WOIN N.E.W. Rulebook v1.2
WOIN N.E.W. Rulebook v1.2
Russ Morrissey
By Russ Morrissey
Artists
Alida Saxon, Bartlomiej Fedyczak, Bien
Flores, Carl Holden, Carly Sorge, Claudio
Pozas, Darren Morrissey, Egil Thompson,
Felipe Gaona, jupeart, Dabarti CGI, cigdem,
Yuttana Samol, diversepixel, denisgo, Pixabay
Art Directors
Alida Saxon, Gayle Reick
Art commissioned by
Savage Mojo
Layout/Graphic Design by
Alexandre ‘Xanditz’ Silveira
©2015 EN Publishing
Version 1.2
                                      Table of Contents
»N.e.w. Is.............................. 5      Vehicle Skills.......................20      Starting Money.....................64
»Welcome to N.e.w!................. 6           Outdoor Skills......................20       Attacks..............................64
»What You Need....................... 7         Other Skills.........................20    »Psionics..............................65
»How to Play........................... 7       Skill Notation......................21       Biopsionics.........................66
»Example of Play...................... 8        Skill Levels.........................21      Clairsentience.....................66
»About This Book...................... 9      »Species...............................22      Clairvoyance.......................66
»Rule Zero............................. 9       A Note About Gender                          Ergokinesis.........................66
»The Setting........................... 9       & Ethnicity.........................22       Metapsionics.......................67
»What’s O.l.d. is N.e.w............10           Species Attribute Bonuses.......23           Telekinesis..........................67
»A Brief Glossary.....................11        Humans.............................24        Telepathy...........................68
»Setting the Tone....................12         Ogrons..............................24       Teleportation......................68
Chapter I - Future Careers....... 13            Venetians...........................25     »Advancement........................69
»Character Creation.................13          Borians..............................25      Defeating Enemies &
»About This Chapter.................13          Androids............................26       Overcoming Challenges..........69
»Character Creation                             Spartans............................27       Planning............................70
Walkthrough..........................14         Felans...............................27      Completing Milestones...........70
»Total Checklist......................14      »Homeworld..........................28         Incremental Advances............70
»Descriptor............................14     »Careers...............................29      Age..................................71
  Example Descriptors..............16         »Career List...........................30      Typical Point Values &
»Attributes............................16     »Origins................................30     Advancement Cost................71
  Attributes & Dice Pools...........16        »Careers Description................33       »Starship Murphy.....................72
»Strength (Str)....................17           Academic Careers.................33          Sasha Bolotnikov..................72
»Agility (Agi)........................17        Criminal Careers..................34         Gorrat...............................73
»Endurance (End)..................17            Investigative Careers.............34         Ashonn..............................74
»Intuition (Int).....................17         Military Careers....................34       Dr. Tiktok...........................75
»Logic (Log).........................17         Navy Careers.......................34        Holmes..............................76
»Willpower (Wil)..................17            Marine Careers.....................34        Talik.................................77
»Charisma (Cha)....................17           Psionic Careers....................34      Chapter II -
»Luck (Luc)..........................17         Vocational Careers................34       Future Equipment................. 78
»Reputation (Rep)..................17           Species Careers....................35      »Equipment...........................78
»Psionics (Psi).......................17        Careers & Ranks...................50       »Starting Money......................79
  What Attribute Scores Mean.....17             Away Teams & Task Forces.......50            Wealth & Credits..................79
  Attribute & Skill Scale............17       »Exploits...............................51     Example Salaries..................79
  Maximum Dice Pools..............18          »Universal Exploits..................51        Equipment, Skills, & Quality....80
»Grade.................................18       Paying for Effects.................52        Improvised Equipment............80
»Skills..................................19   »Age....................................56     Availability.........................81
  Academic Skills....................19         Aging in The Future?..............56         Out Of Time........................81
  Artistic Skills.......................19      Young Characters..................57         Item Quality In Context..........81
  Combat Skills......................19         Old Characters.....................57      »General Gear........................82
  Crafting Skills......................20       Age Categories by Species.......57         »Services & Foodstuffs..............93
  Developmental Skills.............20         »Trait..................................57   »Weapons.............................94
  Gaming Skills.......................20      »Derived Statistics...................61     »Reading The Weapon Tables......94
  Miscellaneous Hobby Skills.......20           Skills & Derived Statistics........61        Resistance & Vulnerability.......95
  Physical Skills......................20       Dice Pools..........................61       Damage Types......................95
  Performance Skills................20          Health...............................61      Bursts...............................96
  Psionic Skills.......................20       Speed...............................61       Zero-G & Lo-Grav.................96
  Scientific Skills....................20       Cinematic Mode...................62          Special Traits.......................96
  Sporting Skills......................20       Jump................................62     »Melee Weapons.....................98
  Subterfuge Skills...................20        Carry................................62      Exotic Melee Weapon List........98
  Social Skills.........................20      Initiative............................62     Basic Melee Weapon List.........99
  Technical Skills....................20        Defense.............................62       Melee Weapons & Size............99
  Trivia Skills.........................20      Careers & Defensive Skills.......63          Firearms Slang................... 102
»Ranged Weapons.................. 103          Task Lexicon...................... 146          Other Modifiers.....................170
  Special Ammunition............. 104        »Common Tasks.................... 148             Ranged Modifiers...................170
»Explosive Ordenance............. 105        »Chases.............................. 148         Melee Modifiers.....................170
  Weapon Description............. 105          Foot Chases:..................... 148           Dual-Wielding.......................171
  Generic Ranged Weapon List.. 105             Vehicle Chases:.................. 149        »Injury & Death.................... 172
  Exotic Ranged Weapon List ... 106            Space Chases:.................... 149        »Health Damage.................... 172
  Explosive Ordenance............ 107        »Engineering........................ 149       »Critical Hits........................ 173
»Armor............................... 111      Doing a Science?................. 150        »Conditions......................... 173
  Specialist Armor ................ 112        Example of a Science Task........151            Temporary conditions..............173
  Stacking SOAK................... 112       »Hacking & Computing............ 151              Severe conditions...................173
»Reading The Armor Table........ 118         »Interrogations..................... 153          Persistent conditions...............173
»Shields.............................. 119   »Medicine........................... 153          Damage types.......................174
»Customizing Gear................. 121         That’s Not Real Terminology!.....154            Social checks........................174
»Future Weapon Customizations.121            »Scanning........................... 155       »Conditions List.................... 174
» Future Armor Customizations.... 123          Starship Sensors.....................155     »Illnesses & Disease............... 176
»Vehicles............................ 124    »Tracking............................ 157         Catching a Disease.................176
»Drugs............................... 127    »Tailing.............................. 157        Treating Diseases...................177
»Addiction.......................... 127     » Countdowns....................... 158           Disease Descriptions...............177
»Side Effects........................ 127      Fast, Medium &                               »Objects............................. 179
  Generic Drugs.................... 128        Slow Countdowns...................159        »The Environment................. 182
»Creating Drugs.................... 130      »Stabilizing & Replenishing                    »Example Areas.................... 185
»Cybernetics........................ 131     Countdowns......................... 159           Stunt Areas....................... 186
»Organic Limitations.............. 131         Countdowns & Stages..............159            Theater of the Mind Combat.....186
»Advancement Level.............. 131           Average Countdown Length.......159              Some Examples of Stunts...... 187
  Cybernetic Alterations.......... 132       »The Role of Luck ................. 160           Example Stunt Areas............ 187
»Requisitions & Organizations... 136           What Luck Represents.............160         Chapter IV - Space................188
»Example Organization........... 137           Exploding Dice......................161      »Space............................... 188
»Special Items...................... 138       Leadership...........................161     »A Sense of Scale.................. 188
  Chrome Evolved Combat Suit....138            Replenishing Luck..................161          Important Scale Markers..........189
  Evolved Combat Suit............ 138          Other Uses of Luck.................161       »Stars................................ 189
  Grasshopper...................... 138        Forming A Luck Pool................161       »Spectral Classification........... 190
  Inquisitor’s Carbine............. 138      »Combat............................. 162       »Unusual Stars...................... 190
  Sollustran Battle Armor........ 139          The Combat Sequence.............162             Neutron Stars.................... 190
  Sollustran Helm.................. 139      »Actions & Turns................... 163        »Other Stellar Objects............ 191
  Starmaster’s Saber.............. 139         What, No Metric?...................163          Black Holes....................... 191
  Xanadian Shroud................. 139       »The Ambush Turn................. 164             Rogue Planets.................... 191
Chapter III - Future Core........140         »Movement.......................... 165           Nebulae........................... 192
»Playing the Game................. 140         Long Distance Travel...............165          Anomalies........................ 192
»The Attribute Check.............. 141       »Important Combat Actions...... 166               Exotic Stars...................... 192
»Making an Attribute Check...... 141           Move..................................166       Astroengineering................ 193
»Forming the Dice Pool........... 142          Attack................................166    »Random Space Phenomena...... 194
»Equipment Quality............... 143          Making an Attack...................166          Random Space
»Maximum Dice Pools............. 143           Aiming & Feinting..................167          Phenomena (D66)............... 194
  Indirect Skills.................... 143      Overwatch...........................167         Energy Fluctuations............. 194
»Difficulty Benchmarks........... 144          Suppressive Fire....................168         Space Creature Actions......... 196
»Complications..................... 144        Signature Moves &                               Drake Equation.................. 197
»Critical Successes................. 144       Combinations........................168      »List of Astronomical Objects.... 197
  The Math......................... 144      »Positional Effects................. 169       »Space Travel....................... 199
»Opposed Checks.................. 145          Facing.................................169   »Distance & Time.................. 199
  Die Penalty or                               Range.................................169       Space Travel Time (Al 9)....... 200
  Increased Difficulty?............ 145        Higher Ground......................169          Different Assumptions.......... 200
»Extended Tasks.................... 146        Cover.................................169       Space Travel Time (Al 10)...... 201
»Contests............................ 146      Getting Pinned Down..............170         »Attribute Checks.................. 201
  Group Checks.................... 146         Crossfires & Flanks.................170      »Arrival.............................. 201
»Distress Calls...................... 202      List of Ship Classifications..... 225        Commanders..................... 261
»Inner-System Travel.............. 202       »Roles Aboard A Starship.......... 227         Traits.............................. 261
»Distance............................ 203      Captain........................... 227       Types of Organization.......... 262
  Sublight Travel Time............ 203         Pilot............................... 228     Historical Populations.......... 263
  Time Dilation.................... 203        Gunner............................ 228     »Creating a Monster or NPC...... 264
»Example Solar System........... 204           Comms............................ 228        Max dice pool (MDP)............ 264
  Distance From Sol..................204       Engineer.......................... 229       Role ,Size, & Type............... 265
  Using FTL Drives                             Doctor............................. 229      Attributes......................... 265
  In A Star System................. 204        Other Roles....................... 229       Sentience......................... 265
»Fuel................................. 205   »Starship Sensors.................. 229        Defenses.......................... 266
»Landing & Docking................ 205         Sensor Checks.................... 230        SOAK.............................. 267
»Types of FTL Travel............... 206        Example of Play Using                        Health............................. 267
  Realdrive/Jump Gates |                       Starship Sensors................. 230        Initiative, Perception & Speed...268
  Type 0............................. 207      Tactical Sensors................. 230        Attacks............................ 268
  Hyperdrive|Type I............... 207       »Sickbays............................ 231
                                                                                            Exploits........................... 269
  Alcubierre/Warp Drive|                     »Tractor/Pressor Beams........... 231
  Type II............................. 207                                                  Creature Type.................... 271
                                               Escaping a Tractor Beam....... 232
  Jump Drive|Type III............. 207                                                      75%?............................... 271
                                             »Transporters....................... 232
  Fakedrive|Type X................ 207                                                      Skills............................... 272
                                             »Recreational Facilities........... 232
  Which Type of FTL?............. 207                                                       Combined Creature Statistics....273
                                               Unusual Luxury
»Space Travel Sheet............... 208                                                      Finishing Up...................... 274
                                               Requirements.................... 233
»Starship Combat.................. 209                                                    »Creating Items.................... 274
                                               List of Facilities................. 233
»The Basics......................... 210                                                    Weapons.......................... 275
                                             Chapter V -
»Play Sequence..................... 210      Building A Universe...............235          Other Weapon Stats............. 277
  Actions............................ 210      Open Gaming.................... 236          Armor............................. 278
  Firing Weapons.................. 212       »Designing Your Setting........... 236         General Equipment............. 279
  Shields............................ 212      The Big Picture.................. 236        Vehicles & Starships............ 279
  Casualties........................ 212       Aliens.............................. 240   »The Gamemaster’s Job.......... 280
  Point Defenses................... 213        Psionics........................... 240    »Campaigns......................... 262
  Fighters........................... 213      Medieval Fantasy &                           Published Adventures........... 281
  Electronic Warfare.............. 213         Modern Action................... 240         Creating an Adventure.......... 281
  Ion Weapons...................... 213        The Outer Reaches.............. 240          Premise........................... 281
  Exploding Ships.................. 213      »Planetary Catalog Codes........ 241           Locations......................... 282
  Collisions......................... 214    »Habitability Rating............... 243        Events............................. 283
»Theater of The Mind............. 214        »Sociological Rating............... 243        Weird Science.................... 283
  Non-Grid Movement............. 214         »Designing A Star System......... 244        »Starting the Game................ 283
  Exploits In Theater                          Determine System Type........ 245            The One-Sheet................... 283
  of The Mind...................... 214        Determine Star Types........... 245          Descriptors....................... 284
  Example of Theater                           Determine Star Name........... 245           Organizations.................... 284
  of The Mind Play................. 215        Number & Names of Planets... 245           »Ships................................ 286
  What Next?....................... 217        What’s a Gas Dwarf?............ 245          O Captain! My Captain!........ 286
»Tactical Combat.................. 217         Astronomical Star Names...... 246          »Appendix 1: The Solar System.....287
  Newtonian Movement.......... 218             Creating a Rocky Planet........ 246        »Appendix 2: Aliens & Foes....... 289
  The Newtonian Round.......... 218            Planetary Orbits                           » Monster Table.................... 292
  Combat Phases................... 219         and Distances.................... 248
                                                                                          »Appendix 3:
  Tactical Vs Navigation Speed.....219         Life on Other Planets........... 248       The Suliman Brothers............. 296
»Useful Exploits.................... 219       Naming Planets.................. 248         The Post Office.................. 296
»Crews............................... 219    »Creating a Civilization........... 250        Hunting the Sulimans........... 296
»The Murphy........................ 220      »Designing a New Species........ 254           The Sulimans..................... 297
» Spartan Talon Class VI Scout......221        Developing the Species......... 255          The Ship.......................... 297
» Endeavour Class XI Cruiser..... 222          Random Species Creation...... 255          »Useful Character
» Junker Class I Courier........... 223      »Designing a Career............... 258       Creation Tables..................... 298
» Millenial Class II Freighter...... 224     »Creating an Organization........ 259        Character Sheet.................... 301
»Starship Operations.............. 225         Reputation....................... 260      Index................................. 304
»Ship Class & Type................. 225        Sub-Groups....................... 261
                             »N.E.W. IS
Bounty hunters tracking down outlaws              A great generational ark trying to find
hiding in the trader towns on the fringes of   Earth, home to 100,000 men, women, and
civilization...                                children...
                                                                                                 5
                       »WELCOME TO N.E.W!
    N
          .E.W. is a roleplaying game set in a sci-           from the thousands of other stars clearly
          fi future. Players take on the roles of             visible from Pluto’s surface.
          starfaring adventurers and play through               “Hard to believe that’s the sun, isn’t it?”,
    scenarios presented to them by a Game Master
                                                              he asked. “This is the furthest I’ve been from
    (GM). The GM creates the universe, the
                                                              it. Never left the solar system, y’know.”
    places, the people and aliens who populate
    that universe, and the adventures that the                  “Well, if you’re lucky, maybe you’ll get
    player characters (PCs) will encounter.                   stationed on Proxima Centauri next. I hear
                                                              they’re actually building a hotel there.”
       N.E.W. is set an indeterminate time in the
    future. Faster-than-light travel, aliens, gates to          The great dish of the listening post’s radio
    other galaxies, and pistols of - amongst others           telescope blocked half the sky, vastly larger
    - the laser, phaser, blaster, sonic, and disruptor        than the small, metallic building which
    variety all exist, but the setting itself is up to you.   housed the research team. Regulations strictly
      In N.E.W. you'll create a character (or, in some        prohibited them from venturing outside
    cases, three characters which form a pool from            unless the equipment needed maintenance
    which mission teams are drawn) and adventure              or repairs, but most people stationed there
    in the far future with characters created by              eventually donned an environmental suit and
    other players. Your characters might be bounty            slipped out for a look around.
    hunters, starship officers, soldiers, mercenaries,          The faint, monotonous tone of the Signal
    explorers, or scientists. They could be human,            could be heard from the computer bank in
    or they could be one of a number of other                 the corner of the room. The Signal. The same
    alien species; indeed, you might be playing an            signal that had been broadcasting for over half
    android! Each player creates his or her own               a century, originating from the depths of space
    player character, decides on a personality,               and time, at the very limits of the observable
    abilities, and attributes, and plays that                 universe. In all that time, it hadn’t changed, it
    character through numerous adventures.                    hadn’t varied, and it hadn’t stopped.
      N.E.W. allows you to explore a seemingly
                                                                “Next shipment from Ganymede is due in
    haunted derelict space station, defend a
                                                              four days. I asked them for hot chocolate; I
    frontier town on a far-off planet from alien
                                                              can’t take any more of this Navy-issue coffee.
    invaders, explore new frontiers, seek lost
                                                              It tastes like mud.”
    artifacts from ancient civilizations, or smuggle
    spices from system to system.                               Libbie grinned. “It is mud. It’s organically
                                                              fabricated in those new hydroponic facilities.”
      “Anything today, Doc?” Libbie Hamilton                    Reggie chuckled. “My shift’s over. Arian
    looked up at the young technician’s question              should be out soon to replace me. Roger and
    - the same question he’d asked her every one              Shiera have a card game going in the dorm. I
    of the 212 days they’d been stationed on this             think I’ll...”
    lonely outpost.                                             He froze. His face went white. Libbie looked
      She shook her head wearily. “Nope, nothing              at him, startled.
    today, Reggie. Maybe tomorrow.”
                                                               “What’s up, Reg? It’s just a card game.
      Reggie grinned, and handed her a cup of                 Nothing to...”
    steaming coffee. Glancing up at the dark sky,
                                                                She followed his gaze. The computer in the
    he gestured through the window towards the
                                                              corner. The Signal.
    pinprick of light that was the sun, over three
    billion miles away, almost indistinguishable               The Signal had just changed.
6
» WHAT YOU NEED                                 » HOW TO PLAY
   To play N.E.W. each player will need the        This book provides you with the core rules
following:                                      of play. It tells you how to create characters,
                                                adjudicate challenges and combat, and more.
   A selection of six-sided dice (referred to
   as “d6s”).                                      During a game of N.E.W., the GM will
                                                describe the environment and events of the
   A character sheet (you can photocopy         game world, and the players will describe what
   the one in this book or download one         their characters do within that scenario in a
   from the internet; at worst, a sheet of      collaborative story-telling manner. Often the
   scrap paper will do).                        success of an action is not guaranteed, at which
                                                point you will use your dice to determine the
   If the GM is using battlemaps to display     outcome. Some tasks will be more difficult than
   combat positioning, a small miniature,       others, and some characters will be better at
   token, or figurine to represent your         certain types of activity than others.
   character. You can find these in most
   game stores, but pennies or chess pieces        As your character adventures throughout
   will do in an emergency.                     the galaxy, he or she will earn or find money
                                                and equipment, and will gain experience
   If you are the GM, you will need a           points which can be spent to improve his or
   copy of this book and some kind of           her capabilities by purchasing new careers.
   scenario or adventure. You can devise        These experience points (XP) are awarded to
   one of your own, or purchase a pre-          the players by the GM when they complete
   written one.                                 storylines or overcome challenges and enemies.
»Introduction
                                                                                                     7
    » EXAMPLE OF PLAY                                       Leonard (playing Dr. TikTok): Hmmm. OK,
                                                         another scan with my hand scanner. I roll...
       James, Leonard, Walter, and Nichelle
                                                         13 this time. What’s up with the atmosphere?
    are playing in an adventure being run by
    Grace. They play the characters Sasha, Dr.             Grace (the GM): That roll is good enough.
    TikTok, Ashonn, and Talik, a ragtag group of         The atmosphere is slightly acidic. Not
    spacefaring adventurers. The team has just           enough to harm you, but enough to be a little
    docked a shuttle at a space station which was        uncomfortable. Your readings indicate that
    supposed to be open for business, but which did      something has compromised the atmospheric
    not respond to any hails.                            control systems.
       James (playing Sasha): I carefully dock the          Nichelle (playing Talik): I think some
    shuttle on one of the outer docking pylons. I        stealth is in order. I make my way silently
    roll... (rolls some dice)... 14. Is that OK?         down the corridor. Do I need to make a check?
       Grace (the GM): Yep, it’s a fairly routine           Grace (the GM): Yes, an AGILITY check,
    maneuver. The docking clamps attach with a           please. You can add your stealth skill.
    shudder, and there is a faint hiss as the airlocks     Nichelle (playing Talik): OK, I roll... 16. I
    synchronize.                                         move as quietly as I can along the way. Does
        Leonard (playing Dr. TikTok): Before we          anything happen?
    open that airlock, I use my hand scanner to see         Grace (the GM): That’s a great roll. Talik,
    if any life forms lurk behind it.                    the Felan burglar, nimbly covers the length
       Grace: Great! Roll your LOGIC check,              of the corridor without making a sound. You
    but deduct one die because you’re scanning           reach the door.
    through a duranium door.                               Nichelle (playing Talik): Can I open it?
    Leonard (playing Dr. TikTok): (sighs, and rolls         Grace (the GM): You hit the control panel
    the dice). 9. That’s not very good!                  but it flashes red; somebody has clearly
       Grace (the GM): Sorry. You can’t get a            locked it from the other side.
    reading. I guess the duranium is interfering           Nichelle (playing Talik): I guess this is
    with your scanner. You’ll just have to find out      where I earn my keep as a burglar! I want to
    the old-fashioned way!                               hack the lock and open the door.
       Walter (playing Ashonn): I pull out my laser        Grace (the GM): Sure. Make a LOGIC
    sword and activate it, and then move to the          check. You have thievery as a skill; you can
    airlock door. Is everyone ready?                     add that.
       Everyone else, talking simultaneously: Yep,          Nichelle (playing Talik): Ugh. I’m much
    I have my disruptor pistol drawn and ready... I      better at AGILITY stuff than LOGIC. I have
    ready my phaser rifle.... I pull out my blaster.     2d6 from my LOGIC, 1d6 from my thievery,
       Grace (the GM): You all take position around      and I get a bonus 1d6 from one of my burglar
    the door. You’re opening it, Ashonn?                 exploits, so that’s 4d6. Here goes... hacking
                                                         the lock... I get 14.
       Walter (playing Ashonn): Yes, I hit the
    control panel.                                          Grace (the GM): It was a Challenging
                                                         [13] check. The door slides open! On the
        Grace (the GM): The airlock door slides          other side you can see what is clearly a
    open with a hiss. Beyond you can see darkness,       cargo area for docked ships. Metal crates
    lit occasionally by flickering lights which          and barrels are everywhere, as are ladders,
    occasionally illuminate a duranium door at the       cables, and other utilities. The lights here,
    end of a corridor. There’s a strange smell in the    like in the corridor, flicker. All is quiet;
    air, and your eyes sting. No sound, except for       there is none of the bustling activity you
    the occasional beeping of a control panel.           would normally expect.
8
  Leonard (playing Dr. TikTok): I don’t like the    II: Future Equipment. This section of the book
look of this. I’m still scanning! Rolling... 12.    contains equipment, weapons, armor, drugs,
  Nichelle (playing Talik): Can I see or hear       cybernetics, and vehicles, that your characters
anything unusual? I’ll make an INT check... 14.     can find or purchase.
  Grace (the GM): Talik spots what appears          III: Future Core. This is followed by a section
to be a dismembered body amongst a pile of          which describes how to run a game of N.E.W.
junk some 40 feet away, hidden in shadows.          It covers the core game mechanics, including
TikTok, your scan turns something up – you are      attribute checks and countdown pools, and
not alone! You register two life forms in the       the combat rules, along with details on the
room, both of alien origin.                         environment, objects, and movement.
   James (playing Sasha): Whoah! Bodies?            IV: Space. The section on space covers
Aliens? This is getting bad very, very fast. I’m    astronomical information, space travel, and
going into overwatch. If any alien critters         starship operations and combat.
show their face, they’re getting blaster fire
                                                    V: Building a Universe. The final section of
right where the sun don’t shine!
                                                    the book contains rules and guidelines for
  Nichelle (playing Talik): I try to get more       designing your own setting, species, careers,
info from my scan. I roll 14 again. What type       star systems, planets, monsters, and
of creature are we talking here?                    more. It is a GM’s toolkit for campaign and
  Grace (the GM): The scan results indicate         adventure design. It also includes a selection
that there are two xenomorphic aliens in the        of aliens and enemies for use in the game.
room, both on the ceiling, and moving towards
the now-open doorway.                               » RULE ZERO
  Nichelle (playing Talik): I’m in the doorway.         The GM is the final arbiter of what happens
Can I see them?                                     in the game. If a rule needs to be interpreted,
  Grace (the GM): Make another INT check, Talik.    it is the GM who decides how to resolve it. At
                                                    times, the GM may need to create new rules, or
  Nichelle (playing Talik): 15. That should be      alter existing rules. In other words, the rules in
enough!                                             this book should be viewed as guidelines, and
 Grace (the GM): Unfortunately, no.                 should not interfere with or be a hindrance to
Whatever is there, you can’t see them.              your game-playing.
  James (playing Sasha): I have a really bad            The ultimate goal of this game – like any game
feeling about this....                              – is to enjoy it and have fun. There is no right or
                                                    wrong way to play N.E.W. If you’re all enjoying
» ABOUT THIS BOOK                                   yourselves, you’re playing it correctly.
   This book is the main rulebook for N.E.W.
The Roleplaying Game. Using just this                                                                     »Introduction
                                                    » THE SETTING
book, you can run a complete science fiction           N.E.W. is set in a far-future sci-fi universe
roleplaying campaign. It describes how to           in the same way that other games are set in a
create characters, adjudicate the game, run         medieval fantasy universe. That universe might
combat, and design settings and adventures.         be our own universe, or it might be a fictional
The book is divided into four main sections.        one of your own devising. It might be small in
I: Future Careers. The first section of the         scale, encompassing only a single solar system
book deals with character creation. It takes        as the Russians and Chinese battle for control
you through the process of generating new           of Jupiter’s moons, or it might encompass a
player characters from start to finish, including   whole galaxy or more with myriad alien races
attributes, species, careers, and more. It also     and interstellar civilizations. Here are some
includes information on psionics.                   examples of settings:
                                                                                                            9
     The solar system has been explored, and           live those who wonder – has humanity
     colonies exist on the Moon and Mars.              itself become the bad guy in its ever-
     Outposts on Europa and other moons of             expanding quest for control?
     Jupiter conduct vital research. Faster-
                                                       When a natural wormhole was discovered
     than-light travel is not possible, and if
                                                       to the Small Magellanic Cloud, one of the
     there are any alien civilizations out there,
                                                       Milky Way’s orbiting dwarf galaxies, it was
     we’ll never meet them. Instead, we
                                                       the start of something new. Now, dozens
     squabble for resources in an increasingly
                                                       of galaxies are connected by great warp
     small solar system.
                                                       gates, conduits which allow trade and
     The great ark ship Colossus has been              conflict alike. Great civilizations realize
     traveling for 80 years, three generations         their insignificance in the vast void – and
     of crew and passengers. With a population         somewhere out there, beyond the edges of
     of nearly 100,000 souls, this massive flying      observable space, something ancient and
     city fled Earth in search of something new.       malevolent exists.
10
away-team to materialize in a dragon’s lair              Countdown Pool. A countdown pool is a
and start firing laser rifles, you’ll find that the   special sort of dice pool used to add suspense
two work together perfectly.                          when racing against an unknown clock. It
                                                      involves periodically rolling a dice pool and
   Similarly, N.O.W. is a game of 80s-style
                                                      removing any dice which show a certain value,
action and supervehicles. It contains rules for
                                                      until the pool is empty.
martial arts, talking cars, and supersoldiers.
                                                         d6. A “d6” is a regular six-sided dice.
   All three of these games are fully compatible
                                                      N.E.W. is based around pools of dice in which
with each other while designed to be complete
                                                      you roll a number of dice, add up the total,
independent games. Look for the O.L.D. and            and compare it to a target number known as a
N.O.W. roleplaying games from EN Publishing.          difficulty benchmark. Multiple dice which are
                                                      rolled and added together are expressed as
» A BRIEF GLOSSARY                                    xd6 – for example, 3d6 means “roll three dice
                                                      and add them together”, while “5d6+2” means
   This is a short introduction to some of the
                                                      roll five dice and add them together, then add
terms you’ll encounter throughout this book.
                                                      two to the total”.
   Attributes. Attributes represent a range of
                                                         d66. When the rules ask you to roll a d66,
core measurable facets of your character in
                                                      you should roll 2d6 but read them a little
numerical form. These attributes are Strength,
                                                      differently. Instead of adding them together,
Agility, Endurance, Intuition, Logic,                 you read the first as “tens” and the second as
Willpower, Charisma, and Luck plus a couple           “units” - for example, if you roll a 3 and a 2,
of optional attributes which depend on the            you read that as 32. Rolling a 1 and a 6 gives
campaign model. The higher an attribute, the          you 16. This way of rolling dice is mainly used
more your character exemplifies that attribute.       by the GM when rolling on random tables.
   Attribute Check. Most activities in the               Descriptor. At the top of the character
game are based around an attribute check.             sheet you will see an area known as the
This is a test whereby one of your attributes         “descriptor”. The descriptor presents a number
determines how many dice you get to roll to           of fundamental things about your character in
accomplish a task such as shooting at a bandit        the form of a single summarizing sentence.
or lifting a heavy object.
                                                          Dice Pool. A dice pool is the handful of
   Away Team. When the players play                   dice you roll when making an attribute check.
members of a large crew, each creates multiple        It can be formed in various ways (adding
characters. Away teams are formed from the            dice granted by your attributes, skills, or
collective character pool. These are sometimes        equipment) and is limited in size by your grade.
known as Task Forces, or troupe-style play.
                                                         Die Bonus/Penalty. If something indicates
    Benchmark. The difficulty of a task               that it grants or inflicts a die bonus or penalty
is described by its benchmark. This is a              (usually in the format “a +2d6 bonus”) it
                                                                                                           »Introduction
descriptive word and numerical value which an         refers to additional dice which can be added
attribute check attempts to roll over.                to (or which must be removed from) your dice
                                                      pool when you make an attribute check.
   Career. A career is a temporary building block
which helps form your character’s development.           Experience Points. Characters earn
Characters take careers for periods of time during    Experience Points by accomplishing
character generation as the process works it’s        tasks, defeating enemies, and completing
way through his life in what is known as a “life-     adventures. These Experience Points (or XP)
path” system. Each career affects his attributes      can be spent on character improvements.
and skills. For example, a few years spent                Exploits. Exploits are individual abilities or
working as a bartender on a galactic liner might      benefits. There are different types of exploit
enhance a character’s social skills. At any given     – species exploits, career exploits, attribute
time, a character will have a current career.         exploits, age exploits, and universal exploits.
                                                                                                           11
        Exploits include things like an
     android’s immunity to mental attacks,
     a navy brat’s familiarity with military
     vehicles, or the ability to perform a
     deadly strike.
        Game Master (GM). The GM is the
     referee of the game. She describes the
     universe to the players, and controls
     the actions of NPCs and monsters.
         Grade. Your character’s grade is
     simply the total number of career
     grades you have taken. A starting
     character is usually Grade 5. Your grade
     is important because it determines the
     maximum sized dice pool you can form
     when making attribute checks.
        Non Player Character (NPC). An NPC
     is a character which is not played by
     one of the players. Instead, all NPCs
     are played by the GM.
        Skills. Skills are smaller,
     concentrated packets of interest,
     expertise, or training. They include
     things like cooking, pistols, wrestling,
     poetry, piloting, engineering, and more.
     Your character will pick up new skills
     throughout his career. The skill list is
     open-ended and unlimited; a skill kicks
     in at any time your character performs
     an activity related to it.
        Species. Your character is one of
     a number of available alien species
     (including human). He might be a fierce
     Spartan, a diminutive Borian, or a
     serene Venetian.
12
                                                                                           Chapter I
                                                                                      Future Careers
»Character Creation
E
     ach player in N.E.W. plays a character – a     traits). The rest of the elements listed below,
     human soldier, a Spartan bounty hunter, a      such as careers, age, species, and so on,
     Felan burglar, a Borian engineer, an Android   are simply choices which determine your
doctor, or one of many other possible options.      attributes, skills, and exploits.
You can choose from a variety of species and           An overall walkthrough of the character
careers to build the character you want to play.       creation process.
   This section of the rulebook tells you how          Details about the character’s descriptor
to create a player character. It includes              and grade.
information on attributes, skills, careers,            Information about attributes, what they
exploits, and equipment. By working through            mean, and how they are used.
this chapter, you will be able to easily create
                                                       A list of of over 150 example skills.
                                                                                                      »1.Future Careers
a fully playable character ready for play in a
N.E.W. campaign. All you need is a character           A choice of 7 character species, along with
sheet, a pencil, and a copy of this rulebook.          their descriptions and abilities.
                                                       Over 60 distinct careers which your
   Good luck! We’re all counting on you.
                                                       character may adopt.
                                                       Universal exploits, which are distinct
» About This Chapter                                   abilities which can be acquired by any
   This chapter on character creation includes         character.
the following information. A character, in its         Details on how to calculate a number of
basic form, is simply a collection of three            derived statistics.
types of element: attributes (which define
                                                       Nearly 40 traits.
core capabilities), skills (which define areas
of special competence or knowledge) and                Information on character age.
exploits (which are special abilities and              Over 30 psionic exploits.
                                                                                                      13
        All of these elements are building blocks             5. 4 Roll for the years spent at that career
     which contribute towards your character.                 grade and increase your age (your age
     Although it sounds like a lot, creating a                starts at zero).
     character is actually a very simple process –        6   Select aim or feint (free universal exploits)
     you’ll simply choose a species, five careers, a          plus one other universal exploit of your
     couple of items like exploits and traits, and then       choice for which you qualify.
     buy equipment for your character. When you’re
     used to the process, a character shouldn’t take      7   Choose one trait based on your highest
     more than a few minutes to create.                       or lowest attribute and note that in your
                                                              descriptor.
     » Character Creation                                 8   Determine your age and apply any age
                                                              exploits.
       Walkthrough
                                                          9   Calculate your derived statistics.
         Follow these steps to create a character.
                                                          10 Spend money to equip your character with
     1   Note your starting attributes (3 for each
                                                             armor, weapons, and equipment.
         attribute, except for PSI and REP which
         start at 0).
                                                          » Total Checklist
     2   Choose a species.
                                                          When you have finished, you will have chosen:
         2.1   Apply species attribute adjustments.
                                                              5 career exploits.
         2. 2 Note your SIZE.
                                                              10 skill ranks from your careers plus 3 from
         2. 3 Choose three species skills.
                                                              your species and 1 for your homeworld,
         2. 4 Note all the listed species exploits.           making 14 in total.
     3   Choose a homeworld type, apply attribute             20 attribute points from your careers, plus
         adjustments, and note any bonus skills.              the 24 you started with, adjusted by species.
     4   Choose a hook, and note it in your                   2 universal exploits, including either aim
         descriptor.                                          or feint.
     5 Choose five careers. Start with an origin,             1 possible age exploit, a trait, and a hook.
         and then select four further careers. For
         each career grade, do the following:             » Descriptor
         5.1 Apply all of the listed attribute               At the top of each character sheet is
         adjustments. Note that you may optionally        a descriptor. This is a short introductory
         substitute either one of your species            character summary. Each player should read
         attributes or your hook attribute for one of     their full descriptor to the rest of the group
         the listed attributes.                           before beginning play. For example, Dr.
         5. 2 Choose two of the listed skills and         TikTok’s reads:
         advance each by one point. Note that
         characters may optionally always select a                an erudite android medic who is
         defensive skill instead of a listed skill.                    fascinated by religion
         5. 3 Choose one new career exploit from the
         list shown or choose one universal exploit.         The descriptor is made up of the following
                                                          elements, some of which are not always used.
14
   Age. The age entry is only used if the            The hook is chosen early in the character
character is younger than adult or older than     creation process. It complements career and
middle-aged. You may choose any synonyms          skill choices as a lifelong background aspect
for young and old (adolescent, youthful, aged,    to the character, unconnected to specific
mature, etc.); age can give you a free exploit    vocations and training.
(see the section on age, later).                     The hook works as a broad skill. When
   Career. The career entry can be one            making an attribute check, if the task is
of two choices. It can be the character’s         related to your hook, the dice pool explodes
current career, or it can be the character’s      (in other words, any sixes rolled grant an
longest-serving career. If the longest-serving    additional die). The hook should provide
career is not the current career, it should be    a frequent reminder of a character’s
prefixed with “ex-” (for example, an ex-cop       background.
or an ex-marine).                                    What you can’t do with the hook is gain a
   Hook. The hook is a broad background/          combat bonus to attack or damage. Hooks like
skill/interest chosen by the player. It can       “...who enjoys target shooting” or “... who
be anything, but it’s designed to round out       likes boxing” can sometimes be slipped in by
the character with personality, interests, or     players as sneaky combat bonuses, but sadly
hobbies. For example, a player might choose       they do not work like that. The boxing hook
“...who enjoys hard liquor” or “... has a taste   might help recall a past champion or identify
for romance” or even “...who collects insects     a winner’s belt, but it won’t assist a character
as a hobby”.                                      in throwing a punch.
»1.Future Careers
                                                                                                     15
     Example Descriptors                                  Attributes will change during character
        Dr. TikTok is an erudite Android medic who     creation, and then later through character
        is fascinated by religion                      advancement, as your character embarks on
                                                       new careers. A stint in the military might
        Gorrat is an illiterate Ogron marine who       make you a bit tougher, increasing your
        loves sports                                   ENDURANCE attribute, while years spent as a
        Sasha is a reckless Human smuggler who         con-man might increase your CHARISMA. The
        enjoys gambling                                attributes are described in more detail below.
        Talik is an ambidextrous Felan burglar who        Attributes sometimes combine to create
        plays classical music                          derived statistics – for example, the physical
        Holmes is an alcoholic Human psychic who       attributes can affect a character’s MELEE
        collects insects                               and RANGED DEFENSE score, and the mental
        Ashonn is a young, disfigured Venetian star    attributes affect a character’s MENTAL
        knight who believes in fairytales              DEFENSE score. Other attributes are used to
                                                       determine how fast your character can run,
        Each player should read their character’s
                                                       how much he can carry, how far he can jump,
     descriptor aloud to the other players before
                                                       or how much damage he can take.
     play begins.
                                                       Attributes & Dice Pools
     » Attributes                                          The actual attribute scores are only used
        Player characters are defined by a set         during character creation and advancement.
     of attributes. Attributes are a selection of      During play, you will use your attributes’
     values which help describe a character.           associated dice pools. There is more detail
     They measure things like strength, agility,       on this later, but dice pools are groups of dice
     and intelligence; somebody with a higher          which you roll when your character attempts a
     STRENGTH attribute is stronger than somebody      task; the more dice you roll, the higher you’ll
     with a lower one. The primary attributes in       likely score. Your attributes determine how
     N.E.W. are STRENGTH, AGILITY, ENDURANCE,          many dice you can roll. The total that you roll is
     WILLPOWER, INTUITION, LOGIC, CHARISMA,            compared to a difficulty benchmark; if you roll
     and LUCK. There are also two secondary            equal to or higher than that benchmark, your
     attributes called REPUTATION and PSIONICS.        character succeeds at the task. A benchmark
        There is no upper limit to an attribute.       looks something like: Challenging [13] AGI
     The human species is used as a benchmark          check. This means that you roll your dice
     for “average”, with a score of with 4 in each     pool, and if you roll 13 or more, your character
     physical, mental, and personal attribute          succeeds. There is much more information on
     being roughly average for a civilian adult        difficulty benchmarks and attribute checks in
     human. An attribute of 12 typically represents    the section on adjudicating the game.
     performance exhibited by record-holding              Attributes grant dice to these dice pools
     human athletes or scientific geniuses. Einstein   in a granular, expanding scale, meaning
     and Sherlock Holmes exhibit a score of 12 in      that each new dice is harder to obtain – for
     their LOGIC attributes, while Adolph Hitler and   example, an AGILITY of 7 means that your
     Rasputin have scores of 11 or 12 in CHARISMA,     AGILITY dice pool is 3d6, while an AGILITY of
     although player characters and NPCs in N.E.W.     10 lets you roll 4d6.
     sometimes exceed these values.                       Skills (covered a little later in this book)
        Monsters, too, are described in terms of       use the same expanding scale, granting more
     attributes. A mighty tyrannosaurus rex might      dice to your dice pool. So a skill rank of 3 in
     have a STRENGTH attribute of 20. Non-human        pistols gives you 2d6. You would add that to
     species have different averages and norms to      the 3d6 you got for your AGILITY score of 7
     humans; this is represented by their different    when taking a shot at a hostile alien, meaning
     starting attributes.                              that you get to roll 5d6 in total.
16
Attribute & Skill Scale
     1-2           3-5          6-9            10-14       15-20          21-27         28-35
     1d6           2d6          3d6             4d6         5d6            6d6           7d6
  You can also gain dice for high quality         » WILLPOWER (WIL)
equipment. For example, an exceptional              WILLPOWER is strength of mind and
quality item gives you another 2d6 to add to      power of concentration. Along with END, it
your dice pool. Equipment is dealt with in        determines your overall HEALTH, and is part of
detail elsewhere.                                 your MENTAL DEFENSE.
                                                                                                    »1.Future Careers
spot something, or sense impending danger.        if somebody has heard of you. Your REP also
Some might refer to it as “EQ” or “emotional      partly determines your starting money.
intelligence”. Animals often have high INT
attributes, especially those with keen senses.    » PSIONICS (PSI)
                                                     PSIONICS (PSI) measures the psionic
» LOGIC (LOG)                                     potential of a character. It is used for mental
   LOGIC is a mixture of reasoning,               and telepathic attacks and abilities. Not all
knowledge, and education. While IQ isn’t a        settings will use the PSI attribute.
great measure of intelligence, 60 + (LOG x 10)
gives an approximate IQ in the mid-ranges.        What Attribute Scores Mean
You would make a LOG check to operate a              Though the following terms are not
complex electronic device, apply first-aid, or    used in the game in any meaningful way,
recall specific knowledge                         they can help you to envisage what your
                                                                                                    17
       Dice Pool     STRENGTH           AGILITY            LOGIC          REPUTATION       Attribute
          1d6          Weak             Clumsy              Low            Unknown            1-2
          2d6         Average           Average           Average        Town or village      3-5
          3d6          Strong            Adroit            Gifted           Planet            6-9
          4d6         Powerful           Agile            Genius            System           10-14
                                                       Extraordinary
          5d6          Mighty        Remarkable                                Sector       15-20
                                                           genius
          6d6       Superhuman       Superhuman        Supra-genius            Galaxy       21-27
     character’s attribute scores actually mean.       with 5 career grades is grade 5, and has
     The table above can be used as a quick tool to    a maximum pool size of 5d6. Some NPCs,
     understanding your character’s attributes as      civilians, or weak monsters may be lower
     viewed from a human perspective (although         than grade 5, and their maximum dice pool
     a T-Rex might not consider a human with 12        is equal to their grade.
     STR to be powerful!) It doesn’t include all the      For example (this will be explained in more
     attributes, but the ones it does include should
                                                       detail later), Krakov has 9 AGI, 4 ranks in
     give you a reasonable perspective on the
                                                       swords, and an exceptional electro-katana.
     overall scale.
                                                       That would normally give him a dice pool of
                                                       7d6 (3d6 for his attribute, 2d6 for his swords
     » Grade                                           skill, and 2d6 for his exceptional weapon).
        Your grade is equal to the total number        However, he is only grade 7, which gives him
     of career grades you have taken, and the          a maximum dice pool of 6d6. In effect, some
     largest dice pool you can form during play is     of his dice are wasted until he can gain some
     defined by your grade. A starting character       experience.
     Maximum Dice Pools
Starting Grade
18
                                     »SKILLS
S
      kills represent things your character           A skill forms part of a dice pool. When
      is good at. Skills are picked up as a        making an attribute check, you may add
      character progresses through his life, and   skill dice to your attribute dice (you
reflect training and background. Some are          may also add equipment dice) to form a
academic skills, such as the sciences; others      dice pool which is rolled against a target
are physical skills like running or climbing.      difficulty benchmark.
Still others may reflect social skills like
                                                   › Academic Skills
intimidation, technical skills like engineering,
or activities like piloting and zero-g.               examples: literature, accounting, law,
                                                   history, linguistics, art, theology, philosophy,
                                                                                                       »1.Future Careers
    A skill is not required to attempt a task.
                                                   politics, economics, geography, journalism
Having ranks in a skill indicates that you have
particular training in that subject; however,      › Artistic Skills
even if you have no ranks in piloting, you can        examples: painting, sculpting, calligraphy,
still try to land a damaged shuttlecraft, and      pottery, poetry, film-making, photography,
having no ranks in pistols does not prevent you    printmaking, modelling
from taking a shot at an attacking alien.
                                                   › Combat Skills
   The skill list is open-ended. This means
that ANYTHING can be a skill; it doesn’t have         examples: tactics, reactions, brawling,
to be on the list below. You might wish to         wrestling, boxing, martial arts, pistols, rifles,
choose flower arranging, origami, or interior      heavy weapons, swords, polearms, clubs,
decorating. The list below is simply a list of     knives, axes, light armor, medium armor,
examples; feel free to add to it.                  heavy armor, powered armor
                                                                                                       19
     › Crafting Skills                                  › Psionic Skills
        examples: carpentry, cooking, blacksmith,          examples: biopsionics, clairsentience,
     basket-weaving, stone-masonry, appraisal           clairvoyance, ergokinesis, metapsionics,
                                                        telekinesis, telepathy, teleportation
     › Developmental Skills
        examples: perception, insight,                  › Scientific Skills
     concentration, meditation, bravery,                   examples: physics, astrophysics, astronomy,
     resistance, hardy, ambidexterity                   chemistry, ecology, oceanography, geology,
     › Gaming Skills                                    meteorology, biology, zoology, botany,
                                                        mathematics, archaeology, criminology,
        examples: chess, checkers, dominoes,
                                                        psychology, sociology, medicine, genetics,
     draughts, poker, blackjack, backgammon,
     pool, darts, gambling                              nanotechnology, xenology, climatology
                                                        › Technical Skills
                                                          examples: computers, engineering,
                                                        demolitions/explosives, electronics
                                                        › Trivia Skills
                                                          examples: movies, rock ‘n roll, historical
                                                        period, celebrities, astrology, theater
                                                        › Vehicle Skills
                                                          examples: piloting, riding, driving, sailing,
                                                        gunnery, navigation, astrogation
                                                        › Outdoor Skills
                                                           examples: survival, animal handling,
                                                        tracking, farming, mining
                                                        › Other Skills
                                                          examples: bureaucracy, hypnotism, local
                                                        knowledge
20
Skill Notation
   Sometimes entire categories of skills
are referred to in this rulebook instead
of single skills. When this happens, the
category is noted in square brackets in
order to avoid confusion. For example, an
entry which says [outdoor] refers to the
entire list of survival, animal handling,
tracking, farming, mining, and any others.
In these instances, it is also appropriate
to choose new skills of your own devising,
as long as they fall within the category’s
overall topic – if a career tells you you may
choose a [vehicle] skill, you can choose any
of the listed examples, or you might decide
instead on ballooning or submarining.
   When noting a skill, you do not need
to indicate categories or placeholder
titles. You simply note “chess” rather than
“gaming (chess)”; similarly, you simply
note “pistols” or “nunchukus” rather
than “ranged weapon (pistols)” or “melee
weapon (nunchaku)”.
   Computers includes use of scanners and
starship sensor/comms systems.
                                                     Skill Levels
   Navigation refers to land and sea-based
travel. The space-based equivalent is astrogation.      Skills are used to form dice pools in the
                                                     same way that attributes are. They use the
   Local knowledge is a catch-all term;
                                                     same scale as attributes to derive the size of
the skill should actually be the name of a
                                                     the dice pool.
place, typically a planet.
                                                         As a general rule, 1 skill rank is proficient, 3
   Weapons. In combat, unarmed fighting,             is considered skilled, and is roughly equal to a
and weapon skills all add to relevant AGI,           bachelor’s degree; 6 is an expert, and is roughly
INT, or STR attack checks. Melee weapons             equal to a doctorate; 10 is regarded as mastery;
include categories of weapon type (swords,           and 15 makes you an authority on that subject.
                                                                                                            »1.Future Careers
axes, clubs, knives, etc.); ranged weapons           These ranks correspond to derived dice pools of
similarly include weapon types, such as              1d6, 2d6, 3d6, 4d6, and 5d6.
bows, pistols, rifles, or heavy weapons.                Einstein had a score of 15 (5d6) in physics.
Gunnery refers to vehicle or ship-mounted            Miyamoto Musashi had a score of 15 (5d6) in
weapons. Unarmed combat types include                swords. Characters with skills that high are
(but are not limited to) boxing, wrestling,          extremely rare.
brawling, and martial arts.
                                                       Skill Ranks      Skill Level        Dice Pool
   Armor. Armor is divided into light,
                                                             1          Proficient            1d6
medium, heavy, and powered armor. You
                                                             3            Skilled             2d6
can still wear armor in which you have no
                                                             6            Expert              3d6
skill ranks, but – as with all equipment –
you need skill ranks to benefit fully from                  10            Mastery             4d6
higher quality armor.                                       15           Authority            5d6
                                                                                                            21
                                 »SPECIES
     Y
          our character is likely nothing like you. In      This rulebook presents seven basic
          fact, your character may be a completely       species (Humans, Ogrons, Venetians,
          different species to you. There are a          Borians, Androids, Spartans, and Felan),
     number of alien species to choose from;             although many more may be available
     they all have different starting attributes         from other sources. These species are a
     representing typical members of their species.      simple, “generic” set, designed to suit a
     Some alien species may be fast, or strong,          multitude of campaign settings in the same
     while others might be intelligent or psionically    way that elves, dwarves, and halfings are
     gifted. Each species is different.                  often generic to fantasy games. Any given
        Start by choosing a species and sex for your     setting may well have an entirely different
     character. Your species will determine your         set of alien species, especially if it’s set
     starting attributes, which are the attributes       in a popular sci-fi universe, and GMs are
     of a small child of that species (human adult       encouraged to create their own.
     average is 4 in each attribute). Your gender        A Note About Gender
     does not affect your attributes or skills at          & Ethnicity
     all. Humans provide the simplest, most
     straightforward playing experience.                    Gender has no effect on your character
                                                         and should be treated as a purely descriptive
        Once you have selected your species,             element. Some alien races (though not those
     record your starting attributes, and choose         above) may have entirely different genders, or
     three from the list of available skills. Each       no gender at all. You should feel free to select
     species also has natural exploits (such as the      from the entire range of gender-identification
     Venetian’s bonus telepathic power or the            and sexuality, though these things will likely
     Android’s immunity to mental attacks).              not form a major part of the game.
22
Species Attribute Bonuses                          attribute increases with STRENGTH, and
   Every species is different, and part of this    Venetians may substitute a listed attribute
difference is highlighted by their different       increase with LOGIC. If a race allows this, it is
starting attributes. Ogrons are strong, and        noted as an exploit in the race description -
Venetians are clever, while Humans are known       Ogrons (STR), Venetians (LOG), Borians (CHA),
for their luck.                                    and Felans (AGI).
              STR       AGI      END       INT       LOG        WIL       CHA        LUC        PSI
Human*                                                                                +2
Borian                            +1        +1                             +1
Ogron         +2                  +2
Felan                   +2                  +1                             +1         +1
Spartan       +1        +1        +1
Android       +2                                      +2                               -         -
Venetian                +1                            +2                              -2        +3
                                           *+2 to one other attribute and +1 to a third attribute
   All of your attributes start at 3, except for    You cannot increase an attribute twice
PSI and REP which both start at 0. Your choice     during a single career grade
of species modifies those attributes in the        advancement; if substituting a species
form of bonuses and some (rare) penalties.         attribute for another would mean that
   The starting bonus to your attributes isn’t     an attribute was being improved more
overwhelming. However, some races allow you        than once, you cannot make the
to substitute one of the listed attribute          substitution.
advancements for another, specific attribute –
                                                     Not all races allow this substitution.
so Ogron characters may replace one of their
»1.Future Careers
                                                                                                       23
                  Humans                           Ogrons
                    There’s a reasonably               Ogrons stand 7’ tall. Towering masses
                     strong chance that you,       of muscle, accompanied by green skin and
                       the reader, are human.      bestial tusks, they so much resemble the
                        Humans are an adaptive     ogres of fairytale and lore than humankind
                        and expansionist           named them after the mythical creatures.
                        species, with a tendency   Ogrons have a reputation for stupidity. While
                      towards colonization         it’s certainly true that most of humankind
                    and innovation – they are      outstrips the Ogron species in terms of
                       as varied as the many       intelligence and education, Ogrons aren’t
                       planets from which          quite as stupid as many expect – they, as
                      they hail. Centuries         a species, do manage to operate and build
                                                   starships, after all.
                     on different worlds has
                    resulted in a diverse            Ogron adventurers tend to be mercenaries
                    species – some colonies on     and soldiers.
                    high gravity worlds grew         Typical names (male and female): Lúrbag,
                    into planets of strong men     Lugog, Gorrat, Ugbug, Bolglúk, Maudush,
                    and women, while other         Radhur, Ugdush, Grishog.
                    planets attuned their
                         populations over many           Statistics
                           years in other ways.      Size: Large
                               Human adventurers     Attributes: STR+2, END +2
         are extremely varied, from military         Skill choices: Carrying,
     officers to engineers, to priests, to         hardy, bravery, intimidate.
     criminals.
                                                         Exploits
           Statistics
                                                      Dull-witted.
       Size: Medium                                Although slow-witted,
        Attributes: LUC +2, add 2 to one other     Ogron minds are
                                                   hard to penetrate.
     attribute, and add 1 to a third attribute
                                                   They gain a +4
       Skill choices: Any.                         bonus to MENTAL
                                                   DEFENSE.
           Exploits
                                                      Smelly. No
        Varied. Human boast more variation         matter what they
     within their species than most. Add 2 to      do, Ogrons smell bad.
     one other attribute, and add 1 to a third     They take a permanent
     attribute (noted above).                      -1d6 penalty to any
        Explorers. Driven by an inquisitive,       attempts at stealth.
     exploratory nature, Humans gain a number         Brawny. Ogrons
     of XP equal to their grade every time they    increase their carrying
     travel to a star system new to them. They     capacity by 50%.
     can only gain this bonus once per week.          Large. As a large-
        Enduring. Humans may not be the            sized race, Ogrons suffer
     fastest or the strongest, but they are        a -4 penalty to their
     known for their resilience. Humans get        MELEE DEFENSE and
     +1 to their 1d6 die roll to shake off a       RANGED DEFENSE
                                                   scores.
     temporary condition.
24
    Strong. Ogrons are noted for their                  Exploits
strength. When taking a new career, an Ogron         Naturally psionic. A society which
may optionally exchange one of the listed         integrates psionics from childhood, Venetians
four attribute increases for STR, as long as      start play with one free psionic exploit.
it doesn’t result in a duplicate attribute
advancement.                                        Acute hearing. Venetians have excellent
                                                  hearing, and gain a +1d6 bonus to INT checks
   Stronger with age. Unlike most species,        when sound is relevant.
Ogrons can continue to increase their STR
attribute into old age. Ancient Ogrons are           Learned. Venetians start with four species
often incredibly strong.                          skills rather than three. The bonus (fourth)
                                                  skill must be a [scientific] skill.
                  Venetians
                                                     Disciplined. The mental discipline of a
                         Venetians are a          Venetian is such that they are completely
                      slim, hairless species,     immune to the Fatigued condition, as long as
                      standing at roughly the     they get 8 hours sleep per week. This is not a
                    same height as humans.        preferred situation, however.
                   They tend towards the
                    ascetic, and, indeed,           Long-lived. When creating a Venetian
                     have a society which         character, multiply their career lengths by 5.
                     highly favors the               Logical. Venetians are noted for their
                    monastic orders to which      intelligence and logic. When taking a new
                   so many belong. The            career, a Venetian may optionally exchange
                   Venetian style of self-        one of the listed four attribute increases
                   discipline and avoidance       for LOG, as long as it doesn’t
                   of indulgence gives the        result in a duplicate attribute
                   species a somewhat aloof       advancement.
                   demeanor which can be
                   off-putting.                   Borians
                       Many of the Venetian          Borians are
                    monastic orders, of which     welcome in most
                        there are thousands,      places. Standing
                           focus on the martial   at about 4’ in
                          arts and self-          height, with bright red or
                        discipline. For this      blue skin (depending on
reason, Venetians – while being pacifistic in     clan) and spiky heads, they
nature – are often very skilled combatants.       have a reputation for good
                                                  cheer and friendliness. This,
  Venetian adventurers tend to be priests,
                                                                                                   »1.Future Careers
                                                  coupled with their naturally
healers, and scientists.                          robust constitution,
   Typical names (male and female): Ashonn,       also makes them
Branmer, Kozain, Kalier, Tereval, Rathell,        renowned drinkers,
Sinehan, Nerrat, Dukhon, Deerenn, Delon,          and it has been
Mayen.                                            said that Borians make the most common
                                                  bartender race in the universe.
      Statistics
                                                     Borians are good with their hands, and
  Size: Medium                                    enjoy tinkering and building. They make
  Attributes: AGI +1, LOG +2, LUC -2, PSI +3      excellent engineers and craftsmen.
   Skill choices: Reactions, acrobatics,            Typical names (male and female): Dobur,
perception, concentration, religion,              Thrari, Kirin, Borin, Boli, Filin, Gimnor,
[scientific].                                     Thrarin, Dwain, Dolo, Kibur.
                                                                                                   25
           Statistics                                        Statistics
       Size: Small                                        Size: Small, medium, or
       Attributes: END +1, INT +1, CHA +1, REP +1      large
26
  Scanner. The android has an inbuilt                     Statistics
   scanner (equal to a hand scanner) which             Size: Medium
   it is always considered to be carrying.
                                                       Attributes: STR +1, AGI +1, END +1
   This scanner might be part of its body, or
   simply part of its sensory equipment, and           Skill choices: [Combat], intimidate,
   may or may not be visible.                       carousing.
   Compute. The android can absorb a large                Exploits
   document (the equivalent of a major                  Berserker. Spartans can enter a berserker
   novel) in a minute, or make complex              rage by tasting their own blood when they
   calculations, including FTL calculations         are below half HEALTH. This grants them a
   which require no check at FTL factors            +1d6 bonus to all attack rolls. The rage only
   equal to or lower than the android’s LOG         ends when all foes are dead, or the Spartan
   attribute.                                       is rendered unconscious or restored to above
   Weapon. The android has an integrated            half HEALTH.
   melee weapon. Choose one weapon worth              Redundant organs. Spartans have a number
   100cr or less.                                   of redundant organs and heal fairly rapidly.
                                                    They can spend five minutes to heal 2d6
                 Spartans
                                                    HEALTH once per day.
                              Spartans were
                                                      Warlike. Spartans gain one bonus [combat]
                           named after the
                                                    skill.
                           mythological Human
                          legends because           Felans
                     of their warrior-based
                                                      Felans,
                     culture. Aggressive,
                                                    unimaginatively
                      violent, quick to anger
                                                    named by the first
                      and easy to offend, a
                       group of Spartans can        human explorers to
                        empty a bar in minutes.     encounter them, are a
                         Add in their love of       cat-like species. Like
                         heavy drinking and the     their four-legged
                          sheer joy they get        namesake, Felans are
                           from combat, it’s easy   often beautiful to the eye,
                           to see why Spartans      and move with a graceful,
                           are not the most         acrobatic purpose. Easily
                           popular of species.      able to jump and climb,
                       However, they do get         Felans like to make use
                                                                                                    »1.Future Careers
                      frequently misunderstood      of their environment, and
                      – they are rarely bullies     tend to sleep in precarious
                            (indeed, they’d see     locations high above the
                             it as cowardly to      ground.
                             attack someone           Felans have
                             weaker).               a deserved
   Spartans excel as soldiers and other             reputation for
warriors. They abhor indirect conflict, and         being easily
will tend to avoid careers which involve            distracted, and often flit from career to
subterfuge or deception.                            career, unable to settle.
   Typical names (male and female): Kevak,            Typical names (male and female): Arhel,
Deshe, Bra-el, G’Vera, Dracla, K’Ehleyr,            Infin, Elenrik, Makil, Crihel, Talik, Gimlek,
Kellein, Kargan, Kalan, Adjur.                      Amaduil, Idthit, Ciraire.
                                                                                                    27
          Statistics                                    » Homeworld
      Size: Medium                                        Choose a homeworld type, which gives you
      Attributes: AGI +2, INT +1, CHA +1, LUC +1        attribute adjustments and a bonus skill. Your
                                                        homeworld selection may not contradict your
       Skill choices: Acrobatics, climbing, jumping,
                                                        choice of origin.
     [unarmed fighting], reactions, appraisal,
     bluffing, stealth, negotiating.                    Homeworld      Attributes       Bonus Skill
28
                                     »CAReERS
  Roland rolled over, letting his sister take a        over 13%, and the latest ESH-4 sensor arrays,
turn on the viewpiece. Staring up at the night         finely tuned to improve targeting accuracy.
sky, he fancied he could see tiny moving lights,         “D’you think we’ll ever get to see it?” Simone
the same lights he’d just been watching close-         asked.
up through their new telescope. He heard
Simone draw her breath slightly, and grinned,           “I will!” Roland passed back the viewpiece.
understanding the awe that the sight caused.             “One day I’ll be captain of that ship. You’ll
  “That’s enough, kid. Give it back!” He grabbed       see!”
the viewpiece back from his little sister. In the        Simone giggled. Her older brother was a
tiny screen he could see the orbital shipyards         dreamer. He talked ceaselessly about joining
around the Phobos industrial facility, and the         the Navy, graduating the Academy, and being
mighty battleship being constructed there.             stationed on a great starship. She hoped it
Hundreds of tiny shuttles and men and women            happened for him one day.
in environmental suits flitted around the vessel
                                                                                                          »1.Future Careers
                                                         “Roland!” Their uncle’s call from the habitat
as it drifted there, held insider a great skeletal     sounded urgent. They were in the arboretum,
cage which provided power and infrastructure           looking up through the dome into Mars’ reddish
for the workers.                                       night sky. Roland clambered to his feet as his
  The Excalibur was the first of its kind. A new,      uncle appeared in the doorway, a transmission
class XIII battleship, she boasted forward and aft     slip in his hand.
pulse cannons and the newest torpedo technology.        “Roland - it’s here!”
Two shield generators provided enough power to
repel almost any Spartan attack, and her enormous        Simone jumped! Roland had taken off like a
antimatter engines were capable of FTL-12 - over       rocket, racing towards his uncle. He snatched
1,700 times light speed. On top of all that, she ran   the slip and stared at it, almost fearfully,
the newest experimental EMS-3 control computer         afraid to open it. The outer seal featured a
system from Cooke Construction Systems, which          single sentence in clear military font:
were said to improve battle response times by           “Naval Academy Application Acceptance.”
                                                                                                          29
        Careers are occupations held by characters      Occasionally, an exploit may appear in more
     over the course of their lives. Characters may     than one career; you may still only select it
     hold multiple careers over a period of many        once, even if you choose both careers.
     years, and gain knowledge and skills from each.
     What’s O.L.D. is N.E.W. uses a “life-path”         » Career List
     system to create and advance characters.
                                                           Below is a full list of all careers, sorted by
        Characters begin play with five careers.        type.
     Choose one origin and four further careers.
     When you choose a career, you gain attribute       Origins: Borian Apprentice, Felan Scavenger,
     increases, skill ranks, and unique exploits.       Prodigy, Experiment, Jock, Novice, Moisture
        Prerequisites. Careers do not have              Farmer, Orphan, Navy Brat, Talent, Hacker,
     career prerequisites, but they can have            Traveller, Scion, Farmhand, Everyman,
     skill prerequisites. A skill prerequisite can      Service Droid.
     be thought of as a qualification – an ability
     to demonstrate competence in a given               Academic: College, Engineer, Medic,
     area. Specific game settings or organizations      Scientist.
     may have more stringent prerequisites – for
     example, a military organization might require
     that a character complete Basic Training before    Criminal: Burglar, Con Artist, Gangster,
     becoming a Marine. The GM should inform            Prison, Smuggler, Street Thug.
     players of any setting-based prerequisites such
     as organizational career ladders.                  Investigative: Bounty Hunter, Detective,
        Skills. Characters may choose two skills        Intelligence Officer, Police Officer.
     from each career grade. Defensive skills are
     always available - defensive skills include        Military: Academy, Assassin, Marine Cadet,
     acrobatics, dodging, foresight, meditation,        Marine Tour, Navy Cadet Cruise, Navy Tour,
     concentration, bravery, discipline, religion,      Scout/Special Forces, Sniper, Starbase
     conviction, leadership, psychology, and            Assignment, Spartan Battle School.
     rulership. Skills contained in [square brackets]
     indicate categories; any skill from the            Psionic: Battlepsyche, Biopsychic, Psi-cop,
     indicated category may be chosen, or the           Psychic, Star Knight, Venetian Retreat.
     player may create a new relevant skill. A
     completed beginning character will have a
     total of 13 skill ranks (3 species skills and 2    Vocational: Athlete, Ambassador, Bartender,
     career skills per grade).                          Craftsman, Drifter, Gambler, Miner,
                                                        Performer, Pilot, Priest, Socialite, Space
        Attributes. Characters advance 4 attribute      Jockey, Trader.
     points from each career grade. Apply all listed
     attribute adjustments. Some races noted for
                                                           Later in this book, you will find a section on
     a particular attribute have an ability which
                                                        creating new careers. The GM is encouraged
     allows them to optionally exchange one of
     these four attribute increases for a different     to create careers appropriate to her world or
     one, as long as it doesn’t result in a duplicate   setting, or to extend existing careers with new
     attribute advancement.                             exploits.
30
   You can take an origin multiple times             Ordinary. Your very nondescript nature
(after the first time, they each take only 1d6    makes you easily able to blend in unnoticed,
years), but once you leave an origin, you can     giving you a +1d6 bonus to attempts to bluff,
never go back.                                    disguise, or otherwise remain visible but
                                                  unremarked upon.
Borian Apprentice
[2d6+6 years]                                     Experiment [1d6 years]
   Prerequisites: Borian.                            Prerequisites: none.
   Attributes: STR +1, AGI +1, LOG +1, REP +1        Attributes: STR +1, AGI +1, END +1, LOG +1
   Skill choices: [crafting], [technical],           Skill choices: [physical]
[outdoor]
                                                     You were the subject of tests and
   Growing up on the Borian Homeworld often       experiments by scientists and doctors,
involves an apprenticeship in a trade or craft.   whether created or merely altered. Your
   Artisan. Choose a [crafting] skill. You gain   childhood was spent in a lab.
3 ranks in that skill.                               Programming. You have been specifically
Everyman [2d6+6 years]                            bred and engineered for a purpose. At the
                                                  start of a fight your ‘programming’ kicks in,
   Prerequisites: none.                           granting you a +2d6 INITIATIVE bonus.
   Attributes: END +1, LOG +1, CHA +1, LUC +1
                                                  Farmhand [2d6+6 years]
  Skill choices: [scientific], [outdoor],
computers, carousing, [performance]                  Prerequisites: none.
    Your childhood was characterized only by         Attributes: STR +1, END +1, INT +1, WIL +1
its unremarkability. A normal childhood and          Skill choices: [outdoor], [vehicle],
High School experience, reasonable grades,        [physical], [crafting], [technical]
and a typical teenaged social life, perhaps you
                                                    You grew up on a farm – a wheat farm, a
dreamed of being something more.
                                                  moisture farm, or similar.
                                                    Dreamer. You may replenish your LUCK
                                                  pool once per day by spending five minutes
                                                  daydreaming about wonderful possibilities.
                                                                                                        »1.Future Careers
                                                     Skill choices: [perception, stealth,
                                                  survival, [local knowledge]
                                                     With their short lifespans and rapid growth
                                                  to maturity, the Felan do not form strong family
                                                  bonds. A youngster is soon left to fend for itself.
                                                     Scavenge. Once per day, given an hour in
                                                  an urban environment, you can scavenge one
                                                  item worth up to 100Cr. This exploit cannot be
                                                  used during downtime.
                                                                                                        31
        Skill choices: [computers, bureaucracy,           Petrolhead. You have a familiarity with
     cryptology, gaming, [scientific]                  vehicles of military design. When driving or
        You were obsessed with computer systems        piloting a military vehicle (but not a starship),
     in your adolescent years.                         you gain a +1d6 bonus to checks to operate it.
32
                                                    Talent [2d6+6 years]
                                                       Prerequisites: none.
                                                       Attributes: INT +1, WIL +1, PSI +1
                                                       Skill choices: empathy, stealth, [psionic],
                                                    [performance]
                                                       You manifested undisciplined psionic ability
                                                    early in life, and struggled because of it.
                                                       Empath. You can sense strong emotions in
                                                    those with whom you converse.
                                                                                                        33
     qualifications. A college education can often         Most military careers begin with a stint
     substitute for Military Academy for those          at Military Academy, but a college degree
     intending to enter service.                        can often circumvent that requirement. The
        Some academic careers earn your character       navy, especially, has a need for scientists and
     an educational qualification or title. For         engineers, and doctors are an important part
     example, you can gain degrees and doctorates       of any military organization.
     at college.                                           The Navy is a military, exploratory, and
                                                        scientific organization, and fields a wide range
     › Criminal Careers
                                                        of starships – from great battleships to scout
        Criminal careers include a variety of life      vessels and research cruisers, along with
     choices, all of which are illegal. From low-       carriers which are able to deploy starfighters.
     level street thugs to gangsters to intergalactic   The Navy is also responsible for colonization,
     smugglers, all criminal careers carry the          emergency aid, and general non-planetside
     added risk of prison. After taking a grade in      police duties.
     a criminal career, roll 1d6. On a roll of 1 you
     must next take the Prison career.                    Marines are a combat force trained for
                                                        deployment in hostile situations.
     › Investigative Careers
                                                        › Navy Careers
        Investigative careers include occupations
     both official and freelance. Cops, agents, and        After the Academy (and any courses taken
     bounty hunters all share the desire to locate      there), Navy personnel follow up with a Navy
     and apprehend (or kill) suspects, using unique     Cadet Cruise, and then one or more Navy
     skills developed for that very purpose.            Tours or Starbase Assignments. They can then
                                                        specialize in Medic*, Scientist, Engineer, or
     › Military Careers                                 Pilot* if they choose.
        Military careers include army and navy             A Bachelor’s Degree can replace Basic
     roles, along with academic careers, special        Training.
     forces and other specialists. Academic careers
     can all form part of a military career. Careers    › Marine Careers
     such as doctors, engineers, scientists, and           After the Academy (and any courses taken
     so on will be placed in roles suiting their        there), Marine personnel follow up with
     qualifications, whether in the Marines or the      Marine Cadet, and then one or more Marine
     Navy.                                              Tours. They can then specialize in Medic*,
        For example, a tour of duty in the Marines      Scout, Sniper, or Assassin, if they choose.
     taken by a character already qualified as a           A Bachelor’s Degree can replace Basic
     doctor will be as a field medic, and a naval       Training.
     tour taken by a pilot will be as a pilot or
     helmsman.                                                * Medic and Engineer are found under
        Below are some suggested roles for                Academic careers, and Pilot is found under
     specialist military officers. Characters should                             Vocational careers.
     feel free to rename these careers in a manner
     appropriate to the campaign setting.               › Psionic Careers
     Career          Navy              Marines             Psionics can be an asset to any career, and
                                                        psionic exploits are potentially available to
     Engineer        Engineer          Engineer
                                                        anybody with a PSI score of 1 or more.
     Medic           Medical officer Field medic
     Pilot           Helmsman          Drop pilot       › Vocational Careers
     Police officer Security officer Military police       Vocational careers represent the general
                                                        populace. Those doing regular jobs, earning
     Scientist       Science officer
                                                        their way.
34
› Species Careers                                      Academy tutor [requires Basic training].
   Species careers are those careers only           You spent time teaching at the Academy.
available to members of a given species.            While not exciting, teaching is a great way
They represent cultural specializations or          to improve your connections and reputation,
organizations. Some species careers are             and many graduates opt to do so after
origins, while others, such as the Venetian         basic training. You gain 2 REP points. You
Retreat, can be taken at any time.                  also gain a permanent +1d6 bonus to social
                                                    interactions involving military personnel as
Academy [3 years]                                   you share common acquaintances, students,
   Prerequisites: none.                             or colleagues.
   Attributes: AGI +1, LOG +1, WIL +1, CHA +1          Academy professor [requires Academy
   Skill choices: carrying, pistols, rifles,        Tutor]. A paper or book you wrote has become
leadership, law, [scientific], [technical],         required reading at the Academy. Naval
tactics, starship tactics                           graduates will automatically recognize your
                                                    name. You gain a further 2 REP points and an
   You joined the military and completed            automatic promotion of one rank.
basic military training. Some programs send
recruits to college to gain degrees before          Assassin [1d6 years]
returning to cadet assignments. The Military
                                                       Prerequisites: stealth, tracking, [combat].
Academy is the basic training location for both
Naval and Marine officers, and as such covers          Attributes: STR +1, AGI +1, INT +1, REP +1
a wide curriculum along with an opportunity           Skill choices: [combat ], stealth, thievery,
to specialize early in a science, medicine, or      perception, intimidate, disguise
engineering career.
                                                       A killer for hire, you mastered the skills of
   The Military Academy is regarded as a top-       assassination.
quality institution, easily the equal of many
highly placed universities. The Academy is a           Killing blow. Any attack you make during
three-year course, and is widely regarded as        the ambush turn gains a +2d6 bonus to attack.
the equivalent of a Bachelor’s degree.                 Ambush. You gain +2d6 to rolls made to
   Basic training. You gain all of the following    access the ambush turn.
skills at 1 rank (1d6); this does not increase an      Weak point. Once per enemy you may
existing skill beyond 1 rank. Tactics (marines)     ignore any SOAK score he possesses by
or piloting (navy); computers; law; one             targeting a weak spot.
[scientific] skill (navy) or survival (marines).
                                                       Sneak. If nobody is actively looking for you,
   Command school [requires Basic                   you are able to move silently and unseen at
training]. A second stint in the Academy            half your normal speed. You are effectively
                                                                                                       »1.Future Careers
prepares you for command. You gain +3 REP           invisible. However, if anybody is actually
and the leadership skill at 1 rank if you do not    looking for you, they may make INT checks as
already have it.                                    normal to spot you.
   Make a Challenging [13] CHA check before
advancing any attributes. If you succeed, you       Athlete [1d6 years]
automatically gain a second military rank.             Prerequisites: [sport] or [physical].
   Branch specialization [requires Basic               Attributes: STR +1, AGI +1, END +1, REP +1
training; one [scientific] skill]. You can
                                                       Skill choices: [physical], [sporting],
choose to spend an additional stint at
                                                    carousing, flirtation, [unarmed combat]
Engineering, Medical, or Science Branch
School. This is regarded as the equivalent of          You are a professional athlete, whether
a doctorate. You gain one bonus [scientific] or     that be in a team sport or a track and field
[technical] skill.                                  event.
                                                                                                       35
        Athletic. Choose four [physical] skills. You
     gain these four skills at 1 rank (1d6). This does
     not increase the rank of an existing skill.
        Runner. You gain a +2 SPEED bonus.
        Fit. You gain a +5 HEALTH bonus.
        Signing bonus. You are signed to a team
     and gain a 1,000 credit signing bonus. You may
     repeat this exploit, signing to a new team
     each time.
        Attributes: END +1, WIL +1, PSI +2                  Electrokinetic blast. You blast an
                                                         opponent with a range increment of 20’
        Skill choices: [psionic], [combat],              with forked blasts of electricity. Make a
     concentration, meditation                           PSI vs. DEFENSE attack; if you succeed, you
        Battlepsychs are trained for wartime             do 2d6 electricity damage. You may repeat
     psionic combat. They specialize in brute-force      this exploit once, increasing the electricity
     mental offense.                                     damage to 3d6.
        Psi-blast. You can use an action and make        Biopsychic [1d6 years]
     a PSI vs. MENTAL DEFENSE attack to blast an
     opponent with a mental burst which does 3d6           Prerequisites: medicine.
     psionic damage and has a range increment of           Attributes: END +1, WIL +1, CHA +1, PSI +1
     10’.                                                   Skill choices: [psionic], medicine, biology,
        Telekinetic shield. You gain +4 to RANGED        psychology, concentration, meditation
     DEFENSE from a permanent telekinetic shield.          Biopsychics are dedicated to healing.
     This bonus does not stack with any other            Known by a variety of names – energy healer,
36
faith healers, psychic surgeons, and more they        Locksmith. You gain an exceptional quality
channel psionic energy into others in order to     lockpicking kit.
heal injuries and sickness.                           Catburglar. An expert at climbing, you do
   Psychic healing. You can heal 1d6 HEALTH        not take any die penalties in combat while
by touch. Any given creature can only benefit      climbing.
from this power once per day. You may repeat           Sixth sense. You have a sixth sense when
this exploit once, increasing the healing to 2d6   it comes to traps, and gain a +2d6 bonus to
HEALTH.                                            spot them and a +1d6 bonus to avoid or disarm
   Adrenalize. Once per day you can channel        them.
positive energy into somebody, granting them          Climber [requires Catburglar]. Your
a +1d6 die bonus to all physical attribute         climbing speed becomes equal to your regular
checks for five minutes.                           SPEED.
   Psychic resuscitation. You may                     Grand heist. You achieve a great robbery
automatically stabilize a dying creature by        that will be remembered for years to come.
touch by spending two actions. Any given           Gain a bonus 3d6 x 100cr. You may repeat this
creature can only benefit from this power          exploit, gaining 3d6x100cr each time.
once per day.
                                                   College [4 years]
Bounty Hunter [1d6 years]
                                                      Prerequisites: none.
  Prerequisites: none.
                                                      Attributes: LOG +1, WIL +1, CHA +1, REP +1
  Attributes: AGI +1, INT +1, LOG +1, REP +1
                                                      Skill choices: computers, [scientific],
   Skill choices: tracking, piloting, stealth,     [artistic], [sporting], [social], [technical],
law, computers, perception, intimidate,            [academic]
[combat]
                                                      You attended a civilian college or university
  As a bounty hunter you spent time tracking       and gained formal qualifications in a chosen
down and capturing wanted criminals.               area of study.
   Prey. You may choose a target species.             Choose a subject, which can be any skill,
You gain a +1d6 bonus to attempts to track         but is typically a [scientific], [technical],
targets of that species.                           [academic], or [artistic] skill. You can restart
   Datamining. You are able to locate a            this career at any time to gain degrees in
target’s current location down to a specific       additional subjects.
planet by accessing credit, criminal, customs,        Bachelor. After a four-year course, you
and other records if you have access to a          gained a Bachelor’s degree or equivalent at
computer link.                                     university. Improve your skill ranks in your
                                                                                                      »1.Future Careers
Burglar [1d6 years]                                chosen subject to 3. Your research skills are
                                                   developed. If you have access to a library
  Prerequisites: stealth.                          or data network, you gain a +1d6 bonus
  Attributes: AGI +1, INT +1, LUC +1, REP +1       to attempts to learn information about a
   Skill choices: climbing, jumping,               subject.
acrobatics, escape artist, computers, stealth,        Make a Challenging [13] LOG check before
thievery, appraisal                                advancing any attributes. If you succeed, you
    You become a master thief, able to             pass this degree with honors and gain 1 bonus
infiltrate the most secure of locations. Some      REP attribute point.
cat burglars work for hire and conduct                Masters [requires Bachelor]. You remain
industrial espionage, while others prefer          in college and gain a Masters degree in your
to steal valuable artifacts and jewels from        subject. You gain 1 bonus skill rank in your
museums and high security vaults.                  chosen subject.
                                                                                                      37
        Make a Difficult [16] LOG check before              Skill choices: [social], disguise, bribery,
     advancing any attributes. If you succeed, you       forgery, [gaming], appraisal
     pass this degree with honors and gain 1 bonus          You honed your skills and learned how to
     REP attribute point.                                trick others out of their money with charm,
        Doctorate [requires Masters]. After              lies, bluffs, disguise, and more. Many career
     further studies, you gained a Doctorate at          criminals combine the craft of the con man
     university. You may now call yourself a Doctor.     with the skills of the burglar.
     But not THE Doctor. Gaining a doctorate                Grifter. In a bar or other crowded social
     requires not just an expert knowledge of a          situation, you can automatically make credits
     subject, but also rigorous skills of analysis and   equal to a CHA check x 10 in the space of an
     evaluation and critical achievement. Improve        hour using only the gift of the gab. You can
     your skill ranks in your chosen subject to 6.       only do this once per day. This exploit cannot
        Make a Demanding [21] LOG check before           be used during downtime.
     advancing any attributes. If you succeed,              Impersonate. You are easily able to
     you pass this degree with honors and have           impersonate any job role which you have had
     also made a minor breakthrough in your              opportunity to observe within the past day,
     chosen subject, and are known amongst peers         even briefly. You gain a +1d6 bonus if you have
     for it, gaining you a bonus 2 points to your        been able to observe and mimic an example.
     REP attribute. Choose the nature of your
     breakthrough.                                          Quick change. You are able to don a quick
                                                         disguise in one round instead of five minutes.
     Con Artist [1d6 years]                              This must be a disguise you’ve successfully
        Prerequisites: bluffing.                         used before.
        Attributes: INT +1, LOG +1, CHA +1, LUC +1          Beguiling. You are able to temporarily beguile
                                                         and captivate a target with your words as a CHA
                                                         vs. MENTAL DEFENSE check. If successful, the
                                                         target gains the Charmed condition. The target
                                                         must be able to understand you and have a LOGIC
                                                         attribute of at least 2.
38
   Builder. Assuming raw materials are                 Diplomatic immunity. You gain diplomatic
available, you can make an item of equipment        immunity to very low-level and petty crimes
in one day by rolling a LOG check vs. the           on any planet which contains an embassy.
item’s value.
                                                    Drifter [1d6 years]
   Fixer. You gain a +1d6 bonus to any
                                                       Prerequisites: none.
attempt to repair something.
                                                       Attributes: END +1, INT +1, CHA +1, LUC +1
Detective [1d6 years]                                 Skill choices: carousing, gaming, flirtation,
  Prerequisites: none.                              performing, bluffing, appraisal, thievery
   Attributes: AGI +1, INT +2, CHA +1                  Somehow you lost your way. Drinking,
   Skill choices: interrogation, pistols,           gambling, with no clear objective, you drifted
driving, bureaucracy, perception, intimidate,       through the fringes of society.
stealth, tracking, law                                Unseen. You know how to blend in so that
   You become a detective, expert at spotting       nobody pays any attention to you. You gain a
clues and finding your man. Even if you leave       +1d6 bonus when attempting to do so.
the profession, you still retain enough contacts    Engineer [1d6 years]
to call in favors and request information.
                                                       Prerequisites: engineering.
   Clues. If there are any clues to find at a
crime scene, you automatically find them               Attributes: STR +1, AGI +1, LOG +1, LUC +1
within 5 minutes.                                      Skill choices: computers, [technical],
                                                    zero-g, bureaucracy
   Criminal record. You can freely access
police databanks and automatically discover           You became an engineer, proficient at
any information held on file about a suspect.       manipulating technology and repairing devices
                                                    and engines.
   Hull number. You can request a starship
hull number lookup, and automatically                  Technical knowledge base. Choose four
determine the registered owner and port of          [technical] skills. You gain these four skills at
                                                    1 rank (1d6). This does not increase the rank
registration of a starship.
                                                    of an existing skill.
Diplomat [1d6 years]                                   Jury-rig. You can temporarily repair and
  Prerequisites: [social].                          jury-rig a broken item of size Medium or
   Attributes: INT +1, CHA +2, REP +1               smaller by spending five minutes with it. The
                                                    item will operate for a number of minutes
   Skill choices: [social], bureaucracy, law,       equal to your LOG check. If you spend one
politics, local knowledge                           hour with it, it will operate for a number of
   You have represented your planet                 hours equal to your LOG check. If you spend
                                                                                                        »1.Future Careers
elsewhere.                                          a day with it, it will operate for a number of
                                                    days equal to your LOG check.
   Diplomatic. Choose four [social] skills. You
gain these four skills at 1 rank (1d6). This does      Upgrade. You can modify a piece of
not increase the rank of an existing skill.         electronic equipment of size Small or smaller
                                                    to upgrade it permanently to a high quality
   Diplomatic pouch. You have a diplomatic          item. This process takes one hour, but the
pouch in which any small sized item can be          item can only be used by you due to unfamiliar
carried through customs without inspection.         and jury-rigged controls, and renders it
   Embassy. You have access to your                 monetarily worthless.
home planet’s ambassadorial embassy and                Engine-tuner. A starship in which you are
residences on any planet (if there are any),        an engineer increases its maximum FTL speed
which can provide food, shelter, basic              by 1 factor. This does not stack with other
equipment, and medical care.                        engineers should others be present.
                                                                                                        39
        Engine-master [requires Engine-tuner].       Gambler [1d6 years]
     You can increase your starship’s FTL speed        Prerequisites: [gaming].
     by 2 factors for a number of hours equal to
     your LOG check, after which the FTL engines       Attributes: INT +1, CHA +1, LUC +2
     cannot be used for 24 hours. This does not        Skill choices: [gaming], [social], thievery
     stack with other engineers should others be        You became an expert gambler, proficient
     present.                                        at games of skill and chance.
        Explosives. You can create explosives from      Lucky streak. Roll 3d6 and multiply by 100.
     common items and surroundings. The explosive    You gain that many credits. You may repeat
     takes 30 minutes to make, and causes 3d6 heat   this exploit, gaining 3d6x100 credits each
     damage to all within 5’. The explosive can be   time.
     stored, but only for up to two hours.
                                                        Cheat. You know a couple of tricks. In a
        Saboteur. You are able to disable any        game of chance, you may reroll any 1s in your
     mechanical or electronic device to which you    dice pool.
     have access. This exploit does not open a
     locked door (disabling the lock just means it     Chancer. You may spend 5 minutes once
     remains stuck in whatever configuration it is   per day to replenish your LUCK pool an
     currently in). This takes you five minutes.     additional time.
        Android repair. Using basic engineering      Gangster [1d6 years]
     equipment, you can heal 1d6 points of HEALTH
                                                       Prerequisites: intimidate.
     to an adjacent mechanoid as a single action.
     Any given mechanoid can only benefit from         Attributes: STR +1, INT +1, CHA +1, REP +1
     your repairing in this way once per day.           Skill choices: intimidation, thievery,
       Exceptional android repair. Your Android      driving, pistols
     Repair ability increases to 2d6 points of         Eventually your life of crime led you to
     HEALTH.                                         better things as you fell into a gang or crew.
40
    Intimidating. Intimidation is your way of          Skill choices: carrying, [unarmed fighting],
life, especially in the criminal underworld.        pistols, rifles, hardy, survival, leadership,
When attempting to intimidate a criminal, you       tactics
gain a +1d6 bonus.                                     You completed your cadet assignment
    Protection racket. A protection racket          in the Star Marines, which gave you a rude
is a lucrative and steady stream of income.         awakening after the comparative luxury that
Within your REP sphere you have a route. You        was the Academy. Assigned menial tasks in
gain your REP x 100cr each week. This exploit       hostile conditions and climates, you endured
cannot be used during downtime.                     two years before being approved by your
                                                    Sergeant.
Intelligence Officer/Spy
                                                        Light sleeper. You gain a Kevlar vest and a
[1d6 years]
                                                    rifle. You also gain the ability to sleep lightly,
   Prerequisites: none.                             and are not disadvantaged by perception
   Attributes: AGI +1, INT +1, CHA +1, LUC +1       checks made while asleep.
   Skill choices: interrogation, law,               Marine Tour [1d6 years]
[subterfuge skills], computers, pistols,
                                                       Prerequisites: none.
[social], [gaming]
                                                       Attributes: STR +1, END +1, WIL +1, REP +1
   You’re a spy. This may be Navy Intelligence
or some other force. You have a wide                   Skill choices: carrying, [combat skills],
remit, dealing with both domestic and               hardy, survival, leadership, carousing,
external threats, and perform undercover            bravery, perception
investigations into military and civilian issues.      A tour of duty in the Star Marines means
   False identify. You are able to create a         a deployment to a probably dangerous
false identity, complete with background            environment where you engaged enemy
records, in one day. This identity is good          forces in infantry based ground battles or
enough that people can look you up on various       boarded hostile starships. Star Marines pride
databases, and the details will match.              themselves on their sense of duty and their
                                                    courage, and consider themselves the most
   Off the grid. You know how to disappear
                                                    professional soldiers in known space.
without trace, dropping off the grid
completely. No location discerning checks or           With each tour, roll 1d6. On a roll of 6, you
abilities can find you unless you want them to.     gain a medal and a bonus +1 REP.
   Safe house (requires Off the Grid). You             Battle scars. You’ve received so many
can use a safe house on any populated planet        battle scars that you sometimes don’t notice
to grant your off the grid ability to your entire   injury. You gain a natural SOAK bonus of 2.
party.                                                  Quick naps. You’ve learned to manage with
                                                                                                         »1.Future Careers
   Monologue. Once per day you can make             little sleep. As long as you get 4 hours, you
a CHA vs. MENTAL DEFENSE attack against an          count as fully rested.
enemy. If successful, your target explains             Get on with it. Your platoon doesn’t
their plan with a short monologue.                  have much patience for whining about minor
   Miraculous escape. Once per day you              injuries. Once per day you can pause for two
may automatically succeed in one attempt to         actions and recover 2d6 HEALTH.
escape handcuffs or other restraints.                  Shake it off. You shake off conditions with
                                                    a roll of 4-6 instead of 5-6, and you shake off
Marine Cadet Assignment                             severe conditions with a roll of 5-6 instead of 6.
[2 years]
                                                       Platoon leader. You grant your entire party
   Prerequisites: none.                             a +1d6 INITIATIVE bonus as long as they are
   Attributes: STR +1, END +1, INT +1, LUC +1       within 30’ of you.
                                                                                                         41
                                                         managing a ward or sickbay. The number of
                                                         patients you can have under your long-term
                                                         care is increased to the value of your LOG
                                                         attribute.
                                                            Diagnosis. You gain +1d6 bonus to all scans
                                                         made with a medical scanner, and a +1d6
                                                         bonus to identify or treat diseases. Make a
                                                         Difficult [16] LOG check before advancing any
                                                         attributes. If you succeed, you discovered a
                                                         new disease or illness which is named after
                                                         you; you also gain 1 bonus REP attribute point.
                                                            Healing hands. Using basic medical
                                                         equipment, you can heal 1d6 points of HEALTH
                                                         to an adjacent creature as a single action.
                                                         Any given creature can only benefit from your
                                                         healing in this way once per day.
                                                            Exceptional healing hands [requires
                                                         Healing Hands]. Your Healing Hands ability
                                                         increases to 2d6 points of HEALTH.
                                                             Resuscitation [requires Exceptional
                                                         Healing Hands]. You can revive a seemingly
                                                         dead creature with a LOG check. The
                                                         creature must have “died” within the last five
                                                         minutes, and the difficulty value of the check
                                                         is 20 + the damage of the attack that killed it.
                                                         The creature wakes up with 1 HEALTH.
     Medic [1d6 years]                                      Medical officer. On board a starship, your
                                                         vessel’s daily sickbay capacity for restoring
        Prerequisites: medicine.
                                                         casualties to active duty is increased by 10%
        Attributes: AGI +1, INT +1, LOG +1, CHA +1       as long as you are in charge of the medical
       Skill choices: computers, medicine,               facilities.
     bureaucracy, psychology                                Emergency response [requires Medical
        You enter the medical profession. If you         Officer]. When starship casualties are rolled
     have gained a doctorate at college, you do so       for a ship on which you are in charge of the
     as a doctor; otherwise you are referred to as a     medical facilities, roll the casualty amount
     nurse or medic.                                     twice and take the lowest value.
        Medical knowledge base. Choose four              Miner [1d6 years]
     [medical] skills. You gain these four skills at 1
                                                           Prerequisites: none.
     rank (1d6). This does not increase the rank of
     an existing skill.                                    Attributes: STR +1, END +1, WIL +1, LUC +1
         Bedside manner. You gain a medical pouch           Skill choices: carrying, climbing, survival,
     and a medical scanner. Your long-term care          [technical], mining, appraising, carousing,
     is of such quality that your patient gains an       picks, hammers
     additional 1d6 HEALTH per day. You may only            There’s nothing like a few years spent down
     have one patient under your long-term care at       a tritanium mine to build character.
     a time.
                                                           Underground sense. When underground
       Ward management [requires Bedside                 you can always determine direction and depth
     Manner]. You are an expert at running and           and pick a route to the surface.
42
   Darksight. You have spent so much time          will be as a medical officer; if you are already
below ground that you’ve developed darksight       a scientist, it will be as a science officer or
to a distance of 30’.                              similar role. The same goes for pilots, security
   Mining hazards. You gain a +2d6 bonus to        personnel, engineers, and so on.
spot underground hazards and traps.                   Starship familiarity. Your familiarity with
   Toxic gases. The underground is full of         naval starships is such that you can automatically
toxic fumes, and you’ve become used to them.       navigate to any location inside one.
You gain a poison SOAK of 5.                          Brace yourself [requires Starship
   Identify substance. You can identify by         Familiarity]. You are so accustomed to the
sight any mineral or metal based substance         starship environment, instinctively knowing
automatically.                                     how to brace yourself, that you never take
                                                   damage from external starship fire.
Navy Cadet Cruise [1 year]                            Acclimatized. Missions into hostile
  Prerequisites: none.                             environments make you used to changes in
  Attributes: AGI +1, WIL +1, CHA +1, LUC +1       gravity. Your move speed in high and low
                                                   gravity environments (but not zero-g) is equal
   Skill choices: piloting, computers,             to your regular SPEED.
leadership
                                                      Bridge officer. If you are commanding a
   You completed your cadet cruise and are
                                                   starship, all bridge officers gain a +1d6 bonus
now a Navy Officer! The cadet cruise is a
                                                   to starship operations from your presence.
year long, and spent on a starship; those who
successfully complete the cadet cruise and            You have the conn [requires Bridge
evaluation are then able to proceed to a Navy      Officer]. You may donate LUCK dice to allies
Tour or to Navy Command School. The exact          while on the bridge.
assignment of the cadet cruise varies, but a           First contact. You were involved in a
cadet will typically carry out a range of non-     first contact mission, discovering a new alien
specialized duties under the supervision of an     species. Decide on the nature of the species
evaluating officer.                                (with your GM’s approval). You gain a bonus +1
   Ship rat. You gain an overall familiarity       REP and 1 rank in linguistics.
with naval vessels and starships, and get a
                                                   Performer [1d6 years]
+1d6 bonus to checks related to them.
                                                      Prerequisites: [performance].
Navy Tour [1d6 years]
                                                      Attributes: CHA +2, LUC +1, REP +1
  Prerequisites: none.
                                                      Skill choices: carousing, [performance]
  Attributes: AGI +1, INT +1, WIL +1, REP +1
                                                      You became a musician or other performer,
                                                                                                        »1.Future Careers
   Skill choices: piloting, computers,             and made your way working bars, clubs, and
leadership, pistols, rifles, engineering,          theaters.
[scientific], tactics, starship tactics
                                                      Triple-threat. You gain the skills singing,
   A navy tour is a regular military assignment;   dancing, and acting at 1 rank (1d6). This does
tours constitute the bulk of a military            not increase the rank of an existing skill.
character’s career. Tours in the Navy can
encompass any and all of these duties. A              Gigs. You can make money by playing at
crewman will typically specialize in one of        bars and doing local performances. You can
several career branches – medical, security,       automatically make an amount equal to a
engineering, science, operations, pilot – and      CHA check x 10 Cr per day by doing this. This
carry out his tour of duty in that area of         exploit cannot be used during downtime.
specialization, often with a long-term aim           Captivating. You have the ability to
of becoming chief of that department. For          captivate people with your musical ability.
example, if you are already a medic, your tour     While using your musical instrument or voice,
                                                                                                        43
     all those who can hear you become beguiled
     (unable to attack you) until you stop. This
     requires a CHA vs. MENTAL DEFENSE check and
     a full two actions each turn.
        Lullaby. Your music and make people
     drowsy. While using your musical instrument
     or voice, all those who can hear you become
     weary (-1d6 to all physical attribute checks
     and -1 SPEED) until you stop. This requires a
     CHA vs. MENTAL DEFENSE check and a full two
     actions each turn.
         Fearful. You can use voice or music to
     instil fear in those who hear it. While using
     your musical instrument or voice, all those
     who can hear you become nervous (-1d6 to
     all interactions with you or with a target or
     object of your choice) until you stop. This
     requires a CHA vs. MENTAL DEFENSE check and
     a full two actions each turn.
44
   Out of place. You know the signs of               You joined the clergy and practised
suspicious behavior. You gain a +1d6 bonus        religion, tending to your flock.
to checks made to spot unusual or criminal           Confessional. Your insights into the
activity.                                         morality of living things enables you to draw
   Freeze! You can compel a target to             confessions from others. Given an hour
“freeze!” with a CHA vs. MENTAL DEFENSE           of conversation, you gain a +2d6 bonus to
check. If successful, the target stops in his     checks designed to gain information from
tracks and and gains the Restrained condition.    another creature.
The target must be able to understand you
                                                     Unshakeable faith. You have faith, a peace
and have an INT attribute of 2 or more. You
                                                  of mind and an inner tranquillity which is hard
can only do this to a given target once.
                                                  to penetrate. You gain +5 to your MENTAL
   Backup. In an allied urban environment,        DEFENSE.
you can call for backup once per day in the
                                                      Respect. Your position in the clergy grants
form of 1d6 police officers who arrive within 5
                                                  you a certain reverence from others. Sentient
minutes and who will follow your orders.
                                                  opponents able to recognise your occupation take
   Anti-surveillance. You are so familiar         a -1d6 penalty to attack you on their first attack
with surveillance devices, blind spots, and       as long as you have not attacked them first.
avoidance techniques that, by moving half
your speed, you can render yourself invisible     Prisoner [2d6 years]
to electronic monitoring equipment.                  Prerequisites: none.
Priest [1d6 years]                                   Attributes: STR +1, END +1, INT +1, REP +1
  Prerequisites: religion.                           Skill choices: intimidation, survival,
  Attributes: INT +1, WIL +1, CHA +1, LUC +1      [subterfuge skills], [unarmed fighting], knives
  Skill choices: perception, crafting,               Your life of crime ended you up in prison
bureaucracy, cryptology, linguistics, [trivia],   where you served time; or perhaps you were a
meditation, leadership, performing, religion.     political prisoner or a prisoner-of-war. It was a
                                                  tough environment and you spent most of your
                                                  time just trying to survive, although you did
                                                  make one or two lifelong contacts.
                                                     Prison tough. You are mentally and
                                                  physically toughened. Each time you go to
                                                  prison you gain a permanent +1 bonus to your
                                                  DEFENSE and MENTAL DEFENSE.
                                                     Shiv. You are easily able to improvise
                                                                                                       »1.Future Careers
                                                  weapons using your surroundings – glasses,
                                                  rocks, and so on. You always count as carrying
                                                  a knife or club. Additionally, you know how
                                                  to use it: when you do piercing damage with
                                                  a small knife, you may spend a LUC die to
                                                  automatically inflict the Bleeding condition.
                                                                                                       45
        A Psi-Cop is a specialist investigative law-    Scientist [1d6 years]
     enforcement individual with psionic training,         Prerequisites: one [scientific] skill.
     and usually works alongside police – or
     occasionally Navy Security or Intelligence –          Attributes: INT +1, LOG +1, WIL +1, REP +1
     in a consulting role. Psi-Cops aren’t usually         Skill choices: computers, [scientific],
     trained in direct psionic combat skills; their     [technical], survival, perception
     area of expertise is in the teasing out of
                                                           You take your science with you as
     information from suspects and crime scenes,
                                                        investigate phenomena in strange locations.
     although higher ranking Psi-Cops known as
     Inquisitors do receive potent combat training.     Field scientists are viewed by academia as
                                                        adventurous types, and include archaeologists,
        Speak-with-dead. You have the ability to        meteorologists, zoologists, oceanographers,
     interrogate a dead body which has been dead for    geologists, botanists, astrophysicists, and
     less than a day. It will truthfully answer three   much more. Scientists on starships are usually
     yes/no questions with no PSI check needed.         known as science officers.
       Psychic interrogation. Once per day you             Scientific knowledge base. Choose four
     can make a special PSI attack vs. a suspect’s      [scientific] skills. You gain these four skills at
     MENTAL DEFENSE. Success means that they            1 rank (1d6). This does not increase the rank
     must answer three yes/no questions truthfully.
                                                        of an existing skill.
       Sense motive. You are able to sense strong
                                                            Analytical eye. You are able to identify the
     emotions within 30’, although you cannot
                                                        resistances, immunities, and vulnerabilities
     necessarily pinpoint their location.
                                                        of any creature you can see with a Difficult
        Psychic torture. You use an unethical           [16] LOG check; if you use a hand-scanner,
     technique of mental torture to force a suspect     it is only a Challenging [13] LOG check. This
     to speak, gaining +2d6 to an intimidation check.   requires two full actions of observation.
     Psychic [1d6 years]                                   Improviser. In the field, you need to
       Prerequisites: none.                             improvise. Using your scientific know-how,
                                                        you can create a crude object or device from
       Attributes: INT +1, LUC +1, REP +1, PSI +1       your surroundings. This requires a LOG check,
        Skill choices: [psionic], negotiation,          with a difficulty value equal to the purchase
     bluffing, hypnotism, concentration,                value of the object, and takes 30 minutes.
     meditation                                            Modify. You may modify the output of any
        You used your psionic abilities in a career     energy weapon or device to any other energy
     of professional psychic work. Your skills are      type of your choice. This takes one minute.
     commercial and generalist in nature.               The device operates for five minutes, but
        Empathy. You can automatically sense            breaks permanently when this time is up.
     strong emotions in others within 30’.
                                                        Scout/Special Forces
        Ghostly advice. Once per day you may            [1d6 years]
     receive advice from “ghosts” (really lingering
                                                           Prerequisites: stealth, or [combat].
     consciousness artifacts) which gives you a
     +2d6 die bonus to the next attribute check you        Attributes: STR +1, AGI +1, END +1, INT +1
     make within 1 minute.                                 Skill choices: [combat], stealth, thievery,
        Precog. Your natural precognition gives you     escape arts, acrobatics, climbing, survival,
     a +1d6 bonus to INITIATIVE checks as well as       tracking, running
     checks to access the ambush turn.                     The pinnacle of special operations, whether
        Fair trade. You are able to monitor a           police, military or freelance, the infiltrator
     negotiation or bargaining situation with the       aptly describes the occupation of many men
     agreement of both parties. You immediately         and women whose job it is to infiltrate enemy
     sense any falsehood or deception on either part.   locations and accomplish dangerous missions,
46
                                                     Skill choices: thievery, navigation,
                                                  carousing, piloting, bluffing, appraisal, pistols
                                                     You spent time as a smuggler, moving stolen
                                                  or illegal goods from one planetary system to
                                                  another.
                                                     Smuggle. You know how to hide objects,
                                                  either about your person or in a location. You
                                                  gain a +2d6 bonus to attempts to hide items.
                                                     Secret routes. You know all the secret – if
                                                  dangerous – trade routes. If you navigate a
                                                  starship, you may reduce the journey distance
                                                  (in parsecs) by 2d6%.
                                                     Haggler. You’re a born haggler, and can
                                                  reduce the cost of any purchase by 3d6%. This
                                                  does not stack with any other exploits which
                                                  reduce purchase costs.
                                                     Fence. In an urban environment, you can sell
                                                  goods for 75% of normal cost rather than 50%.
                                                     Seat of your pants. Smugglers rely a lot
                                                  on old-fashioned luck and bravado. They can
                                                  recharge their LUCK pool an extra time per day.
                                                                                                      47
       You aim be famous for being famous, and          Starbase Assignment
     have mastered the art of networking.               [1d6 years]
        High class. You are at home when in high-          Prerequisites: none.
     class social gatherings. In such environments,        Attributes: LOG +1, CHA +1, REP +2
     you gain a +1d6 bonus to all attribute checks.
     Unfortunately, you are less comfortable – or         Skill choices: carousing, computers,
     welcome - in lower-class environments, and         engineering, [scientific]
     suffer a -1d6 penalty to all social interactions      You were assigned to a Starbase or space
     in such situations.                                station.
     Space Jockey [1d6 years]                              Starbase layout. You become accustomed
                                                        to the layout of starbases and outposts, and
        Prerequisites: none.                            can navigate them without need for reference.
        Attributes: AGI +1, END +1, LOG +1, LUC +1
                                                        Star Knight [1d6 years]
        Skill choices: zero-g, engineering,
     carousing, piloting, computers                        Prerequisites: concentration or meditation;
                                                        law
        You got a commission on a civilian ship
     – a merchant vessel or miner. As a general            Attributes: AGI +1, INT +1, WIL +1, PSI +1
     dogsbody, you learned a variety of skills,           Skill choices: [psionic], swords, reactions,
     and you feel truly at home aboard a vessel         meditation, concentration, law, [physical]
     travelling between the stars.
                                                           An elite order of warriors, the Star knights
        G-forces.You are trained to resist g-forces.    are respected throughout the galaxy. Star
     You gain SOAK 5 to crushing damage.                knights rarely use ranged weapons, engaging
        Space sickness. Nearly every astronaut          the enemy with their laser swords.
     gets sick. You learn to ignore it. You become         Enhanced attributes. You gain +2 SPEED
     immune to sickness conditions.                     and +5’ to both vertical and horizontal jump
        Zero-g monkey. You gain an effective fly        distances.
     speed equal to your regular SPEED in zero-g           Psionic attributes [requires Enhanced
     environments.                                      attributes]. Once per round you may use your
       Mr. Fixit. You gain a +1d6 bonus to rolls        PSI attribute in place of any STR, AGI, or END
     made to repair starships.                          check.
        Hitch-hiker. You can get free passage for          Laser sword. You build your own standard
     yourself and your party on civilian vessels.       quality laser sword. Every time the Star Knight
                                                        gains a grade, roll 1d6. on a 6, the laser sword
        Used market. You know many starship             increases quality by one category.
     dealers and merchants. You can save 10% on
     the cost of starship components.                      Missile deflection [requires Laser Sword].
                                                        You are able to deflect incoming ranged attacks
     Spartan Battle School [1d6 years]                  with your laser sword. This allows you to use
        Prerequisites: Spartan.                         your laser sword for DEFENSE against ranged
                                                        attacks as well as from melee attacks.
        Attributes: STR +2, AGI +1, END +1
                                                           Throw sword [requires Laser Sword]. You
        Skill choices: [combat], survival, tactics,     can throw a laser sword as a ranged weapon
     bravery                                            with a range increment of 10’. The sword
        Spartan education is brutal and militaristic.   returns to your hand.
       Swordsman. You gain a high quality Spartan          Sense psionics. You can sense the presence
     sword.                                             of psionics within 30’ of you.
       Bred for war. You gain 3 points of natural         Foresight. You always gain access to the
     SOAK. You also gain a distinctive scar.            ambush turn.
48
  Recover. You can meditate for five             You fell into the fringes of society and
minutes to recover full HEALTH once per        ended up as a thug on the street, committing
day.                                           petty crimes for small amounts of money.
   Refocus [requires Recover]. Once per           The filth! You have developed an uncanny
day you can focus and recover HEALTH           ability to detect cops. When attempting to
equal to your PSI attribute check. This        sniff out a police officer or similar authority
takes two actions.                             figure, you gain a +1d6 bonus.
   Summon. You can telekinetically call a         Street tough. Life on the streets is
Small or smaller object within 10’ to your     tough. You gain a natural +2 SOAK.
hand by using two actions. If the object
                                               Trader [1d6 years]
is held by someone else, it will require an
opposed PSI vs. STR check.                       Prerequisites: none.
   Telekinesis [requires Summon]. You can        Attributes: INT +1, CHA +1, LUC +1, REP +1
freely telekinetically move and manipulate        Skill choices: appraisal, [social],
single objects of Small size or smaller        carousing, [crafting], bureaucracy,
within 30’ of you. You may only manipulate     accounting, law, local knowledge, bribery,
one such object at a time.                     forgery
  Psychic choke [requires Telekinesis].          Life as a trader can mean profit, but it
You can squeeze the breath from a victim       can also bring ruin.
within 30’ with a PSI vs. DEFENSE check,          Sale of the century. You worked hard
causing 3d6 blunt damage.                      on a great deal, and it netted you 1,000Cr.
   Psychic push [requires Telekinesis].        You may repeat this exploit, gaining
Once per round you can, as an action,          1,000Cr each time.
make a PSI vs. DEFENSE attack to push a          Trade routes. You know the best, most
single creature of size Medium or smaller a    profitable trade routes. Your starship fuel
distance in feet equal to your PSI check.      costs are reduced by 20%.
  Telepathic message. You develop the             Haggler. You know how to get a good
ability to freely send short telepathic        deal. You reduce the cost of any purchase
messages to other intelligent creatures with   by 2d6%. This does not stack with any other
whom you have spent time.                      exploits which reduce purchase costs.
   Psychic suggestion [requires
                                               Venetian Retreat
Telepathic Message]. You can momentarily
                                               [4d6 years]
influence the thoughts and actions of
                                                                                                 »1.Future Careers
another creature within 30’ by making a PSI      Prerequisites: Venetian.
vs. MENTAL DEFENSE check.                        Attributes: LOG +2, WIL +1, PSI +1
  Destiny. You may meditate for 5 minutes         Skill choices: [artistic ], [psionic]
once per day to replenish your LUCK pool.      [crafting], concentration, meditation
Street Thug [1d6 years]                           The long-lived Venetians often retire
                                               to their own kind for a decade or more in
  Prerequisites: none.
                                               order to contemplate their place in the
  Attributes: STR +1, END +1, CHA +1, LUC +1   universe, and train their minds.
  Skill choices: intimidation, running,          Fortified. You gain a +5 bonus to MENTAL
brawling, clubs, knives, pistols               DEFENSE.
                                                                                                 49
      Careers & Ranks                                      players of lower ranked characters. Instead,
         Characters who are part of an                     the rank should be treated as part of the
      organisation such as the Navy, the Marines,          character’s background, and not used as a
      or the Police, will often have a rank. This          bludgeon against other players.
      rank is dependent on the character's REP                The below list is for six sample
      score, and changes automatically along with
                                                           organizations, but your own game setting
      that score. Note that to maintain a rank,
                                                           will have its own structures with their own
      career selections must keep a character
                                                           ranks. This system can be used for any
      within that organization.
                                                           type of organization – police forces, spy
         Having players with characters of
                                                           agencies, even corporate ladders.
      different ranks within the same structure
      can cause problems. Generally speaking,                 Do you know who I am? REP can often be
      you should not try to enforce rank-based             used in place of a CHA check. Additionally,
      behaviour between players – having some              the GM may award REP points as a reward
      players able to tell other players what to           for completing adventures or undertaking
      do generally makes the game less fun for             activities, especially those in the public eye.
      REP       Navy           Marine           Police         Star Knight      Technicians       Medics
                                                                                                  Medical
        0     Crewman          Private         Constable         Initiate        Crewman
                                                                                                 Assistant
                            Private, first      Police                          Technician,       Medic,
        3      Ensign                                          Apprentice
                                class          Corporal                          2nd class       2nd class
             Lieutenant,        Lance                                           Technician,      Medic, 1st
        6                                      Sergeant       Brother/Sister
             junior grade     Corporal                                           1st class         class
                                                                                  Junior
        9    Lieutenant       Corporal        Lieutenant         Knight                        Junior Doctor
                                                                                 Engineer
             Lieutenant
       12                     Sergeant          Captain          Precept         Engineer         Doctor
             Commander
                              Sergeant          Deputy                             Senior
       15    Commander                                           Master                         Senior Doctor
                                Major          Inspector                          Engineer
       18      Captain         Captain         Inspector        Guardian       Chief Engineer Chief Medic
                                                                                 Technical         Medical
       21    Commodore         Major          Commander         Champion
                                                                                  Adjutant        Adjutant
                            Lieutenant                                           Technical         Medical
       24   Rear Admiral                     Superintendant     Councillor
                              Colonel                                             Director         Director
                                               Assistant                          Chief of         Surgeon
       27   Vice Admiral      Colonel                          Consular
                                                 Chief                           Engineers         General
       30      Admiral       Brigadier       Chief of Police  Seneschal              Assistant Secretary
                                                 Police
       33   Fleet Admiral     General                        Grandmaster                 Secretary
                                             Commissioner
     Away Teams & Task Forces                              bridge officer is replaced with any other
         If the players are playing crewmembers            character type of the player's choice.
     of a large starship, the following rule                  At any given time, a player plays only
     comes into effect. In these games, a pool             one character. He may choose which of the
     of characters is created and assigned to              three to play. When a starship sends down an
     missions. On a starship, this is usually called       away team, the players collectively decide
     an Away Team; in a marine or other military           on the away team's composition, using one
     or security unit, it is known as a Task Force.        character from each player's pool.
         Each player should create three                      When a character dies, the player should
     characters. One should be a bridge officer,           create a new character which fits the same
     one should be a security officer (or soldier,         slot (bridge officer, security, or specialist).
     or marine, depending on the setting), and                This rule can also apply to other
     the last should be a specialist of some kind.         organizations which are able to select
50   If the characters are not on a starship, the          specific teams for specific missions.
                                 »Exploits
» Universal Exploits                              and careful aim, and -3d6 for the disarm
                                                  attempt. However, his opponents get a +2d6
   Universal exploits are distinct exploits a
                                                  bonus to attack him for the next round.
character has learned; any character can learn
                                                  Another common combination is a Charge
a universal exploit as long as he qualifies for
                                                  and a Knockdown.
it. A universal exploit can also be purchased
directly with Experience Points (see the             However, once the character has used an
Advancement rules). Characters begin play         exploit (or a multiple exploit combination)
with one free universal exploit of their choice   he cannot use that exploit again until his
                                                                                                   »1.Future Careers
plus either Aim or Feint. Characters also gain    next turn begins.
universal exploits when they repeat a career         Costs. Some exploits modify existing
for which they have already chosen all the        actions or attacks, but they carry a cost. The
available career exploits.                        character deducts (“pays”) the indicated
   Once per turn. A character may use a           number of dice from his dice pool to gain
given exploit once per turn, and is free          the effect of the exploit. Multiple exploits
to combine multiple exploits into a single        may be stacked on a single action by paying
maneuver or combination. For example,             the combined cost.
a soldier might choose to disregard cover,           Pre-requisites. Most exploits have pre-
stand out in the open (Reckless Attack)           requisites in terms of attribute scores or
and take careful aim (Aim) in order to            previous exploits. In order to purchase a
disarm an opponent (Disarm). He gets +3d6         universal exploit, a character must meet
to his attack rolls from the recklessness         those pre-requisites.
                                                                                                   51
                                                          Analytics (requires LOG 6+). Studying
     Paying For Effects                                your target’s behaviour, you notice a pattern
        The concept of buying effects with your        to its actions. You grant all allies within 30’ a
     attack dice is fundamental to the combat          +1d6 bonus to attack the target until the start
     system of N.E.W. Without “buying” extra           of your next turn. This costs one action.
     damage dice or desired effects, a successful         Arm lock (requires AGI 8+, martial arts
     attack will tend to do very little damage.        skill). When you successfully grab a foe, you
     High damage, therefore, is achieved by a          place your target in a painful armlock. The
     large attack dice pool being partially spent      target gains the Restrained condition, drops
     on damage and effects.                            any items in that hand, and cannot use that
        For example, a massive Ogron might have        arm until he escapes. You may move at half
     enormous strength and lots of training, and       SPEED, taking your victim with you. If you
     as such have a big attack dice pool of 8d6        apply this twice, the attacker gains the second
     with its giant Star Marine sword. Normally,       Restrained condition.
     it only does 3d6 damage. However, it can
                                                          Bearhug (requires STR 8+). When you
     spent some of that pool, exchanging some of
                                                       successfully grab a foe, you grab your target
     those 8d6 for extra damage or an effect such
                                                       with both arms, squeezing him. You can
     as Knockdown. The Ogron has exchanged
                                                       only bearhug a target of your size category
     some of its hit potential for damage
                                                       or smaller. The target gains the Restrained
     potential.
                                                       condition, and takes 1d6 damage at the start
                                                       of each of his turns. You may move at half
         180 hammerhead (requires piloting skill;      SPEED, taking your victim with you.
     AGI 8+). A starship is rotated 180 degrees for       Blinding attack (requires AGI 6+). You
     free during its movement while continuing         throw sand into your opponent’s eyes, cover
     its momentum, enabling it to face and fire at     him in a cloak, pull his helm down, or gash his
     pursuers. The ship continues moving in the        forehead; on a successful hit your target gains
     same direction it was moving initially, and       the Blind condition.
     cannot turn until this maneuver is performed         Blind shot (requires LUC 5+). While in full
     again to correct its facing.                      cover, you may pay 2d6 to take a shot without
        Achilles heel (requires LOG 5+; aim; any       looking at what you are shooting at or exposing
     [scientific] skill). Identifying a weakness in    yourself. You use your LUCK attribute instead of
     your target, you pay 2d6 and bypass its soak      your Agility or Intuition for this shot.
     score. This exploit can only be performed once       Brush off (requires STR 8+). You
     per target. Alternatively, you may grant this     contemptuously brush aside a melee attack,
     bonus to one ally who must use it within one      gaining the effect of cover from one melee attack
     round.                                            from a creature of your size category or smaller.
        Aim. This is identical to the Feint exploit,      Burst of speed (requires piloting skill).
     but for ranged combat; it grants +1d6 bonus       Your mount, ship, or vehicle gains a speed
     to an attack roll taken in the same turn. The     boost of 2 hexes or squares for the turn.
     attack action must come immediately after            Charge. When making a melee attack,
     the feinting action. All characters get either    move up to your speed in a straight line and
     the Aim or Feint exploit for free.                then attack at the end of it and pay 2d6. You
        Always prepared (requires LOG 8+). You         gain +1d6 damage to your attack. You must
     have a brilliant tactical mind, and are always    move at least 10'.
     prepared. You may declare a single action which       Cleave (requires STR 8+). When using STR
     you took prior to the encounter (even if you      as your attack attribute, you follow through
     didn’t know the encounter was going to take       in one mighty swing, and make an additional
     place) which helps you in this exact scenario.    attack at -1d6 against an adjacent foe if the
     This must be an action you were capable of.       first one hits.
52
   Counterhack. When an opponent is              throw yourself prone or get behind cover if it
attempting to access your systems using the      is in range. This is an immediate reaction
system override exploit, you may make an            Dodge (requires AGI 6+). You may use a
immediate opposed LOG check to block the         reaction to dodge one attack you are aware
attempt.                                         of, as long as you are not in cover. State your
   Crippling strike (requires AGI 5+; deadly     intention before the attack roll. The attacker
strike). You expertly target your opponent’s     suffers a -2d6 penalty for that attack.
legs, causing a wound which inflicts the            Double tap (requires AGI 7+; aim). Once per
Slowed condition upon him.                       turn you may fire two quick shots at your target
   Deadly strike (requires AGI or STR 5+).       at the cost of just one action, paying 2d6.
You inflict an additional 1d6 damage with a         Draw a bead (requires INT 5+). You do not
successful hit. For a ranged attack, this is     pay any penalty for firing into melee, as long
likely a headshot. This can only gain you one    as your target is at least 10’ away from you.
bonus damage die.
                                                    e-Defender. Your starship gains +4
   Death from on high (requires charge). You     e-DEFENSE. This does not stack with additional
pay 2d6 and drop down on your opponent from      e-Defenders.
at least 5’ above him. This counts as a charge
                                                    Evasive action (requires AGI 5+; piloting
but knocks your opponent prone and does 2d6
                                                 skill). You use your action to perform a series
extra damage instead of 1d6.
                                                 of evasive maneuvers which grant your ship +4
    Dive for cover (requires AGI 7+).            DEFENSE until the start of your next turn.
If a ranged attack misses you, you may              Expert Disarm (requires AGI 6). When you
immediately move half your speed and either      use a Called Shot to disarm a target, you do
                                                 not have to pay the 2d6.
                                                    Feint. This is identical to the Aim
                                                 exploit, but for melee combat; it grants
                                                 +1d6 bonus to an attack roll taken in the
                                                 same turn. The attack action must come
                                                 immediately after the feinting action.
                                                 All characters get either the Aim or Feint
                                                 exploit for free.
                                                     Flying kick (requires AGI 8+; martial arts
                                                 skill). You move up to your speed and issue
                                                 a flying kick at the end of it, dealing your
                                                 martial arts damage with a bonus 1d6 damage.
                                                    High energy turn (requires piloting skill;
                                                                                                    »1.Future Careers
                                                 INT 8+). The pilot uses FTL energy to force
                                                 a ship into any emergency facing. It requires
                                                 an AGI check equal to 10 + the ship’s class.
                                                 Failure inflicts 1d6 damage to the ship’s SS per
                                                 ship class. Success allows the pilot to face the
                                                 ship in any direction he wishes.
                                                    Hunker down (requires END 6+). Cover
                                                 grants you one extra die of cover.
                                                    Jury-rig (requires LOG 6+; engineering
                                                 skill). You modify a weapon (yours or an
                                                 adjacent ally’s) to either increase its range by
                                                 50% or its damage by +1d6 until the start of
                                                 your next turn.
                                                                                                    53
        Knockback (requires knockdown). When                 Quickdraw (requires AGI 6+). If you are
     you use a Called Shot to move a target, you          disarmed, you may immediately draw another
     do not have to pay the 2d6; however, for each        weapon as an immediate reaction as long as
     1d6 you choose to pay, the target is pushed          you have one available.
     one extra square.                                       Quickstep. You can move 5’ as a free
        Knockdown (requires STR 5+). When you             action.
     use a Called Shot to knock a target prone, you          Reckless act. You gain +1d6 to ranged
     do not have to pay the 2d6; additionally, the        attacks as long as you are not concealed, in
     target gains the Downed condition (making it         cover, or using a shield. If you use Dodge, or
     unable to stand until that condition has been        any other exploit which protects you, you lose
     shaken off).                                         this bonus for one minute.
        Leadership (requires CHA 8+). You are                Reinforce shield (requires LOG 6+; computer
     able to donate one or more of your available         operation skill). Until the start of your next turn,
     LUC dice to another character as a free              one shield (forward, aft, port, or starboard).
     reaction to their attempting an attribute            becomes reinforced. It gains +2 SOAK.
     check. You must declare this before they roll
     the dice.                                               Relativity corkscrew (requires piloting
                                                          skill; physics skill; LOG 6+). This complex
        Lucky escape (requires LUC 6+). You may           maneuver uses FTL speeds, time dilation, and
     avoid all damage from one attack as a free           high-level calculations to gain a temporal
     reaction. You can only do this once per day.         advantage in starship combat. An FTL drive is
         Opportunist stomp. You can stomp on an           necessary. One action is used to perform the
     adjacent prone opponent as a free action. This       relativity corkscrew, but the ship gains three
     is an unarmed attack and uses your natural           actions in return. However, this is a dangerous
     damage value.                                        maneuver and requires a Strenuous [25] LOG
        Pep talk (requires CHA 6+). You can spend         check to accomplish. It cannot be performed
     your ambush turn (if you have access to it) giving   again until at least one hour has been spent
     your allies a pep talk. They all gain a +1d6 bonus   maintaining the FTL engines.
     to initiative in the ensuing combat.                    Ricochet (requires INT 8+; aim). You can
        Piledriver (requires STR 8+, wrestling            pay 4d6 to “bounce” a ranged attack off of
     skill). You grab your opponent, lift him, and        one surface in order to hit a target to whom
     then drop to the ground, driving his head            you would not normally have line of sight. This
     into the ground. Both you and your opponent          does not negate the target’s cover bonuses;
     end up prone. The exploit costs 2d6 and, if          it merely creates a line of sight to a target
     successful, the target takes double damage           where there previously was none.
     and gains the Dazed condition.                          Roll with it (requires AGI 5+). By
        Predictive reflexes (requires INT 6+). You        voluntarily falling prone, you reduce damage
     are good at reading the situation. You gain a        by 2d6. You cannot use any instant-stand
     permanent +1d6 bonus to your INITIATIVE checks.      exploits in combination with this exploit.
        Protector (requires END 5+). You can take           Scattershot. When using a shotgun, you
     an attack meant for an adjacent ally. If the         can attack two adjacent targets within 15’ of
     attack hits your ally, you take the damage           you with a single attack action.
     instead. If you have a shield, the ally also            Sidestep (requires AGI 8+). When charged
     benefits from your shield’s defense bonus.           by an attacker, you casually step aside, causing
        Quickstand (requires AGI 6+, martial              him to rush past you. If the attacker’s attack
     arts skill). Once per turn you can stand             misses, he continues onwards in a straight
     immediately from prone as a free action or           line to the extent of his movement, unless
     reaction and you are immune to the Downed            something blocks his way. If he collides with a
     condition.                                           solid object, he takes 1d6 blunt damage.
54
   Spinning kick (requires AGI 8+, martial
arts skill). A quick turn and your foot
lashes out to strike your opponent. This
attack is a free action. You do your normal
unarmed damage.
   Spray. When using a weapon with the auto
trait you may spend all your actions to spray
a 30’ cone, making one attack against every
target not in cover within the cone. Make
one attack roll and apply it to the RANGED
DEFENSE of all within that area.
   Strafe. When using a weapon with the auto
trait you may, as a single action, spray an
area 15’ x 15’ with fire. Everyone in that area
takes 1d6 damage of the appropriate type.
This is the only attack you can make with this
weapon this turn.
   System override. You remotely access
another ship’s control computer, and briefly
take a system offline with a LOG vs E-DEFENCE
attack. One shield facing, or one weapon,
can be deactivated until the beginning of the
target ship’s next turn, at which point it is
automatically reactivated.                           Trip (requires AGI 6+). When you use a
                                                  Called Shot to knock a target prone, you do
   Systems upgrade (requires Android).            not have to pay the 2d6; additionally, the
Choose one of the Android's modification          target gains the Downed condition (making it
exploits, such as Wheels, Armor, or Compute.      unable to stand until that condition has been
You gain that exploit.
                                                  shaken off). You still do your normal attack
   Target engines (requires gunnery skill).       damage. Additionally, if you are a smaller size
You can choose to target an enemy ship’s          category than your target, you gain +1d6 to
engines by paying 2d6. Attacks to the engines     your attack.
directly reduce their power output instead of
                                                     Utilikit (requires LOG 7+; engineering
damaging superstructure (and consequently
                                                  skill). You are able to turn one device into
affect the ship’s speed or FTL capability).
                                                  another device of equal value or lower. For
   Taunt (requires CHA 8+). You taunt your        example, you can modulate your scanner to
target, enraging it, and make a CHA vs.           use as a phaser, or enable your laser knife
                                                                                                     »1.Future Careers
Mental Defense attack. If successful, the         to operate as a lock pick. The device only
target focuses all its attacks on you until the   functions in this way for a single action before
start of your next turn.                          becoming permanently useless. It takes 10
  Throw (requires STR or AGI 7+; trip or          minutes to make the change.
knockdown). When you use a Called Shot to            Warp maneuver (requires LOG 8+;
knock a target prone, you also move the target    engineering skill, piloting skill). A very
two squares and do your unarmed damage.           dangerous maneuver, you use your ship’s
   Torpedo spread (requires gunnery skill).       FTL capability to reposition your ship on the
Multiple torpedoes can be fired in a spread       battlemap. You can move to any location to
which affects a wide area of effect. For each     which you have direct line-of-sight, but your
1d6 paid, one hex within range is affected; all   resultant facing is randomized (roll 1d6). This
affected hexes automatically do 1d6 damage        takes your ship’s FTL engines offline, and they
of the appropriate type to any vessels in them.   require an hour to repair.
                                                                                                     55
        Whirlwind frenzy (requires AGI 6+).              » Age
     You attack all adjacent targets, but only do
                                                            Your age is determined by the total of your
     1d6 damage to each. You must still make
                                                         character’s years in each career. Age falls into
     an attack roll against each target. Any
                                                         three broad bands – young, adult, and old.
     targets you hit are pushed back one square,         Consult the table below to find out which band
     clearing a space around you.                        you fall into, based on your species.
        Wingover (requires AGI 5+; piloting                 If you are young or old, choose any
     skill). To perform the maneuver, the pilot          synonym for that word and insert it into your
     must make an AGI (piloting) check with a            descriptor. It’s up to you what adjective you
     difficulty of 10 + the ship's current speed. If     choose. If you are adult, you do not need
     successful, the maneuver is performed and           to add it to your descriptor. Some example
     the ship takes 1 SS damage; if unsuccessful,        synonyms are listed below, but you should feel
     the maneuver is not performed, and the              free to create your own.
     ship takes 1d6 SS damage (although this                Adding years. Players may always add
     cannot reduce it to below 1 SS)                     extra years to their age at character creation
                                                     » Trait
                                                         A character’s trait is a dominant
                                                     characteristic based on his attributes.
                                                     It provides an ability or quality related
                                                     to either his highest or lowest attribute.
                                                     Traits include things like rugged, massive,
                                                     alcoholic, inspiring, and so on. If someone      »1.Future Careers
                                                     were to describe your character, this is the
                                                     first word they’d use - “Sasha? You mean
                                                     that reckless pirate?” or “Gorrat is quite the
                                                     illiterate Ogron”.
                                                        Choose either your highest or lowest
                                                     attribute (both will give you an advantage;
                                                     choosing the lowest doesn’t give you a
                                                     disadvantage – for example, a low WIL allows
                                                     you to choose alcoholic, which gives you a
                                                     bonus SOAK score when intoxicated). Choose
                                                     a corresponding trait (or roll for it if you
                                                     prefer a little randomness).
                                                                                                      57
     Attribute   Highest Attribute                             Lowest Attribute
     STR         [1-2] Massive, [3-4] athletic, [5-6] brawny   [1-3] Feeble, [4-6] tottering
                 [1-2] Nimble, [3-4] deadeye, [5-6]
     AGI                                                       [1-3] Clumsy, [4-6] lame
                 ambidextrous
     END         [1-3] Rugged, [4-6] tough-as-nails            [1-3] Coughing, [4-6] asthmatic/anemic
     WIL         [1-3] Stoic, [4-6] unflappable                [1-2] Alcoholic, [3-4] reckless, [5-6] spendthrift
                 [1-2] Commanding, [3] inspiring, [4] suave, [1-2] Unwashed, [3-4] disfigured, [5-6]
     CHA
                 [5-6] persuasive                            obnoxious
                 [1-2] Egotistical, [3-4] well-known, [5-6]
     REP
                 flamboyant
       Your trait forms part of your descriptor.              Commanding. You have presence, and
        Alcoholic. You are usually drunk. While            people listen to you. By spending two actions
     this can impair your judgment, it also enables        (a full turn) you can give an ally within earshot
     you to shrug off injury. You gain +2 SOAK when        an immediate single free action.
     intoxicated.                                             Coughing. Your constant coughing elicits
        Alert. Constantly aware of your                    sympathy from onlookers who are hesitant
     surroundings, you gain +1d6 to INT perception         to attack an obviously ill person, and even if
     checks, and you always win INITIATIVE ties.           they do they underestimate you. You gain a
                                                           +4 DEFENSE bonus against anyone you have
        Ambidextrous. You do not suffer the usual          not yet attacked.
     -2d6 penalty to attacks made while dual-
                                                              Deadeye. Once per day you automatically
     wielding a double weapon or a secondary off-
                                                           hit with a ranged shot within two range
     hand weapon.
                                                           increments as long as you do not exchange
        Asthmatic/anemic. Your poor health                 any attack dice for damage dice or combine
     often prevents you from undertaking                   it with another exploit.
     extended physical exertion. However, you
                                                              Disfigured. Your appearance is
     have developed coping strategies which
                                                           memorable. However, it serves to instill fear
     enable you to recover quickly from hardship.
                                                           when you need it to. You gain a +1d6 bonus
     Once per day you may use one action to
                                                           to intimidation attempts.
     gather your strength and determinedly
     recover 1d6 HEALTH.                                      Distracted. Your attention is always
                                                           somewhere else and can be a cause
        Athletic. Brawny and strong, you are able
                                                           of frustration for others. However, a
     to plough through difficult terrain. Difficult
                                                           nonsequiter can sometimes prove useful;
     terrain does not reduce your speed.
                                                           once per day, as an ally is making an
       Brawny. You gain a +40lb carrying capacity.         attribute check, you can make a completely
        Brilliant. Your mind is honed, sharp, and          random comment which jogs their memory
     analytical. Once per day you may replace any          and grants them a +2d6 bonus to the check.
     other attribute check with a LOG check.                  Egotistical. You have a very high opinion
        Clumsy. You often stumble or drop items. You       of yourself, which manifests itself as
     are so used to falling that you take less damage      extreme confidence and surety. You gain a +4
     than most from a fall. Reduce the height fallen       MENTAL DEFENSE bonus. Unfortunately, you
     by 10’ when calculating falling damage.               sometimes ask “don’t you know who I am?”
58
    Empathic. You are able to easily
understand how others feel. Once per day as
an action you can attempt to adjust another’s
mood with a CHA vs. MENTAL DEFENSE check.
If you succeed, they gain either the Angry
or Manic condition. You must be able to
converse with your target to do this.
   Erudite. You remember a vast catalog of
knowledge. At any time you may make a LOG
check in place of any CHA check to interact with
someone by recalling a piece of trivia of interest
to them, although only once per target.
   Feeble. You are physically weak and frail,
which has taught you the value of brains over
brawn. Once per day you may use an LOG
check in place of a STR check and accomplish
your goal through cunning and ingenuity.
  Flamboyant. Your style and flair make
you both noticeable and memorable. You
can distract with ease, gaining a bonus +1d6
when using the Feint exploit.
   Forgetful. You constantly forget and
misplace things; often they are still about
your person. Once per day, as an action, you
may produce an item you didn’t know you
were carrying. The item can be any type of
item, can have a value in credits up to the
result of your LUC check and be something
you would have had reasonable access to
without use of theft or subterfuge.
   Illiterate. You cannot read. Instead, you
have learned to memorize common words
which you need to recognize often. You have
a fantastic memory and can automatically
recall information you have been exposed to.
                                                     »1.Future Careers
   Inspiring. You are able to instill positive
emotions in people with your words, using an
action to give one ally a +1d6 bonus to their
next attribute check if they are within 30’
feet of you.
   Lame. You have a limp, and move slowly,
possibly with a cane. This causes people
to underestimate you, granting you a +1d6
bonus to INITIATIVE checks.
   Massive. You are enormous and solid.
You are immune to knockdown and
knockback effects by anything of your size
category or smaller.
                                                     59
        Naive. Naivete can be an endearing trait          Stoic. You are able to hide pain and
     in some; it can also act as an insulation. Once   discomfort. Once per day, when you would
     per day you may completely ignore a fear-         normally be reduced to zero HEALTH, you are
     based effect or condition.                        reduced to 1 HEALTH instead.
       Nimble. You gain a climb speed equal to            Suave. Once per day a CHA vs. MENTAL
     your regular SPEED.                               DEFENSE attack can be used to give a target
        Obnoxious. Your personality really repels      the Charmed condition.
     people. You are an expert at insults, and can        Tottering. You find it a struggle to stand
     use an action to make a LOG vs. WIL check to      and require the use of a wheelchair which
     enrage and distract others, causing them to       gives you a +1 SPEED bonus on normal
     gain the Angry condition. As usual, repeated      terrain.
     use increases the severity of the condition.
                                                          Tough-as-nails. You gain a +2 natural
        Persuasive. You are adept at negotiating
                                                       SOAK bonus which stacks with any other SOAK
     with others. When you purchase anything
                                                       scores you may have.
     under 1 MCr in value, you are able to save
     3d6 percent.                                         Unflappable. You are not easily distracted
                                                       or surprised. The Feint exploit does not work
        Reckless. Your poor judgment often lands
     you in trouble, but it leads to a certain         on you.
     confidence. If you completely ignore cover,          Unwashed. Your unkempt appearance
     you gain a +1d6 attack bonus as long as you       causes others to overlook you. You can hide in
     are not using a shield.                           plain sight using INT in place of AGI.
        Rugged. You are tough and shrug off               Well-known. You are famous; people
     hardships. Once per day you can spend two         recognize you, for good or ill. You have
     actions (a full turn) to recover to half your     learned to use this reputation. Once per day
     normal maximum HEALTH.                            you may substitute your REP attribute for
        Spendthrift. You lack self-discipline and      any mental attribute in order to make an
     spend your money on trivialities and things       attribute check.
     you don’t need. This can have its advantages,       Your trait should be noted on your
     however; once per day as an action you can        character sheet as part of the descriptor. For
     pull a small item from your pocket that you       example:
     forgot you’d bought, retroactively spending
     up to the value of your LUC check in credits.      Gorrat is an illiterate Ogron marine who....
60
                   »Derived Statistics
D
     erived statistics are values which are             The actual attribute scores are not
     calculated based on existing statistics.        needed during play; you need only refer to
     You’ll need to calculate each of the            the dice pools. The attribute scores are
derived statistics in the section below, and         used during character creation to provide
record them on your character sheet. All             an expanding granular scale to attribute
derived statistics increase or decrease if their     development.
underlying statistics change through character
advancement or for other reasons.                    › HEALTH
Skills & Derived Statistics                             Health is a mixture of physical and
HEALTH              hardy                            mental stamina. Roll an END dice pool, a
SPEED               running, climbing, swimming      WIL dice pool. If you have the hardy skill,
CARRY               carrying                         you may roll that also. Record the total as
INITIATIVE          tactics, reactions
                                                     your HEALTH. If the total is less than 10,
                                                                                                   »1.Future Careers
                    acrobatics, dodging,
DEFENSE                                              then increase your HEALTH to 10. When you
                    foresight, [melee skills]
                    concentration, meditation,       are hit, you take damage; when you reach 0
                    bravery, discipline, religion,   HEALTH you are unconscious.
MENTAL DEFENSE
                    conviction, leadership,
                    psychology, rulership            › SPEED
   For each attribute and each skill, record            You need to determine your regular
the derived dice pool on your character sheet.       SPEED, and your CLIMB speed. Note that
These are noted on the character worksheet           this process also applies to SWIM and other
for convenience. They are as follows:                forms of movement.
Dice Pools                                             Your SPEED is equal to the size of your
                                                     STR dice pool plus your AGI dice pool. You
  1-2        3-5   6-9   10-14 15-20 21-27
                                                     may also add your running dice pool if you
  1d6        2d6   3d6     4d6      5d6     6d6      have that skill.
                                                                                                   61
Cinematic Mode                                             › CARRY
    Combat in WOIN is a quite deadly affair, especially       Your basic carry increment is equal to STR
if you are accustomed to heroic fantasy games. Often       + END multiplied by 10. Record the value in
an advanced character can be downed by just one or         pounds. If you have the carry skill, you may
two shots.                                                 add this (the raw value, not the dice pool)
    For a more heroic feel, the GM can opt to use          before the multiplier.
Cinematic Mode. In Cinematic Mode, characters and             Each carry increment inflicts a -1d6 penalty
creatures also roll a LUC dice pool when calculating       to physical attribute checks and -1 to SPEED.
their total HEALTH. Lucky characters can be very
resilient, though not necessarily deliberately so!         › INITIATIVE
  In cinematic mode, adult characters also gain an            Initiative measures how quickly you can
additional LUC die, and old characters gain a further      react in combat situations. It is equal to
LUC die, representing experience.                          your INT dice pool. You may also add tactics
                                                           or reactions dice pools (in starship combat,
   Additionally, when in cinematic mode, you
                                                           starship tactics is used instead).
ignore the skill requirement for using higher quality
equipment; anybody can benefit from superior gear.         › DEFENSE
Cinematic Mode may be especially appropriate to
                                                             You have four DEFENSE scores - MELEE
space opera or science fantasy settings.
                                                           DEFENSE, RANGED DEFENSE, MENTAL DEFENSE,
                                                           and VITAL DEFENSE. All four scores have a
            For climbing, swimming, zero-g, and high-g     minimum value of 10.
         replace the running skill and halve the final         These scores are pre-calculated dice pools;
         total unless a career tells you otherwise. You    because they are used frequently, the average
         only need to note these if you have the skill –   value is used and noted on your character sheet.
         otherwise, it will work out to half your SPEED    For each score, form a dice pool consisting of
         (without the running bonus).                      attribute, skill, and equipment, as normal (and
            Small (or smaller) characters suffer a -1      subject to the normal dice pool limit). Use the
         penalty to SPEED. Note that this is the same      following elements to form the dice pool:
         penalty inflicted by the Small exploit granted    Attribute (use one)
         by races like Borians. You do not need to           For MELEE DEFENSE use the highest of your
         apply it twice.                                     STR and AGI.
         › JUMP                                              For RANGED DEFENSE use your AGI.
            This is the distance and height you may          For MENTAL DEFENSE use the highest of WIL
         jump automatically without making any kind          and CHA
         of attribute check. It should be recorded           For VITAL DEFENSE use your END.
         on your character sheet in units of feet, not
         squares (unlike SPEED) in the format 7’/4’.       Skill (use one)
         These values assume a 10’ run-up. From a            For MELEE and RANGED DEFENSE, you may
         standing start, they are halved.                    use acrobatics, dodging, or foresight.
           Your horizontal jump is equal to twice your       For MENTAL DEFENSE you may use
         AGI attribute in feet.                              concentration or meditation.
            Your vertical jump is equal to your STR          For VITAL DEFENSE you may use fortitude or
         attribute in feet, but cannot exceed your           resistance.
         horizontal jump.                                    Skill with a melee weapon or unarmed
            Jumps exceeding these figures require            combat applies to MELEE DEFENSE, but not
         attribute checks equal to the number of             ranged attacks.
         feet jumped horizontally or three times the         If you double-move in a round, you may use
         number of feet jumped vertically.                   running for DEFENSE for that round only.
 62
Equipment (use one)                                           The DEFENSE penalty from armor is reduced
   For MELEE DEFENSE, the quality of your                  by the number of dice you have in that armor
                                                           skill. For example, a character with 3 ranks
weapon or shield can be used in your dice
                                                           (2d6) in heavy amor reduces the heavy amor
pool (although you cannot benefit from
                                                           penalty by 2.
more equipment quality dice than skill
dice; see the section on dice pools, later in              Small shield                              +1
this book).                                                Medium shield                             +2
   For RANGED DEFENSE, the quality of                      Large shield                              +3
your shield can be used (again, you cannot                 Light armor                               +0
benefit from more equipment quality dice                   Medium armor                              -2
than skill dice).                                          Heavy armor                               -4
   Having formed your DEFENSE and MENTAL                      Note that you can only benefit from one
DEFENSE dice pool(s), consult the following                shield bonus, and you cannot benefit from a
table to determine the corresponding static                shield bonus while in cover.
score. This is an average roll of the dice
pool, and is used to speed up play (you could,             » Careers & Defensive
theoretically, roll it as an opposed check each
                                                             Skills
time). The value below is the size of your
dice pool multiplied by an average roll of 3.5,               As noted earlier, any time you take a career
rounded up. Remember that the dice pool                    skill you may take a DEFENSE skill instead.
itself is capped by your grade, so for a starting          These aren’t specifically called out in the
grade 5 character, the maximum dice pool is                careers, but all DEFENSE skills are always
5d6, resulting in a score of 18. Adjustments               available to all careers.
for size, etc., are applied after the cap.                    The following skills (remember anything
                                                           can be a skill - feel free to invent your own!)
POOL 1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6                   are defensive skills:
DEF.   4    7     11     14   18     21   25    28    32
+4 +2 +0 -4 -8 -16 -32
                                                                                                             63
       MELEE/                                             The damage value, range, and any notes
                                MENTAL                 are found in the weapon’s entry in the
       RANGED
                               DEFENSE                 Equipment chapter.
       DEFENSE
                      concentration, meditation,          Unarmed damage is 1d6 plus the number
        Acrobatics
                      bravery, discipline, religion,   of dice in your STRENGTH dice pool for size
         Dodging                                       Medium and smaller creatures, plus 1d6
                        conviction, leadership,
        Foresight        psychology, rulership         for each size category above Medium. For
                                                       example, a medium sized Venetian with STR
        Additionally melee skills like boxing, or      4 does 1d6+2 unarmed damage, and a large
     swords (if armed with a sword) apply to           Ogron with STR 10 does 2d6+4 unarmed
     DEFENSE against melee attacks (as does            damage. Note that Felans do 2d6 slashing
     weapon quality), but not against ranged           damage with their claws.
     attacks.
        You need to train DEFENSE; otherwise                     Size             Unarmed Damage
     you will get hit a lot. It’s as important as
     training in weapons. You should aim to              Small - Medium                     1d6
     get your DEFENSE pool to at least 4d6 if            Large (or Felan)                   2d6
     possible.
                                                            Enormous                        3d6
     Starting Money
         Roll your total CREDITS in d6s based
     on your REP dice pool and multiply this by        » Useful Character
     20. You may also add your LUC dice pool             Creation Tables
     before the multiplication. If the final total
     is less than 100cr, increase your starting         Skill Ranks       Skill Level          Dice Pool
     money to 100cr. You should now peruse the
     Equipment chapter and purchase weapons,                 1              Proficient               1d6
     armor, and other equipment for your
     character. Record this on your character                3               Skilled                 2d6
     sheet.
64
                                 »Psionics
L
    ike all exploits, psionic exploits are         PSI vs. RANGED, MELEE, or MENTAL DEFENSE
    available to anybody who qualifies for         attack is always required.
    them.                                              Skills. Exploits are divided into categories
   Some psionic careers offer a number of          (biopsionics, clairsentience, clairvoyance,
psionic exploits in the form of career exploits.   ergokinesis, metapsionics, telekinesis,
In some cases, these same exploits are also        telepathy, and teleportation), each of which
available below as universal exploits; in          is a psionic skill which can be learned and
other cases they are unique to that career or      applied to dice pools as normal.
superior to the universal version. This allows
                                                      Cost. The cost in psionic energy points
GMs to exclude psionics as a whole if they
wish, while retaining the powers associated        (PP) to use a power is equal to the PSI
with specific careers – especially where           score prerequisite. Thus, if a power has a
the psionic powers in a setting are strongly       prerequisite of PSI 6, it also costs 6 PP to use.
flavoured and narrowly focused. It also               Boosting. Psionic exploits are often more
enables certain careers to gain certain psionic    powerful the more psionic energy points
                                                                                                       »1.Future Careers
abilities without having to meet the same          (PP) you use. Many powers indicate that
prerequisites that those accessing them via        numerical elements such as range or damage
universal exploits do.                             are dependent on the amount of power used.
   Psionic flavor comes in many forms.             You cannot spend more psionic energy points
Whether it’s a mental discipline, a wild talent,   per turn than the value of your PSI attribute.
a galaxy-spanning force, or powers granted         A character with a PSI attribute of 10 cannot
by microscopic symbiotic organisms, the GM         spend more than 10 PP per turn.
will need to make certain overall decisions           Maintenance. Powers which last until your
regarding the presence of psionics in the game.    next turn can be maintained continuously by
   Checks and attacks. Most psionic powers         spending an action each round. If the power
operate automatically, with no attribute check     required an attack roll, then this must be
being required. However, if a psionic power        made each round unless otherwise stated.
affects an unwilling target or creature, a         The power cost must be paid every round.
                                                                                                       65
        Power. Roll your PSI dice pool and your      one day per PP. You may ask it a single
     WIL dice pool and add the two together. You     question, which it will answer to the best
     have a pool of psionic energy points (PP)       of its knowledge.
     equal to this roll. If your PSI or WIL dice        Precognition (requires PSI 4). Your
     pools increase, roll the extra die and add it   natural precognition gives you a +1d6 per
     to your pool. Once a day you may meditate       4 PP bonus to INITIATIVE checks as well as
     to recover PP equal to a WIL check.             checks to access the ambush turn. This does
       The following exploits are universal          not cost an action, and the PP are spent
     exploits and require a single action to use     when the INITIATIVE check is made.
     unless otherwise noted.                            Retrocognition (requires PSI 12). You
     › Biopsionics                                   can see into the past up to 1 day per PP
                                                     until your next turn. Your view is of your
        Adrenal dash (requires PSI 4). You use       current location as though you were there
     psionic energy to gain a burst of speed,        at the time.
     dashing up to twice your SPEED.
        Adrenalize (requires PSI 4). You can         › Clairvoyance
     channel positive energy into somebody,             Clairaudience (requires INT 4, PSI 4).
     granting them a +1d6 die bonus per 4 PP         You can hear a location you have seen
     to all physical attribute checks for one        before until your next turn. You hear it as
     minute. This process is draining, however,      though you were physically present
     and causes you 1d6 psionic damage for each
                                                        Clairvoyance (requires INT 6, PSI 6).
     1d6 bonus you grant.
                                                     You can see and hear a location you have
        Biofeedback (requires PSI 4). You            seen before until your next turn. You see it
     psychically harden your skin, gaining           as though you were physically present, and
     natural SOAK 1 +1 per PP until your next        do not gain additional sight powers (so if it
     turn.                                           is dark there, you do not gain darksight).
        Psychic healing (requires PSI 6). You
     can heal 1d6 per 6 PP HEALTH by touch.          › Ergokinesis
     Any given creature can only benefit from           Cryokinesis (requires PSI 6). You freeze
     this power once per day.                        a creature or object you can touch, doing
        Psychic leap (requires AGI 6, PSI 6). You    1d6 per 2 PP cold damage. Water freezes
     channel your psionic energy into a mighty       solid, and any fire is extinguished.
     leap into the air. You leap up to 3’ per PP        Cryrokinetic blast (requires END 6, PSI
     vertically and up to 5’ per PSI horizontally.   6; Cryokinesis). You blast an opponent with
        Psychic resuscitation (requires PSI 6).      a range increment of 10’ with an icy cold
     You may stabilize a dying creature by touch     wind. Make a PSI vs. DEFENSE attack; if you
     by spending two actions.                        succeed, you do 1d6 per 2 PP cold damage.
                                                        Electrokinetic blast (requires INT
     › Clairsentience
                                                     6, PSI 6). You blast an opponent with a
        Hypercognition (requires PSI 8). When        range increment of 10’ with a bolt of
     you use this power, everything appears to       focused electricity. Make a PSI vs. DEFENSE
     slow down for you. For 1 round per 4 PP,        attack; if you succeed, you do 1d6 per 2 PP
     you gain an extra action each round. Using      electricity damage.
     this power is a free action.
                                                        Electrokinetic fork (requires PSI 10). You
        Necrophony (requires CHA 6, PSI 10).         let loose a 5’ per 2 PP cone of crackling, forked
     You are able to ask questions of a dead         electricity. Make a PSI vs. DEFENSE attack against
     creature. You must be able to touch the         each creature in the area; if you succeed, you do
     corpse, and it must have died within            1d6 per 5 PP electricity damage.
66
   Pyrokinestic burst (requires END 8,
PSI 12). You let loose a burst of fire in all
directions. Any creature or object within 5’ per
4 PP of you takes 1d6 heat damage per 6 PP.
   Pyrokinetic blast (requires AGI 6, PSI
6). You blast an opponent with a range
increment of 10’ with a cascade of fire.
Make a PSI vs. DEFENSE attack; if you
succeed, you do 1d6 per 2 PP fire damage.
› Metapsionics
   Cannibilize (requires END 6). You are
able to recover psionic energy by drawing
from your body’s other energy reserves.
Choose any number of d6s and roll them;
you gain that much psionic energy, but take
the same amount of damage.
  Fast recovery. You recover twice as
much psionic energy during your daily
meditation. This acts as a trait and simply
modifies your psionic recovery with no
action required.
   Mind shield (requires WIL 6, PSI 6). You
shield your mind from psionic intrusion,
gaining 4 MENTAL DEFENSE +1 per 5 PP until
your next turn.
  Sense psionics (requires PSI 2). You can
sense the presence of psionics within 20’
+5’ per 2 PP of you.
  Shield other (requires WIL 8, PSI 8;                Psychokinesis (requires PSI 9;
Mind Shield). You shield another’s mind            Telekinesis). Your telekinetic control is so
within 10’ of you, granting them +8 MENTAL         refined that you can effectively take any
DEFENSE +1 per 4 PP until your next turn.          action or make any attribute check that
                                                   you would normally be able to do were you
   Suppression. You are able to weaken
                                                   standing next to the target from a distance
the psionic power of a target you can see.
                                                   of 5’ per PP.
Choose any number of PSI points; both yours
                                                                                                    »1.Future Careers
and your target’s PSI attribute are reduced by        Levitation (requires PSI 8; Telekinesis).
that amount until your next turn if you make       You telekinetically lift yourself off the
a successful PSI vs. MENTAL DEFENSE attack.        ground until your next turn. You can only
                                                   move directly up and down, and may do so
   Mind fortress (requires WIL 8, PSI
                                                   at a speed of 5’ per 2 PP. If the power fails,
10; Shield Other). As Shield Other, but it
                                                   or you do not maintain it, you fall from
affects everyone you choose within 2’ per
                                                   whatever height you are currently at.
PP of you. They must remain within that
distance to stay protected.                           Summon (requires PSI 4). You can
                                                   telekinetically call a Small or smaller
› Telekinesis                                      object within 5’ per 2 PP to your hand by
  Flight (requires PSI 10, AGI 8;                  using two actions. If the object is held by
Levitation). As Levitation, but you can also       someone else, it will require an opposed PSI
move horizontally.                                 vs. STR check.
                                                                                                    67
       Telekinesis (requires PSI 5; Summon).           more intuitive creatures will notice you
     You can freely telekinetically move and           immediately. If you make an attack, the
     manipulate single objects of size Small or        effect ends immediately. Creatures aware
     smaller within 5’ per 1 PP of you. You may        of you cannot thereafter be affected by the
     only manipulate one such object at a time.        perception filter.
        Telekinetic shield (requires PSI 4).              Psi-blast (requires PSI 4). You can use an
     You gain +3 DEFENSE +1 per 4 PP from a            action and make a PSI vs. MENTAL DEFENSE
     telekinetic shield until your next turn.          attack to blast an opponent with a mental
                                                       burst which does 1d6 +1d6 per 4 PP psionic
     › Telepathy                                       damage and has a range increment of 10’.
        Empathy (requires PSI 2). You can                 Psychic cone (requires PSI 8; Psi-Blast).
     automatically sense strong emotions in            You project a 5’ per PP cone of psychic
     others within 30’. No action is required.         energy which causes 1d6 +1d6 per 4 PP
        Mind control (requires PSI 16; Psychic         psychic damage to all in the area of effect.
     Suggestion). You control another being               Psychic suggestion (requires PSI 8;
     within 5’ per PP until your next turn by          Telepathic Message). You can momentarily
     making a PSI vs. MENTAL DEFENSE attack.           influence the thoughts and actions of
     The creature will act as you direct;              another creature within 5’ per PP by
     however it will not perform an action which       making a PSI vs. MENTAL DEFENSE check.
     causes it harm. If you spend an action to         On a success, the creature will perform one
     maintain this control over multiple turns, it     action as directed by you; however it will
     lasts 1 round per PP.                             not perform an action which causes it harm.
        Mindprobe (requires PSI 12; Mindread). As         Telepathic message (requires PSI 4;
     Mindread, but you gain access to inner thoughts   Empathy). You develop the ability to freely
     and secrets. This technique is painful to the     send short telepathic messages to other
     target, who takes 1d6 psychic damage.             intelligent creatures with whom you have
       Mindread (requires PSI 10; Empathy).            spent time. This is a free action.
     This invasive technique enables you to read
     another’s mind. Make a PSI vs. MENTAL             › Teleportation
     DEFENSE attack against a target within 1’            Blink (requires PSI 10, AGI 8; Dimensional
     per PP. If you succeed, you are able to read      step). As a reaction to an attack, you may
     uppermost thoughts until your next turn.          instantly teleport up to 10’ to avoid it. This
        Mindwipe (requires PSI 14; Psychic             grants you a +10 DEFENSE bonus and moves
     Suggestion). You are able to erase your           you to any location within 10’.
     target’s memory as far back as 1 hour per            Dimensional step (requires PSI 10). You
     PP. Make a PSI vs. MENTAL DEFENSE attack.         teleport up to 10’ per 4 PP to a location
        Perception filter (requires PSI 5).            within sight.
     You render yourself hard to notice with              Teleport (requires PSI 16; Dimensional
     a telepathic effect which causes others           Step). You teleport any distance up to 1AU
     to simply ignore you. Perception filters          to a location you have physically seen. This
     work automatically on those with an INT           does not include locations seen by remote
     attribute of less than your PSI score, while      viewing devices.
68
                            »Advancement
T
      hroughout a campaign, characters will            Experience points. The GM awards
      advance. They will gain or improve           experience points (XP) for overcoming
      skills, acquire new exploits, and increase   challenges, defeating enemies, and completing
attributes. Characters have two 'currencies' to    milestones. These XP can be spent on new
spend on advancement.                              career grades. The XP cost of a career grade is
                                                   equal to 10 times the new grade – deduct the XP
   Time. A character can take a new                from the character's total when he spends them.
career grade by spending the required time         If XP are spent, no time expenditure is needed.
                                                                                                       »1.Future Careers
(usually 1d6 years, but the career itself
                                                      Advancements are accessed via career
will provide specific information). This
                                                   grades, and contextualize any given
type of advancement requires downtime –
                                                   improvement.
periods in which a character's activities take
place in the background - and it advances          » Defeating Enemies &
a character's age. If time is spent, no XP
expenditure is needed.
                                                     Overcoming Challenges
                                                       The core advancement assumption is that
    Characters can always spend more than the      you need to defeat or overcome 10 encounters
minimum time indicated - the indicated time        of Medium difficulty to advance to the next
is an optimum adventurer hero progression.         grade. The XP requirement for each grade is
Additionally, NPCs may take much longer to         equal to ten times the next grade. For a Medium
progress; it is not unusual to see old NPCs with   difficulty encounter, characters gain XP equal to
only a few career ranks.                           their own grade.
                                                                                                       69
        The GM evaluates how difficult the        » Planning
     players found the encounter and awards XP
                                                     If the PCs research and plan to the extent
     accordingly. Round down when calculating
                                                  where they make a supposedly difficult
     half grade values.
                                                  encounter into easier encounter by virtue of
        Difficulty    Slow           Fast         their preparations and forethought, they are
          Trivial       0           No XP         awarded XP for an encounter level higher
                                                  (e.g. an encounter which turned out to be
                                  Half grade      Easy because of good planning becomes
           Easy         2
                                (round down)      a Medium encounter for the purposes of
         Medium         5       Equal to grade    XP awards). XP awards for good planning
                                                  require GM discretion, and ensures that
          Hard          10     Two times grade    players are not penalized for thinking their
                                                  way around a problem.
     Extremely hard     15    Three times grade
70
Typical point values & advancement cost
                                                                                                         »1.Future Careers
       4                  12
       5                  15              » Age
       6                  18                 Each character's age should be tracked. Characters
       7                  21              are categorized as young, adult, or old. For more
                                          information, see the aging rules.
       8                  24
                                             Once a character reaches old age, their physical
       9                  27
                                          attributes (STR, AGI, END) can no longer be
      10                  30              increased by non-supernatural, non-technological
      11                  33              means. Career advances which would normally
      12                  36              increase those attributes no longer do so (with the
                                          exception of Ogrons, whose STR can continue to
      13                  39
                                          increase indefinitely), and incremental increases to
      14                  42              those attributes can no longer be purchased.
                                                                                                         71
                                        MEET THE CREW OF THE
                             sTARSHIP MURPHY
         For those without the time or inclination to          Each of these characters is designed as a
     create new characters, or who just want to dive        starting Grade 5 character. You may use these
     in straight away, this page presents a group of        characters as-is, or tweak them to suit you.
     pre-generated iconic characters, the crew of the       They differ from the versions found in the
     starship Murphy, an old Seeker Class V Scout used      Starter Kit because they use the full character
     as a freighter for smuggling and other missions.       creation rules.
     Medium sentient humanoid                               Push the limits. Sasha became a pilot as soon as
     (grade 5; max dice pool 5d6)                           she was able to. When piloting a starship, Sasha
                                                            increases its maximum FTL speed by 1 factor.
     STR 4 (2d6) AGI 7 (3d6) END 5 (2d6)
     INT 6 (3d6) LOG 4 (2d6) WIL 3 (2d6)                    Fence. Piloting eventually led to smuggling.
     CHA 6 (3d6) LUC 9 (3d6) REP 4 (2d6)                    Sasha can sell items for 75% of their value
                                                            instead of 50% when in an urban environment.
     HEALTH 16
     MELEE DEFENSE 14; RANGED DEFENSE 14;                   Shiv. Sasha's smuggling career was interrupted
     MENTAL DEFENSE 11; VITAL DEFENSE 10                    by a spell in prison on Ganymede. Practiced at
     SOAK 4 (leather vest); VULN -                          improvising weapons from her time in prison,
                                                            Sasha is always considered to be carrying a
     INITIATIVE 3d6 ― PERCEPTION 3d6
                                                            knife or a club, even when unarmed, and can
     SPEED 6; CLIMB 3; JUMP 14'/4'; CARRY 90lb
                                                            use her brawling skill to attack with it.
     ACTIONS 2 ― NATURAL DAMAGE 1d6+2
                                                            Seat of your pants. Out
     Brawling 4d6 (1d6+2 blunt damage)                      of prison, back to the
     Laser pistol 4d6 (1d6+4 damage; range 10)              smuggling life she loved.
                                                            Smugglers rely a lot on
     Skills piloting 3 (2d6), astrogation 1 (1d6),
                                                            old-fashioned luck and
     pistols 2 (1d6), starship tactics 1 (1d6),
                                                            bravado. Sasha can
     carousing 1 (1d6), running 1 (1d6), climbing 1
                                                            recharge her LUCK pool
     (1d6), dodging 2 (1d6), brawling 1 (1d6),
                                                            an extra time per day.
     Gear leather vest, laser pistol, hand scanner, 100cr
                                                               The cigar-smoking Sasha
     Explorer. Sasha gains 5 XP every time he sets          Bolotnikov is the leader of
     foot on a new planet.                                  the group and captain of the Murphy.
     Reckless. Sasha gains +1d6 to ranged attacks as        A Russian smuggler, she spent time
     long as she has no cover or shield.                    in prison on Ganymede after being
     Aim. Sasha gains +1d6 to a subsequent ranged           caught transporting illegal spices.
     attack in the same turn by spending an action          Upon release from prison, she
     aiming.                                                immediately dove right back
     Dive for cover. When a ranged attack misses            into her former career. Cool as a
     Sasha, she can automatically move up to 15' to         cucumber, Sasha is known for her
     cover or to a prone position.                          luck at cards.
     Stargazer. Growing up as an itinerant traveller,       Careers. Traveller, Pilot,
     Sasha can identify which star system she is in         Smuggler, Prisoner, Smuggler.
     simply by looking at the sky.                          Age 29.
72
» GORRAT               An illiterate Ogron star marine who loves to watch sports
                                                                                                         »1.Future Careers
                                                     enormous Ogron marine is its muscle. Nearly 7
Stronger with age. Unlike most species,
                                                     feet tall, clad in a heavy, somewhat battered
Ogrons can continue to increase their STR
                                                     battlesuit with exposed circuitry and jury-
attribute into old age. Ancient Ogrons are
                                                     rigged patches, and carrying his favorite
often incredibly strong.                             antimatter rifle, Gorrat is always spoiling for a
Illiterate. Gorrat cannot read. Instead, he has      fight. He is slow on the uptake, never learned
learned to memorize common words which he            to read, and relies on the others to do most
needs to recognize often. He automatically           of his thinking for him. He does, however,
recalls information he has been exposed to.          somehow absorb a lot of random sports trivia.
Feint. Gorrat gets a +1d6 bonus to a melee           Gorrat is fundamentally good-natured, and has
                                                     a big heart.
attack roll taken in the same turn. The attack
action must come immediately after the               Careers. Orphan, Street Thug, Academy,
feinting action.                                     Marine, Marine. Age 26.
                                                                                                         73
     » ASHONN              A young disfigured Venetian star knight who believes in fairytales
74
» DR. TIKTOK                   An erudite Android medic who is fascinated by religion
                                                                                                         75
     » HOLMES               An alcoholic human psychic who collects insects
     STR 3 (2d6) AGI 3 (2d6) END 3 (2d6)                  Bachelor. Rejecting his psionic potential,
     INT 7 (3d6) LOG 3 (2d6) WIL 4 (2d6)                  Holmes headed to college to study linguistics.
     CHA 3 (2d6) LUC 8 (3d6) REP 4 (2d6) PSI 5 (2d6)      After a four-year course, he gained a
                                                          Bachelor's degree (with honors) in linguistics,
     PSI POINTS 20 ― HEALTH 16
                                                          which gave him 3 ranks in that skill (noted
     MELEE DEFENSE 11; RANGED DEFENSE 11;
                                                          above). His research skills are developed. If
     MENTAL DEFENSE 14; VITAL DEFENSE 10
                                                          he has access to a library or data network,
     SOAK 6 (long kevlar coat; +2 when drunk); VULN -
                                                          he gains a +1d6 bonus to attempts to learn
     INITIATIVE 4d6 ― PERCEPTION 3d6                      information about a subject.
     SPEED 4; CLIMB 2; JUMP 6'/3'                         Ghostly advice. Holmes' psionic abilities
     CARRY 60lb                                           intruded more and more into his life. At first
                                                          he thought he was hearing voices, but learned
     ACTIONS 2 ― NATURAL DAMAGE 1d6+2
                                                          to use the power. Once per day Holmes may
     Brawling 3d6 (1d6+2 blunt damage)                    receive advice from “ghosts” (really lingering
     Laser knife 2d6 (2d6+2 heat damage)                  consciousness artifacts) which gives him a
     Pistol 3d6 (2d6 ballistic damage; range 10)          +2d6 die bonus to the next attribute check he
                                                          makes within 1 minute.
     Psi-blast 4d6 (2d6 psionic damage; range 10)
                                                          Fair trade. Throwing in the towel on the
     Skills stealth 1 (1d6), telepathy 3 (2d6),           linguistics career, Holmes set up as a
     bluffing 3 (2d6), computers 1 (1d6), linguistics     commercial telepath. He is able to monitor
     3 (2d6), concentration 2 (1d6), dodging 1 (1d6)      a negotiation or bargaining situation
     Gear pistol, long kevlar coat, hand scanner, 100cr   with the agreement of both parties.
                                                          He immediately sense any falsehood or
          Explorer. Holmes gains 5 XP every time          deception on either part, or if agreement is
          he sets foot on a new planet.                   withdrawn.
             Alcoholic. Holmes is usually drunk.          Precog. Holmes continued as a telepath,
               While this can impair his judgment,        developing his skills. His natural precognition
               it also enables him to shrug off           gives him a +1d6 bonus to INITIATIVE checks
                injury. He gains +2 SOAK when             (factored, above) as well as checks to access
                 intoxicated (noted, above).              the ambush turn.
                 Aim. Holmes gains +1d6 to a                 Holmes never wanted to be a psychic.
                subsequent ranged attack in the           His talent was discovered by accident when
              same turn by spending an action             he badly injured another child with an
              aiming.                                     instinctive psi-blast. Viewed as an outsider,
               Psi-blast. Holmes can use an action        he learned quickly to charm his way through
               and make a PSI vs. MENTAL DEFENSE          awkward situations, and developed into an
               attack to blast an opponent with a         intuitive, perceptive man with a firm grasp
               mental burst which does 2d6 psionic        on psychology. Eventually, after obtaining
               damage and has a range increment           a college degree in linguistics, he gave in
                of 10'. The psi-blast costs Holmes 4      and answered his calling, setting up as a
                of his PSI points.                        commercial telepath.
                    Empath. Holmes realized he            Careers. Talent, College, Psychic, Psychic,
                    was a 'talent' at an early age        Psychic. Age 32.
76
» TALIK                An ambidextrous Felan burglar who plays classical music
STR 3 (2d6) AGI 9 (3d6) END 4 (2d6)                  Scavenge. Many Felans grow
INT 9 (3d6) LOG 3 (2d6) WIL 3 (2d6)                  up as urban scavengers, and
CHA 4 (2d6) LUC 10 (4d6) REP 3 (2d6)                 Talik was no different. Once
                                                     per day, given an hour in an
HEALTH 16                                            urban environment, Talik
MELEE DEFENSE 14; RANGED DEFENSE 14;                 can scavenge one item
MENTAL DEFENSE 11; VITAL DEFENSE 10                  worth up to 100cr.
SOAK 4 (leather armor); VULN -                       This exploit cannot
INITIATIVE 4d6                                       be used during
PERCEPTION 4d6                                       downtime.
SPEED 6; CLIMB 6; JUMP 23'/8'                        Unseen. Scavenging
CARRY 70lb                                           naturally became drifting,
                                                     as Talik learned to exist on
ACTIONS 2 (+1 bonus melee attack)                    streets, bars, and gambling
NATURAL DAMAGE 2d6+2                                 dens with no abode or
Claws 4d6 (2d6+2 slashing damage)                    goals. She learned to blend
Disruptor pistol 3d6 (2d6+2 heat damage;             in, in that way that people
range 12)                                            always overlook drifters. She
Skills stealth 3 (2d6), appraisal 1 (1d6),           gains a +1d6 bonus to remain
thievery 3 (2d6), computers 1 (1d6),                 unseen when in the open.
perception 1 (1d6), reactions 1 (1d6),               Locksmith. Talik came
brawling 1 (1d6), dodging 1(1d6)                     across an exceptional quality lockpicking kit,
Gear exceptional thieves tools (+1d6), leather       granting a +1d6 bonus to attempts to pick
armor, disruptor pistol, rapelling belt, 100cr       locks, combinations, guess passwords, or access
                                                     security panels. This began her career as a
Fast. Felans are fast and nimble, adding 1 to        burglar.
their SPEED (already included, above).               Catburglar. Her burgling career proving
Jumper. Felans are adept at jumping, adding          successful, Talik incorporated her species'
5' to both horizontal and vertical jump              natural agility to become a high-rise catburglar.
distances (already included, above).                 An expert at climbing, Talik does not take any
Land on your feet. When falling, a Felan             die penalties in combat while climbing.
                                                                                                         »1.Future Careers
reduces the effective distance by half.              Climber. Talik's catburgling career continued.
Claws. Accurately slashing with their sharp          Talik's climbing speed is equal to her regular
claws, a Felan's unarmed damage is 2d6               SPEED (already included, above).
slashing damage (already included, above).              When you're looking for Talik, look up.
Ambidextrous. Talik does not pay the -2d6            This black leather-clad Felan is at home on
                                                     precarious ledges, leaping across the width
penalty when dual-wielding weapons or using
                                                     of entire streets, and climbing to gain high
a double weapon.
                                                     vantage points. Talik is a burglar, adept at
Feint. Talik gains +1d6 to a subsequent melee        sneaking and picking locks, although she suffers
attack in the same turn by spending an action        from a very short attention span and extreme
feinting.                                            forgetfulness.
Charge. Talik moves her speed in a straight line     Careers. Felan Scavenger, Drifter, Burglar,
and then attacks at the end of it, paying 2d6. She   Burglar, Burglar. Age 16.
                                                                                                         77
      Chapter II
Future Equipment
»Equipment
      T
             he marketplace was crowded. On this          Talik was around somewhere. Sasha
             desert planet, folks would travel for     doubted that the Felan burglar intended to
             miles to trade and barter here in         ‘purchase’ anything.
       this rickety tradertown. Alien species of
       every variety wandered past, chattering            The pair reached their first destination,
       in a thousand tongues. Serene Venetians         passing a small droid merchant desperate to
       and growling Ogrons haggled over trinkets,      shift his rusting wares. An ancient, flickering
       computer parts, exotic spices, even slaves.     sign proclaimed that this low, wide hut was the
                                                       domain of Everett. Sasha brushed aside the
       Felan merchants worked the crowds,
                                                       plasti-sheet curtain with covered the entrance,
       cheating and manipulating their way to
                                                       and she and Gorrat entered the dark building.
       profit. Ferocious Spartan bodyguards
       accompanied wealthy clients. It was said           Gorrat growled in appreciation. The room
       that for the right price, anything could be     was filled with weapons, upgrades, armor.
       had here on Vorlage XVIII, and right now        There, on the wall, was a Waydyne-Eastlight
       Sasha could well believe it.                    Works WC78 Sonic Crossbow. There was a
                                                       Outerwide-Overwatch Syndicate PI2 Electron
          The smuggler captain pushed her way          Autopistol. Gorrat was eyeing a Daywatch
       through the throngs, Gorrat close behind her.   CQ32 Firefury Disintegration Autocannon
       They were here for supplies; the last job had   with what looked almost like hunger.
       gone well, and they had money to spend.
       Sasha meant to purchase a case of the finest       Pulling out his cred-chip, Gorrat strode
       spice cigars, while Gorrat sought an upgrade    up to the droid behind the counter. “Let me
       for his favorite anti-matter rifle.             look at that auto cannon!” he growled...
 78
   A character’s skills and attributes are only
part of the full story. On top of all that,
characters need gear. Most characters outfit
                                                    Wealth & Credits
themselves with weapons, armor, and other
supplementary equipment.                               In sci-fi games, the standard unit of
                                                    currency is the credit (denoted as “cr”).
   In this chapter you’ll find details on
                                                    Large purchases (starships and the like)
blasters, laser swords, power armor, hand
                                                    are sometimes priced in Megacredits (Mcr),
scanners, medkits, vehicles, and many other
                                                    each of which is equal to one thousand
science fiction items including drugs and
cybernetics, along with rules on equipment          credits.
quality and details on how to upgrade or               The credit is a generic term. The GM
customize equipment, weapons and armor.             may tailor the currency unit to his or
                                                    her own setting. They may be “creds” or
» Starting Money                                    Altairian Dollars or New Stalingrad Rubles,
                                                    or perhaps pennies, drabs, yen, crowns,
   Each character’s starting assets need to         cubits, units, marks, dits, or bytes.
be determined before any cash is spent on              Depending on career choices, a starting
equipment. A character’s wealth is a function       character typically begins play with 200-
of his REPUTATION attribute, an attribute which     1,000cr to spend on equipment – enough to
encompasses credit ratings, assets, and other       buy a basic weapon, armor, and a couple
measures of wealth (as well as fame, rank,          of items of equipment. Some careers
notoriety, and other less quantifiable factors).
                                                    also grant free bonus starting items to the
   To determine a character’s starting money,       character.
roll a REP dice pool and a LUC dice pool and           Typical monthly salaries (as a point of
multiply the total by 20. If the total comes        comparison) can be 500cr (for the lowest
to less than 100cr, increase it to 100cr. You       paid jobs) to 1,500cr for an average
may spend this starting cash on equipment,          middle-management style occupation.
weapons, armor, and other gear.
Example Salaries
                                                   play. An NPC will typically only carry 5% of his
   The examples below are for reference only;      monthly salary on his person, and have access
player-characters will not (typically) have a      to an amount equal to his monthly salary in
monthly salary – they earn their credits during    the form of savings.
                                                                                                      »2.Future Equipment
CEO, major company                            15 (5d6)      16,500        198,000         825
Cleaner, fast-food server                      1 (1d6)        500           6,000          25
Factory labor, cargo handler                   3 2d6)        1,500         18,000          75
Military, admiral                             10 (4d6)       4,800         57,600         240
Military, captain                              7 (3d6)       3,400         40,800         170
Military, ensign                               3 (2d6)       1,600         19,200          80
Military, lieutenant                           4 (2d6)       2,000         24,000         100
Military, recruit                              1 (1d6)        400           4,800          20
Reporter, local                                4 (2d6)       1,800         21,600          90
Scientist, lab technician                      3 (2d6)       1,500         18,000          75
Scientist, project leader                      5 (2d6)       2,500         30,000         125
Security guard, private                        2 (1d6)       1,000         12,000          50
Waiter/waitress/retail clerk/cab driver        1 (1d6)        800           9,600          40
                                                                                                      79
                                                          Improvised Equipment
     Equipment, Skills,
          & Quality                                          Standard quality equipment allows you
                                                          to perform an action without suffering any
        Throughout this chapter, prices and
                                                          penalty for improvisation.
     information are presented for the basic or
     standard version of each item of equipment,             If you don’t have basic equipment,
     whether that be a pair of binoculars, an             you can often still attempt an action by
     antimatter rifle, or a suit of clothing.             improvising. For example, lacking lockpicks,
        Sometimes equipment is of a higher quality.       you might try to use a wire hanger as a
     Such items are more expensive, but grant             lockpick. When improvising, you suffer a
     the user bonuses to attribute checks made            penalty of -2d6 to your dice pool.
     while using them. Equipment contributes to
     a dice pool if it is of high quality or greater.    a skill, and sometimes equipment bonuses.
     Performing the action already assumes you are       When Sasha fires her laser pistol at a bandit,
     using appropriate basic tools.                      she normally rolls 4d6, which includes her
         Standard equipment doesn’t contribute to        attribute and her skill. If she picks up a high
     the dice pool; it merely allows you to perform      quality laser pistol, that increases to 5d6.
     the action without suffering any penalties            An item cannot change quality, or be
     for improvised equipment. For example, a            upgraded to a higher quality.
     rifle allows you to shoot somebody, a lockpick
     allows you to pick a lock, and a medical kit           The table below details the various quality
     allows you to perform emergency medical aid.        levels.
        To gain an equipment bonus, you need high
     quality equipment or better. A high quality laser      Dice Pool. This indicates the contribution
     sword gives you +1d6 to your attack dice pool, a    to a dice pool that high quality equipment
     high quality lockpick gives you +1d6 to your AGI    grants (subject to minimum skill limits).
     dice pool when picking a lock, and so on.              Rarity. This is an indication of how common
         You can also improvise equipment if you         high quality equipment is.
     don’t have the right tools available. This              Min. Skill. Effective equipment quality
     inflicts a -2d6 penalty to your dice pool. You      is limited by skill level – you cannot gain
     can use a hairpin to pick a lock, but that’s an     more dice in your dice pool from equipment
     improvised item.                                    than you have from skills. If you have 2d6
        This same rule applies in combat. When           in your dice pool from your lockpicking skill,
     trying to attack somebody, the character            you cannot gain an additional 3d6 from
     rolls a dice pool made up of an attribute,          mastercraft lockpicks.
        Quality      Price         Rarity   Dice Pool Min. Skill Upgrades            Armor      Vehicle
     Improvised        -             -        -2d6         -         -                 -           -
     Standard       Normal        Common        -          -         -                 -           -
                    x3 then                             1 (1d6;
     High quality                Uncommon     +1d6                  +1              +2 SOAK    +1 SPEED
                     +100                             proficient)
                    x5 then                             3 (2d6;
     Exceptional                    Rare      +2d6                  +1              +4 SOAK    +2 SPEED
                     +250                              skilled)
                   x10 then                             6 (3d6;
     Mastercraft                  Very rare   +3d6                  +2              +6 SOAK    +3 SPEED
                     +500                              expert)
                  x100 then                            10 (4d6;
     Artisanal                    Very rare   +4d6                  +2              +8 SOAK    +5 SPEED
                    +1,000                             mastery)
                    x1,000
                                                           15 (5d6;                               +10
     Legendary       then          Unique        +5d6                      +3      +10 SOAK
                                                          authority)                             SPEED
                    +2,500
80
   This applies to all equipment, including gear,       See pages 237-239 for more information on
weapons, and armor. If the user does not have         Genres and Advancement Levels.
the minimum skill level required to benefit
from equipment’s quality, then the quality of                 Genre                     Code
the equipment is effectively reduced to match               Hard sci-fi                   A
the user’s skill level. For example, a character
                                                             Soft sci-fi                  B
with 3 ranks (2d6; skilled) in light armor treats
artisanal light armor as exceptional, and only              Space opera                   C
gains the benefits of exceptional light armor.
                                                           Space fantasy                  D
   Upgrades. Weapons and armor can be
upgraded, adding new features. The upgrade
capacity is given by its size (for weapons) or           Item Quality In Context
type (for armor). Higher quality weapons and
                                                          Exceptional quality items are rare,
armor gain additional upgrade slots.
                                                       and those of mastercraft quality and
   Armor. High quality armor gains a SOAK bonus.       above should seldom be encountered in a
                                                       campaign. Generally speaking, characters
  Vehicle. High quality vehicles gain a SPEED          should not be able to easily purchase
bonus.                                                 items of higher than high quality, and
                                                       those of mastercraft quality should require
Availability                                           considerable effort to obtain (also, given
                                                       that they grant a +3d6 bonus to attribute
    Every item is listed along with an availability    checks, only characters with 6 or more
code. The availability code helps determine            ranks in a related skill will be able to fully
which items are available in a given setting or        benefit from them). Items of artisanal or
location. It consists of a number (Advancement         legendary quality are items spoken of in
Level) and a letter (Genre). For example, an           awe, and never seen by regular people.
availability code of 9C indicates that the item
is available in AL 9 or lower locations in settings       In 20th-21st century terms, as a point
of the Space Opera Genre or lower.                     of comparison, a standard new automobile
   The Genre of the setting is determined              might cost $20,000; a luxury car would
by the GM and applies throughout the whole             be considered high quality at $60,000;
campaign; Advancement Levels depend on                 a high-end sports car is exceptional at
specific locations within the setting.                 $100,000; mastercraft vehicles at $200,000
                                                       would include the average supercar.
   Out Of Time                                         Artisanal automobiles, therefore, are
                                                                                                        »2.Future Equipment
                                                       priced in the region of $2,000,000 – the
   Out Of Time is an optional rule.                    very best cars in the world, such as the
   Characters operating equipment not from             Bughatti Veyron in 2014 (also in 2014,
their own era (archaic, modern, or future)             the Lamborghini Veneno Roadster cost
suffer -1d6 to attribute checks.                       around $4,000,000, and only nine were
                                                       ever made), and legendary cars would be
   This applies to futuristic characters using         unique vehicles worth something in the
archaic equipment, or vice versa.                      region of $20,000,000 – the sort of vehicle
                                                       only bought and sold in private auctions.
   Note that individual items of higher AL may
be present in a lower AL environment; these               These real-world examples should give
items would be unique, and their value is 10           you an idea of what the equipment quality
times the regular price. Such items are placed         categories mean, and help give a sense of
specifically by the GM; they cannot be obtained        perspective on what it means for a character
through normal means by player characters.             to run around in an artisanal set of armor.
                                                                                                        81
                                 »General Gear
     G
           eneral gear consists of a variety of basic,         Beacon, subspace. A unit which, when
           universal equipment types. General               activated, broadcasts an emergency signal
           gear is usually widely available, and            on all subspace frequencies. A subspace
     can be purchased easily at even the smallest           beacon has a range of 1 parsec. Using
     frontier tradertowns on backwater planets,             subspace communication, the signal travels
     subject to their availability code.                    faster than light, meaning no time delay is
                                                            caused.
        Acetylene torch. A device able to cut
     through metal powered by a single fuel cell.              Binoculars. Binoculars enable the user to
     Settings allow for welding or cutting metal. It
                                                            see long distances; most are electronic, and
     can be used as an improvised (-2d6) weapon
                                                            can have enhancements which enable larger
     which does 2d6 heat damage.
                                                            ranges of the EM spectrum to be viewed. A
         Alarm sensor. An alarm sensor can be placed        standard pair enables scenes a mile distant to
     near a doorway, or multiple can be placed              be viewed clearly. A high quality pair includes
     around the perimeter of an area. Each covers an        light-intensification which allows them to be
     area 30’ across. When the area is breached (they       used in the dark, and an exceptional quality
     can be set to ignore certain people or species,        pair encompasses a wide spectrum from
     and to distinguish by size category) they set off      infra-red to X-rays.
     an alarm. The alarm can be audible, or it can
                                                                Breaching charge. A device designed to
     privately alert an individual. It’s a Difficult [16]
                                                            blow holes in walls with a very directed blast.
     check to detect an alarm sensor, and the same
                                                            It is attached to a wall, a timer is set, and the
     difficulty to sneak past it or disable it.
                                                            charge blasts a man-sized hole in the wall.
        Backpack. A typical backpack holds up 60            Breaching charges are extremely powerful,
     lb of equipment. It grants the wearer a +20lb          and can penetrate almost all materials, or
     carrying capacity bonus.                               even ship hulls, up to 1’ thickness.
82
                      Cost     Weight                                       Cost     Weight
Item                                  Availability   Item                                   Availability
                      (cr)      (lb)                                        (cr)      (lb)
Alarm sensor           250       3         8A        Holosuit               1,200      5        10D
Backpack                4        2         2A        Holowall               1,000      4         7A
Backpack, zero-g      2,500      5        11C        Homing pill            100        -         4A
Beacon, subspace       40        10        8B        Hoverboard             3,000      2         7B
                                                                                                           »2.Future Equipment
Grappling harness     2,000      15        4B        disposable
                                                     Tent, 2-man             50        50        1A
Gravbelt              2,500      4         8B
                                                     Tent, 7-man
Gravitic nullifier    12,000     2        11C                               350       200        3A
                                                     shelter
Handcuffs              30        1         4A        Tool, sonic           70,000     0.5       13C
                                                     Toolkit                 75        4         2A
Helmet, psi-scram     4,500      1         8B
                                                     Torch, acetylene       100        8         6A
Hologuise             8,000      -        10B
                                                     Translation unit       200       0.5        6B
Holoprojector         5,000      5         8A        Transmat, personal    22,500     0.5        4D
                                                                                                           83
         Cellular regenerator. A cellular regenerator   singularity. A singularity (otherwise known
     is a portable medical device able to heal          as a black hole) is contained in a special
     serious wounds or injuries. The device, about      anti-grav containment field; disposable
     the size of a briefcase, restores HEALTH to        singularities are of very low mass (relatively
     the patient at a rate of 2 points per turn         speaking), although their actual mass is
     up to a maximum of 16 points; the patient          hidden by the anti-grav field, rendering
     must remain still during this process. The         them essentially “weightless”. A disposable
     regenerator is only effective against physical     singularity can be thrown, at which point the
     trauma – it cannot regenerate damage from          containment field deactivates and the black
     poison, disease, radiation, or mental/psionic      hole’s gravitational force starts to overpower
     damage. Use of the regenerator is a skilled        the area. The singularity itself renders one
     operation and requires a Demanding [21]            5’ square impassable (contact with the event
     LOG check to set up and commence the               horizon within that square requires an Severe
     regeneration process, although no further          [29] END check just to survive), and an area
     checks are needed.                                 with a 30’ radius around the singularity
                                                        becomes a high-gravity environment. The
        Clothing. Clothing comes in various prices
                                                        singularity is small enough that it evaporates
     and quality. As with many things, you get
                                                        from Hawking radiation in five minutes.
     what you pay for, and high quality, exceptional
                                                        The singularity cannot be used as a thrown
     quality, mastercrafted, and artisanal
                                                        weapon - it will not land in the same square
     clothing can be obtained for the appropriate
                                                        as an existing creature.
     prices. Higher quality clothing can include
     smart fabrics which resist stains and remain          Dressing, spray. A spray dressing is a
     perfectly clean.                                   basic liquid bandage and local anesthetic
                                                        which restores 1 point of HEALTH. Spray
        Communicator. Communicators are
                                                        dressings typically have 20 uses before
     basic voice-based communication devices.
                                                        they are exhausted. The spray only heals 1
     Standard versions are hand-held items, while
                                                        HEALTH; multiple sprays cannot be used to
     exceptional quality versions consist of a voice-
                                                        heal more. This device is the equivalent of a
     activated badge on the exterior of the user’s
                                                        small bandage.
     clothing. Planetary communicators are able
     to talk to anybody on the same planet or in           EMP. A device as small as a bag of luggage
     orbit, while long-range communicators can          or large suitcase, an EMP immediately
     reach up to 1 AU.                                  deactivates all unshielded electronic devices
                                                        within 20’. The device attacks each item
         Computer, personal. Personal computer          with a 3d6 vs. the item’s DEFENSE, and on a
     units are quite old-fashioned and quaint.          success the device shuts down for 3 turns.
     Wearable, integrated, and environmental tech       Mechanoid creatures are not deactivated,
     is the usual personal computing interface,         but they do suffer 1d6 ion damage from a
     generally designed to be invisible. An actual      successful attack and are stunned. An EMP
     personal computer unit is a fashion statement      can only be used once.
     as much as anything else.
                                                           Geiger counter. A Geiger counter detects
        Cryostasis Unit A cryostasis unit is an         the presence and strength of radiation. Note
     enclosed bed or “coffin” into which a wounded      that all scanners are able to do this, also.
     or ill patient can be placed. The unit
     maintains their exact condition. These units          Generator. A generator is the size of
     can also be used for long-term travel, and         a suitcase and is able to provide enough
     occupants do not age, nor does time pass for       power to run portable equipment, recharge
     them in any other way.                             power packs, and maintain a small habitat
       Disposable singularity. An extremely             for one week.
     advanced mastery of matter and energy                 Grappling harness. A grappling harness can
     control is required to design a disposable         be disguised as suspenders and a belt or within
88
a bulky outfit. Once tethered or anchored, the     inserted within. A Strenuous [25] STR check
wearer can ascend at a speed of 20’ a round        or Demanding [21] AGI check can free a
or rappel down as fast as 60’ a round. Once        person from a pair of handcuffs. Every level
used to ascend or for controlled descent, a        of quality a pair of handcuffs has increases
grappling harness becomes unusable until           the difficulty to break out of or escape from
rewound, which takes one minute.                   them by one benchmark.
   Gravbelt. A gravbelt is used to assist in low      Hologuise. A hologuise is an electronic
and high gravity environments, effectively         holographic disguise kit. With a flip of a
negating the environmental effects for the         switch, the wearer can appear as somebody
wearer. There are two types of gravbelt            else entirely, with an entirely holographic
– one for high, and one for low gravity            set of clothing, hair, and appearance,
environments. Gravbelts do not assist in zero-g    and even voice alteration. The disguise is
situations, however.                               convincing enough to grant a +3d6 bonus to
   Gravitic nullifier. A gravitic nullifier is a   disguise attempts, although mechanoids see
portable object capable of turning a 30’ radius    straight through the disguise as though it
sphere into a zero-g area. Originally designed     weren’t there.
as a construction and mining aid, militaries
                                                      Holoprojector. A holoprojector can
of all stripes quickly adopted it for tactical
                                                   create convincing three-dimensional images
purposes. The nullifier must be placed, and
                                                   within a 10’ radius. Standard models are
then activated with an action.
                                                   used for entertainment purposes, but high
   Handcuffs Ubiquitously used worldwide           quality holoprojectors are so convincing that
in a variety of styles and designs, these          viewers need a Challenging [13] INT check to
metal clasps are chained together and made         notice that they are not real, and superior
to only open when a specific type of key is        quality holoprojectors require a Difficult [16]
                                                   INT check.
                                                      Holosuit. A skintight outfit which allows
                                                   the user’s clothing and appearance to change
                                                   at will. The occasional glitch and shimmering
                                                   mean that anybody with INT 4+ can see that a
                                                   holosuit is being worn, although it can be such
                                                   a normal thing that nobody pays attention. A
                                                   scanner also automatically reveals a holosuit.
                                                      Holowall. A holowall is portable
                                                   holographic unit designed to project a single
                                                                                                     »2.Future Equipment
                                                   image; originally designed for advertising
                                                   purposes, holowalls can be used as privacy
                                                   screens, concealment for secret entrances, or
                                                   even for mere ornamentation. Holowalls can
                                                   have their transparency set upon activation –
                                                   anything from 0% to 100%. The area covered
                                                   by a holowall is 10’ wide and 5’ high.
                                                      Homing pill. This oral pill has a resilient
                                                   electronic chip inside of it, one capable of
                                                   remaining intact and operating while within
                                                   the digestive tract. The chip transmits a radio
                                                   signal detectable by bug sweepers and anyone
                                                   that knows the frequency (which reaches to a
                                                   range of 5 miles).
                                                                                                     89
        Hoverboard. A hoverboard uses anti-grav              Medical mechs (medicine)
     technology to allow the rider, who stands
     upright upon the board, to travel above the             Astromechs (astrogation)
     ground in a similar fashion to a skateboard.
                                                             Protocol mechs (linguistics)
     The board grants the rider a SPEED of 8;
     however, the board will fail when crossing              Maintenance mechs (engineering)
     water of 1’ or greater in depth. Using a
     hoverboard requires a Difficult [16] AGI check.         Domestic mechs (cooking)
         Invisibility cloak. An invisibility cloak uses      Microchip. A microchip operates as a
     advanced cloaking technology, refracting             homing pill but has a range of 1AU and is
     light and even thermal signatures, to render         undetectable to scanners. Furthermore, it
     the wearer completely invisible. The effect          can be used to watch a creature’s vitals,
     is so potent that not even the faint shimmer         telling both how much damage the subject
     of usual cloaking technology is present. The         has taken and their emotional state (calm,
     wearer can stand in direct line of sight of a        agitated, or panicked).
     viewer without being seen (although olfactory
                                                             Miniature EMP. A tiny device, a miniature
     and auditory senses work as normal), gaining
                                                          EMP immediately deactivates all unshielded
     a +4d6 bonus to any check made to hide.
                                                          electronic devices within 30’. The device
        Jet pack. A jetpack is not as archaic             attacks each item with a 5d6 vs the item’s
     as the name implies. Designed for zero-g             DEFENCE, and on a success the device shuts
     environments, it enables the user to                 down for 3 turns. Mechanoid creatures
     maneuver normally. It has a range of about 1         such as androids are not deactivated,
     hour, although an additional thruster addon          but they do suffer 2d6 ion damage from
     can be purchased (5 lb, adds 2 hours). Use of        a successful attack and are stunned for 1
     a jetback requires a Difficult [16] AGI check.       round. A miniature EMP can only be used
                                                          once. The device does not work on items of
       Lightstick, chemical. A chemical lightstick        advancement level 10 or higher.
     can be shaken to give off a 30’ radius glow for
                                                             Musical instrument. The list of musical
     one hour before it is exhausted.
                                                          instruments is vast, especially taking into
        Magboots. Magboots are used in zero-g             account the many alien cultures in the
     environments. On metallic surfaces (like             universe. A musical instrument works much
     those within any starship), they magnetically        like a toolkit – it offers bonuses to related
     ‘stick’ to the ground, artificially nullifying       checks depending on its quality.
     the effect of zero-g for the wearer. However,
     SPEED is reduced to half normal while                   Parachute There are many different designs
     wearing them.                                        and variations of parachutes. When properly
                                                          packed and correctly deployed, a parachute
        Mechanoid. While advanced AI androids
                                                          can reduce a falling object’s rate of descent
     are created using the character creation
                                                          by 15 feet (for earlier parachutes) to as much
     rules, more simple task-specific mechanoids
                                                          as 30 feet (for modern parachutes) a round,
     (sometimes called “bots” or “mechs”)
                                                          to a minimum of 20 feet a round. Navigating
     can perform navigation, domestic, repair,
                                                          in the air while using a parachute requires AGI
     and other functions. Mechanoids are voice
                                                          checks (for calm conditions, Challenging [13]),
     controlled, can respond verbally, and are
                                                          as does landing without falling prone.
     able to move at a speed of 4. Mechanoids
     have a total dice pool of 6d6 in one specific           Personal transmat. A personal transmat
     skill/attribute combination; tools are built-        device is a short range transporter technology.
     in to the unit. Mechanoids are not sentient.         Resembling a thick bracelet, it enables the
     Some common mechanoid types, with their              wearer to teleport as a single action up to 30’
     associated skill, include:                           to a destination within line of sight.
90
   Psi-scram helmet. A Psi-Scram Helmet
(or psionic scrambler) is used when psionic
opponents are expected. The helmet boosts the
wearer’s MENTAL DEFENSE by 4, but completely
prevents the use of psionic powers.
   Psionic focus. This crystal or gem is a
battery of psionic energy. It contains 50
PP which you can use to power psionic
abilities. Once the power is used, the
crystal is useless. More powerful crystals
are said to exist.
   Replicator. A replicator is an advanced
device able to create objects to a specific
molecular pattern. Replicators require
the pattern in advance (and such patterns
                                                four rounds, creates a small three-
are often protected by strict Intellectual
                                                dimensional map of everything within the
Property laws and can be very expensive),
                                                next 6” of solid material. A Challenging [13]
although most can create foodstuffs and
                                                INT check reveals the combination of any
common items of less than 30cr value
                                                mechanical lock scrutinized this way.
easily. A replicator is a non-portable item
which requires a large power source, and is         Servobot. Servobots come in a wide
most likely to be found on a starship or as     variety of designs, but as a whole they
part of a building.                             are tiny (1’ in size) non-sentient wheeled
                                                mechanoid robots which perform basic
   Respirator. A respirator is a small mask
                                                tasks according to verbal instructions. This
which is strapped to the face, and allows
                                                is largely limited to the carrying of small
the user to breath in vacuum (or toxic
                                                objects and messages, being sent ahead on
atmospheres) for one hour. High quality
                                                reconnaissance tasks, or simply being the
respirators are much smaller mouthpieces,
                                                first to go through a potentially trapped
and exceptional quality respirators take the
                                                doorway, although many purchase servobots
form of tiny nasal plugs.
                                                as “pets” or as toys for children. Servobots
   Scanner. There are four basic types          have 5 HEALTH, 18 DEFENCE, and a SPEED
of hand-held scanner – science, medical,        of 6.
military, and mining. Science scanners
                                                   Sonic tool. Sonic tools are able to unlock
scan for energy sources and substances;
                                                doors, deactivate systems, and perform a
medical scanners scan for life forms;
                                                variety of scanning functions, although they
                                                                                                »2.Future Equipment
military scanners are more robust, and
                                                do not work on wood. A sonic tool operates
focus primarily on the location of life forms
                                                as a exceptional quality science scanner
without needing to gather additional data –
                                                combined with thieves’ tools, and can
they determine the presence, number and
                                                operate any electronic control (activation
location of lifeforms, but cannot determine
                                                control, toggle) at a 30’ range with no
other details. Mining scanners locate
                                                check required.
substances, but can’t scan for life forms or
energy sources.                                    Squad tactical computer. Designed
                                                for infantry training and operation, an
   Scrambler. A scrambler can jam any
                                                STC (Squad Tactical Computer) is able to
electronic communication within 30’. An
                                                analyze a battle situation and calculate
expert can overcome the jamming with a
                                                high-probability success tactics while
Difficult [16] LOG check.
                                                predicting likely enemy moves. This
   Seismic mapper. This screened-gadget         information is displayed to the users
affixes to a safe or radial lock and after      via a tactical HUD integrated into a set
                                                                                                91
     of goggles or helmet, depending on the
     model of the unit. An STC facilitates 4
     connections, granting a +1d6 INITIATIVE
     bonus to up to 4 people simultaneously.
        Tac-com network relay. An alternative
     to to the STC, a TAC-COM relay allows
     squad members to benefit from the tactical
     routines and procedures of the squad
     leader. TAC-COM relays allow each member
     to effectively posses the same tactics
     skill that their squad leader has. The TAC-
     COM requires a full helmet with audio and
     visual input, and can support up to 4 squad
     members.
        Telekinetic gauntlets. Telekinetic
     gauntlets are a technological psionic item
     which grant a small amount of telekinetic
     power to a non-psionic character, granting
     them a PSI attribute of 2 for telekinesis
     powers only. Alternatively, if the wearer is
     an existing psion, the gauntlets boost the
     use of telekinetic powers by a bonus of
     +1d6 to his PSI attribute checks.
        Temporal resonator. A temporal
     resonator is an extremely advanced
     device. With a single activation, it stops
     time around the user for up to a minute,
     enabling him to continue to take actions.
     However, he is not able to interact with
     the environment or any items or creatures
     therein other than himself, as they are
     effectively temporally locked. It can,
     however, be used to escape a tricky
     situation or to heal.
        Tent. A tent is designed to protect
     against extreme elements. Most tents are
     pressurized shelters which are thermally
     insulated, and can provide safety from
     all but the most extreme of conditions
     including light radiation and toxic
     environments.
        Toolkit. A toolkit is an important piece
     of equipment. Almost any specialized
     technical activity uses a toolkit (a
     medpouch is, essentially, a medical
     toolkit). A toolkit allows you to undertake
     the activity with no improvisation
     penalties; high quality toolkits grant
     bonuses to your dice pool.
92
   Medical Pouch A medical pouch, medkit,        fact, placing one inside the other destroys
or field kit contains various items, including   both items permanently, depositing their
a laser scalpel, spray dressings (50 sprays),    contents on the ground.
various drugs, hypospray, and other basic
medical equipment.                               » Services &
   Engineering Toolbox An engineering              Foodstuffs
toolbox includes mini-fabricators,
                                                    Food, accommodation, and transport
hyperspanners, laser wrenches, coil
                                                 can usually be provided automatically by
spanners, flux couplers, gravitic calipers,
                                                 a starship. However, you may need to know
interphasic compensators, laser welders,
                                                 the cost of a drink or a shuttle-ride.
energy converters, and a hammer, amongst
other things.
                                                 Services                              Cost (cr)
   Forensic Kit A forensic kit is used to
survey crime scenes, take and test samples,
                                                 Drink, beer                              2
and look for clues. It includes DNA
scanners, microvision goggles, sampling          Drink, coffee, tea                       1
kits, and more, allowing a large amount of
forensic work to take place at the scene.        Drink, spirit, common                    3
   Thieves Tools Thieves tools in the
future often resemble those of the past.         Drink, spirit, exotic                    10
Electronic and sonic lock-picks, tiny
                                                 Hotel, average, per day                  40
engineering tools designed to disable traps,
miniature hacking devices, laser knives and
                                                 Hotel, cheap, per day                    10
plasma saws, microvision goggles, sound
dampeners, and more.                             Hotel, luxury, per day                  100
   Climbing Gear Climbing gear includes
laser pitons, hand-help harpoon guns,            Limousine, per mile                      2
duranium ropes, and more.
                                                 Meal, cafeteria, diner                   5
   Survival Kit A survival it includes a
compass, electronic mapping devices,             Meal, fast food, synthetic               3
emergency rations, a small selection of 10
spray dressings, 10 chemical lightsticks,        Meal, restaurant, typical                7
and a portable laser stove.
   Interrogation Kit This type of kit is not     Meal, restaurant, luxury                 25
                                                                                                   »2.Future Equipment
looked upon favorably; it consists of drugs
                                                 Public transport, per mile              0.5
and devices designed to facilitate the
gathering of information from a captured
                                                 Taxi, per mile                           1
suspect. It doesn’t include torture
equipment; but some of the techniques can        Theater, play or show                    20
be unpleasant.
   Zero-g backpack. A zero-g backpack uses       Theater, movie                           10
anti-grav technology to enable the wearer
to carry heavy items; items within the           Shuttle, to/from orbit                  100
backpack effectively weigh nothing and do
not add to the wearer’s carrying limits. The     Space transport, basic, per parsec      400
backpack can hold up to 100 lb of items.
                                                 Space transport, luxury, per parsec     1500
The backpack itself has a weight of 5 lb,
however, and a zero-g backpack does not
                                                 Space transport, in-system, per AU       75
operate within another zero-g backpack – in
                                                                                                   93
                                        »Weapons
     T
          here are many weapons available to                When damage is completely negated
          a character – melee weapons, ranged            by SOAK, any 6s in the damage roll always
          weapons, archaic weapons, modern               cause 1 point of damage each anyway.
     weapons, large weapons, small weapons, laser           Type. This is the type of damage the
     weapons, sonic weapons, and more.                   weapon does, such as piercing, heat, or
     The following sections list a number of             sonic. Sometimes different armors have
     common weapons and their statistics.                different SOAK values vs. different types
                                                         of damage, or certain creatures or objects
     » Reading The Weapon                                might be vulnerable to certain damage types.
       Tables                                            This also determines what type of effect
                                                         occurs when a critical hit (rolling triple-sixes
        Damage. This entry tells you how much            on a successful attack roll) occurs.
     damage a weapon does to a target on a                  Cost. The cost in credits to purchase a
     successful hit. Damage may be reduced by SOAK       standard version of this weapon.
     values often found in armor or large creatures.
     Most weapons do at least 2d6 damage.                   Size. The size of the weapon (tiny,
                                                         small, medium, or large) can be used to
        If the wielder has skill with a weapon type,     determine one or two-handed use of a
     the size of the dice pool may be added to the       weapon, eligibility for two-weapon use and
     damage. For example, skill of 6 (3d6) in knives     more. Size is a relative term – the table
     adds 3 to a laser knife’s damage, resulting in a    indicates a weapon’s size as compared to
     total of 2d6+3 heat damage rather than the listed   a human, but larger or smaller species will
     2d6 damage. In the case of melee weapons and        adjust the (relative) size up or down. For
     unarmed attacks, the size of the STR dice pool      example, an Ogron, which is size Large,
     may alternatively be used if it is higher.          using a longsword, which is size Medium,
94
considers it to be a Small weapon. Similarly,     or piercing damage. The list of damage types
a size Small Borian considers a shortsword (a     is an open-ended set of keywords. Any given
Small weapon) to be size Medium.                  weapon can have multiple damage keywords
   Weight. This is the item’s weight in pounds.   associated with it (although most only have
A pound is just under half a kilogram (0.45kg).   one). These damage types are listed in the
                                                  weapons tables.
   Range. In the case of ranged weapons, this
indicates a range increment. Range is noted           Damage type also determines which
in 5' increments (squares on a battlemap), so     condition is inflicted on a target when
a range increment of 8 is equal to 40 feet. For   it suffers a critical hit (triple-sixes on a
each range increment, an attacker takes a 1d6     successful attack roll).
penalty to his attack roll. Unless otherwise
noted, weapons can be used out to five range         Because damage type is a keyword system,
increments, although an attacker will suffer a    there is no finite list of damage types.
-4d6 penalty to attack rolls at that range.       However, you will find a list of some common
                                                  types below.
› Damage Types
                                                     Blunt. Blunt damage comes from falls,
   Every bit of damage caused to a creature       or heavy blunt weapons, and most unarmed
or object is of a certain type, whether that      combat.
be heat damage, blunt damage, or any of
dozens of other damage types. A laser does          Crushing. Crushing damage can be
heat damage, a projectile weapon does             caused by large objects or gravity weapons
ballistic damage, and a sword does slashing       and effects.
                                                                                                 »2.Future Equipment
 when it affects the target.                        the damage taken. If an android takes 4
    SOAK only applies to attacks which              ion damage, its 2d6 vulnerability to ion
 target DEFENSE (not MENTAL DEFENSE).               damage cannot increase that to more than
                                                    8 damage.
    When damage is fully SOAKed, some                 Targets suffer from vulnerability if the
 may still get through – any sixes in the           keyword is listed amongst a weapon’s
 damage roll automatically do 1 point of
                                                    damage types.
 damage regardless of SOAK. This means
 that it is always possible to damage a                 Targets benefit from resistances only
 target, even if it’s just a little.                if they are resistant to all listed damage
    Vulnerability. Conversely, something            types. A target resistant to heat damage
 might be particularly vulnerable to a              does not benefit from resistance to a
 damage type. Crystalline creatures are             weapon which does heat/sonic damage.
 vulnerable to sonic damage, and wood               The target would need to be resistant to
 and paper are vulnerable to heat damage.           both damage types.
                                                                                                 95
        Ballistic. Projectile pistols and rifles tend   or object’s DEFENSE). A square has a DEFENSE
     to do ballistic damage.                            score of 10. On a miss, the projectile simply
                                                        lands in a different square (see the section on
        Cold. Cryo weapons are uncommon, but            grenades on page 104).
     cold is a common environmental damage.
                                                           This attack roll (only roll the one attack
        Electricity. Electricity damage can come
                                                        roll) is then applied to all targets within the
     about in a number of ways, including booby
                                                        burst area.
     traps; mechanoids are vulnerable 1d6 to
     electricity damage. Electricity weapons often          The burst capability of a weapon is denoted
     have the stun trait, meaning that a target         in its statistics simply as “Burst X”, where X is
     reduced to 0 HEALTH with the weapon is
                                                        the burst distance in squares. For example, a
     knocked unconscious but is not dying.
                                                        weapon denoted Burst 2 has a 10’ burst.
        Force. Force is a type of energy damage.
                                                           Damage. When rolling damage for a burst
        Heat. Heat damage is caused by fire, lasers     weapon, roll it once only. This same damage is
     and other energy weapons. It is sometimes          used for all targets.
     referred to as fire damage.
                                                          Ammo. The ammo cost of the explosive
        Ion. Ion damage is designed to damage           weapons is higher than that of most handheld
     electronics and shields; mechanoids are            weapons.
     vulnerable 2d6 to ion damage.
                                                           DEFENSE. Area attacks are applied to the
       Piercing. Piercing damage, like slashing         target's VITAL DEFENSE.
     damage, can be caused by swords and knives.
                                                        › Zero-G & Lo-Grav
        Poison. Poison damage can come about
     from gas, bioweapons, atmosphere, radiation,          Weapons such as rocket launchers are
     food, stingers, bites and more; armor does not     avid observers of Newton’s laws of motion,
     soak it unless noted.                              especially the third law.
        Psionic. Psionic damage is caused not only         Whenever a weapon designated with the
     by psionic powers, but also by some specially      “recoil” trait is used, the operator must
     designed weapons.                                  make a Challenging [13] STR (zero-g) check
                                                        for medium-sized weapons, or a Difficult [16]
       Slashing. Swords and other slashing
                                                        check for large weapons, or be propelled
     weapons do slashing damage.
                                                        backwards. If the check is failed, the user is
        Sonic. Sonic damage is caused by                thrown back a number of feet equal to the
     soundwaves.                                        damage rolled.
96
   Arc. The weapon fires in a ballistic arc;
no direct line-of-sight is required, as long as
there is a ballistic route which can be taken.
   AT. Anti-tank ability allows a weapon to
instead be fired directly at a vehicle, doing
double damage to vehicles and objects. When
used in this manner, the weapon does not do
burst damage.
   Auto. Automatic weapons are better at
suppressive fire. They give an additional die of
cover to protected allies.
   Beam. Beam weapons, such as phasers
and lasers, project a visible continuous line
of energy at their target. For this reason,
they can , at the operator's choice, operate as
tracers (see tracer rounds, below).
    Combust. Weapons with the combust trait
are more likely to set their target on fire, and
when they do so, the effect is more severe.
A critical hit from a weapon with this trait
inflicts a severe Burning condition, requiring a
roll of 6 to remove it.
   Double. Double weapons are melee                    Recoil. This weapon’s recoil is enough to
weapons treated as though they were two             affect the user in zero-g and lo-grav (Explosive
weapons, one in each hand. This typically           Ordnance).
means that the attacker will gain an additional        Restrains. A weapon which restrains does
attack per turn with it but will suffer penalties   so on a successful hit, giving the target the
to the attack roll unless she has access to         Restrained condition.
ambidexterity. Ambidexterity is attained as an
attribute trait.                                       Seeker. These weapons use heat or laser
                                                    guidance and gain +2d6 to their attack rolls as
   Heavy. A heavy weapon is difficult to use.       long as a heat source is the target.
You need a STRENGTH of 8 to use it without
penalty, otherwise you take a -1d6 penalty to          Sidearm. Weapons designated as sidearms
your attack rolls. Additionally, a heavy weapon     gain a +1d6 bonus to hit at point blank range
                                                    (when adjacent to their target) and do not
                                                                                                        »2.Future Equipment
can only be fired once per round, and requires
two actions to reload.                              suffer a penalty for firing at an adjacent target
                                                    in melee.
   Min. Weapons with this trait have a
                                                        Single. Weapons with this trait can only be
minimum range. They cannot target anything
                                                    fired once per round.
within that range. The minimum range is
noted in parenthesis - e.g. “Min (8)”.                 Stun. Stunning weapons (including some
                                                    phaser modes, electricity damage, and psionic
   Mounted. These weapons must be affixed
                                                    damage) do non-lethal damage. Lethal and
(mounted or stood on the ground) and take
                                                    non-lethal damage are essentially the same
two full actions to set-up before use. If they
                                                    up until the shot or blow which takes the
are moved, another two actions is required to
                                                    victim down to zero HEALTH. At that point,
set them up at the new site.
                                                    the victim falls unconscious as normal but is
  Reach. A reach weapon is a longer melee           not considered dying, does not have to form a
weapon. It can attack opponents up to 10’           death dice pool, and wakes up automatically 5
away, unless a longer reach is noted.               minutes later with 1 HEALTH.
                                                                                                        97
         “Stun” is a weapon trait. The weapon           squares. Without this trait, a thrown weapon
     still does its normal damage type (heat,           counts as improvised (inflicting a –2d6 penalty
     electricity, etc.), but that damage is non-        to the attack roll).
     lethal. Otherwise, stunning weapons work
     exactly like regular weapons.                      » Melee Weapons
        Some weapons have a stun setting (phasers
     being a prime example of this). The wielder           You might expect melee weapons to fall out
     may choose which setting to use when firing        of favor in a universe full of energy weapons,
     the weapon; changing settings is a free action.    laser rifles, and explosives. However, this is
                                                        not the case – hand-to-hand combat still an
         Thrown. A melee weapon with this               important part of conflict, especially aboard
     trait can be thrown with the noted range           the confined spaces of starships and space
     increment. For example, a weapon with the          stations; and a sword is just as deadly as a
     trait “Thrown (3)” has a range increment of        bullet or a laser beam when it skewers you
     3. The default value of a thrown item is 3.        in the eye. Even if that were not the case,
     If a weapon is denoted as Thrown but has no        plenty of cultures use exotic weapons in a
     value in parenthesis, the range increment is 3     ceremonial capacity, and many more primitive
     › Exotic Melee Weapon List
     Weapon                     Damage       Type       Cost (cr)   Size   Weight (lb)   Avail   Special
     Ding Transport FEK46
                                3d6+4        Sonic        950        M         16         9C
     Sonic Scimitar
     Transtech Company JX23                                                                      Push,
                                 2d6         Blunt        211        L         40         9C
     Repulsor Trident                                                                            reach
     Highfarer SFR58
                                2d6+2        Heat         172        M         15        10D
     Antimatter Cutlass
     Pantech WZB18
                                 2d6         Blunt        203        M         19        10C     Reach
     Flamebolt Matter Whip
     WarpCo-Daybeam Group
                                2d6+2     Electricity     187        M         12         9C     Stun
     R41 Redsword EMP Flail
     Ultradyne RBQ20 Sonic
                                3d6+4        Sonic        2500       M         11         9C
     Sword
     Tang OSA17 Redspear
                                 2d6         Heat         153        L         32         9D     Reach
     Photonic Trident
     SilverCo S58 Deathsteel
                                3d6+2        Heat         850        M         20         9C     Combust
     Flame Flail
     Eastwatch Merchants
     XJ1 Blackstorm Psionic     1d6+2       Psionic       617        M         17        10D     Stun
     Chainsaw
     East Sun XMT28 Firesteel
                                3d6+2        Heat         600        M         14        10D
     Phase Chainsaw
     Galactic Yards PBW28                                                                        Stun,
                                 2d6      Electricity     441        L         29         9B
     Electro Halberd                                                                             reach
     Panlight Group HDK7
                                3d6+2        Heat         800        M         20        11D
     Zero-point Mace
     Overwatch ZN41
                                 2d6         Heat         184        M         13        10D
     Firemaker Atomic Mace
     Way Sun UFT99
     Whitestreak Electro         1d6      Electricity     368        M         17         9B     Stun
     Sword
     Microlight ECE90                                                                            Reach,
                                 4d6         Heat         8000       L         21        10D
     Tachyon Staff                                                                               double
98
Melee Weapons & Size
  The size of a melee weapon is indicated                  An undersized weapon is one size
  in the weapons table. Weapons can be                      category smaller and weighs half the
  increased or decreased in size to make                    regular weapon.
  oversized or undersized versions suitable
  for larger or smaller creatures.                       The wielder of a weapon must use two
                                                         hands to use a weapon one size category
       An oversized weapon is one size category          larger than himself, and must use his
        larger, weighs twice the regular weapon,         STRENGTH attribute for attacks even
        and does an extra 1d6 points of damage.          when the regular sized version offers an
        Oversized weapons cost three times the           option to use AGILITY. Weapons two sizes
        regular price.                                   larger cannot be used.
Weapon                   Damage      Type        Cost (cr)   Size   Weight (lb)   Avail   Special
Axe, battleaxe             3d6      Slashing        10        M          6         1A
Axe, handaxe               2d6      Slashing        6          S         3         1A     Throw
Baton, stun                2d6     Electricity     100        M          3         6A     Stun
Club                       2d6       Blunt          1         M          3         0A
Hammer, light              2d6       Blunt          1          S         2         1A
Hammer, warhammer          3d6       Blunt          12        M          5         2A
Knife/dagger               2d6      Piercing        2          T         1         1A     Throw
Knife, laser               2d6        Heat          40         T         1         8C
                                                                                          Restrains,
Net, energy                1d6     Electricity     200         L         2         7B
                                                                                          throw
Nunchaku                   2d6       Blunt          4         M          2         2A
Quarterstaff,
                           2d6       Blunt          50         L         4         0A
extendible
Sap                        2d6       Blunt          1          S         2         2A     Stun
Spear                      3d6      Piercing        3          L         6         0A     Throw
Sword, rapier              2d6      Piercing        20        M          2         3A
                                                                                                       »2.Future Equipment
Sword, scimitar            2d6      Piercing        15        M          4         2A
Sword, shortsword          2d6      Piercing        10         S         2         1A
Sword, longsword           3d6      Slashing        15        M          4         1A
Sword, two-bladed          2d6      Slashing       100         L        10         3B     Double
Sword, two-bladed,
                           2d6        Heat         1,000       L         8         9C     Double
laser
Sword, two-handed          4d6      Slashing        25         L         7         2A
Sword, laser               3d6        Heat         400        M          2         9C
Trident                    3d6      Piercing        15         L         4         1A     Reach
Whip                       2d6      Slashing        12        M          2         2A     Reach
Whip, energy               2d6       Force         100        M          2         9B     Reach
                                                                                                       99
      Firearms Slang                                       Hammer, light. A light hammer is heavier
       Firearms are sometimes referred to by            than a standard tool, but lighter than a
       the following colloquial terms:                  sledgehammer.
102
Technically, laser swords are not lasers;               Cryo Weapons. Cryo weapons (or coolers as
they are made of plasma contained in a               they are commonly called) draw power from a
magnetic field.                                      canister of compressed mutagen resulting in a
   Trident. A trident is a three-pronged spear;      ray of extremely cold energy. A target reduced
originally designed for fishing, it was quickly      to negative hit points by the weapon instantly
adopted as a military weapon.                        stabilizes and does not have to roll a death
                                                     countdown. The large power supply on a cryo
   Whip. A whip is is a melee weapon with a          weapon means that cryo pistols do not qualify
10’ reach. Skilled practitioners can perform         for the sidearm descriptor.
tricks with a whip.
                                                        Dartgun. A dartgun can be used to fire a
» Ranged Weapons                                     small needle via compressed air. The needle
                                                     does not inflict damage, but can be used
    Firearms are plentiful and common in the         to deliver chemicals including tranquilizers
future, and come in a wide variety of types.         and poisons. Roll the dart's damage (1d6)
Lasers, blasters, phasers, sonic weapons,            as normal, however, to see if it penetrates
ballistic weapons, antimatter, and plasma            the target's SOAK, remembering that a 6
weapons are just some of the many pistols,           always penetrates SOAK. These injections
rifles, grenades, and other deadly tools             are expensive, but very effective. Each
available.                                           shot’s cost is listed below and inflicts the
                                                     noted condition. Darts cannot make critical
   Ammunition and power is optionally tracked
                                                     hits - they automatically inflict statuses on a
in the W.O.I.N. roleplaying game system. If
                                                     regular hit.
you choose to incorporate this element of
resource management into your game, an
ammo pack, power pack, or clip typically costs       Tranquilizer (150cr)     Sleeping
one-twentieth the cost of the original weapon        Tranquilizer, Heavy
and contains 20 shots. It’s a free action to                                  Sleeping (severe)
                                                     (1,500cr )
reload a pistol, an action to reload a rifle, or a
two actions to load a heavy firearm.                 Poison (150cr)           Sick
    Military Combination Carbine. A favorite
of military forces, the Military Combination         Paralysis (1,000cr)      Restrained
Carbine is a heavy duty bludger with an
inbuilt grenade function. The weapon stores          Pain (175cr)             Pain
two grenades at any one time (these must
be purchased separately) and functions as a          Hallucinogen (200cr)     Confused
grenade launcher when used in that mode. It
                                                                                                       »2.Future Equipment
is a full-round action to reload a grenade into         Electro-arc. Often used by police to subdue
the carbine.                                         targets, the electro-arc (or shocker) is a far
   Bow, Energy. An energy bow (usually in the        future version of the tasers of the 20th and
form of a crossbow) fires bolts of plasma at a       21st centuries. The weapon emits an arc of
target.                                              blue electricity designed to incapacitate. A
    Cortex Radiation Emitter. Extremely              hit with an electro-arc deals the indicated
illegal, even in the most permissive of              damage, but it is non-lethal (see Stunning
jurisdictions, this weapon causes continual          Weapons).
damage to the target in the form of                  Gatling Gun, Heavy Polaron. Developed for
radiation poisoning. Upon a successful               when just plain brute force is required. The
hit, the target automatically receives the           weapon is large and bulky and difficult to
Poisoned and Sick conditions, while a critical       wield; however it makes up for this by sheer
hit makes those conditions severe (requiring         rate of fire and immense destructive power.
a roll of 6 to remove).                              There are various modes on the gun ranging
                                                                                                       103
      from a single burst of 10 shots all the way up   living targets. However, cyborgs, robots,
      to 2,000 rounds a minute. The ammunition/        and machinery are vulnerable to them. For
      power is stored in a backpack worn by the        creatures, this is noted in their stat block.
      person firing the weapon.                           Pulse Lasers. These automatic laser
          Grenades. Grenades come in a variety of      weapons are the far future equivalent of a
      forms, from old-style fragmentation grenades     projectile-based machine gun, firing a series
      (the default grenade listed) through sonic,      of rapid pulses which can easily lay down a
      gas, and pulse grenades which cause sonic,       wide field of suppressive fire.
      poison, and force damage respectively. It is        Tangler. A unique nonlethal weapon eagerly
      even possible to get cryo and electro grenades   adopted by law enforcement agencies across the
      (cold and electricity damage). Grenades          universe, the tangler gun fires condensed balls of
      have a Burst 2, which means they affect any      an expanding adhesive compound. The compound
      creature within 10 ft. of the target square      expands to cover the target, after which it
      (make one attack roll and apply that against     hardens, immobilizing the target. A character
      each target's VITAL DEFENSE). An empty square    struck by a tangler gains the Restrained condition.
      is typically DEFENSE 10 to hit, and the range
      increment of a grenade is 3 squares (15'). The   › Special Ammunition
      standard frag grenades costs 50cr as listed;        Special ammunition can be obtained for
      other types cost as follows:                     projectile weapons in clips of 20 rounds
      Frag (50cr), 2d6 heat damage                     (weight of 1lb) at the indicated price. A
                                                       weapon can only hold ammo of one type at a
      Sonic (100cr), 2d6 sonic damage                  given time unless otherwise noted. Switching
      Gas (75cr), 3d6 poison damage                    ammo counts as reloading. Only projectile
                                                       weapons which do ballistic damage can use
      Cryo (200cr), 2d6 cold damage                    special ammunition.
      Electro (100cr), 2d6 electricity damage             Armor-Piercing (100cr) Armor-piercing
                                                       rounds ignore 10 points of SOAK, but do
      Ion (250cr), 1d6 ion damage (note that
                                                       half damage.
      mechanoids are vulnerable)
                                                          Hollow Point (100cr) Hollow point rounds
      Smoke (40cr), no damage, target area has
                                                       do extra damage to unarmored targets. They
      full concealment for 2 rounds
                                                       increase the damage of a projectile weapon
      Gravitic (1,500cr), 6d6 crushing damage          by 1d6, but double the target's SOAK.
      Dissolver (250cr), 2d6 acid damage; the gas         Rubber Bullets (100cr) Rubber bullets
      cloud lingers for 1 minute                       can be used to cause non-lethal damage to
      Stun (150cr), 2d6 force damage; damage is        the target (see Stunning Weapons, above).
      stunning damage (see Stunning Weapons)           They are popular with bounty hunters
                                                       seeking to take their prey alive, although
         Roll to hit the square                        the default on the frontiers tends to be
      you are aiming at. If you
      miss, roll 1d6 to determine
                                     1 2 3             “Dead or Alive”; and dead is easier. Rubber
                                                       ammunition can be purchased for the
      which square you hit
      instead using the chart
                                     4 * 5             same price as regular ammunition in any
                                                       projectile non-automatic weapon.
      below. Apply damage to
      any within the grenade’s         6                  Tracers (100cr) Highly visible rounds which
                                                       assist in aiming, directing fire, and marking
      area of effect. Grenades                         targets at the expense of revealing the
      cannot be combined with                          gunner’s position. Using tracer rounds causes
      ranged exploits unless otherwise noted.          a 1d6 penalty to any cover or concealment
         Ion Pistol. Ion weapons are unusual in        bonus enjoyed by the gunner, but grants
      that they do very little actual damage to        a +1d6 bonus for one round to all ranged
104
combatants firing on the same target (a                    » Explosive Ordnance
successful hit is not required to grant this
                                                           › Weapon Descriptions
bonus). Note that beam weapons like phasers
can act like tracers if the operator so chooses.              Bazookoid. Originally designed to blast
Using tracer rounds (or a beam weapon as a                 apart rocks, these plasma-firing weapons are
tracer) requires two actions.                              often used for more military endeavours. The
                                                                                                             »2.Future Equipment
Pistol, sonic     1d6+2       Sonic        10      100      S       2          9C      Sidearm
Pulse cannon,
                   4d6        Force        20     4,000     L       15         9B      Heavy, auto
portable
Railgun           3d6+2     Ballistic      10     1,400     L       18         7B      Heavy, auto
Rifle, slugger    2d6+2     Ballistic      20      100      M       4          5A
Rifle,
                   3d6        Heat         20      350      M       5          8B
disruptor
Rifle, laser      2d6+3       Heat         20      250      M       5          7A
Rifle, phaser     2d6+4       Heat         25      500      M       4          9B      Stun setting, beam
Rifle, sniper     3d6+2     Ballistic      35      500      M       5          5A
Rifle, sniper,
                   3d6        Heat         40     1,000     M       7          8A      Beam
laser
Tangler              -           -          2      750      M       5          9C      Restrains
                                                                                                             105
      › Exotic Ranged Weapon List
                                                                    Cost            Weight
      Weapon                         Damage     Type        Range            Size          Avail Special
                                                                    (cr)             (lb)
      Yamamoto Cryogenics Q44
      Thunderstreak Fission          2d6+4      Heat         37      151      L       39     9B   Heavy
      Portable Missile System
      Daystellar N23 Whitesteel                                                                   Sidearm,
                                      1d6     Electricity     9      48       S       1      9B
      Electro Autopistol                                                                          auto
      Trans Sun FC33 Fireswarm
                                     2d6+2      Heat         20      196      M       12    10C
      Antimatter Gun
      Megadyne Y12 Bio Prototype      1d6       Poison       20      99       M       12    10D
      TerraCorp Q91 Zero-point
                                      1d6       Heat         24      23       M       13    11D
      Projector
      Ding Psionics JQ54
      Blackspear Psionic Portable     3d6      Psionic       21     4,500     L       33    10D   Heavy
      Missile System
      Transbeam Yards ZOT24
                                      3d6      Ballistic     29      450      L       34     9B   Heavy
      Gauss Mortar
      Fu Fuel Refining AX53
                                      3d6     Radiation      23     6,000     M       17     9B   Auto
      Radiation Assault Rifle
      Galactic Concepts KRH16
      Starbird Disruptor Assault     3d6+2      Heat         24     1,000     M       16     9B   Auto
      Rifle
      Outerwide-Overwatch
                                                                                                  Sidearm,
      Syndicate PI2 Electron         2d6+2      Heat         11      152      S       3      9B
                                                                                                  auto
      Autopistol
      Terralight IJ95 Hellswarm
                                     3d6+2    Radiation      23     9,500     L       24    9C    Auto, heavy
      Neutron Autocannon
      Daywatch CQ32 Firefury
                                      3d6       Heat         27      626      L       31    9C    Auto, heavy
      Disintegration Autocannon
      Omniwatch IIX94 Flameflash
                                      1d6       Sonic        25      52       M       12    10C
      Sonic Gun
      Korovin Private Security F58
      Darkswarm Disintegration        5d6       Heat         35     17,000    L       38    9C    Heavy
      System
      Silver Sun BRA7 Antimatter
                                     3d6+2      Heat         22      900      M       15     9B   Auto
      Assault Rifle
      Way Prime OZ54 Redbird Bio
                                     1d6+2      Poison       17      110      M       16    10C
      Crossbow
      Waydyne-Eastlight Works
                                      4d6       Sonic        23     5,000     M       19    10C
      WC78 Sonic Crossbow
      MicroCo JO40 Stingfury                                                                      Sidearm,
                                      2d6       Heat          8      198      S       4     11D
      Tachyon Autopistol                                                                          auto
      Ding Exploration IG66 Zero-
                                      3d6       Heat         22      625      M       19    11D
      point Hunting Rifle
      New Prime XDO74 Polaron
                                      3d6       Heat         31      600      L       32    10C   Auto, heavy
      Autocannon
      Megabreak T81 Bio Thrower      3d6+2      Poison       17      700      M       13    10C
      Transfarer R43 Fireflash
                                     3d6+4    Radiation      18     17,500    M       13     9B
      Microwave Sniper Rifle
      Daywide Construction GA80
                                      2d6       Heat         17      225      M       17     9B
      Plasma Hunting Rifle
      Bell Cybernetics RVM58
                                     2d6+4      Blunt        19      229      M       17    10C   Push
      Stingbolt Repulsor Crossbow
106
›      Explosive Ordnance
                                                       Cost           Weight
Weapon                Dam.    Type    Range   Burst            Size          Avail       Special
                                                       (cr)            (lb)
Crusader Shoulder                                                                    Single, arc,
                       2d6    Heat      6       2     9,000     L       16    9C
Light Mortar                                                                         min 6
Crusader Ground-                                                                     Single,
Mounted Light          3d6    Heat     10       3     20,000    L       22    9C     mounted, min
Mortar                                                                               10
Devastator Multi-                                                                    Single, recoil,
                       3d6    Heat     10       4     20,000    L       16    9C
Rocket Launcher                                                                      min 5
Heavy Plasma
                       3d6   Plasma    15       1     3,500     L       10    9C     Single, recoil
Launcher
Heavy Repeater
                       2d6   Plasma    12       1     9,000     L       14    9C     Recoil
Plasma Launcher
Marauder Rocket                                                                      Single, AT,
                       3d6    Heat     15       2     4,000     M       10    9C
Launcher MK 1                                                                        recoil, min 6
Marauder Rocket                                                                      Single, AT,
                       3d6    Heat     18       3     10,000    M       11    9C
Launcher MK 2                                                                        recoil, min 6
Mark 1 Bazookoid       2d6    Heat      8       1     2,000     M       10    9C     Single
Mark 2 Bazoookoid      3d6    Heat     10       1     5,000     M       12    9C     Single
Mark 3 Bazookoid       3d6    Heat     12       2     10,000    M       12    9C     Single, seeker
Mark 4 (Rapid-fire)
                       2d6    Heat      8       2     13,500    M       13    9C     Recoil
Bazookoid
Plasma Cannon         2d6+4 Plasma     10       1     4,000     M       11    9C     Single, recoil
Plasma Caster          2d6   Plasma    15       2     6,500     M       9     9C     Single
Portable Ion Cannon    2d6     Ion      6       3     5,000     M       10    9C     Single
Scimitar Missile                                                                     Single, AT,
                       3d6    Heat     10       2     4,000     M       12    9C
Launcher                                                                             recoil, min 6
                                                                                                       »2.Future Equipment
groundmounted, a selection of them can be
carried.
  Mortar. Mortars propel missiles in high arcs,
generally with high yield but fairly short range
and accuracy. Shoulder mounted mortars are
heavy, but technology allows them to be small
enough to carry.
    Rocket/Missile Launcher. Rocket launchers
fire rocket-propelled projectiles. Most are
shoulder-fired. Rocket launchers have an
antitank capability. A multi-rocket launcher
fires several rockets, which cover a much
wider splash area. Rocket launchers are also
known as missile launchers.
                                                                                                       107
                                      »Armor
E
      ven in the far future, armor is one of the   temperature, toxic environments, radiation,
      most effective ways to protect yourself.     and more. The suit regulates the wearer’s
      The technology may have improved from        temperature to a comfortable level and
the days of chain-mail and plate armor, but        provides breathable atmospheric support.
the principle is largely the same: wearing         The suit is suitable for hazardous planetary
something resistant to damage in the hope that     environments, underwater, and deep space.
it will absorb any incoming damage before it       Environmental suits make the wearer immune
                                                                                                     »2.Future Equipment
gets through to you. Some armor types are less     to radiation and radiation damage.
effective against certain damage types - for
                                                       Kevlar, vest or long coat. Kevlar is
example, flexible armor usually does not help
the wearer against blunt damage, and metallic      a fibrous, high strength fabric originally
armor may be vulnerable to electricity damage.     designed to withstand ballistic damage. The
                                                   vest covers the upper torso, while the long
   Battlesuit. Battlesuits are specifically        coat is a distinctive kevlar-lined trench-coat.
designed for soldiers, and provide both
protection and integrated communications              Leather armor. Hard-boiled leather,
and scanning equipment. The naval version          fashionably sewn or bonded together, leather
is a little bulkier and more protective than       armor is designed more as a fashion statement
the basic version. Battlesuits have military       than it is for utility.
scanners built in.                                    Mesh lining. This is a jacket or other
   Environmental suit. Environmental               garment lined with a thin, flexible mesh layer
suits protect the wearer from extremes of          of hardened plastic.
                                                                                                     111
         Riot armor. This armor is the type typically
      worn by uniformed police, designed to
      allow movement while offering maximum                Stacking Soak
      protection. Riot armor includes padding, blast         There are three common types of
      vest, kevlar pads on the arms, legs, and knees,
                                                           SOAK: natural, armor, and special.
      and, typically, a helmet.
                                                              SOAK of the same type stacks with
         Synthetic weave. A very thin, subtle
      layer of armor worn under clothing. The              itself as long as it is presented as a
      same thickness as an undershirt, it doesn’t          SOAK bonus (you can recognise this by
      provide great protection, but it can mean            the “+” symbol). If you have 5 armor
      the difference between a killing shot and a          SOAK from a kevlar vest, you can
      wound. Many military uniforms incorporate a          add the +1 SOAK from an open-faced
      synthetic weave.                                     helmet, but not the 4 SOAK from a suit
         Padded armor. Padded armor is a very basic        of leather armor: the former is a bonus,
      tunic or vest filled with special foam designed      the latter is not.
      to protect the wearer. Padded armor is the              When you have SOAK of different
      equivalent of the quilted cloth of medieval          types, you must use the highest.
      times, although modern versions are designed
      to last years.                                          For example, if you have 5 natural
                                                           SOAK and 8 armor SOAK, your SOAK is 8.
        Powered combat armor. This heavy
                                                           If you then gain +5 natural SOAK, your
      armor boosts the wearer’s physical
      capabilities. Extremely expensive, this              SOAK becomes 10, because your natural
      armor is not common. It increases the                SOAK is now 10, and is the highest of
      wearer's STR dice pool by +1d6.                      the two values.
      › Specialist Armor                                     Special SOAK stacks with both
          Angel Battlesuit. Designed for high              natural and armor SOAK as long as it is
      intensity combat rescue, this white armor is         presented as a bonus.
      a heavy, unpowered durasteel alloy treated              Armor SOAK is provided by worn
      with various hardening chemicals. Spikes             armor; natural SOAK is provided by
      on the forearms and shoulders increase the           natural armor; special SOAK is provided
      wearer’s natural damage by 1d6 and changes           by a range of other things.
      it to piercing. The battlesuit is able to
      automatically resuscitate the wearer if they
      Armor                    SOAK     Cost (cr)       Type    Weight (lb)    Inneffective       Avail
      Synthetic weave            2         30           Light       5              Blunt           9A
      Padded                     3         20           Light       10             Heat            1A
      Mesh lining                4         50           Light       8              Blunt           9A
      Leather                    4         35           Light       15                -            2A
      Kevlar vest                5        100           Light       30            Piercing         5A
      Kevlar coat, long          6        200        Medium         50            Piercing         6A
      Environmental suit         4        500        Medium         40            Piercing         6A
      Riot armor                 7        1,000      Medium         50                -            6A
      Basic battlesuit          10        2,000         Heavy       60          Electricity        8A
      Navy battlesuit           11        3,000         Heavy       65          Electricity        9A
      Powered combat armor      12       10,000         Heavy       60        Electricity , ion   10A
112
      fall to zero HEALTH (the wearer can only                 Eastdyne Explosive Ordnance Disposal
      benefit from this once per day) and restore           Suit. Also known as a bomb suit or a blast
      them to 3d6 HEALTH.                                   suit, this armor provides excellent protection
         Armored Pullover. A thick sweater with             against explosive and area-based damage.
      thin sheets of duranium sewn into the                    GE33 “Stalker” Impact Suit. A lightweight,
      fabric, this clothing item provides warmth,           more sheer cloth bodysuit than the Flexible
      protection, and dubious fashion.                      Armor Suit, this similarly becomes rigid upon
                                                            impact. The skintight suit includes a hood
          Carapace Body Armor. Made from the shell
                                                            which covers all but the eyes and mouth. This
      of an insectoid creature, these suits are very
                                                            armor is often used by stealth special forces,
      flexible and provide excellent protection.
                                                            as it can be covered with loose clothing.
      However, they can make one very unwelcome
      when encountering insectoids. Carapace armor             Goliath Armored Exosuit. This mighty
      is very effective against piercing attacks.           powered exosuit not only provides superb
                                                            protection, it also grants the wearer +1d6 to
         Daybeam Civilian Flak Jacket. This
                                                            STR-based dice pools and +2 SPEED.
      bulletproof jacket is a mass-market
      commercialised version for civilian use. It is not       Guardian A9 Energy Sheath. A faint blue
      unusual to see liquor store owners in dangerous       glow surrounds anybody using an energy
      neighbourhoods wearing these jackets.                 sheath. About half an inch thick, the sheath
                                                            is weightless. A9 energy sheaths can only be
          DE76 “Ninja Machine” Molecule Mail.               used for an hour before requiring recharging,
      Despite the trashy name clearly designed              which takes an hour.
      to appeal to those who have watched too
      many holoflicks, this molecularly bonded                 Havoc Ultra Chassis. This fearsome looking
      “chainmail” mesh is flexible and provides             combat chassis means business. At close to a
      excellent protection for those who can afford         million credits, you get what you paid for. This
      it. It is, however, eye-wateringly expensive,         armor also adds +3 SPEED.
      and generally worn by very rich wannabes.                Krayte Industries Armorgel. This armor is
         DE91 “Shogunite” Molecule Mail. A later            soft to the touch, and consists of hundreds of
      version of the DE76, this mail offers slightly        gel-pads.
      more protection and is a little lighter… and             Mantis Combat Chassis. This is probably
      more than a little more expensive.                    the ultimate in combat protection. Mantis
116
armor uses a blended composite of insectoid
carapace and tritanium, making it almost
impenetrable. The armor looks much like an
insect, and grants the wearer +10’ JUMP both
horizontal and vertical.
   Marauder Power Armor. This superheavy
armor keeps the wearer in perfect health
while allowing them to lay waste to all
around. It increases unarmed damage to
3d6; if it has a weakness, it’s that when the
wearer is knocked prone, it takes two actions
to stand. This armor is insulated against
electricity.
   Moore-Stolypin NUK 52 Nanosuit. Versatile
tactical combat armor with the ability to
adapt to different conditions. Normally the
nano suit provides 5 SOAK, but if it absorbs
damage from an attack, SOAK vs. that damage
type subsequently increases to 10 SOAK for
one minute. The suit can only adapt to one
damage type at a time, so if it takes damage
of a different type, the weighted SOAK
switches to the new damage type.
                                                  and clean-up, or for boarding ships whose FTL
    Nemourlon Vest Mk1. The development           engines have been ruptured, this is the default
of kevlar eventually led to nemourlon, which      armor of many a navy.
is even more efficient, especially against
                                                     PI13 Arachnofiber Weave. Harvested from
ballistic weaponry.
                                                  the silk of Melusian Energy Spiders, this thin
    Newbreak Mk I Plasteel Breastplate.           weave has a matt black finish which seems to
Similar to a duranium breastplate, this amor is   suck in the light from around it.
a little lighter and easier to wear.
                                                     Price-Arakaki Rubber Armor. Rubber
   Northwide Genetics IY475 Cryosuit.             armor provides excellent protection against
Designed for artic incursions, this armor         electricity and blunt attacks.
protects against cold weapons and
                                                     Protector A8 Energy Sheath. A faint green
environments.
                                                  glow surrounds anybody using an energy
                                                                                                      »2.Future Equipment
    Overman Rigid Metallic Clothing. While a      sheath. About half an inch thick, the sheath
little clumsy to wear, this clothing provides     is weightless. A8 energy sheaths can only be
excellent protection without resorting to         used for an hour before requiring recharging,
actually socialising in armor.                    which takes two hours.
   PanCorp Bullet-guard Overalls. Made of            Redeemer Warframe. This mechanised
very tough fabric, these overalls are often       assault armor has mountings for weaponry. The
worn by contractors in hazardous conditions.      user can affix an existing rifle to each shoulder
   Panwatch EV72 Monomolecular Mesh               and fire either as free action.
Armor. This material protects areas which           Reflective Shimmer Mail. This duranium
require flexibility - knees, elbows, and other    mesh is treated with a reflective chemical
joints. This adds +1 SOAK to any existing         which reflects heat.
armor.
                                                     Saviour Tactical Vest. The tactical vest is
  Parsec Yards RUX4 Incursion Radsuit.            a kevlar vest covered with pouches and other
Armor designed for post-apocalyptic incursion     storage. The tactical vest allows the wearer
                                                                                                      117
      to carry 20lb of items of 1lb or less in weight   » Reading The Armor Table
      with no penalty.
                                                           SOAK. This is the most important part
         Sentinel A7 Energy Sheath. A faint white
      glow surrounds anybody using an energy            of an armor’s entry. It tells you how much
      sheath. About half an inch thick, the sheath      damage it is able to absorb. Usually this is
      is weightless. A7 energy sheaths can only be      expressed as a simple number (SOAK 5, for
      used for an hour before requiring recharging,     example). Sometimes, however, a damage
      which takes 8 hours.                              type might be noted also – so a SOAK 5
                                                        (heat) entry means that the armor soaks
         Shinobi Duranium Breastplate. Duranium,
                                                        five points of heat damage, but cold or
      the same material starship hulls are made
      of, can also be used for personal protection.     blunt damage is unaffected. An armor type
      This breastplate can withstand serious            can have multiple SOAK entries for different
      punishment.                                       damage types.
         SilverCo Dilatant Fluid. This sheer               Cost. This is the cost in CREDITS of a
      thickening fluid increases in thickness when      standard example of this armor type.
      stressed. There are many manufacturers of             Type. This indicates whether the armor
      dilatent fluid, but SilverCo has by far the
                                                        is light, medium, or heavy, which can affect
      largest market share. It is applied as an
                                                        things like available upgrades and upgrade
      “oil” all over the body, and has a noticeable
                                                        slots. Heavy armor enforces a -4 DEFENSE
      metallic smell. This fluid has the property
                                                        penalty. Medium armor enforces a -2
      that it can add to natural SOAK. Pronounced
      “dielatent”.                                      DEFENSE penalty. Powered armor counts as
                                                        one category lighter Skill ranks in each type
        Streamlined Combat Skin. A superthin            is required to benefit from higher quality
      material similar to a wetsuit, which hugs the
                                                        armor. The DEFENSE penalty from armor is
      body. Not flattering on most.
                                                        reduced by the number of dice you have in
         TD85 Scorpion Flexible Armor Suit. This        that armor skill. For example, a character
      flexible pressure suit reacts to impacts,         with 3 ranks (2d6) in heavy amorreduces the
      become rigid when sudden pressure is              heavy amor penalty by 2.
      applied. This allows the suit to provide
      the protection of heavier armor while                Weight. This is the weight in pounds
      maintaining the range of motion permitted by      of the armor. Armor can be heavy, and
      light armor.                                      exceeding your CARRY value can have
                                                        negative effects.
         Templar Armor. Heavy, thick, and almost
      invulnerable, this armor turns the wearer into      Inneffective. The armor does not offer
      a walking tank.                                   any SOAK towards damage of this type.
         Ultrafarer Concepts Stab Vest. Similar         This is not the same as Vulnerability (which
      to a kevlar vest, this armor is designed          means that the target takes additional
      specifically to ward off piercing implements.     damage).
      Ultrafarer Concepts has somehow managed to           Powered armor. Powered armor counts as
      patent this design, and is currently the only
                                                        one category type lighter (heavy, medium,
      manufacturer of armor of this specification,
                                                        light, none) for the purposes of determining
      despite dozens of legal challenges.
                                                        DEFENSE penalties. If the power is removed,
         Vector AP Resistant Body Armor (Mk 1 &         it operates as its normal category.
      2). This armor is designed to absorb armor-
      piercing ballistics. Armor-piercing bullets          Note that armor, like all equipment, is
      usually ignore a certain amount of SOAK, but      limited in quality by the wearer’s skill level
      AP Resistant armor applies its SOAK to armor-     in the armor type. Armor skills include
      piercing ammo as normal.                          light, medium, heavy, and powered armor.
118
» Shields
   Shields are not common in futuristic
environments, although they are carried
by some riot police or shock trooper types.
Shields add to the wielder’s DEFENSE
rather than acting as a damage soak. A
shield requires a free arm, and so cannot
be used with two-handed weapons.
Shields are most commonly made of
duranium.
   You cannot benefit from more than
one shield; a forcefield counts as a shield
for the purposes of this. You also cannot
benefit from a shield when you are in
cover.
   Duranium shield. A small shield is about
two-feet across, a medium shield is about
three-feet across, a large shield is three-
feet across and four-feet in height, while a
tower shield is five or more feet in height.
Shields are typically made of duranium,
although other materials are possible.
   Energy shield. An energy shield is a
wristband which projects a circular shield
of weightless energy upon command. It is
wielded just like a medium shield.
   Forcefield. A forcefield is a small
device which clips to a belt. It can
be activated with a single action, and
protects the wearer with a globe of
transparent force. Forcefields can operate
for up to one hour per day before needing
to be recharged. They do not protect the
wearer from environmental effects.
                                               »2.Future Equipment
   Gauntlets. Duranium gauntlets grant the
wearer a small amount of extra unarmed
damage, but do not allow the use of claws.
Duranium gauntlets inflict a -1d6 penalty
to intricate hand-based AGI checks (to pick
locks, and similar tasks). Gauntlets are
small items.
   Helmet. Helmets grant extra protection
at the cost of a small amount of spatial
awareness. A helmet with a blast shield
allows the wearer to switch between open
and closed status as a free action. Helmets
are small items. Helmets grant +1 to rolls
to shake off the Dazed condition.
                                               119
      Armor                                    SOAK            Cost       Type     Weight   Avail   Inneffective
      Angel Battlesuit                           20          200,000     Heavy      200*     8A          -
      Armored Pullover                            3             40        Light      10      6A        Heat
      Carapace Body Armor                   7; piercing 10    5,000      Medium      50      9B          -
      Daybeam Civilian Flak Jacket                4             75        Light      25      6A       Piercing
      DE76 Ninja Machine Molecule Mail           12           15,000      Light      10      9C        Cold
      DE91 Shogunite Molecule Mail               13           19,000      Light      9       9C        Cold
      Eastdyne Explosive Ordnance
                                             4; burst 15      8,500      Medium      50      7A          -
      Disposal (EOD) Suit
      G33 Stalker Impact Suit                2; blunt 5        600        Light      7       7B          -
      Goliath Armored Exosuit                    22          390,000     Heavy      400*     8C     Electricity
      Guardian A9 Energy Sheath                   7           7,000         -         -      9C         Ion
      Havok Ultra Chassis                        24          750,000     Heavy      250*     8C     Electricity
      Krayte Industries Armorgel             3; blunt 7       1,500       Light      10      9B        Heat
      Mantis Combat Chassis                      26          1,125,000   Heavy      225*     8C     Electricity
      Marauder Power Armor                       25          950,000     Heavy      300*     8C         Ion
      Moore-Stolypin PUK52 Nanosuit             5/10          18,000     Medium      50      9B          -
      Nemourlon Vest Mk I                         6            250        Light      25      8B          -
      Newbreak Mk I Plasteel Breastplate          5            400        Light      20      8B          -
      Northwide Genetics IYU75 Cryosuit      4; cold 10       3,500      Medium      60      9B          -
      Overman Rigid Metallic Clothing             4            300        Light      30      8A          -
      PanCorp Bullet-Guard Overalls         3; ballistic 8     400        Light      20      6A          -
      Panwatch EV72 Monomolecular              +1 to
                                                              3,000         -        8       6B          -
      Mesh Armor                              existing
      Parsec Yards RUX4 Incursion Radsuit    6; rad. 10       12,000     Medium      55      8B        Cold
      PI3 Arachnofiber Weave                  2; heat 6        750        Light      5       9C        Blunt
                                                                                                     Piercing,
      Price-Arakaki Rubber Armor            4; elect. 20      7,000      Medium      35      8A
                                                                                                     Ballistic
      Protector A8 Energy Sheath                  6           5,000         -         -      9C         Ion
      Redeemer Warframe                          18          100,000     Heavy      120*     8B         Ion
      Reflective Shimmer Mail                4; 10 heat       7,500      Medium      40      8B          -
      Saviour Tactical Vest                       5            250        Light      35      6A       Piercing
      Sentinel A7 Energy Sheath                   5            2,000        -         -      9C         Ion
      Shinobi Duranium Breastplate                6            400       Medium      35      6A          -
      SilverCo Dilatant Fluid                4; blunt 10       5,000      Light       -      8B        Cold
      Streamlined Combat Skin                     3            1,000      Light      6       8A       Piercing
      TD85 Scorpion Flexible Armor Suit       6; blunt          12       4,500    Medium     30         9A
      Templar Armor                              15           45,000     Heavy      180      9A          -
      Ultrafarer Concepts Stab Vest         4; piercing 7      750        Light      30      6A          -
      Vector AP Resistant Body Armor Mk1          5            700        Light      35      6A          -
      Vector AP Resistant Body Armor Mk 2         6            950        Light      35      6A          -
                                                                         *Weight carried. Weighs half when worn.
120
                  »Customizing Gear
W
       eapons and armor can be customized         » Future Weapon
       and upgraded with additional features.
       These range from simple features like a
                                                    Customizations
telescopic scopes or auto-loaders to advanced         Accelerated (10,000cr). An accelerated
technological enhancements like phasing or        weapon is one which is designed with special
                                                                                                    »2.Future Equipment
seeking ammunition, booby-trapped weapons         materials and even warping technology to
which identify the wielder, or methods to con-    allow the user to strike faster with it. These
ceal weapons from scanners.                       weapons are always melee weapons, and the
    Not all customizations are appropriate to     user gains an additional free attack with the
all settings.                                     weapon if he has already attacked twice with
                                                  it this turn.
   The number of customizations a weapon or
set of armor can support is based on its size       Ammunition booster (500cr). An
and quality (see page 111).                       ammunition boost refers to actual ammo,
                                                  power cells, or charges. The ammunition boost
   A customization must match quality with
                                                  doubles the capacity of the weapon.
the item being upgraded, along with standard
attached quality price increases - if an excep-       Bio-active (1,500cr). Bio-active weaponry
tional quality rifle is being customized, the     is the far future equivalent of poisoned darts.
cost of each upgrade is multiplied by 5 with an   Biological warfare, while disdained, is not
additional 250cr on top.                          uncommon. A bio-active weapon (either melee
                                                                                                    121
      or ranged) is designed to emit small amounts         A combined weapon costs the price of
      of bioactive material onto the ammunition or      each of its component weapons multiplied
      striking edge of the weapon. Only weapons         by the number of component weapons. Each
      which fire bullets, or melee weapons which do     component must be of the same quality;
      slashing or piercing damage qualify for a bio-    you cannot combine an exceptional quality
      active upgrade. The bio-active agent adds the     with an artisanal quality weapon – they are
      poison damage type to the weapon’s damage         incompatible.
      (e.g. changing a pistol to ballistic/poison
                                                           You are able to switch between the
      damage.)
                                                        different modes of a weapon as a free action
         Booby trapped (1,000cr). A booby trapped       in your turn, though you may only do so once
      weapon will explode, shock, or otherwise harm     per turn.
      the wielder if an unauthorized user attempts
                                                            High damage (1,000cr). The weapon
      to use it. There are two levels of booby
                                                        has been modified to make it more deadly.
      trap – manual activation (which requires the
                                                        Perhaps a baseball bat has spikes on it, or a
      authorized user to enter a code to activate the
                                                        firearm uses an advanced propellant. It does
      weapon safely) or ID Matched activation (which
                                                        +1d6 damage
      automatically recognizes an authorized user).
                                                           ID-matched (500cr). An ID-Matched
         Manual activation: manually activating a
                                                        weapon can only be used by a single
         booby trapped weapon requires an action.
                                                        designated individual – usually its owner.
         Attempting to use the weapon without
         activating it will trigger the booby trap.     The system uses a variety of biometric data
                                                        to determine the user’s identity and will
         ID Matched activation: the weapon must         not function for any wielder other than that
         also have the ID Matched upgrade applied       individual. This upgrade cannot be applied
         to it. No action is required to use activate   to simple weapons like clubs or swords; the
         the weapon. Unauthorized users will            weapon must have electronic components
         automatically trigger the booby trap.          which require activation. An ID-Matched
          The trigger for a booby trapped weapon is     weapon can also be Booby Trapped; this is a
      an attempt to use. In the case of a firearm,      separate upgrade.
      it is use of the trigger; with a laser sword or
                                                            Miniaturized (2,000cr). A miniaturized
      other similar technological melee device, it
                                                        weapon is a very compact, easily concealable
      is the power control. There are two common
                                                        version of a weapon. Only ranged weapons
      types of booby trap available:
                                                        can be miniaturized in this fashion (melee
         Explosive: the weapon explodes. It causes      weapons lose their damage dealing capacity
         2d6 heat damage to the user (large             by miniaturizing them). A miniaturized weapon
         weapons cause 3d6 heat damage). The            is reduced by two size categories (minimum
         weapon is destroyed.                           is tiny), and inflicts a -2d6 penalty on anyone
         Shock: the weapon gives the user an            searching the owner for it. Its capabilities are
         electric shock. The user takes 2d6             not affected in any other way.
         electricity damage and drops the weapon.          Phasing (12,000cr). A phasing weapon
         Combined weapon (price varies). A              uses high advanced transporter technology
      combined weapon is one which incorporates         to negate cover. A microchip calculates the
      the features of one or more weapons. This         exact moment to phase the ammunition to
      could be as simple as a rifle with a bayonet      the other side of a barrier. This can only
      (spear) on the end or a weapon with an inbuilt    be applied to ranged weapons which fire
      grenade launcher. Highly advanced weapons         projectiles. The weapon ignores any cover
      might include the features of multiple            penalties to hit the target within the first
      weapons, able to access each on command.          range increment, once per round only.
122
   Scope (100cr). A scope is one of                   Stealthy (500cr). A stealthy weapon is one
the most basic, common additions to a              composed of materials which do not register
ranged weapon. It enables the wielder to           on security scanners. The weapon will not,
more easily hit targets at greater range           however, bypass a visual inspection.
increments. A scope adds 50% to the range              Suppressor (250cr). A suppressor is used
increment of a ranged weapon.                      to silence or muffle a weapon by emitting a
   Advanced scope: an advanced scope               frequency-calculated sonic pulse designed to
   (500cr) adds 100% to the weapon’s range         nullify the weapon’s own noise. Any weapon
   increment instead of 50%.                       with a suppressor attached emits no sound
   Night scope: a night scope (300cr) allows       when used. A sonic weapon with a suppressor
   the user to operate a ranged weapon in          is rendered nonfunctional.
   complete darkness.                                 Transporting (20,000cr). A transporting
    Seeker (15,000cr). A seeking weapon is a       weapon is able to be called to the user’s
highly advanced piece of technology. Integrated    hand. The basic type of transporting
computer chips with enhanced target-finding        weapon must be stored in a special
AI instantaneously calculate the exact distance    permanent unit on a starship or in a
and direction of the target. Seeking weapons       building, and is recalled using a special
grant a +2d6 bonus to attack rolls with a ranged   glove. The range is 1 mile. Recalling the
weapon above and beyond that granted by the        weapon is an action.
weapon’s innate quality. However, they can           A more advanced transporting weapon
only be fired once per round.                      contains its own transporting unit and can
                                                                be concealed anywhere. This
                                                                upgrade is more expensive,
                                                                however, costing 50,000cr.
                                                               » Future Armor
                                                               Customizations
                                                                  Augmented Reaction
                                                               (1,000cr). This functionality
                                                               can only be built into medium
                                                               or heavy armor, and includes a
                                                               heads-up-display, proximity alert
                                                                                                    »2.Future Equipment
                                                               systems, and other electronic
                                                               devices designed to improve the
                                                               reaction time of the wearer.
                                                               Augmented reaction armor grants
                                                               a +1d6 bonus to Initiative checks.
                                                                  Ablative (500cr). Highly
                                                               effective, ablative armor
                                                               absorbs damage by vaporizing
                                                               when hit. Ablative armor starts
                                                               with 2 additional points of
                                                               SOAK. Its SOAK value reduces
                                                               by 1 point with each hit, and
                                                               the actual weight of the armor
                                                               lessens by 5lb.
                                                                                                    123
         Cloak (10,000cr). Cloaking technology         surroundings. Camouflage can be applied
      is expensive and uncommon. It renders            to any armor, and must be selected for
      the wearer almost invisible (+3d6 bonus          a specific terrain (desert, snow, jungle,
      to checks made to hide), although a              night). Wearing the correct camouflage
      perceptive viewer can make out a slight          armor for the terrain grants a +1d6 bonus
      shimmering.                                      to checks to hide. This does not stack with
         Gravitic (4,000cr). Gravitic armor is         the chameleon property.
      used in high, low or zero gravity situations        Chameleon (5,000cr). The ultimate
      using artificial gravity field generators. The   in camouflage, chameleon armor uses
      wearer of gravitic armor is unaffected by        nanotechnology to rapidly change color to
      zero, high, or low gravity.                      react to its environment. Chameleon armor
         Kinetic (1,000cr). Kinetic armor is able      grants a +2d6 bonus to checks to hide.
      to sense when the wearer is in free-fall and     This does not stack with the camouflage
      reduce his falling speed to ensure a gentle      property.
      landing. The wearer does not take falling            Nanorepair (5,000cr). Nanorepair armor
      damage, but must still make an AGILITY           is able to repair itself, and is especially
      check to land on his feet.                       useful when combined with ablative armor.
         Reflective (400cr). Reflective armor          It repairs itself by 1 point every turn.
      is a cheap, efficient way to deflect beam           Thrusters (5,000cr). Thrusters built
      weapons. However, it is highly visible, and      into heavy armors can enable spectacular
      not suitable for stealth-based operations.       jumps. With an action, the wearer can
      Reflective armor grants 5 SOAK vs. heat          safely jump 30’ up or across with no
      damage, but inflicts a -2d6 penalty to           attribute check required.
      checks made to hide. Reflective armor
      cannot be combined with camouflage or            » Vehicles
      chameleon properties.
                                                          Vehicles are used for transportation
         Silent (2,000cr). Silent suits add sonic      of people and goods or, in may cases, for
      dampening technology in the form of              sport and pleasure. Archaic vehicles – those
      miniature field generators. These field          which use internal combustion engines – are
      generators cannot be used on heavy armor.        rare, but there is a niche market for them
      Silent suits grant a +1d6 bonus to AGILITY       amongst enthusiasts and collectors. Most
      checks to be stealthy, and – as a side-effect    everyday vehicles use antigrav technology
      – provide 5 SOAK vs. sonic damage.               and hover across the ground, skimming at
         Spikes (80cr). This medieval looking          a height of about five feet. Walkers and
      adjustment looks intimidating and exotic;        mechs are primarily limited to industrial
      however, their primary purpose is to cause       and military usage.
      damage to opponents who attempt to grab
                                                          A character inside a vehicle benefits
      the wearer. Any attempt to grab the wearer
                                                       from the SOAK provided by that vehicle
      of spiked armor causes the attacker 1d6
                                                       until the vehicle is reduced to half HEALTH,
      piercing damage.
                                                       at which point it is considered broken
         Thermal (250cr). Thermal armor both           (although not destroyed). The occupant
      protects against cold environments, and          of a vehicle uses their own DEFENSE or
      also grants 5 SOAK vs. cold (cryo) damage.       the DEFENSE of the vehicle, whichever is
         Camouflage (300cr). Camouflage armor          higher. Note that vehicle DEFENSE increases
      is an easy and cheap way to blend into the       with higher speeds.
124
      Archaic                      Weight
                     Cost (cr)               Occup.     SPEED     ACCEL    HEALTH     SOAK    DEF.**    HANDLING
      Vehicles                      (lb)
      Automobile,
                     13,000*        5,000       5        12          3        70        15      10          3
      large
                                   Weight
      Mechs          Cost (cr)               Occup.     SPEED     ACCEL    HEALTH     SOAK    DEF.**    HANDLING
                                    (lb)
      Mech,
      ultralight     300,000        20,000      1        10          3        141       15      10          0
      biped
      Mech, light
                     700,000        40,000      1         6          2        200       15      10          0
      biped
      Mech,
      medium         2,000,000     150,000      3         8          2        387       20      10          0
      biped
      Mech, heavy
                     5,000,000     300,000      3         6          1        547       25      10          0
      biped
      Hover                        Weight
                     Cost (cr)               Occup.     SPEED     ACCEL    HEALTH     SOAK    DEF.**    HANDLING
      Vehicles                      (lb)
      Speeder,
                      10,500        4,500       2        16          3        67        5       10          2
      hover
                                   Weight
      Walkers        Cost (cr)               Occup.     SPEED     ACCEL    HEALTH     SOAK    DEF.**    HANDLING
                                    (lb)
      Walker,
                     300,000        26,500      2         5          1        162       20      10          1
      chicken
      Walker,                                 3 (+ 40
                     3,400,000     200,000                4          1        447       25      10          4
      rhino                                   troops)
                                                    *Archaic vehicles cost twice as much in future environments
                                 **The DEFENSE of a vehicle is equal to its listed DEFENSE plus its current SPEED.
126
                                      »Drugs
S
    ubstances can have direct effects on          » Side Effects
    those who imbibe, inject, drink, or inhale
    them. They are used legally by medical           Some chemicals are noted as having side-ef-
professionals and illegally by others who seek    fects. Side-effects also occur when chemicals
to gain an advantage.                             are combined. Side effects last for one day.
                                                     Side effects manifest as a condition, start-
» Addiction                                       ing as a mild condition and increasing to se-
   Every drug and concoction has an addiction     vere and extreme if no action is taken.
class. Each time the drug is taken, the user
                                                           2d6                  Side Effect
must make a WIL check to avoid becoming
                                                                                                    »2.Future Equipment
addicted. The WIL check increases by 1 each                 2-3                  Forgetful
time the drug is used.
    An addicted character suffers a side-effect             4-5                  Confused
every day that he or she does not use the
addictive substance. The effect begins when                  6                     Afraid
the character wakes that day, and continues
                                                             7                     Blind
unless the substance is used. If the substance
is used, the side-effect goes away until the
                                                             8                      Sick
next morning. The side effect can be randomly
determined (see below) or assigned to the drug.            9-10                   Fatigued
   Removing an addition requires a character
to refrain from use of a drug for the time                  11                     Angry
indicated below (suffering the side effect for
that period of time).                                       12                     Dazed
                                                                                                    127
           Addiction Class          Description              WIL Check           Remove Addiction
I Non-addictive - -
                                 Addictive; caution
                 II                                       Challenging [13]            1 day
                                     required
128
                                                      Metabolism stopper. An extremely
                                                   potent form of metabolic depressor,
                                                   this injection completely halts
                                                   metabolism and life signs for 4 hours.
                                                   The user is completely invisible to
                                                   scans and detection equipment, and
                                                   appears dead to a cursory visual
                                                   inspection. The user is unconscious
                                                   during this time.
                                                      Mood enhancers. These common
                                                   drugs are used to create a feeling of
                                                   well-being or happiness for four hours.
                                                   They are used recreationally by many,
                                                   and are easily available, though mildly
                                                   addictive. The most common versions
                                                   are Okay, Glee, Equinox, The Eucharist,
                                                   and Allswell.
                                                      Oxygenation. Injections such as Tri-
                                                   Ox can enable a creature to operate
                                                   normally in a zero oxygen environment
                                                   for 5 minutes, or a low-oxygen
                                                   environment for one hour.
                                                      Pain relief. Painkillers can be used
                                                   to grant temporary HEALTH – however,
                                                   the effects wear off, and the temporary
                                                   HEALTH wears off at the same time.
                                                   A basic pain relief pill grants 1d6
                                                   temporary HEALTH for one hour.
                                                                                               »2.Future Equipment
two other well-known ones.                     cognitive processing, awareness, and
   Immunity booster. Immunity boosters         reaction speed. They add 1d6 to INITIATIVE
are used as preventative drugs; they           checks for one hour, and are mildly
increase the user’s resistance to disease.     addictive. The most famous brand is Flash.
An immunity booster gives the user a 2d6          Regenerative. Regeneratives are a powerful
bonus to disease dice pools for one day.       form of drug which endow the user with rapid
   Metabolic depressor. Metabolic              healing. The drug increases daily natural
depressors slow the metabolism and life        healing by 3d6 HEALTH for the day it is used.
signs for one hour. One application can           Survival compounds. These pills ward
be enough to hide from scans, inflicting a     off the need for food and water for 24
2-dice penalty to the detection difficulty.    hours. They are highly addictive, but are
The common street name for metabolic           fortunately so much more expensive than
depressors (which can be used for criminal     actual food and water that they never
infiltration activities) is Zombie.            became a societal problem.
                                                                                               129
       Drug                            Cost (cr)              Delivery             Addiction Class
Antidote 50 Injection II
HealJel 50 Gel I
         Tranquilizer. Tranquilizers are used to        after just 20 minutes. Brand names include
      put a patient (or victim) to sleep. These         Diathol, Tellit, and Tell-all.
      are used by hunters, police, and also by
      customers who have trouble with insomnia.         » Creating Drugs
      The imbiber makes a Difficult [16] END
      check or falls asleep for 5 minutes.              One dose of a drug can created by performing
         Truth drugs. Truth drugs compel the            a major chemistry science with a difficulty
      imbiber to talk truthfully. In reality, they’re   equal to 20 + one percent of the drug's value.
      not a guarantee – the user can resist with a      Such a drug is unlicensed, cannot be legally
      Difficult [16] WIL check. The drug wears off      sold, and spoils after one day.
130
                             »Cybernetics
T
     he science of cybernetics is the alteration of   attribute. Some cybernetic modifications
     organic creatures with artificial parts. These   increase ENDURANCE. In these cases, the
     parts can be electronic, bio electronic, or      original (unmodified) attribute is used to
mechanical in nature. A heavily modified creature     determine the limit of cybernetic alterations.
is known as a cyborg, a combination of organic           For the purpose of calculating this limit, a
and artificial parts (as opposed to an android,       minor alteration counts as one modification,
which is wholly artificial).
                                                      and a major alteration counts as two
   Cybernetic modifications can enhance or            alterations.
improve natural capabilities, compensate for
                                                          A creature which has fully allocated its
injuries, or grant entirely new capabilities.
                                                      available cybernetic allowance changes its
                                                                                                        »2.Future Equipment
Anything from an artificial arm to retinal
                                                      type to mechanoid. A mechanoid creature
targeting implants to reinforced skin can
                                                      is vulnerable (1d6) to electricity damage
be accomplished through the science of
                                                      and (2d6) to ion damage. Ion damage is
cybernetics. Even the mind can be altered,
                                                      specially designed to attack electronics and
with improved cognitive functionality or
                                                      mechanoids.
extended data storage and memory.
                                                         If the setting uses the CHI attribute, each
» Organic Limitations                                 cybernetic alteration reduces the CHI dice
                                                      pool by 1d6.
   A player-character or creature cannot
continue adding cybernetic modifications              » Advancement Level
indefinitely. The body can only take so much
foreign matter before it starts to reject it.            Cybernetics are either 5C or 6B
The number of cybernetic modifications                technologies, depending on the tone of the
allowed is equal to the subject’s ENDURANCE           campaign.
                                                                                                        131
      › Cybernetic Alterations                              Artificial Limbs Artificial arms and legs
                                                         interface directly with nerves and work
         Not every cybernetic alteration “takes”;        exactly like a regular limb – albeit stronger
      some people are simply unsuitable candidates
                                                         and faster. Arms add to STRENGTH, and legs
      for a particular process. As an optional
                                                         increase AGILITY (cumulatively, so a full set of
      rule, the GM may require minor cybernetic
      alteration to succeed at a Difficult [16] END      four limbs adds +2d6 STR and +2d6 AGI).
      check, and major alterations a Demanding              Digiclaws These sharp metal talons are
      [21] END check. A failure means that that          hidden within the fingertips and release
      alteration cannot proceed.                         or detract as a reaction. A creature with
Hormonal regulators Minor 30,000 +1d6 to social interactions three times per day
Injector implant Minor 18,000 One drug type, injects as a free action
132
      digiclaws increases its natural damage by      body which tap directly in to the wearer’s
      +1d6 and may inflict slashing or piercing      nervous system, almost like an integrated
      damage. Characters or creatures with natural   suit of power armor. A partial exosuit covers
      claws (including felans) cannot benefit from   just the upper half of the body, while a full
      this enhancement.                              exosuit includes the legs.
         Durarmor/sub-dermal plating Durarmor           Hormonal Regulators A character
      is a more substantial, advanced form           with hormonal regulators is able to expel
      of duraskin - an actual layer of armor         gathered hormones of various types for
      under the skin. Flexible layers of resilient   the appropriate situation. Three times
      duranium increase a character’s natural        per day the character may add +1d6 to a
      SOAK by 5.                                     social attribute check with another living
         Duraskin Duraskin is a skin transplant.     creature.
      The material is tougher than regular skin,        Injector Implants An injector implant
      as well as being fairly fireproof. It has a    stores a chemical or drug for rapid
      slight yellow tinge, however.                  deployment as a free action. The implant
        Exosuit Exosuits are old-fashioned,          stores three uses of the drug before it
      almost primitive forms of cybernetics. They    needs to be refilled.
      consist of frameworks on the outside of the      Input Jacks These attachments allow you
                                                              to interface with any electronic
                                                              system (so long as it has an
                                                              output), granting a +1d6 bonus to
                                                              computer operations and cracking
                                                              checks.
                                                                  Memory Chip Memory chips
                                                               increase a characters LOG
                                                               attribute. Multiple chips can
                                                               be implanted, which work
                                                               cumulatively, but every two chips
                                                               reduces the character’s WIL dice
                                                               pool by 1d6 as his sense of self is
                                                               gradually eroded. Skill implants
                                                               count towards this total.
                                                                  Olfactory Sensors This
                                                               cybernetic alteration laces the
                                                               character’s nasal cavities with
                                                               a mesh of metal that vastly
                                                               increases its sense of smell,
                                                               granting a +1d6 bonus to relevant
                                                               checks (if the creature already
                                                               has a scent-based bonus, this is
                                                               cumulative).
                                                                  Psionic Scrambler This crude
                                                               cranial implant helps protect
                                                               the user against psionic attacks.
                                                               However, someone with this
                                                               implant automatically has a PSI
                                                               attribute of 0.
134
    Retinal Implants These implants grant
permanent powers of enhanced vision. A
basic implant grants one ability from the
list below (a character can have a different
implant in each eye). More advanced
implants offer multiple abilities in one
device at the cost of the total value of each
ability separately multiplied by the number
of abilities.
   Night vision This enables the user
   to see in darkness for 60’. Grants an
   environmental die in darkness or low-
   light.
   Telescopic This doubles the user’s visual
   range and increases range increments on
   weapons by 50%.
   Magnifying This enables the user to see
   tiny details, increasing the chance to
   spot clues by a +1d6 bonus.
   Infra-red This is a little like night
   vision, but has a longer range and only
   reveals objects or creatures which give
   off heat. Grants an environmental die in
   darkness, but not low-light.
   Skeletal Reinforcement This lengthy
and painful procedure fortifies a character’s
entire skeleton, bracing bones with layers             Weapon Integration A character with
of duranium. The over result is that the            an existing cybernetic limb can have a
character’s stamina is increased overall, as well   weapon integrated into it. The weapon
as the ability to withstand physical damage.        operates as normal, but cannot be dropped
   Skill Implant A chip similar to the              or disarmed. The weapon must be two
memory chip, a skill implant gives a                size categories smaller than the character,
character a brand new skill. Implants only          and must be paid for in addition to the
                                                                                                    »2.Future Equipment
grant a basic level of proficiency in the           integration.
skill. Multiple chips can be implanted, with           Voice Synthesizer A voice synthesizer
different skills, but every two chips reduces       enables a character to use fake voices. When
the character’s WIL dice pool by 1d6 as his         doing so, the character gains a +1d6 bonus to
sense of self is gradually eroded. Memory           CHA checks made to deceive others.
chips count towards this total.
                                                       Wavelength Receiver This implant
   Static Dynamo A character with this              affects the cerebral cortex, causing it to
modification is capable of storing up an            generate complex organic structures in
impressive charge of energy. Three times            the vision center of the brain that allow a
per day when hit with a melee attack, they          creature to perceive wavelengths of energy.
may release some of this energy on their            As a reaction a creature with a wavelength
attacker, dealing an amount of damage               receiver can tune it to detect magnetic,
equal to the character’s total number of            radio, cellphone, radar, or even chi (and any
career grades.                                      other type of energy field the GM sees fit).
                                                                                                    135
          »Requisitions & Organizations
      S
           ome characters are part of a larger             Once this cap is reached, the character can
           organization which has greater resources        requisition no further equipment until the
           than the character might have individually.     previous allotment has been returned.
      Whether part of the crew of a Naval starship
      or other military outfit, a secret intergalactic        This has the advantage of giving starting
      espionage agency, or a unit of daredevil time        characters access to better equipment; however
      police, characters who are part of an organization   it means that character wealth and upgrading
      can requisition gear for use in missions.            gear becomes a less important part of the game.
        If organizational requisitions are used, all          The size category names are mili-
      characters should be part of the organization.       tary-themed, but an organization does not have
                                                           to be military in nature. A large corporation
         Organizations have REPUTATION attributes,         may have many thousands of employees and
      just like characters do. This helps determine        uses the same classifications. A single super-
      the resources at the organization’s disposal,        market may have 200 employees, making it a
      the amount of gear that characters can               Company, while a wealthy multi-national corpo-
      requisition from the organization, as well as        ration may have 80,000, making it a Corps. The
      the organization’s fame and influence.               organization itself will not use these terms (un-
                                                           less it actually is military – and even then, dif-
         When an organization is in play, characters       ferent military structures exist) and might call
      do not use the normal rules for wealth               itself a corporation, a cell, a gang, a league, an
      and equipment. Instead, equipment is                 agency, a church, or a militia.
      requisitioned from the organization itself.             Reputation. An organization’s REPUTATION
      The total amount of gear that a character            score indicates a number of things – its wealth,
      can requisition from the organization is noted       the resources at its disposal, how easy it is to
      by the Requisition Cap in the table below.           find the organization, and more. This is how
136
Size                    Members                REP               Locate Info        Requisition Cap
Team                       1-8                4 (2d6)          Superhuman [37]            700
Squad                      8-12               6 (3d6)          Herculean [33]            1,100
Section                   12-25               8 (3d6)            Severe [29]             1,100
Platoon                   25-50              12 (4d6)           Strenuous [25]           1,400
Company                   50-250             16 (5d6)          Demanding [21]            1,800
Battalion               250-1,500            20 (5d6)            Difficult [16]          1,800
Regiment               1,500-3,000           25 (6d6)          Challenging [13]          2,100
Brigade                3,000-5,000           30 (7d6)            Routine [10]            2,500
Division              5,000-25,000           40 (8d6)              Easy [7]              2,800
Corps                25,000-100,000          50 (9d6)             Trivial [-]            3,200
Service              100,000-500,000         60 (10d6)            Trivial [-]            3,500
Force              500,000 - 1,000,000       70 (11d6)            Trivial [-]            3,900
Administration    1,000,000 - 5,000,000     100 (13d6)            Trivial [-]            4,600
Empire                 5,000,000+           130 (15d6)            Trivial [-]            5,300
well-known an organization is and how likely            Sub-groups. Large organizations are com-
people are to recognize its name or impor-           posed of multiple smaller organizations – one
tance. Larger organizations are better known,        does not normally encounter the entirety of a
and depending on its exploits, an organization       megacorporation at once, or an entire army.
may only have a reputation among certain             The sub-groups have REP attributes according
circles like investigators and criminals, the        to their size, which tend to escalate in larger
military, or occultists, and so on—but remain        and larger subgroups until the final group is
hidden from the public at large (it can be a bit     the whole organization. For example, while
hard to attain galactic domination when any-         a group of PCs may be part of the Navy, their
body can find and foil your schemes, after all).     actual organization is a single starship.
   Being a member of an organization gives
a character access to the organization’s REP         » Example Organization
attribute rather than its own once per day. An          The organization below is a naval starship.
organization may also provide access to specif-
                                                                                                       »2.Future Equipment
                                                     Crewmembers on missions can be outfitted
ic careers or exploits. Note that an individual      with equipment, armor, and weapons up to a
has access only to the REP of its sub-group,         value of 1,800cr.
not the organization as a whole.
   Locate Info. When attempting to gain in-             FSS ENDEAVOUR
formation about or locate an organization
of which they are not a member, characters              Size Battalion (318 crew); REP 20 (5d6);
make an attribute check (typically LOG or               Locate Info Difficult [16]
CHA, depending on the methods used); the dif-           Requisition Cap 1,800cr
ficulty of the check is noted in the Locate Info
column in the organization table.                       The Federal Star Ship Endeavour was
   Requisition Cap. This is the maximum amount       the first of the Endeavour class exploration
by which an organization can outfit all its mem-     cruisers. Sent on a multi-year mission, it
bers for missions. Usually, this will replace the    explored the fringes of the galaxy with a
money available to a character for equipment.        318-strong crew.
                                                                                                       137
                              »Special Items
      T
           he following includes a small selection          This tiny, miniaturized sonic weapon is
           of customized items, weapons, and             easily concealed. Anybody searching for it
           armor.                                        takes a -2d6 penalty to locate it. The weapon
                                                         is made of special materials, which render it
      › Chrome Evolved Combat Suit                       invisible to scanning equipment.
         A slight variation on the Evolved Combat
      Suit (below), this version does not have the
      chameleon property. Instead, it is reflective,
      granting the wearer an additional 5 SOAK vs.
      heat damage. Its highly visible nature inflict a
      -2d6 check to hide attempts.
      › Evolved Combat Suit
         Mastercraft Navy Battlesuit (very rare;
         avail 9A)
         Type heavy; weight 65 lb; value 45,750cr;
         traits -
         SOAK 15 (20 vs. cold; 0 vs. electricity);
         DEFENSE -4
         Upgrade slots 7 (thrusters, thermal,
         gravitic, augmented reaction, chameleon)        › Inquisitor’s Carbine
         Used by the very best of the Navy’s infantry       Mastercraft slugger pistol (very rare;
      forces, these highly effective battlesuits            avail 5A)
      drastically increase the effectiveness of             Size small; weight 3 lb; value 40,750cr;
      soldiers. Like all battlesuits, a military            traits sidearm
      scanner is built-in, as is an integrated              Attack +3d6; damage 2d6 ballistic; range 10
      communicator. The thrusters enable the                Upgrade slots 4 (combined weapon, ID-
      wearer to make a 30’ jump as a single action,         matched, booby-trapped)
      and the chameleon properties ensure that the
                                                             This one-handed carbine is standard issue
      wearer is able to blend into the environment,
                                                         for the Sheitann Inquisitors, who maintain
      granting +2d6 to hiding attempts. With
                                                         law and order in the Cariolis Cluster with
      the added +1d6 INITIATIVE bonus from the
      augmented reaction circuits, and artificial        an iron grip. ID-locked to their owner, they
      gravity field generators which render the          are able to switch between different modes
      wearer immune to zero, high, or low gravity,       by voice command. The ID-matching is
      this armor allows the wearer to operate            biometric; the weapon recognises the grip of
      effectively in a variety of conditions.            its owner. Any unauthorized attempt to use
                                                         the carbine results in an electric shock (2d6
      › Grasshopper                                      electricity damage to the user, who drops
         High quality sonic pistol (uncommon;            the weapon). The weapon is able to switch
         avail 9C)                                       between slugger (2d6 ballistic; range 10),
         Size tiny; weight 0.5 lb; value 3,050cr;        screecher (1d6+2 sonic; range 10), shocker
         traits sidearm                                  (1d6+2 electricity; range 3) and grenades
         Attack +1d6; damage 1d6+2 sonic; range 10       (damage varies; range 15) by voice command
         Upgrade slots 3 (miniaturized, stealthy)        as a free action.
138
› Sollustran Battle Armor                       › Starmaster’s Saber
   Mastercraft riot armor (very rare; avail        Legendary laser sword (unique; avail 9C)
   6A)                                             Size medium; weight 2 lb; value
   Type medium; weight 50 lb; value                425,000cr; traits -
   17,500cr; traits -                              Attack +5d6; damage 3d6 heat
   SOAK 13 (18 vs. cold); DEFENSE -2               Upgrade slots 6 (ID-matched, transporting,
   Upgrade slots 5 (thrusters, thermal,            accelerated)
   kinetic, inbuilt weapon)                        This unique laser sword was built by a long-
   Used by Sollustran soldiers, this battle     dead star knight. That star knight turned to
armor consists of a heat-resistant padded       evil, but not before the weapon had passed to
                                                his daughter who wielded it against the forces
suit with attached blast vest and kevlar
                                                of darkness in the Absolution. The weapon
pads on the arms and legs. It is usually
                                                has been lost for decades. When ID-matched
used with a Sollustran Helm (listed
                                                biometrically to a user, this legendary laser
separately). The armor allows its wearer
                                                sword will teleport immediately to the owner’s
to easily jump 30’ up or across with no         hand from a distance of up to 1 mile away. The
check required (this takes a single action)     weapon contains acceleration circuits which
and its integrated kinetic circuits are able    enable the wielder to take an additional free
to detect when the wearer is falling and        attack with the weapon in any turn in which he
reduce its velocity to prevent damage           has already attacked twice with it.
(although a Routine [10] AGI check is still
                                                › Xanadian Shroud
required to avoid landing prone). One
other notable feature is that Sollustran           Mastercraft leather armor (very rare;
Battle Armor has an inbuilt weapon on the          avail 2A)
right arm; typically this is a tangler (range      Type light; weight 15 lb; value 13,850cr;
                                                   traits -
2; restrains) but some suits have flamers
                                                   SOAK 10 (15 vs. sonic); DEFENSE -
instead (10’ cone; 2d6 heat damage).
                                                   Upgrade slots 4 (cloak, silent, augmented
                                                   reaction)
› Sollustran Helm
   Mastercraft psi-scram helmet (very rare;         These rare suits were created by the
   avail 6A)                                    Krayt-Dugger corporation (which gives the
   Size small; weight 4 lb; value 3,500cr       outfit its colloquial name, “duggs”) for use
   SOAK +1; DEFENSE -2 (MENTAL DEFENSE          by the Xanadian Mafia before its leaders were
                                                all simultaneously assassinated on different
   +10)
                                                planets across the galaxy in the Cleansing.
                                                                                                     »2.Future Equipment
   Upgrade slots 3 (scanner, binoculars)
                                                The corporation no longer exists, but a small
   The Sollustran Conflict was fought           number of these special suits remain. Made
against a psionically-adept foe. These          of pure black leather of the highest quality,
helms were designed to aid Sollustran sol-      these figure-hugging suits are designed for
diers in combat against them. A Sollustran      average sized humanoid figures. The integrated
Helm is a battle helmet with integrated         cloaking technology, which can be activated
scanner and targeting sensors. It reduces       with a single action, renders the wearer
DEFENSE by 2, but adds 1 point of SOAK.         almost invisible (and grants a +3d6 bonus to
The wearer automatically gains the effects      hide attempts), while the augmented reaction
of a military scanner, infra-red binoculars     circuits increase the wearer’s INITIATIVE rolls by
with a range of 1 mile, and psionic buffer-     +1d6. Finally, the sonic dampening treatment
ing which increases MENTAL DEFENSE by 10        that the suits go through grant an additional
(although it completely prevents the wear-      +1d6 to any attempts at stealth, while also
er from using psionic powers).                  providing an extra +5 SOAK vs. sonic damage.
                                                                                                     139
Chapter III
Future Core
      O
            ne of the Game Master’s primary functions     replenishable dice pool which can be drawn
            is that of referee. He or she needs to        upon at-will to assist in various tasks.
            adjudicate the result of actions by using        Combat. Combat is a common
      the rules found in this book. This section is the   occurrence in the game, whether it be
      core of the What’s O.L.D. is N.E.W. roleplaying     exchanged gunfire at range or duels with
      game system. While other sections tell you how      laser swords. This section tells you how to
      to create a character, design a setting, or buy     move, attack, and perform other actions in
      equipment, this section tells you how to play the   combat. Combat in the W.O.I.N. system is a
      game. To that end, you will find the following      tactical skirmish system where position and
      information in the pages to come.                   cover are very important.
         The Attribute Check. This is the core               Injury & Death. It’s a dangerous world,
      mechanic of the game. Almost everything             and harm can befall any character. Such
      revolves around the attribute check. When           harm takes three forms: HEALTH damage,
      you know how to make and adjudicate an              conditions, and diseases.
      attribute check, you know how to play most             Objects. This part of the book explains
      of the game. This section includes guidelines       how objects can be broken or damaged,
      on assigning difficulty benchmarks, running         how to break down a door, or how much
      opposed or extended tasks, and details              damage a computer console can take. It
      some common situations including medicine,          details various materials, from wood to
      chases, scanning, engineering, and more.            tritanium.
         Countdowns. Countdowns are a special                The Environment. The environment affects
      type of dice pool which depletes as time            many things. Variations in gravity, severe
      passes. They are used in any race against           weather, slippery surfaces, and many other
      time, such as a ticking clock or a disease,         environmental traits can be applied to areas
      when the amount of time available is not            both big and small. Fighting in the corridors
      known. Countdowns are used to create                of a damaged starship as the artificial gravity
      suspense and tension.                               fluctuates and fire rages all around is very
         The Role of Luck. LUCK is a special              different to fighting on a frozen planet in the
      attribute which provides characters with a          midst of a blizzard.
140
             »The Attribute Check
W
         henever a character attempts an action   on a tightrope might be AGILITY, while
         in a What’s O.L.D. is N.E.W. game        deciphering a code might need LOGIC.
         where the outcome is not certain, dice       Secondly, the GM must decide how
are used to randomly decide whether or not        difficult the task is. Some tasks, especially
the attempt succeeds. This process is called      during combat, have inbuilt difficulties,
an attribute check.                               while others call for some adjudication by
    You don’t always need an attribute check.     the GM. The difficulty will be determined
If your character is merely opening a door, or    either by a static score, such as a creature’s
reading a computer screen, or performing some     DEFENSE scores, or by a difficulty benchmark
other routine task, he can do so automatically.   chosen by the GM, such as Routine,
However, if the GM feels that the outcome is in   Challenging, or Difficult. Each of those
doubt, she may call for an attribute check        benchmarks have an assigned static score
    Attribute checks are the central mechanic     (Challenging is 13, for example).
                                                                                                     »3.Future Core
of this game. Everything hinges around them,          The GM calls for the attribute check,
whether you’re trying to pick a lock, lift a      naming the required attribute and the
heavy log, shoot at a bandit, treat an illness,   difficulty level if appropriate – for example,
or win a hand of poker.                           she might say “Make a Challenging [13] STR
    The GM is the final arbiter of whether or     check” when a character tries to move a
not an attribute check is required.               boulder.
                                                      The player then forms a dice pool, as
» Making An Attribute                             described below, and rolls the dice. If the
  Check                                           total is equal to or greater than the difficulty
   When the GM decides that an attribute          score, the character succeeds at the task. If it
check is required, she first needs to decide      is less than the difficulty score, the character
which attribute is applicable. Breaking down      fails. He fails to move the boulder, break the
a door might require STRENGTH, balancing          code, or shoot the bandit.
                                                                                                     141
      Example Tasks                  Attribute
                                                  Example      » Forming The
                                                    Skill        Dice Pool
      Appraising an item’s value       INT        appraisal
                                                                  To make an attribute check, the
      Breaking down a door             STR            -        player must form a dice pool. Each
                                                   animal      attribute’s associated dice pool is noted
      Calming a spooked animal         CHA
                                                  handling     on the player’s character sheet. For
      Climbing a wall                  AGI        climbing     example, if a character attempting to
      Deciphering a code               LOG       cryptology    hack an electronic lock has a LOG of 6,
                                                               his LOG dice pool is 3d6.
      Diagnosing an illness            LOG        medicine
                                                                  To this, the player may choose to
      Driving an automobile            AGI         driving     add a skill. This is up to the player to
      Hacking into a computer
                                       LOG       computers
                                                               choose and – if necessary – justify. It
      system                                                   would be hard to justify adding botany
      Hiding from a guard              AGI         stealth     when trying to hack an electronic lock,
      Holding your breath              END       swimming      but it would be easy to justify thievery
                                                               or computers. The GM may disallow any
      Holding your drink               END        carousing
                                                               skill which she feels is not a justifiable
      Landing a shuttle                AGI        piloting     use of that skill.
      Lifting a heavy rock             LOG        carrying        To add the skill, simply locate the
      Making a speech                  CHA       leadership    associated dice pool for the skill (just
      Modifying a device               LOG       engineering   like with the attribute) and add those
                                                               dice to the dice pool. If the above
      Painting a picture               INT        painting
                                                               character has thievery 3 (2d6), he adds
      Picking a lock                   AGI        thievery     2d6 to the existing 3d6 dice pool. This
      Playing chess                    LOG          chess      makes his dice pool 5d6.
      Playing poker                    CHA       card games       Finally, the character chooses
      Plotting space travel                                    equipment to use. A standard item of
                                       LOG       astrogation   equipment allows him to attempt the
      coordinates
                                                               action with no penalty. A high quality or
      Recalling a specific law         LOG          law
                                                               better item may grant extra dice in his
      Recognising a language           LOG       linguistics
                                                               dice pool – a high quality set of thieves
      Recognizing an alien species     LOG       xenobiology   tools grants an additional 1d6 to a dice
      Remembering historical                                   pool, bringing our erstwhile thief’s dice
                                       LOG         history
      information                                              pool up to 6d6.
      Repairing an engine              LOG       engineering      The GM has already determined that
      Riding a horse                   AGI         riding      picking this lock is a Difficult [16] task.
                                                               The player grabs his dice pool of 6d6
      Running a marathon               END        running
                                                               and throws it, scoring 19. This is higher
      Spotting a forged document       INT         forgery     than the target of 16, so he succeeds in
      Spotting a hidden door           INT       perception    picking the lock!
      Swimming a river                 STR       swimming
      Tracking a suspect               INT        tracking
      Treating an injury               LOG        medicine
      Using a disguise                 CHA        disguise
                                                                              Dice Pool
      Using a handheld scanner         LOG       computers
      Using an unfamiliar computer
                                       LOG       computers      Attribute + Skill + Equipment
      system
      Walking a tightrope              AGI       acrobatics
142
Attribute/Skill     1-2       3-5       6-9     10-14       15-20      21-27     28-35   36-44        45-54
Dice Pool           1d6       2d6       3d6       4d6        5d6        6d6      7d6     8d6            9d6
                                                                                                              »3.Future Core
would be merely additive, you may allow
characters to add their attributes together
                                                        » Maximum Dice Pools
and see what die pool the combined figure                  The size of a dice pool is limited by a
would allow. In other words, if two characters          character’s grade. When forming a dice pool,
(STR 5, and STR 6) are trying to break down a           the pool cannot exceed this size.
door together, you would treat that as a single            A character’s grade is simply the number
character with STR 11 and allow them a 4d6 STR          of careers he has taken. A starting character,
dice pool.                                              therefore, is typically grade 5, with a
   Strength-based tasks are the most common             maximum dice pool of 5d6.
types of simple additive tasks. Generally,                 The following table shows the maximum dice
cooperative tasks won't be additive, and will           pool allowed for characters of various grades.
require multiple checks from one or more                   If a dice pool exceeds the maximum size
characters.                                             allowed, it is simply reduced to match the
   Note that when performing a simple additive          limit. If our example thief was grade 5, he
task, only one skill from one character applies
to the dice pool. Choose the most appropriate
one.                                                                                                          143
      Grade                   5        6-7        8-10      11-14     15-19      20-25     26-32      33-40
      Max Dice Pool          5d6       6d6        7d6        8d6       9d6       10d6      11d6       12d6
              Remember, the maximum dice pool limit applies to the initial attribute + skills + equipment dice
                                     pool. Exploits and LUC can exceed that limit once it has been formed.
      would not be able to use that full 6d6 dice
      pool – he would only get to roll 5d6.                   The Math
                                                                 The math behind difficulty
      » Difficulty Benchmarks                                 benchmarks is fairly simple. Each
         Sometimes a difficulty benchmark is                  benchmark represents a roughly
      determined by an existing static number.                50% success chance for a given dice
      In combat, the target’s DEFENSE scores                  pool size. An Easy [7] benchmark is
      indicate the difficulty benchmark which                 about a 50% success rate for a 2d6
      must be reached by rolling a dice pool.                 dice pool; a Routine [10] benchmark
      Combat is dealt with in greater detail later.           is about a 50% success rate for a
         In other situations, the GM may need to              3d6 dice pool; a Challenging [13]
      decide on an appropriate difficulty benchmark.          benchmark is about a 50% success
      This is done by choosing a difficulty level such        rate for a 4d6 dice pool, and so
      as Routine, Difficult, or Impossible. Each of           on. Each successive benchmark
      these difficulty levels has a difficulty score          represents one extra die in the dice
      assigned to it.                                         pool.
         The benchmark names are from the                        To put this into perspective, a
      perspective of an average human; what’s                 starting grade 5 character with a
      impossible for the average citizen might not            dice pool of 5d6 will succeed on a
      be for the heroes of galaxy!                            Difficult [16] check about half of the
                                                              time.
                      Difficulty
       Benchmark                 Examples
                        Score
                                 Breaking a window,
          Trivial          -
                                 lifting a heavy book         The most commonly used benchmarks
           Easy            7                               are those shaded gray in the table – Trivial,
                                 Climbing a tree,          Routine, Difficult, Strenuous, Herculean, and
         Routine          10     building a campfire,      Impossible. The white rows provide the GM
                                 landing a shuttle
                                                           with more granularity if needed, but they are
       Challenging        13     Climbing a cliff
                                                           an optional level of detail.
                                 Picking a lock,
                                 swimming a fast-
         Difficult        16
                                 flowing river, climbing   » Complications
                                 a brick wall                 Complications typically inflict a -1d6 die
                                 Climbing a smooth         penalty to a check. These are cumulative –
       Demanding          21
                                 metal bulkhead            two complications apply a -2d6 die penalty.
        Strenuous         25     Walking a tightrope       When scanning an area in strong atmospheric
          Severe          29                               conditions, or shooting at a target in cover, or
                                 Bending a steel bar,      crossing a tightrope in a storm, the GM simply
        Herculean         33     repairing a warp engine   applies a -1d6 penalty for each complication
                                 with medieval tools
                                                           (note that in combat, common complications
       Superhuman         37
                                                           like cover, firing into melee, prone targets,
                                 Lifting an automobile,
                                                           and so on are called out for convenience).
                                 calculating hyperjump
        Impossible        40
                                 coordinates in your
                                 head                      » Critical Successes
        Legendary         42                                  If a triple-six is rolled while making an
                                 Building a time           attribute check, and the check is one which
         Mythical         45
                                 machine                   succeeds, a critical success takes place. This
144
Die Penalty Or                                        Making social CHA checks to persuade,
  Increased Difficulty?                               taunt, amuse, or intimidate cause Charm,
   Some GMs might wonder whether to apply             Angry, Manic, and Afraid on a critical
a die penalty or increase the difficulty of the       success, respectively.
task. Mathematically, both are roughly the
same – increasing a task’s difficulty benchmark
                                                   » Opposed Checks
by one stage (say, from Challenging to                Often, two characters or creatures may
Difficult) is about the same as applying a         compete to perform an action – an arm
-1d6 die penalty. Generally speaking, die          wrestle, or a race, for example. In these
penalties are applied on-the-fly as the result     situations, each participant creates the other’s
of adjudication, while higher difficulties are     difficulty benchmark with his own attribute
                                                   check – in other words, both make an attribute
simply the same thing calculated in advance.
                                                   check, and whoever rolls highest wins.
When running a published adventure, for
                                                      Each participant forms a dice pool as
example, the text might tell the GM that
                                                   normal. If our thief is trying to sneak past a
scanning the interior of the shielded duranium     guard, he might roll a dice pool made up of
safe is a Difficult [16] check. The adventure      his AGILITY (3d6), and his stealth skill (2d6).
has done the math in advance; this is the          The guard would roll his INTUITION (3d6),
same as a Routine [10] check with a -2d6 die       and maybe another 1d6 for his high-quality
penalty for the two complications (shields,        integrated scanning visor. The thief rolls 5d6,
and duranium). Including them in the difficulty    the guard rolls 4d6, and if the thief beats the
benchmark in advance simply saves a little         guard’s roll he sneaks past unnoticed. If he
work for the GM.                                   doesn’t the guard sees him.
   However, removing dice reduces the                 Below are some examples of opposed checks.
chances of a critical success.                     Suggested skills are noted in parenthesis.
                                                                                                          145
      Group Checks                                         Some tasks, such as when a starship breaks
         Sometimes, during an activity which            down after being thrown out of FTL, or when
      requires multiple participants, the stronger      curing a disease, have predefined complexity
                                                        levels (minor and major, respectively,
      members of a group can assist the weaker
                                                        for those two examples). When a minor
      members; in other situations, the weaker
                                                        challenging engineering task is called for, this
      members can hinder the stronger ones.
                                                        means that it is a minor task (1 hour intervals)
      Perhaps the party is scaling a cliff together,
                                                        with a difficulty benchmark of Challenging
      or making a group stealth check. In these
                                                        [13] which uses skills focused around
      circumstances, the GM may call for a group
                                                        engineering, while a major routine medical
      check. All characters make the check, and the
                                                        task is a major task (1 day intervals) with a
      group succeeds if half the group succeeds. If
                                                        difficulty benchmark of Routine [10] which
      there is an odd number of PCs, round up (so
                                                        uses skills focused around medicine. The GM,
      for a group of five PCs, three must succeed).
                                                        as always, is the arbiter of whether any given
                                                        skill applies.
                                                           During an extended task, failed checks can
      » Extended Tasks                                  be retried, but the time is wasted.
                                                           To run an extended task, the GM should
          The preceding section described how to        ask each player what they intend to do.
      adjudicate simple tasks (those which require      Armed with that information, she may assign
      just a single attribute check to resolve).        attribute checks to the players. The players
      Not all tasks require just a single attribute     can attempt any action to assist with the task,
      check, however. Some tasks are extended           but the GM is the final arbiter of whether any
      efforts which require considerable time to        given action can contribute.
      accomplish. In these cases, the GM may call
      for multiple attribute checks at specified        » Contests
      intervals which might be each minute, hour,
                                                           From time to time you will need to combine
      day, week, or even longer. The GM assigns the
                                                        the rules for opposed checks and for extended
      difficulty benchmark of those checks as usual.
                                                        tasks. A long race around Saturn’s rings, or a
          Unless there is something preventing it,
                                                        chase across a crowded city, might require an
      multiple people can contribute to an extended
                                                        extended sequence of opposed checks.
      task. Subject to the GM’s approval, they
                                                           In these situations, simply use the rules for
      may be able to use different attributes or
                                                        extended tasks as normal. The first to reach
      skills to contribute in different ways. Indeed,
                                                        the required number of successful opposed
      different stages of an extended task may
                                                        checks wins.
      require different types of checks (although the
      difficulty level should remain constant).         Task Lexicon
          Unless otherwise specified, three checks is
      appropriate for an extended task. However,           Simple task – a task which made against a
      the GM can require more checks if she feels it    static difficulty benchmark.
      is appropriate.                                      Opposed task – a task which is made
                                                        against an opposed attribute check made by
                                                        another creature.
          Extended Task
                                   Time Interval
                                                           Extended task – a task which requires
           Complexity                                   more than one attribute check to complete.
             Quick task              1 minute              Simple extended task – a task which
                                                        requires multiple attribute checks against a
             Minor task               1 hour
                                                        static benchmark.
             Major task               1 day                Opposed extended task – a task which
           Extensive task             1 week            requires multiple attribute checks against
                                                        attribute checks made by another creature,
             Epic task               1 month            with the first to reach a target number of
                                                        wins being the victorious participant.
146
    You could simulate an arm-wrestle like this.      “Hypocrites!” The patrons of the Pallas
Rather than using just a single check, the first   Tavern looked up at this new disturbance
to reach three wins on the opposed rolls wins      from the other end of the bar. “Lily-livered
the game. A long race might look for the first     hypocrites! My engine design could’ve taken
to reach a dozen opposed checks.                   them to first place, and they throw me out
    The opposed checks do not have to be           just ‘cause it’s ‘not certified’. What kind of
the same. As always, each participant uses         bravery is that?”
checks appropriate to his activity. When             This new speaker, a moustachioed man
tracking a suspect across a city, the suspect      garbed in bulky rad-resistant coveralls
may be making AGI checks and calling upon          bespeckled with grease stains, heavy tool-
the stealth skill, while the pursuer may be        belt dumped on the bartop in front of him,
making INT checks and the tracking skill. The      was equally unmistakably an engineer.
first to reach 6 wins on the opposed rolls wins    The pilots might get all the glory with
– either the suspect escapes, or the pursuer       the public, but anyone in the business
catches up with him.                               knew they were nothing without a decent
    As with other extended tasks, different        engineer keeping the ship’s systems at peak
stages might require different checks.             performance.
Perhaps in a foot chase the first checks might
                                                      It seemed to take a long minute before the
both be STR (running) checks, and then
                                                   two embittered figures each registered what
the second might be AGI (climbing) checks
                                                   the other had said, and then they each leaned
as both participants scale a wall, followed
                                                   back to look across the bar and said in unison,
by another stage of running, a jump across
                                                   “I don’t suppose…?”
an alleyway, even a sequence in which the
suspect tries to lose himself in a crowd using         Taking their drinks to a quieter booth,
AGI and stealth checks vs. the pursuer’s           the two introduced themselves. “Basil
INT and perception. In such a scenario,            Cunningham,” said the engineer, extending
the suspect might even define the checks           his hand. “If you’ve got engine troubles,
by choosing what to do at each stage of            I can help. My new engine’s laser fuel-
the process, forcing the pursuer to match          injection system is revolutionary – with
his skills. Contests can be as exciting and        the right pilot it’ll outpace anything in the
detailed as you wish to make them, or they         system.”
can be quickly resolved with a single check.          “Melinda Ravenwood,” the pilot replied,
                                                   a look of quiet determination replacing the
   “Sabotage!” The exclamation echoed across       frustration on her face as she shook his hand.
the packed bar. “Dashed sabotage. It’s that        “Get my ship flying and I’ll handle whatever
                                                                                                      »3.Future Core
Jervis, I know it is – he’s never forgiven me      your engine can give me.” She grinned at the
for beating him two years ago, and now he’s        engineer. “Between your engine and my flying
smashed my engine, the cad!”                       we’ll put them all in their places – Jervis and
   The speaker, lapsing back into silence at       your old crew. Basil, this could be the start of
the end of the bar, was unmistakably a racer       a beautiful friendship.”
pilot. Even if her deep blue flying leathers           Indeed, thought Basil as the two
and the distinctive wind-burn tan of a pilot       companions headed out to the spaceport,
who braved the solar winds in a lightly-           this was definitely the start of something
shielded vessel weren’t a giveaway, this was       beautiful. After the showing they’d give in
Titan, on the eve of the Titan Grand Circuit,      this race, every spaceship manufacturer in the
the solar system’s most prestigious rocket         system would be clamouring to buy his new
race, with Saturn’s rings and moons as its         engine. And to think, all it had taken was a
race-track.                                        little bit of sabotage.
                                                                                                      147
                                »Common Tasks
      T
           he previous section described the             jump a canyon, and so on), and the pursuers
           overall framework in which actions are        must match it. Examples of actions include:
           resolved. What follows is a selection of
      common situations, ways to handle them, and        › Foot chases:
      resources for spicing them up. From races and
                                                            Climb a wall (climbing vs. climbing)
      chases, to the use of scanners, to applications
      of engineering and medicine, these situations         Jump an alleyway (jumping vs. jumping)
      are ones which crop up regularly in the game.         Disappear into a crowd (stealth vs.
                                                            perception)
      » Chases
                                                            Swim a river (swimming vs. swimming)
          Common skills: running, driving, piloting,
      jumping, climbing, stealth, bluffing,                 Squeeze through a tight gap (acrobatics vs.
      swimming.                                             acrobatics)
          A chase is an opposed extended task. The
                                                            Balance along a narrow ledge (acrobatics
      first to reach six wins is the winner of a chase
                                                            or climbing)
      situation (although the GM can modify this
      for longer or shorter chases). Multiple people        Use a hidden shortcut (local knowledge vs
      can be involved in a chase, each making their         perception)
      own checks.
                                                            Cause a distraction (bluff vs. perception)
          A simple foot chase simply involves STR
      or AGI checks, along with the running skill. A        Cause an obstruction or obstacle (varies)
      vehicle chase may instead use AGI and driving,        Duck into a blind alley (stealth vs.
      or a starfighter chase may use AGI and piloting.
                                                            perception)
          A more complex chase involves other skills.
      The target chooses the action (he might elect         Get somebody to give the pursuers false
      to climb a wall, dive into an asteroid field,         directions (bluffing vs. local knowledge)
148
  2d6         Foot, Urban        Foot, Wilderness          Vehicle                Space
   2          Slick footing             Cliff           Broken bridge       Temporal distortion
   3           Gap/hole              Mud patch        Construction work      Gravitic anomoly
   4        Barrels or crates      Steep incline        Hairpin bend           Unusual star
                                                      Slow-moving vehi-
   5       Twisting alleyways       Dense trees                                Asteroid field
                                                            cles
                                  Tangled under-
   6      Slow passing vehicle                        Crates and barrels          Debris
                                      growth
   7            Straight              Straight             Straight              Straight
   8              Wall            Rock formation        Busy junction             Nebula
   9            Ladder             Unsure footing          Canyon               Gas cloud
   10       Crowded street             River            Market square             Convoy
                                                       Children in the
   11           Shortcut            Animal herd                              Wandering comet
                                                            road
   12          Pool/river             Canyon         Funeral procession       Ship graveyard
                                                                                                     »3.Future Core
   One way to adjudicate a chase is to randomly     the quick/minor/major/extensive scale as
determine terrain and obstacles at each stage.      normal. Engineering is a classic example
Some basic examples using 2d6 can be seen           of a very simple use of the extended task
above, although you are encouraged to devise
                                                    mechanism.
your own tables tailored to your setting. Each
                                                       Some situations require predefined
obstacle gives the participants opportunity to
devise how to use or circumvent them.               engineering tasks. For example, when a
                                                    ship falls out of FTL, a minor engineering
                                                    task is required.
» Engineering                                          To add some flavour to an engineering task,
   Common skills: engineering, physics,             roll d66 four times on the following table and
demolitions, mechanics.                             read off the result in the format alpha the
   Sometimes colloquially referred to as “doing     beta gamma delta (e.g. “modify the quantum
an engineering science”, engineering is a           neutrino filter”).
                                                                                                     149
       d66             Alpha                 Beta                  Gamma                   Delta
       11            increase           microscopic               quantum                  relay
       12           decrease              photonic                 artificial           inversion
       13               focus               linear                   pulse           interference
       14             amplify                sonic                    flux           discriminator
       15             reverse             auxiliary            gravimetric                 signal
        16            agitate             nucleonic                particle             capacitor
        21             pacify            transwarp                  system           configuration
        22             invert          reciprocating                nadion                 effect
        23             boost            magnatomic                subspace            disturbance
        24             nullify            quantum                frequency                  field
        25          energise              verteron               wavefront           phenomenon
        26          intensify              ambient                  spatial                array
        31          electrify            anomalous              alternating             emission
        32          eliminate            modulated                  baryon               domain
        33          oscillate             inverted              space-time               coupling
        34          modulate              temporal              dampening                 stream
       35            monitor           asymmetrical                tetryon              variance
       36             restrict          atmospheric                neutrino             distortion
       41            connect              magnetic                  plasma             controller
       42             convert               phased                interface             actuator
       43             modify                 rapid                   data             continuum
       44          counteract                ionic                    E-M                  banks
       45            balance           astrophysical                 nano               harmonic
       46          harmonise              nucleonic                polaron              mutation
       51               reset           accelerated                positron            invariance
       52         recalibrate              anterior                override                 seal
       53             reroute              primary                  access              container
       54           overload             secondary                   load              generator
       55           fluctuate              tertiary                tachyon                 filter
       56         concentrate              backup                   charge             safeguard
       61             extend                master             compression              manifold
       62            redirect            emergency               diagnostic               buffer
       63           correlate                warp                    mass             accelerator
       64         synchronise               trifold                 nanite               booster
       65          pressurise             Psitronic                 proton           transponder
       66         recollimate              thermal                radiation             stabilizer
      Doing A Science?
         Observant students of language will note      medical science” or “let’s science the heck
      that the phrase “doing a science” is not         out of that locked door!” are commonplace,
      correct 21st century grammar. In the future,     and reflective of science’s commonplace
      science is so ubiquitous and unchallenged        status.
      that the very word has had some                     Science is good, and cerebral solutions are
      grammatical distortions. Phrases like “do a      to be encouraged.
150
   Science is an acceptable way to accomplish          » Hacking & Computing
most tasks, even if other methods are available.
                                                          Common skills: computers, cryptology.
A locked door can be picked or hacked by a
                                                          Hacking is a non-opposed quick or minor
burglar, or an engineer might attempt to open it
                                                       extended task. Three checks are made against
using her scientific prowess. The difficulty of the
                                                       a difficulty benchmark set by the GM. The
task does not change – if it’s a Difficult [16] task
                                                       time required varies, but a quick (1-minute
to hack the electronic lock, then it’s a Difficult
                                                       increments) task is usually appropriate
[16] engineering task also.
                                                       for common civilian systems, and a minor
                                                       (1-hour increments) task for hardened or
Example Of A Science Task                              military systems. Hacking gains access to a
   Sasha and Dr. TikTok have gotten                    computerized system, allowing the hacker to
themselves locked in a secure cell.                    obtain information, conduct surveillance, or to
Fortunately, they are together; less                   control electronic systems.
fortunately, they are due to be executed by               Hacking does not enable control of
an alien tribe in about 30 minutes. With no            mechanoid creatures unless that creature’s
equipment available, they need to work out             description specifically indicates otherwise.
how to escape the cell!                                   Hacking can also not be used to access bank
   Grace (the GM): The cell door is solid              accounts or gain funds. Funds in the far future
duranium, and controlled by an electronic bio-         are usually carried in cred-chips rather than
ident lock on the other side.                          centralized systems after it was discovered in
   James (playing Sasha): Duranium? There’s            the 21st Century that the latter were far too
no way we can break through that. If Talik was         vulnerable, especially in the face of advanced
here, she might have been able to improvise a          technology.
way to hack that lock.                                    Suggested difficulty benchmarks for hacking
   Leonard (playing Dr. TikTok): I am no               computer systems are shown below. Note that
locksmith, but I may be able to help. I’ll try to      starship control computers (see Space) have
science our way out of this cell.                      their own e-DEFENSE scores which are used
   Grace (the GM): Very well. It’s a                   as the difficulty number to attack the system.
Challenging [13] quick engineering task. Three         The difficulty benchmarks below are the
successes needed, with one-minute time                 e-DEFENSE scores of common computer types.
intervals.                                                To add some flavour to a computing task,
   Leonard (playing Dr. TikTok): If we’re              roll d66 four times on the following table and
lucky, we can be out of here in three minutes!         read off the result in the format alpha the
OK, let’s have a look at the lock [rolls d66]. I       beta gamma delta (e.g. “flush the parallel
need to connect the auxiliary access actuator.         logic subroutine”).
First check coming up using my LOGIC of 3d6
and my engineering skill of 2d6. That’s 5d6,
                                                                                                         »3.Future Core
but I have no engineering tools here in the
cell, so I’m improvising. That takes me down
to 3d6. Yikes. Not so easy, after all... it may
take a little longer than I initially predicted,
but I’ll have us out of here eventually!
   James (playing Sasha): Can I help? I
have no engineering skills, but I’m lucky! I’ll
use up my 3d6 LUC pool, along with my 2d6
LOGIC. Improvising also, so I’m also rolling
3d6 to [rolls d66] try and earn us one of those
successes by oscillating the anterior load filter.
That should save us a little time, hopefully.
Every minute counts!
                                                                                                         151
        Computer System                               Difficulty Benchmark (e-DEFENSE)
        Civilian personal computer                                   Routine [10]
        Commercial computer system                              Challenging [13]
        Typical security system                                      Difficult [16]
        Military security system                                 Strenuous [25]
        Maximum security system                                  Herculean [33]
152
   In the 21st century on Earth, the
culture of hacking became an epidemic.
No system was secure – not even those of
the biggest corporations and governments.
Cyberwarfare entered the world, and
billions were invested in corporate
and military safeguards. Governments
spied on every aspect of their citizens’
communications, and it reached the point
that electronically networked systems,
data storage, and communications fell out       the subject lies or refuses to answer.
of favor.                                       The answer can be no more than a short
   Centuries later, hackers barely exist.       sentence – the interrogator can’t ask “What
With the advent of near infinite local          is your entire plan, in full detail?” The GM
storage, ultraquantum encryption and            should hide the subject’s die rolls; the
cyber-defense systems, and finally the          interrogator does not know if the subject
almost complete decline in the need             is lying (unless he has a relevant psionic
for massively networked infrastructure,         power or an interrogation kit).
remotely hacking into a system became               Interrogation kits indicate when a subject
extra-ordinarily difficult. Physical access     is lying (although the subject may make an
became a requirement to gain access             opposed CHA vs. INT check, using his bluffing
into almost any system, and any system          skill if he has it, to deceive the interrogation
accessed would have no access to other          kit), as well as granting possible bonuses
systems not necessary to its particular         to checks. Some drugs can also obviate the
function. Even portable data storage            need for an interrogation, or prevent the
became fashionable again – moving               subject from lying. Of course, a subject
secure data in a safe on a heavily guarded      cannot reveal information he does not have.
transport ship was far more secure than         Each use of an interrogation kit causes 1d6
sending it across the galaxy in the form of     damage to the subject.
electronic communications.                          More advanced interrogations may use
                                                other skills, including persuasion, bluffing,
                                                even seduction.
» Interrogations
   Common skills: interrogation, bluffing,
                                                » Medicine
intimidation, persuasion, seduction.
   An interrogation is an opposed extended         Common skills: medicine, chemistry,
task. The goal is to extract information from   biology, zoology, psychology, genetics,
                                                nanotechnology, xenobiology.
                                                                                                      »3.Future Core
a subject. Unlike many extended tasks,
                                                   Much like engineering, medicine is a type
an interrogation can continue indefinitely.
                                                of science. It’s a simple extended task which
However, each time a questioner loses an
                                                works in exactly the same way as an engineering
opposed check, the task complexity increases
                                                task, but it uses a variety of medical skills. Like
from quick to minor to major, and so on,        engineering, it is based on LOGIC.
meaning that the time required gets longer         See the engineering section for details on
and longer.                                     how to adjudicate a scientific task.
   A simple interrogation involves CHA vs.         To add some flavour to a medical task, roll
WIL checks, along with the interrogation        d66 four times on the following table and
skill. That skill is used to both conduct       read off the result in the format alpha the
and withstand interrogation. Each time          beta gamma delta (e.g. “bypass the infected
the interrogator makes a check, he asks a       parietal cavity”).
question. If he wins the opposed check,            Curing a disease is a major medical task
the subject answers truthfully; if he fails,    (see page 176).
                                                                                                      153
       d66            Alpha                  Beta                   Gamma                     Delta
        11          irradiate               inverted                neural                     cells
        12           excise               assymetrical              basilar                 pathways
        13       decontaminate             malignant                berylite                 neurons
        14         transplant              persisting             biomimetic                  tissue
        15            clone                 periodic                cardiac                protoplasm
        16           balance                infected               reticular                  nerve
        21            incise                swollen                synaptic                   muscle
        22          puncture              degenerate                  bile                     bone
        23            fuse                obstructed                cranial                    cyst
        24           remove                 restless                nodular                    joint
        25           secure                spasming                endocrine                  gland
        26           reshape               detached              neurological                ganglia
        31         strengthen              misaligned               aplastic                membrane
        32           replace                infected              autonomic                  protein
        33            repair               defective             sympathetic                 enzyme
        34            divert               impaired                idiopathic                genome
        35           bypass                 scarred              subcutaneous                 tumor
        36           excite              haemorrhaging               fungal                    clot
        41            drain                inflamed                 frontal                   cluster
        42         regenerate                failing               temporal                    gene
        43         resequence              occluded                 parietal                 receptor
        44          massage               carcinomic               occipital                 capillary
        45         reconstruct             disrupted               pituitary                 deposit
        46           disrupt               paralyzed               corellium                 abscess
        51          stimulate                weak                  anchilles                hematoma
        52           freeze                 blocked                 aphasic                  cartilage
        53         magnetize               deviated                leutscher                  tissue
        54          cauterize              damaged                   biotic                    cord
        55          electrify               eroded                mutagenic                   artery
        56          modulate               abscessed                genetic                    vein
        61          pressurize               toxic                peripheral                molecules
        62            pulse                 foreign                   core                    valve
        63          compress              contracting                radial                  anomaly
        64           cleanse               dislocated              amniotic                chromosome
        65          perforate              deformed                transient                  cavity
        66          inoculate               mutated                 intrinsic                  lobe
         The engineering, medical, and computing         readers with some level of proficiency in any of
      tables in this book create what is known           these areas will notice that immediately. That’s
      as “technobabble”. It doesn’t really mean          fine. It’s all as fictional as a warp drive or a psi-
      anything; there’s no such thing as an idiopathic   blast! The idea is to provide some flavour, not
      genome or a parallel pool processor, and           to create real solutions to real problems.
154
    “Captain Traviss, this is unacceptable!”            “They’re alive, captain. But they are not
    Traviss closed her eyes for a moment, then       the same.”
turned and gave the Skarian a bright smile.             Traviss glanced at the ambassador. His
    “Ambassador Shantaro. I was just hoping          crests were an ashen gray. “I’ll be right there.
someone would barge into my ready room               Traviss out.”
unannounced, while I’m trying to save the
lives of everyone on this ship. Which, you
might recall, includes you.”                         » Scanning
    “How dare you alter course without                  Common skills: computers, medicine,
consulting me?” As the door slid shut behind         chemistry, biology, mining.
him, Shantaro’s crests shifted from bright red          Using a scanner is a simple, single-check
to deep blue. Once again Traviss wished she’d        task. Characters can use a hand-held scanner
paid more attention to Lieutenant Kring’s            to obtain information about a target or the
briefing on Skarian physiology. “We’re already       surroundings. All scanners operate in a similar
three days past our scheduled arrival on Beta        way, although starship sensors (which are
Draconis IV. The Juxtaposition of the X’iish         essentially giant scanner arrays with immense
takes place in less than twenty-six hours, and       range) are dealt with in more detail on page
if I am not there on behalf of the Planetary         213. Basic use of a scanner uses the computers
Alliance —“                                          skill, but subject-specific skills like medicine
    “I’m aware of how important this mission         or chemistry can also be used to reveal
is, ambassador,” Traviss said. “But something—       detailed information.
some virus—is spreading through this ship.
Five people have died of it already. And their
                                                        Starship Sensors
bodies disappeared. Disappeared, ambassador,
right in front of our ship’s medical officer. Do           This section mainly deals with hand-held
you understand what that means?”                        scanners. Starship sensors work in exactly
    “I do not. But—“                                    the same way, albeit with vastly greater
    “Neither do I. And until we know what               range increments. See Space for more
we’re dealing with, the Indianapolis isn’t going        information on using starship sensors.
anywhere near an inhabited world—much less
one we’re trying to bring into the Alliance.
We’re headed for the nearest starbase to be             When operating a scanner, the character
put into quarantine. Now, unless you happen          may ask one closed question which the GM
to have a degree in exovirology, I’ll have to        will answer. The question must fall within
ask you to go to your quarters and stay there.”      the equipment’s area of focus (a medical
    Shantaro’s crests turned a rich fuchsia,         scanner can’t detect mineral deposits, and a
but his angry retort was cut off when Traviss’       mining scanner can’t diagnose an illness, for
                                                     example), but other than that any question
                                                                                                        »3.Future Core
comm chimed softly. “Traviss here. Go ahead.”
    A holo of Doctor Vance appeared in the air       may be asked. Each question is one use of the
between them. “Captain, we have a situation          scanner, and takes one action.
in sickbay. The five deceased crewmembers               To use a scanner, make a Routine [10] LOG
have reappeared.” The big Minotauran paused.         check. Scanners have a 10’ range increment,
    “What is it, Aeros?”                             much like a weapon’s range increment; each
                                                                                                        155
      increment inflicts a -1d6 die penalty to the dice
      pool. High quality scanners, of course, add to
      the dice pool, as do related skills. Before using
      the scanner, the user must set the scanning
      range, which determines the dice pool penalty
      if there is one. The penalty applies to all
      scans made at that range setting, even if the
      information gathered pertains to something
      closer. The scanner will not reveal information
      about things beyond that range.
          Medical scanner. These scanners only
      provide information about biological and
      medical issues. They can be used to diagnose a
      disease, or provide information about a life-
      form. Medical scanners can use any medical or
      bio skills – medicine, biology, zoology, genetics,
      zoology, xenobiology, or even psychology.
          Mining scanner. Also known as geological
      scanners, these scanners provide information
      about substances and structures. They
      analyse chemicals, minerals, and materials.
      Mining scanners can use skills like mining,
      chemistry, and geology. Mining scanners are
      also used by archeologists.
                                                              Impediments. There are various impediments
          Scientific scanner. These scanners provide
                                                           to scanning attempts. Things like thick stone,
      information about energy, substances, and
                                                           shields, or severe atmospheric conditions, can
      life-forms, but cannot be used to diagnose
                                                           each impose the standard -1d6 penalty to the
      illnesses. Scientific scanners can use a variety     attempt (as do range increments).
      of scientific skills.
          Tactical scanner. These scanners only               Longer range scans. A normal scan
      provide information on the number, type, and         takes one round. A longer range scan can be
      location of nearby life-forms. They are used for     attempted. This takes one minute, and allows
      tactical purposes. They are more robust than         the user to multiply the range increment by
      other scanners. Tactical scanners use the tactics    10. However, the amount of detail available
      skill (which additionally means that high quality    becomes less granular; questions asked can
      tactical scanners can add to INITIATIVE rolls).      only be answered with “yes” or “no”.
          Questions asked while using a scanner must           Scanning creatures. When receiving
      be specific closed questions which the GM            information about a creature, the answer to
      can answer in a single, short sentence. More         a question may be relayed in game mechanics
      detailed information is obtained or narrowed         rather than natural English. This is a convenient
      down by asking a series of questions. Any            way to communicate complex data and
      question within the remit of a scanner is            biological information to a player. It is therefore
      allowed, as long as it is specific and can be        perfectly reasonable to ask “What is the reptile’s
      answered with a single, short sentence. A            STRENGTH attribute?” and get the answer “14”,
      typical scan sequence may look like this:            or “How much damage does its acid blood do?”
                                                           and be told “2d6”. The actual data on the
      1. Presence of energy sources, life-forms, or
                                                           scanning device is far more complicated, but this
         substances within range.
                                                           is a useful abstraction.
      2. Direction and approximate distance.
                                                              The following is a list of example questions
      3. Type or composition.                              that the user of a scanner can ask, along with
      4. More precise data.                                appropriate answers.
156
                  Medical Scanners                       » Tracking
What illness does this      He is suffering from           Common skills: tracking, stealth,
man have?                   Rigellian Fever.             perception, local knowledge.
How many creatures          There are four life-forms
are there on the other on the other side of the             Tracking someone is an opposed extended
side of the door?           door.                        task similar to a chase, although much less
What type of life-forms Two human and two                energetic and more cerebral. Rather than
are they?                   Spartan.                     physical tasks, opposed checks are more
Is this crewman under                                    focused around a contest of mind and skill.
                            He has taken a reaction      The target tries to hide his tracks, while the
the influence of any
                            enhancer called Flash.       pursuer tries to uncover them.
drugs?
What vulnerabilities        Its metabolism is               A simple tracking scenario involves
does this creature          consistent with a creature   involves AGI checks for the target and INT
have?                       vulnerable to cold.          checks for the pursuer, along with the
What is the nature of       It is an ingested poison     stealth and tracking skills, respectively.
this liquid?                which causes madness.        This assumes that the target is aware of
Is this food safe to eat? The food is safe to eat.       and trying to shake off the trackers. If the
Is this creature                                         target is unaware of the trackers, simply
                            No, it is an omnivore.
carnivorous?                                             use a Routine [10] benchmark and a simple
Is the suspect showing                                   extended task.
                            He is very agitated.
any unusual biosigns?
                                                            A more complex tracking scenario allows
                  Mining Scanners                        the target to try different things such as:
Are there any cobalt        There is one deposit
deposits nearby?            about 40 feet away.              Cross a river to hide tracks (swimming vs.
                            Approximately 15 tons            tracking)
How big is it?
                            of cobalt.
What material is the                                         Create a decoy or false trail (tracking vs.
                            It is solid duranium.            tracking)
wall made of?
How thick is it?            Two inches thick.                Hide (stealth vs. tracking)
How deep does this          It stretches at least to
tunnel go?                  the range of the scan.           Outpace the trackers (running vs.
                            It is very unstable. It          tracking)
How stable is this
                            could collapse at any
structure?
                            minute.                      » Tailing
What is the makeup of It is a highly flammable
that gas?                   sulfur emission.                 A simple tailing scenario is an opposed
                                                         extended task which involves INT checks for
How old is this             It is approximately 4,000
                                                         the target, and AGI checks for the pursuer (the
                                                                                                               »3.Future Core
structure?                  years old.
                                                         reverse of the tracking process). The pursuer
                 Scientific Scanners
                                                         is the one trying to stay out of sight and not
Are there any energy        There are three energy       be spotted by his target. The target will use
sources nearby?             sources within range.
                                                         perception, while the pursuer may use stealth
                            All three are about 40       or bluffing. This assumes that the target is trying
How far away?
                            feet away.
                                                         to be inconspicuous or use anti-surveillance
                            It is an explosive energy    techniques. If the target is not worried about a
What is the nature of
                            source consistent with a     tail, simply use INT (perception) checks.
the closest?
                            bomb.
What is the trigger         It is a proximity device         Change appearance (disguise vs.
mechanism of the            which detects body               perception)
bomb?                       heat.
How close can we get        The proximity radius is          Blend with a crowd (stealth vs.
without setting it off?     20’.                             perception)
                                                                                                               157
                                 » Countdowns
      C
             ountdowns form the second major core         something before something else happens
             mechanic in the W.O.I.N. game system. A      are ideal for it. Can a climber scale a
             countdown takes place when there is an       crumbling cliff before it collapses? Can a
      unknown time limit before something occurs.         thief pick a lock before the alarms go off?
      It is used in the following situations:             Can a Felan burglar recover the diamond
         Death. An unconscious character uses             and escape the museum before the
         the countdown mechanic as he slips               security guard wakes up?
         towards death.                                   The countdown is started by forming a
                                                       dice pool. Different situations will determine
         Disease. Disease and illness use the
                                                       the size of that dice pool – a dying character
         countdown mechanic as symptoms worsen.
                                                       uses one equal in size to his ENDURANCE
         Drowning or suffocation. Characters who       dice pool, for example, while cliffs or alarms
         cannot breath (underwater, or some other      will have their dice pool size set by the GM.
         reason) use the countdown mechanic to         The larger the dice pool, the longer you –
         determine when they lose consciousness.       probably! - have.
         Starship explosions. Badly damaged                Each turn, the dice pool is rolled. Usually
         starships use a countdown pool to             it’s rolled by the player in question – she rolls
         determine when they explode; hopefully        her own death dice, or her own drowning dice.
         the heroes can escape the ship before it        Any dice which come up with a six are
         does!                                         removed from the dice pool, and play continues.
         Other ticking clocks. There are many             Eventually, the last die will be removed
         other situations where a ticking clock is     from the dice pool. It is then that the
         relevant. Occasions where you need a          character dies, the trap explodes, or the
         tense situation as a character tries to do    soldier looks in the crate.
158
Fast, Medium &                                   “up” the countdown and dying characters
  Slow Countdowns                                can be stabilized with emergency healing.
     Fast         Medium           Slow             Not all countdowns can be stabilized or
                                                 replenished; the specific countdown will
     4-6            5-6              6
                                                 clearly indicate whether or not these are
                                                 appropriate. Sometimes the cliff is going
   The default countdown – removing a
                                                 to crumble whatever you do – it’s just a
die on a roll of 6 – is a slow countdown.
                                                 question of whether you get to the top
Countdowns can run down faster than this,
                                                 before that happens!
however. For faster countdowns, dice are
removed on rolls of 5-6, or even 4-6.            › Countdowns & Stages
   A countdown is always expressed in terms         Most countdowns are fairly simple – the
of a fast, medium, or slow countdown. The        dice pool is rolled until it reaches zero, at
default countdown (if not specified) is a slow   which point an effect (death, explosion,
countdown expiring on rolls of 6.                and so on) takes place. However, some
                                                 countdowns have effects which take place
» Stabilizing &                                  at various stages throughout the process.
  Replenishing                                   Stages take place as the dice pool reaches
  Countdowns                                     certain sizes. For example, an illness
   Some countdowns can be stabilized or          might have a character becoming blind
replenished.                                     when the pool reaches two dice, and dying
                                                 when it reaches zero dice. All countdowns
   A stabilized countdown simply stops           technically have two stages – the starting
counting down – the trap has been disarmed       condition and the ending condition.
in time, or the character is no longer in
danger of dying.                                 › Average Countdown Length
   Replenishing a countdown allows extra            The table below shows the expected
dice to be added, effectively extending it.      (average) number of rolls a countdown will
In this way, illnesses can be pushed back        last for before expiry. This can be used by the
                                                 GM to set appropriate countdown dice pools.
                                                  Dice                  Medium
                                                           Slow (6)                  Fast (4-6)
                                                  Pool                   (5-6)
                                                   1d6        6             3            2
2d6 9 4 3
4d6 12 6 4
5d6 13 6 4
6d6 14 7 4
7d6 15 7 4
8d6 15 7 4
9d6 16 7 5
10d6 17 8 5
                                                                                                   159
                         »The Role Of Luck
      L
           UCK is a special attribute. It is used             At the start of each game day, each player
           as a replenishable resource which can           should form a LUCK dice pool. As dice are used
           modify other die rolls and perform special      from the LUCK pool, simply discard them.
      actions. It represents luck, fate, chance,           LUCK can be used to:
      destiny, faith, divine favor, karma, and more.          Add dice to any attribute check on a 1:1
                                                              basis.
160
» Exploding Dice                                   Forming A Luck Pool
   LUCK dice “explode”. This means that               There are two ways to form a LUCK pool, depending
whenever a 6 is rolled, the die is rolled again    on the style of game.
and the new roll added to the original 6.
This process is repeated if subsequent 6s are         In normal mode, the LUC pool is equal to the
rolled. It is recommended that LUCK dice be a      associated dice pool of the character’s LUC attribute.
different color to other dice so that they can       In cinematic mode, adult and old characters gain
be easily distinguished.                           bonus LUCK dice to represent experience (see p.54).
                                                      LUC pools are replenished once per day with a
» Leadership                                       5-minute rest, unless otherwise stated.
   Character with the Leadership exploit may
donate one or more of their available LUC
dice to another character as a free reaction to   » Other Uses of LUCK
their attempting an attribute check. You must       Other uses of LUCK manipulate situations
declare this before the ally rolls their check.   where the odds are normally even.
                                                     When determining a 50/50 chance of an
» Replenishing LUCK                                  outcome, roll a Routine [10] LUCK check
   Once per day, a character may spend 5             instead. Characters with higher LUCK succeed
minutes to replenish his LUCK pool. Some             more often on an ostensibly 50/50 chance.
careers or traditions allow an additional daily
replenishment. These do not stack, however           When randomly determining a PC, have each
- you cannot gain more than one additional           player roll LUCK. Either the highest or the
daily replenishment.                                 lowest wins, depending on the situation.
»3.Future Core
                                                                                                      161
                                            »Combat
      W
               hile things like skills, science, chases,   suppressive fire and overwatch, set up
               and social encounters make up a large       crossfires, and try to gain higher ground in an
               part of a far-future campaign, combat       attempt to gain the advantage. Those who do
      is an important pillar of the game. Characters       not use these tactics will find it difficult to
      will sometimes find themselves in situations         succeed in combat-based situations.
      which can only be resolved by violence – and
      it is then that the phaser beams, plasma bolts,      » The Combat Sequence
      and bullets start flying, and the laser swords,          Combat follows a set sequence. The
      electro-maces, and stun batons start swinging.       encounter progresses in rounds, which are a
          Combat takes place on a battlemap. A             small but unspecified unit of time measured in
      battlemap is a grid on the tabletop which            seconds. In each round, every participant gets
      depicts the environment. Each square on the          a turn which consists of one or more actions
      grid represents 5’. Players place miniatures         – moving, shooting, aiming, giving emergency
      (or other tokens) on the map to represent            medical aid, using a psionic power, attacking
      their characters, and the GM places miniatures       with a laser sword, climbing a ladder, and so on.
      to represent their opponents.                            The order in which combatants act is
          Combat is a tactical skirmish-like affair.       determined by their INITIATIVE score, which
      Position and cover are vital components to a         is determined by making an attribute check.
      What’s O.L.D. is N.E.W. combat encounter.            Those with higher scores act first, followed by
      Characters and their foes will move, use             those with lower scores.
162
                                                       character may take TWO actions unless
                                                       otherwise noted. An action is a move,
What, No Metric?
                                                       an attack, or a regular action. You can
    What’s O.L.D. is N.E.W. uses feet rather           move twice, or attack twice, or move and
than meters, pounds rather than kilograms,             attack, or any other combination.
and miles rather than kilometers. In short,
                                                    4. Once everybody has acted, return to step 3
it doesn’t use the metric system (outside
                                                       and repeat until the combat ends.
of space combat, where a different scale is
used). While this may seem unintuitive to              Creatures with 3 actions take two actions
those who view the metric system as more            on their turn and one action on their
fitting to a future setting, the system is          INITIATIVE count +10. Those with 4 or more
compatible with medieval fantasy and modern         actions take two actions on their turn and one
action games, too, and so the standard unit is      action every 5 INITIATIVE. Most PCs will be
used across all three eras. Essentially, feet are   able to take two actions.
more believable in the future than meters are
in medieval times.                                  » Actions & Turns
    However, the GM is free to use metric              A turn represents a short but unspecified
instead. In this case, use the following units      length of time measured in seconds. Most
in place of those found in this book. The           characters have two actions to use each turn,
conversions aren’t exact, but they don’t            unless they have an ability which says otherwise,
need to be as long as they’re consistent. For       and some creatures have more. These actions
that reason, they are rounded into simple           can be spent to move, fight, or perform other
conversions below which can easily be               tasks, and can be performed in any order. For
performed mentally on the fly.                      example, a character might move and then fire
    One 5’ square is equal to 1.5 meters.           his laser pistol, or vice versa.
Divide distances and ranges in feet by 3 to get
                                                    Activity                                  Actions
meters. SPEED is described in squares rather
                                                    Move your SPEED                              1
than feet in order to make this conversion
even easier.                                        Fire a ranged weapon or make a
                                                                                                 1
                                                    melee attack
    One mile is equal to 1.5 kilometers.
Multiply distances in miles by 1.5 to get           Perform emergency healing                    2
kilometers.                                         Reload or recharge a weapon or item       Varies
    2 pounds is equal to 1 kilogram. Divide         Aim or feint                                 1
weights by 2 to get kilograms.                      Use a psionic power                          1
                                                    Draw or holster a weapon                   Free
                                                    Pick a lock (inc. opening the door) or
   When combat begins, follow the procedure                                                      2
                                                    disarm a trap
outlined below.
                                                                                                           »3.Future Core
                                                    Drop to prone or crouch                    Free
1. Make attribute checks – if appropriate –         Stand from prone                             1
   for access to the ambush turn. Those who
                                                    Go into overwatch                           1*
   succeed take one action; all actions in the
   ambush turn occur simultaneously.                Open an unlocked door or chest               1
                                                    Drop an item                               Free
2. Everyone rolls INITIATIVE. This is simply
                                                    Pick up an item                              1
   an INTUITION check, although some
                                                    Perform a scan                               1
   characters may get bonuses from skills or
   other abilities. On a tie, compare AGILITY,      Shake off a condition                        1
   and if still tied, simply have each roll LUC     *Going into overwatch always ends a character’s turn
   and the highest wins.
                                                       While characters typically have two actions
3. All combatants then act in order from            to use in each turn, there are additional action
   highest INITIATIVE to lowest. Each               types which can be taken:
                                                                                                           163
         Free actions use none of the character’s       initiating combat, or ambushing an enemy
      actions, and must be taken in the character’s     from hiding. However, it can involve any
      turn. Only one free action is permitted to a      participant-initiated strategy.
      character per round.                                 If nobody is attempting to ambush the
          Reactions take place outside a character’s    other, or if all combatants encounter each
      turn in response to a specified trigger. Many     other simultaneously and launch straight
      exploits provide reactions. Only one reaction     into combat, the ambush turn is skipped.
      is permitted to a character per round.            Only use the ambush turn if one group
                                                        is deliberately trying to get the jump on
         Bonus actions can be provided by spending
      a LUCK die. Only one LUCK die can be spent by     the other. From a PC point of view, the
      a character in this way per turn. Bonus actions   ambush turn can only be accessed if the
      take place in the character’s own turn.           party specifically attempts to do so before
                                                        combat begins; once everybody realises a
         If a creature has more than two actions in     fight is breaking out, the ambush turn is
      a turn, it cannot repeat a given action more      long past.
      than once. For example, a creature with 3
                                                           Getting an ambush requires a group
      actions can only move twice, not three times.
                                                        check. Either the whole group succeeds, or
                                                        none of them do. This check is opposed by
      » The Ambush Turn                                 the leader (or the lookout, or the otherwise
         Before a fight starts, combatants              most alert or perceptive) of the target
      can attempt to get the jump on each               group. As always with group checks, success
      other. In practical terms, that commonly          requires more than half the participants to
      involves one of two things: unexpectedly          make a successful check.
164
   Anybody trying to gain access to the             Long Distance Travel
ambush turn needs to win an opposed                    Long-distance. Long distance movement
attribute check against the intended                takes place at a character’s SPEED in mph.
targets. This is usually an AGI (stealth) or        Hustling (moving with both actions in a turn)
CHA (bluff), but the GM should allow any            doubles this movement rate but can only be
reasonable plan from a player.                      sustained for a number of hours equal to a
   In the ambush turn, all actions take             creature’s ENDURANCE attribute before an
place simultaneously. Those with access to          equal period of rest is required.
the turn may take one single action.                   Vehicles. A vehicle’s SPEED its its speed in
                                                    tens of miles per hour. A vehicle moving at 4
» Movement                                          (40mph) moves at ten times the speed of a
   Movement is a vital part of any combat           human moving at 4 (4mph).
encounter. Any creature can use one action to
move its SPEED. A creature’s SPEED indicates          Difficult terrain. Difficult terrain (deep
the number of 5-foot increments (squares) it       snow, swamp, ice, high or low gravity, etc.)
can move in one action (it also indicates its      halves ground movement rates. Some exploits
normal speed in miles-per-hour).                   may allow full movement rates on one or more
   SPEED is the total of the raw dice pool of      difficult terrain types.
STRENGTH and AGILITY plus one relevant skill.         Actions. If a character moves and takes
Movement skills include (but are not limited       an action in her turn, the action can take
to) running, climbing, swimming, flying, and       place at any point during that movement. For
zero-g.                                            example, a character may run from one place
    Movement methods. For non-primary              of cover to another, firing as she goes.
movement methods, the movement rate                    Climbing and balancing. Climbing is an AGI
is halved. For most characters, this means         check. A successful check allows the climber to
that walking/running is at the full rate, and      move at her climb speed up a vertical surface.
climbing, swimming, zero-g, etc. are at half       The climber need only make one check per turn
rate (after adding the bonus from the skill).      – this check applies to all climbing movement in
Some exploits may grant a full movement            that turn. Balancing on a narrow ledge or beam
rate. Some creatures (such as birds) may have      is a form of climbing. A failed check simply
a different primary movement mode, and             means that the character cannot climb the wall
walk/run at half speed. A skill cannot turn a      or object. She may attempt another check next
movement method into a primary method;             turn. A high quality climbing kit can assist with
only an exploit can do that.                       climbing. The surface determines the difficulty
                                                   of the climb.
   Hustling. A character who moves with two
actions in a turn is “hustling”, and effectively
                                                                                                       »3.Future Core
                                                   Cliff, rough, many
moving at twice its normal speed. Creatures                                       Challenging [13]
                                                   handholds
with more than two actions available may not
                                                   Brick or stone wall, few
move more than twice in a turn. An Olympic                                          Difficult [16]
                                                   handholds
sprinter typically has a SPEED of 10 or more,
and is using both actions to run, resulting in
                                                   Bulkhead, smooth, metal        Demanding [21]
movement in the range of 20 miles-per-hour.
   Grids. If no grid is being used, the
                                                   Overhand or ceiling            Demanding [21]
creature can move a number of inches on the
tabletop equal to its SPEED. If a square grid
is being used, a diagonal movement counts          Narrow ledge or plank          Challenging [13]
as 5’, but creatures may not move diagonally
around a corner.                                   Tightrope                       Strenuous [25]
                                                                                                       165
         Fighting while climbing. Fighting while
      hanging precariously to a wall is difficult. A non-    Making An Attack
      climber attacking a climber gains a +2d6 bonus             Spending attack dice is an important
      to the attack. A climber attacking a non-climber       part of combat, and without it a character
      suffers a -2d6 penalty. If both combatants are         may find it difficult to do much damage. It
      climbing, nobody gets any bonuses or penalties.        is fundamental to the way that powerful
         Creatures with primary climbing modes. If           or accurate attacks do a lot of damage or
      a creature has climbing as a natural movement          achieve special effects. The larger your dice
      mode, it simply moves its SPEED along walls            pool, the more you have to spend on damage
      and ceilings with no checks required or                and effects. Follow this process:
      combat checks imposed.                                 1. Form your dice pool from attribute + skill
         Falling. When a character falls from a                 + equipment up to your maximum dice
      height, she takes 1d6 damage for every 10’                pool.
      fallen. Falls of less than 10’ do not cause
      damage. Any fall results in the character              2. Adjust the dice pool for positional factors
      ending up prone unless a successful AGI check             (cover, range, etc.)
      with a difficulty value equal to the number of
                                                             3. Choose how much of the dice pool to
      feet fallen is made.
                                                                spend on damage and effects. Add any
         Jumping. Every character and creature has              bonuses or costs from exploits.
      a “free” jump allowance noted on its character
      sheet or stat block. This is a distance that the       4. You may add LUCK dice, which enables
      character may make a running jump without                 you to exceed your maximum dice pool.
      making any check at all; it simply happens                 Spending on damage. Everybody can
      automatically (for a standing jump, simply half        spend attack dice on damage; this allows
      the values). A jump counts as one action.              you to choose between easier, less damaging
                                                             attacks or more difficult, more damaging
      » Important Combat Actions                             attacks. Before making an attack roll, spend
      › Move                                                 two dice for each extra die of damage you
         The character or creature moves their SPEED         wish to do. A base attack, with no dice spent
      as indicated in the Movement section, above.           on extra damage, will often be easy but have
                                                             little effect.
      › Attack                                                   Spending on effects. Your exploits tell
         Attacks take the form of ranged attacks or          you what effects you can spend attack dice
      melee attacks. A ranged attack uses a bow,             on. You can spend dice on knockdowns,
      gun, thrown weapon, or other form of ranged            disarms, blinding attacks, trips, arm-locks,
      weapon. A melee attack is either unarmed               and many more effects.
      (punches, kicks, claws, bites, and the like) or            Remember, the maximum dice pool limit
      uses a melee weapon such as a sword or club.           applies to the initial attribute + skills +
                                                             equipment dice pool. Positions, exploits,
         A melee attack is performed by rolling a STR        and LUC can all exceed that limit once it has
      or AGI check (attacker’s choice unless otherwise       been formed.
      noted) against the target’s MELEE DEFENSE.
         A ranged attack is performed by rolling
      an AGI or INT check (attacker’s choice unless            On a successful hit, the attacker rolls
      otherwise noted) against the target’s RANGED          damage (in d6s) according to the weapon.
      DEFENSE. Longer ranges can reduce the                 Armor reduces this damage by its SOAK value.
      number of dice rolled.                                The resulting damage is deducted from the
                                                            target’s HEALTH.
         An area attack, or constitutional attack
      such as a poison is performed by rolling                 When you make an attack, choose one of
      against the target's VITAL DEFENSE.                   the following options as long as (a) it makes
166
sense, and (b) the target is not immune to            Make a Called Shot specific to that target
that condition or action. You cannot, for              as outlined in its stat-block.
example, disarm a tiger, trip a snake, or grab
                                                        Psionic attacks use a PSI check vs the
a hologram.
                                                     target’s DEFENSE or MENTAL DEFENSE.
 Make any attack normally and if you hit
                                                        Damage is indicated as a dice range,
  you inflict your normal damage.
                                                     and is deducted from the target's HEALTH.
 Make an unarmed melee attack normally              SOAK reduces damage before it is applied
  and if you hit you grab your target, giving        to HEALTH. Even if all damage is SOAKED,
  it the Restrained condition. You must pay          each 6 rolled for damage does 1 point of
  an additional 1d6 for each size category           damage anyway. Only creatures noted as being
  that the target is larger than you, and also       specifically immune to a damage type can
  if the target has more than two legs or has
                                                     avoid this damage.
  no legs. You can apply this condition twice
  to increase the level of the Restrained                If triple-sixes are rolled on the attack roll,
  condition.                                         and it hits, a critical hit occurs. A critical
                                                     hit inflicts a condition upon the target; the
 Make an unarmed melee attack or an
  attack with a small melee weapon                   type of damage determines which condition
  normally and if you hit you escape a grab          is inflicted. Creatures immune to a specific
  and remove the Restrained condition.               damage type do not suffer critical hits from
                                                     that damage type.
   Additionally, you may pay 2d6 and spend two
actions to make a Called Shot vs. VITAL DEFENSE      › Aiming & Feinting
and choose one of the following options:
                                                        Aiming or feinting, both of which are
 Make a Called Shot with a melee or ranged          universal exploits, cost one action and grant
  attack and if you hit you move your target         a +1d6 bonus to an attack roll taken in the
  one square (plus up to one square for each         same turn. The attack action must come
  size category by which you exceed the              immediately after the aiming or feinting
  target in melee, or by which your weapon           action. All characters get either Aim or Feint
  exceeds the target at range). You must pay         for free. Aiming applies to ranged attacks,
  an additional 1d6 for each size category that      while feinting applies to melee attacks.
  the target is larger than you, and also if the
  target has more than two legs or has no legs.      › Overwatch
  The movement must be one which makes                  Overwatch is a special type of action. When
  sense, and if it is a result of a blow or ranged   you choose to enter overwatch, you wait ready
  attack, will always be a push away from you.       with a ranged weapon to fire on any targets
 Make a Called Shot with a melee or                 which make themselves available. Usually this
                                                                                                           »3.Future Core
  ranged attack and if you hit you knock or          means targets which break cover and enter
  trip your target prone. You must pay an            your line of sight. You enter overwatch in your
  additional 1d6 for each size category that         turn, and remain in overwatch until the start
  the target is larger than you, and also if         of your next turn.
  the target has more than two legs or has               You may only fire on a given target once
  no legs.                                           during a turn when on overwatch, and may only
 Make a Called Shot with a melee or                 fire when the target has zero cover. Your shot
  ranged attack and if you hit you disarm            interrupts his turn at the earliest point possible.
  your opponent, giving it the Disarmed                  The maximum number of targets you can
  condition.                                         fire upon during a turn when in overwatch
 Make a Called Shot with a melee or ranged          is equal to your INTUITION attribute. Each
  attack and if you hit you disable your             subsequent target beyond the first takes a
  target, giving it the Slowed condition.            -1d6 penalty to hit.
                                                                                                           167
      Signature Moves & Combinations
         A character's exploits can often form             multipliers are applied before additional dice
      the building blocks of a more complex,               are added. When rolling your dice pool for
      spectacular move. While characters can               the signature move, all dice explode (i.e. any
      always combine exploits on the fly to create         sixes get re-rerolled and added to the total).
      a variety of maneuvers, many train in                  Below are three example signature moves.
      particular combinations and gain expertise
      in a specific, spectacular act. These                   Dive & Tap (combines Dive For Cover,
      combinations are called signature moves.             Quickstand, and Double Tap). If a ranged
      A signature move might be unique to a                attack misses you, you may immediately
      character, or it might be a technique taught         move half your speed as a reaction and throw
      in some school of combat.                            yourself prone, quickly rolling back to a
                                                           standing position, and then responding with a
         To learn a signature move, a character
                                                           double-tap at the target, firing two shots at
      must take the Signature Move exploit; the
                                                           a dice pool cost of -2d6 for each.
      exploit is taken once for each signature
      move the character requires, and may be                 Reacting Willow (combines Sidestep,
      repeated.                                            Throw, and Opportunistic Stomp). When
          Design a valid combination of exploits           charged by an attacker, you casually step
      and actions which you can already perform            aside, causing him to rush past you; as he
      and which together constitute a unique               does so, you grasp a limb and casually flip
      maneuver. You should name your signature             him through the air. The target is thrown 5'
      move. To use your signature move, you                into an adjacent square and knocked prone,
      must spend a LUC die. If you are unable to           at which point you stomp on him, doing your
      form a LUC pool, you may still perform one           natural damage. This maneuver costs -2d6 of
      signature move per day. A signature move             your attack dice pool.
      costs one action or reaction (even if the               Vertical Takedown (combines Death
      constituent parts would normally cost more           From On High and Piledriver). You pay 3d6
      than one action), and does not count as a            and drop down on your opponent from at
      usage of any of its constituent exploits for         least 5' above him, performing a graceful
      the round. If any of the constituent exploits        rolling maneuver which inverts your target
      of the signature move have a dice pool cost          and slams his head into the ground. Both
      to perform, use the largest of those costs.          you and the target end up prone. You do
      If any of the constituent exploits grant a           double your unarmed damage, with an extra
      damage bonus in form of extra damage dice,           2d6 damage bonus. The target gains the
      use the largest bonus only. Any damage               Dazed condition.
          Entering overwatch uses one action and            particular area in order to “cover” an ally’s
      always ends your turn, so it should be the final      exposed movement or action which would
      action taken by a creature. Your overwatch            normally attract overwatch attacks.
      status lasts until you take another action. A very        Unlike most attack types, suppressive fire is
      common maneuver used by military personnel            not target-dependent. It depends on your ally.
      is to use two actions to move and then enter          You designate a specific ally as the beneficiary
      overwatch, proceeding from one location of            of your suppressive fire; this benefit last
      cover to the next. This is a very effective tactic    until your ally’s next turn has ended. During
      for advancing safely upon the enemy.                  that turn, you ally’s actions gain the benefit
                                                            of COVER (see below), even when he or she
      › Suppressive Fire                                    is exposed. This means that your ally will
        Suppressive fire is the antidote to                 automatically be immune to overwatch, and
      overwatch. It allows you to lay down fire in a        gains some protection from regular fire.
168
                                     Action               Position
                                           Attack
                                                             ge
                                             A
                                          Fe + im
                                                                                +1d6 to attack (5' melee or 10' ranged)
                                                          Ran
                                            in
                                               t                        er d
                                                                    i gh oun
                                                                   H Gr
      Immediate fire on target
            who breaks cover        Overwatch                       Cover          -2d6 to attack
                                                 re ve
                                                                   Pi
                                                                     nn
                                                          Cr
                                               Fi si
                                                                        ed
                                                              os
                                                                                +1d6 to attack target each subsequent
re
                                                              sf
                                                                                round (Until target moves 10' or more)
pp
Fl
                                                         ir
                                          Su
                                                         + k
                                                          an
    Grants cover to the designated ally
                                                            e
                                                                        +1d6 per attacker (At 90 degree angles to
                                                                        each other or 2 opposite flankers in melee)
                                                                                                                          169
          BLOCKED If a character must expend a move       › Other Modifiers
      action in order to fire upon an enemy, line of
                                                            Other things can affect an attack roll.
      sight is BLOCKED. The move action need not
      involve leaving the square, but it is important        It is harder to shoot someone engaged in
      that the move action is needed to move to a            melee combat without endangering your
      firing position, and another one is needed to          ally. Such attacks take a -2d6 cover penalty,
      move back to the fully blocked position.               although some exploits can reduce this.
      › Getting Pinned Down                                  Similarly, in darkness or under cover of
         For every turn that you remain in the same          obscuring fog or smoke, a -2d6 cover
      square, opponents gain an additional die to            penalty is inflicted.
      ranged attacks against you. When you move, this        A prone target is harder to hit at range
      gets reset back to zero again. However, you must       (a penalty of -1d6) but easier to hit in
      move to a location at least 10’ away from your         melee (+2d6).
      original location, and returning to that location
      does not count as a “move” when determining         Ranged Modifiers
      whether you are pinned down. Some careers,          Situation                             Modifier
      such as the sniper, are harder to pin down. You
                                                          Cover                                   -2d6
      can also negate pinning with a successful AGI vs.
      INT check to hide from your aggressor.                                             +1d6 for each attacker
                                                          Crossfire
                                                                                            beyond the first
      › Crossfires & Flanks                               Each range increment
                                                                                                 -1d6
         In an exchange of ranged weapon fire, every      beyond the first
      soldier dreads being caught in a crossfire.         Firing into melee                      -2d6
      Avoiding missiles from multiple directions is       Higher ground (at least 10’)           +1d6
      extremely difficult. A crossfire is also known as   Obscured (smoke,
      interlocking fire, as each gunner’s arcs of fire                                           -2d6
                                                          darkness, invisible)
      mutually support one another.                       Pinned down                       +1d6 per round
         A crossfire exists if two attackers are          Prone target                           -1d6
      positioned at greater than 90-degree angles         Suppressive fire                       -2d6
      to each other with respect to the target.
      Each of the attackers beyond the first grants       Melee Modifiers
      a cumulative +1d6 bonus to ranged attacks           Situation                             Modifier
      against that target (making a maximum bonus
                                                          Flanking target                         +1d6
      of +3d6 for four attackers).
                                                          Helpless target                Automatic critical hit
         A flank is the melee equivalent of a
                                                          Higher ground (at least 5’)             +1d6
      crossfire. It requires two diametrically
      opposite attackers, and grants a maximum of         Prone target                            +2d6
      +1d6 to melee attacks against the target.           Sneak/target unaware                    +2d6
170
› Dual-Wielding
   Sometimes a character might have a              Instead, once per turn, it grants an additional
weapon in each hand. This might be a pair          attack as a free action if the wielder has
of knives, or a pair of pistols; it might be       attacked twice already in the round (in other
a sword and a dagger; it even includes –           words, the wielder can spend two actions
technically – the use of a sword and shield.       to get three attacks – two with the primary
Dual-wielding also includes the use of double      weapon, and one with the off-hand weapon).
weapons, such as a two-bladed sword.               If an off-hand weapon is used for offense, all
                                                   the character’s attacks for that round are
   Generally speaking, any single-handed           subjected to a -2d6 die penalty.
item (weapon or shield) can be used for
                                                      Attributes. Dual-wielding characters must
offense or defense. Most items can be used
                                                   use their AGI attribute to attack with their
for offense, including shields; shields and        secondary weapon. They cannot use STR
weapons with the Shield trait can be used          (melee) or INT (ranged).
for defense. Even improvised weapons and
                                                     Ambidexterity. Characters with the
other items can be used, although they are
                                                   Ambidexterity trait do not suffer the -2d6
subject to the usual improvisation penalties,
                                                   penalty to attacks when dual-wielding.
which may make them near useless to all but
the most proficient of combatants.                    Shields. As mentioned above, shields can
                                                   also be used in offense. Shields typically do
   Defense. When a shield or a weapon              1d6 blunt damage (or 1d6 piercing damage
with the Shield trait is used for defense,         for a spiked shield).
it grants a bonus to the wielder’s DEFENSE
                                                      Exploits. You can incorporate exploits
scores. An item is assumed to be used
                                                   into attacks, but exploits can only each be
for defense unless it is specifically used         used once per round as normal (and thus
for offense. Double weapons and missile            usually only apply to one attack).
weapons cannot usually be used for
                                                      Unarmed attacks. When making unarmed
defense, and weapons with the Shield trait
                                                   attacks, your body counts as one weapon.
only apply to MELEE DEFENSE.
                                                   You cannot dual-wield two fists or a head
   Offense. When a shield or a weapon is used      and a knee; you are simply using your single
for offense it cannot grant a defensive bonus      body to attack. You can dual wield a one-
to the wielder until the start of his next turn.   handed weapon and an unarmed attack.
»3.Future Core
                                                                                                     171
                             »Injury & Death
      I
        t’s a dangerous universe, and many                   Illnesses and diseases. Individual diseases
        activities – especially combat – risk injury or      like radiation sickness, Rigellian fever, or
        death. While combat is the most common               space dementia can have specific effects on
      cause of injury, there are many ways in which          a creature. Illnesses have long-term effects
      a creature might suffer damage. Falling from a         which can last days, weeks, or longer.
      great height, falling victim to a trap, suffering
      environmental effects, and many more things         These forms of damage are described below.
      add to the wide range of ways in which a
      character can be harmed.                            » HEALTH Damage
          Harm takes three common forms:                    Recovering HEALTH. No creature can
                                                          benefit from a given source or type of
          HEALTH. As a creature takes damage, its
                                                          healing more than once per day
          HEALTH is reduced. When HEALTH reaches
          zero or lower, the creature is unconscious         A character’s HEALTH score is a measure of
          and at risk of death. HEALTH can be             her physical and mental condition. The lower
          recovered in a variety of ways.                 the the score, the closer to unconsciousness
          Conditions. Conditions are special statuses     and death she is. Any attack can cause
          which are applied to a creature, such as        damage, and this damage is deducted
          Fatigued, Blind, Afraid, and so on. Each        directly from the target’s HEALTH score.
          inflicts specific penalties, and can normally   When HEALTH is zero or lower, the character
          be shaken off.                                  is unconscious and in danger of death.
172
    When a character is reduced to zero           » Critical Hits
HEALTH or lower, she immediately forms a
                                                     When an attack is made, if triple-sixes
dice pool equal in size to her ENDURANCE
                                                  are rolled and the attack hits, then a critical
dice pool. This dice pool represents the clock
                                                  hit takes place. The target gains a condition
ticking down as he slides towards death. Every
                                                  (such as Bleeding, Poisoned, Burning, and so
time his turn comes around, he throws the
dice pool once. Any dice which come up 6 get      on) unless it is immune to that condition. The
removed from the pool. When he has no dice        condition is dependent on the type of damage
left, he dies.                                    the attack does. Three sixes is always a hit,
    Each time an unconscious character takes      even if the roll would normally have missed.
additional damage, one die is removed from
the dice pool. The amount of damage does not      » CONDITIONS
make any difference.                                 The other form of damage is called a
    Once per day, a character may spend one       condition. Conditions include things like
hour to recover HEALTH. The amount recovered      Afraid, Bleeding, Burning, Blind, Sick,
is equal to one roll of her END dice pool.        Fatigued, and so on. Conditions can be caused
    HEALTH can also be recovered in other         in a variety of ways, but the most common are
ways. Certain drugs and career exploits can       critical hits (which inflict temporary conditions
grant the ability to heal other creatures or      which can be shaken off relatively quickly) and
regain one’s own HEALTH.                          hostile environments (which cause persistent
    Additionally, anybody can attempt to          conditions which last until the victim has had
perform emergency aid. Emergency aid              a full night’s rest).
is applied to a patient which has been               Each condition has two effects. In the lists
reduced to zero HEALTH or lower, and              below, the first time a condition is inflicted,
takes two actions. To perform emergency           the target suffers from the effect in the first
aid, simply make a LOG check (with dice           bullet-point. If they are affected twice by a
pool contributions from relevant skills and       condition, the second bullet point is used.
equipment) equal to the negative HEALTH
value of the patient (with a minimum difficulty   › Temporary conditions.
of Routine [10]). If successful, the patient is       Shaking off temporary conditions is simple:
stabilized and restored to 1 HEALTH.              just roll 1d6. On a roll of 5 or 6, the condition
                                                  is removed. Shaking off a condition takes one
                                                  action, and can only be attempted once per
                                                  turn.
                                                      Conditions which do not allow you to take
                                                  actions still allow you to try to shake off
                                                  conditions.
                                                                                                      »3.Future Core
                                                      Additionally, at the GM’s discretion,
                                                  suitable methods can be used to automatically
                                                  end a condition (diving into water when on
                                                  fire, for example).
                                                  › Severe conditions.
                                                     Some temporary conditions are more
                                                  serious than others. A condition described as
                                                  severe can only be shaken off by rolling a 6.
                                                  Only temporary conditions can be severe.
                                                  › Persistent conditions.
                                                     Some conditions cannot be shaken off.
                                                  Persistent conditions are not cleared until
                                                                                                      173
                                                          should be noted on the character sheet so
                                                          that it does not need to be looked up each
                                                          time. If an attack does multiple damage types
                                                          (e.g. piercing/poison) then both statuses are
                                                          inflicted on a critical hit.
                                                              If you prefer a much simpler version, simply
                                                          use only the first listed condition for each
                                                          damage type and note that on the character
                                                          sheet.
                                                          › Social checks.
                                                             Making social CHA checks to persuade,
                                                          taunt, amuse, or intimidate cause Charm,
                                                          Angry, Manic, and Afraid on a critical success,
                                                          respectively.
                                                          » CONDITION LIST
                                                             Afraid. The target displays fear towards the
      the creature gets a full night’s rest. Some         attacker.
      conditions cannot be persistent (these would
                                                               You cannot approach the source of your
      kill any creature long before the day was out).
                                                                fear.
      These are marked with an asterisk.
          LUCK dice. You can use a LUC die to cancel           You must flee the source of your fear,
      out a condition. You must do this when the                or simply cower if that is not possible.
      condition is initially applied.                         Angry. The target feels irrational anger.
          You can also use a LUC die to make a                 You cannot take any non-attack actions
      condition you have inflicted into a severe                other than moving directly towards an
      condition (requiring a roll of 6 to remove).              enemy.
      › Damage types.                                          You must attack the nearest foe. If
        Each damage type inflicts a specific                    none are available, you must attack
      condition as determined by a roll of 1d6. This            the nearest ally.
      1d6                       1           2             3                4            5             6
      Acid              Pain        Pain          Pain             Burning      Burning       Burning
      Ballistic         Bleeding    Bleeding      Pain             Pain         Downed        Slowed
      Blunt             Dazed       Dazed         Deaf             Sleeping     Drunk         Drunk
      Cold              Slowed      Slowed        Slowed           Slowed       Sleeping      Restrained
      Electricity       Dazed       Dazed         Dazed            Pain         Pain          Burning
      Heat/Fire         Burning     Burning       Burning          Pain         Pain          Disarmed
      Ion               Fatigued    Fatigued      Fatigued         Fatigued     Fatigued      Fatigued
      Light             Blind       Blind         Blind            Blind        Disarmed      Disarmed
      Necrotic          Fatigued    Fatigued      Fatigued         Fatigued     Downed        Downed
      Piercing          Bleeding    Bleeding      Bleeding         Pain         Pain          Disarmed
      Poison            Poisoned    Poisoned      Sleeping         Drunk        Sick          Sick
      Psionic/Psychic   Dazed       Dazed         Dazed            Dazed        Dazed         Confused
      Radiation         Sick        Sick          Sick             Sick         Sick          Sick
      Slashing          Bleeding    Bleeding      Blind            Blind        Disarmed      Slowed
      Sonic/Sound       Deaf        Deaf          Deaf             Deaf         Drunk         Drunk
174
  Bleeding*. The target suffers ongoing              You cannot hear sounds more than 30’
damage from a lingering wound.                        away and suffer -1d6 to PERCEPTION
    You take 1d6 damage at the start of              and INITIATIVE. You have SOAK 5
     your turn.                                       (sonic). You cannot benefit from any
                                                      voice-based buffs or benefits which
    You take 2d6 damage at the start of              originate from further than 30’ away.
     your turn.
                                                     You cannot hear anything and suffer
   Blind. The target’s vision is obscured by a        -2d6 to PERCEPTION and INITIATIVE.
helm, blood, or wound.
                                                      You have SOAK 10 (sonic). You cannot
    Your vision is limited to 30’, and you           benefit from any voice-based buffs or
     move at half SPEED. You cannot benefit           benefits.
     from flanks or crossfires.
                                                   Disarmed. The target’s weapon is
    You cannot see, cannot use ranged           temporarily dropped, broken, jammed, or
     weapons, move at half SPEED, and            entangled.
     suffer -2d6 to all sight-based actions.
                                                     Your weapon cannot be used.
   Burning*. The target suffers ongoing
                                                     As above, but the condition is now
damage from fire, acid, or a similar toxic
                                                      severe and requires a 6 to end.
substance.
                                                    Disarmored. The target’s armor is
    You take 1d6 fire damage per round.
                                                 displaced, straps are cut, or a significant
     Clothes are ruined.
                                                 opening is made.
    You take 2d6 fire damage per round.
                                                     You have half SOAK (round up).
     Clothes, hair, and eyebrows are ruined.
                                                     You have no SOAK.
   Charmed. The target feels friendship and
loyalty towards the attacker.                       Downed. The target is knocked to the floor.
    You will not attack the source of the           You are prone and cannot stand.
     charm, nor will you willingly allow             You are prone and helpless; your
     harm to come to them; neither do                 DEFENSEs become 10.
     you provide flank or crossfire bonuses
     against them.                                 Drunk. The target is intoxicated by drink or
                                                 another substance, or is punch-drunk from a
    You will obey commands which do not         heavy blow.
     overly conflict with your nature or
     which are obviously harmful to you.             You cannot move more than once in a
                                                      round.
  Confused. The target is confused and
unsure of his surroundings.                          You cannot move, but at the start of
                                                      your turn you wander 1d6 squares in a
    You drop any items you are holding and
                                                                                                  »3.Future Core
                                                      random direction.
     cannot tell friend from foe.
                                                   Fatigued. The target is weary, finding loads
    Roll 1d6 to determine your condition        heavy as exhaustion sets in.
     each turn: (1) afraid, (2) angry, (3)
     forgetful, (4) manic, (5) drunk, (6)            You can only take one action per round
     dazed.                                           and your carry increment is halved.
   Dazed. The target is unstable and                 Your maximum HEALTH is halved, in
disoriented.                                          addition to the above effects.
    You can only take one action per round         Forgetful. The target suffers from amnesia.
     and a hit knocks you prone.                     You cannot use any of your skills.
    You cannot take any actions.                    You cannot remember anything,
   Deaf. The target’s hearing is affected by a        including who you are or who your
ringing in the ears or a physical obstruction.        allies are.
                                                                                                  175
        Manic. The target is overly happy, joyous,      » Illnesses & Disease
      and mirthful.
                                                            From radiation sickness to alien viruses,
          You cannot take hostile or aggressive        illnesses can be debilitating without a trained
           actions.                                     doctor to treat them.
          You are convulsed with laughter and              Illnesses and disease all use a countdown
           can take no other actions.
                                                        pool, usually based on the victim’s END
        Pain. An injury causes the target pain          attribute, although some are based on other
      which restricts movement.                         attributes, including mental or psychic
          You take 1d6 damage if you take a            illnesses based on WIL. Some stronger or
           second action in a turn.                     weaker viruses and diseases may increase or
          You take 1d6 damage if you take any          decrease the start of the countdown pool.
           actions.                                     Most countdown pools require a check every
                                                        day, but a few may allow for weekly checks or
         Poisoned. The target is infected by a toxic    inflict hourly checks. This information is noted
      substance.                                        in the table below.
          You cannot be healed.                           Unless otherwise noted, a creature
          You cannot be healed and you take 1d6        infected with any disease suffers one or more
           poison damage at the start of each           conditions until cured.
           turn.
                                                        › Catching a Disease
         Restrained. The target is grabbed,
      entangled, frozen, or otherwise prevented             To be affected by a disease, a character
      from moving.                                      is subjected to an attack AGAINST VITAL
                                                        DEFENSE or MENTAL DEFENSE. This could be
          You cannot move from your current            as a result of a creature attack, or poison,
           square.                                      or even an attack by the environment.
          You cannot take any actions, and your        If the attack is successful, the character
           physical DEFENSEs drop to 10 to all          contracts the disease.
           except the creature restraining you.            Each disease mentions the basic method of
         Sick. The target is nauseous and unable to     transmission.
      act as normal.
          You cannot jump and you can only take
           one action per round.
          You suffer -2d6 to all attribute checks,
           as well as the above effects.
        Sleeping. The target is sent to sleep by
      magic or a heavy blow.
          You are drowsy and lethargic. You may
           only act once each turn.
          You are asleep, and cannot be woken.
        Slowed. The target suffers a leg injury, or a
      magical effect which reduces speed.
          Your SPEED scores are halved and you
           suffer -4 to physical DEFENSEs.
          Your SPEED scores are halved, your
           physical DEFENSEs become 10, and you
           can only take one action per turn.
176
› Treating Diseases                                consistency of stone. While suffering from
   Treating a disease requires a LOG check.        the illness, the victim gains an additional
This must be performed at the same time            SOAK 5 (all) for each dice removed from
interval that the disease progresses – so if       the dice pool, although he dies when the
a disease requires daily dice pool rolls, the      pool reaches zero. Victims are slowed while
LOG check must be made daily. Of course,           suffering this disease.
medical skills and facilities help enormously         Radiation sickness. Radiation sickness is
with the LOG check. The difficulty of the          a painful, debilitating condition which ends
LOG check is noted in the table below.             in the victim’s death. Symptoms include
                                                   vomiting, intestinal pain, bleeding, hair
   Success. Every time the LOG check               loss, and fever. Victims are debilitated
is successfully made, the dice pool is             while suffering this disease.
increased by 1d6. Sometimes this means                Retrograde psychosis. This is a severe
that the progression will be held steady           condition of the mind which reduces the
temporarily (since the dice pool is being          victim’s mental age, eventually turning him
depleted by time) but it can also mean that        into the equivalent of an infant. Victims are
the pool grows in size.                            confused while suffering this disease.
  Curing. If three successful treatment               Rigellian fever. This powerful virus
checks are made in a row, the disease is           causes extreme fever, sweating, and
cured.                                             nausea, eventually resulting in the victim’s
   Failure. If the pool is depleted to zero, the   death. Victims are debilitated while
victim permanently suffers the effect noted –      suffering this disease.
often death.                                          Salt plague. This unpleasant disease
                                                   feeds on the victim’s salt levels. The
   Severity. Diseases can be made more severe      victim eventually loses her humanity as her
by imposing die penalties on the treatment         salt cravings become so intense that she
checks. A severe case imposes a -2d6 penalty.      becomes violent, seeking the salty blood of
› Disease Descriptions                             other victims.
                                                      Space dementia. Space dementia affects
   Macrovirus. This airborne illness is            a small number of space travelers when
particularly dangerous because it reduces          they first encounter FTL speeds. It can
the victim’s desire to actually do anything        be treated, but left alone it will result in
about it. The illness causes extreme               memory loss, hallucinations, and madness.
lethargy, worsening to the point where the         Victims are confused while suffering this
victim will not eat, and simply wastes away.       disease.
Victims are fatigued while suffering this             Vampiris/scarlet malady. This bacteria
                                                                                                   »3.Future Core
disease.                                           forces the victim to drink blood in order
   Orman’s Syndrome. This illness attacks          to survive. It also causes photo-sensitivity
the neural structures of the brain, gradually      and lengthening of the canine teeth. An
causing memory loss. By the time it reaches        infected person needs to drink at least a
its conclusion, the victim loses all sense of      pint of fresh blood every day, and loses 1
identity and all long-term memories. The           END attribute point for each day that the
victim will not recognize close friends or         blood is not consumed. This illness is known
family members, or recall his own name,            both as Vampiris and Scarlet Malady.
career, or skills. Victims are forgetful while        White disease. This illness is a form
suffering this disease.                            of leprosy. It only affects those in their
   Petrification. A rare disease, this             middle age or older, and results in the
bacteria hardens the victim’s skin and             victim’s painful death. Victims are slowed
organs until he or she reaches the                 while suffering this disease.
                                                                                                   177
      Illness           Transmisison   Pool   Interval   Difficulty       Effect
      Orman’s
                        Injury         LOG    Daily      Difficult [16]   Memory loss
      Syndrome
      Radiation
                        Exposure       END    Daily      Difficult [16]   Death
      Sickness
      Retrograde
                        Airborne       WIL    Daily      Difficult [16]   Psychosis
      Psychosis
178
                                   »Objects
T
     he universe is full of objects. Chairs,    to determine an inanimate object’s DEFENSE,
     desks, trees, boulders, automobiles,       HEALTH, and SOAK.
     crates, and more. Most of the time,
                                                   HEALTH. The health of an object is simply
player characters will simply interact with
                                                the square root of its weight in pounds (if
them in the way they’re supposed to be
interacted with – they’ll sit on the chair or   known). If the exact weight is not known, use
put some supplies in the crate. Sometimes,      the average figures below. An object is broken
                                                when reduced to half HEALTH and destroyed
                                                                                                 »3.Future Core
however, the attributes of an object will
be needed. An object’s statistics are based     when reduced to zero. This does not apply
on its size and its composition. These two      to creatures or characters, whose HEALTH is
pieces of information are all that is needed    based on other attributes.
Size                       DEFENSE     HEALTH        Creature                  Object
Tiny                         22           5         Mouse, cat               Book, ball
Small                        18          10             Dog                    Chest
Medium                       14          15           Human                Chair, bicycle
Large                        10          25         Ogron, tiger      Table, motorcycle, door
Enormous                     10          70       Elephant, T-Rex             Car, van
Gigantic                     10          150          Whale                  Truck, bus
Colossal                     10          250           Kaiju             Big rig, fire truck
Titanic                      10          800           Titan              Ship, jumbo jet
                                                                                                 179
          DEFENSE. An object’s DEFENSE is based on        Material                  SOAK      Vulnerable
      its size.                                           Aluminum                    5
         SOAK. An object’s SOAK is based on the           Ceramic, china              0         Blunt
      material it is made of. If an object is made        Crystal                     5         Sonic
      of multiple materials, simply use the most          Diamond                    20
      prevalent. Some materials are vulnerable            Duranium                   20
      (+1d6) against certain types of damage.             Fabric, leather             5         Heat
         For example, a wooden door is a large            Fiberglass, plaster         0
      wood object with 25 HEALTH, 5 SOAK, and             Forcefield*                20          Ion
      10 DEFENSE. Following is a list of common           Glass                       0         Blunt
      objects and their stats.                            Gold, lead, silver          5
        Reinforced Objects. Reinforced objects            Iron, steel                10
      have double the normal HEALTH.                      Paper                       0         Heat
                                                          Plastic                     0         Heat
        Ray Shielding. Ray-shielded objects gain
                                                          Stone, concrete, brick,
      +10 SOAK vs. energy damage.                                                    10
                                                          marble
        Fireproofed. Fireproofed objects gain +10         Titanium                   15
      SOAK vs. heat damage.                               Transparent aluminum       10
         Larger Objects. Objects of 1,000 tons or         Tritanium, adamantium      25
      more (about 2,000,000 lb) are considered            Wood                        5         Heat
      Class I objects, and use the starship hull scale.         *Forcefields regenerate 5 HEALTH per round
180
Item                              Type              HEALTH   SOAK      DEFENSE    Vulnerable
                                                                                                 »3.Future Core
Table/desk, wood               Large wood             25      5           12         Heat
Tree                         Enormous wood            70      5           10         Heat
Tree, large                  Gigantic wood           150      5           5          Heat
Wall, bulkhead, 5’
                             Enormous steel           70      10          6
section
Wall, futuristic
                           Enormous duranium          70      20          6
bulkhead, 5’ section
Wall, stone, 5’
                             Enormous stone           70      10          6
section
Window                        Medium glass            15      0           14         Blunt
                           Medium transparent
Window, futuristic                                    15      10          14
                                aluminim
                                                              *Regenerates 5 HEALTH per round.
                                                                                                 181
                           »The Environment
      A
            spacefaring adventurer can’t always rely         The following templates can be applied to
            on the fact that she’ll be in a comfortable   areas the size of a planet or as small as a room
            earth-temperature 1-G environment.            or part of a room.
      Whether the gravity is high, low, or nonexistent,
                                                             Some environments inflict a condition
      or when there are variations in temperature and
                                                          on those who spend an hour or more in
      air density, extreme planetary weather conditions
                                                          them. Environments cause slow debilitating
      such as acid rain or pure vacuums, or potential
                                                          effects; they do not inflict damage directly
      hazards galore, there can be dramatic variations
      between different planetary and shipboard           in the way that a fire or a pool of acid
      environments – sometimes within short periods       would - such extreme areas are hazards far
      of time! The environmental controls of a starship   more dangerous than an environment such
      or space station can be a very potent weapon        as Sick, or Fatigued (this cannot be shaken
      indeed, and a location where the environmental      off – it requires a minor medical task to
      controls are damaged, or even alternating           alleviate).
      between different settings, can make for               Areas can have more than one
      extremely memorable set-piece battles.              environmental type. For example, a
         Environmental conditions are persistent          burning starship engine room may be hot,
      conditions; once gained, they remain until the      radioactive, and zero-g, while an arctic
      victim gain a full nights rest.                     planet might be cold and windy.
182
   Some creatures are immune to certain                 terrain. Difficult terrain halves ground
environmental types, and an environmental               movement SPEED.
suit protects the wearer from any                          Dim. Dim light renders a creature which
environmental damage, as well as providing              starts its turn in the area Blind (although this
oxygen. 5 or more SOAK of an appropriate                does not progress beyond the first stage);
damage type makes a creature completely                 darker areas inflict the second Blind condition
immune to an environment.                               automatically unless the creature has some way
Environment                       Condition             of illuminating the area or seeing in the dark.
Caustic                              Pain                   Hi-grav. Whether caused by a malfunctioning
Cold                                Slowed              grav system on a ship, or by a large or dense
                                                        planet, high gravity environments can be
Dampened                               -
                                                        difficult to move in. High gravity refers to 1.4G
Difficult terrain*                     -                or more. High gravity environments found on
Dim/smoky/snow/rain                  Blind              large or dense planets can be punishing. A hi-
Hi-grav*                           Fatigued             grav environment counts as difficult terrain
Hot                                Fatigued
                                                        (half speed) and doubles falling damage.
                                                        Jump distances are also halved. Crushing
Lo-grav*                             Sick
                                                        environments not only cause constant damage
Radioactive                          Sick               to those unfortunate enough to encounter
Slippery*                              -                them, they also prevent all jumping or flying.
Thick/thin atmosphere              Fatigued                Hot. Some planets orbit close to their
Tremors*                               -                parent star; some warehouses blaze with
Wet                                    -                intense fires; some engine rooms of older
                                                        ships can be dangerously hot to those
Windy                                  -
                                                        not protected. A hot environment is an
              *Difficult terrain. Move at half SPEED.   environment similar to that of a desert;
   Caustic. Acidic environments can be caused           somewhere in the region of 100+ degrees
by acid rain, by being ‘underwater’ in an acidic        Fahrenheit (or 45 degrees Celsius). A
liquid, or by an acidic atmosphere. A caustic           scorching environment is significantly hotter,
environment causes irritation and pain.                 and burns those within it.
   Cold. From arctic planets far from                      Lo-grav. Low gravity can be awkward to
their suns to derelict starships whose life             operate in, but is not especially punishing
support has failed, cold environments can be            – although it can cause nausea. Low gravity
debilitating and deadly. Cold environments              refers to 0.6G or less. Low gravity, like that
reduce the SPEED of creatures by 2 (to a                found on many moons or small planets, isn’t
minimum of 1) due to sluggish reactions and             as difficult to master as zero-g, but it can still
                                                                                                             »3.Future Core
slowing metabolisms.                                    be awkward. In a lo-grav environment, falling
                                                        causes no damage and all jump distances are
   Dampened. In a dampened environment,
                                                        doubled. In zero-g, one wrong movement
energy sources and weapons are reduced in
                                                        can send you spinning off in the wrong
potency. This can be caused by some unusual
                                                        direction. It’s very important to remember
stellar phenomena, or by advanced dampening             Newton when in zero-g environments: for
technology. Energy weapons reduce their                 every action there is an equal and opposite
damage by 1d6 and energy based shields do               reaction. Note that zero-g does not mean
not work. Scanners take a -1d6 penalty. In an           airless; a character won’t go floating off
inhibited environment, energy weapons do not            forever in a zero-g environment if there’s
work at all and scanners take a -2d6 penalty.           atmospheric friction to slow them down.
  Difficult terrain. Snow, mud, rubble,                 Movement in zero-g ignores up-and-down;
debris, swamp, shallow water, deep                      you may move in any direction, walk on
undergrowth, and more can create difficult              ceilings and walls, and fly across the center
                                                                                                             183
      of a room. This movement is at half your               Thick/thin atmosphere. While both thick
      normal SPEED unless you have zero-g training       and thin atmospheres are very dissimilar,
      (in which case, see the movement rules for         their effects on creatures are not so different.
      special movement rates). In zero-g, whenever       Both types of atmosphere can quickly tire a
      you take damage (even if that damage is            creature not used to it. There is no extreme
      SOAKed), you must make an AGI check vs.            versions of thick atmospheres (that’s a liquid),
      the amount of damage or go flying off in the       although an extreme thin atmosphere is
      opposite direction for a number of feet equal      considered a vacuum. A vacuum is an area
      to the damage inflicted.                           with no atmosphere. Generally speaking, any
         Radioactive. Radiation is typically a           character in such an area will be wearing
      feature of deep space and of planetary             breathing apparatus of some kind. It is a myth
      surfaces not shielded by a magnetic field. Most    that vacuums cause spontaneous explosion of
      planets with iron cores will generate their        human tissue, although exposure is certainly
      own magnetosphere, and most starships have         not healthy. The biggest danger from a vacuum
      magnetic radiation shielding. Additionally         (assuming one is discounting additional factors
      many objects, power sources, or artifacts can      in deep space such as radiation, freezing
      emit damaging radiation, and planets orbiting      temperatures, and more) is simply the lack of
      neutron stars or similar radioactive stellar       air. This has two main effects:
      bodies have irradiated surfaces. Spending             No friction. Collision with a solid object
      more than an hour in a radioactive area            such as the ground aside, air resistance is
      causes radiation sickness. Irradiated areas,       the main thing which brings objects to a stop
      in addition to causing immediate radiation         when in motion. In a zero-g environment, this
      damage, inflict radiation sickness on those        means that objects and creatures in motion
      who spend a minute or longer in them.              will remain in motion until something stops
         Slippery. A slippery area counts as difficult   them. In an environment with gravity, the
      terrain (half SPEED). There is no extreme          effects are a little less noticeable but can still
      version of this environment.                       be dangerous to the unwary. Falling damage
184
is doubled, as falling objects are not slowed       » Example Areas
down by air resistance.
                                                       The following areas are common examples. You
    Suffocation. Without breathing apparatus,       can slot these into your game, or devise your own.
living creatures in a vacuum will quickly
suffocate. Lack of oxygen uses a similar            Arctic Planet
process to that when an unconscious character
                                                       Icy winds batter at your skin. As far as you
is dying. Create a countdown dice pool equal
                                                    can see, the ground is blanketed with snow as
in size to the character’s END attribute. Each
                                                    deep as your knees.
turn, the dice pool is rolled and any 6s rolled
                                                       Traits windy, freezing, difficult terrain.
are removed from the pool. When the final die
is removed, the character falls unconscious
and the unconscious and dying process begins        Atomic Wasteland
as normal.                                             Your geiger counter beeps urgently as you
   Tremors. Unstable environments could             survey the devastated landscape. Nothing can
be caused by earthquakes, starships under           live here in the ruins of a once-great society.
extreme fire, or planets about to explode.          Rusting metal protrudes from the ground, the
Tremors count as difficult terrain (half SPEED).    remnants of ancient vehicles and structures.
At the start of each round, all creatures must      The very air has a faintly acidic smell, biting
make a Routine [10] AGI check for fall prone.       at your skin.
Quakes make for an extremely difficult                 Traits irradiated, caustic.
environment – horizontal movement is counted
as climbing – and the AGI check is Challenging      Burning Engine Room
[13] and additionally inflicts 2d6 blunt damage        The engine room is aflame, the anti-matter
on a failure (as well as knocking the creature      core clearly breached. Smoke fills the area,
prone).                                             reducing visibility. The gravity controls are
    Wet. A wet environment is a humid or rainy      clearly damaged, and the room is a zero-g area.
one - tropical jungles, aboard a sailing ship, in      Traits hot, smoky, zero-g.
a starbase where the automated fire sprinklers
have activated. In these environments, the          Decompressing Chamber
Burning condition has no effect and heat-              The air rushes out, dragging you towards
based weapons cannot cause critical hits.           the breach in the wall. The icy coldness of
An underwater environment eliminates all            space beckons as you gasp for oxygen.
fire-based effects, reduces heat damage from           Traits hurricane, thin atmosphere, cold.
weapons by -1d6, increases electricity damage
by +1d6, and counts as difficult terrain. It is     Desert Planet
also airless (see suffocation, under thick/thin        The sun beats down relentlessly. In the
                                                                                                         »3.Future Core
atmospheres).                                       distance, the horizon is dotted with the
   Windy. Windy environments are caused             occasional distant moisture farm, breaking
by rushing air (or other gasses). Sometimes         the otherwise featureless desert landscape.
this is a weather condition; other times it         The deep sand makes walking awkward.
might be caused by a hull breach or some               Traits hot, difficult terrain.
kind of mechanical effect. Wind always has a
direction of movement, which is determined
                                                    Rain Forest
beforehand. Moving into the wind counts as
difficult terrain. In a hurricane, it is harder        The trees tower around you, and the
– to move into the wind, a Challenging [13]         undergrowth closes in. The sound of insects
STR check is required. Additionally, at the         and alien critters can be hear in every
tart of every turn, all creatures must make a       direction. The air is wet and humid, your
Challenging [13] STR check or be pushed 1d6         footing treacherous.
squares in the direction of the wind.                  Traits wet, difficult terrain.
                                                                                                         185
      Wrecked Starship                                 used. A Stunt Area may feature a hanging
         You peer through the darkness down            cable or chandelier, a stack of aluminum
      the deserted corridor. The atmosphere has        crates, a roaring fireplace, an icy patch,
      long since leaked away, and the artificial       or even a trampoline. The character may
      gravity ceased functioning long ago along        spend one action to use the feature of the
      with the radiation containment fields. Here      Stunt Area as long as he is anywhere within
      and there you see corpses, killed by fire,       the designated area (in other words, he
      suffocation, freezing, or radiation sickness.    doesn’t have to be in the same square as, or
         Traits radioactive, freezing, zero-g, dark,   adjacent to, the feature itself).
      vacuum.                                             Each character may only make use of a
      › Stunt Areas                                    given Stunt Area once, whether he succeeds
                                                       or fails to perform the stunt. A stunt is usually
         A stunt area is a particular type of          a Challenging [13] check. AGILITY is the most
      environmental effect. It is usually applied      common attribute used in a stunt, although
      to an area within the overall encounter          any attribute is permitted. Similarly, skills like
      area. Stunts are colorful maneuvers which        climbing, acrobatics, jumping, and bluffing are
      characters may use while in combat. They         common skills.
      serve to liven up combats, creating more            Stunts can do any one of the following, at
      interesting and varied battles.                  the player’s choice:
          You may perform a stunt when in a Stunt         Stunts can grant a +1d6 attack bonus.
      Area. The GM places the Stunt Areas on              Alternatively, stunts can help with
      the battle map before the combat begins             movement, granting double movement for
      (or designates a zone as a Stunt Area               one action or double a jumping distance.
      when using theater of the mind play).               Finally, stunts can grant anther attribute
      Each Stunt Area contains a feature which            check a +1d6 bonus.
      applies to any stunts performed there;              Bonus dice granted by stunts can exceed a
      it is up to the player how that feature is       character’s normal maximum dice pool.
186
    Example Stunt Areas
                                              Alternatively, he might use the same
       Barrels, crates                        icy patch to double his movement. The
       Banquet table                          character uses AGI (acrobatics).
       Trash chute, pipe
       Hanging cables                            Trampoline. The character is a poor
       Icy patch                              jumper and needs to leap up to a balcony.
       Ladder                                 Using the trampoline, she doubles her
       Ivy                                    vertical jumping distance and reaches it
       Low branches                           easily. The character uses STR (jumping).
       Pillar                                    Banister. The character slides down
       Service droid                          a banister, doubling his movement. The
       Pool                                   character uses AGI (acrobatics).
       Rapids
       Banister
       Tapestry, curtain
       Fan blades
       Sickbay gurney
                                                                                          »3.Future Core
use the barrels in a similar way, rolling
the barrel across the room as he works it
like a treadmill. The character uses AGI
(acrobatics).
   Roaring Fireplace. The character might
flick coals at the opponent in an attempt
to distract him, giving him +1d6 to attack
his opponent. The character uses AGI
(bluffing).
  Icy Patch. The character might slide
across the icy patch in an attempt to gain
momentum and surprise his opponent,
benefiting from a +1d6 to hit his opponent.
                                                                                          187
      Chapter IV
           Space
»SPACE
       T
           he following pages deal with space. They        galaxies in the universe. The Greeks called
           cover astronomical information, space           our galaxy “galaxias”, which means “milky
           phenomena, space travel, and starship           one” because of the light band across the sky;
       combat, along with guidelines for starship          from these terms we now call our “galaxy” the
       operations and crew roles.                          “Milky Way”. That galaxy is about 100,000
         The universe is 13.7 billion years old. The       light years (30,000 parsecs) in diameter, with
                                                           a supermasive black hole called Sagittarius A
       Milky Way galaxy is almost as old, at 13.6
                                                           at its center.
       billion years, although its spiral shape did
       not form until about 12 billion years ago;             Of course, your setting doesn’t have to
       and our sun, Sol, was born about 4.6 billion        be the Milky Way galaxy. It doesn’t even
       years ago. Our galaxy is a barred spiral            have to be our universe; however, our
       galaxy orbited by a couple of dozen smaller         own neighborhood is used as an example
       dwarf galaxies, including the Large and Small       throughout this section.
       Magellanic Clouds, Canis Major, and the                 Galaxies are gravitationally bound into
       Sagittarius dwarf galaxy.                           groups. The Milky Way is part of a 10 mega-
         The observable universe – that part of it         lightyear diameter group of 50+ galaxies,
       which can be observed from Earth – is about         known as the Local Group. The Milky Way and
       14 billion parsecs across.                          Andromeda are the two largest galaxies in the
                                                           group and are also headed for collision several
                                                           billion years in the future. The Triangulum
       » A SENSE OF SCALE                                  Galaxy is the next largest. Andromeda is
          Galaxies vary in size and shape. Each is a       about 780,000 parsecs away, while the Large
       gigantic collection of billions of stars, usually   Magellanic Cloud – one of the Milky Way’s
       orbiting a central body such as a supermassive      orbiting dwarf galaxies - is about 50,000
       black hole. There are billions upon billions of     parsecs distant.
188
Important scale markers                           is merely an appendage of the Laniakea
                                                  Supercluster, a structure 500 million light
Object                             Parsecs        years (153 million parsecs) across and
Distance to Proxima Centauri          1           containing some 100,000 galaxies.
Large Magellanic Cloud                               Interstellar distances are typically measured
                                    4,300
diameter                                          in parsecs. One parsec is 3.26 light years.
Distance from Sol to galactic
                                    8,300
center                                            » STARS
Milky Way diameter                 30,000             Galaxies are made up of billions of stars. It
Distance to Large Magellanic                      is estimated that the Milky Way contains 100-
                                   50,000         400 billion stars. Stars form the center of star
Cloud
                                                  systems, orbited by planets, asteroids, and more.
M87 galaxy diameter                300,000
                                                  Sol, our sun, is one such star; its closest stellar
Hercules A galaxy diameter         460,000        neighbor is Proxima Centauri, some 4 light years
Distance to Andromeda              780,000        away.
1 day at FTL-10.5                     1               The universe is teeming with life, sometimes
                                                  in the most unlikely places. Of carbon-based
   Travel between galaxies is a very different    human-like advanced life, larger stars (O, B, A)
scale of achievement to that between stars.       do not typically last long enough for advanced
Even at speeds which make crossing a galaxy       life to develop, while smaller stars (M) tend to
a feasible endeavour, reaching another galaxy     tidally lock their planets making them generally
requires speeds an order of magnitude higher,     uninhabitable. The most probable stars for
absent some kind of shortcut. As a point          human-like life have been found to be main-
of reference, the distance to Andromeda is        sequence stars between types A and M – most
roughly 25 times the diameter of the Milky Way.   commonly dwarf stars of types F, G, and K.
   Galactic groups such as the Local Group           It should be noted, though, that life doesn’t
of galaxies are found in superclusters; the       have to develop in a star system to be present.
Local Group is part of the Virgo Supercluster     Populations migrate, terraforming and other
of at least 100 similar groups, which in turn     colonization techniques exist, and outposts
»4.Space
                                                                                                        189
      and space stations can substitute for planets.            Additionally, a luminosity class is
      Additionally, planets can have enough geothermal       represented by Roman numerals.
      heating to make subterranean life that never sees
                                                               Sol, for example, is a G2V star – a yellow
      the surface possible. While life around a slow
                                                             main sequence star with a temperature of
      pulsar or similar stellar object might be unusual,
                                                             about 5,800K.
      life finds a way to thrive anywhere.
190
radiation damage per hour, and a starship             Black holes also cause time dilation based on
without shielding takes 1d6 crew casualties        a vessel’s distance from the event horizon. While
per day or part thereof.                           the details of this depend on its mass, rate of
   Magnetars additionally disturb sensor or        spin, and many other factors, for a regular black
scanner readings, inflicting a -2d6 penalty        hole a distance of 1AU is considered safe.
to them, as well as to any space navigation           Planets can orbit black holes at safe
checks.                                            distances. If they are within 1AU, they will
                                                   also experience time dilation.
» OTHER STELLAR OBJECTS                               Double the distances for a large black hole,
   Other than stars, there are various other       and multiply by 5 for a massive black hole.
types of stellar object including black holes,     Orbits can be assumed to be safe at a distance
rogue planets, anomalies, and nebulae.             of 1 AU from an event horizon, meaning that
                                                   you can have planets orbiting safely but within
Black Holes                                        the time dilation zone of a larger black hole.
    Black holes are one of the most famous
types of stellar object. Most galaxies,                Distance (AU)*              Dilation
including the Milky Way, contain a                            1                      none
supermassive black hole at their core, about
which the entire galaxy orbits. A black hole                 0.75                     x2
is a region of space-time which has such a                   0.5                      x10
high gravitational pull that even light cannot
escape it; they can be formed by the collapse                0.25                     x25
of supermassive stars at the end of their lives,              0                     infinite
and can continue to grow by eating matter and
                                                                            *From the event horizon
energy that strays too close. Of course, just
like a star, if you don’t get too close you can    Rogue Planets
quite happily orbit a black hole without being
                                                      There are billions of rogue planets in any
pulled in.
                                                   given galaxy – planets which do not belong to
   A black hole is usually surrounded by an        a star system. Some may have been ejected
accretion disk of material spiralling in towards   from their system, doomed to wander the void
the event horizon. This disk can heat up to        eternally alone, while others may have formed
incredible temperatures, and consequently          independently. The closest rogue planet to
provide enough heat and light that the black       Earth is PiSO (PSO J318.5-22) which is 80 light
hole may actually function as a sun.               years away and has an immense network of
   If a ship should find itself within the         geothermally heated caves.
event horizon of a black hole, it takes               Rogue planets drift in cold interstellar
1d6 superstructure damage per round as             space; while most have no atmosphere (or
gravitational forces stretch and pull at           a frozen atmosphere) some – for reasons of
                                                                                                       »4.Space
it. However, it can escape by moving at            pressure or other factors – can maintain one.
greater than lightspeed; this requires a LOG       Indeed, some rogue planets are able to sustain
check (bolstered by either the piloting or         liquid water due to geothermal heat, while
physics skills).                                   those with satellites also benefit from tidal
                                                   heating. Civilizations can evolve never having
Size             FTL            Check              seen a local star or sun.
                                                       Rogue planets can also exist in between
Regular           1        Strenuous [25]          galaxies. For these planets, the night sky
Large             5          Severe [29]           is devoid of much other than the occasional
                                                   distant galaxy. Civilizations on such planets may
Massive          10        Herculean [33]          not even be aware of the existence of stars.
                                                                                                       191
      Nebulae
         A nebula is a vast cloud of interstellar
      dust, many of which form stellar nurseries
      inside which new stars are born. The size of
      a nebula may vary, but they are often many
      light years across. Some nebulae are created
      by supernova explosions. Nebulae are often
      extremely beautiful in appearance, composed
      of bright colors in exotic shapes.
         Most nebulae are so diffuse that you cannot
      actually see them from within. Others, like
      the ones dealt with here, are much denser
      and can actually obscure vision.
         The main issue with nebulae is the
      way they interfere with sensors. Starship
      sensors can suffer penalties from -1d6 to
      -3d6, or be rendered inoperable, depending
      on the density of the nebula, and FTL
      travel speeds are reduced to half normal.
      In terms of navigation, nebulae can cover
      many parsecs of space, and each parsec
      should be counted as two parsecs within
      the nebula’s area of effect.
      Anomalies
          “Anomaly” is a catch-all term for the millions
      of celestial objects encountered for which there
      is – as yet – no scientific explanation. They can
      be gaseous, energy, even temporal in nature.         Exotic Stars
      Some common types include:                              Sometimes stars are made of something
         Spatial. This is a broad category of unusual      other than the usual electrons, protons, and
                                                           neutrons. Quarks, strange matter, and preons
      space-time phenomena; the actual laws
                                                           can also make up stars, often prevented from
      of physics can be different within a spatial
                                                           gravitational collapse by quantum features.
      anomaly, and each is unique.
                                                              Exotic stars can cause a variety of
         Gaseous. A gaseous anomaly refers to any          conditions in the surrounding area of space
      kind of unusual gas cloud. They are often            and on those planets which may orbit them.
      analyzed by scientific ships which dispatch          These conditions can be as exotic and unusual
      sensitive probes to measure and catalog them.        as the stars themselves. These objects provide
         Temporal. Temporal anomalies are very             an excellent way to introduce some of the
      dangerous indeed. Time itself can work               more fantastic science fiction plots.
      differently in a temporal anomaly – it might            Quark & strange stars are rare neutron
      stop, it might move at a different rate, it          stars made of quarks or of strange matter.
      might flow backwards, or it might fluctuate.
                                                              Electroweak stars are super-dense neutron
         Energy. Energy-based anomalies are                stars; the quarks have been converted to
      unexplained sources of energy – whether that         leptons via the electroweak force, and
      be heat, light, or some other form of radiation.     radiation pressure is all that prevents
      They can be physically harmful to starships.         gravitational collapse.
192
   Preon stars are compact stars composed            and astroengineering can even allow a
of subatomic particles known as preons. They         civilization to create or destroy stars and
are smaller and lighter than neutron stars and       black holes, or, ultimately, entirely reshape
white dwarfs, but have greater densities.            galaxies to their needs. The very highest
   Boson stars are made out of bosons and            levels allow the manipulation of dark
were formed during the primordial stages of          energy itself, and control over the very end
the big bang.                                        of the universe.
   Dark stars have an escape velocity equal to          Alderson disk. Proposed by Dan
or greater than the speed of light, but are stable   Alderson, this is a giant flat disc with a hole
against collapse into a black hole. Dark stars       in the center in which sits a star. The hole
                                                     is protected by a wall a thousand miles high
are effectively “invisible” stars and are almost
                                                     to contain the atmopshere, and the outer
impossible to detect even with advanced sensors.
                                                     edge reaches out 3-5 AU from the center.
   Q-stars are known as “gray holes” and are         Life could exist on either side of the disk.
very heavy neutron stars.
                                                        Artificial world. A planet-sized artificial
   Ice stars are stars of intense cold. These        world could either be a hollowed-out natural
stars radiate out that cold for many millions of     structure or a fully constructed metallic one.
miles in every direction.                            The surface and the interior could both be
                                                     used for habitation.
Astroengineering
                                                        Dyson sphere. A Dyson sphere is an
   Engineered phenomena can also exist in
                                                     artificial hollow sphere which completely
space, from Dyson spheres to great stargates.
                                                     encloses a star. The concept was proposed by
The following megastructures are the work of
                                                     the physicist Freeman Dyson in 1960, in which
Kardashev Type II civilizations at minimum.
                                                     he suggested that an advanced civilization
   At higher levels, stellar engineering             might use such a structure capture 100% of
»4.Space
                                                                                                       193
      its star’s energy. Variations on the concept       This table is also used for space travel
      include Dyson swarms (billions of constructs    random events when a sensors check is failed.
      orbiting in dense formation around a star),        The following phenomena can be added to
      Dyson bubbles, and Dyson rings.                 create a exciting and dynamic starship combat
         Ringworld. A ringworld is an artificial      environment or to populate a star system with
      ring which encircles a star. It rotates to      different features.
      generate gravity, and has an inner surface         These descriptions assume that you are
      which is populated. The area of such a          portraying them on a starscape using a
      surface would be equal to 3 million planets     tactical hex grid. For theater of the mind
      of Earth’s size.                                style encounters, simply ignore hex-based
                                                      references and narrate the environment.
      » RANDOM SPACE PHENOMENA                           11-12) Asteroids. Asteroids take up
      Random space phenomena (d66)                    between one and three hexes. They should
                                                      be sprinkled liberally across the starscape.
        11-12   Asteroids                             Asteroids block line of sight.
        13-14   Black hole                               13-14) Black hole. A black hole is not placed
                                                      on a starscape itself; rather it exists off of one
        15-16   Energy barrier                        edge of the starscape. Each round, all ships are
                                                      dragged 1d6 hexes towards that hex edge in a
        23-24   Funnel clouds                         straight line. Any vessel which crosses the edge
        25-26   Gravitational anomaly                 of the starscape has passed through the event
                                                      horizon and is effectively destroyed unless it can
        31-32   Magnetar                              escape by using an FTL drive.
194
   23-24) Funnel clouds. Funnel clouds are             35-36) Plasma storms. Plasma storms
gaseous entities of 3 hexes diameter. They          are dangerous, explosive phenomena which
look like towering pillars of turbulent gas. A      can cause damage to vessels which stray
ship can hide within a funnel cloud, rendering      too close. Storms appear randomly, and
it effectively cloaked. However, the ship           disappear again just as quickly. At the start
will take 1d6 heat damage each round while          of the encounter, place 1d6 plasma storms
inside the cloud.                                   of 3-hexes in diameter on the starscape.
                                                    Each storm has a countdown die of one
   25-26) Gravitational anomaly.
                                                    dice; roll 1d6 for each storm each round,
Gravitational anomalies have unpredictable
effects on starship. An anomaly is 1d6 hexes        and remove it if a 6 is rolled. Additionally,
in diameter. The GM should determine its            roll 1d6 each round and on a roll of 5-6 add
location, but it is a Difficult [16] INT check to   a new plasma storm to the starscape in a
use sensors to locate and chart an anomaly.         randomly determined location. Plasma
Any ship which comes into contact with a            storms cause 6d6 damage to any starship
gravitation anomaly is thrown 3d6 hexes in a        which comes into contact with it.
randomly determined direction.
                                                       41-42) Psychic penomena. Psychic
   31-32) Magnetar. A magnetar is a type of         phenomena affect crew rather than ships,
neutron star with a powerful magnetic field,        adjusting their emotions. Each round, each
about the size of a large asteroid (one hex).       character is subjected to a 4d6 vs. MENTAL
They inflict a -2d6 penalty to all sensor checks    DEFENSE attack. If the attack is successful,
and attack rolls. Magnetars also cause energy       they suffer 2d6 psychic damage.
fluctuations (see above) with strong x-ray and
gamma ray bursts.                                      43-44) Quantum singularity. A quantum
                                                    singularity is a type of tiny black hole. It has
   33-34) Dense nebula. Nebulae encompass           a massive gravitational pull, but its event
an entire starscape and reduce sensor and           horizon is only one-hex in size, and is placed
attack range to 2d6 hexes.                          randomly on the starscape. Each round, all
»4.Space
                                                                                                       195
      ships are dragged 1d6 hexes towards that hex
      in a straight line. Any vessel which enters the
      hex has passed through the event horizon and
      is effectively destroyed.
              Emit an energy surge (see Energy               66) Astroengineering. Choose one item
         5
              Fluctuations above).                        from the Astroengineering section, above.
                                                          Roll another d6; on a 6, the structure is
         6    Flee towards the nearest map edge.          operational and current; otherwise it is
                                                          ancient and abandoned.
196
Drake Equation                                     that have planets, the average number of
   The Drake Equation is a formula used to         potential life-supporting planets per star that
determine the number of civilizations in a         has planets, and so on. Throughout the late
galaxy. It was formulated by the astronomer        20th and early 21st century, many of these
Frank Drake in 1961. It looks like this:           factors were estimated, although as more and
                                                   more planets were discovered by astronomers
                                                   using data from missions like the Kepler space
       N = R x Fp x Ne x Fe x Fi x Fc x L          mission, the values were slowly pinned down
                                                   more accurately.
   N is the number of civilizations capable           Frank Drake’s original value for N in
of radio communication (it does not include        1961 was around 100,000 civilizations.
pre-industrial civilizations). The other factors   However, most of the values used at that
include things like the fraction of stars          time were guesses.
                                                                                                     197
        The following is a list of some of the brightest stars seen from Sol.
      Stars                                        Parsecs                             Type
      Rigel Kentaurus                                1.3                     Yellow main-sequence
      Sirius                                        2.63                       Binary star system
      Procyon                                        3.5                       Binary star system
      Altair                                         4.9                      White main-sequence
      Fomalhaut                                      6.7                      White main-sequence
      Vega                                           7.7                  White main-sequence variable
      Arcturus                                      10.4                           Orange giant
      Pollux                                        12.3                           Orange giant
      Capella                                       12.6                   Four stars in two binaries
      Castor                                         15                      Quadruple star system
      Aldebaran                                     18.4                           Orange giant
      Regulus                                       21.2                   Four stars in two binaries
      Acherner                                      21.2                      Blue main-sequence
      Canopus                                       22.7                      White main-sequence
      Gacrux                                        36.8                             Red giant
      Spica                                         67.5                            Blue giant
      Bellatrix                                      77                             Blue giant
      Algol (Demon Star)                             93                         Triple star system
      Hadar                                          98                         Triple star system
      Shaula                                         101                        Triple star system
      Becrux                                         141                       Binary star system
      Acrux                                          156                        Triple star system
      Antares                                        160                         Red supergiant
      Adhara                                         175                       Binary star system
      Rigel                                          429                     Blue-white supergiant
      Betelgeuse                                     429                         Red supergiant
      Deneb                                          830                     Blue-white supergiant
        The items below are pulsars (neutron stars and magnetars) and black holes.
      Black Holes & Pulsars                   Parsecs                               Type
      Geminga Pulsar                            250                             Neutron star
      Little Green Men 1 Pulsar                 700                             Neutron star
      Ao                                        920            Black hole and orange dwarf binary system
      Black Widow Pulsar                       1,534            Millisecond pulsar orbiting brown dwarf
      Vela X-1                                 2,000                Neutron star orbiting supergiant
      Gro                                      2,454                      Smallest black hole
      Cygnus X-1                               2,485             Black Hole orbited by blue supergiant
      Swift Vulpeca                            4,601                             Magnetar
      Centaurus X-3                            5,700            X-ray pulsar (orbiting Krzeminski’s star)
      Hercules X-1                             6,600                            Neutron star
      Hulse-Taylor                             6,400                            Binary pulsar
      Kesteven 3XMM                            7,055                             Magnetar
      Sagittarius A*                           8,589                   Supermassive Black Hole
      Sagittarius X-1                          8,589                Magnetar orbiting Sagittarius A*
      M15 X                                   10,000           Black hole surrounded by a globula cluster
      Cygnus X-3                              11,350                             Black hole
      Magellan X-1                            50,016              Magnetar in Large Magellanic Cloud
198
                          »space travel
S
    pace travel is a common feature of far-        journey and the condition the ship and its
    future settings. Faster-than-light (FTL)       crew are in upon arrival.
    engines propel ships at incredible speeds
through the void of space as they navigate         » DISTANCE & TIME
from one star system to the next.
   Not every campaign will allow the full             To make a space journey, first determine
range of FTL speeds; in fact, many campaigns       the distance of the journey in parsecs. There
may not allow FTL travel at all, limiting          are hex-based star maps available to help plan
character to use of generation ships, space        space travel. Breaking a longer journey up into
                                                                                                          »4.Space
gates, or simply local in-system travel – either   sections can make progress easier.
because such technology is not physically              A starship has a travel increment measured in
possible in the setting, or because technology     days equal to its class, multiplied by its LUXURY
hasn’t yet reached that level of advancement.      percentage. Additionally, crew quality affects it as
    Navigating in space is a complicated affair.   follows: poor 80%, experienced 150%, elite 200%.
It requires complex calculations, expert           For every increment beyond the first, attribute
engineering, and sensitive sensors. In order to    checks suffer a -1d6 penalty. A Class VII ship can
make an insterstellar voyage, various attribute    make a journey of 7 days with no penalty, but a
checks must be made – these attribute checks       journey of 10 days inflicts a -1d6 penalty, and a
determine the time it takes to make the            journey of 15 days causes a -2d6 penalty.
                                                                                                          199
      Space Travel Time (AL 9)
        FTL-X             C              1 PARSEC
           1              1             1,190 days
           2              8              149 days
           3              27              44 days
           4              64              19 days
           5             125              10 days
           6             216              5.5 days
           7             343              3.5 days
           8             512              2.3 days
           9             729              1.6 days
          10            1,000             29 hours
          11            1,331             21 hours
          12            1,728             17 hours
          13            2,197             13 hours
                                                            The Milky Way is roughly 100,000 light years
          14            2,744             10 hours       in diameter. Even at FTL-20 (8,000 times light
          15            3,375             8 hours        speed) it would take 11 years to cross the
          16            4,096             7 hours        entire galaxy. At FTL-100 (1-million times light
                                                         speed) it would take roughly 40 days.
          17            4,913             6 hours
          18            5,832             5 hours        Different Assumptions
          19            6,859             4 hours           In some settings, FTL travel occurs at
          20            8,000            3.5 hours       vastly greater speeds than in others. Where
                                                         one setting may have a Federation covering
          30            27,000             1 hour
                                                         20% of the Milky Way, another might have a
          40            64,000            25 mins        Galactic Empire spanning an entire galaxy. In
          50           125,000            12 mins        the former, it might takes days to traverse just
          100         1,000,000            2 mins        one sector, while in the latter the entire galaxy
                                                         might be crossed in the same time or less.
          200         8,000,000           15 secs
                                                            The former speeds are typically
          500        125,000,000           1 sec         Advancement Level 9 technology, and the
         1,000      1,000,000,000        0.125 secs      latter are Advancement Level 10 technology.
         Space travel times are shown in the table          These two technology levels create
      above. C refers to a multiple of the speed of      different types of game setting. The slower
      light – the actual speed of a ship is the cube     assumption allows for more exploratory
      of its FTL factor (thus FTL-5 is 125 times light   games, while the latter makes space travel a
      speed). A parsec is 3.26 light years.              trivial aspect. A galaxy in an AL10 setting is
          FTL-7 is very close to 1 day per light year;   likely fully explored, or nearly so.
      when local variations and other factors are           For such speeds, FTL-X is a more
      taken into account, 1 day per light year is        cumbersome way to refer to travel velocity.
      accurate enough for navigational use. This         Instead, some settings (such as the
      has made it the standard travel speed, and is      aforementioned Galactic Empire setting)
      referred to as “standard speed”, as in “set a      use a simpler rating system where a Class
      course for Sirius X at standard speed”. FTL-20     1 FTL drive is twice the speed of a Class 2
      is almost exactly 1 light year per hour.           FTL drive, which is itself twice the speed of
200
a Class 4 FTL drive. Conversely, a Class 0.5        Additionally, some secondary checks may be
drive (one which can, colloquially speaking,     required under certain circumstances.
make “0.5 past light speed”) is twice the
speed of a Class 1 drive.                           Medic. On a journey of more than one
                                                 week, a LOG check (bolstered by the medicine
   The math conveniently works out to 1
                                                 skill) is required to monitor the crew, their
parsec in 1 minute per FTL rating class.
                                                 physical and mental health, and their diets.
Space travel time (AL 10)
                                                    Security. On a ship of more than 50 crew,
     Class          FTL-X         1 PARSEC       an INT check must be made to maintain order
       9              51           9 mins        and spot trouble on board the ship.
       8              53           8 mins
       7              55           7 mins        » ARRIVAL
       6              58           6 mins            Space travel is a “fail forward” system – the
                                                 ship will not fail to navigate to its destination,
       5              63           5 mins
                                                 but the checks determine the condition it
       4              79           4 mins        arrives in. Add up all the successful checks and
       3              91           3 mins        all the unsuccessful checks. If there are more
                                                 unsuccessful checks than successful checks,
       2             100           2 mins
                                                 when the ship arrives at its destination the
       1             125            1 min        PCs are weary, and the crew is considered
      0.9            130           54 secs       one category less skilled (elite - experienced -
                                                 standard - poor) until they have had 24 hours’
      0.8            135           48 secs
                                                 rest for each range increment travelled.
      0.7            142           42 secs
                                                    Additionally, each failed check results in a
      0.6            150           36 secs       problem.
      0.5            158           30 secs
                                                    Delay. A failed engineering check causes
     0.25            200           15 secs
                                                    delays as repairs are needed. A minor
                                                    science is required before the vessel can
» ATTRIBUTE CHECKS                                  continue its journey. The delay takes place
   Three primary checks must be made                halfway along the route. A failed engineering
when making a space journey. These                  check does 1d6 damage to the ship. This
checks are Routine [10] checks in friendly          cannot reduce a ship below half SS.
space, Challenging [13] checks in hostile or
                                                    Fuel. A failed navigation check means that
unexplored space, and Difficult [16] checks in
                                                    the fuel cost of the journey is doubled. A
dangerous space. They can be made by PCs,           good navigator will plot a more efficient
or by the ship’s crew using the vessel’s crew       course, perhaps effectively completing
rating (typically a 4d6 dice pool).                 a spice run in less than the number of
                                                                                                      »4.Space
                                                                                                      201
         Encounter. A failed sensors check means an    will always be given in such situations. In
         unexpected encounter takes place. This        uncharted space, aid arrives in 1d6 weeks
         can be with an interstellar phenomenon        and may be a new species.
         or with another ship. The GM should roll
         for or select an encounter from the Space     » INNER-SYSTEM TRAVEL
         Phenomena table.                                  Compared to interstellar travel, movement
                                                       within a solar system consists of extremely
      » DISTRESS CALLS                                 short journeys – relatively speaking. However,
          Distress calls can be made by stranded       if these are not undertaken at faster-than-
      ships (those either out of fuel, or damaged).    light speeds, the journeys can still take a very
      If a distress call is issued in charted space,   long time. In 2006, the NASA space probe New
      aid arrives in 1d6 days. Aid has a cost of       Horizons left Earth, reaching the dwarf planet
      1,000cr per ship class per parsec; credit        Pluto nine years later.
202
» DISTANCE                                                    SUB-L 0.1 is roughly 550,000 km/h, and is
                                                           the approximate speed of a high speed early
   Distances within a solar system are measured
                                                           21st century space vessel.
in Astronomical Units (AU). 1AU is equal to
93 million miles, or the average distance from               SUB-L 7 is 1 hour per AU.
Earth to its Sun. Pluto orbits at about 40AU on               SUB-L 20 is equal to FTL-1, the speed of
average, meaning that at light speed (FTL-1), it           light. Under normal physics, a ship cannot
would take 5.5 hours to get there.                         ever reach SUB-L 20; the laws of relativity
                                                           forbid an object from reaching light speed
Sublight travel time
                                                           without special faster-than-light technology.
   SUB-L            C           1AU         Dilation          Note that while a starship’s SPEED rating
    0.1              -        82 days           -          (as shown in its stat block) is used for both
    0.2          0.0005       10 days           -          tactical combat and in-system travel, the two
                                                           uses are not directly equivalent. Navigational
    0.4           0.002        3 days           -
                                                           speed (which uses an exponential scale
    0.6           0.004       1.3 days          -          similar to the way FTL speeds are calculated)
    0.8           0.008       16 hours          -          is much faster than tactical speed (the
     1            0.01         9 hours          -          number of kilometers a ship moves in one
                                                           round; see Starship Combat, later) despite
     2            0.02       5.7 hours          -
                                                           the fact that both are based on the same
     3            0.03       3.8 hours          -          basic SPEED rating.
     4            0.05       2.7 hours          -             A SUB-L journey is resolved in exactly
     5            0.06         2 hours          -          the same way as an FTL journey. The only
     6            0.09       1.5 hours          -          difference is the units used.
     7            0.11         1 hour         1.01         TIME DILATION
     8            0.14        54 mins         1.01            The final column on the Sublight travel
     9            0.18        43 mins         1.01         time table shows the effect of time dilation on
                                                           sublight speeds as they approach that of light.
    10            0.20        35 mins         1.02
                                                              FTL speeds do not suffer from issues of time
    11            0.26        29 mins         1.03         dilation. However, those travelling at high
    12            0.31        24 mins         1.05         sublight speeds will find that time passes more
    13            0.37        20 mins         1.08         slowly for them than for those not moving.
                                                           For every day (or hour, or any other unit of
    14            0.44        17 mins          1.1         time) spent travelling, multiply it by the
    15            0.50        14 mins         1.25         Dilation column to determine how much time
    16            0.60        13 mins         1.25         passes for those at rest.
    17            0.68        11 mins          1.4            As can be seen from the table, the effect
                                                           rises sharply as lightspeed is approached,
                                                                                                             »4.Space
    18            0.78        9.7 mins         1.7         with most of the increase being found in the
    19            0.88        8.5 mins         2.3         small range consisting of 0.99 lightspeed
   19.5           0.94        8.4 mins         3.1         and above. However, the effect is still
                                                           noticeable at lower velocities, especially at
   19.9           0.99        8.3 mins          7          0.5 lightspeed and above.
   19.99          0.999       8.2 mins        22.4            The dilation rises ever more steeply in
  19.999         0.9999       8.1 mins         70          the increasingly tiny range between the
  19.9999       0.99999        8 mins         224          ship’s speed and the speed of light. While
                                                           no appreciable journey time saving is made
    20*           1.00         8 mins       infinite       beyond SUB-L 19.9 for a journey of 1 parsec,
           *This speed is not possible in normal physics   at 0.999999c two years passes for those at
                                                                                                             203
      rest for every day spent travelling; and at
      0.99999999999999c, twenty thousand years
      passes for each day.
         Sublight speeds beyond SUB-L 19 are not
      typically used, for obvious reasons.
204
however. Star systems often contain large          units before it needs to refuel, and a class XI
amounts of clutter – planets, asteroids,           cruiser can travel 1331 parsecs – about one
comets, and clouds of ice and rock such as         twentieth of the way across the galaxy.
Sol’s Oort Cloud, which surrounds the entire          The cost of fuel is typically 10 credits per
system. There’s no physical law preventing         unit, although it can vary from place to place.
it, but the FTL calculations are much more
complex than those for interstellar travel.           Subluminal fuel is recorded separately; it
In populated systems, the danger is even           works the same way but is measured in AU
greater. Many civilized systems will have          rather than parsecs. It may be a different
local laws determining the permitted speeds        type of fuel to the FTL fuel.
or usage of FTL drives.
                                                   » LANDING & DOCKING
         FTL                     1 AU
                                                      Landing or docking ships is fairly routine
           1                    8 mins             task. It is only a Routine [10] AGI check, with
           2                     1 min             failure meaning 1d6 damage to the ship. Some
           3                    18 secs            space stations may have automated docking
                                                   controls, which remove even that small risk.
           4                    7.5 secs
                                                       Attempting to dock with a moving target
           5                    3.8 secs
                                                   inflicts a -1d6 penalty, as does attempting to
           6                    2.2 secs           dock at high speed (a SPEED greater than 5).
           7                    1.4 secs
           8                    0.9 secs               Twelve light years. Doesn’t sound very far
           9                    0.7 secs           does it? You can get from Earth to Tau Ceti
          10                    0.5 secs           and back in a day now, but when those first
                                                   explorers left the solar system to find that
   Within a charted star system, the               first habitable planet, it was going to take
navigator’s FTL checks take a -2d6 penalty.        them eighty years to get there. It was always
Within an uncharted system, the checks             going to be a one-way trip.
take a -3d6 penalty. And in a crowded,
                                                      They slept, of course. Cryogenic technology
populated system, an additional -1d6
                                                   had been more or less perfected and so they
penalty is applied.
                                                   spent the trip on ice, waking up only when
   Failure on this check dumps the ship            when they were on the final approach.
unceremoniously out of FTL as automated
systems avoid a collision. This badly damages         Those first few days in the Tau Ceti system
the FTL engines and the superstructure. The        were busy ones. Their calculations had been
ship takes 2d6 damage to its SS, and the FTL       a bit off and the pioneers found themselves
engines go offline until they are repaired,        navigating around an asteroid belt that had
which requires a Difficult [16] minor science.     ten times the number rocks in it than the one
                                                                                                     »4.Space
                                                                                                     205
         The planet was positively littered with     » TYPES OF FTL TRAVEL
      cities. Huge, sprawling cities with towering
                                                         The speed of light in a vacuum is 186,282
      buildings that, in their prime, would have
                                                     miles per second. Faster-than-light travel,
      reached, glittering into the sky. They
                                                     properly referred to as superluminal travel,
      were well past their prime now, though.
                                                     is a process by which the laws of special
      Abandoned an age ago, victim to some
                                                     relativity which normally forbid such speeds
      ancient catastrophe.                           are broken or circumvented. Technically, the
         They explored the largest of these cities   laws aren’t broken – but certain solutions to
      for days before they found the library. A      the equations allow FTL travel in specified
      vast repository of ancient texts. And that’s   ways or “effectively” travel faster than light
      when they made the horrifying discovery:       without actually doing so. Some special
      the books were in English. And French and      particles such as tachyons travel faster than
      Chinese and Spanish.                           light at all times. The types of FTL travel
                                                     available may be dependent on the game
         This was no ancient civilization. The
                                                     setting or, in settings where multiple types
      pioneers hadn’t been traveling for eighty
                                                     of FTL travel exist, on location, species, or
      years, but eighty thousand. Maybe more.
                                                     advancement level.
      It was the human race, that had risen and
      fallen while the pioneers slept.                  Unlike subluminal speeds at a large
                                                     fraction of light speed, moving faster than
         And now they were alone. But as I
                                                     light also avoids relativistic effects; the time
      mentioned, they were a resourceful lot.
                                                     experienced by the traveler is the same as
      First they recolonized Tau Ceti F, then they
                                                     that experienced by the observer, unless
      rediscovered faster than light travel and
                                                     otherwise noted.
      they spread out across the galaxy again,
      eventually becoming the Second Great              The 20th century physicist Geoffrey
      Human Empire that we know today.               Landis of the NASA Lewis Research Center
                                                     categorized FTL systems as follows:
206
REALDRIVE/JUMP GATES|Type 0                       irrational space, zero space, otherspace, and
   A drive which uses tricks of spacetime         more), travels to its destination, and then
geometry (a la general relativity) to travel      slips out again into normal space.
faster than light.                                  Examples: Star Wars
   Jump gates are also known by a variety of
                                                  ALCUBIERRE/WARP DRIVE|Type II
names – stargates, wormholes, boomtubes,
mass relays, hypergates, transwarp conduits,         A bubble of different space is projected
quantum gates, portals, and space bridges. A      around the ship so that the ship can travel
jump gate links two points of space-time so       faster-than-light while still in realspace.
that a vessel can travel quickly between them        Antimatter engines are used to power warp
by traveling through hyperspace. Naturally        systems which create a space-time bubble
occurring jump gates are usually known as         which is able to travel at superluminal speeds.
wormholes.                                        These systems are most commonly known
  Examples: Babylon 5, Stargate, Deep Space 9     as warp drives, or Alcubierre drives after
                                                  the 20th century physicist Miguel Alcubierre.
HYPERDRIVE|Type I                                 The antimatter reactor is used to power the
   The ships enters some different space          displacement field.
during the trip, whether or not time passes for     Examples: Star Trek
the crew while in this space.
                                                  JUMP DRIVE|Type III
   Hyperdrive relies on the concept of an
alternate space where dimensions, distance,          The ship travels from one point to another,
and time work differently. A vessel slips into    possibly in multiple jumps, without occupying
this alternate space (named variously as          the intervening space and without the use of a
hyperspace, null space, N-space, subspace,        different space to assist the travel.
space2, phase space, nodespace, slipspace,           A jump drive enables a vessel to travel
                                                  instantaneously from one point to another.
                                                  Rather than travel through hyperspace or
                                                  accelerate a warp bubble, a jump drive
                                                  teleports the ship. In most cases, the jump
                                                  distance is limited, requiring long journeys to
                                                  use multiple jumps.
                                                    Examples: Battlestar Galactica
                                                  FAKEDRIVE|Type X
                                                     Assume that special relativity or general
                                                  relativity are incorrect in part or in whole,
                                                  or just ignore them. Now you can just
                                                                                                    »4.Space
                                                  accelerate at constant gravity until you go
                                                  faster than light.
                                                                                                    207
                      »Space travel Sheet
      Record vessel’s travel increment here.
                        TRAVEL
                      INCREMENT
                                                                                                            Days
                                               Travel increment is equal to ship class (subject to other modifiers)
                                                              Space travel time
               Plot your course.
                                                                 FTL-X              C                1 PARSEC
        1      Calculate distance in parsecs and
               calculate journey time using the                     1               1               1,190 days
               table to the right.                                  2               8                149 days
               Count travel increments.                             3               27                44 days
               Determine how many travel increments                 4               64                19 days
        2      the journey time is. You take a
                                                                    5              125                10 days
               -1d6 penalty to all checks for each
               increment (or part) beyond the first.                6              216               5.5 days
               Make attribute checks.                               7              343               3.5 days
               Make 3-5 attribute checks for                        8              512               2.3 days
        3      engineering, navigation, and sensors;                9              729               1.6 days
               and, sometimes, medics and security
               as shown below.                                     10             1,000              29 hours
208
                     »Starship Combat
S
    tarship combat is similar to ground combat.      Dermal had been tracking the convoy
    Attacks are made using dice pools based on    for days, waiting to take advantage of the
    attributes and skills, and ships move in an   Corporation’s frugality. She had a plan and it
attempt to gain advantageous positions from       was a good one.
which to fire upon their enemies.
                                                     She positioned her heavily modified Apache
   Starship combat can be played with or          class freighter behind one of the larger rocks,
without miniatures. When played with              taking advantage of it’s natural radioactivity
miniatures, ships are moved on a hex grid using   to hide her from the sensor sweeps of the
a tactical combat system; when played without,    gunships accompanying the vast hilithium
                                                                                                    »4.Space
a “theater of the mind” system is used.           tanker.
  Both forms of starship combat use the              The last ship entered the asteroid field.
same rules; however each uses its own set of      Dermal checked her screens and went over
movement rules.                                   the plan one last time: detonate the nukes,
Although the asteroid belt ahead of the           swoop in and take out whatever remained
convoy provided ample opportunity for an          of the gunships, plant one last nuke on the
ambush, the corporation had deemed it too         tanker and get the hell out of there. Oh, and
costly to divert from anything other than a       get paid. Get paid very well indeed by the
direct route between the hilithium mines on       anonymous patron who would very much like
Carrax IV and the warp gate at the edge of        to see the convoy protection contracts go to a
the system.                                       rival militia.
                                                                                                    209
         It was time. The convoy was in position.           Actions are dealt with in the following
      Dermal flicked a couple of switches and then       sections. Movement is dealt with separately
      paused to take a deep breath before pushing        in the Theater of the Mind and Tactical
      the big red button that would rain fiery           Combat sections.
      destruction on the unsuspecting gunships.
        Payday.                                          » PLAY SEQUENCE
         Nothing happened. Dermal cursed, pushing           The play sequence is similar to that of a
      the button frantically. Still nothing. But why?    regular ground-based encounter.
      She had laid the mines and programmed the             Make attribute checks to access the ambush
      detonator herself. She had checked everything      turn, if appropriate. These will be opposed by
      two, three times. It should have been perfect.     ship sensors.
         A jangling siren interrupted her train of       1. Each PC rolls INITIATIVE as normal
      thought. Proximity alert! Two of the gunships         (although they use starship tactics rather
      were closing in her position. They knew where         than tactics). Additionally, each GM-
      she was. How?                                         controlled ship rolls INITIATIVE once.
         Dermal pushed the thruster controls                Larger ships have INITIATIVE penalties
      forward and maneuvered the Apache away                noted in their stat blocks.
      from the asteroid. She had to escape. Get as       2. Each PC and GM-controlled ship takes
      much distance between her and the convoy as           a turn in INITIATIVE order, starting with
      she could. She pulled the lever back hard and         whoever rolled the highest. The PC ship
      the freighter lurched forward, jamming her            moves on the pilot’s INITIATIVE (although
      back in the seat.                                     this does not constitute the pilot’s action -
         She just had to get free of the asteroid           it is in addition to his action), and each PC
      field and then she’d be free and clear. Thirty        takes one action on their own INITIATIVE.
      seconds.                                              GM-controlled ships move and then take all
         The Apache shuddered as a concussion               their actions at once on their INITIATIVE.
      missile hit, somewhere at the back. Dermal         3. At the end of the round, move on to the
      lost control momentarily as the ship went             next round, but unlike ground combat you
      into a spin, but wrestled the controls back.          should re-roll INITIATIVE each round.
      Another missile exploded harmlessly on the
      port-side hull plating. The ship ducked around     Actions
      one last rock and then she was free.                  In addition to movement, each ship takes
         Except the Navy was was waiting for her         a number of actions in its turn. NPC and GM-
      on the other side. Three heavy cruisers and a      controlled vessels take a number of actions
                                                         equal to the ship’s class - a Class V vessel will
      squadron of snub fighters. Dermal was going
                                                         move and take five actions. Player-crewed
      to have to fight her way out...
                                                         ships get one action per PC or one action per
                                                         class, whichever is higher. All PCs get to take
      » THE BASICS                                       an action. If the ship class is higher than the
          If you are already familiar with the What’s    number of PCs, the crew takes the remaining
      O.L.D. is N.E.W. task resolution rules, you’ll     actions. Actions consist of attacks, special
      find that starship combat does not require you     exploits, repairs, scans, and more. A large
      to learn much more. The action economy is          vessel can accomplish a lot of simultaneous
      slightly different, however.                       actions in one turn, although large ships tend
                                                         to have low INITIATIVE and act last.
         Instead of two actions per turn like in a
      ground-based encounter, a starship has one            Actions are performed just like they are in
      movement action and a number of other              ground-based encounters. Attribute checks,
      actions equal to its class. These actions can be   bolstered by skills, are made to attack, scan,
      performed by PCs or by the ship’s crew.            and so on. Attacks are made using attributes
210
vs. the target’s DEFENSE, just like on the
ground. Scans with starship sensors work just
like scans with handheld scanners, albeit with
range increments measured in kilometers
rather than feet – roll a check vs the target’s
DEFENSE and ask a question.
   These actions can be performed by PCs, or
by the crew. PCs may only perform one action
each, so if the number of available actions
exceeds the number of PCs, the crew will
perform the remaining actions.
   Every ship has a crew rating which
indicates the dice pool the crew makes when
performing an action, whether that be an
attack, a repair, or something else. The crew
uses this set dice pool for all actions. A
typical (standard) crew rolls 4d6.
    Just like in ground combat, there is no fixed
list of available actions. A character can do
anything; the GM will assign the appropriate
attribute check if necessary. However, the
following list provides some examples.
                                                    to restore a crewmember to duty means
   Attack with a shipboard weapon using a
                                                    that the casualty becomes permanent.
   LOG or INT vs. a target’s DEFENSE. The           Permanent losses must be replaced at an
   gunnery skill helps with this.                   appropriate location.
   Repair 2 points of SS or 2 CPU cycles with       Make an electronic attack using LOG vs.
   a Difficult [16] LOG check. Engineering          the target’s ELECTRONIC DEFENSE. Success
   helps with SS, while computers helps with        causes 1d6 damage to the target’s current
   CPU cycles. SS repaired during combat is         CPU cycles, possibly causing systems to
   a temporary emergency repair and only            shut down.
   lasts one day. Permanent repairs require
   one hour per SS for each point above 50%         Launch a shuttle or a fighter squadron.
   normal, and one day per SS for each point        Perform an exploit.
   below 50% and cost 0.5 MCr per point.
                                                    Use transporters, tractor beams, or other
   Scan a target by making a LOG check vs.          special equipment.
   the target’s DEFENSE and ask a single
                                                    Act as a spotter, calling out targets
   question about that target. You can use
                                                    to gunners. The spotter makes INT
                                                                                                   »4.Space
   the computers skill to use ship sensors, or      (perception) checks vs. the target’s
   specific skills if they information you seek     DEFENSE, and if successful all allies aboard
   is related to a specific subject (engineering    the ship gain +1d6 to hit that target until
   if you’re scanning their engines, medicine       the beginning of the spotter’s next turn.
   if you’re looking for life-forms, and so on).
                                                    There are four shield arcs (forward, port,
   Perform medical actions to either heal           starboard, aft). A PC can divert power
   a PC, or restore a crewmember to duty.           from any given shield to another, but
   The ship’s sick bay tells you its capacity       cannot more than double the total power
   per day for restoring casualties to duty.        to a given shield. Shield realignment, like
   The medicine skill is useful here. This is a     other onboard systems, can only be done
   Challenging [13] LOG check. A failed check       once per turn.
                                                                                                   211
                                                          target moves outside the missile’s range in
      Ship Weapons vs Personal                            that time, the missile will fail to engage.
      Weapons
                                                            Energy weapons. Lasers, phasers, ion
         In the unusual situation where you need          weapons, blasters, disruptors, and other energy
      to compare the damage of a ship weapon to           weapons lose 1d6 damage per range increment.
      that of a personal weapon, a ship weapon is
      an order of magnitude more powerful. The            The following modifiers apply to attacks.
      damage values are relative to other ships and
                                                          Stationary target                   +1d6
      space objects. However, a ship weapon does
      ten times the damage a personal weapon with         Rear attack                         +1d6
      the same damage value does.
                                                          Forward-mounted weapons             +1d6
         Jam a target ship’s communications.              Per range increment                 -1d6
         Make an electronic attack vs. the target’s
         e-DEFENSE. If you are successful, the            Aft-mounted weapons                 -1d6
         target ship’s comms are jammed until the
         start of your next turn.                         Shooting Objects
      Firing Weapons                                         If firing at an object in space, the GM can
                                                          quickly determine its statistics based on its
         A character fires a shipboard weapon using his
                                                          Class (this is equivalent to a ship’s Class in
      LOGIC for missiles and torpedoes (it’s a complex,
                                                          size). The object has SS equal to the square
      mathematical process plotting trajectories) or
                                                          of its Class, SOAK equal to its Class, and a
      INTUITION for energy and ballistic weapons vs.
                                                          DEFENSE equal to 21 minus its Class. Thus a
      the target ship’s DEFENSE. The gunnery skill
                                                          Class V asteroid (about the size of the Starship
      applies to ship weaponry. The target ship must
                                                          Murphy) has a DEFENSE of 16, SOAK 5, and 25
      be in the weapon’s arc of fire; there are four
                                                          SS. The GM is free to modify these numbers,
      arcs marked forward, aft, port, and starboard;
                                                          of course.
      some weapons are mounted in turrets, which
      give it access to more than one firing arc.         Shields
         If a weapon hits, roll the damage noted             Shields reduce incoming damage by an
      on its stat-block entry. If the ship has a          amount equal to their SOAK score. Each time a
      SOAK value from shields or armor, deduct            shield is penetrated, its SOAK value is reduced
      that amount. The final total is applied to the      by 1 point. A character can repair one point
      target’s SUPERSTRUCTURE.                            of shield SOAK with a Difficult [16] LOG check.
         Banks. Some weapons are mounted in banks
                                                          Casualties
      or arrays. These are noted in the stat block.
      Banks and arrays require just one attack roll          Ordinarily, ship damage merely reduces the
      to hit with multiple weapons, and can be            vessel’s SUPERSTRUCTURE until it reaches 0.
      operated simultaneously by a single gunner.         However, whenever the ship takes 5 or more
                                                          damage (after the SOAK from shields and armor
         Ion weapons.When determining ion damage          have been deducted), casualties may occur.
      to a ship, divide the total by two. Half of the
      damage is applied to the ship's SS, and half is        Each player-character should roll 1d6. On a
      applied to its CPU capacity.                        roll of 6, the character takes 2d6 damage.
         Missiles. Missile weapons often have long          Additionally, any crew beyond the player-
      ranges and high damage potential compared           characters take 1d6 casualties.
      to energy weapons. However, they are more               A ship below its minimum crew complement
      easily defended against with point defenses,        suffers -1d6 to all actions. A ship below half
      and take two rounds to reach their target           its minimum crew complement suffers -2d6. A
      beyond 10 hexes (if you are using miniatures,       ship below one-tenth of its crew complement
      they move at 10 hexes per round). If the            cannot function.
212
Point Defenses                                       CPU can be restored with a Difficult [16]
   Point defenses grant an “aura”. Unlike         LOG check and one action, which recovers
shields, which provide a passive defense,         1d6 CPU points. Note that CPU can be
point defenses are an active measure. Point       reduced below zero - this just means it will
defenses are usually too weak to do serious       take longer to repair and bring the ship
damage to a large vessel, but can cut swathes     back online.
through squadrons of fighters or smaller ships
which get too close.                              Ion Weapons
   An aura is assigned a range which is noted        Ion weapons are used to attack shields
in the ship's stat block. Vessels within the      and damage electronic circuits. Shields
aura’s range automatically take 1d6 damage.       only gain half their normal SOAK vs. an
The damage is inflicted whenever a ship           ION weapon, and any damage which gets
enters the aura or begins its turn in the aura.   through reduces CPU, not SS.
  Point defenses also grant a continuous
DEFENSE bonus vs. missiles and fighters.          Exploding Ships
                                                     A ship reduced to 0 SUPERSTRUCTURE
Fighters                                          starts to roll a fast countdown (4-6) from a
   Launching a fighter squadron takes one         dice pool equal to its class, after which it
action. A squadron has SPEED 10, 1 action,        explodes, killing everybody on board. The
attack rolls and INITIATIVE equal to its host     time taken by the countdown period can be
ship's crew's dice pool (unless a PC is leading   used to evacuate the ship. The explosion
the squadron, in which case use his dice          can also cause damage to those nearby. The
pool instead), HEALTH and damage (vs. non-        damage is equal to the ship’s total power
squadrons) equal to the number of fighters,       (all engines), reduced by 50% for each
and an attack range of 3. Squadrons take 1d6      hex (each kilometer) of distance from the
casualties when they enter or begin their turn
                                                  explosion.
in a point defense area. When attacking other
squadrons, they inflict 1d6 casualties (to a
maximum equal to the number of fighters).
Any other hit causes 1 casualty no matter the
damage of the weapon.
Electronic Warfare
   Any vessel can make an electronic warfare
attack against another using LOG vs. the
target's E-DEFENSE, and doing 1d6 CPU
damage if successful. CPU damage reduces
the ship's CPU capacity. When the vessel's
CPU capacity reaches zero, the computer
                                                                                                 »4.Space
                                                                                                 213
      Collisions                                           a ship cannot undo through movement an
          Collisions (either through accident or           advantage created by a ship which beat it
      deliberate ramming) do damage to both                in this turn’s INITIATIVE order.
      parties. The damage each vessel or object               For example, if the winner of INITIATIVE
      inflicts on the other is equal to its class          positions itself on its target’s tail, the
      multiplied by its velocity. Stellar objects, such    target – which lost INITIATIVE – can move,
      as asteroids, have classes just like starships do.   but cannot undo that situation. Winning
      Asteroids range from Class I all the way up to       INITIATIVE gives you power to determine
      Class 30, and typically have a velocity of 1d6.      the tactical position, and while those
                                                           later in the turn can move, they can’t do
      Escaping to FTL                                      so in a way that negates that advantage.
         FTL drives have a “spool time” - the time it      They need to try and win INITIATIVE next
      takes to engage FTL.                                 turn and be the one to define the tactical
         This is equal to the ship’s class in rounds.      environment if they wish to do that.
      During that time, the ship must remain on               The idea of movement is to gain a
      a straight vector (or remain stationary) and         tactical advantage or a useful position.
      cannot turn or alter its velocity.                   For example, attacking a target from the
                                                           rear not only grants you a bonus to hit,
      » THEATER OF THE MIND                                but rear-mounted weapons have a penalty
                                                           to hit. That makes the “six” position very
         While starship combat can be played out           advantageous.
      on a hex map with positions and movement
      carefully plotted, theater of the mind can              Maneuvers like this take place automatically,
      result in faster, more cinematic – albeit less       unless a pilot attempts to negate another
      tactical – starship combats.                         pilot’s maneuver. This forces an opposed
                                                           attribute check (skills and equipment – in
         Theater of the mind combat and grid-              this case the ship itself – contribute to this as
      based combat are fundamentally very similar,         normal). Failure simply means that the desired
      with one major difference: movement and              outcome is not achieved, and the relative
      positioning are described narratively in the         status quo is retained.
      former rather than being based on the position
      of a miniature on a map.                             Exploits In Theater
                                                             Of The Mind
      Non-Grid Movement
                                                              Exploits in theater of the mind starship
         Every ship has one movement action on its         encounters work in the same way as in ground
      turn. During that phase, the ship can move in        combat. Any given character can use exploits
      any way that it would normally be capable of.        once per turn, and these may be actions,
      Some examples of movement might include:             reactions, or modification exploits.
         Closing to 3,000m.                                   Some maneuver exploits allow a character
                                                           to counteract an advantage gained by a faster
         Swinging round on the enemy’s tail.               ship’s movement. This is the exception to
                                                           the general rule that you cannot negate – by
         Turning broadsides.
                                                           moving – an advantage gained by a ship higher
         Making a break for an asteroid field.             than you in the INITIATIVE order.
                                                              Exploits are usually automatically
         Backing off to 10km distance.
                                                           successfully. However, if the enemy pilot
        The pilot is free to narratively                   knows that exploit, too, he can attempt
      describe the movement and resultant                  to counter your use of it. This forces an
      position. There’s no restriction on a ship’s         opposed check (and counts as his use of an
      movement, with one important exception:              exploit that turn).
214
Example Of Theater                                    Grace (the GM): That’s enough to detect
  Of The Mind Play                                 the energy signature of an overloading ion
   This is an example of theater of the mind       engine. That ship’s gonna blow! You don’t
starship combat.                                   have long.
                                                      James (playing Sasha): OK, let’s deal
   James, Leonard, Walter, and Nichelle are        with that Spartan first. 19km is a bit far for
playing in an adventure being run by Grace.        our weaponry. Our torpedoes have a range
They play the characters Sasha, Dr. TikTok,        increment of 7km. 3 range increments is too
Ashonnn, and Talik. Their starship, the            many for my liking, and our blasters are much
Murphy, has encountered two other vessels,         shorter range than that. Do we know what the
one of which appears to be a Spartan scout         range on the Spartan’s weapons are?
ship threatening the other, an unarmed
                                                      Leonard (playing Ashonn): I can check.
freighter.
                                                   Scanning again... a roll of 19 this time.
   Leonard (playing Ashonn): What’s our
                                                      Grace (the GM): One torpedo launcher with
current distance? I’m scanning the Spartan
                                                   a range increment of 10km, and a pair of small
ship for more information. What type of
                                                   beam disruptors with a range increment of
ship is it?
                                                   3km. With your shields up, the disruptors will
   Grace (the GM): You’re 19 kilometers away       struggle to do much damage to you, but the
right now. I think that’s the second range         torpedo is another matter.
increment for your sensors, right? Roll your
                                                      James (playing Sasha): OK, let’s close the
check!
                                                   distance to 5km. Can I place us between the
   Leonard (playing Ashonn): 3d6 for               Spartan and the freighter?
LOGIC, 2d6 for my computers skill, 1d6 for
those excellent Newwatch ES-1H we... errr...          Grace (the GM): You can try. The Spartan
liberated. That’s 6d6, down to 5d6 for the         ship is maneuvering also to prevent that.
range, makes... [rolls] 22!                        Make an AGILITY check!
   Grace (the GM): Great. It’s a Talon Class         James (playing Sasha): Plus my piloting skill!
VI Scout. Slightly bigger than your Class V        That’s 3d6 AGI, 2d6 piloting, 5d6 total. I roll 16.
ship. That type of ship typically has a crew of       Grace (the GM): The Spartan pilot only rolled
around 30, and is armed with both torpedoes        14. You skilfully insert the Murphy between the
and disruptors.                                    Spartan and the freighter, at a distance of 5km. I
   Walter (playing Dr. TikTok): I’ll get on        assume you’re raising shields?
another scanner terminal. I want to know if           Nichelle (playing Talik): Hell, yeah. This
there’s anyone alive on that freighter. 3d6        ship has no armor at all! In fact, one good
LOGIC – Ashonn’s better at using scanners          hit from that torpedo could kill us. Even
than me, but my medical training lets me add       with the shields, I don’t like it. Anyway...
2d6 since I’m scanning for lifeforms. 5d6,         shields are raised! I’m using my Shield
roll of 19.                                        Reinforcement exploit to reinforce the
                                                                                                         »4.Space
   Grace (the GM): You detect 4 life-forms         shield facing nearest the Spartan. That gives
aboard the ship. It’s an Aphid Class III           it an extra 2 points of SOAK.
Transport.                                           Grace (the GM): That’s lucky, because the
   Walter (playing Dr. TikTok): Hmm. They          Spartan is turning to face you. I don’t think
have a crew complement of 7. It must have          anyone can argue we’re not in combat now.
taken damage or casualties already. OK, I’ll       No ambush turn, as you’re all clearly aware of
scan the freighter for damage or anything          each other and ready to fight. Roll INITIATIVE!
unusual. I can’t use my medicine skill for this,      James (playing Sasha): I’ll roll it. I have
and I have no engineering skill, so just the 3d6   4d6 INITIATIVE. We get -1d6 for the ship class,
this time. I get 12.                               though, so 3d6. I roll.... 12!
                                                                                                         215
          Grace (the GM): The Spartan gets
      15. It wins. This round it decides on
      the movement, and you get to react;
      then it takes actions, followed by you.
      It accelerates in an attempt to swoop
      in behind you, all guns blazing. What
      are you doing?
         James (playing Sasha): Trying to
      maneuver to prevent that, I guess. I
      don’t like the idea of him getting
      a rear attack – those are no fun! I
      knew we should have fitted that rear
      torpedo tube. Do I make an opposed
      roll with him?
         Grace (the GM): Yep. The Spartan
      rolls 16 and I see you have rolled... oh
      dear. Only 9! You’re not having a good
      day – the Spartan ship positions itself
      in your rear arc at a distance of only
      3km and opens fire with its disruptors.
      He rolls 12 and 17 – what’s your ship’s
      DEFENSE?
         James (playing Sasha): 16. I guess
      that means one of the guns hits and
      one misses?
         Grace (the GM): That’s exactly
      what happens. A disruptor bolt slams
      into your rear shield for... 5 damage.
         Nichelle (playing Talik): The shields
      take it easily. Those disruptors aren’t
      really a problem. He’s not firing the
      torpedo, too, is he?                                   Grace (the GM): OK, the Spartan ship’s
         Grace (the GM): Not yet, at least. Your          DEFENSE is 18. You’re now 6 hexes away, so
      turn, guys. What are you doing?                     point bank for your torpedo, but the second
         James (playing Sasha): We’re facing the          range increment for your pulse blasters.
      wrong way and we lost INITIATIVE, so I can’t        Roll your attacks! Remember forward-firing
      do much about that right now... except... I         weapons get +1d6.
      haven’t used an exploit yet this turn. I use           Nichelle (playing Talik): Two blasters....
      Wingover. We accelerate away, and reverse           both -1d6 for the range, darnit. 3d6 plus my
      direction in half-loop barrel roll. We’re totally   1d6 gunnery, plus 1d6 for the forward arc, less
      facing him now! Talik - fire everything!            the 1d6 is a flat 4d6... I roll 12 and 16. Both
         Nichelle (playing Talik): If you say so –        blasters miss. The torpedo I’m rolling 5d6 for
      firing everything! Two pulse blasters, and          though... 21! Boom! That’ll be 10 damage,
      our new baby – the Highwide Works MPPx-1            thank you!
      Thunderbat proximity photonic torpedo!                 Grace (the GM): Straight through his
      And it’s a proximity weapon, so it’ll still do      shields, which soak 6, leaving 4 damage to his
      some damage if it misses. Let’s see how he          superstructure. You haven’t crippled him, but
      liked that!                                         he can’t take too many of those!
216
What Next?                                             In the above example, when the Spartan
    Continuing, the two starships will take turns   vessel managed to position itself on the
to act. Both will have a free movement action       Murphy’s tail, the Murphy would have been
of their choice. Ships might, for example, try      able to move how it wished, but would not
to close or withdraw, maneuver behind each          be able to undo that situation that turn – the
other, or try to keep a damaged side away from      Spartan vessel would still be in its “six”.
the enemy. Each will also be able to take a         However, Sasha has an exploit specifically
number of actions per turn (the Murphy has 5,       designed for such situations, which overrides
the Spartan ship has 6) , which can be used for     that general rule – she pulls a Wingover,
firing weapons, scanning, electronic attacks,       which lets her reverse directon quickly.
repairs, and more. Each starship’s actions take     Without the exploit, the Murphy would
place all at once, in any order chosen by that      need to win INITIATIVE next turn and then
ship. So when it comes to the Murphy’s turn,        maneuver into a more favourable position.
the players can decide in what order they wish
to resolve various actions.                         » TACTICAL COMBAT
   One important aspect of the movement                 Starship combat can also be played on a
and INITIATIVE order is that while a ship can       hex grid for a much more tactical experience.
move any way (within its capabilities) during       This can also be very useful when there
its turn, it cannot negate an advantage             are many ships involved, as their relative
achieved by a ship which beat it on                 positions can be seen clearly. The hex grid
INITIATIVE unless a specific exploit is used.       is called a “starscape”, although it doesn’t
   Even if an exploit is used, if the opposing      have to display empty space - it may display
pilot also knows the same exploit, he knows         the surface of a moon-sized space station
how to counter it – so an opposed check must        complete with laser towers, a blasted post
be made to negate the first vessel’s advantage.     apocalyptic landscape for high-altitude
»4.Space
                                                                                                     217
      dogfights, or anything else you can think of!         Using Newtonian movement, turning does
      The starscape may contain features which           not cost any movement. It takes place for
      have an effect on the game each round –            free, but there are limits on how fast you can
      asteroids might move, or a black hole might        turn based on your ship’s overall agility and
      pull ships towards it.                             current velocity. A fast moving carrier has a
         Additionally, you will need miniatures,         very wide turning circle, while a tiny fighter
      tokens, or counters to represent the ships         can change direction much more easily.
      involved in the combat. You can download              A ship’s turning circle is equal to its speed
      ship counters designed to work on a hex grid       multiplied by its class, divided by 10 (round
      from EN Publishing for free which you can          down to a minimum of 1). A class XI ship
      print and cut out, or you can buy miniatures or    moving at a velocity of 6 has a turning circle
      small plastic ship models from many hobby or       of 11 x 6 / 10 = 6. A smaller Class V scout
      toy retailers.                                     moving at the same velocity has a turning
                                                         circle of 3.
         Using a hex-based starmap is very similar
      to theatre of the mind combat. The only               The turning circle value simply represents
                                                         the number of hexes in a straight line that a
      difference is that instead of advantages
                                                         ship can move before turning one hex side.
      being determined by narrative descriptions,
                                                         An easy way to track this is to leave a marker
      they are instead derived specifically from
                                                         where the ship last turned a hex-side. It can
      the positions of the miniatures on the map.
                                                         turn again when it is a number of hexes from
      A ship is attacking another’s rear arc if its
                                                         that marker equal to its turning circle, at
      miniature is physically positioned in its          which point you rotate the ship one hex side
      victim’s rear arc.                                 and reposition the marker.
         A hex on a starmap represents 1km. The             Note that tactical combat speeds do not
      movement phase, instead of consisting of a
                                                         use the same scale as navigational combat
      description of motion, has the pilot move the
                                                         speeds for SUB-L travel, although both are
      vessel a number of hexes up to its SPEED (as
                                                         based on the same SPEED score. For this
      indicated in its stat-block) on the map. Turning
                                                         reason, time dilation is not a factor in combat,
      one hex-side counts as one hex of movement
                                                         and a ship is not limited to a velocity of 20.
      (also, see the optional Newtonian Movement
      rules, below, for a more realistic simulation of      If you want a simpler turning circle rule,
      movement in space).                                simply use half of the largest of SPEED or
                                                         CLASS, and is measured only from the start of
         The rule that you cannot undo a faster
                                                         the turn.
      ship’s advantage does not apply on a hex
      map. You can undo it if you can figure out         The Newtonian Round
      how to move your ship so as to do so. The only
                                                            The round structure for Newtonian
      determinant of position is the map itself.
                                                         movement differs slightly to that of regular
      Newtonian Movement                                 movement. All movement takes place
                                                         simultaneously, followed by all actions. The
         Newtonian movement is an optional way
                                                         Newtonian round looks like this:
      to deal with ship movement on a hex grid.
      Instead of simply moving a ship any number         1 All ships make INITIATIVE checks.
      of hexes up to its SPEED, a ship must move
      a number of hexes equal to its current             2 All ships move in reverse INITIATIVE order
      velocity. The ship’s SPEED score tells you           (starting with the ship which lost).
      how much it can increase or decrease its
                                                         3 All ships then take actions in forward
      velocity by each turn.
                                                           INITIATIVE order.
         A ship at zero velocity may rotate one hex
      side per turn for free.                            4 Return to Step 1.
218
   This sequence creates more realistic            » USEFUL EXPLOITS
movement, but allows ships which win
INITIATIVE to make tactical movement                  For reference, the following exploits from
decisions based on what they see their             the character creation rules are useful in
opponents doing. The movement takes                starship combat. Additionally careers like the
place simultaneously, but is resolved in           pilot, engineer, and others have access to
reverse order to give an informational             specific exploits.
advantage to faster ships.
                                                   180 HAMMERHEAD
   If you are considering running chase
sequences, the Newtonian movement round            BURST OF SPEED
is a very useful tool – especially if ships are
racing through an asteroid field and trading       COUNTERHACK
speed for the ability to turn quickly!
                                                   HIGH ENERGY TURN
Combat Phases
   Normally, ships roll INITIATIVE, move           REINFORCE SHIELD
their speed and take actions in a single
round, and then the process begins again.          RELATIVITY CORKSCREW
For a more dynamic space battle, this
                                                   SYSTEM OVERRIDE
can be divided into three phases, with
movement and actions distributed equally           TARGET ENGINES
across those three phases. For example, a
ship moving at SPEED 9 with 6 actions would        TORPEDO SPREAD
move 3 and take 2 actions in each phase.
Where the number of phases cannot be               WARP MANEUVER
equally divided by 3, increase or decrease
the middle (second) phase appropriately            WINGOVER
(so SPEED 10 would be 3/4/3). Vessels
roll INITIATIVE once per round, still, and         » CREWS
maintain that INITIATIVE order for each of
the three phases. Doing it this way slows              When a ship takes an action not performed
combat down a little (so is best done with         by a player character (either an NPC ship, or
fewer ships) but it does make for a more           when more ship actions are available than
realistic, tactical battle.                        there are PCs to take them) the crew’s rating
                                                   is used to form dice pools. The same dice
Tactical Vs Navigation Speed                       pool is used for any action or attack.
   It is important to remember that while a           See the Starship Construction Manual
starship’s SPEED score is used to determine        for more information about crew costs and
both sub-luminal navigational speed and
                                                   ratings. If the crew rating is not specified,
                                                                                                     »4.Space
hex-based tactical speed, they are not
                                                   assume it is a standard crew with a dice
equivalent. Navigational speed is pre-
                                                   pool of 4d6.
calculated long distance cruising speed for
covering distances measured in AU, and is           Rating           Dice         Travel Increment
much faster than tactical speed which is
used in combat and deals with distances            Poor              3d6      80%
measured in kilometers.
   While navigational speed has a maximum          Standard          4d6      -
value of 20 (representing light speed), tactical   Experienced       5d6      150%
speed has no such maximum value. Tactical
speeds are only a tiny fraction of light speed.    Elite             6d6      200%
                                                                                                     219
      » THE MURPHY
220
» SPARTAN TALON
  CLASS VI SCOUT
                                                                                        221
      » Endeavour Class XI Cruiser
222
» Junker Class I
  Courier
                                                                             223
      » Millenial Class II
        Freighter
224
             »Starship operations
S
     tarships range from mighty battleships         scout, a patrol craft, a cruiser, a research
     and liners to tiny couriers and freighters.    ship, a liner, a yacht, or a battleship. There
     The Starship Construction Manual               is no definitive list of ship types – the
contains detailed information on designing and      possibilities are too numerous to catalog.
building spacefaring vessels. This section of       However, some common types are listed
the rulebook introduces some of the basics of       below.
ship classification, along with rules for various       Finally, ships have a model. In many
starship-based activities and operations.           navies, the first ship of any given model
                                                    typically has the same name as the model – for
» SHIP CLASS & TYPE                                 example, the first Endeavour class cruiser was
   Starships are classified according to their      called the Endeavour, and the Excalibur is the
hull size (measured in metric tons) and type.       first Excalibur class ship.
                                                                                                       »4.Space
   A ship’s hull size is indicated by its class.       A ship is referred to using its class, model,
Class is a numeral ranging from Class I for         and type. For example, the Murphy is a Class
shuttles and tiny vessels, through XI for           V Freighter, while the mighty Excalibur is a
                                                    Class XV Battleship.
cruisers and other large vessels, and XV
and beyond for battleships and carriers.            List of Ship Classifications
There is no upper limit to class, which can
                                                       The following list of sample ship
theoretically be used to encompass vessels or
                                                    classifications is a suggestion only, based on a
objects the size of a small moon.
                                                    typical “naval” style of organization. While
   A ship’s type is a descriptive term which        this will suit many settings or cultures, it
indicates its role. It might be a freighter, a      should not be viewed as a straitjacket – the
                                                                                                       225
      vessels in your setting will be classified in          Freighter. A freighter is designed specifically
      whatever way most suits that setting. You           to carry cargo. They vary in size, and tend
      should feel free to introduce dreadnaughts,         towards being slow and cumbersome (although
      bioships, mindships, mining vessels, habitats,      some smugglers and pirates are able to outfit
      cleavers, or other unusual vessel types.            some extremely agile freighters, especially if
          Shuttlecraft. A shuttlecraft is usually not     cargo quantity isn’t a priority). Freighters are
      FTL-capable, and is capable of atmospheric          found equally as military and civilian vessels
      flight and landing. They can be used to             and tend to be weakly armed, if at all.
      transport small groups, or as lifeboats.               Escort. Escorts accompany other, often
      Armament is rare, and defenses are usually          unarmed, vessels and tend to operate in small
      limited to basic navigational shielding.            groups at close range, never moving far from the
         Patrol craft. Patrol ships, often used by        vessel they protect. They have medium combat
      police and other security organizations, are        capability, and sometimes have the ability to
      designed for in-system use. These ships are         extend electronic protection to nearby vessels
      lightly armed and often lack FTL capability.        or provide emergency repairs. Escorts usually
                                                          have sensitive sensor systems designed to detect
         Courier. A courier is designed for rapid
                                                          enemy action as early as possible,
      interstellar travel; not much larger than a
      shuttle, its main strength is travelling directly      Destroyer. Capital ships, destroyers
      from one location to another. Couriers do           are capable of extended military duty.
      not tend to be armed, and maintain only             Comparatively cheap compared to other
      navigational deflector shields. Some couriers       warships, destroyers also operate as patrol
      are very luxurious, and are used to transport       craft and boast decent armament and shields.
      diplomats and VIPs, while others are used as        Destroyers, like other capital ships, also also
      private yachts.                                     capable of good FTL speeds.
         Research ship. Scientific research usually          Frigate. A frigate can protect a number of
      needs specialized and sensitive equipment,          smaller ships against enemy vessels and are
      and research ships are outfitted with the best      often deployed in small groups or in sensitive
      sensors, computers, and laboratories money          areas. Frigates are known for boasting large
      can buy. They do not tend to be armed or            amounts of firepower, and often carry large
      well-protected, and need to call for assistance     troop complements used for boarding or
      in times of trouble.                                invasion missions.
         Yacht. Private yachts can run to the                Transport. Transports run by a variety of
      decadent, with extremely luxurious interiors.       names and fulfil a variety of purposes. Some
      Usually private vessels, these pleasure             are designed to transport cargo, while troop
      vehicles have weak defensive capability;            transports carry contingents of personnel.
      however some military yachts used to                They have medium armor or shielding
      transport very important dignitaries may            capability, but rarely boast any more than the
      possess more capable defenses. Yachts tend to       minimum of firepower. Transports are often
      be fast, and are usually aesthetically pleasing.    accompanied by escorts. Troop transports
         Scout. These ships are general-purpose           are sometimes called assault ships, while
      exploration vessels of a small-to-medium size.      commercial or cargo transports are often
      They generally boast high FTL speeds and long       known as tugs.
      range sensors, with some moderate armament             Cruiser. Large capital ships, cruisers can
      and defensive capability. Scout ships will be       be both military and explorative in nature.
      equipped for surveys, scans, mapping, and are       Cruisers tend to have non-combat primary
      often designed for long-range missions. Scouts      missions, and as such are often equipped
      operate as military reconnaissance vessels,         with research facilities, but can also be
      long-range exploration vessels, and even first      called into combat when needed – and when
      contact missions.                                   they are, they perform well as heavy capital
226
combat vessels. Cruisers tend to have heavy       or subdivided on much larger ones. There are
armament and shielding and, depending             five major roles in additional to the captain
on their species of origin, are often fairly      – pilot, gunner, comms, engineer, and doctor –
luxurious compared to regular combat              although some of these may be combined on a
vessels. Long range exploration cruisers can      smaller ship or subdivided on a larger one.
operate for years at a time and are often a          These roles do not define a character;
highly desired assignment.                        they merely represent the job that a
   Liner. A liner is designed for luxurious       character is doing right now. Anybody can
commercial passenger travel – either on           attempt to fill any of these roles, although
established transport runs or on cruises          some will be more suited to specific roles
and sightseeing tours of exotic planets and       than others. These roles also change
nebulae. They are large vessels, and tend         situationally, with other roles being adopted
to be lightly shielded with a small security      during non-starship activity.
contingent on board, although some older
liners can be drafted as troop transports by      Captain
military organizations.                              The captain (commanding officer, or CO) of
   Battleship. Battleships are the most heavily   a starship gives the orders and makes all the
armed ship type. Somewhat cumbersome,             important decisions. However, most captains
they make up for that with massive firepower,     do not micromanage – officers in various
strong armor, or heavy shielding. Battleships     positions are trained to do those specific
are often accompanied by destroyers and           jobs. While he might order an engineer to
frigates, and can be equipped for planetary       find more speed or a pilot to orbit the fifth
bombardment (especially when accompanied          planet, he won’t generally tell them how to
by frigates containing large troop contingents    do those things.
for immediate occupation). A battleship will         In the game, the captain might also have
often dominate an entire system with ease.        another job, or be an NPC. A collaborative
   Carrier. Carriers and supercarriers            captain is an NPC broadly controlled by the
are designed to transport large numbers           players – the players get to decide what they
of immediately deployable fighters or             wish to do, and the collaborative captain is
shuttlecraft. They are not the most heavily       assumed to have given appropriate orders.
armed ships around, and often rely on those       Generally speaking, having one player
fighters and on escorts to provide protection     tell the others what to do decreases the
from enemy action.                                enjoyment of the latter.
Carriers have among the
best control computer
systems, and are able
to coordinate entire
battlefields.                                                                                      »4.Space
» ROLES ABOARD
   A STARSHIP
   A starship can have
any combination or
assignment of roles and
tasks. What follows is
a common example of
how a starship may be
set up. Often roles are
combined on smaller ships
                                                                                                   227
     If the characters are members of a large       A captain benefits from skills like
  crew or other organisation, each player will   leadership and starship tactics, as well as
  need three characters. See the rules on        good INTUITION, CHARISMA, and REPUTATION
  Away Teams & Task Forces on page 50.           attributes.
                                                 Pilot
                                                    The pilot (often called the helmsman,
                                                 helm officer, or flight officer) is responsible
                                                 for actually flying and navigating the
                                                 starship. Her job is to move the ship from
                                                 place to place, often in accordance with
                                                 the captain’s instructions. The pilot moves
                                                 the ship in combat, and navigates it through
                                                 interstellar space during travel, calculating
                                                 FTL coordinates and vectors.
                                                   The pilot benefits from skills like piloting
                                                 and navigation and a good AGILITY attribute.
                                                 Gunner
                                                    Depending on the size of the ship, gunners,
                                                 or gunnery officers, also called tactical or
                                                 weapons officers, may be combined with the
                                                 pilot into a single role or split into multiple
                                                 gunners. Gunners are responsible for firing
                                                 weapons and maintaining shields. The gunnery
                                                 officer is an expert in offensive and defensive
                                                 artillery patterns, energy and missile
                                                 weaponry, Newtonian and relativistic motion,
                                                 and more. On larger ships, gunnery is a very
                                                 math-intensive job. The gunner will also raise
                                                 shields when necessary, and more specifically
                                                 reinforce specific shields when required.
                                                   The gunner benefits from the gunnery skill
                                                 and good LOGIC and INTUITION attribute.
                                                 Comms
                                                    A communications officer, often combined
                                                 with a science officer, has a broad remit which
                                                 deals not only with communications, but
                                                 also sensor use and electronic warfare, both
                                                 offensive and defensive. A science officer will
                                                 scan a star system upon arrival, will be the
                                                 officer to uncover and alert the rest of the
                                                 crew of new threats, and provide a constant
                                                 stream of information.
                                                    Electronic warfare is a highly technical
                                                 and varied task which uses computer
                                                 skills, ion weapons, and more. The science
                                                 officer is an expert at countermeasures,
228
Heisenbergian uncertainty, cloaking                vessel’s fighter and shuttle complement. In
technologies, misinformation,                      combat, this officer controls fighters and other
communication and sensor jamming.                  ancillary vessels.
   The communications officer also monitors
a wide array of electronic and non-electronic      » STARSHIP SENSORS
communications channels, deciphers                    Starship sensor systems – a battery of
languages, ciphers, and codes, and more.           detection and analysis equipment designed
  The comms officer benefits from computer         to collate information about the ship’s
operation, linguistics, and good INTUITION and     environment and feed it back to the crew
LOGIC attributes.                                  - work just like handheld scanners. The only
                                                   real difference is the scales involved.
Engineer
                                                      Starship sensors have three range settings –
   The engineer is a vital member of the ship’s    tactical, navigational, and long range.
crew. Not only does she handle repairs and
                                                      While a hand scanner has a range increment
system maintenance, and is responsible for
                                                   of 10’, starship sensors have a tactical
a vast array of systems from life support to
                                                   range increment measured in kilometers
the engines to the ship’s infrastructure and
                                                   (or hexes) for combat-based operations and
superstructure, but she is also needed to
                                                   in AU (Astronomical Units) for navigational
provide additional power and support during
                                                   information. Sensors can map out a star
combat.
                                                   system accurately and quickly, and scan
   The engineer benefits from the engineering      planets, ships, and stellar phenomena to
skill as well as a good LOGIC attribute.           gather more details. A long-range scan can be
                                                   performed, also. This scans a wide area with
Doctor
                                                   a range increment measured in light years and
   The ship’s doctor (or medic, or medical         takes an hour. The data available is the same
officer) is responsible for the health and well-   as a navigational scan.
being of the crew. Often the doctor also
                                                       A ship’s sensor range increment is shown
fulfills the role of counselor, responsible for
                                                   in its stat-block. For example, the Murphy
the emotional well-being of a ship’s crew as
                                                   has a range increment of 6. This means that
well as being useful in diplomatic situations
                                                   in combat, it can scan without penalty up to
and trained in first contact, ambassadorial,
                                                   six kilometers, and suffers a -1d6 penalty per
and cultural issues.
                                                   range increment thereafter. For navigational
   The doctor benefits from the medicine,          purposes, it can scan without penalty up to
intuition, and psychology skills as well as good   6AU (further than the distance from the Sun to
INTUITION, LOGIC, and CHARISMA attributes.         Jupiter), and suffers similar penalties for each
                                                   range increment after that.
Other Roles
                                                      Mapping out a star system – stars, planets,
   Soldier: A soldier is an ancillary role;
                                                                                                      »4.Space
                                                   asteroid belts, and so on – does not require a
soldiers do not usually play a part in actual
                                                   check. Even 19th Century telescopes could
starship operations, although they can have
                                                   see distant planets – Neptune, 30 AU from the
security roles aboard the ship. Soldiers are       Sun, was first observed in 1846. As long as a
often called security officers.                    ship’s sensor systems are operational, a ship
   Operations Officer: An operations officer is    receives all basic data about a star system
a broad position which can combine the duties      immediately upon arrival.
of the engineer, science, and communications          Stars, similarly, do not require a check.
roles.                                             Stars – and their type – can be detected from
  Signal Officer: A signal officer runs a flight   any distance, as can other similarly large
deck or landing bay, and is responsible for a      stellar bodies.
                                                                                                      229
      Scan Range            Unit                            Walter (playing Dr. TikTok): I’m manning
                                                         the sensors. Quick scan – what’s in the
      Map a star system     Automatic
                                                         system.
      Tactical              Kilometers (hexes)
                                                            Grace (the GM): You don’t need to make
      Navigational          AU
                                                         a check to do a navigational survey of a new
      Long                  Light years; one hour        system. You already know it’s a type G2V
                                                         yellow star. There are five planets, and an
      Sensor Checks
                                                         asteroid belt between the fourth and fifth.
         A sensor check is a Challenging [13] LOG        The outer planet is about 20AU distant, and
      check. Against a vessel, the difficulty of the     the innermost one is 1AU. Planets four and
      check is equal to the target ship's DEFENSE.       five are gas giants, and the three inner planets
      The computers skill relates to starship sensor     are smaller rocky bodies.
      systems general. Alternatively, any subject-
                                                            Walter (playing Dr. TikTok): Any ships?
      specific skill can be used instead, depending
                                                         That needs a check. LOG plus my computers
      on what the sensors are being used to scan.
                                                         skill... 15.
      Medicine can be used when scanning for life-
      forms, for example, various planetary sciences        Grace (the GM): Nothing. As far as you can
      when examining a planet from afar.                 tell, the system is vessel-free. Well, at least it
                                                         has no ships of Class VI or larger.
         When making a sensors check, the operator
      simply makes a check and asks a question.            Walter (playing Dr. TikTok): That’s a relief.
      The question must be specific, but there is        OK, I’m scanning the innermost planet. At
      no predetermined list of available questions.      1AU, I reckon that has the best chance of life.
      Some examples might include:                       Do I find any? (Rolls a 14).
                                                            Grace (the GM): Yes! That planet is
         What level of civilisation is on the third      covered with life. Its biomass is about that of
         planet?                                         Earth – lots of plants and animals.
         Is the atmosphere of that moon                     Walter (playing Dr. TikTok): And
         breathable?                                     civilization? (Rolls a 14 again).
         What’s the composition of the asteroid?            Grace (the GM): You detect the signs of an
                                                         AL-4 civilization. Industrial age. There’s smog
         Detecting another vessel requires a check       in the atmosphere, and some radio emissions.
      vs. its DEFENSE score. This can be done at
      navigational range; sensors can detect a scout        James (playing Sasha): That’s 1 AU away,
      ship orbiting a moon of Jupiter all the way from   right? At SPEED 4.2, that will take us nearly
      Earth. Range increments will play into this        3 hours. We really need to upgrade those
      check, and smaller ships are harder to spot.       engines! The Murphy’s sublight speeds are
                                                         terrible!
         A cloaked ship is much harder to spot. A
      cloaking device inflicts a -3d6 penalty to any        Grace (the GM): Well, you won’t be
      attempt to locate it. Cloaked ships do not         upgrading much at an AL-4 civilization.
      show up in a regular scan; the operator must       They’ll have only just invented the
      specifically scan for a cloaked ship, and when     automobile! They probably won’t even know
      in combat must select the direction (port, aft,    you’re in orbit.
      forward, starboard) in which he is doing so.          James (playing Sasha): Well, I’m setting a
                                                         course for the first planet. Let’s go visit the
      Example Of Play Using                              Industrial Age!
        Starship Sensors
         The starship Murphy has just entered a          Tactical Sensors
      new star system. It was in the star charts
      as “System X”, and they’ve ended up there            In combat, sensors work in the same way.
      because they’re trying to escape pursuit.          The range increment is measured in kilometers
230
(hexes) and a scan takes one action; success          Starship combat and other hazards often
means that the operator can ask a single           result in casualties. A doctor can use an action
question about the target. For example:            to restore one crewmember to duty with a
                                                   Challenging [13] LOG check, but can only do so
   Which shields does it have raised?              up to the limits of the sickbay’s daily capacity.
   How many life-forms are on board?                  Sickbays are also used, of course, to
                                                   diagnose and treat illnesses and injuries. A
   What’s the ship’s maximum FTL speed?            sickbay can automatically heal 1d6 points of
                                                   HEALTH to a character in one minute, but this
   Is there any damage to the superstructure?
                                                   counts towards the sickbay’s daily capacity.
   What weapons does the vessel have?
                                                   » TRACTOR/PRESSOR BEAMS
» SICKBAYS                                            Tractor and pressor (otherwise known as
   Most ships have some kind of medical            a repulsor or repellor) beams are a form of
facility, whether that be a box on the wall        technology which allows a vessel to physically
with a hypospray and a bandage in it, or a         manipulate or restrain another. They are the
vast, modern sickbay able to accommodate           far-future equivalent of grappling hooks. The
hundreds of patients.                              physics varies from model to model – some use
   A sickbay’s capacity is noted in the vessel’s   gravity waves, others might use deflector shield
stat-block. The Murphy’s, for example, has         technology, forcefields, or other methods.
a capacity of 5. While this affects a ship’s          A tractor beam has a rating which
LUXURY rating (see the Starship Construction       indicates the maximum mass (expressed in
Manual), its primary use is to define both the     terms of ship class) it can hold. For example,
number of people the facility can treat at a       a tractor beam rated at a strength of 7 can
given time, and the number of casualties the       manipulate a Class VII ship or object, but not
sickbay can restore to duty in one day.            a Class VIII ship.
»4.Space
                                                                                                       231
         To grab a ship with a tractor beam, the              Using a transporter to travel to another
      operator simply uses an action to make an            transporter unit require no check. This is a
      attack roll against the target’s DEFENSE. On         very safe use of the technology.
      a successful check, and if the target is not             If there is a transporter pad only at one
      too large for the tractor beam, the ship is          end of the journey, a Routine [10] LOG check
      successfully grabbed. It remains grabbed             is required by the transporter operator. A
      until it escapes.                                    number of things can cause penalties to this
        The tractor beam operator can subsequently         check. A site-to-site transport is much more
      make additional checks to move the target a          dangerous; it doesn’t use a pad at either end.
      number of hexes up to the beam’s rating.
                                                           Atmospheric conditions               -1d6
      Escaping A Tractor Beam
         Escaping a tractor beam is an opposed             Thick rock or dense metals           -1d6
      check, and is an action on the part of the pilot.    Shields                              -3d6
      However, the ship’s SPEED score is used to form
      the dice pool, as is the tractor beam’s rating.      Site-to-site                         -3d6
         Form dice pools as normal using these two
      scores. The pilot may add his piloting skill to         Failing a transporter check usually means
      his dice pool, and the tractor beam operator         that the transportation does not take place.
      may use his gunnery skill.                             The presence of a neutron star or magnetar
         Attempting to activate FTL drives within a        makes the use of transporters impossible.
      tractor beam is both ineffective and incredibly      Some devices, including transporter inhibitors
      dangerous. It causes 1d6 damage per FTL              and scramblers, also prevent transportation.
      factor to the ship.                                     Most starships are protected from enemy
                                                           transporters by inhibitors which require
      » TRANSPORTERS                                       special codes to bypass. This makes it
                                                           impossible to simply beam a platoon over
         Transporters are not available in every
                                                           to the enemy’s bridge, or a bomb into the
      setting. Settings without transporters will rely
                                                           engineering bay. Additionally, it usually
      heavily on shuttles.
                                                           requires command-level overrides to teleport
         Transporters may be known by various              explosive devices.
      names – teleporters, runcibles, farcasters,
      displacement units, matter transmitters,
                                                           » RECREATIONAL
      jaunters, translocaters, molecular
      disseminators, transmats, and more. The                FACILITIES
      specific technology may vary from setting               Most ships have some form of recreational
      to setting, or even from device to device.           facilities. A small freighter might make
      However, they all share the same purpose: to         so with a 3D chessboard, while a large
      instantaneously move a person or object from         cruiser might feature gymnasiums, theaters,
      one location to another.                             holographic suites, bars, and more.
         Most transporters have a range which allows          The cumulative total of a ship’s facilities
      the user to travel from orbit to a planet’s          helps build its LUXURY rating. LUXURY is
      surface, or to a nearby vessel. More advanced        a percentile score which compares the
      forms of the technology may greatly increase         availability of recreational faculties (as
      this range, however. The effective range             well as sickbays and and so on) to the crew
      increment of a standard AL9 transporter is           complement. A low LUXURY rating means low
      4,000km (or 4km in combat situations using a         morale (and associated dice penalties); a too-
      tactical hex grid – it’s a lot harder to transport   high rating can result in a complacent or lazy
      in the middle of action than it is to leisurely      crew. The ideal LUXURY rating is between
      transport down to a planet).                         151 and 199%.
232
   LUXURY        Description         Checks    may be physical cells, or they may use force-
                                               field technology. Each brig unit can hold one
  50% or less      Spartan            -2d6     prisoner.
    51-90%           Poor             -1d6
                                                  Cabins. A basic hull comes equipped with
   91-150%        Adequate              -      dormitory accommodation for crew. Giving the
   151-199%      Comfortable          +1d6     crew cabins (either single, double, or luxury)
    200%+         Decadent            -1d6     can greatly improve their morale.
                                                  Chapel. A chapel is fairly basic, and often
   The check penalty applies to all ship
                                               multi-denominational, although some larger
functions – whether firing a weapon,
                                               ships and stations maintain separate chapels
performing a maneuver, scanning a planet,
                                               for specific religions.
or treating an illness. It applies to both
crew and PC checks – it doesn’t just              Cinema/theater. These facilities allow the
reflect the individual morale of the person    crew to enjoy or even put on entertainment.
performing the action, it also reflects           Escape pods. Escape pods increase a
the maintenance of the equipment and           crew’s sense of security. Additionally, a ship
its connected systems, all of which are        with escape pods means that if the ship is
affected by crew morale.                       destroyed, the PCs will automatically survive.
Unusual Luxury Requirements                        Galley. While automated food processing is
                                               not unusual, an actual kitchen and chef really
   Some species (such as Spartans) are not
                                               is appreciated.
affected the same way as others by luxury. A
crew which is more than 50% Spartan
reverses the luxury bonus table,
turning bonuses into penalties and
vice versa – in other words, it operates
better in more “spartan” conditions.
The Decadent (200%+) category turns
into a -2d6 penalty.
    A crew which is 50% or more Android
is unaffected by LUXURY in any way.
List Of Facilities
   What follows is a list of example
shipboard facilities. It is not
exhaustive, and you should feel free to
add to it.
   Facilities are noted on a vessel’s stat-
block with their capacity. For example:
                                                                                                »4.Space
                                                                                                233
          Gymnasium. Gyms can either be general          consisting mainly of an empty room with a
      fitness gyms, or more specific sport-focused       large window. Observation lounges are often
      gyms (a zero-G basketball court, for example).     used as meeting areas, for special events,
         Holographic suite. These interactive            and gatherings.
      holographic environments are the ultimate in           Sick bay. The size of a sick bay determines
      luxury and entertainment.                          its capacity; each patient takes up 3CU.
         Laboratory. Science labs are an important           Shops & bars. Some larger vessels or
      part of many research or exploratory               stations will have commercial facilities
      vessels. Some vessels may have just one            aboard. These are leased to shopkeepers and
      general lab, while others have more                bar owners, who pay the ship owner a monthly
      focused specific labs including geological,        tax. Commercial facilities cost capital to set
      astrophysics, biochemistry, chem,                  up, but pay dividends in the form of income
      hydroponics, cybernetics, and more.                and crew morale. A bar generates 0.5 MCr/m
         Lounge/recreation areas. These areas can        income; a shop generates 0.6 MCr/m income
      be used for relaxation, gaming, reading, and       (its type should be specified).
      other recreational activities.                        Stateroom. This is used for entertaining
          Mess Hall. A mess hall is a communal easting   dignitaries and for meetings and planning
      and social area. Some ships maintain separate      sessions. It is usually well-appointed.
      mess halls for officers and enlisted crewmen,         Transporter pad. A small transporter
      while others choose to mix and match. An           pad has room for one person and a range
      officer’s mess is sometimes called a wardroom.     increment of 4,000km. Larger pads have room
         Observation lounge. An observation              for one person per CU. Transporters are only
      lounge is often a cheap luxury increase,           available if the setting allows for it.
234
                                                                                           Chapter V
                                                                                          Building a
                                                                                            Universe
»BUILDING A UNIVERSE
A
       lbert Einstein once proclaimed that           In a medieval fantasy campaign, a
       “God does not play dice”. He was           common starting structure is to design a
       wrong. Universes are created using         village and its environs, and start the PCs
a series of random tables and a handful of        there. The world around them is hidden by
d6s! One of the GM’s most important tasks         a kind of “fog of war” - though it’s more a
is to create the setting in which the player      “need to know”. Pertinent details can be
characters operate. The GM must design the        revealed when necessary; and it is certainly
universe, its inhabitants, its power structures   true that it can be a tough sell to persuade
and villains, and more. Every place the player    a group of players to read and memorize
characters go, every non-player character         a 400-page setting document before play
(NPC) they meet, every creature they fight,       begins.
                                                                                                    »5.Building a Universe
every starship they encounter – it all begins
with the GM.                                         You can do the same thing in the far future.
                                                  Information is a little more free-flowing,
   That sounds like a monstrous task – and        so you may need to be a little quicker to
in some way it is. But the GM does not need
                                                  provide obscure details from far away, but the
to create an entire universe all at once. It is
                                                  principle is still the same.
often enough to simply sketch a broad outline
of the setting in a few paragraphs, and some         WOIN is – more than most tabletop
detail around the PCs’ starting circumstances,    roleplaying games – a setting-neutral
and expand from there as and when it’s            toolkit. In other word, it provides you
needed. You may know there’s an empire            with the tools to build your own setting
of slug-like aliens in the Andromeda galaxy,      rather than providing you with a pre-
but you don’t need to flesh out all the fine      made universe. To that end, these pages
details until the player characters go to the     include tools for building star systems,
Andromeda galaxy. Or unless you decide to         planets, civilizations, species, careers,
have the slugs come here!                         organizations, monsters, and NPCs.
                                                                                                    235
                                                         you need to create your own, the following
      Open Gaming                                        checklist should help get you started. It is
                                                         a list of important questions and issues you
         Remember that WOIN is an “open gaming           should address as you design your setting.
      system”. You can read more about this on
      the official website, but the short of it is       › The Big Picture
      that you can use many of the game rules to            How big is this setting? Does it
      create, publish, even sell your own WOIN           encompass a solar system, part of a galaxy,
      compatible products. You don’t even need to        a whole galaxy, multiple galaxies, or a
      ask permission – just check out the terms on       vast universe? Maybe it includes multiple
      the website (www.woinrpg.com) which mainly         universes, pocket universes, alternate
      cover your use of the WOIN logos.                  dimensions, or an entire multiverse. Maybe
         So if you do create a setting, why not          there’s no space travel at all, and your
      publish it, either for free or for profit? And,    setting is one giant futuristic megacity in a
      of course, you are not limited to settings –       post apocalyptic wasteland.
      you can produce books of careers, monsters,        Where & When?
      NPCs, exploits, organizations, equipment, and
      so much more!                                          Some settings are based in our own
                                                          Milky Way galaxy; others are based in
                                                          a galaxy far, far away. The primary
      » DESIGNING YOUR                                    difference in terms of setting is whether
        SETTING                                         or not Earth exists in your campaign – and,
                                                        if it does, what condition is it in? Is it
         You may well find that you need to create      a utopian society, center of a planetary
      new content in order to accommodate your          federation? Or is it a dystopian, gray ruin
      campaign setting. You are encouraged to do        of a world? Is it real, or is it a legend?
      so, and these pages are designed to help you      Similarly, the “when” is equally important.
      in that process.                                  There’s a vast difference between the 23 rd
          This section contains guidelines and rules    Century and the 51 st Century.
      for designing complete star systems, planets,
      civilizations, and new alien species, new         Theme
      careers, organizations, and new monsters.            The general theme and atmosphere of your
      They are presented in a rough order of scale,     setting is important. Is it dystopian, horror,
      so that you can design from a “top-down”          comedic, or militaristic? Is it dark, pulpy,
      perspective, narrowing down to the smaller        or political? Is it hard science-fiction, space
      details, but of course you should feel free to    opera, or space fantasy?
      use any of the parts of the following chapter        Throughout various WOIN books there are
      in isolation as and when you need to.
                                                        references to “Cinematic Mode”. Cinematic
         You should not feel constrained by the         Mode is a way to play a WOIN game which
      charts on the following pages. They are           is much less deadly, and much more heroic
      intended as useful tools to provide inspiration   than the default rules. Cinematic mode gives
      where necessary, but always let your              PCs more HEALTH, more LUCK, amongst
      imagination guide you.                            other things, and results in a game more
         In a WOIN game, the universe doesn’t always    akin to an heroic Star Wars setting where the
      need to be one of the GM’s creation. It could     heroes mow down dozens of enemies than a
      be modelled after a favorite sci-fi TV show,      more gritty Aliens setting. You should decide
      novel, or movie; or the GM could purchase a       before you start play whether you are using
      pre-published setting designed specifically to    Cinematic Mode. Cinematic mode allows
      work with the game. In that case, much of the     characters to add their LUC dice pool when
      work has been done for you. However, should       determining their starting HEALTH."
236
Hard & Soft Science Fiction                       SCI-FI (GENRE B)
   Originally, “hard” science fiction was            This is the level of science fiction generally
literature which dealt with the physical          found in television shows like Star Trek,
sciences of physics, chemistry, and so            Babylon 5, and the writings of Philip K Dick.
on, while “soft” science fiction focused          SPACE OPERA (GENRE C)
on social sciences like psychology and
sociology. These days, the terms are often           Space opera is science fiction with added
used interchangeably with terms like              fantastical elements, including psionics, or laser
“science fantasy”, and refer more often to        swords. This type of setting includes Star Wars
the plausibility of the science in a work.        or Flash Gordon, or the work of Neil Gaiman.
The latter is the definition used in this         SCIENCE FANTASY (GENRE D)
rulebook.                                            Science fantasy is the most outlandish form
    Science fiction can be placed on a scale      of sci-fi. The technology in such a setting may
which runs from “hard SF” to “soft sci-fi”.       as well be magic – time travel is routine, for
In hard SF (the preferred term for many           example. Doctor Who is a good example of
authors), scientific accuracy is often found –    science fantasy.
or at least a “realistic” projection of future
scientific details. Soft sci-fi, on the other     Technology
hand, sometimes known as “science fantasy”            Much sci-fi technology feels fairly
is usually more speculative or improbable, and    “standard”. A ray gun or a hand-held scanner
has less of a focus on scientific rigor.          is something common to many settings under
    This is very much an axis on a graph – a      various guises or names. Some technological
scale, with many points in between. For           choices, however, should be decided upon
example, when taking the concept of time          before play; these choices can dramatically
travel, the very hardest SF might declare         affect the nature of a setting.
it off-limits and impossible; other hard SF          This is also part of a wider decision which
a little ways up the scale might work hard        has to be made regarding advancement levels.
to present a plausible sounding theory            Of course, advancement levels can (and
using quantum physics, relativity, unified        should) vary from planet to planet, but there’s
field theories, and more. A very soft sci-fi
                                                  also an overall advancement level to consider.
example would have the hero pulling the
                                                  Your setting might include common FTL travel
lever in his magic box and the time travel
                                                  and phasers, while another GM’s might use
just happening; the technology in the softest
                                                  projectile weaponry and nuclear warheads.
sci-fi pretty much resembles magic in terms
of scientific adherence.                             You also need to decide how much mixing-
                                                                                                       »5.Building a Universe
                                                  and-matching of technology you wish to
    None of this is iron-clad, of course, and
exceptions are usually the rule. This book        do. Most sci-fi franchises typically display
is designed to handle both. The “default”         a single type of FTL travel, for example –
setting of this book is somewhere in the          Star Wars uses hyperdrives, while Star Trek
middle, near the Star Trek level.                 uses warp drives, and the two do not mix.
                                                  Similarly, weapons and other technology differ
   While advancement level is noted by
                                                  thematically from one franchise to another.
using a number, the hard/soft setting genre
                                                  Of course, something like Doctor Who pretty
uses a letter.
                                                  much has a bit of everything, and that works
HARD SCI-FI (GENRE A)                             just fine, too.
   In hard sci-fi, faster-than-light travel is
                                                  Advancement Level
usually impossible. Hard sci-fi authors include
Arthur C. Clarke, Stephen Baxter, Kim Stanley       Advancement level is a technological scale
Robinson, Larry Niven, Alastair Reynolds, Isaac   designed to roughly describe the technological
Asimov, Robert A. Heinlein, Jerry Pournelle.      capability of a planet or civilization. Not
                                                                                                       237
                                               only is it used to describe entire settings, it also
   If the characters are members of a large
crew or other organisation, each player will   describes individual planets or locations, and
need three characters. See the rules on        available technology. There are three options
Away Teams & Task Forces on page 50.           for using advancement levels – a cinematic broad
                                               version, a detailed version, and the real-world
                                               Kardashev scale. You should use the version which
                                               suits your setting best; these rules assume a broad
                                               advancement level.
                                                  Broad advancement level. Generally speaking, the
                                               entirety of this book simply assumes an advancement
                                               level of “future” (the other two levels are “modern”
                                               and “archaic”). This helps to keep things simple, and
                                               any given world can simply be assigned one of these
                                               three broad technological levels.
                                                   Detailed advancement level. For GMs who wish
                                               to fine-tune this a little more, a more detailed scale
                                               is presented below.
                                                  Some examples of popular sci-fi franchises have
                                               common advancement levels such as Star Trek (9),
                                               Doctor Who (14), Battlestar Galactica (8), Star
                                               Wars (10), although individual examples within
                                               those franchises may vary. Some isolated species
                                               may possess an advancement level far beyond the
                                               norm but choose not to use it; and some settings
                                               or civilizations may be of a higher advancement
                                               level but still not possess specific technologies (for
                                               example, transporters are a level 9 technology
                                               which is setting dependent).
                                                  Kardashev Scale. This scale was postulated by the
                                               Soviet astronomer Nikolai Kardashev in 1964. It is the
                                               most commonly used classification by characters in
                                               the game. Level III civilizations are extraordinarily
                                               powerful, and Level IV civilizations are practically
                                               godlike in their mastery of the universe. A given
                                               setting with multiple civilizations of Level III or above
                                               will look very different to one without, as the entire
                                               universe is remodeled to specification.
                                                  A Type I civilization is described as a “level
                                               near contemporary terrestrial civilization with an
                                               energy capability equivalent to the solar insolation
                                               on Earth”; Type II civilizations are “capable of
                                               harnessing the energy radiated by its own star (for
                                               example, the stage of successful construction of
                                               a Dyson sphere)”; and Type III civilizations have
                                               “access to the power comparable to the luminosity
                                               of the entire Milky Way galaxy”.
                                                  The famous astronomer Carl Sagan suggested more
                                               precise intermediate levels of the Kardashev scale,
                                               placing Earth of the 1970s at a Kardashev level of 0.7.
238
   Broad
                                  Detailed                                 Sample Earth         Kardashev
Advancement                                                    Level
                             Advancement Level                               Calendar*            Scale
   Level
                  Stone and bronze ages                           0        Until 1200 BC              0
                  Iron age                                        1      1200 BC – 400 AD             0
ARCHAIC
                  Medieval                                        2       5 -15 century
                                                                           th    th
                                                                                                      0
                  Renaissance                                     3      15 -17 centuries
                                                                           th   th
                                                                                                      0
                  Industrial; early automobiles.                  4      18th-20th century            0
                  Information age; electronics,
MODERN                                                                       Late 20th/
                  computers, satellites, automobiles,             5                                   0
                                                                         early 21st century
                  aircraft, nuclear weapons
                  Fusion; invisible wearable tech, genetic
                                                                  6         21st century              I
                  engineering, solar system colonization.
                  Energy weapons, nearby star systems             7         22nd century              I
                  Early FTL travel                                8         23rd century              I
                  Advanced FTL travel; galactic
                  exploration; thousands of colonies;             9         24th century              II
                  transporters
                  Very advanced FTL; Dyson spheres and
                                                                 10         30th century              II
                  ringworlds; full galactic colonization
                  Multiple galaxies colonized and ex-
FUTURE                                                           11         40th century              II
                  plored
                  Black hole power systems; universal
                                                                 12         50th century              II
                  colonization
                  Ability to restructure or move entire
                                                                 13         51st century             III
                  galaxies; control of dark matter
                  Can survive, prevent, or cause the
                  end of the universe; manipulation of           14        100th century+            IV
                  dark energy
                  Omnipotence; unlimited power and
                                                                 15                   -               V
                                                                                                                 »5.Building a Universe
                  ability; multiple universes (multiverse)
                               *From level 7 and beyond, this is very much just an example or suggestion.
                                              The individual setting will define this ‘future history’ itself.
   With that in mind you should select a                   With that in mind, there is a particular
typical advancement level. This is an “overall”        handful of technological aspects which the GM
advancement level that the player characters           must address beforehand – faster-than-light
will be interacting with most of the time. There       travel, transporters, communications, artificial
can be exceptions if the GM feels the plot of          life-forms, and weaponry.
the campaign requires them, but by and large
this defines the setting that the players will            Travel. How do people traverse the setting?
operate in. Local lower advancement levels             Does faster-than-light travel exist? Do they
than this can exist in abundance, of course -          use jump gates or similar devices? Or are they
players in a Star Trek style setting will typically    limited to subluminal speeds? The size of the
see advanced FTL travel, transporters, and so          setting will help to determine this. There’s
on with a typical advancement level of 9.              no point detailing a setting billions of light
                                                                                                                 239
      years across if nobody can travel at the speeds    of default alien species which you may choose
      necessary to cross it.                             to use, you are encouraged to devise your own
         Transporters. Transporters allow you to         using the guidelines later in this chapter. Or
      travel long distances instantaneously. This        perhaps there are no aliens in your setting,
      may not be appropriate to every setting,           and only humans traverse the spaceways!
      and you should decide in advance whether           Maybe there are millions of species, each
      this technology exists. You should bear in         more exotic than the last. Are alien races
      mind that it’s a powerful ability, narratively     generally humanoid, or do you want to allow
      speaking, and that if you find you’re coming       more unusual species?
      up with different ways to say “the transporters    › Psionics
      don’t work today” everywhere the PCs go, it           A common feature of sci-fi settings,
      might start getting a little tired. On the other   psionics are an optional element, and you
      hand, transporters do provide a wonderful          should decide in advance whether psionics
      device for placing your PCs in a wide range        are part of your setting, and if so whether
      of locations with minimum fuss, allowing for       they are limited in any way. If you choose to
      wonderful episodic style play which visits         limit psionics, some options might include
      wildly different worlds each week.                 allowing psionic careers, but not universal
         Communications. Communication in                psionic exploits; limiting psionics to certain
      a future era can operate in a number of            disciplines, such as telepathy and telekinesis;
      ways. Many settings allow for instant FTL          or imposing a maximum limit on psionic
      communication across the galaxy, using terms       potential.
      like “subspace signals”. Others do not allow for
                                                             If you use psionics, you also need to think
      such FTL signals, which means that messages
                                                         a little about the flavour text around the
      travel at the same speed that starships do. This
                                                         subject. One setting might refer to psionics
      can mean that the carrying of mail can become
                                                         as an omnipresent force which binds us all
      an important task. Instant communications
                                                         together; another might consider it an innate
      create a different type of campaign to slower
                                                         mutant power or an ability unique only
      messages – in the latter cases, areas can be
                                                         to a certain alien race; while for others it
      far enough away that the PCs are effectively
                                                         may simply be the result of rigorous mental
      beyond the reach of timely help.
                                                         discipline and training.
         Weaponry. The types of weaponry available
                                                            Alternatively, if you like to mix your fantasy
      probably won’t drastically change the style of
                                                         with your sci-fi, you might choose to use the
      scope of a campaign, but they can affect the
                                                         MAGIC system from WOIN Elements of Magic.
      flavor. The equipment books contain weapons
      as simply as common projectile-firing guns to      › Medieval Fantasy & Modern
      advanced energy weapons. You should decide           Action
      in advance which weapons are available,               Other WOIN rulebooks contain a variety of
      although “all weapons” is a perfectly valid        races and careers from medieval fantasy and
      choice.                                            contemporary (modern) action, all of which are
         Mechanoids. Is the android race available       fully compatible with the rules in this book.
      in your setting? Are artificial life-forms         So it is perfectly possible to use wizard, elves,
      common, rare, or non-existent? If they do          knights, and bards in your far-future setting.
      exist, how are they treated? Are they accepted
      as equal to humans, or are they considered         › The Outer Reaches
      second-class citizens?
                                                            Does your setting contain secrets? Is there
      Aliens                                             something ancient and malevolent at the outer
         You will need to decide which alien species     reaches of the universe, common knowledge
      exist in your setting. While the WOIN Future       or myth – but that nobody knows what it is?
      Careers rulebook presents you with a selection     Does humanity have a secret alien origin? Is
240
the universe a simulation, or ruled by hidden         simply notes U and no further information. It
masters? This is an area ripe for exploration in      is often customary to even leave off the U.
terms of adventures and campaigns.                       Then comes a number indicating the
                                                      civilization’s advancement level (5),
» PLANETARY CATALOG                                   the information age, which is a period
  CODES                                               of electronics, computers, satellites,
                                                      automobiles, and so on.
   A planet is defined using a catalog code. This
code tells you about its stars, and about specific       Last, a roman numeral (iii) indicates the
planets and civilizations. It looks like this:        planet’s wealth level, in this case average.
                                                         Population. The civilization code does not
         G8-m3Mc-H5iii-8bkC
                                                      always include detailed social demographics
   This is Earth in the 21st century. The code is     (population, government type, law) but a final
divided into four sections, describing the star(s),   population section is sometimes added. This
the planet, the civilization, and the population.     indicates three things – the overall population
                                                      level, the government type, and lawfulness.
   Star(s). The first letter (G) refers to the
                                                      Earth is noted as having a population between
star type, in Earth’s case a single yellow main-
                                                      1 billion and 10 billion (8), balkanized (bk),
sequence star called Sol. That section of the
                                                      and an average law rating (C). Uninhabited
code can have multiple stars denoted – the
                                                      planets, of course, never include this section.
Alpha Centauri system begins with the code
GKM. This is followed by a number
(8) indicating the number of
planetary bodies in the system,
excluding dwarf planets.
    Planet. First comes a number
(3), indicating a planet’s position
from the star. Earth is the third
planet from its parent star. If
the body is a moon orbiting
another planet, the parent
planet’s position number is used
but it is prefixed by a lower
case o (for orbital); otherwise
it is prefixed by a size indicator
(small, medium, large, giant, and
                                                                                                        »5.Building a Universe
dwarf being s, m, l, g, and d,
respectively).
   We then have an upper case
letter (M) denoting the planet
type as terrestrial/mixed planet.
   An additional designation (c) is
included because the world was a
Capital of a region including other
worlds.
   Civilization. After this is
a code noting the planet’s
civilization type (H). Earth is a
homeworld type civilization. If the
planet is uninhabited, this section
                                                                                                        241
      Planetary Catalog Codes
         Star          Size         Type              Civ               AL           Wealth          Pop           Gov         Law
                                                     H             0 (stone/        i (poverty-                  Anarchy
        O (blue)     o (moon)    R (ruined)                                                        1 (1-99)                  A (rigid)
                                                 (homeworld)      bronze age)        stricken)                     (an)
            B                                                                                                   Plutocracy      B
                   s (small)     W (water)        M (mining)       1 (iron age)      ii (poor)    2 (100-999)
      (blue-white)                                                                                                 (pl)      (lawful)
                        m                                                               iii            3      Aristrocracy     C
       A (white)                    I (icy)       C (colony)      2 (medieval)
                     (medium)                                                       (average)     (1000-9999)      (ar)    (average)
       F (yellow-                                                       3            iv          4               Fascist
                     l (large)   D (desert)      I (industrial)                                                              D (weak)
         white)                                                   (renaissance) (prosperous) (9999-1M)            (fa)
                                                       A                                               5        Democracy        E
       G (yellow)    g (giant)   B (barren)                     4 (industrial)       v (rich)
                                                 (agricultural)                                    (1M-10M)       (de)       (lawless)
                                                                        5
                                                                                    vi           6              Monarchy
      K (orange)     d (dwarf) V (volcanic)      O (outpost)      (information
                                                                               (super-rich) (10M-100M)            (mo)
                                                                       age)
           M                                     M (military                                          7         Theocracy
                                 S (swamp)                          6 (fusion)
      (red giant)                                   base)                                         (100M-1B)        (th)
          Xiii
      (black hole)
          Xiv
      (dark star)
           Xv
      (boson star)
          Xvi
       (ice star)
242
» HABITABILITY RATING                                     Colonies which maintain features like
                                                       habitats and pressure domes which create an
    Planets have a Habitability Rating (HR) in star    artificial environment separate to the planet's
catalogs based on human biological requirements.       natural environment add half (round up) their
Of course, any location can be habitable to
                                                       Advancement Level to the planet’s HR and
some form of life, whether extremophiles in the
                                                       present the result in parenthesis. This represents
form of microbes and bacteria, or intelligent,
exotic alien life-forms. A planet noted as an 10 is    habitats, domes, terraforming attempts, and
extremely suited to human life, one with a rating      other technological means of conquering nature.
of 5 does not support human life, and a planet         A colonized Mars in the future with AL 9 has an
with a rating below 5 is actively hostile to human     HR of 5 (10). This does not apply to colonies
life. Earth has a rating of 10, Mars has a rating of   which use the planet's natural environment.
5, and Luna a rating of 2.
   Technology can be used to occupy an                 » SOCIOLOGICAL RATING
uninhabitable planet. A barren moon with no
                                                           A planet’s Sociological Rating (SR) measures
atmosphere is uninhabitable, but a pressure
                                                       – broadly – how safe and advanced it is in terms
dome resolves that issue. The HR refers only
to the planet’s natural habitability.                  of law, government, and wealth. It is derived
                                                       in a similar manner to Habitability Rating, and
   The HR is calculated by totalling modifiers
                                                       included in most navigational catalogs. It is a
from several items in the Planetary Catalog
Code. It does not include socio-economic               a guideline for travelers. Start with a score of
or political factors – it focuses only on the          10 and apply modifiers. Planets with SR of 5 or
biological suitability of the terrain, climate,        below are considered dangerous, and those with
and atmosphere for human life.                         scores of 10 or more are considered very safe.
   Start with a score of 10 and apply the                                 Homeworld            +1
following modifiers.
                                                                            Mining             -1
                        Moon               -1
                        Small              -1          Type                 Colony             -1
                      Average               0
Size                                                                       Industrial          -1
                        Large              -3
                        Giant              -3                               Military           -2
                        Dwarf              -3
                                                                            Poverty            -2
                       Ruined              -1
                        Water              -1                                Poor              -1
                          Icy              -2          Wealth
                                                                          Prosperous           +1
                       Desert              -2
                                                                                                            »5.Building a Universe
                       Barren              -2                           Rich/super-rich        +2
Type
                      Volcanic             -3
                       Swamp               -1                               Anarchy            -6
                       Jungle              -1                            Fascist state         -5
                         Gas               -5
                 Terrestrial/mixed         0                              Democracy            +1
                        None               -5                             Theocracy            -3
                         Thin              -2
                      Standard              0          Government       Corporatocracy         -2
Atmosphere
                        Thick              -2                              Oligarchy           -2
                      Crushing             -4
                  Non Earth-like           -5                             Communism            -1
                      Neutron              -2
                                                                           Monarchy            -2
Star                 Black hole            -2
                        Giant              -1                             Dictatorship         -3
                                                                                                            243
      EARTH (Sol III)                                      Mars (Sol IV)
      Medium prosperous terrestrial homeworld              Small average barren colony
      Astronomical Data                                    Astronomical Data
       Parent Star Sol (G2V; yellow dwarf main-             Parent Star Sol (G2V; yellow dwarf main-
       sequence)                                            sequence)
        Orbital Position 3; AU 1; orbital period 1           Orbital Position 4; AU 1.5; orbital period
        year; rotation 24 hours                              1.8 years; rotation 25 hours
        Size average (radius 6,371km); gravity 1G            Size small (radius 3,389km); gravity 0.4G
        (standard)                                           (low)
        Atmosphere earthlike; composition                    Atmosphere thin; composition carbon
        earthlike                                            dioxide
        Type terrestrial (capital)                           Type colony
        Satellites 1 (Luna); rings -                         Satellites 2 (Phobos, Deimos); rings -
      Civilization Data                                    Civilization Data
        Civilization homeworld (capital)                     Civilization colony
        Advancement level 9 (advanced FTL)                   Advancement level 9 (advanced FTL)
       Wealth prosperous (credit limit -)                   Wealth average (credit limit -)
      Population Data                                      Population Data
       Population 8,000,000,000 (85% human; 15%             Population 5,000,000 (75% human; 25%
       mixed)                                               mixed)
        Government democracy                                 Government democracy
       Lawfulness B (lawful)                                Lawfulness C (average)
      Habitability Rating 10; Sociological Rating 13       Habitability Rating 5 (10); Sociological
      Catalog Code G8-m3Mc-H9iv-8deB                       Rating 10
                                                           Catalog Code G8-s4B-C9iii-5deC
244
› Determine System Type                            followed by the name of the constellation it
    The system type is defined by the number       can be seen in, such as Alpha Centauri), or the
of major stellar bodies (stars) present. This      Flamsteed designation (a number replaces the
is typically between one and three stars,          Greek letter, such as 61 Cygni). Stars are also
although triple systems are unstable enough        sometimes named after astronomers (such as
that planetary systems are fairly rare.            Barnard’s Star and Kapteyn’s Star), but this in
Determine each star type separately, but only      an older methodology.
generate one system and set of planets.               You don’t have to use this naming system.
                                                   This is based on Earth’s own astronomical
  1d6                 System Type
                                                   conventions, but other settings, galaxies, or
  1-3              Single star system
  4-5              Binary star system
                                                   universes may have completely different ways
   6               Trinary star system             of handling it.
                                                                                                          »5.Building a Universe
   51-52         Ultraviolet supergiant (L)
   53-54               Blue luminous                 What’s A Gas Dwarf?
   55-56           Dying supergiant (W)
     61               Neutron star (Xi)                 You should feel free to override these
     62                Quark star (Xii)              result at any time in order to create an
     63               Black hole (Xiii)              wondrous universe. Gas or ice dwarfs,
     64                Dark star (Xiv)               for example, or giant planets with
     65                Boson star (Xv)               terrestrial conditions and low gravity. You
     66                 Ice star (Xvi)               should embrace these things, because
                                                     they are the things which stretch the
› Determine Star Name
                                                     imagination. Just like ice stars (which
   To randomly create a star’s designation, roll     are clearly impossible in real life), these
on the table on the next page. Astronomical          locations can be explained away with
naming conventions for stars use a variety of        technobabble, and enjoyed for the the
designations; star catalogs include the Bayer        science fantasy that they are.
designation (a letter of the Greek alphabet
                                                                                                          245
      Astronomical Star Names
             d66               Part 1           Part 2 (1-2)       Part 2 (3-4)         Part 2 (5-6)
              11               Alpha            Andromedae           Herculis            Sextantis
              12                Beta               Arietis            Leonis              Velorum
              13              Gamma                 Canis            Mensae                Currin
              14                Delta                Ceti            Ophiuchi             Albellis
              15              Epsilon               Corvi            Pictoris                Orci
              16                Zeta              Draconis           Sagittae             Sentium
              21                  Nu               Antliae          Horologii               Tauri
              22                   Xi             Aurigae             Leporis             Virginis
              23              Omicron            Capricorni         Microscopi             Bathis
              24                   Pi          Chamaeleontis          Orionis            Detectum
              25                 Rho              Crateris           Piscium               Bakris
              26               Sigma              Equulei           Sagittarii            Vulcanis
              31                  Eta              Apodis             Hydrae             Telescopi
              32               Theta              Carinae             Librae              Volantis
              33                 Iota              Circini         Monocerotis            Martius
              34               Kappa               Crucis            Pavonis             Salimanis
              35              Lambda               Eridani             Piscis            Capaldum
              36                  Mu               Aquarii            Scorpii             Kirkalis
              41                 Tau                Caeli              Hydrii            Trianguli
              42              Upsilon          Camelopardalis           Lupi            Vulpeculae
              43                  Phi            Columbae             Muscae             Caesarus
              44                  Chi               Cygni             Pegasi              Christis
              45                  Psi             Fornacis            Puppis                Patris
              46               Omega              Aquilae           Sculptoris           Picardum
              51                  51*              Cancri                Indi             Tucanae
              52                  52*           Casseiopeiae           Lyncis            Hawkinus
              53                  53*              Comae             Normae                Janjus
              54                  54*             Delphini             Persei              Medusi
              55                  55*           Geminorum             Pyxidis             Russum
              56                  56*               Arae                Scuti              Siskum
              61                  61*              Canum            Lacaertae               Ursae
              62                  62*             Cantauri             Lyrae               Kentis
              63                  63*             Coronae            Octanis              Adricus
              64                  64*             Doradus           Phoenicis              Vampri
              65                  65*               Gruis            Reticuli               Bondi
              66                  66*              Bootis           Serpentis              Solaris
                                                                                  *Flamsteed designation
      › Creating A Rocky Planet                        detail in the core rulebook. Roll the dice
         For rocky planets, you should then further    indicated in the table below and then divide
      determine the planet’s size and subtype (gas     by 10 (so a result of 6 means 0.6G). Gravity
      giants and ice giants planets already have an    does not always correlate with size – large
      associated size). Also determine the number of   planets can still have a very low density, and
      moons based on the planet’s size.                vice versa.
          Gravity is a number above or below 1. 1G        There is no particular pattern to the length
      is standard Earth gravity. 1.6G is considered    of day of a planet. You should feel free to
      high gravity, and 3G is considered crushing.     choose any figure for a planet’s rotational
      0.6G or less is considered low gravity. These    period, although some random die rolls are
      environmental effects are described in more      included below.
246
            Rocky                                                             Number of
 1d6                        Radius (km)     Gravity      Rotation (day)                        Chance of Rings
         Planet Size                                                            Moons
                                              1d6
  1          Dwarf (d)      3d6 x 100km                  6d6 x 10 hours         1d6-4                 -
                                          (0.1G-0.6G)
                               1d6 x          2d6
  2          Small (s)                                    6d6 x 2 hours         1d6-4                 -
                             1,000km      (0.2G-1.2G)
                              1d6+4 x         3d6
 3-4     Average (a)                                       6d6 hours            1d6-3                1/6
                             1,000km      (0.3G-1.8G)
                               1d6 x          6d6
  5          Large (l)                                     4d6 hours             1d6                 3/6
                             10,000km     (0.6G-3.6G)
                              1d6+4 x
  6          Giant (g)                    10d6 (1G-6G)     3d6 hours            6d6*                 4/6
                             10,000km
                                               *Allow dice to explode when rolling for moons of giant planets
    For planets less than 1AU from a star, there          without an atmosphere. The first roll determines
is a 2-in-6 chance of tidal locking, which means          the presence and thickness of the atmosphere.
that the same side of the planet always faces             Roll the dice indicated in the above table. For
the star. For moons, there is a 3-in-6 chance of          high gravity planets (1.6G or higher) add 2; for
tidal locking, which means that the same side             low gravity (0.6 or lower) deduct 2.
of the moon always faces its parent planet.                      Die Result                 Atmosphere
   You should now determine the subtype of                        4 or less                    None
any rocky planets (and any moons). You do                            5-7                        Thin
not need to do this for dwarf planets, or for                       8-11                     Earth-like
gas or ice giants. However, gas or ice giants                      12-15                       Thick
tend to have a lot of moons, and their nature                       16+                       Crushing
should be determined. Moons are just as                      The type of atmosphere is also important.
likely to have life as do other rocky planets.            Roll twice on the following table to determine
For each rocky planet or moon, roll 2d6 to                the primary and trace atmospheric types (e.g
determine its type.                                       “mainly nitrogen with traces of helium”). Any
                          Planet or                       indigenous life on the planet is automatically
      2d6                                 Atmosphere      able to breathe this atmosphere.
                         Moon Type
        2                 Ruined (R)          3d6
                                                               2d6            Atmosphere Composition
        3                Water (W)*          2d6+3
       4-5                  Icy (I)           3d6               2                       Earth-like
        6                 Desert (D)         2d6+3              3                  Carbon Dioxide
       7-8                Barren (B)          2d6               4                       Methane
                                                                                                                 »5.Building a Universe
        9                Volcanic (V)         3d6
                                                                5                        Helium
       10                 Swamp (S)          2d6+5
       11                 Jungle (J)         2d6+5              6                       Hydrogen
                         Terrestrial/                           7                       Nitrogen
       12                                    2d6+3
                          mixed (M)
                                                                8                 Carbon Monoxide
        *Roll 1d6. 1-2 water (W), 3-4 ammonia (Wa),
                                                                9                         Argon
                      5 methane (Wm), 6 other (Wo).
                                                                10               Hydrogen Cyanide
   Next, work out what sort of atmosphere
the planet has. A jungle planet might be                        11                 Sulfur Dioxide
covered in plants which breath methane, so                      12                      Ammonia
the presence of life does not necessarily mean               This is, of course, a completely random
that the atmosphere is suited to human life.              planet, and thus has little chance of an Earth-
   S, J, and M type planets, being those with             like atmosphere in terms of thickness and
some form of life by definition, all need an              composition, even if it has an atmosphere
atmosphere. All other rocky planets can exist             which is supporting other life. There is plenty
                                                                                                                 247
      of equipment in the WOIN rulebooks to help             designation for its position out from its host
      characters operate in unfriendly atmospheres           star. This will give you a name like Gamma
      – and, of course, planets with artificial              Phoenicis VI or Chi Orionis III.
      structures can have very pleasant enclosed                 While hot planets can exist far from a
      environments, whatever the planetary surface           star (volcanic, geothermal heating, thick
      may be like.                                           atmospheres, greenhouse effects), it is much
         However, you should feel free to decide on          harder for icy planets to exist close to one.
      environments suitable to humans where and              If you are generating the position of an icy
      when it suits your plot or setting. The dice           planet, its minimum value is 2AU from the star
      rolls don’t control you – you’re the GM!               (increase the die roll to 9 if it is less than 9).
248
   Roman gods: Diana, Fortuna, Janus,
Jupiter, Juno, Mars, Bellona, Mercury,
Neptune, Pluto, Proserpina, Saturn, Ceres,
Venus, Vulcan, Cupid, Minerva, Bacchus,
Vesta.
  Greek gods: Zeus, Hera, Poseidon,
Demeter, Ares, Athena, Apollo, Artemis,
Hephaestus, Aphrodite, Hermes, Dionysus,
Hades, Hypnos, Nike, Janus, Nemesis, Iris,
Hecate, Tyche.
   Egyptian gods: Amun, Anubis, Aten, Atum,
Bastet, Bes, Geb, Hapy, Hathor, Horus, Isis,
Khepri, Khnum, Ma’at, Nephthys, Nun, Nut,
Osiris, Ptah, Ra, Sekhmet, Seshat, Seth, Shu,
Sobek, Tawaret, Tefnut, Thoth.
   Norse gods: Baldr, Bragi, Elli, Forseti, Freyja,
Frigg, Heimdal, Joro, Loki, Magni, Mimir, Nerbus,
Nott, Odin, Ran, Sif, Thor, Tyr, Vali.
   Greek titans: Oceanus, Tethys, Hyperion,
Theia, Coeus, Phoebe, Cronus, Rhea,
Mnemosyne, Themis, Crius, Iapetus, Oceanids,
Potamoi, Helios, Selene, Eos, Leto, Asteria,
Atlas, Prometheus, Epimetheus, Menoetius,
Astraeus, Pallas, Perses.
   Greek heroes: Hercules, Achilles,
Odysseus, Jason, Perseus, Pirithous, Oedipus,         Lucifer, Mammon, Moloch, Morpheus, Orcus,
Orpheus, Theseus, Bellerophon, Triptolemus,           Oriax, Pazazu, Rakshasa, Shaytan, Zepar,
Atalanta, Agamemnon, Paris, Ajax.                     Zeminiar.
   Mythological creatures: Centaur, Asbolus,             Angels: Abaddon, Abathar, Ariel, Azazel,
Chiron, Nessus, Cerberus, Chimera, Medusa,            Brachiel, Gabriel, Harut, Zadkiel, Marut,
Stheno, Euryale, Graeae, Minotaur, Mormo,             Nakir, Penemue, Raziel. Tennin, Uriel, Uzziel,
Lamia, Hydra, Charon, Orthrus, Pholus, Pan,           Zephon.
Dionysus, Scylla.                                        Slavic folklore: Veles, Svetovit, Perun,
                                                      Dazhbog, Czernobog, Bielobog, Dobra Kob,
                                                                                                        »5.Building a Universe
  Cities*: Bangkok, Beijing, Cairo, Delhi,
Dhaka, Istanbul, Lagos, London, Moscow, York,         Zla Kob, Vesna, Domovoi, Gamayun, Alkonost,
Seoul, Tokyo, Paris, Rome, Shanghai.                  Sirin, Koschei, Bogatyr, Vodianoi, Mokosh.
  Astronomers: Ptolemy, Copernicus, Bahe,                Chinese mythology: Qilin, Chishou, Pixiu,
Kepler, Galilei, Newton, Hubble, Sagan,               Suanni, Bixi, Bi’an, Taotie, Baxia, Chiwen,
Hawking, Cassini, Halley, Merrier, Herschel,          Pulao, Haotie, Yazi, Shutu, Chaofeng, Qiuniu,
Leavitt, Shapley, Drake, Fermi, Tyson.                Fuxi, Gongfu.
  Philosophers: Aquinas, Aristotle,                      Mayan gods: Itzamna, Ixchel, Ixtab, Hunab
Augustine, Comsky, Descartes, Foucault,               Ku, Ekchuah, Akna, Ahulane, Coyopa, Ghanan,
Locke, Plato, Nietzsche.                              Yaluk, Voltan, Qaholom, Ajtzak.
   Demons & devils: Abraxus, Archon,                     Shakespearean: Titus, Angelo, Antonio,
Asmodeus, Astaroth, Baal, Banshee, Barbatos,          Ariel, Balthazar, Caius, Caliban, Cato, Chiron,
Beelzebub, Beleth, Chemosh, Dagon,                    Cicero, Cornelius, Cupid, Curio, Demetrius,
Demogorgon, Iblis, Forcas, Gorgon, Halphas,           Diomedes, Ferdinand, Hamlet, Horatio,
Incubus, Krampus, Legion, Leviathan, Lillith,         Lysander, Macbeth, Macduff, Martius,
                                                                                                        249
      Mercutio, Montague, Nestor, Nym, Oberon,          Cornwall, Somerset, Cumbria, Avon, Cheshire,
      Octavius, Orlando. Othello, Pandarus, Pericles,   Humberside, Rutland, Wiltshire.
      Quince, Romeo, Shylock.                              American states*: Alabama, Alaska,
         Artists: Picasso, Leonardo, Cezanne,           Florida, Georgia, Indiana, Kansas, Kentucky,
      Rembrandt, Monet, Caravaggio, Michelangelo,       Louisiana, Missouri, Montana, Nevada, Oregon,
      Vincent, Raphael, Warhol, Salvador, Botticelli,   Texas, Virginia, Washington, Wisconsin.
      Renoir, Hogarth.                                  * Names of places can often be prefixed with
         British Authors: Shakespeare, Chaucer,           the words “New” or “Far” to distinguish
      Dickens, Austen, Tolkien, Bronte, Carrol,           them from the original.
      Orwell, Dahl, Kipling, Agatha.
        Arthurian characters: Balin, Bedivere,
                                                        » CREATING A
      Bors, Bruenor, Caradoc, Gawain, Galahad,            CIVILIZATION
      Guinevere, Hector, Isolde, Lancelot, Merlin,        A civilization is described with a system of
      Mordred, Morgan, Percival, Uther, Ywain.          descriptors.
        Poets: Marlowe, Blake, Worsdworth,                 Species. You can choose to use an existing
      Shelley, Poe, Whitman, Eliot.                     species from the WOIN rules (Human, Borian,
         Scientists: Einstein, Bohr, Darwin, Pasteur,   Venetian, Ogron, Android, Felan, Spartan) or
      Freud, Faraday, Maxwell, Heisenberg,              create your own using the species creation
      Schrodinger, Planck, Curie, Eddington, Watson,    guidelines later in this chapter.
      Feynman, Newton, Oppenheimer, Fleming.
                                                           Type. World types include homeworlds,
        Explorers: Aldrin, Armstrong, Barbosa,          mining, colony, industrial, agricultural,
      Amundsen, Cortes, Magellan, Polo, Livingstone,    outposts, military bases, and uninhabited,
      Lewis, Clark, Hillary, Columbus, Vespucci,        referred to as H, M, C, I, A, O, B, and U type
      Cook, Cabot, Boone, Hudson, Drake, Gagarin.       civilizations respectively. Type X civilizations
         Roman emperors: Augustus, Tiberius,            represent unusual types which do not fit into
      Caligula, Claudius, Nero, Galba, Otho,            the established listing.
      Vitellius, Vespasian, Titus, Domitian, Nerva,         Homeworld. Homeworlds are populated
      Trajan, Hadrian, Antonius, Aurelius, Lucius,      planets with an indigenous intelligent species.
      Commodus, Pertinax, Septius, Caracalla, Geta,
                                                        A homeworld always contains a seat of
      Maximinus, Gordian, Balbinus, Quintilius,
                                                        government and usually – but not always – is
      Aurelian, Tacitus, Florian, Constantine.
                                                        the planet of origin for its species, even if
         Kipling characters: Mowgli, Akela, Raksha,     that species has since colonized other planets.
      Baloo, Bagheera, Kaa, Hathi, Shere Khan,          It is rare that a star system will have more
      Rama.                                             than one homeworld, but not impossible. A
         Composers: Handel, Tchaikovsky, Mahler,        homeworld will typically include all of the
      Verdi, Brahms, Chopin, Schubert, Wagner,          functions of the other world types.
      Beethoven, Mozart, Bach.                             Mining. Mining outposts include both
        Old Testament: Abraham, Kezebel, Noah,          surface and atmosphere mining, and range
      Moses, Samson, Adam, Eve, Goliath, Solomon,       from gas giants to temperate worlds.
      Ahab, Job, Jehovah.
                                                            Colony. A colony can be anything from a simple
         Moby Dick: Ishamel, Ahab, Moby, Starbuck,      moon habitat to a great domed city. Colonies
      Queegueg, Stubb, Tashtego, Flask, Daggoe,         are made up of civilians (although a military
      Pip, Fedallah, Peleg, Bildad, Boomer.             presence is not impossible) and are often under
         Alter-egos: Clark, Diana, Bruce, Wally,        the jurisdiction of a homeworld. Colonies do not
      Oliver, Selina, Oswald, Dinah, J’onn.             usually have an indigenous intelligent species, but
        English counties*: Hampshire, Yorkshire,        it is not unknown for more advanced species to
      Kent, Essex, Surrey, Norfolk, Sussex, Devon,      colonize populated planets.
250
   Industrial. An industrial planet is one given             Society. Society types include democracies,
over to manufacturing. Some planets or moons              anarchies, plutocracies, corporatocracies,
serve as great shipyards. Industrial planets              fascist and communist states, monarchies,
usually include extensive mining capabilities,            aristocracies, dictatorships, oligarchies,
although they may sometimes be reliant on a               theocracies, and republics.
nearby mining planet, moon, or asteroid belt.               Earth in the year 2016, for example, is an
   Agricultural. These are mainly rural                   average level 5 homeworld (H5iii). By the 23rd
places, often temperate in climate. Crops                 century it has become a prosperous level 8
and livestock are common; these worlds are                homeworld (H8iv).
often pre-industrial, but some more advanced                 If you wish to randomly determine a
worlds focus on argiculture.                              civilization’s properties, roll 1d6 for type and
   Outpost. An outpost is usually scientific              wealth, and 2d6 for advancement level.
in nature. Research outposts are usually far
                                                            Roll          Type               Wealth
from civilization and often rely on having
food and other resources shipped to them.                    1      Homeworld (H)           Poverty (i)
Other outpost types include listening posts,                 2         Mining (M)            Poor (ii)
starports, hospitals, prisons, and archives.                 3         Colony (C)          Average (iii)
   Military base. Military bases are planets                 4        Industrial (I)     Prosperous 9(iv)
or other bodies used solely for military use.                5      Agricultural (A)         Rich (v)
In many cases they are prohibited to civilian
traffic. These locations can include research                6        Military (M)        Super-rich (vi)
facilities, naval bases, training facilities, a
scout base, and more.
   Uninhabited. Uninhabited worlds have no
intelligent civilization. They may still harbor
animal life if the climate allows for it.
    Advancement. The advancement level of a
planet indicates how technologically capable
it is. This is represented via a number, with 2
being medieval technology, 5 being late 20th-
early 21st century earth technology, and 8
representing the introduction of FTL travel.
   Wealth. Wealth ranges from poverty-stricken
to super-rich, with various categories in between:
                                                                                                             »5.Building a Universe
poverty-stricken, poor, average, prosperous, rich,
super-rich. These are known as types i, ii, iii, iv, v,
and vi worlds respectively. Levels below average
have a credit limit which indicates the maximum
value of items which can (typically) be bought
and sold there with ease.
      Wealth         Catalog Code      Credit Limit
 Poverty-stricken           i              500
       Poor                ii             5,000
      Average              iii               -
    Prosperous             iv                -
       Rich                v                 -
    Super-rich             vi                -
                                                                                                             251
         2d6    Government                                The chance of a planet’s rulership being
                                                       balkanized (divided into multiple competing
          2     Anarchy (an)
                                                       countries or territories) is based on its
          3     Plutocracy (pl)
                                                       Advancement Level. Roll 2d6, and if the total
          4     Aristocracy (ar)                       exceeds the planet’s Advancement Level, the
          5     Fascist state (fa)                     government is balkanized (bk). Otherwise, it is
          6     Democracy (de)                         a unified planet.
          7     Monarchy (mo)                             For unified planets, roll 2d6 to determine
          8     Theocracy (th)                         the government type. This is a selection of
          9     Communist state (cm)                   the most common types, but there are many,
                                                       many more.
         10     Dictatorship (di)
         11     Oligarchy (ol)                         Notable Features
         12     Corporatocracy (cp)
                                                          Optionally, randomly determine a notable
         Advancement level is determined with a
                                                       feature of the world, or create one of your
      2d6 roll. If the wealth level of the planet is
      poor, deduct 1; if poverty-stricken, deduct 2    own. The first column applies to any planet,
      (to a minimum of 1). You may need to put a       while the second applies only to those with
      “cap” on the advancement level, depending on     an intelligent civilization. Some items note
      your campaign (see the section on typical and    an adjustment to Habitability Rating or
      theoretical maximum advancement levels).         Sociological rating.
252
d66   Feature                                       Civilization
11    Effervescent oceans                           Civil war (SR -4)
12    Broken moon                                   At war with another world (SR -3)
13    Ancient alien structures                      Famous market(s)
14    Psionic amplification                         Ex-interstellar capital
15    Deadly pathogen or disease (HR -5)            Hive population
16    Extremely dangerous animal species (HR -2)    Mechanoid birds
21    Diamond core                                  World under occupation by another power (SR -2)
22    Ice clouds                                    Unusually high advancement level in medicine (SR +1)
23    Singing winds                                 Extreme xenophobia (SR -3)
24    Valuable resource                             Extreme hedonism
25    Quarantined world                             Unusually hospitable natives (SR +1)
26    Major orbital battle site                     Major strategic value
31    Healing powers (HR +2)                        Humans are not allowed
32    Mythological creature(s)                      Unusual caste or class system (SR -1)
33    Bubbling mud pools                            Unusual law(s) (SR -2)
34    Secret military base                          Imminent stellar catastrophe
35    Major galactic religious site                 Major narcotics trade (SR -3)
36    Freakish weather patterns (HR -1)             Gladiatorial traditions (SR -2)
41    Energy dampened                               Isolationist policies (SR -2)
      Severe atmospheric distortion (affects
42                                                  Diseased population (HR -2)
      transporters or scanners)
43    Fluctuating gravity (HR -2)                   Source of a rare and expensive beverage
44    Hostile plant life (HR -3)                    Slave economy (SR -3)
45    Intoxicating atmospheric chemicals (HR -2)    Underground population
46    Terraformed                                   Governed by computer(s)
51    Toxic or explosive gas pockets (HR -2)        Valuable commodity (spice, silk, gems)
                                                                                                           »5.Building a Universe
52    Strange portal                                Privately owned
53    Earthquakes (HR -3)                           Major interstellar sporting event
54    Psychic phenomena (hauntings) (HR -1)         Floating cities
55    Home to a powerful, wanted criminal (SR -2)   Knowledge archive or library (SR +1)
56    Rogue planet (no star) (HR -2)                Based on an old Earth culture
61    Post-holocaust                                Penal planet
62    Glass mountains                               Cannibalism (SR -3)
63    Artificial planet                             Unusual gender distribution
64    Sentient planet                               Pleasure planet (SR +2)
65    Hollow planet                                 Emotion is outlawed (SR -1)
66    Exotic geysers                                Signing of a major treaty
                                                                                                           253
      » DESIGNING A NEW SPECIES                            good playable races in a roleplaying game.
                                                           That’s not to say you can’t assign penalties,
         New alien species are fairly straightforward      but you should consider them carefully; for
      to create. The most important thing is that          example, in the core rules, only one race,
      you make the species a viable choice - not too       Venetians, have a penalty (-2 to LUC).
      powerful, and not too weak. That’s not to say
                                                              PSIONICS is an optional attribute depending
      every species has to be perfectly balanced
                                                           on the campaign model. Note that PSI begins
      with every other - the universe doesn’t work
                                                           at 0, so if you want your species to be psionic,
      like that, and a little imbalance will not hurt
                                                           you will need to assign a bonus.
      your game - but you are encouraged to aim for
      species of roughly equal power levels. Follow           Saurians are roughly similar to humans.
      the process below. At each stage, an example         They are slightly stronger than humans, and
      new species will be developed. You can go            their cold blood means that they have evolved
      higher, but you should be careful when doing so.     to be naturally resistant to change, giving
                                                           them a willpower and endurance advantage.
      › Concept                                            The starting attributes for a Saurian look like
          The first stage in designing a new species       this: STR +1, INT +1, WIL +1, END +1.
      is to devise your concept. How similar is it
                                                           › Skills
      to humankind? Is it a three-legged reptilian
      species with acid blood? Or is it pretty much            Your species’ skill list helps to differentiate
      a human with a ridge on its nose? The species        it from other species. Select 3-5 skills which
      presented earlier in this book are all roughly       are especially relevant to your species.
      humanoid (although one is much larger than           Remember that characters will be choosing
      the average human) but that is by no means           three of these skills; they won’t be choosing
      a requirement! You should also select the            all of them. The more skills you list, the more
      species’ size at this time.                          varied your species will be. Conversely, a small
                                                           list of only 3 skills makes for a much more
         Our example new species is a medium-sized
                                                           homogenous and uniform race.
      species called a Saurian. It’s a nomadic reptilian
      species, humanoid, but with a thick tail. Saurians      Saurians are a nomadic species and are
      only have one sex: all Saurians are female.          trained in survival from birth. They tend to
                                                           be great climbers, especially with the help
      › Attributes                                         of that tail. Finally, many are masters of the
         Once you’ve got the concept for your              spear. Their skill list is survival, climbing,
      species, you need to assign adjustments to           running, and spears.
      each of it’s attributes. You should select two
      or three attributes to increase. An increase         › Exploits
      should generally be in the region of +1 to +2,          Next you need to create a few unique
      with +3 in extreme cases, and their combined         exploits possessed by every member of your
      total should fall within the range of +3 to +5.      new species. You should aim for three to five
      You can go higher, but you should be careful         exploits. This part of the process is more art
      when doing so.                                       than science. You can have negative exploits,
         Here are the total attribute adjustments          but try not to assign too many of these.
      for the core species: Human +5, Borian +3,              You can use the existing races for ideas.
      Ogron +4, Felan +5, Spartan +3, Android +4,          Following is a short list of suggestions
      Venetian +4 (includes a single -2 penalty).          that you might use as inspiration to create
         Generally speaking, you should not assign         species traits of your own. It is important
      penalties to a species intended for use as           to bear in mind that many traits - such as
      player characters – while there are undoubtedly      strong, psychic, agile, etc. - are better
      many species in the universe with attributes         reflected directly via attribute assignments
      of 1, they are not the species which make for        than by traits.
254
   Crystalline. A crystalline species might be     › Developing The Species
   tough to damage but vulnerable to sonic            To fully realize your new species, there are
   damage. They gain SOAK 5, but take an           other things you should consider creating. You
   additional 1d6 damaged from sonic weapons.      should create at least one career unique to
                                                   your species, some unique weapons (a melee
   Poison breath. A creature might posses          and a ranged weapon), armor, and perhaps
   the ability to breathe a poisonous gas into     a new item of equipment. All these things
   the face of it’s foes as a standard attack      together can help make your species stand out.
   action. This is an END melee attack, doing
                                                      And that’s it. After following this process
   3d6 poison damage.
                                                   through, you will have created a new species.
   Four-legged. Four-legged species have           You might also want to create a typical
   a great speed advantage. They get a +2          member of the species in the form of a
   bonus to SPEED. Additionally, enemies           monster stat block for convenient use as NPCs
   take a -2d6 penalty to any attempt to           or enemies.
   knock down or trip a four-legged alien.         › Random Species Creation
   Camouflage. An alien whose skin changes            If you’re stuck for ideas regarding a new
   color to match it’s surroundings gets a         species, the following table might help jog
   +1d6 bonus to any attempts to hide or           your thoughts. Roll on each column. If you
   sneak.                                          roll an aquatic species on a barren or desert
                                                   planet, re-roll.
   Winged. Flight is a fairly powerful ability.
   It is recommended that species only be
   able to fly for short distances (for one
   turn at a time, having to land at the
   end of each turn). If you wish to have a
   species that can fly indefinitely, you should
   compensate for this with a major weakness
   - perhaps the species is very light and
   delicate, and has only half HEALTH.
› Lifespan
   Determine your species’ typical lifespan.
You will need to divide this lifespan between
the three age categories (young, adult, and
                                                                                                     »5.Building a Universe
old). Most species should divide their lifespan
equally between the age categories, but this is
not a rule - there’s no reason a species might
not stay young for 80 years, before aging
quickly and dying within a decade.
   Saurians don’t live as long as humans. A
typical Saurian lifespan is about 60 years,
divided into 20 year age categories.
› Description
   Finally, you will need to describe your
species. Note it’s appearance, culture, and
suitable careers. Also note a selection of
typical names.
                                                                                                     255
       2d6      Size           Diet            Type           2d6           Color*                 Build
         If you rolled mammal or special on the Type            And determine a facial shape and eyes from
      column, roll again on the following table. Also        the next table.
      roll for Advancement Level unless you have               2d6            Face                 Eyes
      already determined this from the planet’s
                                                                2            round                 large
      advancement level.
                                                                3           squarish               small
      2d6       Special        Mammal       Advancement
                                                                4             oval               close-set
        2       energy          bat-like     Iron Age (1)
                                                                5             long              expressive
        3    shapechanging       swine      Medieval (2)
                                                                6             flat                  dull
        4       sluglike        bovine      Medieval (2)
                                                                7             wide                piercing
                                             Renaissance
        5      metallic        dog-like                         8           angular               darting
                                                 (3)
                                                                9           sunken                 clear
                                            Industrial age
        6      metallic         cat-like                       10          triangular            unsettling
                                                 (4)
                                              Industrial       11           smooth                circular
        7     plant-based      ape-like
                                                age(4)         12           wizened             unblinking
        8     mechanoid       monkey-like Fusion Age (6)
                                                               You should now have a rough description
                                                Early        something like this:
        9       silicone       bear-like     Spacefaring
                                                 (7)            A blue, muscular, medium-sized
                                                             herbivorous rodent-like industrial-age species
                                                 FTL
                                                             with orange, expressive eyes in a wide face.
       10      invisible        hoofed       Spacefaring
                                                 (8)            A gray, slender, medium-sized carnivorous
                                              Advanced       insectoid spacefaring species with green,
       11      bloblike       rodent-like    Spacefaring     unblinking eyes and a triangular face.
                                                 (9)            The table on the next page can be used to
                                            Very Advanced    randomly select additional distinguishing or
       12       gaseous       elephantine    Spacefaring     notable features about an alien species. You
                                                 (10)        can discard any which don’t match any already
         Determine coloring and description from             established characteristics. These can be used
      the following table.                                   to suggest specific exploits for the species.
256
   Optionally, randomly select a species feature
on the following table.
 d66   Feature
  11   Natural armor
  12   Camouflage
  13   Chameleon
  14   Breath weapon
  15   Psionics
  16   Four-legged
  21   Natural weapons (claws, teeth, tusks, etc.)
  22   Tail
  23   Eyestalks
  24   Winged
  25   Acidic blood
  26   Fast healing
  31   Darkvision
  32   Adonis
  33   Bionic
  34   Long-lived                                    SAURIANS
  35   Floating                                         Saurians are a nomadic, reptilian species.
  36   Sonic attack                                  They have only one sex – female. A purple
  41   Hypnotic                                      colour, Saurians are tall with long tails.
  42   Tentacles                                       Statistics
  43   Odor                                            Size: Medium
  44   Third arm                                       Attributes: STR +1, END +1, WIL +1
  45   Strong                                           Skill choices: Survival, climbing, running,
  46   Emotionless                                   spears
                                                                                                      »5.Building a Universe
  51   Defensive spikes                                Exploits
  52   Slippery                                         Cold-blooded. The cold-blooded Saurians
  53   Jumper                                        suffer from Vulnerability (1d6) cold.
  54   Climber                                           Poison breath. Saurians have a poison
                                                     breath attack; this targets one creature
  55   Cold blooded
                                                     adjacent to the Saurian and is an END vs.
  56   Good hearing                                  MELEE DEFENSE attack. On a successful hit,
  61   Double-jointed                                it does 3d6 poison damage.
  62   Thick fur                                        Tail. A Saurian’s tail makes it extremely
  63   360-degree vision                             stable. Any attempt to knock down a Saurian
                                                     suffers a -2d6 die penalty.
  64   Short-lived
                                                        Nomad. Nomadic creatures, Saurians are
  65   Empathic                                      used to continuous movement. They get a +1
  66   Technophile                                   SPEED bonus.
                                                                                                      257
      » Designing A Career                                a bonus of +2 means that he will have a total
                                                          of +8 added to one of his starting attributes.
         If you create a new species, you should          For that reason you should be hesitant to give
      create at least one career unique to that           any individual attribute an adjustment of +2,
      species. However, you may need to create            although origins are less restrictive in that
      careers irrespective of any species design          regard as they are only taken once.
      you’ve done. Perhaps your setting has a
                                                             It can be tempting to assign large attribute
      particular tradition of gladiators, an order of
                                                          adjustments to a career in order to emulate a
      psychic knights, a particular type of zero-g
                                                          perceived high level of ability. It is important
      soldier, or frontier-dwelling, horse-riding
      cattle rustlers of the far future.                  to remember that just signing up to a career
                                                          doesn’t magically make a member part of the
         Designing a career is a lot like designing       elite - high levels of ability are achieved by
      a species. The following steps will take you        repeating the career (effectively “levelling
      through the process of designing a new career       up” in that career).
      for your setting. Alongside the guidelines, an
      example Nomad origin career will be designed           The attribute adjustments for the Saurian
      for the new Saurian species.                        Nomad career are: STR +1, END +1, AGI +1, WIL +1.
      › Concept                                           › Skills
         Decide on your concept. What role does              List some skills offered by that career.
      this career fulfil in your setting? Can that        Remember that the character will only be
      role be filled by another career? The easiest       selecting two of these skills. As with species
      mistake to make here is to confuse skill            design, this list is what determines how
      selection with full careers. For example, the       varied that career is - a short list creates
      college student career allows you to choose,        a more uniform career, while a larger
      via skills, what type of college student that is;   selection creates one which is more varied.
      additional careers aren’t needed for history,       Also remember that this skill selection is a
      law, engineering, and medical students.             specialization - the character will be getting
                                                          better at a wide range of things simply by
         Saurians grow up in a nomadic society.
                                                          virtue of the attribute bonuses.
      While technologically capable, many Saurians
      eschew fixed abodes and many of the luxuries           The skills offered by the Saurian Nomad
      of life in the far future, roaming their planet     career should be simple and rustic: running,
      and hunting with spear.                             survival, crafting, spears, hunting.
      › Length                                            › Exploits
          Decide how long this career should take.            Finally, create exploits unique to that
      If you’re not sure, the standard is 1d6 years.      career. These should be ones that can’t just
      Some careers - in particular educational            be replicated with a good attribute check
      courses - have a set length of 1, 2, or maybe 4     (with or without a skill or equipment bonus).
      years. Very occasionally something like prison      If you can, try to give the career at least
      or the Venetian Retreat might last longer than      five exploits; more powerful exploits can
      1d6 years. Origins are longer, as they take a       require other exploits within the career as
      character through childhood and adolescence –       prerequisites. Origins, on the other hand,
      they are typically 2d6+6 years, but can vary.       need only one exploit.
         The Saurian Nomad will be a standard                The primary characteristic of a nomadic
      starting career length of 2d6+6 years.              species is movement and travel. Saurian
                                                          Nomads develop the ability to carry out various
      › Attributes                                        activities without needing to stop walking. If
         Assign 4 points in attribute adjustments.        a Saurian Nomad moves in both of her actions
      Remember that a character might take this           in a turn, she may still take a further (non-
      career four times during character creation, so     movement) action as long as it is not an attack.
258
  Having followed this process, you should       disposal, and how does this increase the
now have created a new career. Here’s our        challenges set against the adventurers? How
new Saurian Nomad origin career:                 fast can one of these agencies respond to
                                                 an attack on one of their interests, and how
Saurian Nomad [4 years]
                                                 viciously can they do so? When push comes
   Prerequisites: Saurian.                       to shove, how far will the party have to go to
   Attribute: STR +1, END +1, AGI +1, WIL +1     dismantle an agency or organization?
   Skill choices: running, survival, crafting,      An organization’s size represents the
spears, hunting.                                 number of agents within it. Destroying an
                                                 organization requires ridding the world of its
  Your childhood was a nomadic existence,
                                                 agents, or the leader(s) of the organization
moving with your Saurian tribe.
                                                 (removing a leader cuts the organization’s
   Always on the move. If a Saurian Nomad        number of agents in half as they splinter into
moves in both of her actions in a turn, she      factions or seek prosperity elsewhere).
may still take a further (non-movement)
action as long as it is not an attack.              Becoming a member of an organization
                                                 costs one exploit (Organization Member). The
» CREATING AN                                    exploit is not recovered if the organization is
                                                 left, or ceases to exist. In some campaigns,
  ORGANIZATION                                   player-characters may be required to all be
   WOIN Future Equipment contains details        members of the same organization, in which
on organizations and how to use them to          case they will use their starting free exploit
requisition gear.                                on Organization Member unless a career or
                                                 tradition grants them that exploit.
   It’s not only player characters who have
REP scores; so do evil masterminds, powerful        The organization’s size includes those
cult leaders, and militant overlords. What       directly employed in the service of the
sorts of resources do they have at their         organization; it does not include affiliated
»5.Building a Universe
                                                                                                   259
      Size                     Members                     REP         Locate Info       Requisition Cap
      Team                         1-8                   4 (2d6)    Superhuman [37]           700
      Squad                        8-12                  6 (3d6)     Herculean [33]          1,100
      Section                     12-25                  8 (3d6)       Severe [29]           1,100
      Platoon                     25-50                 12 (4d6)     Strenuous [25]          1,400
      Company                    50-250                 16 (5d6)     Demanding [21]          1,800
      Battalion                250-1,500                20 (5d6)      Difficult [16]         1,800
      Regiment                1,500-3,000               25 (6d6)    Challenging [13]         2,100
      Brigade                 3,000-5,000               30 (7d6)      Routine [10]           2,500
      Division               5,000-25,000               40 (8d6)         Easy [7]            2,800
      Corps                 25,000-100,000              50 (9d6)        Trivial [-]          3,200
      Service              100,000-500,000             60 (10d6)        Trivial [-]          3,500
      Force              500,000 - 1,000,000           70 (11d6)        Trivial [-]          3,900
      Administration    1,000,000 - 5,000,000         100 (13d6)        Trivial [-]          4,600
      Empire                  5,000,000+              130 (15d6)        Trivial [-]          5,200
260
› Sub-Groups                                             Criminal. The organization is able to handle
   Large organizations are composed of               illicit goods, allowing members to access items
multiple smaller organizations – one does            which would otherwise be restricted or illegal.
not normally encounter the entirety of a                Disciplined. The organization has a strong
megacorporation at once, or an entire army.          chain of command, and good unit cohesion. In
The sub-groups have REP attributes according         combat, organizations members gain +1d6 to
to their size, which tend to escalate in larger      INITIATIVE as long as they are accompanied by
and larger subgroups until the final group is        at least 3 other members of the organization.
the whole organization.                                  Excellent Equipment. All of the
› Commanders                                         organization’s agents receive a single piece of
                                                     equipment that is one stage of quality higher
   Every organization (or sub-group) has             than normal. Most of the time these have
someone in charge. That person, whether a            failsafes that destroy the item after it leaves
squad leader or a spymaster, has a leadership        the agent’s possession, or at least render it of
skill equal to the organization’s REP attribute,     mundane quality after combat ends. The item
and may use it in the same way as a player           is clearly identifiable as the organization’s
character’s leadership skill, donating LUC dice      property.
to allies. A commander has access to the REP
of the sub-group she is commanding, not the             Expertise. All of the organization’s agents
whole organization – the head of the Navy            receive a basic curriculum of one rank in four
has access to far greater resources than the         organization-specific skills. This does not
commander of a small platoon has. This only          increase the rank of any of these skills above
applies to NPCs – player characters must earn        one rank.
their leadership skills the hard way!                    Fearsome. The organization’s reputation
                                                     is one which instills fear in those who
› Traits
                                                     hear it. Members can make a REP mental
   Organizations have one or more traits.            attack against one target who can hear and
These are exploits which members who have            understand them. This attack can only be
taken the Organization Member exploit gain           made once per day, and no single target
automatically. Any benefits gained by being          can be affected by it more than once.
a member of an organization are lost if the          If successful, the target gains the Afraid
character leaves the organization.                   condition.
   Advanced Tech. The Advancement Level                 Gadgets*. Each agent of the organization
of technology available to the organization          receives a gadget that functions for 1d6
increases by one level. Organizations with this      rounds (minimum 1 round; except the
                                                                                                        »5.Building a Universe
trait must have mystics, scientists, or some         commander agent, in which case the gadget
other means to justify their impressive gear.        functions until the end of combat).
   Clandestine. The organization is extremely           Mental Training. All of the organization’s
secretive, a cabal as devoted to silence and         agents receive a bonus +1 to a specific mental
mystery as they are to their cause. Only             attribute.
individuals in the same line of business or of         Physical Training. All of the organization’s
similar interests (criminals, mystics, scientists,   agents receive a bonus +1 to a specific
and so forth) treat the organization’s REP           physical attribute.
score as the normal value when seeking
                                                        Traditional. The organization is very old,
information about the organization; all others
                                                     and predates the current era. This gives it
treat it as one-third its actual value.
                                                     access to certain ancient secrets, allowing
  Combat Training. All of the organization’s         members to use its REP attribute in place
agents receive a specific free combat-related        of a LOG check once per month to access
exploit.                                             information about a subject.
                                                                                                        261
         Wealthy. The organization has the
      REP attribute of an organization one size
      classification larger.
      * Gadgets are found in WOIN Modern
        Equipment.
      › Types Of Organization
         Organizations can be as abstract or concrete
      in concept as you like, as strange as a hive mind
      that’s taken over an abandoned starbase to an
      intergalactic conglomerate of ne’er do-wells
      bent on universal domination! As always, you are
      encouraged to think up creative and interesting
      organization types of your own to complement
      the suggestions below. There are really only two
      things you need to worry about when doing so:
      that these grouped individuals have a purpose,
      and that that purpose has some kind of relevance
      to the player characters.
         Each organization type below includes one
      or more recommended traits; however, these
      should be viewed as guidelines only.
         Academies. Academies include all educational
      or research institutions - colleges, universities,
      laboratories, and so on. Academies often
      have access to knowledge or experimental
      technologies. Advanced Tech and Expertise are
      recommended traits.
          Corporations. Corporations make great enemy
      organizations. They are often enormous in scope,
      filled with so much bureaucracy that not only can
      individual executives potentially get away with
      murder, many of their accomplices have lawyers
      able to get them well away from legal trouble.
      Player characters that decide to take on a
      corporation should be wary of law enforcement,
      however, along with the sort of deadly talent
      that truckloads of cash can purchase. Wealthy is
      a recommended trait.
          Criminal Syndicates. The Yakuza, Triad,
      Mafia, and any other form of mundane organized
      crime qualifies as a criminal syndicate. As the
      name implies, these organizations specialize in
      illicit activity, often with a focus on drugs, vice,
      and racketeering. Their operations can range
      far wider, however, and can sometimes have
      members that are incredibly loyal, typically with
      familial ties. Recommended traits are Fearsome
      and Criminal.
262
   Cults. Steeped in mysticism and dangerous       to dismantle an organization that offers
beliefs, cults are another common type of          support to various criminals. Clandestine is a
organization. Led by charismatic individuals       recommended trait, as is Criminal.
that indoctrinate their follower, they can            Spy Agencies. Spies work for agencies
appear everywhere in the world, and have           of covert operatives which are, more often
operations as simple as bank heists to             than not, directly affiliated with a national
pursuits as esoteric as demonic summoning.         power. While some of these individuals are
More often than not, their agents are              unfalteringly loyal to their country, many
fanatically loyal (often bringing their families   are too willing to trade state secrets for a
into the fold). Clandestine and Wealthy are        plush life of luxury and double agents are
recommended traits.                                not uncommon. Recommended traits are
    Law Enforcement. There are no better           Clandestine and Gadgets.
team players than law enforcement, and the            Vessel. A ship, or a starship, can operate
vast majority of settings feature authority        as an organization of its own. The crew
figures of some kind that keep the peace.          requirement of a vessel can indicate the size
The organization rules are not meant to be         organization is is. Recommended traits are
implemented with police as a whole, but            Excellent Equipment and Expertise.
specific divisions like a unit of homicide
detectives, paranormal case workers,                  Vigilantes. When superheroes or
and so forth. Of all the different types of        supervillains team together, they can become
organizations, they are by and far the most        truly potent forces that can affect change on
responsive and easiest to instigate. Disciplined   a national or even global level. Fortunately,
is a recommended trait.                            power seems to come with no small bit of
                                                   egotism and most larger groups fail to remain
    Mercenaries. Some soldiers keep on             united for long, splintering into smaller
fighting well after the war ends, and they         organizations that aren’t nearly as disastrous
don’t particularly care whom it is they fight      for society. Recommended traits include
for. These mercenary groups are one of the         Fearsome, and Physical and Mental Training.
most dangerous types of organizations and not
to be underestimated; each of their agents         FSS ENDEAVOUR
is a trained combatant that has experienced
warfare. Unlike other organizations, their            Size Battalion (400 crew); REP 20;
loyalty is not overwhelmingly strong and they      Locate Difficult [16]; Sub-groups Platoons
can be bribed or coerced into abandoning an        (departments of science, engineering,
operation with relative ease. A recommended        security, and operations)
trait is Combat Training.                             Type Vessel; Traits excellent equipment,
                                                                                                     »5.Building a Universe
   Military. Military organizations may            expertise (computers, [scientific], piloting,
come in the form of armies, navies, air            pistols)
forces, starfleets, and more. They tend to            Requisition Cap 1,800cr
be well-equipped, with strong loyalty and              The Federal Star Ship Endeavour was
structured chains of command and sub-              the first of the Endeavour class exploration
groups. Disciplined and Combat Training are        cruisers. Sent on a multi-year mission,
recommended traits.                                it explored the fringes of the galaxy. It’s
    Shadow Services. Who cleans up the             400 strong crew is, additionally, a sub-
bodies piled up by hitmen, and who supplies        group of the Navy, which is a Service-sized
their guns or sells the artwork stolen by cat      organization.
burglars? A commonly glossed over set of
organizations exist to support the shadowy         › Historical Populations
underside of society and they are essential to        The table below is for reference purposes
its workings. With this fundamental priority,      only, and gives the historical population of an
all but the most stubborn and vengeful choose      average country through archaic and modern
                                                                                                     263
      Year                         Country       Capital City*         Adminstration            Military
      43 AD (Roman Britain)          4M              35,000            400K (Service)        20K (Division)
      500 AD (Dark Ages)             2M              15,000            200K(Service)         10K (Division)
      1066 AD (Middle Ages)          2M              18,000            200K (Service)        10K (Division)
      1300 AD (Middle Ages)          4M              45,000            400K (Service)        20K (Division)
      1600 AD (Tudors)               4M            250,000             400K (Servive)        20K (Division)
      1700 AD (Enlightenment)        6M            600,000              600K (Force)          30K (Corps)
      1750 AD                        7M            750,000              700K (Force)          35K (Corps)
      1800 AD (Industrial
                                     9M               1M                900K (Force)          45K (Corps)
      Revolution, Victorian)
      1900 AD (Edwardian)           41 M              1M           4.1M (Administration)     205K (Service)
      1980 AD                        50M              6M            5M (Administration)      250K (Service)
      2000 AD                        65M              8M               6.5M (Empire)         325K (Service)
                                                                          *Quarter this value for other cities
      eras. 10% of a population is usually employed by     process; feel free to ignore any of them.
      government and is counted for organizational             This method is the reverse method to
      size purposes. 5% of a government is usually the     creating a character, because you are starting
      military (or 0.5% of the population), which is       at your desired result and working backwards -
      often divided into thirds (army, navy, air force)    you will know in advance that you want an 8d6
      in modern eras, or half (army, navy/starfleet) in    “brute” style robot, and this informs the rest
      archaic and future eras.                             of the creature’s statistics.
          How these figures extend into the future           Once you have decided on your creature
      is entirely up to you! If you have created           concept, following these steps.
      a world, you already know its population,
      and you can easily determine the size of its         › Max dice pool (MDP)
      administration and military.                             Choose your monster’s Maximum Dice
                                                           Pool. This will decide many of the following
      » CREATING A MONSTER                                 statistics. You should start with an idea of how
        OR NPC                                             powerful you want your monster to be. For
                                                           comparison, a starting character is 5d6, and a
         This creature design engine is a process          fire dragon is 15d6.
      by which you will be able to easily create a
      monster, creature, or generic NPC type.
      You can create anything from alien
      monstrosities to reusable NPC stat
      blocks such as “Soldier” or “Psionic
      Interrogator”.
         Monsters and generic NPCs
      tend to be a bit more arbitrary
      than player characters. Of course,
      a monster can have whatever
      statistics you need - if you need
      your 3-foot alien furry bear to
      have STR 20 or 200 HEALTH for
      some reason, you can just assign
      those values. The following is just a
      set of guidelines to help your design
264
   PCs tend to be a little more optimised            The creature’s size uses the same
than monsters, so monster scores are slightly     scale as player characters, and includes
higher. Generally, a monster with +1 MDP          tiny (mouse-sized), small (dog-sized),
over a PC is a challenging match which the        medium (human-sized), large (tiger-
PC should win. +2 MDP means the PC will           sized), enormous (elephant-sized), gigantic
probably lose one-on-one, and with +3 MDP         (whale-sized), colossal (kaiju-sized), and
the PC is almost certain to be defeated.          titanic (skyscraper-sized).
   Throughout this section, the term “MDP”           You also need to know the creature’s
means “Maximum Dice Pool”. Throughout             type. This is an open-ended list which
this section, when you halve, quarter, or         includes, but is not limited to, the
otherwise divide the MDP to derive a value,       following creature types: aquatic, avian,
always round up.                                  beast, changeling, crystalline, insectoid,
                                                  humanoid, gaseous, mechanoid, plant,
› Role ,Size, & Type                              projection, and reptile. A creature can have
                                                  more than one type, of course - it might be
   Choose a “role”, a size category, and a type
                                                  an avian mechanoid or a crystalline plant.
for your monster.
                                                  The type will help determine some of the
  The role is just a broad descriptive tag        creature’s exploits, which you’ll list at the
which is not used in-game, but can be useful      end of this process.
when designing. Choose from:                         Its important to note that this is just an
 Artillery. A creature which does area           “introductory” list of creature types; you
  damage from a distance, such as a               can no doubt imagine more exotic things like
  grenadier or a ranged heavy robot.              oozes and electricity monsters, and many
                                                  more.Using these details, note the monster’s
 Brute. A creature focuses on raw melee
                                                  descriptor, which is formed as follows:
  power, smashing its foes to the ground,
  such as a great ferocious beast or a mighty          [size] [sentience] [types] (dice pool)
  robot.
                                                    For example:
 Expert. A creature whose focus is not
  combat, such as a medic, engineer, or            Large semi-sentient mechanoid beast (7d6)
  pilot.Ninja. A fast, mobile melee creature,
                                                  › Attributes
  able to attack quickly and accurately and
  dance around its opponents.                         A creature’s attributes depends on the
                                                  monster’s role, which you chose in the
 Skirmisher. A fast, mobile, ranged creature,
                                                                                                  »5.Building a Universe
                                                  previous step. Only give the creature a
  weak in melee, but able to keep its
                                                  PSI score if you want it to have psionics. A
  distance and pick off its targets from afar.
                                                  creature’s REP score will help determine
  Many gun-toting bandits are skirmishers.
                                                  how much the player characters (and
 Support. A creature which heals or buffs        others) know about it. The creature’s
  other creatures, or alters the battlefield;     mental statistics assume that the creature
  this could be a specialist support robot, or    is sentient, but non-sentient, semi-sentient,
  an adept commander.                             and super-sentient creatures may radically
 Trickster. A frustrating opponent such as a     alter these values in the next step.
  teleporter, or psychic foe, able to inflict
                                                  › Sentience
  a range of conditions.These names don’t
  really mean anything. They are descriptive         Also consider the creature’s sentience.
  tools during the design process, but you’ll     Sentience typically comes in the following
  never need them again once the creature         categories, and can alter the creature’s
  is finished.                                    mental statistics in the following ways.
                                                                                                  265
         Role           STR    AGI       END       INT       LOG       WIL       CHA       LUC       REP         PSI
Artillery MDP x 0.3 MDP x 0.5 MDP x 0.3 MDP x 0.6 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.2 MDP x 0.5 MDP x 0.5
Brute MDP x 0.6 MDP x 0.3 MDP x 0.6 MDP x 0.3 MDP x 0.3 MDP x 0.5 MDP x 0.3 MDP x 0.2 MDP x 0.5 MDP x 0.3
Expert MDP x 0.3 MDP x 0.5 MDP x 0.3 MDP x 0.5 MDP x 0.6 MDP x 0.5 MDP x 0.5 MDP x 0.3 MDP x 0.5 MDP x 0.6
Ninja MDP x 0.5 MDP x 0.6 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.2 MDP x 0.5 MDP x 0.4
Skirmisher MDP x 0.3 MDP x 0.5 MDP x 0.3 MDP x 0.6 MDP x 0.5 MDP x 0.3 MDP x 0.5 MDP x 0.2 MDP x 0.5 MDP x 0.4
Support MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.5 MDP x 0.6 MDP x 0.5 MDP x 0.6
Trickster MDP x 0.3 MDP x 0.5 MDP x 0.3 MDP x 0.6 MDP x 0.6 MDP x 0.5 MDP x 0.6 MDP x 0.3 MDP x 0.5 MDP x 0.8
266
   STATISTIC       Tiny      Small    Medium        Large      Enormous       Gigantic      Colossal    Titanic
MELEE DEFENSE       +4         +2         -           -2               -4        -8           -16         -16
    RANGED
                    +4         +2         -           -4               -8        -16          -32         -32
    DEFENSE
 VITAL DEFENSE      -2         -2         -          +2                +4        +6           +8          +16
    ACTIONS          2         2          2           2                3          4            5           6
    HEALTH          x1         x1        x1          x1             x1.5         x2           x3           x5
     REACH          5’         5’        5’           5’             10’         15’          20’         40’
                                                                                              78          120+
    STR Cap       1 (1d6)   3 (2d6)   10 (4d6)     15 (5d6)     21 (6d6)      45 (9d6)
                                                                                            (12d6)      (15d6+)
                                                                                                                  »5.Building a Universe
                                                                              medium                 medium
                                                           Support
                                                                              MDP x 1                MDP x 6
                                                                               low                    low
                                                           Trickster
                                                                             MDP x 0.5               MDP x 3
                                                     › HEALTH
                                                        HEALTH is an important value. As always,
                                                     we choose from high, medium, and low,
                                                     scores, and then we adjust for size. These
                                                     values can be found in the same table as the
                                                     SOAK table.
                                                        Size affects HEALTH as follows: enormous
                                                     x1.5, gigantic x2, colossal x3, and titanic x5.
                                                       Monsters tend to have higher HEALTH than
                                                     PCs. This abstracts the fact that they don’t
                                                                                                                  267
      have all the resources available that PCs have   that it does not need to make any attribute
      to heal and recover.                             checks to move in this manner, and it uses
                                                       the speed listed for the primary movement
      › Initiative, Perception,                        mode.
        & Speed
                Role                 INITIATIVE            PERCEPTION                  SPEED
                                      medium                   high                    slow
              Artillery
                                     MDP x 0.75               MDP x 1                MDP x 0.5
                                       low                     low                     slow
               Brute
                                     MDP x 0.5               MDP x 0.5               MDP x 0.5
                                       low                   medium                   medium
               Expert
                                     MDP x 0.5              MDP x 0.75                MDP x 1
                                       high                  medium                    fast
               Ninja
                                      MDP x 1               MDP x 0.75               MDP x 1.5
                                      medium                   high                     fast
             Skirmisher
                                     MDP x 0.75               MDP x 1                 MDP x 1.5
                                      medium                 medium                   medium
              Support
                                     MDP x 0.75             MDP x 0.75                MDP x 1
                                       high                    high                    fast
              Trickster
                                      MDP x 1                 MDP x 1                MDP x 1.5
268
relevant; the psionic attack pool, if it exists,       with MDP 8 does a Burst 4). The attack
is the same as the most thematically similar           attacks all creatures within the burst
existing attack pool - most likely ranged (for         area (make only one attack roll and
something like a lightning bolt) or mental (for        only one damage roll and apply it to all
something like a psionic blast).                       targets in the area). A psi-cop unleashes
   Most creatures will only use their primary          a psionic blast or soldier fires a grenade
attack pool, but if a PC charges a ranged              launcher.
attacker, it might be forced to resort to its        Cone. Alternatively, the artillery could
weaker attack mode.                                   unleash a half MDP cone such as a breath
   The attack values in particular can be             weapon or flamethrower.
tweaked. If you want your brute to have a high
                                                    Brute
ranged attack, go right ahead and assign it.
                                                     Stop Right There! Enemies which try to
   You might consider giving some creatures
                                                      move past the brute (move within reach)
with a high single attack a secondary medium
                                                      are subject to a free action attack, which
area attack. A dragon’s breath weapon would
                                                      stops their movement if successful.
be a good example of this.
                                                     Charge. The brute moves its SPEED and
  Damage. Damage tracks with the attack
                                                      makes an attack with one action.
pool, and is 50% of the attack pool. For
example, an attack pool of 8d6 means 4d6             Burst. The brute uses an action to attack
damage, while 7d6 would become 3d6+3.                 all adjacent targets. On a hit they are
You will need to assign the damage type               pushed back 10’.
manually.                                            Cone. Alternatively, this could be a cone
   Range. A ranged attack has a range in 5’           such as a tail swipe.
squares of MDP x 1.5, unless the creature is a
skirmisher or artillery, in which case the range
is MDP x 2.
› Exploits
   You now need to give the creature
exploits. This is by far the most arbitrary
part of the process. You should be inventive
with its exploits - each creature should feel
different. There’s a whole smorgasbord of
area attacks, grabs, throws, mental attacks,
                                                                                                    »5.Building a Universe
psionic abilities, and more. Below is a small
selection to get you started, but this is just
the tip of the iceberg - it’s really important to
note that this section is limited only by your
imagination.
   Feel free to allow creatures to use
exploits from other categories; these
are listed thematically for convenience.
Creatures and NPCs should also have access
to regular exploits, and all have the ability
to Aim or Feint.
Artillery
 Burst. This attack does burst damage
  (in a Burst equal to half MDP, so artillery
                                                                                                    269
       Grab. This attack inflicts the Restrained    Expert
        condition on a creature, and requires         Skill dice. The expert’s primary skill
        a melee attack to escape. The brute’s          dice pool is its MDP. It could be piloting,
        natural damage is automatically                medicine, engineering, heraldry, or any
        inflicted at the start of the grabbed          other area of expertise.
        creature’s turns.
                                                      Analyze. For one round the expert can
       Hurl. Send a creature flying 3 squares         remove one enemy’s SOAK. This only works
        plus one square per size difference and,       on a given target once.
        do natural damage; this attack inflicts       Healing. The expert can heal allies with an
        Downed condition.                              action equal to their damage roll. Each can
       Roar. This burst attack with a Burst           only benefit once.
        equal to the brute’s MDP does a
        mental attack which inflicts the Afraid      Ninja
        condition.                                    Third attack. If the ninja makes two
                                                       melee attacks, it gets a third attack for
       Trample. The brute can move through
                                                       free.
        a smaller creature’s square, getting
        a free melee attack which knocks the          Achilles heel. The ninja can bypass SOAK
        target aside and prone for the attacker’s      once per foe.
        natural damage. If the attack misses,         Dart In. The ninja moves its SPEED,
        the brute must stop its movement.              attacks, then moves its SPEED back
       Monstrous Leap. The brute leaps into           again.
        the air a height of 5’ per MDP, making        Stealthy. The ninja can make MDP stealth
        an attack against one foe it can reach         checks to remain effectively invisible.
        while doing so.                               Teleport. The ninja can move a double move
       Quake. The brute slams a foot, fist,           as one action. A psionic ninja teleports,
        or tail on the ground, shaking the area        special forces use transporter tech, a super-
        within its aura. The brute makes an            fast race zooms to a new location, or an
        attack against everybody within the            alien simply makes a giant leap.
        area, knocking targets prone and doing        Poison. This attack inflicts the Poisoned
        1d6 damage to them.                            or Sick conditions.
       Monumental. The brute has double
                                                     Skirmisher
        SOAK against ranged weapons.
                                                      Perfect aim. The skirmisher gets +2d6
       Living Shield. The brute picks up              from aiming instead of +1d6.
        another creature smaller than itself and
        uses it as a shield. The target can escape    Mobile attack. The skirmisher moves two
        the grab as normal. Until then, the brute      moves and make a single ranged attack at
        gains the protection of a shield of the        any point.
        same size category (e.g. a medium-            Dive For Cover. On a missed attack, the
        sized creature is a medium shield).            skirmisher may use a reaction to move
        Additionally, attacks which miss but           its SPEED and either get prone or behind
        would have hit had the shield not been in      cover.
        place hit the grabbed creature instead.       Backpedal. When someone attempts
       Come Here! A target struck with a              a melee attack, the skirmisher use a
        weapon or tentacle with a range equal          reaction to step back 10’ and take a shot.
        to half its regular ranged attack range is    Panicked Unload. The skirmisher fires two
        pulled adjacent to the brute. The target       shots at a target and if both hit, it gains a
        cannot be larger than the brute.               third shot.
270
Support                                             Disease. The creature inflicts a disease on
 Healing. The support NPC can heal allies           a critical hit.
  with an action an amount of HEALTH equal          Poison. The creature inflicts the Poisoned
  to their damage roll. Each can only benefit        condition on a hit.
  once.
                                                    Regeneration. The creature automatically
 Leadership. The support has a dice pool            heals a quarter MDP HEALTH at the start of
  equal to its MDP to donate to its allies; it       each turn.
  must declare this before any dice are rolled.
                                                      Remember, this is just a small selection
 Designate target. The support chooses one        of ideas. You should try to vary your
  target. That target may not benefit from         creatures as much as possible and design
  cover until another target is selected.          your own exploits.
  A spotlight illuminates the target or a
  commander uses a tactical battlefield            › Creature Type
  targeting drone.                                   The creature’s type(s) also grant it some
 Battlefield control. The support can             exploits or other adjustments. Apply these now.
  create difficult terrain or darkness in a          Aquatic. The creature gains a SWIM speed
  burst area radius equal to its MDP. An           equal to its regular SPEED. It can breathe
  ice cannon creates an icy patch, or an           underwater. Swimming is a natural movement
  engineer throws caltrops                         mode for aquatic creatures.
 Summon. The support can summon,                    Avian. The creature gains a FLY speed
  create, or activate activate 1d6 mooks. An       equal to its regular SPEED. Flying is a natural
  engineer activates some security droids, or      movement mode for avians.
  a commander summons some ninjas.
Trickster                                            › 75%?
 Teleport. The trickster can move a                   Some of the above tables ask you to use
  double move as one action, bypassing any           75% of MDP. Here’s that calculated for you.
  obstacles.
                                                           Dice Pool                75% is…
 Deceive. An illusion of self disguises the
  trickster’s true location.                                  4d6                     3d6
                                                              5d6                     3d6
 Controller. A mental attack makes the
  target Charmed.                                             6d6                     4d6
                                                              7d6                     5d6
 Taunt. A mental attack makes the target
                                                                                                     »5.Building a Universe
  Angry.                                                      8d6                     6d6
                                                              9d6                     6d6
General/Unusual                                              10d6                     7d6
 Aura. An aura equal to half the creature’s                 11d6                     8d6
  MDP does low damage or inflicts a                          12d6                     9d6
  condition.
                                                             13d6                     9d6
 Berserker. The creature gains +1d6                         14d6                     10d6
  damage when below half HEALTH; it
                                                             15d6                     11d6
  cannot stop attacking until all foes are
                                                             16d6                     12d6
  dead.
                                                             17d6                     12d6
 Called Shot. The creature has a weakness
                                                             18d6                     13d6
  which can be exploited via a Called Shot
  (-2d6 to hit). This might inflict a condition,             19d6                     14d6
  or even kill it outright.                                  20d6                     15d6
                                                                                                     271
        Beast. These are normal animals such as
      dogs, bears, and dinosaurs.
        Changeling. A rare creature type,
      changelings are able to alter their shape and
      appearance. The exact details of this varies.
      They are typically immune to critical hits and
      conditions.
          Crystalline. Crystalline creatures are
      resistant to heat damage (SOAK 5 heat), but
      vulnerable (1d6) to sonic damage due to
      their brittle nature. They are immune to the
      Bleeding condition.
         Insectoid. Climbing is a natural movement
      mode for insectoids. The creature gains a
      CLIMB speed equal to its regular SPEED and
      does not need to make checks to climb. Such
      creatures can move on walls and ceilings
      normally.
         Humanoid. Humanoids gain no special
      advantages. They are bipedal, mammalian
      creatures.
        Gaseous. Gaseous creatures are immune to
      non energy-based physical attacks, and have
      SOAK 10 to energy-based attacks.
         Mechanoid. Mechanoids are immune                darksight and lifesense to a distance of 5’ per
      to mental attacks, are vulnerable (1d6) to         point of INT. Projections are usually immune to
      electricity damage, and vulnerable (2d6) to        any physical conditions.
      ion damage. They are usually immune to the
      Sick and Fatigued conditions.                         Reptile. Reptiles are cold-blooded and are
                                                         vulnerable (1d6) to cold damage. They usually
          Plant. Plant creatures vulnerable (1d6) to     have scales granting +5 natural SOAK.
      fire, but have an additional 5 SOAK. Plants
                                                            Swarm. A swarm is a collection of
      usually cannot wear armor. They are usually
                                                         thousands of tiny creatures which attack
      immune to the Sick and Fatigued conditions.
                                                         en masse. A swarm is immune to all attacks
      They ignore natural difficult terrain, unless it
                                                         except for area attacks. When it attacks, it
      is fire or heat-based.
                                                         simply moves into the target’s square. Any
         Projection. Projections are incorporeal         creature which starts its turn in or enters
      entities, including psychic entities and           the swarm’s square suffers melee damage
      holograms. Projections are incorporeal. This       automatically, and may suffer the Blind
      makes them immune to physical weapons              condition. Swarms can move through gaps
      unless they do psionic damage (in the case of      of any size.
      a psychic entity) or ion damage (in the case of
      a hologram); they can pass through physical        › Skills
      barriers. A projection will usually do psionic         You will also need the monster’s skills.
      or electricity damage, if it does any damage.      While most of the time you will just be using
      Projections cannot usually be killed; reducing     its derived statistics, occasionally you may
      them to 0 HEALTH simply disperses them for         need something more specific. To determine
      a while. Projections can freely fly, although      these, you will need to “reverse engineer”
      many do not. Projections have superior             them from its derived statistics.
272
   In particular, the following skills should be        carrying - four-legged herbivores, and
calculated:                                          similar creatures, often have a dice pool in
  combat skill* - the monster equivalent of          carrying equal to half their Maximum Dice
unarmed combat is simply called combat.              Pool.
   perception - this may be named after the            defensive skills - you don’t have to reverse
creature’s special senses, such as scent, hearing,   engineer these, but you can if you wish. You
etc., or it may juts be called perception.           may need one for each DEFENSE.
  movement skill* - this may be running or              You already know the monster’s attributes
some similar skill.                                  from earlier in the design process, and you
                                                     know what the derived dice pool is, so the
  tactics or reactions - the monster should          related skill is simply the difference between
have one of these two skills.                        the two.
   social skill(s)* - this optional skill,              For example, if you know that the
especially for tricksters and supporters, might      creature has 8d6 INITIATIVE and that it has
include bluffing, intimidation, persuasion,          5d6 INTUITION, you automatically know that
and so on.                                           it must have 3d6 to the tactics or reactions
  stealth - most creatures will have this at         skill. The same applies to attack dice pools,
some level, even if it is very low.                  PERCEPTION, and so on.
   psionic skill(s)* - assign these if relevant,        You should also manually assign any
but most psionic powers will be in the form of       relevant skills. Remember that creatures
easy-to-use exploits.                                can be naturally much better than humans
                                                                                                      »5.Building a Universe
SOAK
               MDP x 0.5       MDP x 2       MDP x 0.5       MDP x 1      MDP x 0.5      MDP x 1
                 low            high           low           medium         low          medium
HEALTH
                MDP x 3       MDP x 10        MDP x 3        MDP x 6       MDP x 3       MDP x 6
                medium          low            low            high         medium        medium
INITIATIVE
               MDP x 0.75     MDP x 0.5      MDP x 0.5       MDP x 1      MDP x 0.75    MDP x 0.75
                 high           low          medium         medium          high         medium
PERCEPT
                MDP x 1       MDP x 0.5     MDP x 0.75     MDP x 0.75      MDP x 1      MDP x 0.75
                 slow           slow          medium          fast          fast         medium
SPEED
               MDP x 0.5      MDP x 0.5       MDP x 1       MDP x 1.5     MDP x 1.5      MDP x 1
Melee            low            high           low            high          low          medium
Attack         MDP x 0.5       MDP x 1       MDP x 0.5       MDP x 1      MDP x 0.5     MDP x 0.75
Ranged           high         medium           low            low           high         medium
Attack          MDP x 1      MDP x 0.75      MDP x 0.5      MDP x 0.5      MDP x 1      MDP x 0.75
Mental           low            low          medium           low           low          medium
Attack         MDP x 0.5      MDP x 0.5     MDP x 0.75      MDP x 0.5     MDP x 0.5     MDP x 0.75
                                                                                                      273
      at certain things, especially when it comes
      to senses, movement, and fighting. Don’t
      be afraid to give them 10 or more ranks in
      something. If in doubt, compare them to an
      exceptional human (a professional athlete, for
      example), who would have 10 ranks or so. If
      the creature would be better than a trained
      athlete at a skill, then give it 10 or more
      ranks.
        If in doubt, just give a creature a skill dice
      pool of half its Maximum Dice Pool.
      › Finishing Up
                                                            ones you design on your own, and you can
          Finally, you will need to finish up with the      surely come up with more evocative names
      minor (or not so minor!) details. You should          and item types than any tables can, but you
      feel free to tweak any values on the stat block       can use random tables for some or all of the
      - if your NPC is from a race of speedsters who        process if you need to.
      only move at light speed, go ahead and give it
                                                               The most important caveat here is that,
      a SPEED of 100, or whatever is appropriate. If
                                                            more than most things, equipment design
      your creature is reflective and immune to heat
                                                            allows for very much more latitude than most
      weapons, go ahead and add that immunity.
                                                            game elements. The guidelines which follow
      Remember, as the GM, the monster is exactly
                                                            are not only merely guidelines, but they
      what you need it to be.
                                                            should be regarded as “soft” guidelines – if
         If you are publishing the creature, it’s           you need or want an item in your game which
      probably worth encoding those arbitrary               falls outside these parameters, then go right
      changes as exploits, just so that others can          ahead. You can use or ignore as much of the
      see clearly where they came from, but this is         following material as you wish.
      not vital. And if you are only using it in your
                                                               The following guidelines are designed to
      home game, it really doesn’t matter!
                                                            build a standard version of an item. You
      »       CREATING ITEMS                                can design higher quality items by applying
         Designing new weapons, armor, and                  the quality modifiers in the above table to
      other equipment is a much easier task than            a standard item. That doesn’t mean that
      designing a planet. There are no strict rules,        every item has a version at each quality
      but the following guidelines may prove useful.        level – a specific weapon or amor type might
      The best, and most interesting items are the          exclusively be an exceptional quality item.
274
   Dice Pool. This indicates the contribution   following table to choose the first word
to a dice pool that high quality equipment      in the weapon’s name, and then roll on
grants (subject to minimum skill limits).       the second table to determine the second
  Rarity. This is an indication of how          word.
common high quality equipment is.                  Assigning a weapon’s statistics is more
    Min. Skill. Effective equipment quality     art than science. There is no intention that
is limited by skill level. This applies to      all weapons be equal in effectiveness – just
all equipment, including gear, weapons,         like in the real world, some are clearly
and armor. If the user does not have the        better choices than others (although not all
minimum skill level required to benefit         may be available at a given time).
from equipment’s quality, then the quality         Damage should usually fall in the 2d6 to
of the equipment is effectively reduced to      4d6 range. The average person’s unarmed
match the user’s skill level.                   attack does 1d6 damage damage, so
  Upgrades. Weapons and armor can               weapons tend to start at 2d6 – although
be upgraded, adding new features. The           some ranged weapons with exotic damage
upgrade capacity is given by its size (for      types might fall below 2d6. There is only
weapons) or type (for armor). Higher            one weapon in Future Equipment which
quality weapons and armor gain additional       does 5d6 damage (the Korovin Private
upgrade slots.                                  Security F58 Darkswarm Disintegration
                                                System), and a couple which do 4d6
› Weapons                                       damage. Higher amounts of damage are
   To create a new weapon type, such            usually accessed by allowing the character
as a neural lance, a temporal gauntlet,         to pay for damage dice with her attack pool
or antimatter foam, simply roll on the          or by adding LUC dice.
                                                    As a point of reference, it is useful
                                                to look at the HEALTH of some common
                                                objects. A chair has 15 HEALTH, so a 3d6
                                                weapon is able to completely destroy it,
                                                and will almost certain break it with one
                                                hit. An automobile has 70 HEALTH, so while
                                                it is unlikely to be destroyed with a single
                                                shot from a pistol, 35 damage is enough to
                                                break it. On average that’s 10d6, or just
                                                                                               »5.Building a Universe
                                                over three shots from a 3d6 weapon; with a
                                                lucky shot, it’s just 6d6.
                                                   If you want to completely randomly
                                                generate a weapon, use the tables below.
                                                First, determine the weapon’s size. You
                                                should choose this, ideally, based on the
                                                weapon type (if you used the random
                                                weapon name table, the recommended
                                                size is noted in parenthesis), but the table
                                                below is available to randomly determine
                                                the size of an item.
                                                   1d6         1-2        3-4         5-6
                                                   Size       Small      Medium      Large
                                                                                               275
      d66    First Word    Second Word (Melee/Thrown)   Second Word (Firearm)
      11      Electro             Gauntlet (t)               Projector (-)
      12       Nano                Hammer (s)                  Rifle (m)
      13     Flechette             Sword (m)               Disintegrator (m)
      14     Quantum                Whip (m)                   Bow (m)
      15       Phase                Flail (m)                  Beam (-)
      16     Radiation              Mace (m)                  Rocket (l)
      21       Sonic                Baton (s)                  Bomb (s)
      22     Singularity            Lance (l)                Grenade (s)
      23       Stasis               Spear (l)                  Foam (-)
      24       Warp                 Club (m)                 Thrower (m)
      25     Zero-point              Disc (s)                   Ray (-)
      26      Atomic                Staff (l)                  Driver (l)
      31      Thermal             Scimitar (m)                Cannon (l)
      31     Temporal               Axe (m)                   Musket (m)
      33     Antimatter            Hatchet (s)              Crossbow (m)
      34      Tachyon             Machete (m)                  Pistol (s)
      35      Photon                 Pick (l)               Autocannon (l)
      36       Pulse               Trident (l)              Autopistol (s)
      41       Neural             Claymore (l)               Carbine (m)
      42        EMP                  Pike (l)                 Emitter (-)
      43      Particle               Sai (s)                 Launcher (l)
      44      Nuclear              Katana (m)                 Railgun (l)
      45      Kinetic             Nunchaku (m)           Grenade Launcher (l)
      46      Meteor                 Net (l)              Rocker Launcher (l)
      51      Plasma                Chain (l)                   Gun (-)
      52       Fusion            Manipulator (-)              System (l)
      53      Electron             Cestus (t)              Hunting Rifle (m)
      54      Magnetic              Hook (s)               Sniper Rifle (m)
      55     Molecular             Dagger (s)                Revolver (s)
      56        Bio                 Glaive (l)               Shotgun (m)
      61      Gravity              Halberd (l)                Blaster (s)
      62     Disruption            Scythe (l)                Detonator (-)
      63    Displacement           Javelin (m)                Device (-)
      64       Force                Dart (t)                  Bazooka (l)
      65        Stun                 Chain                  Accelerator (-)
      66      Neutron                Mortar                  Catapult (-)
276
  Next, using the size, determine the             two-bladed sword is an exceptional quality
weapon’s statistics.                              weapon). This affects the weapon’s statistics
                                                  as shown in the quality table at the beginning
              Small      Medium           Large
                                                  of this section.
Weight           1d6      2d6+2       3d6+10
                                                  Other Weapon Stats
Range         1d6+6       2d6+6           3d6+6      There is no need to assign additional
                                                  range or damage to a higher quality version
Upgrade
slots
                  1         2               3     of a weapon – the effect of the larger dice
                                                  pool already trickles down into both of those
Price       See below   See below    See below    statistics during play.
                                                     You can adjust the target area. Is it a single
   The damage and the price of the weapon         target weapon, does it affect an area of effect?
are linked. Roll 2d6 once to determine the        A grenade type weapon might affect a radius
damage and price rolls for the weapon, or         burst at range, while a flamethrower might
simply roll 2d6 and use the average values        cover a cone emanating from the weapon.
(noted in parenthesis).                           Weapons which affect multiple targets cost
                                                  twice as much as single-target weapons.
 2d6      Damage             Price (cr)
                                                     Bursts. Bursts are usually described in
  2        1d6               1d66 (35)
                                                  terms of distance from the target square.
  3       1d6+2           1d66+100 (135)          The below diagram shows a 10’ burst, which
  4        2d6            2d66+200 (270)          is one which affects everything within 10’
  5       2d6+2           2d66+300 (370)          of (and including) the target square.
  6       2d6+4           2d66+400 (470)
  7        3d6             3d6 x 25 (250)
  8       3d6+2            3d6 x 50 (500)
  9       3d6+4          3d6 x 100 (1,000)
  10       4d6          2d6 x 1000 (7,000)
  11      4d6+2         3d6 x 1,000 (10,000)
  12      4d6+4         5d6 x 1,000 (17,500)
                                                                         
  You can use quality levels in the normal
way to create superior versions of specific
                                                                                                      »5.Building a Universe
weapon types (perhaps a traditional Spartan
                                                                                                      277
                                                            d66   First/Second Part   Third Part
                                                            11         Impact             Suit
                                                            12         Bionic          Clothing
                                                            13         Energy            Vest
                                                           14        Reaction          Armor
                                                            15        Combat            Plating
                                                            16        Powered          Gauntlets
                                                            21        Tactical           Boots
                                                            22         Assault          Helmet
          Cone. A cone covers an area directly              23         Fusion           Shield
      adjoining the weapon. A 20’ cone is
                                                            24         Carbon           Lining
      illustrated to the right; the 20’ refers to
      the distance the cone emanates from the               25       Biopolymer         Weave
      weapon. Cone areas limit the range of a               26        Survival           Coat
      weapon to one range increment.
                                                            31      Regenerative       Battlesuit
                                                            32      Liquid Metal        Jacket
                                                            33        Biosteel           Skin
                                                            34       Tritanium          Exosuit
                                                            35        Evolved         Body Armor
                                                            36       Augmented          Warsuit
                                                            41        Guardian           Gear
                                                            42        Valkyrie          Frame
                                                           43         Mobile            Ward
                                                            44        Infantry           Mail
        You can also add additional properties of           45        Reactive          Padding
      your own devising.
                                                            46     Rocket-assisted    Breastplate
      › Armor                                               51        Nuclear         Brigandine
278
     SOAK             Type          Weight (lb)       DEFENSE         Upgrades        Cost (cr)
› General Equipment                                with the item enabling the user to avoid the
    Regular items of equipment are much            improvisation penalty.
easier to design. Generally, they only need a      › Vehicles & Starships
cost, weight, and description which describes
the item’s function and any abilities or effects      The designs of vehicles and starships are
it has. Avoid the temptation to create items       not covered in this book, as each has its own
which simply give a bonus to an activity –         in-depth creation process which can be found
bonuses should come from quality levels,           in dedicated books.
»5.Building a Universe
                                                                                                   279
                 »THE GAMEMASTER’S JOB
      T
           he previous chapters guided you through     adventures for the player characters. The
           the process of building places and          level of preparation needed will vary from
           creatures for your setting. This section    GM to GM – some use a collection of notes on
      concentrates on actually creating adventures     scrap paper, while others prepare detailed
      and running the game. As such, it is made up     binders covering every contingency. Some
      of advice, suggestions, guidelines, and ideas.   GMs are comfortable with improvisation, while
                                                       others enjoy planning and preparation.
      » CAMPAIGNS                                         An adventure, in its most basic form, is
                                                       a plot or environment in which the PCs can
         A campaign is a sequence of adventures        participate. As an analogy, an adventure
      designed to last multiple – often many –         might be an episode of a television show. A
      sessions of play. Some take a month or two to    number of adventures, strung together, form
      complete; others can take years.                 a campaign, which is roughly analogous to a
         Some campaigns are published in the           season of a TV show.
      form of “adventure paths” - these pre-              There’s no strict rule on what might
      published collections of adventures take the     constitute an adventure. Generally speaking,
      player characters through a long story arc.      the PCs need a goal or objective – whether
      Adventure paths are common to many games,        that be to simply survive a haunted space
      and are popular with GMs who have little time    station, to find a lost artifact, to rescue
      to prepare. They sometimes run for 10 or         a princess, or defeat an evil genetically
      more adventures, although shorter versions       enhanced super soldier. Indeed, the length
      with only 3-4 adventures are more common.        of an adventure may vary, too – some are
        The heart of every campaign is an              designed as “one-shots”, to be played through
      adventure – or a series of adventures. The       in a single session of four hours, while others
      GM is responsible for designing and running      may take multiple game sessions to complete.
280
   It’s up to you whether you want a long,              Again, there are pre-published “generic”
overarching plot or to focus on individual           locations that you can use and plug in to your
“episode of the week” style adventures. Both         game if you wish to. This is a useful way to
styles of game (or, indeed, a mix of each) can       handle common places such as bars, shops,
be very rewarding.                                   typical starships, and the like.
                                                                                                      »5.Building a Universe
every redshirt or bandit; a standard stat block         A group of smugglers does their best to
will do. You should, however, take the time             make a living the only way they know how.
to individually create important, named NPCs.
You can do this by modifying an existing stat           An evil galactic corporation tries to
block, or by creating an NPC from scratch               capture and breed dangerous xenomorphs
using the character generation process.                 for unknown reasons.
   Locations also form an important part of             Humanity and the world we know are just
adventure design. Whether it’s a space station,         a computer program, constructs in a great
a starship, a dusty frontier town, an exotic            machine.
alien bar, or a warlord’s fortress, it often helps      If you use other WOIN books, you can also
to prepare a map of important locations in           include contemporary or medieval elements
advance. You don’t need to map out every             for a time-travel campaign, one in which
shop and house, but notable locations certainly      advanced technology permeates the modern
benefit from this treatment – especially if you      world, or where different planets have wildly
expect combat to take place there.                   different advancement levels.
                                                                                                      281
      › Locations                                         A futuristic metropolis of neon
         The panoply of locations available to the        A grey, forbidden military base
      discerning sci-fi GM is vast indeed. This list is
                                                          Dark caverns which hold secrets of the past
      merely a few examples designed to fire your
      imagination.                                        An intergalactic circus or zoo
         A ramshackle trader town on a frontier           A dinosaur planet
         world                                            An exquisite ballroom full of intergalactic
         An exotic alien bar full of smugglers and        dignitaries
         bounty hunters                                   A colony in a hollowed out asteroid
         A galactic warlord’s fortress                    An exotic market on a distant planet
         An ancient space vessel from before              where anything can be had for the right
         recorded history                                 price
         A deserted and seemingly haunted space           An intergalactic graveyard
         station                                          A cliff upon which is written the oldest
         A paradise pleasure planet                       writing in the universe
         A ruined city, destroyed by war                  A time-travel facility dedicated to
                                                          glimpsing the final hours of the universe
         A busy federal starbase
                                                          A dark nebula containing a mysterious
         A primitive planet where the natives think       planet whose existence is a secret
         technology is magic
                                                          The underwater seas of an ice planet
         A mining colony run by a corrupt
         corporation                                      A planetary system deconstructed to
                                                          create a Dyson Sphere
         A penal colony overrun by alien creatures
                                                          A planet of intelligent apes
                                                          A monitoring station hovering within the
                                                          upper atmosphere of a gas giant
                                                          An apparently abandoned starcraft of
                                                          immense size hurtling towards an unknown
                                                          destination and unwavering from its path
                                                          A city at the core of a planet, protected
                                                          from the magma by a failing forcefield
                                                          A megalithic, automated factory blindly
                                                          turning out vast quantities of items for a
                                                          race long dead
                                                          A floating graveyard of broken starships,
                                                          the remnants of an ancient battle
                                                          A fleet of city-sized fishing trawlers
                                                          dredge-netting the oceans of an alien
                                                          waterworld
                                                          An arena ship that flies from planet-to-
                                                          planet, offering huge prizes to those brave
                                                          enough to participate in the games
                                                          A haunted area of space that brings
                                                          back the ghosts of the dead, and drives
                                                          pilots mad
282
   A arcology built on the back of a vast           Alternative timelines
   whale-like beast that swims through the          Ghosts and hauntings
   vacuum
                                                    When stuck for inspiration, use the
   A continent-sized scrapyard which contains    following table to randomly create the
   anything you might wish to find               name of a sci-fi adventure in the style of a
   An upmarket, swanky, in-demand night          classic serial.
   club, with multiple floors, false ceilings,
   lift shafts, secret booths, and more usual    » STARTING THE GAME
   facilities like zero-G dance floors
                                                    When beginning play, it is important to
   A great university and center of galactic     establish why the PCs are working together.
   learning                                      WOIN is a game which very much encourages
   A zero-G three-dimensional sports field       teamwork and cooperation. There are many
                                                 reasons for characters to work together,
› Events                                         and unless the plot specifically requires
   A setting is a living, breathing thing, and   otherwise, the assumption should be that
you should consider events to be as crucial to   they already know each other and have
your adventures as locations are. They can       worked together before.
provide a colourful backdrop, or they can be        If your characters are the crew of a
the focus of your adventure.                     starship, or members of a spy agency, or
   A secret meeting of galactic crime bosses     soldiers, or part of some other specific
                                                 organization, this task virtually accomplishes
   A hostile takeover of a peaceful planet
                                                 itself. Otherwise, the players should all
   The outbreak of a great war                   agree on their recent history and reasons for
   A great science conference                    being together.
   The trial of an infamous war criminal         › The One-Sheet
   Vital treaty negotiation between hostile
   powers                                           You should design a single-page summary
                                                 of your setting to your players. While you can,
   The appearance of a previously unknown        of course, make more detailed information
   species                                       available, your “one-sheet” should provide
   A great threat which unifies previously       quick pertinent details which are enough to
   hostile civilizations                         convey the premise and any particular rules
   The sudden destruction of an important        or materials in use. An eye-catching name and
                                                                                                    »5.Building a Universe
   planet                                        piece of art can round this off very quickly.
                                                 Think of it like a movie-poster, albeit with
   The galactic boxing heavyweight
                                                 more information.
   championship match
                                                    The one-sheet engages your players and
   A supernova
                                                 provides them with enough information
                                                 to get started without deluging them with
› Weird Science
                                                 too much data. Try to include information
  There are many more fantastical concepts       on the key overall setting points discussed
which can help inform an adventure. Here are     earlier in this book: where and when;
some of them.                                    technology (especially travel, transporters,
   Time travel                                   communication, weaponry, mechanoids);
   Alternate universes                           aliens; psionics. You should keep it to a single
                                                 side of paper, and ensure that you have a
   Ancient horrors at the edge of the universe   copy for each player. There is an example of
   Magic                                         a one-sheet over the page.
                                                                                                    283
            d66          Part 1 (1-3)      Part 1 (4-6)                              Part 2 (1-3)
             11              Child              Hive           ...of...              Destruction
             12              Edge              State           ...of...                  Terror
             13              Keys             Keeper           ...of...                Eternity
             14              Reign           Warriors          ...of...                Darkness
             15             Planet         Resurrection        ...of...                   Fear
             16             Power              Caves           ...of...               The Deep
             21               Evil            Attack           ...of...                  Death
             22              Tomb           Vengeance          ...of...                    War
             23             Enemy               Mark           ...of...                  Blood
             24               Web           Revelation         ...of...                    Evil
             25              Fury              Aliens          ...of...                 Horror
             26            Revenge            Parting          ...of...                  Doom
             31             Seeds               Age            ...of...                   Mars
             32          Ambassadors           Army            ...of...                  Decay
             33             Terror            Family           ...of...                   Fire
             34              Mind              Sound           ...of...                  Steel
             35             Claws             Voyage           ...of...               The Dead
             36               Day               Fires          ...of...                   Time
             41             Curse             Silence          ...of...                    Ice
             42            Carnival           Forest           ...of...                  Kings
             43               Ark             Waters           ...of...                 Silence
             44            Genesis             Time            ...of...                Disease
             45            Pyramid              Bells          ...of...                 Famine
             46              Brain             Rings           ...of...               Pestilence
             51            Masque             Robots           ...of...                Shadow
             52              Hand             Return           ...of...                Torment
             53              Face               End            ...of...                 Regret
             54             Talons            Depths           ...of...                 Sorrow
             55             Horror            Waters           ...of...               Tomorrow
             56             Stones            Spiders          ...of...                 Gothos
             61            Androids             Gods           ...of...              Armageddon
             62             Power            Ancients          ...of...                Paradise
             63            Destiny             Code            ...of...                  Mercy
             64               City              Ship           ...of...                  Battle
             65           Nightmare          Message           ...of...                   Light
             66             Horns              Word            ...of...                   Eden
284
Myths of the Far
Future                                  ted criminals o
                                                       n the
                                                             Inner Fron
                                                                       tier o
                                                                             f the galax
                                                                                        y!
                                down wan
                              g
                         untin
                hunter, h
           unty
  come a bo
Be
                                                     Technology
                                                                                                       »5.Building a Universe
                                                        The setting is an AL 10 setting (advanced
                                                     FTL, full galactic colonization, travel across
Setting                                              the galaxy takes a few days). Space travel uses
                                                     the AL 10 speeds. All equipment and gear from
   Myths of the Far Future is set on the Inner       Future Equipment is available.
Frontier of the galaxy, where the grasp of the
Democracy is weak and lawless frontier worlds        Psionics
and tradertowns abound. Bounties are paid for
                                                        Psionics are rare but they do exist. Any
criminals, dead or alive, and few questions are
                                                     psionic characters or creatures are regarded as
asked.
                                                     dangerous freaks. There is no “psi-corps” or
   The Democracy is a galaxy-spanning                equivalent.
bureacracy centered on Deluros VIII. It was
relocated from Earth centuries ago. Man is the       Recommended Careers
dominant race in the galaxy, and most alien             Any careers are available, although characters
worlds have become part of the Democracy.            should not currently be part of a navy or other
  The greatest prize of all is a wanted outlaw       large organzation. The focus of the campaign is
named Santiago, worth 20-million credits.            on bounty hunting.                             285
      » SHIPS                                                 Stationed on a ship. Characters in the
                                                          Navy (or any similar organization) might be
         Starting characters will be unable to            stationed on a ship, whether that be a small
      afford a starship – even a cheap shuttlecraft.      scout or a vast starship. Depending on the
      In some campaigns, this may not matter;             campaign premise, they could be anything
      interstellar travel isn’t a requirement for a       from members of a unit on a large ship with
      sci-fi campaign. Entire story arcs can take         little control over its destination to the actual
      place on one planet, or require little more         commanders of a great exploratory vessel.
      than an occasional passenger ticket on a            This approach means that the characters do
      transport or liner. Saving up for that first        not own the ship like they might in a civilian
      starship can be a momentous event, and              campaign, but it does grant them some of the
      players who obtain their ship in this way are       resources of such a ship. The ship counts as an
      likely to form a strong attachment to the           organization, as described above.
      vessel. However, this is not the only option.
      Below are a few suggestions on how to deal             A mortgage. In the Starship Construction
      with the issue of starships.                        Manual, there are rules describing how to
                                                          mortgage and purchase a starship. This can
         No ship. The characters do not have
                                                          be an option for players who enjoy the idea
      access to a starship of their own. Much of
                                                          of micromanaging payments, crew costs,
      their adventuring is planetbound, and if they
                                                          fuel, and trade. With a mortgaged ship, the
      need to travel offworld then they will need
                                                          characters don’t see the money directly, and if
      to pay for passage – either on a tradeship or
                                                          they sell the vessel the money goes straight to
      merchant, a transport, or a commercial liner.
                                                          the bank, eliminating any issues with sudden
         A free ship. Giving the party a free             riches (and given that a vessel will typically
      “starter” ship won’t derail a campaign. The         sell for half its new value, that likely leaves
      player-characters could begin play with a           the characters with a debt still to pay off).
      basic civilian ship, or acquire one very early in   Non-payment of mortgages is treated as a
      the campaign. The sample encounter at the           crime, and police, navy, and bounty hunters
      end of this rulebook has the party obtaining        will become the enemies of a defaulting party.
      a shuttle at the end of it. The only problem        Each character can typically raise a number
      with this approach is that the party may            of megacredits equal to his REP check, with a
      choose to sell the ship, netting them millions      repayment of the full amount plus 50%, paid
      of credits. This is something that should be        monthly over 5 years. Characters can combine
      avoided, and the mortgage option below can          efforts for larger amounts.
      assist with that.
                                                          › O Captain! My Captain!
                                                              In a campaign with a hierarchical rank
                                                          structure (such as a military campaign with a
                                                          starship captain), none of the players should
                                                          be the actual captain. Rather than having one
                                                          player outrank the others, if the campaign
                                                          is such that a captain’s decisions need to be
                                                          made (i.e. if the players are near the top level
                                                          of local command hierarchy) you can have the
                                                          players make those decisions, but not their
                                                          characters. The captain in this sense is a sort
                                                          of “communal NPC”, and the players decide
                                                          what orders he or she gives them.
                                                            In a less military campaign, of course, no
                                                          captain is required, and the player-characters
                                                          can simply make group decisions.
286
      »APPENDIX 1: THE SOLAR SYSTEM
    The following is an example of a solar            Earth’s nearest neighbor, Venus (G-m2V-
system – more specifically, of the Sol system      M5iii) is also closest in terms of size and
some 200 years into our future. Of course, this    composition. Its main difference is that a
is only one example – it’s up to you what the      runaway greenhouse effect has made it by
future solar system of your campaign is like.      far the hottest planet in the Solar System,
   The Solar System is extensively colonized.      with a dry desert surface populated by
From the subterranean habitats on the Moon         frequent volcanic activity and a corrosive,
to the domed cities of Mars; from hollowed-        thick atmosphere of carbon dioxide hot
out Ceres to the lonely Pluto Listening Post       enough to melt metal with permanent acidic
which monitors mysterious signals from the         cloud cover.
Outer Reaches; from scientific and military           Earth (G-m3Tc-H8iv) is the homeworld of
bases on Europa, Ganymede, Titan, Triton,          the Human race, and is a rocky planet with a
and many of the Solar System’s other hundreds      mix of terrain types. It has one moon, Luna
of moons to the heavily shielded colony on         (G-o3B-C8iii) which was colonized in the
Mercury, the Human Race has expanded far           22nd century.
beyond its birthplace. Mars’ orbit is home             Mars (G-s4B-C8iii) is a small terrestrial with
to a massive shipbuilding industry, its moons      a thin atmosphere and two moons, Phobos
Phobos and Deimos tasked to house mines and        (G-o4B-I8iii), and Deimos (G-o4B-I8iii). Mars
factories. Great hydrogen and helium pumps         is an established colony planet, with dozens of
hover in the atmosphere of Jupiter, collecting     domed towns and cities and a thriving orbiting
vital fuel which is shuttled in automated ships    shipbuilding industry. Both moons have been
to bases on the nearby moons.                      converted into industrial factories.
    Like many, Sol’s Solar System formed 4.6          The asteroid belt contains millions of rocky
billion years ago when a giant molecular cloud     objects; the largest of these is Ceres (G-d5B-
underwent gravitational collapse. It contains      C8iii), a rocky dwarf planet nearly 600 miles
eight major planets, a number of dwarf             in diameter with a 40-km thick icy mantle and
planets, and countless smaller objects. The        a wispy, tenuous atmosphere. Ceres was the
Solar System is located within one of the outer    subject of a massive engineering project in
arms of the Milky Way. The following chart         the last century, and has been excavated to
shows the Sol system in terms of distance from     build subterranean habitation.
                                                                                                        »5.Building a Universe
the Sun in Astronomical Units.
                                                       Jupiter (G-g6G-M8ii) is the largest planet
   Sol is a G2V yellow main sequence star          in the solar system. A gas giant, it has 67
(a yellow dwarf) with 8 planets. Its nearest       moons which form a planetary ring system; the
neighbor is the red dwarf Proxima Centauri,        largest, Ganymede, Callisto, Io, and Europa,
approximately 4.2 light years away. Sol,           all house research or military stations, as
known as the Sun, is about 109 times Earth’s       do many others. Great automated fueling
diameter, and over 300,000 times its mass.         platforms float in Jupiter’s thick atmosphere
   Mercury (G-s1B-U) is a small, hot planet        and continually shuttle hydrogen and helium to
which orbits Sol every 88 days – its rapid orbit   the nearby moons. Jupiter has a dense rocky
gave rise to its name, the Roman messenger         core surrounded by a layer of liquid metallic
to the gods. With no atmosphere, the surface       hydrogen. Io is a volcanic moon. Europa has
temperature of Mercury fluctuates, and the         a deep ice surface which covers vast interior
planet has a day lasting two years. Mercury’s      oceans in which were discovered the first non-
surface is similar to that of the moon –           Earth life. Ganymede is the largest Jovian
extensive plains and massive craters.              moon, and the largest in the Solar System.
                                                                                                        287
                                                                    the Solar System, and it rotates
                                                                    on a sideways-tilted axis due to a
                                                                    collision with a rogue planet during
                                                                    the Solar System’s formation. Like
                                                                    Saturn, Uranus has rings, although
                                                                    they are not as clearly visible. The
                                                                    planet’s largest moons are Miranda,
                                                                    Ariel, Umbriel, Titania, and Oberon.
                                                                    Titania is about half the size of
                                                                    Earth’s moon.
                                                                       Another ice giant, Neptune
                                                                    (G-g9I-U) is far from the Sun. The
                                                                    densest of the outer planets, it has
                                                                    14 moons, the largest of which is
                                                                    Triton (G-o9B-O8ii), a stopping-
                                                                    off point for vessels leaving the
                                                                    Solar System. Triton is the only
                                                                    moon in the Solar System which
                                                                    orbits its planet in a retrograde
                                                                    direction (opposite to the planet’s
                                                                    rotation), and was captured from
                                                                    the Kuiper Belt billions of years
                                                                    ago. Geologically active, Triton
                                                                    features nitrogen geysers and
                                                                    a thin atmosphere. Like Saturn
                                                                    and Uranus, it has a ring system,
                                                                    although it is faint – Adams, Le
                                                                    Verrier, and Galle.
                                                                         The Kuiper Belt, like the asteroid
                                                                     belt, is composed of millions of
      It is a rocky, icy moon. Callisto is about the size   objects; it is 20-times wider than the asteroid
      of Mercury, composed mainly of rock and ice.          belt, and includes the dwarf planets Pluto
         Saturn (G-g7I-U) is a gas giant known              (G-d10B-O8ii) (5 moons, the largest of
      for its prominent rings. The largest of its           which is Charon) and Eris. Pluto is home to
      100+ moons, Titan (G-o7B-U0), is larger               a scientific listening post which constantly
      than Mercury and retains a dense, opaque              monitors the mysterious signal from the Outer
      nitrogen atmosphere which creates a warming           Reaches and is manned by a team of scientists
      greenhouse effect and large hydrocarbon               and a squad of marines at all times. Eris is
      lakes. Enceladus (G-o7W-U) is home to                 larger than Pluto. Other dwarf planets include
      microbial life in its liquid salt-water seas.         Makemake and Haumea.
      The planetary rings are about 6 feet thick              Persephone (G-g9I-U) is an ice giant far
      and some 75,000 miles wide, and are the               beyond the Kuiper Belt discovered in 2016.
      remains of an ancient, destroyed moon; they
                                                               The Oort Cloud is a spherical cloud of icy
      include the Titan Ringlet, Phoebe Ring, and
                                                            objects which surrounds the Solar System
      lettered rings with gaps such as the Colombo
                                                            at a range of about a light year – a quarter
      Gap, the Maxwell Gap and others. Cassini
                                                            of the way to Proxima Centauri. It orbits a
      Mining Outpost (G-07I-O8iii), on Titan, mines
                                                            thousand times further from the Sun than does
      methane clathrates.
                                                            the Kuiper Belt. The cloud is home to many
         Uranus (G-g8I-U) is an ice giant with              comets which occasionally get dislodged and
      27 moons. Its atmosphere is the coldest in            sent towards the inner Solar System.
288
          »APPENDIX 2: ALIENS & FOES
   This short appendix contains a small selection of aliens and foes for use in your game.
For more detail, or for a larger selection of creatures and enemies, see the Future Bestiary.
HEALTH 21                                         HEALTH 18
SOAK 4; VULN none                                 SOAK 4; VULN none
IMMUNE none                                       IMMUNE none
Brawling 4d6 (2d6+3 blunt damage)                 Stun baton 5d6 (2d6+3 blunt/electricity
Laser pistol 7d6 (4d6 heat damage; range 17)      damage)
                                                                                                     »5.Building a Universe
                                                  Pistol 6d6 (3d6 ballistic damage; range 14)
Skills rifles 6 (3d6), tracking 3 (2d6), law 3
                                                  Skills clubs 3 (2d6), pistols 1 (1d6),
(2d6), stealth 3 (2d6), computers 3 (2d6),
                                                  light armor 1 (1d6), computers 1 (1d6),
perception 3 (1d6), piloting 3 (2d6), tactics
                                                  perception 3 (2d6), hardy 3 (2d6), running
1 (1d6), brawling 4 (2d6)
                                                  3 (2d6), thievery 1 (1d6), tactics 1 (1d6),
Gear laser rifle, long kevlar coat, hand
                                                  dodging 3 (2d6)
scanner
                                                  Gear pistol, kevlar vest, stun baton, hand
                                                  scanner
Crippling strike. A leg wound renders the
bounty hunter's target Slowed.                    Dive for cover. If a ranged attack misses a
Stunning attack. When a target is reduced         cop, he may immediately move half his
to 0 HEALTH, a bounty hunter can elect to         speed as a free action and either throw
merely disable it, allowing him to bring his      himself prone or get behind cover if it is in
prey in alive for a bounty.                       range.
                                                                                                     289
      SENTRY DROID                                 THUG
      Medium non-sentient mechanoid (5d6)          Medium sentient humanoid (5d6)
      Expendable robotic guards and soldiers.      Thieves and bullies who prey on the defenceless.
      STR 3 (2d6)   AGI 6 (3d6)    END 3 (2d6)     STR 6 (3d6)    AGI 6 (3d6)     END 6 (3d6)
      INT 6 (3d6)   LOG 6 (3d6)    WIL 3 (2d6)     INT 6 (3d6)    LOG 6 (3d6)     WIL 6 (3d6)
      CHA 6 (3d6)   LUC 1 (1d6)    REP 6 (3d6)     CHA 6 (3d6)    LUC 1 (1d6)     REP 1 (1d6)
                                                   MELEE DEFENCE 15; RANGED DEFENCE 15
      MELEE DEFENCE 10
                                                   MENTAL DEFENCE 12; VITAL DEFENCE 15
      RANGED DEFENCE 20
                                                   HEALTH 20
      MENTAL DEFENCE 15 (immune)
                                                   SOAK 5; VULN none; IMMUNE none
      VITAL DEFENCE 15
                                                   INITIATIVE 4d6; PERCEPTION 4d6
      HEALTH 15                                    SPEED 5; CLIMB 3; JUMP 12'/6'
      SOAK 3; VULN 1d6 electricity, 2d6 ion        CARRY 120lb (max lift 300lb)
      IMMUNE Sick, Fatigued                        REACH 5-ft
                                                   ACTIONS 2
      INITIATIVE 4d6
      PERCEPTION 5d6                               Club 4d6 (2d6+3 blunt damage)
      SPEED 5; CLIMB 3; JUMP 12'/3'                Pistol 4d6 (2d6 ballistic damage; range 8)
      CARRY 60lb (max lift 150lb)                  Skills pistols 1 (1d6), knives 1 (1d6),
      REACH 5-ft                                   carousing 1 (1d6), local knowledge 1 (1d6),
      ACTIONS 2                                    thievery 1 (1d6), running 1 (1d6), dodging 1
                                                   (1d6), reactions 1 (1d6)
      Integrated pulse blaster 5d6 (3d6 heat       Gear pistol, leather vest, knife
      damage; range 12)
                                                   Dive for cover. If a ranged attack misses a thug,
      Skills combat 1 (1d6), perception 3 (2d6),   they may immediately move half their speed as
      movement 6 (3d6), tactics 1 (1d6)            a free action and either throw themself prone or
      Gear -                                       get behind cover if it is in range.
290
XENOMORPH
                                               Climber. Climbing is a natural movement
Medium semi-sentient insectoid (8d6)           mode for a Xenomorph. The creature gains
Stealthy, deadly, alien hunters.               a CLIMB speed equal to its regular SPEED
                                               and does not need to make checks to climb.
STR 15 (5d6) AGI 21 (6d6) END 15 (5d6)
                                               The creature can move on walls and ceilings
INT 15 (5d6) LOG 2 (1d6) WIL 15 (5d6)
                                               normally.
CHA 15 (5d6) LUC 1 (1d6) REP 8 (3d6)
                                               Acid Blood. Any injury which penetrates the
MELEE DEFENCE 36
                                               xenomorph’s hide causes a splash of acid
RANGED DEFENCE 27                              blood, which does 1d6 damage to anybody
MENTAL DEFENCE 18                              within 5-feet of the creature. Additionally,
                                               the blood itself, should it come into contact
VITAL DEFENCE 27
                                               with other materials, is able to eat through
HEALTH 96                                      metal, doing 5d6 acid damage per round.
SOAK 10 (chitinous hide); VULN none
                                               Tail Swipe. The xenomorph can perform a
IMMUNE poison, acid
                                               tail swipe with its barbed tail. This affects a
INITIATIVE 8d6                                 10-ft cone, and knocks targets prone.
PERCEPTION 7d6; superior darksight
SPEED 9; CLIMB 9; JUMP 42'/15'                 Poison. A xenomorph’s bite attack renders
REACH 5-ft                                     the target Poisoned. A victim reduced to
ACTIONS 2                                      zero HEALTH is not killed, but is dragged
                                               off and cocooned in a membrane of salvia
Claws/bite 8d6 (4d6+4 slashing/poison          and resin, to be used as an incubator for
damage; poisoned)                              Facehuggers.
Tail swipe 5d6 (2d6 slashing damage; cone
2; prone)                                      Death from on High. Xenomorphs are adept
                                               at stealth (8d6), and often combine that
Skills hardy 10 (4d6), combat 10 (4d6),        with their natural climbing ability to drop
perception 3 (2d6), running (3d6), reactions   down on unaware victims. This attack gains
10 (4d6), stealth 8 (3d6)                      +1d6 damage and knocks the target prone.
Gear -
»5.Building a Universe
                                                                                                 291
       » Monster List
          There is a free Bestiary online on                                  listed here. Note that the statistics below
       the official website at www.woinrpg.                                   are a brief overview for quick use during
       com containing hundreds of NPCs and                                    the game, and are not full stat-blocks.
       creatures—enough to populate a universe                                More detail, including exploit explanations,
       of beings. Some of their basic statistics are                          can be found in the Bestiary.
                      DICE
      NAME                    DEFENSES      HLTH     SOAK   INIT   PER     SPD       RCH ACT             ATTACKS                       EXPLOITS
                      POOL
                                                                                                     Fists 6d6 (3d6+3 blunt
                                                                             6                      damage), Thrown rock
      Ape             6d6    24/18/12/18     36       6     6d6    5d6               5’    2                                      Death From On High
                                                                         (climb 6)               5d6 (2d6+3 blunt damage;
                                                                                                             range 9)
                                                                                                    Shortsword 4d6 (2d6+3
                                                                             8                 piercing damage), Laser rifle
      Assassin        8d6    16/32/24/24     24       4     6d6    8d6               5’    2                                          Achilles Heel
                                                                         (climb 8)               8d6 (4d6 piercing damage;
                                                                                                            range 18)
                                                                                                 Brawling 5d6 (3d6+3 blunt       Adaptive, Forcefield,
      Assimilator     6d6    18/18/24*/18    36       6     5d6    5d6      6        5’    2    damage), Laser implant 5d6       Assimilate, Hive Mind,
                                                                                                (3d6 heat damage; range 9)        Integrated, Scanner
                                                                                                    Spiked club 3d6 (2d6+2
                                                                                                  blunt/piercing damage),
      Bandit          5d6    10/20/15/15     15       3     4d6    5d6      5        5’    2                                          Quick Escape
                                                                                                 Laser pistol 5d6 (3d6 heat
                                                                                                       damage; range 12)
                                                                                                Laser knife 4d6 (2d6+3 heat
                                                                                                damage), Psi-blast 7d6 (4d6
                                                                                                 psionic damage; range 7),
      Battle                                                                                       Psychic cone 4d6 (2d6+4
                      7d6    14/28/21/14     21       4     6d6    7d6      4        5’    2                                       Telekinetic, Shield
      psyche                                                                                     psionic damage; 30’ cone),
                                                                                                   Electrokinetic blast 7d6
                                                                                                  (4d6 electricity damage;
                                                                                                            range 17)
                                                                                                 Vine 6d6 (3d6+4 piercing/         Many Vines, Grab,
      Biomech Hive
                      7d6    19/17/28*/23    42       7     6d6    6d6      7        40’   3     electricity damage; reach          Conversion, Pod,
      Tree
                                                                                                             6; grab)                  Called Shot
      Biotech                                                                                     Bite 6d6 (3d6+3 piercing/        Lifesense, Nanites,
                      6d6    24/18/12*/18    36       6     6d6    5d6      6        5’    2
      Hunter Drone                                                                             electricity damage; nanites)      Filament, Called Shot
      Biomech                                                                                      Bite 4d6 (2d6+2 piercing      Lifesense, Called Shot
                      5d6    10/20/15*/15    15       3     4d6    5d6      5        5’    2
      Scouter Drone                                                                              damage; nanite infection)          Nanite, Infection
                                                                                                     Blaster 5d6 (3d6 heat
      Blaster Drone   5d6    12/22/15*/13    15       3     4d6    5d6     Fly 5     5’    2                                   Draw A Bead, Cluster Fire
                                                                                                       damage; range 12)
                                                                                                 Brawling 4d6 (2d6+3 blunt
                                                                                                                              Crippling, Strike, Stunning,
      Bounty Hunter   7d6    14/28/21/21     21       4     6d6    7d6      7        5’    2     damage), Laser pistol 7d6
                                                                                                                                          Attack
                                                                                               (4d6 heat damage; range 17)
                                                                                                 Claws 7d6 (4d6+5 piercing
                                                                             9                                                 Psychic Suggestion, Web,
      Brood           9d6    23/19/36/31     81       9     7d6    7d6               5’    2           damage), Web 7d6
                                                                         (climb 9)                                                      Brood-sac
                                                                                                      (restrains; range 14)
                                                                                                 Brawling 3d6 (1d6+2 blunt
                                                                                                            damage)
      Cadet           4d6    12/12/16/10     12       2     2d6    3d6      4        5’    2                                          Follow Orders
                                                                                                Phaser pistol 4d6 (1d6 heat
                                                                                                        damage; range 6)
                                                                                                 Brawling 6d6 (3d6+4 blunt
                                                                                                                                    Always Prepared,
      Captain         7d6    21/21/28/21     42       7     6d6    6d6      7        5’    2     damage), Phaser pistol 6d6
                                                                                                                                Leadership, Give Orders
                                                                                               (3d6 heat damage; range 11)
      Carnivorous                                                            3                 Vine 5d6 (3d6 blunt damage;
                      6d6    22/10/12/26     60       17    3d6    3d6               5’    3                                        Many Vines, Grab
      Planet                                                             (climb 3)                           range 9)
                                                                                               Morphed weapon 3d6 (2d6+2
                                              18                                                                                   Morphed Weapon,
                                                                                                piercing or slashing or blunt
      Changeling      6d6    12/18/24/12    (regen    3     6d6    6d6      6        5’    2                                          Regeneration,
                                                                                                 damage), Laser pistol 5d6
                                             1d6)                                                                                     Shapechanger
                                                                                                (3d6 heat damage; range 9)
                                                                                                  Club 2d6 (1d6+2 blunt or
                                                                                                   slashing damage), Pistol
      Civilian        4d6    12/12/16/10     12       2     2d6    3d6      4        5’    2                                           Mob Attack
                                                                                                  3d6 (1d6 blunt or ballistic
                                                                                                        damage; range 6)
                                                                                                  Needle 5d6 (3d6+3 poison
                                                                                                  damage), Darts 5d6 (3d6     Poison, Clockwork, Repair,
      Clockman        6d6    20/20/24*/16    36       6     5d6    5d6      6        5’    2
                                                                                                  piercing/poison damage;          Augment, Wind-up
                                                                                                             range 9)
      Constrictor                                                            6                        Constrict 6d6 (3d6+3
                      6d6    22/14/12/20     36       11    6d6    5d6               5’    2                                            Constrict
      Snake                                                              (climb 6)                      crushing damage)
292
                 DICE
NAME                     DEFENSES     HLTH      SOAK     INIT   PER       SPD       RCH ACT             ATTACKS                         EXPLOITS
                 POOL
                                                                                                 Stun baton 5d6 (2d6+3
                                                                                               blunt/electricity damage),
Cop/Security     6d6    12/24/18/18    18         4      5d6    6d6        6        5’    2                                          Dive For Cover
                                                                                                 Pistol 6d6 (3d6 ballistic
                                                                                                   damage; range 14)
                                                                           5                    Bite 6d6 (3d6+4 piercing
Crocodile        6d6    22/10/12/26    60         17     3d6    3d6                 5’    2                                               Grab
                                                                        (swim 5)                      damage; grab)
                                                                                                Knife 4d6 (2d6+2 piercing
Cutpurse         5d6    10/15/20/10    15         3      5d6    5d6        5        5’    2                                               Snatch
                                                                                                         damage)
                                                                                                Bite 4d6 (2d6+2 piercing
Dog              4d6    18/14/10/10    24         4      4d6    3d6        8        5’    2                                              Loyalty
                                                                                                         damage)
                                                                                                  Armblade 9d6 (5d6+6
                                                                                                                                   Cloak, Draw a Bead,
Drahzik                                                                                        slashing damage), Plasma
                 9d6    36/18/18/36    90         18     5d6    4d6        5        5’    2                                      Achilles Heel, Crippling
Trophy Seeker                                                                                     caster 7d6 (4d6 heat
                                                                                                                                Strike, Seeker’s Challenge
                                                                                                   damage; range 14)
                                                                                                Gore 7d6 (4d6+6 piercing
Elephant         7d6    24/10/14/32    105        14     4d6    4d6        4        10’   3                                              Trample
                                                                                                         damage)
                                                                                                                                 Disintegrate, Integrated
                                                                                              Disintegration ray 8d6 (4d6+5      Scanner, Self-Destruct,
Exterminator     8d6    32/16/16/32    80         16     4d6    4d6      FLY 4      5’    2
                                                                                                      heat damage)                Disintegration Ecstasy,
                                                                                                                                      Damage Modes
                                                                                                 Claws 7d6 (4d6+4 slashing
                                                                                                                                Land On Your Feet, Killing
Felan Assasin    7d6    28/21/14/21    42         7      7d6    6d6        8        5’    2   damage), Disruptor pistol 4d6
                                                                                                                                    Blow, Weak Point
                                                                                               (2d6 heat damage; range 11)
                                                                                                 Brawling 3d6 (2d6+2 blunt
Functionary      5d6    15/15/20/10    15         3      3d6    4d6        5        5’    2       damage), Pistol 3d6 (2d6          Charm Offensive
                                                                                                 ballistic damage; range 8)
                                                               3d6                               Brawling 3d6 (2d6+2 blunt
Gambler          5d6    16/14/15/12    12         0      3d6 (insight      5        5’    2       damage), Pistol 3d6 (2d6                Expert
                                                               4d6)                              ballistic damage; range 8)
                                                                                                    Bite/claw 3d6 (2d6+2
Gobber                                                                      5                                                     Pack Attack, Snatch,
                 5d6    12/22/15/13    15         3      4d6    5d6                 5’    2   piercing damage), Blaster 5d6
Scavenger                                                               (climb 5)                                                 Death From On High
                                                                                               (3d6 heat damage; range 12)
                                                                                                 Brawling 4d6 (2d6+3 blunt
                                                                                                                                  Empathy, Telepathic
                                                                                                   damage), Psi-blast 8d6
Grey Traveller   8d6    18/26/32/14    24         0      8d6    8d6        8        5’    2                                       Message, Telekinesis,
                                                                                                  (4d6+4 psionic damage;
                                                                                                                                    Combined Blast
                                                                                                           range 12)
                                                                                                   Claw swipe 6d6 (3d6+5
Grizzly Bear     6d6    22/10/12/26    60         12     3d6    3d6        5        5’    2           slashing damage;         Bearhug, Roar, Knockdown
                                                                                                         knockdown)
                                                                                                   Stun baton 4d6 (2d6+3
                                                                                                blunt/electricity damage),
Guard            4d6    15/15/20/15    30         5      4d6    4d6        5        5’    2                                               Alert
                                                                                                   Pistol 4d6 (2d6 ballistic
                                                                                                      damage; range 8)
                                                                                                Pulse blasters 11d6 (6d6+7
                                                                                                  heat damage; range 17),
Havoc Class
                 11d6   44/22/22/44    110        22     6d6    6d6        6        5’    2      Grenade barrage 9d6 (5d6           Grenade Barrage
Assault Droid
                                                                                                  heat damage; range 20;
                                                                                                       burst 3; min 10)
Hologramatic                                                                                  Electrical discharge 3d6 (2d6    Intangible, Free Movement,
                 5d6    15/15/20/10    15      intangible 3d6   4d6        5        5’    2
Servitor                                                                                      electricity damage; range 8)              Immortal
                                                                                                                                                               »5.Building a Universe
                                                                                                  Nightstick 8d6 (3d6 blunt
                                                                                                                               Freeze!, Backup, Stop Right
Inquisitor       8d6    32/16/16/32    80         16     6d6    6d6        4        5’    2   damage), Carbine 8d6 (4d6+5
                                                                                                                                         There!
                                                                                                ballistic damage; range 12)
                                                                                                 Brawling 7d6 (4d6+5 blunt
Hunter-Killer                                                                                                                     Integrated Scanner,
                 7d6    28/14/14/28    70         14     4d6    4d6        4        5’    2     damage), Pulse cannon 6d6
(HK-500)                                                                                                                        Detailed Anatomical Files
                                                                                              (3d6 heat damage; range 11)
                                                                                                 Brawling 8d6 (4d6+5 blunt
Hunter-Killer                                                                                                                  Integrated Scanner,Detailed
                 8d6    32/16/16/32    80         16     4d6    4d6        4        5’    2     damage), Pulse cannon 6d6
(HK-1000)                                                                                                                            Anatomical Files
                                                                                              (3d6 heat damage; range 12)
                                                                                              Morphed weapon 9d6 (5d6+5
                                        54                                                                                      Shapechanger, Integrated
Hunter-Killer                                                                                 slashing or piercing damage),
                 9d6    36/27/18/27   (regen      9      9d6    7d6        9        5’    2                                        Scanner, Detailed
(HK-X)                                                                                             Pistol 9d6 (3d6 ballistic
                                       1d6)                                                                                         Anatomical Files
                                                                                                     damage; range 14)
Industrial                                                                                         Crush 6d6 (3d6+5 blunt      Industrial Mechanoid, Lifter,
                 6d6    22/10/12/26    60         12     2d6    3d6        3        5’    2
Robot                                                                                                 damage; grabbed)                Programmable
Insect Swarm     4d6    10/10/16/16    24         4      3d6    2d6        5         -    -                    -                  Swarm, Variable Size
                                                                                                Pincers 7d6 (4d6+4 piercing
                                                                            7                      damage), Bite 4d6 (2d6
Izkik Warrior    7d6    26/17/14/23    42         7      7d6    7d6                 5’    2                                      Relentless, Poison Bite
                                                                        (climb 7)                piercing/poison damage;
                                                                                                            nausea)
                                                                                                Knife 10d6 (5d6+5 slashing       Surprise Attack, Achilles
Killer           10d6   40/30/20/30    60         10     10d6   8d6        10       5’    2
                                                                                                       damage; poison)                 Heel, Poison
                                                                                                                                                               293
                      DICE
      NAME                    DEFENSES     HLTH   SOAK     INIT   PER       SPD       RCH ACT            ATTACKS                       EXPLOITS
                      POOL
                                                                                                     Longsword 6d6 (3d6+4
                                                                                                    slashing damage), Laser
      Kingpin         7d6    21/21/28/21    42      7      6d6    6d6        7        5’    2                                   Leadership, Give Orders
                                                                                                pistol 6d6 (3d6 heat damage;
                                                                                                            range 11)
                                                                                                   Bite 9d6 (5d6+6 piercing
                                                                                                                                  Four Arms, Bearhug,
      Kremlin Beast   9d6    34/14/18/38    90     18      5d6    5d6        5        5’    4      damage), Claw 7d6 (4d6
                                                                                                                                   Charge, Berserker
                                                                                                        slashing damage)
                                                                                                   Bite 7d6 (4d6+5 piercing
      Lion            7d6    26/10/14/30    70     14      4d6    4d6        8        5’    2                                  Pounce, Roar, Pack Attack
                                                                                                             damage)
                                                                                                   Gore 8d6 (4d6+6 piercing
      Mammoth         8d6    28/10/16/36   120     16      4d6    4d6        8        10’   3                                           Trample
                                                                                                             damage)
                                                                                                     Longsword 5d6 (2d6+2
                                                                                                    slashing damage), Laser     Hunker Down, Protector,
      Marine          6d6    12/24/18/18    30      8      6d6    6d6        6        5’    2
                                                                                                 rifle 6d6 (3d6 heat damage;        Get On With It
                                                                                                            range 14)
                                                                                                  Syringe 5d6 (3d6+3 poison     Medical Advice, Healing
      Medic           6d6    18/18/24/18    36      0      3d6    5d6        6        5’    2
                                                                                                             damage)           Hands, Alleviate Condition
                                                                                                      Tentacle 3d6 (2d6+2
      Medusa          5d6    10/20/15/15    15      0      4d6    5d6       Fly 5     10’   2                                        Psionic Attack
                                                                                                       electricity damage)
      Mind Eeel       2d6    10/10/10/10    12      0      2d6    2d6        2         -    2                    -                    Mind Control
                                                                                                     Tool 3d6 (2d6+2 blunt
      Miner           5d6    15/15/20/10    15      0      3d6    4d6        5        5’    2                                             Tools
                                                                                                             damage)
      Nanobot                                                                                     Swarm (1d6 auto piercing/
                      4d6    10/10/20/20    15      5      4d6    3d6      FLY 8       -    2                                            Swarm
      Swarm                                                                                            electrical damage)
                                                                 6d6
                                                                                                Trident 4d6 (2d6+3 piercing      Medical Marvel, Marine
      Neron Healer    7d6    21/21/28/14    21      4      4d6 (insight   Swim 7      5’    2
                                                                                                         damage)               Friends, Superior, Darksight
                                                                 7d6)
                                                                                                  Rapier 3d6 (2d6+2 piercing
      Noble           5d6    15/15/20/10    15      3      3d6    4d6        5        5’    2     damage), Laser pistol 3d6            Charming
                                                                                                 (2d6 heat damage; range 8)
                                                                                                   Zweihander 11d6 (6d6+7
      Ogron Elder     11d6   42/18/22/46   110     22      6d6    6d6        6        5’    2    slashing damage), Brawling     Smelly, Bearhug, Burst
                                                                                                    9d6 (5d6 blunt damage)
      Orange                                                                  7                    Electro-mace 7d6 (4d6+4       Quickstand, Leaping,
                      7d6    28/21/14/21    42      7      7d6    6d6                 5’    2
      Monkey                                                              (climb 7)               blunt/electricity damage)   Charge, Whirlwind, Frenzy
                                                                                                  Laser rifle 8d6 (4d6+5 heat
                                                                                                  damage), Energy whip 6d6
      Ogron Slaver    8d6    30/12/16/34    80     16      4d6    4d6        4        5’    2                                    Smelly, Come Here!
                                                                                                   (3d6 electricity damage;
                                                                                                            range 8)
                                                                                                   Claw 6d6 (3d6+5 slashing
      Pterodactyl     6d6    22/14/12/20    36     11      6d6    5d6      Fly 12     5’    2                                         Dive, Grab
                                                                                                            damage)
                                                    8                                               Boxing 6d6 (2d6+4 blunt   One-Two, Knockdown, Beat
      Pugilist        6d6    24/12/12/24    60             3d6    3d6        3        5’    2
                                                  blunt)                                                    damage)                    the Count
                                                                                                   Bite 6d6 (3d6+3 piercing/
                                                                                                                               Poison, Web, Death from
      Robo-Attercop   6d6    24/18/12/18    36      6      6d6    5d6        6        5’    2   poison damage; slows), Web
                                                                                                                                        on High
                                                                                                    5d6 (range 9; restrains)
                                                                                                  Claws 7d6 (4d6+5 slashing
                                                                                                     damage; knockdown),
      Robobear        7d6    26/10/14/30    70     14      4d6    4d6        4        5’    2                                    Bearhug, Knockdown
                                                                                                Bearhug 7d6 (4d6+5 crushing
                                                                                                       damage; restrains)
                                                                                                   Bite 12d6 (6d6+6 piercing
                                                                                                damage), Tail swipe 9d6 (5d6
      Robo-Rex        12d6   44/16/24/52   180     24      6d6    6d6        6        10’   3       blunt damage; 15’ cone;    Charge, Roar, Tail Swipe
                                                                                                knockdown), Roar 6d6 (3d6+6
                                                                                                    sonic damage; Burst 12)
      Robotic                                                                 7
                                                                                                   Constrict 7d6 (4d6+5
      Constrictor     7d6    26/17/14/23    42      7      7d6    6d6      (swim,     5’    2                                           Constrict
                                                                                                crushing damage; constrict)
      Snake                                                               climb 7)
                                                                                                Laser knife 3d6 (2d6+2 heat
                                                                                                  damage), Pistol 5d6 (3d6
      Saboteur        6d6    12/18/24/12    18      3      6d6    6d6        6        5’    2      ballistic damage; range          Trapsetter
                                                                                                  9), Bomb 5d5 (2d6 heat
                                                                                                 damage; range 5; burst 2)
                                                                                                Bite 16d6 (8d6+15 crushing
                                                                             8
                                                                                                 damage; swallow whole),     Devastation, Acid Blood,
      Sandworm        16d6   32/10/32/80   800     32      8d6    8d6     (burrow     30’   6
                                                                                                Tail swipe 8d6 (4d6+8 blunt  Splash, Swallow, Whole
                                                                             4)
                                                                                                      damage; cone 12)
                                                                                                 Bite 11d6 (6d6+9 piercing  Opportunist, Stomp, Grab,
      Slatherbeast    11d6   36/10/22/50   220     22      6d6    6d6        6        15’   4   damage), Claw 9d6 (3d6+6      Swallow, Whole, Roar,
                                                                                                      slashing damage)                Quake
                                                                                                 Brawling 3d6 (1d6+2 blunt Sage Advice, Analytical Eye,
      Scientist       5d6    15/15/20/10    15      0      3d6    5d6        5        5’    2
                                                                                                            damage)             Electronic Attack
294
                DICE
NAME                    DEFENSES      HLTH   SOAK   INIT   PER     SPD       RCH ACT            ATTACKS                        EXPLOITS
                POOL
                                                                                        Brawling 3d6 (2d6+3 blunt
Sentry Droid    5d6    10/20/15/15     15     3     4d6    5d6      5        5’    2   damage), Pulse rifle 5d6 (3d6
                                                                                         heat damage; range 12)
                                                                                                                          Redundant, Organs,
Spartan                                                                                   Spartan longsword 7d6
                7d6    28/14/14/28     70     14    4d6    5d6      4        5’    2                                     Regenerate, Fearless,
Berserker                                                                                    (4d6+5 damage)
                                                                                                                              Berserker
                                                                                          Extendible quarterstaff
                                                                                                                       Flying Kick, Psychic Leap,
Venetian                                                             9                  9d6 (5d6+5 blunt damage),
                9d6    36/27/18/27     54     9     9d6    7d6               5’    2                                    Quickstand, Whirlwind,
                                                                                                                                                      »5.Building a Universe
Ranger                                                           (climb 9)             Martial arts 5d6 (3d6+5 blunt
                                                                                                                                 Frenzy
                                                                                                  damage)
                                                                                                                                                      295
        »APPENDIX 3: THE SULIMAN BROTHERS
                                                  By Malcolm Northwinter based on a novel by Mike Resnick
296
   Speaking to locals who claim to have seen              A machine to pump fuel sits blocking the
   the Sulimans may yield at least some               hangar door on the right, while the left is
   useful information (various [social] skills).      closed tight with an electronic lock. A good-
   Procuring or stealing a vehicle means              sized road leads from both hangars and the
   faster travel around the area (thievery).          ship out toward the town.
   A quick search of the local database gives            The Sulimans are three human street
   a list of areas where ships have recently          thugs, armed with pistols and knives.
   landed (computers).                                   Once the heroes have captured the Suliman
                                                      brothers, or if any got away, they can search the
› The Sulimans
                                                      ship and confiscate stolen valuables (art, credits,
    As the scene comes to a close, the heroes         and the like) equal to roughly 780 credits.
reach the Suliman brothers’ ship. If they do so
                                                        For each brother which they turn in for the
in six hours or less, the Sulimans have not yet
                                                      reward (dead or alive), the PCs earn 500cr.
arrived and the PCs can set an ambush. If they do
so in seven hours, they arrive at the same time as    › The Ship
the Sulimans. If they take eight hours, they arrive
just as the Sulimans are about to take off. Longer       The authorities on Corvus are not
than that, and they miss their quarry completely.     particularly bureacratic, and if the PCs wish to
                                                      keep the Sulimans’ ship, they won’t question
   The total area is about 100’ wide by 80’           them.
long. Several hangars sit on either edge of the           The ship is a Junker Class I Courier, an
map, about 40’ in, and the Sulimans’ inactive         unarmed ship designed for system-wide travel,
ship, an old courier that has seen better days,       and a maximum speed of FTL-2. While it’s
rests at the edge of a ditch between and              worth 28Mcr, nobody will buy an old piece of
below them in position. Barrels are strewn            junk like that from the PCs, so it’s resale value
about semi randomly, with some in groups and          is zero. In other words, the PCs can use it, but
others singled out.                                   they can’t sell it.
»5.Building a Universe
                                                                                                            297
      » Useful Character Creation Tables
      Max Dice
                      5d6           6d6            7d6           8d6           9d6         10d6             11d6         12d6
        Pool
                                   Grade          Grade         Grade         Grade        Grade          Grade          Grade
        Grade       Grade 5
                                    6-7            8-10         11-14         15-19        20-25          26-32          33-40
298
» Quick Reference Tables
›	Quality
   Quality            Price          Rarity         Dice Pool       Min. Skill      Upgrades          Armor          Vehicle
Improvised              -              -              -2d6               -             -                -               -
Standard             Normal         Common              -                -             -                -               -
                     x3 then                                          1 (1d6;
High quality                      Uncommon            +1d6                               +1          +2 SOAK        +1 SPEED
                      +100                                          proficient)
                     x5 then                                          3 (2d6;
Exceptional                           Rare            +2d6                               +1          +4 SOAK        +2 SPEED
                      +250                                           skilled)
                    x10 then                                          6 (3d6;
Mastercraft                        Very rare          +3d6                               +2          +6 SOAK        +3 SPEED
                      +500                                           expert)
                   x100 then                                         10 (4d6;
Artisanal                          Very rare          +4d6                               +2          +8 SOAK        +5 SPEED
                     +1,000                                          mastery)
                  x1,000 then                                        15 (5d6;
Legendary                            Unique           +5d6                               +3         +10 SOAK        +10 SPEED
                     +2,500                                         authority)
› Upgrade Slots
   Size/type                                                                                            Upgrade slots*
   Small (weapon or item); light armor                                                                          2
   Medium (weapon or item); medium armor                                                                        3
   Large (weapon or item); heavy armor                                                                          5
› Armor
Item                                     Cost (cr)          Weight              Avail                    Notes
Forcefield                                  2,000               1                 10C                  +3 DEFENSE
Gauntlets, duranium                          50                 1                 9A             +1 unarmed damage
                                                                                                 +1 unarmed damage;
Gauntlets, duranium, spiked                  150                1                 9A
                                                                                               damage becomes piercing
Gauntlets, kevlar                            60                 1                 9A             +1 unarmed damage
Helmet, blast shield                         180                6                 9A                     Special
Helmet, closed                               175                5                 9A               +2 SOAK, -2 DEFENSE
Helmet, open-faced                           70                 2                 9A               +1 SOAK, -1 DEFENSE
Shield, energy                              1,200               1                 10C                  +2 DEFENSE
Shield, large, duranium                      200              25                  9A                   +3 DEFENSE
Shield, medium, duranium                     90               10                  9A                   +2 DEFENSE
Shield, small, duranium                      40                 6                 9A                   +1 DEFENSE
                                                                                                                                299
      Master Attribute & Skill Chart
           Attribute/Skill       Dice Pool              Average Roll*
                1-2                 1d6                       4
                3-5                 2d6                       7
                6-9                 3d6                      11
               10-14                4d6                      14
               15-20                5d6                      18
               21-27                6d6                      21
               28-35                7d6                      25
               36-44                8d6                      28
               45-54                9d6                      32
               55-65               10d6                      35
               66-77               11d6                      39
               78-90               12d6                      42
               91-104              13d6                      46
              105-119              14d6                      49
              120-135              15d6                      53
              136-152              16d6                      56
              153-170              17d6                      60
              171-189              18d6                      63
              190-209              19d6                      67
              210-230              20d6                      70
                                              *Rounded up to next whole number.
      Difficulty Benchmarks
            Benchmark            Difficulty       Roughly 50% Success By...
               Trivial               -                        -
                Easy                 7                  2d6 (grade 2)
              Routine               10                  3d6 (grade 3)
            Challenging             13                  4d6 (grade 4)
              Difficult             16                  5d6 (grade 5)
            Demanding               21                 6d6 (grades 6-7)
             Strenuous              25                7d6 (grades 8-10)
               Severe               29                8d6 (grades 11-14)
             Herculean              33                9d6 (grades 15-19)
            Superhuman              37               10d6 (grades 20-25)
             Impossible             40               11d6 (grades 26-32)
             Legendary              42               12d6 (grades 33-40)
              Mythical              45               13d6 (grades 41-49)
300
                                                                          Homeworld _________________
                                                                          Origin ______________________
Attributes
 STR       AGI        END           INT        LOG    WIL       CHA        LUC             REP        PSI
d6 d6 d6 d6 d6 d6 d6 d6 d6 d6
Skills
 DEFENSIVE
    |       d6        |        d6          |     d6        |    d6           |        d6          |     d6
| d6 | d6 | d6 | d6 | d6 | d6
| d6 | d6 | d6 | d6 | d6 | d6
Movement
    SPEED                 CLIMB                  SWIM                JUMP                    OTHER             Life Path
                                                                                                                       Paths             Grades   Age
  INITIATIVE          PERCEPTION                 CARRY           ACTIONS                    NAT. DMG
Attacks
       Weapon                       Attack            Damage         Range                  Notes
UNARMED
                                                                                                             Current Age
Defenses
  MELEE DEFENSE                                         RANGED DEFENSE                                         Total Careers
 MENTAL DEFENSE                                          VITAL DEFENSE
         SOAK
       HEALTH
Equipment weight
Psionic Points
                                                                www.woinrpg.com
  Exploits & Trait
ATTRIBUTE
AIM OR FEINT
UNIVERSAL
Biography
                        www.woinrpg.com
   NAME                                                                          WORLD LOG
__________________________________________________________________________________________
Astronomical Data
Type _____________________________________________________________________________________
Civilization Data
Civilization _______________________________________________________________________________
Population Data
Population ________________________________________________________________________________
Government ______________________________________________________________________________
Lawfulness _______________________________________________________________________________
Sub-groups _______________________________________________________________________________
   DESCRIPTION
                                                                       INDEX
EONS contains official rules and additional content for the game.
                  woinrpg.com/eons
        VOYAGE INTO THE FAR FUTURE IN THIS VERSATILE
         TABLETOP GAME OF SCIENCE FICTION ADVENTURE
   Bounty hunters track down outlaws hiding in trader towns on
  worlds at the fringe of the galaxy. Starships explore unknown
 worlds, going where nobody has gone before. Great generational
arks seek somewhere to call home. Detectives investigate a murder
  on a trail which will take them from Mars to Jupiter’s moons.
  Agents infiltrate a criminal organization, going undercover to
 take down a galactic crime boss. A group of smugglers locates a
 new hyperdrive system to increase the speed of their freighter.
Play a brave starship captain, a reckless smuggler, a hardy marine, or
a daredevil pilot. Are you a cunning bounty hunter, a clever engineer,
or a charismatic trader? Over sixty science fiction careers await you!
   * Full rules for running the game, including fast but tactical
     combat, environments, and extended scientific, medical and
     engineering tasks.
   * Rules for creating ship crews from which to form specialized Away
     Teams for specific missions.
www.woinrpg.com