damage, but are not Dazed. Both genders cannot move for a number of rounds equal to one-tenth the
amount of damage received. Failure immobilizes a combatant completely until they can receive medical attention. If the
reproductive organs are maimed, the combatant cannot Run ever again, and cannot procreate (this shouldn't be an issue in
most campaigns, and if it is, it usually says something about the GM...).
7-8: Body Area (Non-Vital) – The shot hit a part of the combatant's body without hitting any vital areas. While a
combatant can bleed to death from the Wounds, a hit to this area does not cause any further penalties to the combatant.
The body is the only "part of the body" which cannot fail due to excessive Wounds. If the body is maimed, the combatant
suffers clinical death (0 HP).
9: Body Area (Vital) – The shot hit a part of the combatant's body that included a vital organ. This kind of damage is more
serious than a regular body shot. All damage from the hit is doubled. Further, this will cause a combatant to lose double the
normal amount of HP per minute from Wounds. As with normal body hits, the body will not fail no matter how many
Wounds it receives. If the body is maimed, the combatant suffers clinical death (3x Durability).
If a part is indicated that the combatant either does not have or is not available to take damage, roll again on this table.
_________________________________________________________________________
698
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Vehicle Chassis Maneuver Restrictions
Chassis Restrictions
May not side-slip or back-slip. An aeroplane must use one of its actions during a turn as a move action, and is
further required to either move a minimum of one range increment (for Initiative-based motion) or the
Aeroplane
distance indicated as their stall speed (for Speed-based motion). If an aeroplane pilot does not fulfill these
requirements every combat round, they will stall their vehicle and risk crashing (see Stalling, Chapter 9.3).
May not side-slip or back-slip. An aerodrone must use one of its actions during a turn as a move action, and is
further required to either move a minimum of one range increment (for Initiative-based motion) or the
Aerodrone
distance indicated as their stall speed (for Speed-based motion). If an aerodrone pilot does not fulfill these
requirements every combat round, they will stall their vehicle and risk crashing (see Stalling, Chapter 9.3).
Gravship No restrictions.
Fightercraft As an aeroplane in atmosphere, no restrictions in space.
Capsule As an aeroplane in atmosphere but also cannot perform forward slips, no restrictions in space.
Shuttle As an aeroplane in atmosphere, no restrictions in space.
Transport As an aeroplane in atmosphere, no restrictions in space.
Vehicle Maneuvers
Vehicle Maneuvers
Minimum
Marksmanship/
Engine Evasive Maneuvers
DC Ballistics Description
Class Bonus
Penalty
Required
Straight Ahead Class One 0 +0 +0 Vehicle moves forward.
Vehicle moves diagonally forward and does
Forward Sideslip Class One 30 +5 -1
not change orientation.
Vehicle moves port or starboard and does not
Sideways Class Two 45 +10 -2
change orientation.
Vehicle moves diagonally backward and does
Back Sideslip Class Three 60 +5 -1
not change orientation.
Vehicle moves backward and does not change
Straight Back Class Two 30 +5 +0
orientation.
45-degree Turn Class One 0 +0 +0 Vehicle turns 45-degrees left or right.
45-degree Snap
Class Five 30 +5 -2 Vehicle turns 45-degrees left or right.
Turn
90-degree Turn Class Two 15 +15 -3 Vehicle turns 90-degrees left or right.
90-degree Snap
Class Six 60 +20 -4 Vehicle turns 90-degrees left or right.
Turn
135-degree Turn Class Three 30 +25 -5 Vehicle turns 135-degrees left or right.
135-degree Snap
Class Seven 90 +30 -6 Vehicle turns 135-degrees left or right.
Turn
180-degree Turn Class Four 45 +35 -8 Vehicle turns 180-degrees left or right.
180-degree Snap
Class Eight 120 +40 -10 Vehicle turns 180-degrees left or right.
Turn
0: Shields – Shield damage affects shield emitters. If the shields malfunction, shields will no longer regenerate for that craft.
1: Beams – Beam damage determines whether or not the vehicle can use beam weaponry. If the vehicle has no beams, it
cannot take beam damage; hull damage is automatic in this case. Malfunctioning beam systems cannot fire.
2: Projectiles – Projectile damage is the same as beam damage, except in regards to projectiles.
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APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
3: Sensors – Sensor damage affects how well a vehicle can see its target. Malfunctioning sensors give a +25 HD penalty to
any combatant the vehicle fires upon.
4: Communications – Communications damage limits how well a vehicle communicates with other combatants, be they
friendly or hostile. If the communications system malfunctions, a vehicle may not hail other craft, cannot send out distress
signals, and cannot jam enemy transmissions. Further, if the vehicle attempts to use friend-or-foe Missiles, it's an automatic
critical miss with the firing vehicle taking damage from its own weaponry.
5: Engines – Engine damage affects how well a vehicle can maneuver. If the Engines are damaged, the level of damage is
added to the vehicle's Vehicle Piloting Check for movement. Should the engines malfunction, the vehicle cannot move and
cannot apply its pilot's Combat Maneuvers or Evasive Maneuvers sub-disciplines to firing rolls.
6-7: Crew Damage – These rolls indicate that one of the vehicle’s "redshirt" NPC specialists has taken Lethal Damage
(they've been injured or even killed, if enough damage has been done). If there are no "mission critical" NPCs aboard the
vehicle, the damage applies to only one of them (doesn't matter which). If, however, there are mission critical NPCs aboard
(a commanding general, a politician, the rival crime boss's kid, etc.), the GM will select a player or players to roll 1d10 for
the involved character(s). The GM will roll for non-critical NPCs. Lowest throw takes the damage. The amount of damage
an NPC can absorb depends on the amount of cover the vehicle offers. Mission critical NPCs take damage like PCs (see
Officer Damage, below). Non-critical NPCs may only absorb either 100 points of systems damage if the vehicle offers full
cover, 10 points if limited cover is offered, and only one point if no cover is offered. After a non-critical NPC absorbs as
much damage as they are allowed, they die. This kind of damage never applies to PCs. If there are no NPCs aboard
whatsoever, treat this roll as Officer Damage.
8-9: Officer Damage – These rolls indicate that one of the vehicle's PC crewmembers or NPC officers has taken Lethal
Damage. To determine which character has taken damage, all PCs currently aboard the damaged vehicle roll 1d10. For NPC
officers, the GM may either make their roll or assign one of the players to make the roll. Low throw takes the damage. In
the event of a tie for low throw, re-roll until there is a clear result. Every ten points of systems damage counts as one point
of Lethal Damage for PCs if the vehicle offers full cover. If the vehicle offers limited cover, every point of systems damage
counts as a point of Lethal Damage to the character. If the vehicle offers no cover, each point of systems damage inflicts ten
points of Lethal Damage to the character. A PC may only absorb damage until they reach zero HP, at which point they are
clinically dead. If a crewmember is killed, the commander may pick any crewmember (including themselves) to assume the
duties of the fallen officer. Any officer that takes damage in this manner automatically becomes Shaken.
Note: If a GM is conducting combat in space and would like to conduct combat in a manner in which failure of a craft's life-support
systems is a possibility, a set of alternative systems damage rolls is available in Chapter 12.4.2.
0: Shields – Shield damage affects Shield emitters. If the Shields malfunction, they will no longer regenerate for that craft.
1: Beams – Beam damage determines whether or not the ship can use beam weaponry. If the ship has no beams, it cannot
take beam damage; hull damage is automatic in this case. Malfunctioning beam systems cannot fire.
2: Projectiles – Projectile damage is the same as beam damage, except in regards to projectiles.
3: Sensors – Sensor damage affects how well a starship can see its target. Malfunctioning sensors give a +25 HD penalty to
any combatant the ship fires upon.
4: Communications – Communications damage limits how well a starship communicates with other combatants, be they
friendly or hostile. If the communications system malfunctions, a ship may not hail other craft, cannot send out distress
signals, and cannot jam enemy transmissions. Further, if the ship attempts to use friend-or-foe Missiles, it's an automatic
critical miss with the firing ship taking damage from its own weaponry.
5: Engines – Engine damage affects how well a ship can maneuver. If the Engines are damaged, the level of damage is added
to the ship's Starship Piloting Check for movement. Should the Engines malfunction, the ship cannot move and cannot
apply its Navigator's Combat Maneuvers or Evasive Maneuvers sub-disciplines to firing rolls.
6-7: Crew Damage – These rolls indicate that one of the ship’s "redshirt" NPC crewmembers has taken Lethal Damage
(they've been injured or even killed, if enough damage has been done). If there are no "mission critical" NPCs aboard the
ship, the damage applies to only one of them (doesn't matter which). If, however, there are mission critical NPCs aboard
(visiting dignitaries, the Emperor, etc.), the GM will select a player or players to roll 1d10 for the involved character(s). The
GM will roll for non-critical NPCs. Lowest throw takes the damage. If a mission critical NPC takes the damage, then every
ten points of systems damage inflicts one point of Lethal Damage to them. Non-critical NPCs may only absorb 100 points
of systems damage, after which they die. This kind of damage never applies to PCs. If there are no NPCs aboard
whatsoever, treat this roll as Officer Damage.
8-9: Officer Damage – These rolls indicate that one of the ship's PC crewmembers or NPC officers has taken Lethal Damage.
To determine which character has taken damage, all PCs currently aboard the damaged ship roll 1d10. For NPC officers, the
GM may either make their roll or assign one of the players to make the roll. Low throw takes the damage. In the event of a
tie for low throw, re-roll until there is a clear result. Every ten points of systems damage done to the ship equates to one
point of Lethal Damage for PCs. A PC may only absorb damage until they reach zero HP, at which point they are clinically
dead. If an officer is killed, the Captain may pick any crewmember (including themselves) to assume the duties of the fallen
officer. Any officer that takes damage in this manner automatically becomes Shaken.
Note: If a GM would like to conduct combat in a manner in which failure of the ship's life-support systems is a possibility, a set of
alternative systems damage rolls is available in Chapter 12.4.2.
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700
APPENDIX ONE: CHARTS AND TABLES
_________________________________________________________________________
Temperature Severity Level (Based on Temperate tolerance)
_________________________________________________________________________
701
APPENDIX TWO: TEMPLATES
_________________________________________________________________________
_________________________________________________________________________
702
STARFLIGHT RPG
CHARACTER RECORD SHEET
PLAYER HP/NHP /
CHARACTER HD/THD/FHD / / EQUIPMENT:
BILLET INITIATIVE
SPECIES MELEE ATTACK BONUS
GENDER RANGED ATTACK BONUS
AGE SI FORTITUDE SAVE
HEIGHT WEIGHT REFLEX SAVE
SIZE CLASS HANDEDNESS WILLPOWER SAVE
ACCESSORIES
NAME EFFECT NAME EFFECT
ADDITIONAL NOTES
STARFLIGHT RPG
VEHICLE/STARSHIP RECORD SHEET
EXTRA ACCESSORIES
NAME EFFECT NAME EFFECT
STARFLIGHT RPG
PLANET RECORD SHEET
HEMISPHERE
HEMISPHERE
NORTHERN
SOUTHERN
85
75
65
55
45
35
25
15
15
25
35
45
55
65
75
85
5
5
SYSTEM NAME
175 165 155 145 135 125 115 105 95
SYSTEM LOCATION
STAR LUMINOSITY
PLANET NAME
ORBITAL LANE /
WESTERN HEMISPHERE
TYPE
SIZE CLASS
DENSITY
85
MASS KG
75
BIODENSITY %
65
MINERAL DENSITY %
55
45
GRAVITY G
35
ATMO. DENSITY
25
ATMOSPHERE
15
HYDROSPHERE
5
LITHOSPHERE 1
5
LITHOSPHERE 2
15
LITHOSPHERE 3
25
35
TEMPERATURE
45
GLOBAL WEATHER
55
EASTERN HEMISPHERE
65
LIFEFORM 1
75
LIFEFORM 2
85
LIFEFORM 3
95 105 115 125 135 145 155 165 175
LIFEFORM 4
LIFEFORM 5
LIFEFORM 6
LIFEFORM 7
LIFEFORM 8
LIFEFORM 9
NO. COMMUNITIES
COMMUNITY NOTES:
ELEVATION
APPENDIX THREE: GLOSSARY AND ACRONYM KEY
_________________________________________________________________________
• Ablaze: A condition a character sustains when they are set on fire. (Chapter 12.4.2)
• Abstract Grid: A form of measuring distance in combat using a measuring stick (such as a ruler). (Chapter 9.1)
• Accessories: An object designed to augment the abilities of another object. (Chapter 10.2.4)
• Accommodation Spaces: A volume of space within a vehicle's designated Safe Accommodation Space used to
house one or more beings either as crew or passengers. (Chapters 6.2; 7.2)
• Acid: Any chemical compound that, when dissolved in water, gives a solution with a hydrogen ion activity
greater than pure water. (Chapter 12.4.2)
• Acquired Flaw: A Flaw given to a vehicle or starship during actual use, usually as the result of combat damage.
(Chapters 6.2; 7.2)
• Action: Anything performed by a character or object. (Chapter 10.6)
• ACU: Acronym for the Acumen Attribute. (Chapter 2.1)
• Acumen: A mental Attribute that measures a character’s common sense, intuition, and willpower. (Chapter 2.1)
• Adolescent: A life stage during which a Lifeform's adult structures begin to develop and function. (Chapter
10.2.5)
• Adulthood: A life stage during which a Lifeform has matured and can actively procreate. (Chapter 10.2.5)
• Adventure: A single plot that involves significant occurrences in the lives of the Player Characters. (Chapter 11.0)
• Adventure Hook: The general idea behind an Adventure, which acts as the starting point for developing a story.
(Chapter 11.1)
• Aerodynamic Rating: An amount added to a vehicle's Basic Cost to account for additional thermal protection
based on how fast it may travel in atmosphere. (Chapter 6.2)
• AHP: Acronym for "Armor Hit Points". (Chapters 6.2; 7.2)
• Alpha Sector: The Sector in which Earth is located; the starmap used in Starflight One. (Chapter 8.4)
• Ammunition: Any object that is either used to power a weapon or is propelled by it. (Chapter 5.4)
• Ancient Technology: A type of Artifact that has a useful game effect manufactured earlier than 3 thousand years
ago. (Chapter 5.9)
• Antagonist: A single character, a group of characters or an "institution of a happening" that represent the
opposition against which the Protagonist(s) must contend. (Chapter 11.1)
• Anti-climax: What occurs in a story when the climax is less important or less exciting than everything that has
preceded it. (Chapter 10.5)
• Archetype Character: Another term for Character Archetype. (Chapter 11.1)
• Arctic: A planetary temperature category denoting surface temperatures between -100 degrees and 0 degrees
Celsius. (Chapter 10.2.1)
• Armor: Any form of protection for a character, vehicle or starship that imparts additional, temporary hit points.
(Chapter 5.3)
• Armor Hit Points: A number of Hit Points that represent the remaining strength in the Armor of a character,
creature, vehicle or starship. (Chapters 5.4; 6.2; 7.2; 10.2.5)
• Arth Monetary Unit: The primary mode of currency on Arth (ca. 4620), used as a de facto universal currency in
the Alpha Sector. (Chapter 5.4)
• Artifact: A blanket term for any unique object that requires planetary exploration in order to acquire. (Chapter
5.9)
• Atmosphere: All of the gaseous material surrounding an astronomical body. (Chapter 10.2.1)
• Atmospheric Density: A categorical property of planets that measures the mass of the atmosphere as compared to
its volume. (Chapter 10.2.1)
• Attack Action: Any action wherein one combatant attempts to apply damage to another combatant. (Chapter
9.0)
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APPENDIX THREE: GLOSSARY AND ACRONYM KEY
_________________________________________________________________________
• Attributes: A set of characteristics that measures a character's physical and mental aptitudes. (Chapter 2.1)
• Attribute Damage: A potential effect of a Poison which either temporarily or permanently reduces the number of
points in a character's Skills and Attributes. (Chapter 12.4.2)
• Auditory Organ: A Sensory Organ that gives a Lifeform the sense of hearing. (Chapter 10.2.5)
• Autotroph: Any organism that can synthesize its food from inorganic substances, usually using heat or light as a
source of energy; another term for a producer. (Chapter 10.2.5)
• Balance: A state of affairs within a game wherein the capabilities of all PCs are similar to one another and similar
to those of the NPCs they will encounter. (Chapter 10.4)
• Barycenter: The point at which the gravitational forces exerted by two objects are equal. (Chapter 10.2.2)
• Base Height Value: An amount added to the final overall long dimension of a specific lifeform. (Chapter 10.2.5)
• Base Pocket Unit: Another term for Slot. (Chapter 5.4)
• Bases: Any chemical compound that, when dissolved in water, gives a solution with a hydrogen ion activity less
than pure water. (Chapter 12.4.2)
• Basic Combat Statistics: A set of statistics for a combatant that includes the minimum amount of information
needed for them in a combat situation. (Chapter 2.1)
• Basic Cost: The cost of a vehicle or starship's chassis. (Chapters 6.2; 7.2)
• Basic Damage: A form of damage that occurs to characters wherein they take equal amounts of Lethal and Non-
Lethal Damage as the result of a single attack, with any remainder going to Non-Lethal Damage. (Chapter 9.2)
• Basic Stats: A set of statistics commonly shared amongst all objects. (Chapter 5.4)
• Bass Mass Value: An amount added to the final overall mass of a specific lifeform. (Chapter 10.2.5)
• Battery: An object that produces direct-current electricity by a chemical reaction between two substances.
(Chapter 5.4)
• Beam Weapon: Any weapon whose mode of damage consists of an energetic release from a collection of rays or
any similar phenomenon. (Chapters 5.2; 6.2.3; 7.2.2)
• Best Price Point: A value for a trade good that represents the price at which a trader would either like to sell their
wares or to pay for goods. (Chapter 5.1.1)
• BHD: Acronym for "Blast Hit Difficulty". (Chapters 6.2; 7.2)
• Bio: A shortened form of biodensity. (Chapter 12.4.1)
• Biodensity: A measure of how much of a planet's surface supports higher organisms. (Chapter 10.2.1)
• Biomass: Another term for Biodensity. (Chapter 10.2.1)
• Biomass Percentage: Another term for Biodensity. (Chapter 10.2.1)
• Bite: A Natural Weapon that uses muscular mechanical leverage and sharpened points, usually located in or near
a lifeform's gustatory organ. (Chapter 10.2.5)
• Blast Hit Difficulty: A Hit Difficulty used in situations where a vehicle or starship is subject to attack by a Blast
Weapon or any phenomenon with a similar effect. (Chapters 6.2; 7.2)
• Body Area: A non-specific Body Part that houses most of the major internal organs of a creature or character.
(Chapters 5.4; 9.2)
• Body Part: A specific region of a creature's body that can sustain Wounds. (Chapter 9.2)
• Bonus: Any additional special ability assigned to a starship that further enhances its capabilities. (Chapter 7.2.2)
• Boundary Price: A price for a trade good that, beyond which, the trader will refuse all offers. (Chapter 5.1.1)
• Boundary Price Point: Another term for either type of Boundary Price. (Chapter 5.1.2)
• Bounding Box: The minimum size of a rectangular prism (a box) needed in order to contain an object. (Chapters
6.2; 7.2)
• Brain Death: An irreversible condition that occurs once a character has been in Clinical Death for a number of
minutes equal to their Durability score. (Chapter 9.2)
• Building Point Deficit: A condition that may arise during the character creation process wherein a character has
been given more points in Talents than in Complications without having enough available hero points to cover
the difference. (Chapter 2.4)
• Burn: A double Wound received under certain conditions, one of which automatically scars. (Chapter 12.4.2)
• Calm Weather: A category of planetary Weather that causes minimal interference to a vehicle's transit. (Chapter
8.1)
• Campaign: A set of Adventures played out in sequence, which contains an overarching plot between them.
(Chapter 11.0)
• Capsized: A condition that occurs when a sea vehicle critically fails a Vehicle Piloting Check after taking damage,
which inflicts further hull damage, causes the vehicle to begin Taking on Water and renders it completely
immobile. (Chapter 9.3)
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• Cargo Capacity: A value that indicates the total amount of space a vehicle or starship has for cargo carrying,
based on the craft’s Size Class and any accessories or pods installed. (Chapters 6.2; 7.2)
• Cartographer: A player assigned by a group to make a map of a Site, particularly during a Site-Based Adventure.
(Chapter 10.5)
• CHA: Acronym for the Charm Attribute. (Chapter 2.1)
• Character: A person or object marked by notable or conspicuous traits. (Chapter 11.1)
• Character Archetype: An original character model from which all other similar persons are patterned, used as a
means of rapidly generating an NPC. (Chapter 12.3.1)
• Character Size Class: A shorthand measurement of the overall Bounding Box Volume of a character or creature.
(Chapter 10.2.5)
• Characteristics: A composite term that covers a character's Attributes, Disciplines, and Traits. (Chapter 2.1)
• Charged: The state of a weapon before it has been used during a combat round, indicating its readiness for use.
(Chapter 9.3)
• Charges: A measure of the remaining electrical power that can be provided by a battery. (Chapter 5.4)
• Charm: A mental Attribute that measures a character’s force of personality. (Chapter 2.1)
• Chassis: The basic frame of a vehicle or starship. (Chapters 6.0; 7.0)
• Chassis Weight: A measure of the density and size of any particular type of Chassis. (Chapters 6.0; 7.0)
• Check: A die roll made in order to determine whether or not a character is successful when conducting a specific
action, usually involving one of the character's Skills or Sub-Disciplines. (Chapter 2.4)
• Chemical Weapon: A weapon of mass destruction which releases a noxious substance into a given environment.
(Chapter 12.4.2)
• Childhood: A life stage between birth and adolescence during which a lifeform begins to develop. (Chapter
10.2.5)
• Clairvoyance: The knowledge of an object or event without perceiving it through normal sensory channels.
(Chapter 12.4.2)
• Claw: A Natural Weapon that uses muscular mechanical leverage and sharpened points, usually located in or near
a lifeform's motor appendages. (Chapter 10.2.5)
• Cliffhanger: A method of ending a story which leaves a portion of the tale open, leaving a starting place for
subsequent stories. (Chapter 10.5)
• Climax: The most crucial point within a story wherein the action reaches its highest point. (Chapter 11.1)
• Clinical Death: A reversible condition that occurs when a character or creature is reduced to zero Hit Points,
takes a number of Wounds equal to three times their Durability, or is reduced to -100 Physique at any time.
(Chapter 9.2)
• Clothing: Any object designed as an external adornment for a character, usually (but not always) a container
object. (Chapter 5.4)
• CMD: Acronym for the Command Discipline. (Chapter 2.1)
• Cognitive Organ: A Body Part that controls all of a lifeform’s mental capabilities. (Chapter 5.4)
• Colonizable Planet: An uninhabited planet that fulfills a set of criteria that would enable it to support sapient
lifeforms on a long-term basis. (Chapter 10.2.1)
• Colony Recommendation: A message sent to a governing body advising them of the existence of a world suitable
for colonization, usually made by a starship crew as a means of generating revenue. (Chapter 10.2.1)
• COM: Acronym for the Communications' Discipline. (Chapter 2.1)
• Comatose: A condition that occurs when a character or creature has taken twice their maximum number of Non-
Lethal Hit Points. (Chapter 9.2)
• Combat Arc: A division of a two-dimensional plane immediately surrounding a vehicle equal to one-quarter the
total area when viewed from above containing all the vehicle's weapons and defenses within that zone. (Chapter
9.3)
• Combatant: Anyone or anything actively involved in a combat situation. (Chapter 9.0)
• Combination Adventure: A type of Adventure wherein the Event Pacing uses elements of both Location-Based
Adventures and Event-Based Adventures. (Chapter 11.1)
• Command: A Discipline that measures a character’s ability to negotiate and to lead others. (Chapter 2.1)
• Commander: A character in charge of a vehicle's operation. (Chapter 9.3)
• Communication Technologies: Any mechanical device designed to facilitate the transmission and/or reception of
a message. (Chapter 5.4)
• Communications: A Discipline that measures a character's ability to exchange information with other characters,
their ability to utilize proper equipment during that exchange, and to understand information exchange
applications. (Chapter 2.1)
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APPENDIX THREE: GLOSSARY AND ACRONYM KEY
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• Complication: Any negative Trait that may be assigned to a character. (Chapter 2.4)
• Composite Effect: Any environmental effect that has aspects of at least two other environmental effects.
(Chapter 12.4.2)
• Composite Strength Index: The sum of the strength indices of a group of combatants. (Chapter 9.1)
• Computer Technology: Any type of machine that manipulates data according to a given list of instructions.
(Chapter 5.4)
• Conflict: A state of discord caused by the actual or perceived opposition of needs, values and interests. (Chapter
11.1)
• Container: Another term for Pocket. (Chapter 5.4)
• Container Object: Any object that contains pockets. (Chapter 5.4)
• Conventional Power Center: A form of municipal government that utilizes a stable traditional power structure.
(Chapter 10.2.3)
• Cost Multiplier: An amount by which the total cost of a vehicle is multiplied after all factors are totaled, which is
based on the vehicle's chassis. (Chapter 6.2)
• Cover: The ability of a vehicle, starship or other object to absorb damage for its occupants. (Chapters 9.3; 9.4)
• Creature: Another term for Lifeform. (Chapter 10.2.5)
• Creature Trait: Any special ability possessed by a Lifeform. (Chapter 10.2.5)
• Crew: A number that indicates the minimum number of personnel necessary in order to operate a vehicle or
starship. (Chapters 6.2; 7.2)
• Crew Complement: A number that indicates the total number of personnel a vehicle or starship may carry.
(Chapters 6.2; 7.2)
• Critical Failure: A die roll result that indicates spectacular failure, usually with significant negative consequences.
(Chapter 1.1)
• Critical Hit: A die roll result in combat that allows for damage above and beyond the normal amount. (Chapter
9.2)
• Critical Miss: A die roll result in combat that causes accidental damage to a friendly combatant. (Chapter 9.2)
• Critical Potential: A class of die rolls that allows for spectacular success, spectacular failure, or both. (Chapter 1.1)
• Critical Success: A die roll result that indicates spectacular success, usually with significant positive
consequences. (Chapter 1.1)
• Critical Thresholds: A specific amount on a d% roll that must be exceeded in order to indicate a Critical Success,
or that must not be exceeded in order to indicate Critical Failure. (Chapter 1.1)
• CSC: Acronym for "Creature Size Class". (Chapter 10.2.5)
• CSI: Acronym for "Composite Strength Index". (Chapter 9.1)
• Cubic Meter: The volume of a box that is one meter tall, one meter long and one meter wide. (Chapter 8.0)
• Curio: A type of Artifact that has no in-game effects or intrinsic value other than its own. (Chapter 5.9)
• Current: The free flow of any fluid within a fluid. (Chapter 12.4.2)
• d%: A roll of two ten-sided dice with one die representing the "tens" place and the other the "ones" place.
(Chapter 1.1)
• Damage Reduction: A property that indicates the amount of physical damage that is removed from a physical
attack prior to the reduction of an object's available hit points. (Chapter 10.2.4)
• Dazed: A debilitating condition that occurs when a character or creature has either been reduced to half of their
maximum HP or less or has been subjected to a special attack. (Chapter 9.2)
• DC: Acronym for "Difficulty Class". (Chapter 1.1)
• Declaration: A game phase wherein players announce what they intend for their characters to do during a round.
(Chapter 10.5)
• Default Armor: The optimal Armor rating for a vehicle chassis. (Chapter 6.2)
• Default Engine: The optimal Engine rating for a vehicle chassis. (Chapter 6.2)
• Defense Arc: A Combat Arc containing all of the defensive systems (Shields and Armor) located within that arc.
(Chapter 9.3)
• Defenses: Any object designed to keep other objects (including living beings) from taking physical damage or
experiencing effects that would significantly degrade the protected object's performance. (Chapter 10.2.4)
• Degree Of Failure: The amount by which a die roll falls short of the required Difficulty Class. (Chapter 1.1)
• Degree Of Success: The amount by which a die roll exceeds the required Difficulty Class. (Chapter 1.1)
• Delta Sector: The Sector to which the Leghk species are native; the starmap used in Starflight Two. (Chapter 8.4)
• Denouement: Another term for Resolution. (Chapter 10.5)
• Density: A property of matter that measures an object's mass in relation to its volume. (Chapter 10.2.1)
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APPENDIX THREE: GLOSSARY AND ACRONYM KEY
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• Derived Statistics: Any statistic that is determined based on a character's, vehicle's or starship's other statistics.
(Chapters 2.4; 6.2; 7.2)
• Design Flaw: A Flaw given to a vehicle or starship during the craft's creation process. (Chapters 6.2; 7.2)
• Destination Planet: In Interplanetary travel, the point to which a space vehicle or starship is ultimately heading.
(Chapter 8.3)
• Difficulty Class: The minimum result on a die roll (usually d%) needed to indicate success in an action. (Chapter
1.1)
• Discharged: The state of a weapon after it has been used during a combat round, which usually prevents its use
until it becomes Charged once again. (Chapter 9.2)
• Disciplines: A set of characteristics that measures a character's expertise, experience and learning in certain
applied fields. (Chapter 2.1)
• Dungeon: The traditional term for a Site. (Chapter 11.2.1)
• Durability: A generic physical Attribute used to measure raw strength and toughness. (Chapter 2.1)
• Duration Period: A period of time during which a Poison or Pathogen's effects continue. (Chapter 12.4.2)
• Dwarf Planet: A small planet that has not cleared its neighboring region of significant planetesimals. (Chapter
10.2.1)
• EC: Acronym for "Encumbrance Class". (Chapter 5.4)
• Economic Level: An indication of the health of the planetary economy on any world inhabited by sapient
lifeforms. (Chapter 10.2.5)
• Ecosphere: The zone around a star wherein conditions for supporting life exist. (Chapter 10.2.1)
• Elements: A listing of minerals that can be retrieved from a destroyed vehicle or starship. (Chapters 6.2; 7.2)
• Emergency Surgery: An attempt to rapidly heal a character or creature's Wounds after the onset of Clinical Death.
(Chapter 9.2)
• Encounter: Any situation wherein the player characters are intercepted by or must interact with non-player
characters or significant objects, usually providing a means to exercise one or more Skills or Sub-Disciplines.
(Chapters 8.2; 8.3; 8.4)
• Encumbrance: A method of limiting the amount of gear a character is allowed to carry accounting for both
weight and volume. (Chapter 5.4)
• Encumbrance Class: An indirect measure of the mass of an object, which acts as a penalty to a character's
physical actions. (Chapter 5.4)
• Encumbrance Total: Another term for Total Encumbrance Class. (Chapter 5.4)
• Endurium: A crystalline element used as fuel in Starflight One. (Chapter 8.1)
• ENG: Acronym for the Engineering Discipline. (Chapter 2.1)
• Engine: An object designed to provide locomotive and electrical power to a vehicle or starship. (Chapter 10.2.4)
• Engineering: A Discipline that measures a character's ability to acquire and apply scientific and technical
knowledge to the design, analysis and/or construction of works for practical purposes. (Chapter 2.1)
• Equipment: Another term for Accessories. (Chapter 10.2.4)
• Escort: An additional ship hired on to accompany a principal starship for whatever reason. (Chapter 12.2)
• Esper Potential: An optional mental Attribute that can be used to measure a character's Psionic abilities. (Chapter
12.4.2)
• Event Pacing: A term used to describe when significant events will occur during the course of an Adventure.
(Chapter 11.1)
• Event-Based Adventure: A type of Adventure wherein the Event Pacing is dependent upon what has already
taken place when another event is scheduled to occur. (Chapter 11.1)
• Expendable Pod: A Pod that has a specific one-time, which requires its removal from a ship while it is still in
operation. (Chapter 7.2.2)
• Fail: A condition wherein a Body Part has taken sufficient damage to stop functioning normally. (Chapter 9.2)
• Failure Threshold: Another name for Difficulty Class. (Chapter 1.1)
• Fast Pack: A set of predetermined equipment for a character based on a Wilderness Backpack Container Object.
(Chapter 12.3.1)
• Fatigued: A condition that occurs when a character or creature has lost half or more of their maximum number of
Hit Points, causing reduced performance. (Chapter 9.2)
• FHD: Acronym for "Flat-Footed Hit Difficulty". (Chapters 2.4; 6.2; 7.2; 9.1)
• Field Of Vision: The region that a combatant can view at any given time, used to establish line-of-sight to a
target. (Chapter 9.2)
• FIN: Acronym for the Finesse Attribute. (Chapter 2.1)
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APPENDIX THREE: GLOSSARY AND ACRONYM KEY
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• Finesse: A physical Attribute that measures a character’s agility, reflex action and coordination. (Chapter 2.1)
• Firing Arc: A Combat Arc containing all of the weapons systems located within that arc. (Chapter 9.3)
• First Quadrant: One of the four Quadrants of a star system selected arbitrarily and usually located in the upper-
right hand corner on a two-dimensional representation of the system. (Chapter 8.3)
• Flat-Footed Hit Difficulty: A Hit Difficulty used in situations in which a combatant or group of combatants are
targets during a Surprise Round in combat. (Chapters 2.4; 6.2; 7.2)
• Flaw: Any condition given to a vehicle or starship that has a permanent, debilitating effect. (Chapters 6.2; 7.2)
• Flier: A lifeform that is capable of powered flight. (Chapter 10.2.5)
• Floater: A lifeform that is capable of flight, but is not capable of powered flight. (Chapter 10.2.5)
• Flux: A stable gravitational singularity linked to a second such "node" between which a stable wormhole exists,
which can be used as a shortcut during hyperspace travel. (Chapter 8.4)
• Food: Any item that can be consumed by a character for energy. (Chapter 5.4)
• Fortitude Save: A roll made in dire situations where a character's innate toughness can mitigate the outcome.
(Chapter 2.4)
• Free Action: Any action that is considered "automatic", taking no appreciable amount of time to complete.
(Chapter 9.0)
• Frozen Planet: A planet that is so cold that whatever water does exist on its surface is most commonly in the
form of ice. (Chapter 10.2.1)
• FRS: Acronym for "Fortitude Save". (Chapter 2.4)
• Frustration Level: A value which measures how frustrated a trader is, based upon how things go during the
course of a trading transaction. (Chapter 5.1.2)
• Fuel: A substance that provides energy for a vehicle or starship. (Chapter 5.8)
• Fuel Efficiency: A ratio which measures the amount of fuel that is expended by a vehicle over a given distance of
travel. (Chapter 8.1)
• Fuel Point: A cubic meter of fuel contained by a vehicle or starship while Simple Count is employed. (Chapter
8.1)
• Full-Round Action: A complex action requiring a full combat round in order to complete. (Chapter 9.0)
• Gamemaster: A player whose job it is to direct the game for the remaining players. (Chapter 10.0)
• Gamemastering: The art of running a role-playing game, which involves telling a story while keeping things
within the confines of the rules. (Chapter 10.0)
• Gas Giant Planet: A large planet primarily composed of large amounts of gases usually with a poorly-defined solid
or liquid center. (Chapter 10.2.1)
• GM: Acronym for "Gamemaster". (Chapter 1.1)
• Goal: An objective that may be assigned to a combatant group during Simple Combat other than the total
elimination of all opposing parties, OR an objective which must be fulfilled by the Player Characters in order to
bring an Adventure to a successful conclusion. (Chapters 9.1; 11.1)
• Gore: A Natural Weapon that causes damage through piercing, which usually involves running a sharpened point
into the target. (Chapter 10.2.5)
• Gunner: A Specialist in charge of aiming and firing a vehicle's weaponry. (Chapter 9.3)
• Gustatory Organ: A Sensory Organ that gives a Lifeform the sense of taste. (Chapter 10.2.5)
• Haggle: The art of re-negotiating the price of an item, whether it’s being bought or sold. (Chapter 5.1.2)
• Hangar Capacity: The volume of internal space a parent vehicle or starship may use for the storage of child craft.
(Chapters 6.2; 7.2)
• Hastily: A method a character may employ to quickly put on physical armor, inflicting various penalties in the
process. (Chapter 5.3)
• HD: Acronym for "Hit Difficulty". (Chapter 1.1)
• Heavy Weather: A category of planetary Weather that causes significant interference to a vehicle's transit.
(Chapter 8.1)
• Helpless: A condition wherein a character or creature is unable to perform any action for whatever reason.
(Chapter 9.2)
• Hero Level: A term describing a number of building points a character possesses above the amount they had as a
new character, given either as a result of game-play or deliberately during the creation process. (Chapter 2.4)
• Heterotroph: Any organism that cannot synthesize its own food and must get energy from external sources;
another term for a consumer. (Chapter 10.2.5)
• Hit Difficulty: The Difficulty Class of an attack roll, used to determine if a combatant is successfully hit or not.
(Chapter 1.1)
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APPENDIX THREE: GLOSSARY AND ACRONYM KEY
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• Hit Points: A measure of the amount of physical damage a character or object can take before dying or being
destroyed, respectively. (Chapter 2.4)
• Hot Racking: The act of assigning more than one person to a small Accommodation Space, increasing a vehicle or
starship's capacity at the cost of a performance drop. (Chapter 6.2)
• House Rule: Any rules adopted by a particular role-playing group outside the normal rules. (Chapter 10.1)
• HP: Acronym for "Hit Points". (Chapter 2.4)
• Hull Damage: A form of damage that occurs to a vehicle or starship's outer hull that leads to Structural Fatigue.
(Chapters 9.3; 9.4)
• Hydrosphere: All of the liquid material located on the surface of an astronomical body. (Chapter 10.2.1)
• Hyperspace: A phenomenon wherein space-time is contracted ahead of a craft and expanded behind, forming a
"warp bubble" that allows superphotonic travel to occur. (Chapter 8.4)
• Hyperspace Coordinates: A set of coordinates ranging from 0 to 250, used to denote the position of all stars,
fluxes, nebulae, starships and other phenomena within a Sector. (Chapter 8.4)
• Hyperspace Lane: The outermost Orbital Lane of all star systems, used as the Destination Planet when a space
vehicle or starship wants to enter hyperspace and used as the Source Planet when the craft enters the system
from hyperspace. (Chapter 8.3)
• ICC: Acronym for "Interstel Comm Center".
• In Melee: A condition wherein a combatant is within two melee combat range increments of an opponent.
(Chapter 9.2)
• Incubation Period: A period of time after a character or creature's exposure to a Poison or Pathogen before Stage I
effects begin. (Chapter 12.4.2)
• Industrial Age: A level of Technological Development that denotes industrial societies incapable of faster-than-
light space travel. (Chapter 10.2.5)
• Infection: A condition that occurs when a character with one or more Wounds has a critical failure on a healing
Check, with effects similar to those of necrotoxins. (Chapters 9.2; 12.4.2)
• Inferno: A planetary temperature category denoting surface temperatures between 100 degrees and 2000 degrees
Celsius or higher. (Chapter 10.2.1)
• Inflation: The act of assigning extra Building Points to a new character in an attempt to make them balanced
with previously established characters. (Chapter 10.4)
• INIT: Acronym for "Initiative". (Chapters 6.2; 7.2)
• Initial Offer: Another term for Initial Offer Price. (Chapter 5.1.2)
• Initial Offer Price: A value for a trade good that represents a trader’s opening offer, either for sale or purchase.
(Chapter 5.1.1)
• Initiative: A measure of a character's quickness and availability to react, or the relative agility of a vehicle or
starship. (Chapters 2.4; 6.2; 7.2)
• Initiative-Based Movement: A method for determining how far a combatant can travel during a round that
utilizes their Initiative rating. (Chapter 9.1)
• Innerzone: Another term for Pre-Ecosphere. (Chapter 10.2.1)
• INT: Acronym for the Intellect Attribute. (Chapter 2.1)
• Intellect: A mental Attribute that measures a character’s ability to learn and reason. (Chapter 2.1)
• Interplanetary Travel: Travel between two points within the same star system whether the source and/or
destination are planets or not. (Chapter 8.3)
• Interstel Comm Center: The official name of the Starflight III forums, located at http://icc.starflight3.org.
• Interstellar Travel: Travel between two points in hyperspace, usually between two star systems. (Chapter 8.4)
• Intertemporal Travel: An extremely hazardous process involving travel between two points in time. (Chapter
8.5)
• Interval Multiplier: An amount that is either added to the mass or long dimension of a specific lifeform,
dependent upon the outcome of a die roll. (Chapter 10.2.5)
• Intraplanetary Travel: Travel between two points on the same planet; also known as planetary exploration.
(Chapter 8.2)
• Invulnerable: A special condition wherein a starship is incapable of being damaged without the prior fulfillment
of very specific pre-conditions. (Chapter 7.3)
• Jump Pod: A pod designed to open a temporary artificial flux; it requires a Quantum Mechanics Check to properly
operate. (Chapter 8.4)
• Kilometer Per Hour: A non-relativistic velocity wherein a vehicle travels one kilometer over the course of one
hour. (Chapter 8.0)
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APPENDIX THREE: GLOSSARY AND ACRONYM KEY
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• Kilometer Per Second: A relativistic velocity wherein a vehicle travels one kilometer over the course of one
second. (Chapter 8.0)
• KPH: Abbreviation for Kilometer Per Hour. (Chapter 8.0)
• KPS: Abbreviation for Kilometer Per Second. (Chapter 8.0)
• Learning Rate: A generic mental Attribute used to measure raw intelligence and the speed at which a character or
creature learns. (Chapters 2.1; 10.2.5)
• Lethal Damage: Any kind of damage which is intended to kill or cause lasting effects to a combatant. (Chapter
9.2)
• Life Stage: One of several time periods in the life of a character or creature marked by variations in their
characteristics due to their age. (Chapters 2.4; 10.2.5)
• Lifeform: Any specific living organism. (Chapter 10.2.5)
• Lifeform List: A directory of Significant Lifeforms that may be found on a planet's surface. (Chapter 10.2.1)
• Light Weather: A category of planetary Weather that causes some interference to a vehicle's transit. (Chapter 8.1)
• Limitation: The maximum class of basic equipment that may be installed on a chassis of a given type. (Chapter
7.2.1)
• Linear Kinematics: The motion of objects in straight lines without consideration of the circumstances leading to
the motion. (Chapter 8.0)
• Liquid Planet: A planet whose surface is at least half-covered by water or any other liquid compound. (Chapter
10.2.1)
• Lithosphere: A list of the predominant solid elemental material located within the surface of an astronomical
body. (Chapter 10.2.1)
• Location-Based Adventure: A type of Adventure wherein the Event Pacing is dependent upon a specific Site.
(Chapter 11.1)
• Long Dimension: The spatial extent of a lifeform involving the greatest overall distance. (Chapter 10.2.5)
• MAB: Acronym for "Melee Attack Bonus". (Chapter 2.4)
• Maimed: A condition wherein a single Body Part takes twice the number of Wounds as a creature's Durability,
resulting in permanent loss of function in that body part. (Chapter 9.2)
• Maintenance Cycle: An amount of time that passes between maintenance Checks for a synthetic lifeform.
(Chapter 10.2.5)
• Marching Order: The distance between members of a group relative to each other, used to determine what
members of the group may be targeted by opposing groups first. (Chapter 9.1)
• Massive Attack: A single attack that causes 50 or more points of Lethal Damage, which results in either
Unconsciousness or Clinical Death. (Chapter 9.2)
• Maximum Age: The highest age an individual Lifeform can obtain, determined upon reaching Venerable Age.
(Chapter 10.2.5)
• Maximum Armor: The maximum Armor Class a vehicle can use without the need for the Reinforced Chassis
Accessory. (Chapter 6.2)
• Maximum Bound: A trader's Boundary Price when purchasing items. (Chapter 5.1.1)
• Maximum Potential Lifespan: The longest possible age to which a lifeform may live, barring any kind of injury or
illness. (Chapter 10.2.5)
• Maximum Speed: The highest velocity a vehicle can achieve without risking structural collapse. (Chapter 6.2)
• MED: Acronym for the Medicine Discipline. (Chapter 2.1)
• Medical Technologies: Any kind of device or tool designed to be used for the purpose of diagnosing medical
problems in a sentient being and/or treating those problems. (Chapter 5.4)
• Medicine: A Discipline that measures a character's understanding of the science and "art" of maintaining and/or
restoring health through study, diagnosis and treatment. (Chapter 2.1)
• Medicine (Object): An object that can be administered to a character as a means of treating on-going medical
problems. (Chapter 5.4)
• Megafauna: Any animal on a planet's surface that is a Significant Lifeform. (Chapter 10.2.1)
• Megaflora: Any non-animal on a planet's surface that is a Significant Lifeform. (Chapter 10.2.1)
• Melee: Any form of combat wherein a combatant is in the same grid square as their target. (Chapter 9.1)
• Melee Attack Bonus: An amount added to a character's attack roll when engaged in melee combat. (Chapter 2.4)
• Melee Combat: Any combat on the character scale wherein an attacking combatant is within 75 meters of their
target. (Chapter 9.2)
• Melee Weapon: Any weapon whose mode of damage consists of mechanical energy imparted to it by the physical
strength and dexterity of its user, generally used in close quarters. (Chapter 5.2)
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• Mental Disease: Any disease inflicted upon a character or creature contracted as a result of a psychokinetic
attack. (Chapter 12.4.2)
• Mercator Projection: A cylindrical map projection of a planet's surface that represents lines of constant course as
straight segments. (Chapter 10.2.1)
• Metadata: Any data used to describe other data, such as a listing of a vehicle's accessories during the course of
game-play. (Chapter 3.8)
• Meta-Game Thinking: A non-role-playing form of thinking that occurs when a player decides on an action based
upon the way the gamemaster is running the game, rather than based upon what their character would probably
do. (Chapter 10.1)
• Metal Age: A level of Technological Development that denotes pre-industrial but not pre-historical societies.
(Chapter 10.2.5)
• Microsleep: A condition that may occur while a character has a sleep debt, wherein they temporarily fall asleep
after failing a Check. (Chapter 12.4.2)
• Middle Age: A life stage occurring between Adulthood and Old Age during which deterioration of physical
abilities begins. (Chapter 10.2.5)
• Min: A shortened form of mineralogical density. (Chapter 12.4.1)
• Mineral Density: A measure of how much of a planet's surface contains mineable materials. (Chapter 10.2.1)
• Mineralogical Density: Another term for Mineral Density. (Chapter 10.2.1)
• Mineralogical Percentage: Another term for Mineral Density. (Chapter 10.2.1)
• Minimum Bound: A trader's Boundary Price when selling items. (Chapter 5.1.1)
• Minimum Engine: On certain vehicles, the minimum Class of Engine that can be installed that will still allow the
vehicle to be operated successfully. (Chapter 6.2)
• Mission: Another term for Adventure. (Chapter 11.0)
• Mode Of Contraction: The method through which a character is exposed to a Poison or Pathogen. (Chapter
12.4.2)
• Molten Planet: A planet that, for whatever reason, has a surface that is at least half-covered with lava flows or
molten material. (Chapter 10.2.1)
• Money: A generally accepted means of exchange and measure of value. (Chapter 11.1)
• Moon: Any body within a star system that is a natural satellite of another body in the same system. (Chapter
10.2.1)
• Moonlet: A particularly small Moon. (Chapter 10.2.1)
• Motivation: A general listing of the reasons why a member of a sapient species may choose to go on an
adventure, which can be used by a GM to help gather story ideas involving members of that species. (Chapter
10.2.5)
• Motor Appendage: Any part of a creature's body whose primary function is to manipulate objects. (Chapters 9.2;
10.2.5)
• Mount: An accessory which allows a starship to carry Pods. (Chapter 7.2.2)
• Mountpoint: A property of a container object that indicates the part of the body on which it is meant to be worn.
(Chapter 5.4)
• Move Action: Any standard action that involves the relocation of a combatant or an adjustment of their
armament. (Chapter 9.0)
• Movement: Any action that affects a combatant's range to its current target. (Chapter 9.1)
• MU: Acronym for "(Arth) Monetary Unit". (Chapter 5.4)
• Mutilated: A form of Brain Death that occurs when a creature sustains damage equal to twice their maximum
number of Hit Points or more. (Chapter 9.2)
• Multiped: Any Runner that has more than four propulsive appendages. (Chapter 10.2.5)
• Nascent Feature: A property of a star that has either recently come to exist or can come into existence at a future
date as set by the system's creator. (Chapter 10.2.2)
• Natural Armor: Any form of Armor that occurs as part of a Lifeform's natural makeup. (Chapter 10.2.5)
• Natural Weapon: A specialized Body Part used by a Lifeform to deliberately damage another Lifeform. (Chapter
10.2.5)
• NAV: Acronym for the Navigation Discipline. (Chapter 2.1)
• Navigation: A Discipline that measures a character's ability to pilot craft and get people from one place to another
without getting lost. (Chapter 2.1)
• Navigation (Concept): The process of planning, reading and controlling movement from one place to another.
(Chapter 8.0)
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APPENDIX THREE: GLOSSARY AND ACRONYM KEY
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• Navigational Unit Distance: A distance used to measure a vehicle's fuel efficiency that is specific to the type of
chassis involved. (Chapter 8.1)
• Nebula: A cloud in space consisting of gas or dust, oftentimes presenting a hazard to navigation. (Chapter 8.4)
• Nebula Shields: A type of energy Shield capable of functioning within the boundaries of a nebula. (Chapters
6.2.3; 7.2.2)
• Neutral Character: A Non-Player Character that neither supports nor hinders the Player Characters. (Chapter
11.1)
• NHP: Acronym for "Non(-Lethal) Hit Points". (Chapter 2.4)
• Niche: A Lifeform's position on the food chain. (Chapter 10.2.5)
• No Grid: A form of measuring distance in combat using a 2d10 roll. (Chapter 9.1)
• Non-Lethal Damage: Any kind of damage that is intended to disable a combatant without necessarily causing any
kind of lasting injury. (Chapter 9.2)
• Non-Lethal Hit Points: A measure of the amount of Non-Lethal Damage a creature can take before they pass out.
(Chapter 2.4)
• Non-Player Character: Any character who is under the direct control of the gamemaster. (Chapter 2.4)
• Non-sapient: A Lifeform whose behavior does not indicate wisdom and subjective discernment. (Chapter 10.2.5)
• NPC: Acronym for "Non-Player Character". (Chapter 2.4)
• Old Age: A latter life stage marked by more significant deterioration of physical abilities. (Chapter 10.2.5)
• Olfactory Organ: A Sensory Organ that gives a Lifeform the sense of smell. (Chapter 10.2.5)
• Onomastikon: A name dictionary. (Chapter 10.2.5)
• Opportunity Attack: An attack made by an opposing combatant prior to a (usually significant) attack by a
combatant. (Chapter 9.2)
• Optimal Arc: The area within a combatant's Field of Vision wherein they may target an opponent and attack
without penalty. (Chapter 9.2)
• Optimal Planet: A Colonizable Planet with surface gravity between 0.8 and 1.2 gees where life has a particularly
good chance to thrive. (Chapter 10.2.1)
• Orbital Lane: A designated path in which a planet or other object may be placed in orbit around a star. (Chapter
8.3)
• Orbital Position: The position of a planet within a star system relative to the system's Ecosphere. (Chapter
10.2.1)
• Order Of Battle: During turn-based combat, a list used to determine the order in which combatants will conduct
their actions, based upon Initiative Checks made by all combatants. (Chapter 9.1)
• Outerzone: Another term for Post-Ecosphere. (Chapter 10.2.1)
• Outfit: A set of clothes worn for a specific purpose. (Chapter 5.4)
• Outfitter Rule: A method of using real-world data to rapidly generate objects for in-game use without pre-
existing data on them. (Chapter 5.4)
• Overcrowded: A situation wherein a vehicle is carrying more personnel than it is rated for, resulting in a drop in
performance. (Chapter 9.3)
• Overdosed: A condition wherein a medical patient attempting to temporarily regain consciousness either gains no
benefit from a stimulant or wherein their doctor fails the necessary Check, leading to poisoning. (Chapter 9.2)
• Parent Vehicle: Any vehicle that carries another vehicle. (Chapter 6.2)
• Parsec Per Hour: A relativistic velocity wherein a vehicle travels one parsec over the course of one hour. (Chapter
8.0)
• Passengers: A number that indicates the maximum number of personnel that are not essential to the operation of
a vehicle or starship but may still use it as a means of conveyance. (Chapters 6.2; 7.2)
• Pathogen: Any organism or substance capable of causing disease. (Chapter 12.4.2)
• PC: Acronym for "Player Character". (Chapter 2.4)
• Percentage Count: A method of keeping track of a vehicle or starship's fuel consumption, which compares the
current fuel status to the maximum fuel capacity as a percentage. (Chapter 8.1)
• Peripheral Arc: The area within a combatant's Field of Vision wherein they may target an opponent but take a
penalty when they attack. (Chapter 9.2)
• Permanent Pod: A Pod that is not designed to be removed from a starship except in drydock. (Chapter 7.2.2)
• Personality: A general listing of how a member of a species can be expected to behave in social situations.
(Chapter 10.2.5)
• PHY: Acronym for the Physique Attribute. (Chapter 2.1)
• Physical Grid: A form of measuring distance in combat using an orthogonal grid of squares. (Chapter 9.1)
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APPENDIX THREE: GLOSSARY AND ACRONYM KEY
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• Physique: A physical Attribute that measures a character’s health, stamina and recuperative abilities. (Chapter
2.1)
• Pincer: A Natural Weapon consisting of two Claws, which also commonly acts as the manipulator portion of a
Lifeform’s motor appendages. (Chapter 10.2.5)
• Planetary Orbital Lane: Any Orbital Lane located around a planet, used for the purpose of placing moons, rings or
other phenomena in orbit around it. (Chapter 8.3)
• Planetary Size Class: A shorthand measurement of the overall Bounding Box Volume of a planet or space body.
(Chapter 10.2.1)
• Planetary Type: A generic planetary stat that describes the predominant surface conditions. (Chapter 10.2.1)
• Planet-Side Adventure: An Adventure with a Setting located on a planet's surface but outside of a community.
(Chapter 11.2.2)
• Player Character: A character who is under the control of any player besides the gamemaster and acts as their
alter ego within the game. (Chapter 2.4)
• Plot Slicing: A technique for developing the plot of a story that involves asking progressive questions about
intended events, filling in additional information as the process continues. (Chapter 11.1.1)
• Pocket: Any item or device that allows a player to carry an item without the use of a motor appendage. (Chapter
5.4)
• Pod: A semi-permanent accessory that acts as an add-on module attached to the outer hull of a starship. (Chapter
7.2.2)
• Point: A numerical value used during the character building process to determine their final characteristics.
(Chapter 2.4)
• Poisoned: A debilitating condition that occurs when a character fails a Fortitude Save after being exposed to a
harmful substance. (Chapters 9.2; 12.4.2)
• Polysolar System: Any star system that contains more than one star. (Chapter 10.2.2)
• Post-ecosphere: The zone around a star between its Ecosphere and its outer boundary, where conditions are too
cold for life to exist. (Chapter 10.2.1)
• Power: A physical Attribute that measures a character’s muscle and physical strength. (Chapter 2.1)
• Precognition: Knowledge of future events or another being’s future thoughts. (Chapter 12.4.2)
• Pre-ecosphere: The zone around a star between the star and its Ecosphere, where conditions are too hot for life to
exist. (Chapter 10.2.1)
• Premise: Another term for Adventure Hook. (Chapter 11.1)
• Primary Category: A designation of the most important function of an object. (Chapter 10.2.4)
• Projectile Weapon: Any weapon whose mode of damage consists of mechanical energy released upon the impact
of a propelled object. (Chapters 5.2; 6.2.3; 7.2.2)
• Prone: A condition wherein a character or creature has dropped to the ground. (Chapter 9.2)
• Proportions: The ratio of the length of a lifeform's long dimension to the area of its other two dimensions.
(Chapter 10.2.5)
• Propulsive Appendage: A Body Part that enables a character or creature to move from one point to another by
any means. (Chapters 5.4; 10.2.5)
• Prosthetics: Any artificial Body Part used to replace a maimed Body Part. (Chapter 9.2)
• Protagonist: The central or main character in a story; another term for Player Characters. (Chapter 11.1)
• PSC: Acronym for "Planetary Size Class". (Chapter 10.2.1)
• Pseudorandom Encounter: A Random Encounter that is planned before an adventure begins. (Chapter 11.1)
• Psionics: The study and/or practice of using the mind to induce phenomena without necessarily having any
means of explanation. (Chapter 12.4.2)
• Psychokinesis: The ability to hold influence over an object or event mentally. (Chapter 12.4.2)
• PWR: Acronym for the Power Attribute. (Chapter 2.1)
• Quadrant: When in lowercase, a division of a star system when viewed on a two-dimensional plane equal to one-
quarter its entire area. (Chapter 8.3)
• Quadrant: When capitalized, a division of a galaxy when viewed on a two-dimensional plane equal to one-quarter
its entire area. (Chapter 8.4)
• RAB: Acronym for "Ranged Attack Bonus". (Chapter 2.4)
• Radiation Poisoning: A form of poisoning that occurs when a character fails a Fortitude Save after being exposed
to a radioactive environment or substance. (Chapter 12.4.2)
• Random Encounter: An encounter whose purpose is anything other than fulfilling an objective within an
adventure. (Chapter 11.1)
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APPENDIX THREE: GLOSSARY AND ACRONYM KEY
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• Range Zero: A situation that occurs when a combatant is in the same grid square with their target, is
immediately adjacent to the target or rolls zero for range to target, depending upon what grid method has been
selected for combat. (Chapter 9.1)
• Ranged Attack Bonus: An amount added to a character's attack roll when engaged in ranged combat. (Chapter
2.4)
• Ranged Combat: Any combat on the character scale wherein the attacking combatant is within 400 meters of
their target. (Chapter 9.2)
• Reaction: The final determination of the outcome of a character's Actions. (Chapter 10.5)
• Real Count: A method of keeping track of a vehicle or starship's fuel consumption that uses the actual amount of
fuel mineral currently contained by the craft. (Chapter 8.1)
• Real Distance: A method of measuring the distance between two points in hyperspace, which employs the
Pythagorean Theorem. (Chapter 8.4)
• Real-World Training: Any points that a character receives in a given Skill or Sub-Discipline as a result of game-
play other than training lessons purchased. (Chapter 11.1)
• Reflex Save: A roll made in dire situations where a character's quick reflexes can mitigate the outcome. (Chapter
2.4)
• Relations With Other Races: A general listing of how members of a sapient species commonly interact with other
sapient races, usually limited to those species in the same Sector of space. (Chapter 10.2.5)
• Relative Speed Category: One of five categories that indicate how fast lifeforms with a particular mode of
transportation move as compared to each other. (Chapter 10.2.5)
• Repair Mineral: One of five specific elements required in order to conduct major repairs outside of Starport.
(Chapter 12.2)
• Reproductive Organ: A Body Part used by a character or creature as a means to continue their species. (Chapter
5.4)
• Resolution: The portion of a story wherein the plot is concluded or resolved. (Chapter 11.1)
• Resurrection: An impossible state of affairs in SFRPG involving the revival of a character after the onset of Brain
Death. (Chapter 9.2)
• Resuscitation: Any attempt made to bring a character or creature out of Clinical Death. (Chapter 9.2)
• RFS: Acronym for "Reflex Save". (Chapter 2.4)
• Rock Planet: A planet with a solid surface that otherwise fails to meet the definition of a Liquid, Molten or
Frozen Planet. (Chapter 10.2.1)
• Role-Playing Game: A specific class of games in which the player(s) assumes the role of a character, played with
pencil and paper, on a computer or through another medium. (Chapter 1.0)
• Rolled: A condition that occurs when a land vehicle critically fails a Vehicle Piloting Check after taking damage,
which inflicts further hull damage and renders the vehicle completely immobile. (Chapter 9.3)
• Round: A period of time equal to six seconds used for combat purposes. (Chapter 9.0)
• RPG: Acronym for "Role-Playing Game". (Chapter 2.1)
• RPG-style: A mode of game-play that requires characters and creatures to use Attributes and Skills. (Chapter 2.0)
• Runner: A lifeform that is based on land. (Chapter 10.2.5)
• Safe Accommodation Space: A volume of space used in the design process of vehicles and starships reserved
specifically for living quarters based on the Size Class of the craft being created. (Chapter 6.2)
• Safe Cargo Space: A volume of space used in the design process of vehicles and starships reserved specifically for
internal cargo carrying, based on the Size Class of the craft being created. (Chapter 6.2)
• Sapient: A Lifeform whose behavior indicates wisdom and subjective discernment, is capable of acting with
judgment, and has the capacity to abstractly communicate ideas to other beings. (Chapter 10.2.5)
• SC: Acronym for "Size Class". (Chapters 6.2; 7.2)
• Scanner: Any device used to electronically gather information about a character's surroundings. (Chapter 5.4)
• SCI: Acronym for the Science Discipline. (Chapter 2.1)
• Science: A Discipline that measures a character’s understanding of the acquisition and application of systematic
knowledge. (Chapter 2.1)
• Scribe: A player assigned by a group in order to keep track of particularly important information. (Chapter 10.5)
• Searing: A planetary temperature category denoting surface temperatures between 50 degrees and 100 degrees
Celsius. (Chapter 10.2.1)
• Sector: An interstellar area covering 62,500 square parsecs, used as a basic intergalactic division of space. (Chapter
8.4)
• Sector Block: A subdivision of a Sub-Quadrant equal to one-twenty-fifths of its entire area when viewed on a
two-dimensional plane that contains twenty-four individual Sectors. (Chapter 8.4)
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APPENDIX THREE: GLOSSARY AND ACRONYM KEY
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• Self-Control Check: A voluntary die roll made by a player in order to overcome the negative effect of a
Complication. (Chapter 11.1)
• Sensory Organ: A Body Part that performs any function related to perception. (Chapter 5.4)
• Sentient: Any Lifeform that has the capacity to feel sensations. (Chapter 10.2.5)
• Services: Activities performed by one entity for the benefit of another entity. (Chapter 5.4)
• Setting: The time, place and circumstances under which an Adventure or Campaign is set. (Chapter 10.5)
• Severe Weather: A category of planetary Weather that causes substantial interference to a vehicle's transit and
causes damage as well. (Chapter 8.1)
• SF1: Acronym for "Starflight One" (Starflight I). (Chapter 1.0)
• SF2: Acronym for "Starflight Two: Secrets of the Cloud Nebula" (Starflight II). (Chapter 1.0)
• SFRPG: Acronym for "The Starflight Role-Playing Game". (Chapter 1.0)
• Shaken: A debilitating condition imposed on a character after a traumatic experience. (Chapter 9.2)
• Shield: A form of Armor that consists of a physical object carried by a motor appendage. Can also refer to a device
or system that emits a protective energy field around the character, vehicle or starship on which it is employed.
(Chapters 5.2; 6.2.3; 7.2.2)
• Shield Hit Points: A number of Hit Points that represent the remaining strength in the shields of a character,
vehicle or starship. (Chapters 5.3; 6.2; 7.2)
• Shooting: Any form of combat wherein a combatant is at a non-zero range to their target. (Chapter 9.1)
• SHP: Acronym for "Shield Hit Points". (Chapters 6.2; 7.2)
• Shyneum: A crystalline element used as fuel in Starflight Two. (Chapter 8.1)
• Shyneum Penny: The primary mode of currency in the Delta Sector prior to 4640. (Chapter 5.4)
• SI: Acronym for "Strength Index". (Chapters 2.4; 6.2; 7.2)
• Significant Lifeform: Any Lifeform that has intrinsic monetary value, usually possessing a significant overall size.
(Chapter 10.2.1)
• Simple Combat: A form of combat that resolves the action as quickly as possible with a minimum amount of
detail about it. (Chapter 9.1)
• Simple Count: A method of keeping track of a vehicle or starship's fuel consumption that allows a certain number
of actions to be performed per whole cubic meter of fuel expended. (Chapter 8.1)
• Simple Distance: An inaccurate but fast method of measuring distance between two points in hyperspace, by
simply adding the difference of their x Hyperspace Coordinates to the difference of their y Hyperspace
Coordinates. (Chapter 8.4)
• Simultaneous Combat: A form of combat timing that resolves the actions of all combatants simultaneously
during a round. (Chapter 9.1)
• Sinking: Another term for Taking on Water; when the involved count exceeds a sea vehicle's Size Class, it is
considered sunk and destroyed. (Chapter 9.3)
• Site: A single, given location used as the Setting for an Adventure. (Chapter 11.2.1)
• Size: A shortened usage of Size Class. (Chapter 10.2.5)
• Size Class: A shorthand measurement of the overall Bounding Box Volume of a vehicle or starship. (Chapters 6.2;
7.2)
• Skill: A field of application whose usage is more specific than that of a given Attribute. (Chapter 2.1)
• Skill Check: Another term for Check. (Chapter 3.0)
• Slap: A Natural Weapon that uses the direct physical force of a specialized portion of a Lifeform's body. (Chapter
10.2.5)
• Sleep Debt: A cumulative measure of the number of hours of rest a character or creature has missed used to
measure the degree of Sleep Deprivation effects they may be experiencing. (Chapter 12.4.2)
• Sleep Deprivation: A condition wherein a Lifeform has not received sufficient rest, resulting in a drop in overall
function and an accumulation of Sleep Debt. (Chapter 12.4.2)
• Slot: A measure of the size of a pocket or object, used to reflect volume. (Chapter 5.4)
• Smoke Inhalation: A damaging condition that occurs when a character fails a Stamina Check after being exposed
to an atmosphere containing a substance their physiology cannot process. (Chapter 12.4.2)
• Snap Turn: Any attempt to turn a vehicle without using movement points, which requires a Vehicle Piloting
Check to execute. (Chapter 9.3)
• Sniper-Style Weaponry: Any weapon designed to be able to hit a target beyond the normal bounds of ranged
combat. (Chapter 9.2)
• Sniping: Any attempt made to hit a target at a distance greater than fifteen ranged combat increments. (Chapter
9.2)
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APPENDIX THREE: GLOSSARY AND ACRONYM KEY
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• Source Planet: In Interplanetary travel, the point from which a space vehicle or starship departs. (Chapter 8.3)
• SP: Acronym for "Shyneum Penny". (Chapter 5.4)
• Space Adventure: An Adventure wherein a character group must leave the confines of a planet. (Chapter 11.2.4)
• Special Action: Any action that has special, usually ongoing effects involved. (Chapter 9.0)
• Special Weapon: Any weapon that does not match the criteria of a Beam Weapon, Projectile Weapon or Melee
Weapon. (Chapters 5.2; 6.2.3; 7.2.2)
• Specialist: A character who is charged with a specific function during a vehicle's operation. (Chapter 9.3)
• Specialty Trade Good: A trade good that can be bought or sold at a very limited number of worlds, which are
usually highly desirable to the final purchaser. (Chapter 5.6)
• Speed: A measure of the distance an object travels over a given time period. (Chapter 9.1)
• Speed-Based Movement: A method for determining how far a combatant can travel during a round that utilizes
their established maximum speed. (Chapter 9.1)
• Sphere Of Influence: A Starfaring Age sapient lifeform's Territory encompassing at least one star system and part
of the surrounding area of hyperspace wherein their ships may be encountered. (Chapter 10.2.5)
• Stall: A condition that occurs when an air vehicle cannot generate enough lift in order to stay airborne. (Chapter
9.3)
• Standard Action: A simple action that requires only a small amount of time in order to complete. (Chapter 9.0)
• Standard Trade Good: A trade good that can be bought and sold at most planets, the value of which is dependent
upon market forces. (Chapter 5.5)
• Standard Trade Value: The fair market value of any trade good. (Chapter 5.1.1)
• Standard Trade Value Per Cubic Meter: The ratio of a Lifeform's Standard Trade Value to its overall Volume.
(Chapter 10.2.5)
• Starfaring Age: A level of Technological Development that denotes highly industrialized societies capable of
faster-than-light space travel. (Chapter 10.2.5)
• Starflight-style: A mode of game-play that requires characters and creatures to not use Attributes and Skills.
(Chapter 2.0)
• Starship: Any spacecraft that has the capability to travel at a rate of speed faster than that of light. (Chapter 7.0)
• Starvation: A potentially fatal process that occurs when a Creature does not take in sufficient food or water.
(Chapter 12.4.2)
• Starving: A potentially fatal condition wherein a character or creature has not taken in sufficient food or liquid
necessary to sustain their life processes. (Chapter 12.4.2)
• Stasis: A condition wherein a character or creature is placed in suspended animation. (Chapter 9.2)
• Stellar Luminosity Class: A categorical property of stars that measures them based on how large and how bright
(and by extension, how hot) they are. (Chapter 10.2.2)
• Step: A free action on the character scale wherein a combatant moves less than six meters during a round.
(Chapter 9.2)
• Sting: A type of Gore weapon, usually small with a serrated edge and containing venom. (Chapter 10.2.5)
• Stone Age: A level of Technological Development that denotes pre-historic societies. (Chapter 10.2.5)
• Strength Index: A composite value of available hit points and maximum weapon damage available, used to gauge
the overall strength of a combatant compared to other combatants. (Chapters 2.4; 6.2; 7.2)
• Structural Fatigue: A condition that occurs when any vehicle or starship has hull damage, which requires checks
of the craft's structural integrity after most subsequent actions. (Chapters 9.3; 9.4)
• Stunt: Any movement on the character scale designed to give a temporary bonus to a combatant's Hit Difficulty.
(Chapter 9.2)
• Subarctic: A planetary temperature category denoting surface temperatures between absolute zero and -100
degrees Celsius. (Chapter 10.2.1)
• Sub-discipline: A field of application whose usage is more specific than that of a given Discipline. (Chapter 2.1)
• Sub-quadrant: A subdivision of a Quadrant (capitalized) equal to one-fifth of its entire area when viewed on a
two-dimensional plane. (Chapter 8.4)
• Suffocating: A potentially fatal condition wherein a character has failed a Stamina Check after being exposed to
an atmosphere in which they cannot respire. (Chapter 12.4.2)
• Surface Gravity: A measure of the effect of the attraction of objects of mass to one another on a planet's surface.
(Chapter 10.2.1)
• Surface Type: One of five categories that indicate a planet's predominant surface conditions. (Chapter 8.2)
• Surprise Round: A round of combat in which certain combatants who are unprepared for combat cannot take any
actions. (Chapter 9.1)
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APPENDIX THREE: GLOSSARY AND ACRONYM KEY
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• Suspension Of Belief: A formula devised to justify the use of fantastic or non-realistic elements within a story.
(Chapter 11.1)
• Swimmer: A lifeform that is based in a liquid medium. (Chapter 10.2.5)
• Symmetry: The level of a Creature's correspondence of bodily features on either side of a dividing line, plane,
center or axis. (Chapter 10.2.5)
• Systems Damage: Any damage that occurs to a vehicle or starship after its SHP and AHP are reduced to zero.
(Chapters 9.3; 9.4)
• Tailored Encounter: The main events that take place within a story, used to move the plot further along.
(Chapter 11.1)
• Take 50: A condition that occurs when a player decides not to roll when a die roll is indicated, accepting a result
of fifty. (Chapter 3.0)
• Take 99: A condition that occurs when a player decides to take as much time as is needed to achieve maximum
results on a die roll, agreeing to take twenty times the normal amount of time and ineligibility to earn real-life
experience in exchange for a result of ninety-nine. (Chapter 3.0)
• Taking On Water: A process wherein a sea vehicle has taken enough damage to its hull to begin the process of
Sinking. (Chapter 9.3)
• Talent: Any positive Trait that may be assigned to a character. (Chapter 2.4)
• Target: A combatant subjected to an action by another combatant, usually an opponent. (Chapter 9.0)
• TEC: Acronym for "Total Encumbrance Class". (Chapter 5.4)
• Technological Development: A term that gives a general indication of how advanced a society is. (Chapter 10.2.5)
• Technology: A type of Artifact that has a useful game effect manufactured within the last 2-3 thousand years.
(Chapter 5.9)
• Telepathy: The awareness of thoughts of another being without communication through normal sensory
channels. (Chapter 12.4.2)
• Teleportation: The instantaneous movement of objects from one place to another using technological means.
(Chapter 8.2)
• Temperate: A planetary temperature category denoting surface temperatures between 0 degrees and 25 degrees
Celsius. (Chapter 10.2.1)
• Temperature Severity Level: A modifier based on the ambient temperature that determines the number of dice to
be rolled when a character sustains Heat or Cold Damage. (Chapter 12.4.2)
• Terrain Difficulty: A measure of the degree to which the terrain plays a factor in a vehicle or starship's transit.
(Chapter 8.1)
• Terrestrial Planet: A planet of any type other than Gas Giant. (Chapter 10.2.1)
• Territory: A listing of the general region of space in which a Starfaring Age species is most commonly found, or
the most heavily inhabited areas of a non-Starfaring Age race's homeworld. (Chapter 10.2.5)
• THD: Acronym for "Touch Hit Difficulty". (Chapter 2.4)
• Tools: Any device or piece of equipment that typically provides a mechanical advantage in accomplishing a
physical task or provides an ability that is not naturally available to its user. (Chapter 5.4)
• Total Encumbrance Class: The sum value of the encumbrance classes of all objects a character is carrying.
(Chapter 5.4)
• Touch Hit Difficulty: A Hit Difficulty unique to the character scale used in situations where an attack involves
directly touching an opposing combatant. (Chapter 2.4)
• Trade Good: An object designed for the sole purpose of being bought and sold to various parties. (Chapter 10.2.4)
• Trade Route: A type of Artifact that maps out a chain of buyers and sellers of Specialty Trade Goods. (Chapter
5.9)
• Trait: A special type of characteristic used to add abilities and depth to a character. (Chapter 2.4)
• Transmission Vector: Another term for Mode of Contraction. (Chapter 12.4.2)
• Trap: A manufactured device intended either as a means of raising an alert or causing direct damage to intruders.
(Chapter 11.2.1)
• Trojan Planetary System: A series of planets in close proximity to one another that orbit around a Barycenter,
which itself orbits around a star. (Chapter 10.2.2)
• Tropical: A planetary temperature category denoting surface temperatures between 25 degrees and 50 degrees
Celsius. (Chapter 10.2.1)
• True Random Encounter: A Random Encounter that is not planned before an adventure begins. (Chapter 11.1)
• Turn-Based Combat: A form of combat timing that resolves a combatant's actions immediately after they occur.
(Chapter 9.1)
_________________________________________________________________________
721
APPENDIX THREE: GLOSSARY AND ACRONYM KEY
_________________________________________________________________________
• Unarmed Attack: Any attack on the character scale made without the use of a weapon, which usually causes
non-Lethal Damage. (Chapter 9.2)
• Unconscious: A condition wherein a character or creature's Non-Lethal Hit Points have fallen to zero or less.
(Chapter 9.2)
• Unconventional Power Center: A form of municipal government that utilizes a generally unstable traditional
power structure. (Chapter 10.2.3)
• Undermanned Penalty: A debilitating condition that occurs when all of a vehicle's specialists are performing two
or more jobs simultaneously. (Chapter 9.3)
• United States Dollar: The real-life primary mode of currency used in the United States of America. (Chapter 5.4)
• Unusual Power Center: A form of municipal government that utilizes any non-traditional power structure.
(Chapter 10.2.3)
• Urban Adventure: An Adventure with a Setting located within a community, usually involving multiple Sites
within that area. (Chapter 11.2.3)
• USD: Acronym for "United States Dollar". (Chapter 5.4)
• User: A property of a vehicle that indicates what type of group will primarily operate it. (Chapter 6.0)
• Vaporized: Another term for Mutilated, used depending on the circumstances. (Chapter 9.2)
• Variable Trait: Any Trait that may be assigned to a character either as a Talent or Complication. (Chapter 2.4)
• Vehicle: A machine designed to transport substances, objects or individuals. (Chapter 6.0)
• Venerable Age: The latest life stage, marked by substantial deterioration of physical abilities and ending in death
from natural causes. (Chapter 10.2.5)
• Visual Organ: A Sensory Organ that gives a Lifeform the sense of sight. (Chapter 10.2.5)
• Volume: The total amount of three-dimensional space an object occupies. (Chapter 10.2.5)
• Weapon Accessories: An object designed to be attached to a weapon in order to improve upon or maintain its
performance or usability. (Chapter 5.4)
• Weapons Dice: Any extra dice assigned to a Creature's attacks during the design process. (Chapter 10.2.5)
• Weather: A set of all the phenomena occurring in a given atmosphere at a given time. (Chapter 8.1)
• Wield: To carry a weapon. Any penalties from a weapon affect whoever is wielding it. (Chapter 5.2)
• Wilderness Gear: Any piece of equipment designed to be employed in rural areas. (Chapter 5.4)
• Willpower Save: A roll made in dire situations where a character's mental fortitude can mitigate the outcome.
(Chapter 2.4)
• Wind: The flow of gases that compose an atmosphere, generally caused by the equalization of density between
two or more local areas. (Chapter 12.4.2)
• Wound: An additional form of damage taken by a character or creature that has debilitating, potentially fatal
effects. (Chapter 9.2)
• WPS: Acronym for "Willpower Save". (Chapter 2.4)
• X: When by itself, a substitution for Special Weaponry (originated in Starflight: Total Brawl). (Chapter 7.3)
• xd10: An abbreviation indicating a situation wherein a player should roll x ten-sided dice, where x is any given
integer. (Chapter 1.1)
• xd2: An abbreviation indicating a situation wherein a player should roll x two-sided dice (the result of a ten-sided
die where odds count as one and evens count as two), where x is any given integer. (Chapter 1.1)
• xd5: An abbreviation indicating a situation wherein a player should roll x "five-sided dice" (the result of a ten-
sided die divided by two and rounded up), where x is any given integer. (Chapter 1.1)
_________________________________________________________________________
722
INDEX
_________________________________________________________________________
INDEX
Abandon Ship Action (Starship) ........................................ 373 Assisted Revival .................................................................. 359
Accelerator Cannon (Starship)........................................... 266 Astrogation (Sub-Discipline).............................................. 104
Accessories Astronomy (Sub-Discipline)............................................... 102
Vehicle............................................................................... 221 Athlete (Archetype) ............................................................ 519
Starship-Specific .............................................................. 269 Attack Action Rules
Accumulating Interest........................................................ 493 Character-Scale ................................................................. 352
Acid ..................................................................................... 620 Starship-Scale.................................................................... 378
Actions, Combat Vehicle-Scale ..................................................................... 368
Character-Scale ................................................................. 346 Attack Bonuses (Character) ................................................. 93
Starship-Scale.................................................................... 373 Attack Item Action (Character) ......................................... 349
Vehicle-Scale ..................................................................... 361 Attributes ................................................................................ 7
Activate Item Action (Character) ...................................... 349 Ballistics (Sub-Discipline)................................................... 104
Acumen (Attribute)................................................................ 7 Bank (Starport Office) ........................................................ 493
Addicted (Complication).................................................... 120 Barkeeper (Archetype) ........................................................ 520
Administrator (Archetype) ................................................ 517 Barn Owl Unmanned Aerial Vehicle .................................. 233
Adventures, Settings Basic (Dumb-Fire) Missile
Planet-side ......................................................................... 480 Character-Scale ................................................................. 140
Site-Based .......................................................................... 478 Starship-Scale.................................................................... 268
Space ................................................................................. 481 Vehicle-Scale ..................................................................... 230
Urban ................................................................................ 480 Basic Biological Needs......................................................... 640
Adverse Temperatures and Burns...................................... 619 Battle Tactics (Sub-Discipline)........................................... 101
Aeoruiiaeo Battlecruiser (Chassis) ........................................................ 259
Homeworld ....................................................................... 595 Beam Weapons
Race Profile ......................................................................... 51 Character-Scale ................................................................. 136
Aerodrone (Chassis) ........................................................... 214 Starship-Scale.................................................................... 266
Aerodynamic Rating........................................................... 198 Vehicle-Scale ..................................................................... 228
Aeroplane (Chassis)............................................................ 213 Bemfblunk........................................................................... 595
AH-335 Azure Police Hovercopter...................................... 236 Best Price Points.................................................................. 128
Aid Action (Character) ....................................................... 350 Best Prices (Planet) ............................................................. 601
Air Vehicle Chassis ............................................................. 212 Bethamial ............................................................................ 570
Akerton VI .......................................................................... 590 Bike (Chassis)...................................................................... 205
Allergic (Complication) ...................................................... 118 Biology (Sub-Discipline)..................................................... 102
Alpha Sector........................................................................ 584 Black Acid Squirter ............................................................. 645
Alpha Strike Action Blades .................................................................................. 143
Starship-Scale.................................................................... 375 Bleeder (Complication)....................................................... 119
Vehicle-Scale ..................................................................... 364 Bluff (Sub-Discipline) ......................................................... 107
Alpha-Sector Languages (Sub-Discipline).......................... 107 Body Parts ........................................................................... 354
Ambidexterity (Talent) ...................................................... 117 and Pockets ....................................................................... 149
Ambush Predator, I.S.S. ........................................................ 301 Bonuses (Starship Design).................................................. 273
Amputee (Complication) ................................................... 119 Borno (Samantha Ripley) ................................................... 578
Android (Race Profile) .......................................................... 21 Bounty Hunter (Archetype) ............................................... 521
Anomaly Bow and Arrow................................................................... 141
Anthropology (Sub-Discipline) .......................................... 104 Brass Harpooner.................................................................. 645
Applied Relativity (Sub-Discipline) ................................... 105 Brawling (Skill) ..................................................................... 99
Archaeology (Sub-Discipline)............................................. 103 Breathing Cactus................................................................. 646
Archetypes .......................................................................... 498 Business Owner (Archetype) ............................................. 522
Ares-class Battleship ........................................................... 299 Butterfish, I.S.S..................................................................... 570
Armor Buttershark, I.S.S.................................................................. 570
Character-Scale ................................................................. 146 Calculating Distance
Starship-Scale.................................................................... 264 Interplanetary ................................................................... 323
Vehicle-Scale ..................................................................... 219 Interstellar......................................................................... 329
Armored (Chassis) .............................................................. 207 Campaigns........................................................................... 481
Arth ..................................................................................... 584 Canoe (Chassis) .................................................................. 208
Arthian Exoatmospheric Kill Vehicle ................................ 235 Capsule (Chassis)................................................................ 215
Arthian Mobile Planetary Defense Missile Launcher Carrier (Chassis) ................................................................. 210
("Cornered Beast") .............................................................. 234 Categorical Item Value Range Chart ................................. 424
Artifacts (Object Type) ...................................................... 418 Cease Concentration Action (Character) .......................... 346
Artifacts and Technologies ................................................ 183 Celestial Eagle Planetary Defense Reconnaissance
Artisan (Archetype)............................................................ 518 Satellite................................................................................ 235
Assassin (Archetype) .......................................................... 519 Change Alert Status Action (Starship) .............................. 374
Assisted Healing ................................................................. 358 Characters (Adventure) ...................................................... 472
_________________________________________________________________________
723
INDEX
_________________________________________________________________________
Charge Action (Character) .................................................347 Delta Sector .........................................................................594
Charm (Attribute)...................................................................7 Delta Sector Anomaly.........................................................336
Chichifa Delta-Sector Languages (Sub-Discipline) ...........................107
Homeworld .......................................................................595 Derived/Vital Statistics
Race Profile..........................................................................56 Characters............................................................................92
Ch-Q-Tss-T Determining for Creatures ...............................................457
Homeworld .......................................................................596 Starships ............................................................................254
Race Profile..........................................................................53 Vehicles..............................................................................201
Cionia ..................................................................................574 Dershetche
City of the Ancients (Planet)..............................................590 Race Profile..........................................................................58
Civilian (Vehicle User)........................................................217 Homeworld........................................................................596
Clerk (Archetype) ...............................................................523 Destroyer (Chassis).............................................................258
Clothing and Container Objects ........................................152 Dexterous Maneuvers (Skill) ................................................99
Clubs....................................................................................144 Diamondback -class Cruiser.................................................296
Cold Damage.......................................................................619 Difficulty Class Threshhold ...................................................3
Colony Recommendations .................................................403 Diplomacy (Skill) ................................................................101
Colony Sites Diplomat (Archetype).........................................................528
Alpha Sector ......................................................................592 Disarm/Sunder Action (Character) ....................................350
Delta Sector.......................................................................609 Discipline (Variable Trait) ..................................................116
Combat Actions ..................................................................340 Disciplines ...............................................................................6
Combat Arcs .......................................................................378 Disembark Action (Vehicle) ...............................................362
Combat Maneuvers (Sub-Discipline).................................105 Distances (Intraplanetary)..................................................313
Combat, Simultaneous (Mixed-Scale) ...............................383 Distress (Sub-Discipline) ....................................................108
Comeliness (Variable Trait) ...............................................114 Distress Action
Command (Discipline) ...........................................................6 Starship-Scale ....................................................................376
Commander (Archetype)....................................................523 Vehicle-Scale......................................................................366
Commercial (Vehicle User) ................................................217 Djaboon
Communication Technologies ...........................................166 Homeworld........................................................................597
Communications (Discipline) ................................................7 Race Profile..........................................................................60
Community Generation Table ...........................................414 Dock Action
Composite Environmental Effects .....................................641 Starship-Scale ....................................................................374
Con Artist (Archetype).......................................................524 Vehicle-Scale......................................................................364
Concentration (Skill) ............................................................99 Docking Bay (Starport Office)............................................496
Conflict................................................................................473 Doctor (Archetype) .............................................................528
Constrict Action (Character) .............................................348 Dodge (Skill)..........................................................................99
Contacts (Talent)................................................................117 Draffa Bastii
Coordinates, Planetary .......................................................313 Homeworld........................................................................596
Coordination (Sub-Discipline) ...........................................101 Race Profile..........................................................................63
Core Mechanic ........................................................................2 Draw/Sheathe Weapon Action (Character).......................346
Corvette (Chassis) ..............................................................257 Dreadnought (Chassis) .......................................................259
Coup de Grâce Action (Character).....................................348 Drop Item Action (Character) ............................................349
Courtesan (Archetype) .......................................................525 Drop Prone Action (Character) ..........................................349
Creating Custom Archetypes .............................................508 Drunkard (Archetype) ........................................................529
Creed (Complication) .........................................................119 Dwarf Planet .......................................................................392
Crew Training.....................................................................492 Dweenle
Crime Lord (Archetype)......................................................525 Race Profile..........................................................................45
Critical Potential .....................................................................3 Starships ............................................................................275
Crude (Complication).........................................................121 Dweenle One (Homeworld) .............................................597
Cruiser (Chassis) .................................................................210 Dweenle Three (Homeworld) ..........................................598
Crystal Planet, The .............................................................591 Dweenle Two (Homeworld) ............................................597
Crystal Sponge Plant...........................................................647 Earth ....................................................................................585
Cunning (Skill)....................................................................100 Edge of the Map, The..........................................................331
Curio Determination ..........................................................319 Education (Variable Trait) ..................................................116
Curious (Complication)......................................................119 Eight-Legged Rhino .............................................................648
Cutter (Chassis) ..................................................................209 Eject Action (Vehicle) .........................................................362
Damage Control (Sub-Discipline) ......................................106 Elan ......................................................................................587
Dark Lightning ....................................................................647 Electric Balloon....................................................................648
Dazed (Condition) ..............................................................361 Electromagnetism (Sub-Discipline)....................................106
De Lux, Phloon....................................................................571 Eleran ...................................................................................587
Debris ..................................................................................274 Elowan
Debutant (Archetype).........................................................526 Race Profile..........................................................................18
Deckhand (Archetype)........................................................527 Starships ............................................................................276
Defense Arcs........................................................................378 Elthar-Esh
Defenses (Object Type) ......................................................418 Planet .................................................................................598
Defenses Effects List ...........................................................423 Starship Stats ....................................................................275
_________________________________________________________________________
724
INDEX
_________________________________________________________________________
Elthesh................................................................................. 598 Funnel Tree ......................................................................... 650
Empathic Sense (Talent) .................................................... 118 Fur Tree ............................................................................... 650
Empty Systems Gaal VIII.............................................................................. 590
Alpha Sector...................................................................... 592 G'Aeresch............................................................................. 599
Delta Sector ...................................................................... 609 Galactic Areal Subdivisions ................................................ 330
Encounters Galilei Shuttle ..................................................................... 232
Lifeform............................................................................. 318 Gambler (Archetype) .......................................................... 534
Hyperspace........................................................................ 333 Gamemaster (Functions) .................................................... 388
Planets ............................................................................... 316 Gamemastering ................................................................... 388
Star Systems ..................................................................... 326 Game-Play
Encumbrance and Pockets.................................................. 148 Handling Irregularities ..................................................... 459
Engineer (Archetype).......................................................... 530 Phases ................................................................................ 461
Engineering (Discipline) ......................................................... 7 Styles ................................................................................. 458
Engines Gather Information (Sub-Discipline)................................. 108
Object Type ...................................................................... 418 GAV-1059 Fawkes Domestic VTOL Aircraft..................... 236
Starship ............................................................................. 262 Gazurtoid
Vehicle............................................................................... 220 Race Profile.......................................................................... 28
Enterprise, U.S.S. ................................................................. 593 Starships............................................................................ 277
Starship Stats .................................................................... 277 Geology (Sub-Discipline).................................................... 102
Entertainer (Archetype) ..................................................... 530 Give/Belay Orders Action
Entomology (Sub-Discipline) ............................................. 109 Starship-Scale.................................................................... 373
Eola (Community).............................................................. 613 Vehicle-Scale ..................................................................... 362
Equipment........................................................................... 151 Glowing Spinner ................................................................. 651
as Object Type.................................................................. 418 Glutton (Complication)...................................................... 119
Evasive Maneuvers (Sub-Discipline).................................. 105 G'Nunk
Evasive Maneuvers Action (Vehicle) ................................. 363 Race Profile.......................................................................... 38
Executioner (Archetype) .................................................... 531 Starships............................................................................ 278
Expanding Hippo ................................................................ 649 Gorzek ................................................................................. 609
Experience (Sub-Discipline) ............................................... 101 as a Starship ...................................................................... 279
Falerion................................................................................ 569 Gorzek's World.................................................................... 599
Falling.................................................................................. 623 Grapple Action (Character) ................................................ 348
Falling Objects .................................................................... 623 Gravitational Effects........................................................... 622
Farmer (Archetype) ............................................................ 532 Gravship (Chassis) .............................................................. 212
Fast Packs ............................................................................ 501 Greed (Complication) ......................................................... 119
Fence (Archetype)............................................................... 532 Green Balloon...................................................................... 651
Fightercraft (Chassis) ......................................................... 214 Green Blob........................................................................... 652
Finesse (Attribute).................................................................. 7 Grenades.............................................................................. 142
Fire....................................................................................... 620 Grey Anemone .................................................................... 652
Firing Weapons Grid (Combat Method) ...................................................... 341
Starship-Scale.................................................................... 378 Groundcar (Chassis) ........................................................... 206
Vehicle-Scale ..................................................................... 368 Grrg'Ah ................................................................................ 575
Fisherman (Archetype)....................................................... 533 Guardian Transmitter (Starship) ....................................... 279
Flamethrower Haggling .............................................................................. 133
Vehicle............................................................................... 228 Hail Action
Character........................................................................... 137 Starship-Scale.................................................................... 375
Flaws Vehicle-Scale ..................................................................... 365
acquiring in combat Halls of Memory (Planet) ................................................... 599
Starships.......................................................................... 380 Harrison's Secondary Base (Planet).................................... 589
Vehicles ........................................................................... 371 HD Modifiers (Mixed-Scale Combat)................................ 383
acquiring by design Head-On Ram Action (Vehicle) ......................................... 364
Starships.......................................................................... 255 Healing and Recuperation .................................................. 357
Vehicles ........................................................................... 202 Health (Variable Trait) ....................................................... 116
Fluxes Heat Damage ...................................................................... 619
Alpha Sector...................................................................... 591 Heaven................................................................................. 585
Delta Sector ...................................................................... 608 Helpless (Condition)........................................................... 360
Description........................................................................ 334 Herbology (Sub-Discipline) ................................................ 109
Food..................................................................................... 162 Hero Level ............................................................................. 88
Frigate (Chassis) ................................................................. 258 Herpetology (Sub-Discipline)............................................. 109
Frontier Scooter .................................................................. 237 Hiding and Seeking (Skill).................................................... 99
Frustration Level................................................................. 134 High and Low Gravity ........................................................ 622
Fuel ...................................................................................... 308 Hill Rat ................................................................................ 653
Fuel Efficiency Hired Gun (Archetype)....................................................... 534
Hyperspace........................................................................ 311 Hiring Crewmen ................................................................. 492
Normal Situations ............................................................ 309 Hiring Escorts ..................................................................... 491
Full Attack Action (Character) .......................................... 348 Hit Difficulty Ratings (Character)....................................... 92
_________________________________________________________________________
725
INDEX
_________________________________________________________________________
Hive Plant............................................................................654 Land Vehicle Chassis...........................................................205
Honest (Complication) .......................................................120 Landing ................................................................................328
Hooplah ...............................................................................600 Landslides ............................................................................623
Hostile Atmospheres ..........................................................621 Laser Cannon
Hot Fungus..........................................................................654 Starships ............................................................................266
House Rules.........................................................................388 Vehicles..............................................................................228
Housemate (Archetype)......................................................535 Laser Gun.............................................................................136
Hovercopter (Chassis) ........................................................212 Lasthope (Planet) ................................................................589
Human (Race Profile) .............................................................8 Lasthope (Starship) ..............................................................282
Humanoid Hopper ..............................................................655 Launch .................................................................................328
Humming Rock...................................................................655 Launch/Retrieve Small Craft Action
Humna Humna Starship-Scale ....................................................................374
Race Profile..........................................................................33 Vehicle-Scale......................................................................363
Starships ............................................................................280 Lawyer (Archetype) ............................................................539
Colony Five .......................................................................602 Leadership (Skill).................................................................101
Colony Four.......................................................................602 Lecherous (Complication)...................................................119
Colony One .......................................................................601 Lethal Damage and Wounds...............................................355
Colony Three ....................................................................602 Lieu Vadish
Colony Two ......................................................................601 Homeworld........................................................................603
Homeworld .......................................................................600 Race Profile..........................................................................65
Humna Humna Mineral Drone..........................................233 Lifeforms..............................................................................644
Hunger/Thirst .....................................................................640 Buoyancy ...........................................................................435
Hyperspace, Entering and Leaving .....................................327 Creating Lists ....................................................................406
Ideas Life Stages............................................................................94
for Adventures (Adventure) .............................................470 Niche Categories ...............................................................430
100 Basic............................................................................476 Non-Sapient ......................................................................428
Imperial Base (Planet) .........................................................590 Sapient ...............................................................................428
Improved Grab Action (Character) ....................................348 Special Abilities .................................................................446
Impulsive (Complication)...................................................120 Standard Trade Values......................................................180
Industrial (Vehicle User) ....................................................218 Symmetry ..........................................................................432
Initiative Synthetic ...........................................................................448
Character Statistic ..............................................................93 Life-Support Failure ............................................................643
determining for Mixed-Scale Combat..............................382 Lifting (Skill) .........................................................................99
Initiative Check...................................................................343 Linear Kinematics................................................................306
Innkeeper (Archetype)........................................................536 Linguistic Sense (Talent) ....................................................118
Insane (Complication) ........................................................121 Long-Term Care (Sub-Discipline) ......................................109
Inspire (Sub-Discipline) ......................................................101 Luck (Variable Trait)...........................................................115
Inspire Action Maneuvers
Starship-Scale ....................................................................373 Starship..............................................................................377
Vehicle-Scale .....................................................................362 Vehicle ...............................................................................367
Intellect (Attribute) ................................................................7 Manipulate Item/Object Action
Intensive Care (Sub-Discipline) .........................................108 Character-Scale..................................................................349
Interpreter (Archetype) ......................................................537 Starship-Scale ....................................................................375
Interstel (Starships) ............................................................280 Vehicle-Scale......................................................................364
Interstel Terrain Vehicle.....................................................204 Mardan II.............................................................................588
Intimidation (Sub-Discipline) ............................................107 Mardan IV ...........................................................................585
Intolerant (Complication) ..................................................120 Mark 77 Plasma Bolt Decoy................................................237
Intrepid, I.S.S. Marksmanship (Sub-Discipline).........................................104
Crew ..................................................................................566 Mars .....................................................................................591
method of time travel .......................................................336 Martial Artist (Archetype)..................................................539
Jam (Sub-Discipline) ...........................................................107 Mass Driver
Jam Action Character-Scale..................................................................140
Starship-Scale ....................................................................376 Starship-Scale ....................................................................267
Vehicle-Scale .....................................................................365 Math Expert (Talent)..........................................................117
Jealous (Complication) .......................................................120 Mathers, Louis "Slim"..........................................................571
Jettison Cargo Action (Vehicle) .........................................363 Mayor (Archetype)..............................................................540
Jink Action (Starship) .........................................................374 Mbe
Journalist (Archetype) ........................................................537 Homeworld........................................................................603
Jump Pods............................................................................334 Race Profile..........................................................................67
Jury Rig (Sub-Discipline)....................................................106 McGuin, Weylan .................................................................567
Jury Rig Action (Starship) ..................................................376 Mechanic (Archetype) ........................................................541
Knowledge (Skill)................................................................100 Mechanical Sense (Talent)..................................................118
Koann III .............................................................................589 Mechanics (Sub-Discipline) ................................................106
as a developed sample planet............................................610 Mechans
Laborer (Archetype)............................................................538 Race Profile..........................................................................23
_________________________________________________________________________
726
INDEX
_________________________________________________________________________
Starships............................................................................ 282 Non-Lethal Damage............................................................ 355
Medic (Archetype).............................................................. 541 Nuclear Physics (Sub-Discipline) ....................................... 106
Medicine (Discipline) ............................................................. 7 Nurse (Archetype) .............................................................. 545
Medicine and Medical Technologies.................................. 168 Object Properties ................................................................ 418
Melee Weapons................................................................... 143 Obsessed (Complication) ................................................... 120
Memory (Variable Trait).................................................... 115 Odyssey-class Scout............................................................. 293
Mercator Projections .......................................................... 404 Officer (Archetype)............................................................. 546
Mercenary (Archetype) ...................................................... 542 Oily Spore Bush .................................................................. 656
Merchant (Archetype)........................................................ 542 Old Imperial Colonial Transport Variant.......................... 298
Meta-Game Thinking ......................................................... 388 Old Imperial Lander............................................................ 233
Metallurgy (Sub-Discipline)............................................... 105 Operations (Starport Office).............................................. 491
Meteorology (Sub-Discipline) ............................................ 104 Opportunity Attack
Military (Vehicle User)....................................................... 218 Character-Scale ................................................................. 361
Minerals (Standard Trade Values) ..................................... 182 Starship-Scale.................................................................... 381
Minstrels ............................................................................. 593 Vehicle-Scale ..................................................................... 372
as a Starship ...................................................................... 283 Orbital Lanes....................................................................... 323
Modifying Starships and Vehicles ..................................... 494 Orbiting Planets .................................................................. 328
Monk (Archetype) .............................................................. 543 Orientation (Sub-Discipline).............................................. 104
Moon ................................................................................... 392 Orr, Dennis ......................................................................... 579
Moonlet............................................................................... 392 Other Weather Effects on Characters................................ 642
Morgan, Henry ................................................................... 580 Outfitter Rule, The............................................................. 150
Mount/Dismount Steed/Vehicle Action (Character) ....... 347 Overconfident (Complication)........................................... 121
Move Action Rules Parachute Spider ................................................................. 657
Character-Scale ................................................................. 350 Particle Projection Cannon (PPC) ...................................... 138
Starship-Scale.................................................................... 376 Pathogens ............................................................................ 624
Vehicle-Scale ..................................................................... 366 Pathology (Sub-Discipline)................................................. 109
Movement (Combat Method)............................................ 341 Peacock Tree ....................................................................... 657
Musician (Archetype)......................................................... 544 Percentage Count (Fuel Usage) .......................................... 308
Mustang -class Destroyer.................................................... 297 Perception (Skill)................................................................. 100
Mysterions .......................................................................... 593 Performance (Skill) ............................................................. 100
Starships............................................................................ 283 Personality (Skill)................................................................ 100
Nascent Features (Star Systems) ....................................... 411 Personnel/Crew Assignment (Starport Office) ................. 492
Nathracch Pharmacist (Archetype)...................................................... 546
Homeworld ....................................................................... 603 Phenocti, Vok...................................................................... 568
Race Profile ......................................................................... 70 Phexipotex........................................................................... 576
Natural Healing Phobic (Complication)........................................................ 121
Lethal Damage .................................................................. 357 Physique (Attribute) ............................................................... 7
Non-Lethal Damage.......................................................... 357 Pilot (Archetype)................................................................. 547
Wounds ............................................................................. 357 Pimp (Archetype)................................................................ 548
Navigation (Discipline) .......................................................... 6 Pirate (Archetype)............................................................... 548
Navigational Sense (Talent)............................................... 117 Planetary Engineering Gravship ......................................... 238
Nebulae ............................................................................... 332 Planetary Engineering Walker ............................................ 238
Alpha Sector...................................................................... 592 Planetology (Sub-Discipline) .............................................. 102
Delta Sector ...................................................................... 609 Plant Bird............................................................................. 658
Negotiation (Sub-Discipline) ............................................. 108 Plasma Cannon
Nelsons Starship ............................................................................. 269
Homeworld ....................................................................... 604 Vehicle............................................................................... 231
Race Profile ......................................................................... 73 Plot ...................................................................................... 471
Nerves (Variable Trait)....................................................... 115 Plot Slicing .......................................................................... 475
New Scotland...................................................................... 589 Pods ..................................................................................... 272
Nga-Seng as an Object Type ............................................................. 418
Nga-Seng-Diul Homeworld.............................................. 605 Poison Glider ....................................................................... 659
Nga-Seng-Kler Homeworld .............................................. 605 Poisons................................................................................. 630
Race Profile ......................................................................... 75 Poisons and Pathogens........................................................ 623
Ng-Kher-Arla Politician (Archetype)......................................................... 549
Homeworld ....................................................................... 604 Polysolar Star Systems........................................................ 411
Race Profile ......................................................................... 47 Pop Berry Plant ................................................................... 659
Starships............................................................................ 283 Pophopse-class Transport .................................................... 302
Nid Berry Bush.................................................................... 656 Power (Attribute) ................................................................... 7
Nid Berry World ................................................................. 605 Power Centers (Communities) .......................................... 415
Nirvana................................................................................ 588 Priest (Archetype) ............................................................... 550
Noah 9 ................................................................................. 282 Primatology (Sub-Discipline) ............................................. 109
Nobleman (Archetype)....................................................... 544 Programmer (Archetype).................................................... 550
Nomad Probe ...................................................................... 593 Projectile Weapons
as a Vehicle ....................................................................... 284 Character-Scale ................................................................. 139
_________________________________________________________________________
727
INDEX
_________________________________________________________________________
Starship-Scale ....................................................................267 Resuscitation .......................................................................359
Vehicle-Scale .....................................................................229 Rocket Melons.....................................................................662
Prone (Condition) ...............................................................361 RPG-style Gameplay ...............................................................6
Prospector (Archetype) .......................................................551 Rrexolixi ..............................................................................573
Prostitute (Archetype) ........................................................552 Run Action (Character) ......................................................346
Prutzoop ..............................................................................574 Running Fungus ..................................................................663
Psionics and Mental Diseases .............................................639 Samurai (Archetype) ...........................................................517
Psychic Blaster.....................................................................660 Sandpit Stalk .......................................................................663
Psychology (Sub-Discipline)...............................................109 Saves (Character) ..................................................................93
Ptera.....................................................................................606 Scaly Blue Hopper ...............................................................664
Ptexok..................................................................................572 Scan Action (Vehicle)..........................................................365
Pulsating Gummy ...............................................................660 Scanners and Computer Technologies ...............................164
Purple Screecher ..................................................................661 Scholar (Archetype) ............................................................555
Push Attack Action (Character) .........................................347 Science (Discipline) .................................................................6
Quadrants (Interplanetary) ................................................323 Scientific Sense (Talent) .....................................................117
Quantum Mechanics (Sub-Discipline)...............................106 Scout (Archetype) ...............................................................555
Quick Draw (Talent) ..........................................................117 Scuttle Action (Starship) ....................................................374
Quick Trade Good Chart ....................................................130 Sea Vehicle Chassis .............................................................208
Radiation Exposure.............................................................634 Sectors (definition) .............................................................330
Radioman (Archetype) .......................................................553 Security (Sub-Discipline) ....................................................101
Raise/Lower Shield Action (Character) .............................347 Security Codes and Navigational Calibration....................496
Rally Action Security Officer (Archetype) ..............................................556
Starship-Scale ....................................................................373 Senses (Variable Trait)........................................................114
Vehicle-Scale .....................................................................362 Sensor Detection Table.......................................................193
Ram Action Sensor Use (Sub-Discipline) ...............................................104
Starship-Scale ....................................................................374 Services ................................................................................173
Vehicle-Scale .....................................................................363 Setting .................................................................................472
Rancher (Archetype)...........................................................553 Settler (Archetype)..............................................................557
Range Shaken (Condition)
Character-Scale .................................................................345 Character-Scale..................................................................360
Determining ......................................................................344 Starship-Scale ....................................................................381
Mixed-Scale .......................................................................382 Vehicle-Scale......................................................................372
Starship-Scale ....................................................................372 Shields
Vehicle-Scale .....................................................................361 Character-Scale
Rapid Character Generation Routine.................................498 Energy ..............................................................................147
With Hero Points ..............................................................503 Physical............................................................................147
Without Hero Points.........................................................498 Starship-Scale ....................................................................263
Ready Action Vehicle-Scale......................................................................226
Character-Scale .................................................................346 Ship Configuration (Starport Office).................................493
Starship-Scale ....................................................................373 Shopkeeper (Archetype) .....................................................557
Vehicle-Scale .....................................................................362 Shuttle (Chassis) .................................................................216
Real Count Sideswipe Action (Vehicle).................................................364
Intraplanetary Distance....................................................314 Simple Combat....................................................................342
Fuel Usage .........................................................................308 Simple Count
Real Distance (Interstellar) ................................................330 Intraplanetary Distance ....................................................314
Recharge Action Fuel Usage..........................................................................308
Starship-Scale ....................................................................376 Simple Distance (Interstellar).............................................330
Vehicle-Scale .....................................................................366 Single Leaf ...........................................................................664
Recuperation (Skill) ............................................................100 Size Class Conversion Charts
Red Puff-Wart .....................................................................661 Creatures ...........................................................................433
Reflexes (Variable Trait).....................................................116 Planetary............................................................................392
Reload/Recharge Action (Character) .................................350 Starship..............................................................................251
Repair Action Skill Check.............................................................................98
Starship-Scale ....................................................................375 Skimmer (Chassis) ..............................................................206
Vehicle-Scale .....................................................................365 Sleep Deprivation................................................................640
Repairing Starships and Vehicles .......................................493 Slugthrower
Reputation (Variable Trait)................................................115 Vehicle-Scale......................................................................229
Researcher (Archetype) ......................................................554 Character-Scale..................................................................139
Resolution ...........................................................................474 Smithy (Archetype) ............................................................558
Resolving Damage Smoke, Ash and Other Pollutants ......................................621
Character-Scale .................................................................354 Sniping.................................................................................353
Mixed-Scale .......................................................................383 Social Status (Variable Trait) .............................................115
Starship-Scale ....................................................................379 Soldier (Archetype) .............................................................559
Vehicle-Scale .....................................................................369 Sonic Gun ............................................................................138
Resourcefulness (Skill)........................................................100 Space Station (Chassis).......................................................260
_________________________________________________________________________
728
INDEX
_________________________________________________________________________
Space Vehicle Chassis......................................................... 214 Starships............................................................................ 286
Speak Action Tandelou Eshvara Homeworld......................................... 606
Character-Scale ................................................................. 350 Tandelou Eshvey Homeworld.......................................... 606
Starship-Scale.................................................................... 373 Target Action
Vehicle-Scale ..................................................................... 365 Starship-Scale.................................................................... 375
Specialty Trade Goods........................................................ 178 Vehicle-Scale ..................................................................... 365
Speckled Roller ................................................................... 670 Targeting (Sub-Discipline) ................................................. 105
Spemin Tarn
Race Profile ......................................................................... 25 Homeworld ....................................................................... 607
Starships............................................................................ 284 Race Profile.......................................................................... 79
Spewta................................................................................. 587 Teacher (Archetype) ........................................................... 561
Sphexi.................................................................................. 586 Technician (Archetype) ...................................................... 561
Spinning Crab ..................................................................... 665 Teeelveee
Sprays.................................................................................. 143 Homeworld ....................................................................... 607
Spy (Archetype).................................................................. 559 Race Profile.......................................................................... 81
Stalling ................................................................................ 372 Teleportation ...................................................................... 322
Stamina (Skill) ...................................................................... 99 Temper (Variable Trait) ..................................................... 116
Stand Up Action (Character) ............................................. 349 Temperature Categories ..................................................... 395
Standard Trade Goods........................................................ 177 Tentacled Hexapod............................................................. 671
Standby Action Terrain (Interplanetary) ..................................................... 325
Character-Scale ................................................................. 346 Terrain Difficulty Determination ...................................... 315
Starship-Scale.................................................................... 373 Terrestrial World ................................................................ 392
Vehicle-Scale ..................................................................... 362 Thief (Archetype) ............................................................... 562
Star Sapphire, I.S.S. ............................................................. 580 Thin Air............................................................................... 622
Starflight-style Gameplay ...................................................... 6 Thoss ................................................................................... 586
Starport Central.................................................................. 489 Three-Dimensional Maneuvers (Skill)................................. 98
Starport Earth ..................................................................... 239 Three-Dimensional Sectors ................................................ 331
Starport Offices .................................................................. 491 Thrynn
Starport Outpost One ........................................................ 490 Race Profile.......................................................................... 15
Starship Piloting (Sub-Discipline)...................................... 105 Starships............................................................................ 287
Starship Technology (Sub-Discipline) ............................... 102 Thug (Archetype) ............................................................... 563
Stasis ................................................................................... 360 Tightwad (Complication) .................................................. 121
Stealth (Sub-Discipline) ..................................................... 105 Time Travel......................................................................... 335
Stellar Luminosity Class..................................................... 410 Timeline .............................................................................. 486
Sticky Fruit ......................................................................... 666 Timing (Combat Method).................................................. 342
Stinging Cone ..................................................................... 666 Tools and Wilderness Gear................................................. 156
Strangulation ...................................................................... 622 Toxicology (Sub-Discipline)............................................... 109
Strategic Interstellar Missile .............................................. 300 Trade Depot (Starport Office) ........................................... 495
Strength Index (Character) Trade Good Lists, Creation ................................................ 126
Character-Scale ................................................................... 92 Trade Goods (Object Type)................................................ 418
Starship-Scale.................................................................... 254 Trader (Archetype) ............................................................. 563
Vehicle-Scale ..................................................................... 201 Trading Percentage Tables ................................................. 129
Structural Fatigue Trample Action (Character)............................................... 347
Starship-Scale.................................................................... 380 Transport (Chassis) ............................................................ 116
Vehicle-Scale ..................................................................... 371 Travel
Structure (Adventure) ........................................................ 471 Intraplanetary ................................................................... 314
Submarine (Chassis)........................................................... 211 Hyperspace........................................................................ 332
Suffocation.......................................................................... 622 Intergalactic ...................................................................... 332
Sumiss ................................................................................. 581 Interplanetary ................................................................... 324
Surprise Round (Combat) .................................................. 343 Intertemporal .................................................................... 335
Surveyor (Archetype) ......................................................... 560 Treat Crew Action
Survival (Skill) .................................................................... 100 Starship-Scale.................................................................... 376
Swallow Whole Action (Character)................................... 348 Vehicle-Scale ..................................................................... 366
Synthesize (Sub-Discipline) ............................................... 106 Trip Action (Character)...................................................... 347
Systems Damage Trojan Planetary System .................................................... 413
Starship-Scale.................................................................... 379 Type (Planet) ...................................................................... 390
Vehicle-Scale ..................................................................... 370 Uhl, The .............................................................................. 610
Tachyon Cannon as a Starship ...................................................................... 288
Starship-Scale.................................................................... 267 Uhlek
Vehicle-Scale ..................................................................... 229 Brain World ....................................................................... 588
Take 50.................................................................................. 98 Race Profile.......................................................................... 31
Take 99.................................................................................. 98 Starships............................................................................ 289
Taking on Water................................................................. 372 Umanu
Tandelou Race Profile.......................................................................... 35
Race Profile ......................................................................... 42 Starships............................................................................ 290
_________________________________________________________________________
729
INDEX
_________________________________________________________________________
Unconscious (Condition)....................................................361
Undermanned Penalty
Starship-Scale ....................................................................381
Vehicle-Scale .....................................................................372
Use Artifact/Technology Action
Starship-Scale ....................................................................375
Vehicle-Scale .....................................................................364
Use Sensors Action (Starship) ............................................375
Use Skill/Ability Action
Character-Scale .................................................................346
Starship-Scale ....................................................................373
Vehicle-Scale .....................................................................362
Using Weapons (Character) ...............................................338
Vacuum Slug .......................................................................667
Vagrant (Archetype) ...........................................................564
Vanguard -class Battlecruiser ..............................................294
Vehicle and Starship Accommodation Spaces ...................200
Vehicle Piloting (Sub-Discipline) .......................................105
Vehicle Size Class Conversion Chart .................................195
Vehicle Technology (Sub-Discipline).................................102
Veloxi
Race Profile..........................................................................11
Starships ............................................................................291
Vetufixi, Pushti ...................................................................568
Votiputox ............................................................................586
Walker (Chassis) .................................................................207
Wandering Chandelier ........................................................667
Wealth (Variable Trait) ......................................................114
Weapon (Object Type) .......................................................418
Weapon Accessories, Ammunition and Batteries..............170
Weaponry (Sub-Discipline) ................................................105
Weapons
Character-Scale .................................................................135
Starship-Scale ....................................................................265
Vehicle-Scale .....................................................................227
Weapons Effects List...........................................................421
Weather
Effect on Terrain Difficulty..............................................315
Hourly Determination ......................................................315
Wheel Snake ........................................................................668
White-Tailed Deer...............................................................672
Willwater, Terrence ............................................................577
Wind and Currents .............................................................641
Workbee ..............................................................................239
Xenobiology (Sub-Discipline).............................................110
Xenolinguistics (Sub-Discipline) ........................................107
Xenon (Xinoktzi) ................................................................578
Xxr
Race Profile..........................................................................84
Homeworld .......................................................................607
Yacht (Chassis) ...................................................................209
Yellow Hugger ....................................................................668
Zarfleen, Max......................................................................566
Zookeeper (Archetype) .......................................................565
_________________________________________________________________________
730