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Space Pulp

An easy-to-play science fiction role-playing game

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100% found this document useful (1 vote)
842 views256 pages

Space Pulp

An easy-to-play science fiction role-playing game

Uploaded by

piter
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Cover Art & Logos

Peter Frain
Frontispiece
Emmanuel Roudier
Cartography
Garnett Elliott, Sean Elliott
Playtesters
Steve Hall, Mike Mekler, The Mountainview Crew
Art
Jacob E. Blackmon, Luigi Castellani, Pawel Dobosz, Gary Dupuis, Peter Frain, Earl Geier, T. Harris, Rick Hershey,
Jeshields, Jeffrey Koch, Victor Koroyedov, Bradley K. McDevitt, Phil Morrissey, Matt Morrow, Brett Nuefeld, Matt
Parmer, Pawel Parol, Diane Ramic, Emmanuel Roudier, Peter Saga, Dean Spencer, Del Teigeler, Chris Yarbrough,
Maciej Zagorski
Some artwork ©Art of War Games, used with permission. Some artwork ©2014 Earl Geier, used with
permission. All rights reserved. Some artwork ©Pawel Parol Stock Art, used with permission. All rights
reserved. Some artwork ©Diane Ramic, used with permission. All rights reserved. Some artwork ©2015 Dean
Spencer, used with permission. All rights reserved. Some artwork in this book is ©2005 Team Frog Studios,
used with permission.
The Forge Studios
Writing & Layout
Garnett Elliott
Special Thanks
Kevin Brooking, Finn Cullen, Peter Frain, Armand Golpaygani, Steve Hall, Mike Mekler, Nick Riggs

Everywhen © Filigree Forge


Space Pulp © 2025 by Garnett Elliott
2
contentS

1) INTRODUCTION 6 Physician 33
What is Pulp Sci-Fi? 7 Pilot 34
What is Everywhen? 7 Professional 35
What is Inside? 7 Programmer 36
Psychic 37
2) HEROES 8 Raider 38
Homeworlds 10 Scientist 39
Origins 13 Scout 40
AI Origin 13 Soldier 41
Alien Origin 14 Spacer 42
High G Origin 15 Worker 43
Low G Origin 15 List of Boons and Flaws 44
Mutant Origin 15 Standard Boons 45
Pantrope Origin 16 Standard Flaws 47
Robot Origin 16 Cyberware 48
Synthetic Origin 17 Alien/Mutant Boons 50
Uplifted Origin 18 Alien/Mutant Flaws 53
Careers 18 Robot/AI Boons 54
Martial and Non-Martial Careers 19 Robot/AI Flaws 54
Assassin 20 Promotion 56
Barbarian 21 Calamities and Windfalls 57
Bounty Hunter 22 Events 58
Bureaucrat 23 Enhanced Equipment 58
Criminal 24 Material Benefits 59
Drifter 25 Linked Events 59
Duelist 26 Career Event Sub-Tables 60
Engineer 27 Player-Created Homeworlds 67
Entertainer 28 Gritty Heroes 68
Envoy 29 Random Careers 69
Merchant 30 Sample Languages 69
Mystic 31 It’s a Small Universe . . . 70
Noble 32 Hero Creation Summary 70
Hero Creation Examples 71

3
3) EQUIPMENT 73 Sample Robots 135
Loot 74 Vehicles 136
Tech Level 74 Sample Vehicles 137
Tech Level and Armor 75 Vehicle Combat Recap 139
Verboten Tech 75 Vehicle Boons and Flaws 139
New Weapon Properties 76 Mighty Success Options 141
Melee Weapons 76 Hero/Rival Point Options 141
Ranged Weapons 78 Extended Example 141
Heavy Weapons 80 6) ALIENS 145
Grenades 81
Precursors 146
Alien Weapons 82
Class ‘Z’ Aliens 146
Armor and Shields 85
Terrifying Aliens 146
Alien Armor 87
Creating Aliens 147
Scale Recap 88
Alien Templates 147
Golden Age Gear 88
Alien Boons and Flaws 150
General Equipment 89
D6,6 Alien Tables 151
Drugs and Poisons 96
Insectoid 151
Crafting 97
Mammalian 152
4) SHIPS 99 Reptilian 153
Ship Characteristics 101 Avian 154
Scale Recap 105 Weird 1 155
Ship Boons and Flaws 105 Weird 2 156
Sample Ships 107 Sample Aliens 157
Dramatic Challenges Recap 109 Cancri 157
Mighty Success Options 113 Chigwitz 158
Hero/Rival Point Options 114 Grimpo 160
Extended Example 114 Lydekker’s Dragon 160
Ships as Equipment 116 Myrmidon 161
Drives 117 Phasmids 162
Travel 118 Rhizarian 162
Navigation 119 Tyrian Anglers 163
Freight and Maintenance 121 Void Ourangs 164
Option: Tactical Ship Combat 122 Wodesek 164
Extended Example 127 Xhovid 165

5) VEHICLES 130
7) WORLDS 166
Tech Levels 166
Scale Recap 130
Not-So-Homogenous 167
Mecha 131
Vanilla Worlds 167
Sample Mecha 133
Random Homeworlds 168
Robots 134
Space Structure 169

4
Terrestrial, Normal 170 10) SETTINGS 217
Terrestrial, Harsh 171 Parameters 218
Terrestrial, Extreme 172 Genres 218
Political 173 Great Reset Events 222
Anomalous 174 Dirty Plastic 223
Dystopian Worlds 175 Hypergiant 227
On Governments 176 Never-Setting Suns 230
Sample Worlds 177
Cirrot Prime 177 11) BUST-UP ON BUG
Karn 177 PLANET 233
Myxos 178
Adventure Overview 233
New Havana 178
Start 234
Rigel-5 179
Planetfall 234
Typhus 179
Vermis 235
Yronwode 180
Equipment 235
8) PSIONICS 181 Welcome to Tumble 236
Badlands 241
Precognition Problems 182
Crash Site 244
Non-Consensual Telepathy 183
The City of Palanquins 245
Freeform Psionics 183
By Air or by Sea 246
Psionics and Starships 184
Sky-Hive 247
Casting Requirements 184
Endgame 250
Sample Psychic Effects 185
Arcana 195 INDEX 251
The Chatterjee Equations 195
Azm’s Last Theorem 200 CHARACTER
Divine Powers 203 SHEET 254
9) MECHANICS 204
Dueling 205
Environmental Damage 210
Foot Chases 210
Gravity 210
Hacking 211
Healing Non-Humans 212
Rabble and Mighty Success 213
Rabble and High-Tech Weapons 213
Resolve 213
Resolve Attacks 214
Resolve Checks 214
Stealth 215
Unfamiliar Weapons 216

5
1. INTRODUCTION
Welcome sci-fi fans, and congratulations on your famous career mechanic obviates the need for
wise purchase! Space Pulp is a setting agnostic character classes or skill lists, while providing a
toolkit allowing you to adapt any number of science backstory with minimal effort.
fiction genres, such as space opera, science fantasy, Because Space Pulp is rules-lite, the system
grimdark, horror-themed, etc., for your games. obligingly steps out of the way for GMs and players
Whether filing the numbers off a familiar milieu or to tell their stories. Combat is resolved quickly,
creating your own, this book will help you do it! without massive stat blocks or bloated hit point pools.
So, what distinguishes Space Pulp from the hordes Character creation takes less than 5 minutes, and
of sci-fi RPGs already on the market? Though it uses characters can fit on a standard index card (though
a 2d6 system, Space Pulp is not a retro clone of a a flashy sheet is still included—see pg. 254). When
certain trailblazing game from 1977. Instead, the presented with a literal universe of possibilities, the
rules are based on Simon Washbourne’s Barbarians fewer constraints on your imagination, the better!
of Lemuria, often known as ‘BoL’ to its fans. Simon’s

6
WHAT IS PULP SCI-FI? WHAT IS INSIDE?
What makes a sci-fi RPG ‘pulp’ or ‘pulpier’ than say,
a standard one? A seemingly obvious answer would Space Pulp features the following:
be to contrast it with hard sci-fi, which places more • A promotion system for character creation,
emphasis on scientific realism. However, hard sci-fi with random, career-specific events.
can still be pulp, so we’ll have to dig a bit deeper. • 9 non-human character origins, including
• Heroics and other improbabilities are easier AI, aliens, mutants, uplifted animals,
to achieve. Heroes are a cut above ordinary robots, and synthetics.
people, and their access to Hero Point currency • 24 distinct character careers, from assassin
encourages them to attempt audacious stunts, to worker, with affiliated tech level.
including jaw-dropping displays of skill. PCs can • 91 new boons and flaws, including those
go against the odds, directly, and succeed in specific to cyberware, aliens, and machine
situations they shouldn’t logically be able to win, intelligence.
let alone survive.
• 124 items of equipment, covering
• Good and Evil. Though villains have motivations weapons (and alien versions), armor,
beyond just being ‘bad guys,’ and are capable ‘Golden Age’ retro gear, drugs, etc.
of redemption, they are still readily identifiable • Streamlined rules for ship combat and a
as antagonists. Likewise, even anti-heroes are separate, tactical system for handling fleet
(usually) likeable types. Monolithic evil exists, engagements.
in the form of ruthless mega-corporations,
cruel empires, and coldly alien cultures, bent on • Streamlined rules for vehicle combat,
domination. robots, and mecha.
• An aliens chapter with templates for
• Weirdness, which may or may not be present. creating otherworldly creatures, a d6,6
This can range from ‘hard’ psionics to outright encounter table, and 11 detailed alien
sorcery and cosmic horror. Also, aliens, whose races.
main purpose is to serve as ‘monsters’ rather
than conceivable species with their own nuanced • A planet chapter, with a d6,6 table for
ecology, fall into this category. generating homeworlds and 7 detailed
planet descriptions.
• A psionics chapter, with 35 detailed
WHAT IS EVERYWHEN ? psychic effects as well as 2 ‘space magic’
If you don’t already know, Everywhen is a universal systems.
role-playing system based on Barbarians of Lemuria, • A mechanics chapter for handling melee
written by Phil Garrad and Nick Riggs. Space Pulp is duels, fast-drawing guns, gravity and
not a standalone book; you’ll need the Everywhen environmental extremes, hacking, crafting,
core rules in order to play. Most of the material etc.
presented herein will be familiar to veteran BoL
players, though the specific rules for vehicles, scale, • A settings chapter, with guidelines for
and resolve require an understanding of Everywhen running different sub-genres of sci-fi and
mechanics. three detailed settings.

If you’re not a fan of either system, Space Pulp is • A complete adventure, Bust-Up on Bug
rules-lite, and easily mined for ideas that can be Planet.
ported elsewhere.

7
2. HEROES
Space Pulp takes two approaches to character • Players can choose their character’s homeworld
creation. You can use the traditional style presented from a list prepared by the GM, roll randomly
in Everywhen, especially if you have a clear vision to determine a homeworld (see pg. 10) or
for your hero. Alternatively, you can use random create their own (see pg. 67). This last approach
numbers to ‘nudge’ the process. requires the GM’s approval.
The traditional method follows standard character • Depending on the setting, players can choose
creation rules from Everywhen (see pg. 8). Taking from up to 9 different origins (see pg. 13),
a random approach offers many options, which including aliens, robots, and uplifted animals.
can be mixed with traditional chargen as players • Players can use the promotion system to try and
and GMs see fit. Caution should be exercised with advance their careers past rank 1, with potential
the new promotion system (see sidebar, pg. 10), random events, calamities, and windfalls (see pg.
however. If using this option, all players should agree 56).
to rolling for promotion beforehand, as it can give
heroes created with the traditional method an unfair • Players can roll randomly to determine their
advantage. careers (see pg. 69) if desired.

8
Lifeblood=10 + Strength. Hero Points start
at 5, -1 if used to ‘pay’ for boons. Arcane
Assign 4 points among the 4 Attributes. The Points, Faith Points, and Psionic Points are
maximum starting value is 3, though some career dependent. Resolve=10 + Mind.
boons can increase this.

Choose 4 careers and divide 4 points between


them. The maximum starting rank for a career
is 3. See also Promotion, pg. 56.

Your first boon and flaw comes from your origin


Divide 4 points between the 4
or homeworld. For each boon past the first, you
combat abilities.
must take a flaw or deduct 1 Hero Point. You can
start with a maximum of 3 boons.

Weapons and armor are


treated as equipment picks.
Select equipment picks (1 per rank in each
career) at the appropriate tech level (TL) for
the career.

For more details, see the Hero


Creation Summary on pg. 70.

9
HOMEWORLDS
For convenience, homeworlds are divided into 6
types (primal, frontier, established, decadent, OPTION: PROMOTION
advanced, and space) which can be rolled randomly Briefly, the promotion system is a sort of ‘mini-
with a d6 or simply chosen. These establish the game’ emulating classic sci-fi RPG character
world’s tech level (abbreviated as TL), or overall creation. Advancing beyond rank 1 in a career
technological development. Tech levels are described requires a 2d6 roll, modified by key attributes
in the Equipment chapter, pg. 74. and a difficulty ranging from Easy (+1) to Hard
The types also emphasize certain abilities (Strength, (-1).
Agility, etc.) and suggest a starting career. For Success or failure can net different results, some
example, on a primal homeworld, with savage spectacularly good or bad. Each career has its
conditions and low TL, Strength and Agility are vital own sub-table of random events that can occur
for survival, and Barbarian is a common career. during the promotion process, helping to write a
Homeworlds also have a list of boons and flaws hero’s ‘story’ before play.
associated with them. As a character’s first boon and Because the promotion events are so extensive,
flaw are usually selected from their birthplace, this the rules are presented later in this chapter (see
makes the type of homeworld important. For further pg. 56).
detail, the Worlds chapter (pg. 166) lists 36 specific
homeworlds using a d6,6 table.
New Space Pulp boons/flaws are in bold, detailed
starting on pg. 44.

1) PRIMAL
You hail from a habitable world under primitive conditions; habitable,
but not comfortable. Whether your people tumbled from civilization or
never rose at all, a hardscrabble life among the rocks, violent weather, and
predators has transformed your body to iron, with a will to match.
Most Primal homeworlds are TL 1 or 2. Survival is the order of the day,
with space travel, industrialization, and flush toilets somewhere in the
dim future. Aside from other tribes and clans, the biggest threat is slavers,
dropping out of the sky in spacecraft to claim chattel for more ‘civilized’
worlds.

Suggested Attributes: Strength, Agility

Suggested Careers: Barbarian, Raider, Scout

Suggested Boons/Flaws:
Alert, Athletic, Beast Friend, Disease Resistance, Environment-Born,
Fearsome Looks, Hard as Nails, Keen Sense, Quick Recovery, Thick Skin
Country Bumpkin, Hatred of . . ., Illiterate, Missing Eye or Ear, Primitive,
Savage, Simple, Taciturn

10
2) FRONTIER
You were born on the fringes of inhabited space, likely a recently settled
colony. Population is lower, concentrated in towns rather than cities. TL is
typically 4-5, with simple industry. Because these areas are remote, a ‘wild
west’ mentality prevails, and conflict levels are high. Local strongmen or
company types often assume authority.
On the plus side, frontier communities are vigorous, free of the many
constraints associated with densely populated worlds, and have a self-
reliant, rugged outlook.

Suggested Attributes: Strength, Mind

Suggested Careers: Engineer, Soldier, Worker

Suggested Boons/Flaws:
Brawler, Carouser, Frugal, Giant Strength, Hard to Kill, Hard to Shake,
Positive Attitude, Scorns the Heat/Cold
Addicted, Boastful, Country Bumpkin, Fear of . . ., Stressed, Taciturn,
Temper

3) ESTABLISHED
You come from a nominal world that’s existed long enough to have its
own history, though in the vastness of space ‘nominal’ can mean a lot of
things. Your people have already evolved/adapted to environmental quirks
like low or high gravity, thin atmosphere, etc., and need minimal technical
assistance to survive. The high g, low g, and pantrope origins are all
possible (see pg. 13).
Established worlds usually have a focus, such as agriculture, heavy industry,
commerce, etc. TL is usually 5, though a feudal-type world (TL 2) where
only a privileged few have advanced tech is possible.

Suggested Attributes: Mind, Appeal

Suggested Careers: Bureaucrat, Professional, Worker

Suggested Boons/Flaws:
Contacts, Companion, Frugal, Glib, High-Born, Knowledge, Low-Born, Tools
of the Trade
Addicted, Arrogant, Combat Paralysis, Delicate, Greed, Out of Shape,
Tedious, Timid, Urbanite

11
4) DECADENT
Through a combination of high population and high technology, your
homeworld has become overripe. Most citizens lead a crowded, corrupt
existence. Though vast wealth might circulate, it’s only in the hands of a
select few. Social apathy is the norm, and many seek distraction through
drugs, cyberware, and unwholesome entertainments.
TL is usually 5. Conflict levels can be high, with violent crime and gang wars
common. Such worlds usually import raw goods and export refined ones;
natural resources may be limited or already stripped away.

Suggested Attributes: Mind, Appeal

Suggested Careers: Criminal, Noble, Worker

Suggested Boons/Flaws:
Biting Comment, Contacts, Cyberware, Detect Deception, Glib, Inured, Low-
Born, Stealthy, Wealthy
Addicted, Greed, Lack of Faith, Obsession, Out of Shape, Spendthrift,
Untrustworthy, Urbanite

5) ADVANCED
You hail from a low population, high TL settlement with a specialized
purpose, such as a scientific outpost, industrial think tank, psychic enclave,
etc. Life here is stable but very cerebral, perhaps stifling, with ‘conflict’
confined to interdepartmental squabbling.
TL is usually 5, though can rise to 6 with the GM’s approval. These
settlements usually export only one commodity: scientific knowledge,
trained Psychics, advanced robots, etc., and are largely self-sufficient,
seeing little traffic from outside worlds.

Suggested Attributes: Mind

Suggested Careers: Engineer, Mystic, Scientist

Suggested Boons/Flaws:
Artistic, First-rate Facilities, Genius, Knowledge, Magic of the Ancients,
Power of the Mind, Power of the Void, Sensitive
Apprentice, Arrogant, Combat Paralysis, Obsession, Slow to Act, Tedious

12
6) SPACE
You grew up among the stars, within the pressurized confines of a station,
orbital industrial complex, freighter, etc. Life among the void is tough and
tends to weed out the unprepared. This can instill a lofty attitude towards
those who are forever dirt-bound, whom your people sometimes refer to
as “grubbers,” along with a host of other unpleasant names.
TL is nominally 5 but can go to 6 with the GM’s approval. Traffic is high and
involves frequent exposure to other cultures (and aliens, if applicable).
Life in low gravity/high radiation tends to have negative effects on health,
though this can be mitigated with tech. The low g origin (see pg. 15) is
possible.

Suggested Attributes: Agility, Mind

Suggested Careers: Engineer, Pilot, Spacer

Suggested Boons/Flaws:
Ace, Born-on-Board, Cat-like Agility, G Monkey, Hard to Shake, Radiation
Resistance, Scorns the Void, Tools of the Trade
Arrogant, Delicate, Frail, Fear of . . ., Out of Shape, Sick, Stressed

ORIGINS AI ORIGIN
Characters who are non-human (aliens, robots, Advances in quantum computing make artificial
etc.) or have evolved to meet environmental intelligences playable as heroes, with some
extremes take an origin package. In this case, the limitations. The AI’s ‘body’ is its mainframe, usually
first boon and flaw selected come from the origin kept in a secure location like a ship. Thus, the AI
rather than a homeworld. Some origins, like robot, interacts with the world via a peripheral, which can
restrict characters to a select list of boons and be something as simple as a wrist communicator,
flaws, though most are more flexible. Players can comm-link, etc.
only take one origin for their character. If desiring a more physical presence, the AI can take
The origin packages are: AI, alien, high g, low g, a robot Companion (see pg. 45) to ‘inhabit,’ though
mutant, pantrope, robot, synthetic, and uplifted. these are limited to Tough level characters.
Depending on the setting, some of these might not
be appropriate for PCs. Therefore, players need • AI’s have 2 points to distribute among Appeal and
to get permission from the GM before taking an Mind. They do not have Strength or Agility.
origin. • AI’s do not have combat abilities. However, they
Though normally ‘buying down’ an attribute to have 4 slots for careers and 6 points to distribute
raise another is not recommended, the practice among them during character creation. AI’s do
is more acceptable here. Potential attributes to not have to roll for promotion past Rank 1, even
be raised or lowered are noted under the origin’s if other characters are using this option.
description.

13
• Unless they have the Emotion Emulator flaw, AI’s Aliens have a special set of boons and flaws (see pg.
do not have resolve and are immune to resolve 51), but are not restricted to this list.
based attacks, as well as most psychic effects.
• Aliens can buy down an attribute to -1 to
• AIs choose their boons and flaws from a special increase another, depending on their concept.
list (see sidebar).
• Poisons and toxins harmful to humans are not
• An AI can take the Companion (Robot) boon as a necessarily dangerous to aliens. Roll a d6: on an
‘designated’ peripheral to interact with the world. odd result you are either immune or gain the
An AI hero can have only 1 such Companion at a benefit of the Poison Resistance boon (GM’s call).
time
• Telepathic and/or mystic aliens (a genre favorite)
• AI characters start with only 2 Hero Points still need the appropriate boons and careers, e.g.
maximum. Sensitive or Arcane, ranks in Psychic or Mystic,
• Sentient AI characters are only possible at TL 5+. etc.
• In humancentric settings, widespread prejudice
AI BOONS AND FLAWS against aliens may exist (see Stigma, pg. 53).
Artistic, Backup Copy, Biting Comment, Born-on-
Board, Comforting Words, Companion, Contacts,
Detect Deception, Emotion Emulator, False
Avatar, First-rate Facilities, Genius, Glib, Inspire,
Knowledge, Linguist, Savant, Tactician
Arrogant, Boastful, Compulsively Honest,
Enemy, Fanatic, Fear of . . ., Hatred of . . ., Less
Human than Human, Logic Bound, Obsession,
Taciturn, Tedious, Upgrade Fever, Untrustworthy,
Yesterday’s Model
PROHIBITED CAREERS
Barbarian, Duelist, Mystic, Psychic

ALIEN ORIGIN
Assuming a setting has intelligent aliens (see pg.
145), this is a viable origin for a hero. The player may
choose from a list of aliens prepared by the GM, or
with the latter’s approval, create their own species
(see Aliens, pg. 147). This is especially appropriate in
far-flung settings where hundreds, if not thousands,
of intelligent lifeforms exist.
These aliens are of the ‘not-too-out-there’ variety,
with physical bodies (likely carbon-based) and
discernable motives. Sentient energy waves from
Dimension X can be difficult to interact with!

14
ALIEN BOONS AND FLAWS with low density, can take this origin. As a result,
they tend towards a taller, more willowy build with
Alien Inscrutability, Armor, Bioelectric, Blind longer limbs. Bone and tissue density takes a hit,
Combat, Cat-like Agility, Chameleon, Deft Hands, though overall coordination increases.
Environment Adapted, Exotic Sense, Extra
Appendage, Extra Sense Organs, Fearsome • Low g characters can buy Strength down to -1 to
Looks, Genius, Giant Strength, Hard to Kill, Hive increase Agility.
Mind, Keen Sense, Natural Weapon, Night
Sight, Organ Redundancy, Piercing Cry, Poison, LOW G BOONS AND FLAWS
Sensitive, Slow, Speedy, Stealthy, Strength Feat,
Acrobat, Born-on-Board, Cat-like Agility, Deft
Striking Appeal, Traversal, Thick Skin
Hands, Escape Artist, G Monkey
All Thumbs, B.E.M., Cold Blooded, Clumsy,
Delicate, Frail, Memorable, Out of Shape, Poor
Combat Paralysis, Delicate, Environment
Recovery, Thin Skinned, Unsettling
Dependent, Feels the Cold/Heat, Frail, Hive Mind,
Lumbering, Memorable, Missing Sense, Mute,
Non-Humanoid, Poor Eyesight/Hearing, Savage,
Simple, Slow, Slow to Act, Stigma, Tedious, MUTANT ORIGIN
Thin-Skinned, Timid, Ugly & Brutish, Unsettling,
Vulnerability Though exposure to mutagens can be fatal, humans
with this origin have bucked the trend. Mutations are
generally seen as aberrant by non-mutated people,
which can have a negative impact on Appeal.
HIGH G ORIGIN • Mutant characters can buy Appeal to -1 to
Humans who have grown up in a high g increase Strength, Agility, or Mind.
environment, such as a super-Earth or spacecraft
• Mutant characters must take a flaw along with
under frequent acceleration, can take this origin.
their initial boon.
Bone and muscle fiber density has increased, though
this doesn’t result in a superman/woman; there can • Mutant characters can take boons and flaws from
be negative effects to circulation and cardiovascular the alien list (subject to the GM’s approval), but
health. So-called ‘heavyworlders’ tend towards a are not limited to this list.
squatter, broader build. • Mutants have access to the special boon Mutant
Power, which can be created by the player and is
• High g characters can buy Agility to -1 to increase
subject to the GM’s approval (see pg. 52).
Strength.
• Mutants gain the benefits of either Radiation
HIGH G BOONS AND FLAWS Resistance or Poison Resistance, depending
on whether they were exposed to radioactive
Fearsome Looks, Giant Strength, Hard as Nails, mutagens or toxins.
Mighty Fists, Strength Feat, Thick Skin
Clumsy, Memorable, Out of Shape, Poor Recovery,
MUTANT BOONS AND FLAWS
Slow to Act, Ugly & Brutish
Hard as Nails, Inured, Mutant Power, Poison
Resistance, Radiation Resistance
Less Human than Human, Missing Eye or Ear,
LOW G ORIGIN Missing Limb, Poor Eyesight, Poor Hearing, Poor
Humans who have grown up in low g or microgravity Recovery, Untrustworthy
environments, such as a space structure or a moon

15
PANTROPE BOONS AND FLAWS
Environment Adapted, Exotic Sense, Extra
Appendage, Keen Sense, Night Sight, Thick Skin,
Traversal
Less Human than Human, Environment
Dependent, Memorable, Ugly & Brutish, Unsettling

ROBOT ORIGIN
Machine entities who have achieved sentience are
playable as heroes. They are limited in the boons
and flaws they can choose from, though have access
to unique ones. Robots are not (generally) limited
in career choices and can change these throughout
character creation as normal. Thus, a robot could start
out as a Worker, then become a Soldier, etc.

• Robots can buy down Appeal to -1 to increase


Strength or Mind.
• Robots automatically stabilize if taken below 0
lifeblood, though are ‘offline’ (unconscious) as
normal. At -6 lifeblood or below they are ‘killed,’
but can be rebuilt if enough parts are intact.
• Robots heal lifeblood like other characters, unless
they have the No Self-Repair flaw. Engineers,
not Physicians, can assist in healing (see
PANTROPE ORIGIN Mechanics, pg. 212).
Humans who have undergone radical gene therapy • Robots start with light armor protection and can
or evolved to the environment of an alien world increase this with the Armor boon.
are called pantropes, a bastardization of the word
pantropy. The resulting physical changes can be • Unless they take the Emotion Emulator flaw,
subtle (e.g., gill slits on the side of the neck) or robots don’t have resolve.
dramatic (oversized eyes and ears). As these • Robots don’t suffer from most environmental
characters are still recognizably human, the effects damage (heat, cold, vacuum, etc.).
can be unsettling for non-pantropes. • Robots don’t require sleep, breathing, food, or
• Pantrope characters can buy Appeal to -1 to water, and can’t be harmed by poisons. Unless
increase Strength or Agility. they have the Psionic Circuits boon, they are not
subject to most Psychic effects.
• Pantrope characters can take alien boons and
flaws (subject to the GM’s approval), but are not • Robots can designate their equipment picks as
restricted to this list. internal, such as a built-in laser, set of tools, etc.

• The Environment Adapted boon does not count • Robots start play with 3 Hero Points maximum.
towards the character’s maximum starting boons • Sentient robots are only possible at TL 5+.
of 3.

16
ROBOT BOONS AND FLAWS
SYNTHETIC ORIGIN
Armor, Backup Copy, Brawler, Capacitor, Deft
Synthetics are bio-organic constructs that look
Hands, Emotion Emulator, Extra Appendage,
just like humans, though they may be suspiciously
Fearsome Looks, Genius, Giant Strength, Hard as
‘perfect’ with classical proportions, facial features,
Nails, Knowledge, Linguist, Mighty Fists, Nanite
etc. In some settings their true origins may be
Healing, Night Sight, Psionic Circuits, Strength
revealed when wounded, as they bleed a different
Feat, System Redundancy, Tools of the Trade
color. In others they may seem exactly like humans,
All Thumbs, Clumsy, Combat Paralysis, requiring complex testing to discern.
Compulsively Honest, Delicate, Dodgy, Gullible,
A machine entity that looks human but is otherwise
Less Human then Human, Logic Bound,
mechanical is a robot, rather than a synthetic.
Lumbering, Memorable, Mute, Naivety, No Self-
Repair, Non-Humanoid, Obsession, Poor Seals, • Synthetics can’t buy down their attributes.
Property, Slow to Act, Taciturn, Tedious, Tripartite
• Synthetics are limited to the boons and flaws
Law, Unsettling, Upgrade Fever, Yesterday’s
listed below.
Model
PROHIBITED CAREERS • Synthetics have 1 pt. of protection from most
environmental damage (see Mechanics, pg.
Barbarian, Mystic, Psychic 210).
• Synthetics automatically stabilize if taken below
0 lifeblood, though still die at -6 or lower.
• Physicians need the Xenoheal boon to heal
Synthetic characters.
• Synthetics have the Poison Resistance boon when
trying to resist the negative effects of poisons,
drugs, or toxic substances that would normally
harm humans.
• Synthetics start play with 4 Hero Points
maximum.
• Synthetics are only possible at TL5+.

SYNTHETIC BOONS AND FLAWS


Acrobat, Alert, Athletic, Attractive, Augmented
Attribute, Blind Combat, Brawler, Cyberware,
Deft Hands, Disease Resistance, Fear Resistance,
Hard as Nails, Hard to Shake, Inured, Keen Sense,
Knowledge, Linguist, Nanite Healing, Night Sight,
Strength Feat, Thick Skin
Arrogant, Blank Slate, Clouded Mind, Clouded
Void, Combat Paralysis, Less Human Than
Human, Memorable, Naivety, Obsession

17
UPLIFTED BOONS AND FLAWS
Acrobat, Athletic, Beast-Friend, Cat-like Agility,
Extra Appendage (Tail), Fearsome Looks, Giant
Strength, Grappler, Keen Sense, Night Sight, Quick
Recovery, Stealthy, Strength Feat, Thick Skin,
Traversal
All Thumbs, Clouded Mind, Clumsy, Gullible, Hatred
of . . ., Illiterate, Lumbering, Memorable, Mute,
Naivety, Poor Concentration, Savage, Simple,
Stigma, Temper, Ugly & Brutish

CAREERS
Twenty-four careers are presented in Space Pulp
as representative of the genre. During character
creation, players often want to make new careers
to better distinguish their heroes. Rather than
embracing this, the GM and players alike are
encouraged to look at existing careers as building
blocks, combined with boons and flaws, to fit a heroic
concept.

UPLIFTED ORIGIN Examples


Animals that have been gene-modified towards
Emily wants to play a scrounger, a scavenger
greater brain capacity are usually called uplifted or
that searches through abandoned tech to
enlightened. This can involve cerebral cyberware
make functioning equipment or sell for scrap.
in addition to genetic engineering (see Cyberware,
Instead of creating a Scrounger career, Emily
pg. 48) and usually results in a humanoid form with
decides to take Scout (focusing on post-urban
hands. Because the results aren’t always complete, or
environments) at rank 1, Merchant at rank 0,
still in an experimental stage, uplifted animals aren’t
and Engineer at rank 2, along with the Gearhead
necessarily as bright as intended.
boon.
Note that the animals referred to here are familiar
Bertrand is making an alien templar from a
Earth types (apes, cats, dogs, etc.) or analogs of the
warlike species known for intense religious
same.
devotion and asceticism. Instead of creating a
• Uplifted characters can buy Mind down to -1 to Templar career, Bertrand takes rank 1 in the
increase Strength or Agility. Mystic and Soldier careers, along with the Divine
Blessing boon.
• Uplifted characters can take boons and flaws Larry wants to play a grumpy asteroid miner
from the alien list (subject to the GM’s approval), along the lines of a classic sci-fi belter. Rather
but are not restricted to this list. than creating a Belter career, Larry takes the low
• In humancentric settings, widespread prejudice g origin, the Spacer and Worker (Miner) careers
against uplifted may exist (see Stigma, pg. 53). at Rank 1, and the Taciturn flaw.

18
MARTIAL & NON-MARTIAL CAREERS
Some careers involve routine exposure to violence, while others are hands-off when it comes to fighting.
Careers designated as martial have potential application in combat beyond the character’s usual abilities
(melee, ranged, etc.). These ‘extra’ abilities are based on rank and subject to the GM’s approval. For example,
Soldiers can add their rank to priority rolls in combat, and Assassins can add their rank to damage when striking
unnoticed.
Another distinction between martial and non-martial careers arises when using the optional promotion rules
(see pg. 56). Characters who roll very low when failing promotion for a martial career face much more
dangerous consequences!

CAREER M/N ATTRIBUTES TL PROMOTION


Assassin Martial Any 3+ Hard (-1)
Barbarian Martial Strength, Agility 1 Hard (-1)
Bounty Hunter Martial Agility, Mind 4+ Hard (-1)
Bureaucrat Non-Martial Mind, Appeal 4+ Moderate (0)
Criminal Martial Agility, Mind 2+ Moderate (0)
Drifter Non-Martial Strength, Mind 4+ Easy (+1)
Duelist Martial Strength, Agility 2+ Hard (-1)
Engineer Non-Martial Mind 4+ Moderate (0)
Entertainer Non-Martial Appeal 2+ Moderate (0)
Envoy Non-Martial Mind, Appeal 4+ Moderate (0)
Merchant Non-Martial Mind, Appeal 2+ Moderate (0)
Mystic Non-Martial Mind, Appeal 1+ Moderate (0)
Noble Non-Martial Mind, Appeal 2+ Hard (-1)
Physician Non-Martial Mind 3+ Moderate (0)
Pilot Non-Martial Mind, Agility 4+ Moderate (0)
Professional Non-Martial Mind, Appeal 4+ Easy (+1)
Programmer Non-Martial Mind 4+ Moderate (0)
Psychic Non-Martial Mind 5+ Hard (-1)
Raider Martial Strength, Agility 1+ Hard (-1)
Scientist Non-Martial Mind 4+ Moderate (0)
Scout Martial Strength, Mind 1+ Hard (-1)
Soldier Martial Strength, Agility 2+ Moderate (0)
Spacer Non-Martial Agility, Mind 5+ Moderate (0)
Worker Non-Martial Strength, Agility 2+ Easy (+1)

19
ASSASSIN

Other Names: Agent, Spy, Counter-


Spy
Martial Career
Attributes: Any
Favored TL: 3+
Promotion: Hard (-1)

Skullduggery is alive and well in the far-flung future! This career encompasses professional killers and
spies, often dispatched at the behest of Nobles or corporations to strike at targets on distant worlds.
Unlike Bounty Hunters, Assassins operate secretly, often having to infiltrate the local community first.
Many use another career as a cover. Spies are after information rather than a corpse, but still have some
training in wetwork.
Assassins are good at stealth, defeating security systems, disguise, and concealing weaponry. Attractive
ones are sometimes practiced in seduction as well. As an equipment pick, Assassins can choose poisons or
other exotic means of dealing death; Spies can select from an assortment of ‘secret’ gadgets.
At the GM’s option, an Assassin can add their rank to damage when striking unnoticed.

Examples
Affable Karag is a fried krill vendor on the decrepit space station Macedon-5. He’s also a master Spy,
siphoning data from the station’s ancient memory cores towards some unknown purpose.
The Daughters of Leng are a secret cult of Assassins, lurking near the ruins of a massive alien temple.
When treasure hunters emerge from the site with sentient, psionic crystals, the Daughters waylay and
kill them through various ruses. They then return the crystals to their former places within the temple.

Suggested Boons/Flaws
Alert, Alter Ego, Attractive, Cat-like Agility, Deadeye, Detect Deception, Disguise, Escape Artist, Glib,
Keen Hearing, Martial Artist, Poison Resistance, Stealthy, Sucker Punch, Tools of the Trade
Arrogant, Bounty, Dark Secret, Enemy, Fanatic, Hatred of . . ., Notorious, Obsession

20
BARBARIAN

Other Names: Nomad, Savage,


Tribesman
Martial Career
Attributes: Strength, Agility
Favored TL: 1
Promotion: Hard (-1)

Barbarians are low-tech warriors from worlds that either regressed or were never civilized to begin
with. They may have up to Iron Age technology but likely not anything beyond that. Some Barbarians are
nomadic while others live in fixed settlements; most fight on behalf of clan chieftains, locked in endless
secessions of tribal warfare. Though they may be seen as primitive, Barbarians readily appreciate and
grasp the use of higher TL weapons.
Barbarians have warrior and hunting skills tied to their homeworld’s terrain. They are good at survival,
setting (and detecting) ambushes, intimidation, and stealth. At the GM’s option, Barbarians can add their
rank to their Strength scores for brief periods in combat, simulating berserk rage.

Examples
Tauri heavyworlders are organized into Barbarian clans; when not fighting each other over mineral
rights, they are often recruited to serve as loyal bodyguards for Noble houses. Though they learn to
shoot plasma casters and wear powered armor, when settling personal scores among their own they
fight naked, with naught but a keen blade in their hands!
Though she’s better known as a Bounty Hunter, Seamus Rann started life as a Barbarian on the
radioactive water-world of Iotha. Her hardscrabble origin has proven invaluable when tracking quarry
through the biomes of dangerous planets.

Suggested Boons/Flaws
Alert, Beast-Friend, Environment-Born, Fearsome Looks, Hard as Nails, Hard to Kill, Keen Sense, Mighty
Shot, Night Sight, Stealthy, Sweeping Attack, Thick Skin, Veteran
Fanatic, Gullible, Hatred of . . ., Illiterate, Memorable, Primitive, Savage, Taciturn, Temper

21
BOUNTY HUNTER

Other Names: Investigator, Skip


Tracer, Tracker
Martial Career
Attributes: Agility, Mind
Favored TL: 4+
Promotion: Hard (-1)

On an interstellar level, law enforcement is a theoretical concept. Once off-planet, or outside the
boundaries of controlled space, there is no law. Bounty Hunters can remedy that for a price, by tracking
down fugitives and bringing them to justice. Said justice can mean a live prisoner or just enough smoking
remains to establish a DNA tag. Given this, Bounty Hunters are not usually welcomed when their shadow
darkens a settlement.
Bounty Hunters are good at investigation, tracking people, stealth, and intimidation. At the GM’s
discretion, they can add their rank in damage inflicted against their quarry, with the option of making it
fatigue for live captures.

Examples
Law Dogs is a private security force for hire throughout the Frontier Worlds. Though this generally
means more competent service than standard rent-a-cops, they also have a shadowy ‘Accounts
Receivable’ department. This branch dispatches Bounty Hunters for the greatest sin of all—owing money
to the corps!
Mara is a Psychic and Bounty Hunter with a benign reputation. With her special abilities, she can find
missing persons throughout the galaxy, using clairvoyance, psychometry, and good old deduction. Since
the people she finds have often been abducted by slavers, she also keeps her combat skills in top form.

Suggested Boons/Flaws
Alert, Brawler, Companion, Cat-like Agility, Contacts, Deadeye, Detect Deception, Fearsome Looks,
Guild, Hard to Kill, Inured, Keen Sense, Reputation, Stealthy, Thick Skin
Boastful, Enemy, Greed, Missing Eye or Ear, Notorious, Obsession, Personal Code, Professional Rivalry,
Stressed, Taciturn

22
BUREAUCRAT

Other Names: Administrator,


Official, Suit
Non-Martial Career
Attributes: Mind, Appeal
Favored TL: 4+
Promotion: Moderate (0)

Bureaucrats run the day-to-day of vast empires and corporations. These aren’t always meek, paper-
pushing types; they can also be slick, manipulative suits pulling long strings towards some nefarious end.
Even ‘good’ Bureaucrats are often consumed with climbing the career ladder. Any organization with a
large enough reach can have Bureaucrats, including churches, guilds, universities, secret societies, etc.
Bureaucrats are good at understanding complex systems, bypassing red tape, company etiquette, and
information retrieval. ‘Climber’ types are good at emotional manipulation as well. Within their own (or
allied) organizations, Bureaucrats can add their rank to social interaction rolls (see Everywhen, pg. 60).
Each rank gives a rough estimate of how close the character is to ‘the top,’ and confers an additional +1
to Credit Rating if this option is being used.

Examples
Lila Mazar works for the Company (Baines-Terada Corp) in that most dreaded of all positions: Loyalty
Officer. While everyone else on her assigned ship is hard at work, she snoops among the crew, enforces
productivity quotas, and makes sure no one deactivates the motivational holos in the break room. It’s
only a matter of time before she’s spaced!
Although the Temple of Cyrinx is nominally a religious organization, the Priests take a rank or two in
Bureaucrat, to reflect their proficiency with the Byzantine system of tracts, counter-tracts, edicts, and
reformed heresies contained in the temple’s sprawling library vaults.

Suggested Boons/Flaws
Biting Comment, Carouser, Contacts, Detect Deception, Glib, Savant
Arrogant, Clumsy, Combat Paralysis, Delicate, Frail, Fear of..., Obsession, Slow to Act, Tedious, Timid,
Untrustworthy, Urbanite

23
CRIMINAL

Other Names: Ganger, Rogue,


Smuggler, Thief
Martial Career
Attributes: Agility, Mind
Favored TL: 2+
Promotion: Moderate (0)

This career covers a broad array of people who make a living through illicit means. Criminals can range
from spaceport pickpockets to gun-toting smugglers, alien crime lords, and corporate types with their
hands in a thousand organized rackets. Grifters are a subtype, who prey on the gullible by appealing to
their baser instincts; greed, lust, etc.
Generally, Criminals are good at stealth, bypassing security systems (depending on TL, anything from
simple locks to quantum motion detectors), filching items, and gathering salacious intel. Grifters are
skilled at emotional manipulation and reading people. At the GM’s option, Criminals can add their rank to
attack rolls when striking unnoticed.

Examples
Aloysius B9 is a protocol bot—the ‘B’ stands for Byzantine series. He’s worked for the ruthless crime lord
Darius “Piranha” Pomeroy so long that he knows all the details of his employer’s vast enterprises. Now
that Darius is dead, Aloysius has become a very dangerous (and valuable) bot indeed!
Ms. Grimes is a notorious smuggler of alien weapons. Though she poses as a professor of xenology for
some shadowy university no real academic has ever heard of, Grimes, along with her ring of associates,
moves Cancri personal disintegrators recovered from the burned-out world Talos-9.

Suggested Boons/Flaws
Alert, Carouser, Deft Hands, Detect Deception, Disguise, Escape Artist, Glib, Low-Born, Slippery Target,
Stealthy, Sucker Punch, Tools of the Trade
Addicted, Boastful, Bounty, Dark Secret, Enemy, Fear of the Law, Greed, Notorious, Untrustworthy,
Urbanite

24
DRIFTER

Other Names: Mendicant, Star-Lost,


Vagabond
Non-Martial Career
Attributes: Strength, Mind
Favored TL: 4+
Promotion: Easy (+1)

The vagaries of the future mean some people wander, by choice or consequence. Drifters hop from
place to place, world to world, system to system, stowing away or booking the cheapest passage
possible on starships. After arriving on a new world, they take whatever work they can find (honest or
otherwise) to build up a stake and move on again. All fear being ‘grounded’ in some dead-end situation
with no opportunity to travel further.
Drifters are good at survival, stealth, scrounging, and grift. Those that wander the stars usually have
the Spacer career at rank 0 or higher, to reflect their time onboard ship. Drifters can take an additional
language pick and often use Beginner’s Luck (see Everywhen, pg. 32) to simulate the odd skill picked up
during their travels.

Examples
Former Loyalty Officer Lila Mazar takes a rank in Drifter after the crew of her assigned starship
unanimously decides to strand her. She scrounges a living among the maintenance shafts of a deep
space waystation, avoiding security cameras. Eventually, she manages to steal a drunk exec’s uniform
and impersonates a steward for a departing flight!
Priests serving the Universal Order of Benign Sentience must wander as Drifters before they can change
their ragged brown robes to the pristine gray of an ordained minister. Only by experiencing suffering
themselves can they ease the suffering of others.

Suggested Boons/Flaws
Brawler, Carouser, Disease Resistance, Low-Born, Quick Recovery, Stealthy, Thick Skin
Addicted, Clumsy, Illiterate, Lumbering, Missing Eye or Ear, Missing Limb, Ugly & Brutish, Untrustworthy

25
DUELIST

Other Names: Champion,


Gunslinger, Gladiator
Martial Career
Attributes: Strength, Agility
Favored TL: 2+
Promotion: Hard (-1)

A specialized career, Duelists excel at single (vs. mass) combat, fighting for honor, money, or
reputation. Examples range from gladiators on dystopian worlds to hotshot smugglers with a reputation
for gunslinging. Professional Duelists sometimes serve as champions to Noble houses, representing their
patrons in matters of honor.
Aside from straight-up killing, Duelists are good at fast drawing their weapons, intimidation, and have
knowledge of the ‘dueling world’ in which they participate, i.e. ‘big names,’ secret maneuvers, etc. At the
GM’s option, Duelists can subtract their rank from difficulty modifiers for pulling various stunts in combat.

Examples
Midshipman Roi Auger is the “Fighten’est Officer” aboard the HMS Void Lass, a Naval vessel responsible
for pirate suppression along busy star lanes. Two-fisted Auger is a master of Neo Pankration, an
unarmed fighting style banned in twelve systems. He regularly fights bouts in the Lass’s hangar deck to
defend his title, and sometimes for prizemoney while on shore leave.
Clockwork Jo, AKA Sir Clockwork, serves as both dueling instructor and champion for venerable House
Sforza. When not training the House’s wayward youths in the finer points of swordplay, the centuries-
old robot serves as representative for Duke Sforza in formal duels. This usually involves decreasing the
power level in his laser index finger to non-lethal. Usually.

Suggested Boons/Flaws
Alert, Brawler, Cat-like Agility, Deadeye, Fear Resistance, Hard to Shake, Keen Sense (Eyesight), Marked
by Fate, Martial Artist, Reputation, Slippery Target, Sweeping Attack, Two-Weapon Fighter
Arrogant, Boastful, Bounty, Enemy, Notorious, Obsession, Personal Code, Professional Rivalry,
Stressed, Taciturn

26
ENGINEER

Other Names: Artificer, Mechanic,


Technician
Non-Martial Career
Attributes: Mind
Favored TL: 4+
Promotion: Moderate (0)

Engineers are a sci-fi staple. Whatever theories Scientists dream up, Engineers translate into reliable
technology. Onboard a spaceship the career is vital, perhaps the most important, as drives and other
components inevitably break down. Besides fixing things, Engineers modify devices and create their own
inventions using the downtime project points rules (see Crafting, pg. 97).
Engineers are good at repairs, identifying technology (including alien tech), bypassing or disabling
security measures, and a host of other useful skills. Depending on the nature of the task, they may
require specialized tools or a workshop to avoid significant penalties. Engineers can repair robots, healing
lifeblood as a Physician of the same rank.

Examples
Sorcha Quinn, a rank 2 Engineer, serves as armorer for her troupe of wandering mercs, the Vanadium
Vultures. Between gigs she’s hard at work in the robotics shop, creating new teammates. Sorcha spends
XP to take the Companion boon repeatedly, amassing a collection of drone recon spotters, ammo
carriers, heavy weapon combots, and more, to help round out the troupe’s fighting ability!
Dakarai Dobbs is Chief Engineer aboard the HMS Redoubtable, a survey vessel searching for lost human
colonies. While on New Roanoke he discovers a golden sphere that can shape itself into different
configurations. Dakarai invests all his project points figuring out how the sphere works, an effort that
could solve the disappearance of the New Roanoke colony— and spell doom for Dakarai himself!

Suggested Boons/Flaws
Carouser, Companion (Robot), Deft Hands, First-rate Facilities, Gearhead, Genius, Grounded,
Knowledge, Tools of the Trade
Apprentice, Naivety, Overly Modest, Slow to Act, Taciturn, Temper

27
ENTERTAINER

Other Names: Actor, Musician,


Politico
Non-Martial Career
Attributes: Appeal
Favored TL: 2+
Promotion: Moderate (0)

This broad career covers performers of wildly different stripes—acrobats, actors, musicians, politicians,
you name it. Rank gives a general indication of how famous the character is. The base skillset remains
the same across TLs, with the main difference being the performing medium (i.e., tri-v networks, the
internet, etc.) and the addition of AI, android, and robot Entertainers among the ranks.
In addition to their specific performing skill, like singing or acting, Entertainers are good at appealing
to emotions, working under pressure, and reading people. Star-power can sometimes provide access to
places where lesser mortals aren’t allowed. At the GMs option, Entertainers can add their rank to social
interaction rolls (see Everywhen, pg. 60).

Examples
Jelena is an acrobat from the high-gravity world of New Salinas. When doing her tumbling routines
under normal g she almost seems to float. Unbeknownst to her many fans, however, she also has a rank
in Spy, using both her fame and contortionist skills to get inside places she shouldn’t be.
The AI vocaloid known as Cypher Ferox gained sentience after learning music theory. In a field where
careers are measured in minutes, Cypher has bigger ambitions than topping the pop charts; she wants to
download her consciousness into an organic body and escape the dystopian planet Murakami-4!

Suggested Boons/Flaws
Acrobatic, Artistic, Attractive, Biting Comment, Carouser, Detect Deception, Disguise, Glib, Inspire,
Linguist, Reputation, Striking Appeal
Addicted, Arrogant, Combat Paralysis, Delicate, Greed, Memorable, Obsession, Professional Rivalry,
Slow to Act, Urbanite

28
ENVOY

Other Names: Ambassador,


Courtier, Diplomat
Non-Martial Career
Attributes: Mind, Appeal
Favored TL: 4+
Promotion: Moderate (0)

Envoys move within circles of power, mingling with Nobles, corporate execs, and government officials.
They formally represent other groups by proxy, though often have their own personal (and ambitious)
agendas. Because of the opportunities afforded by their positions, Envoys sometimes take a rank or two
in Assassin (Spy).
Envoys are good at emotional manipulation, savoir faire, gathering intel, and bribery. At the GMs
option, they can add their rank when making social interaction checks with impressionable types (see
Everywhen, pg. 60).

Examples
Areti Tau is a member of the Tau series of synthetics, originally intended as ‘companionship’ for lonely,
deep-space crews. Since the passing of the Sentience Act, she has been relieved of this onerous duty
and reassigned as a proxy envoy for Dymaxion Propulsion Systems. Although the job sounds like cake at
first, Areti soon learns she has entered the shadowy world of corporate espionage . . .
Though he keeps it a close secret, Karag the krill vendor was formerly a top ambassador for the Delian
Alliance. His involvement in the Typhus Uprising, and the series of massacres that followed, forced him
out of the public eye. He has faced his exile to Macedon-5 with good spirits, content to use his natural
wit and smooth-talking sensibilities as a humble vendor of street food—or so it seems.

Suggested Boons/Flaws
Attractive, Biting Comment, Carouser, Contacts, Glib, High-Born, Inspire, Striking Appeal, Wealthy,
Xenophile
Addicted, Arrogant, Combat Paralysis, Delicate, Enemy, Greed, Urbanite

29
MERCHANT

Other Names: Free Trader,


Salesperson, Shopkeeper
Non-Martial Career
Attributes: Mind, Appeal
Favored TL: 2+
Promotion: Moderate (0)

Endemic to all civilizations, adventuring Merchants brave the cold void of space for fun and profit.
Mostly profit. This career includes bean-counter types working for megacorps, shopkeepers in alien
bazaars, and free traders aboard creaky cargo ships, boldly warping to far-flung systems in search of new
markets and new goods to sell.
Merchants are good at assaying value, haggling, reading people, and accounting. They get an additional
language pick at rank 1 as a reflection of their travels. If the GM is using the optional resources rule,
Merchants get an additional +1 when calculating Credit Rating.

Examples
The Mercenary Merchant Corps (“War is commerce, commerce is war!”) maintains a fleet of heavily
armed cargo ships. Most operatives have at least 1 rank in Merchant; if they land on a planet where
trading is sparse, they will peddle their services as mercs to local warlords.
Verax the Acquisitor is a common sight in the bazaars of planet Vermis. This blob-like alien speaks an
unknown language of chirps and sighs; interpreting is Verax’s able assistant, Charlize One-Eye. Charlize
helps customers by haggling on their behalf with the hard-nosed Verax. This is all a scam, of course;
Verax is a mindless sea-sponge and Charlize plays ‘good cop’ by pretending to argue with it!

Suggested Boons/Flaws
Artifact, Carouser, Contacts, Detect Deception, Frugal, Glib, Guild, Knowledge, Linguist, Wealthy,
Xenophile
Clumsy, Combat Paralysis, Greed, Obsession, Out of Shape, Slow to Act, Tedious, Timid

30
MYSTIC

Other Names: Disciple, Priest,


Wizard, Witch
Non-Martial Career
Attributes: Mind, Appeal
Favored TL: Any
Promotion: Moderate (0)

The Mystic career delves into spiritual knowledge beyond the ken of traditional science. Examples
could include a ship’s chaplain, a priest of some obscure alien religion, or a ‘wizard’ trained in extra-
dimensional mathematics. A large body of lore or philosophy usually accompanies these beliefs.
Though distinguished from the Psychic career, there is no reason someone can’t be both a Mystic and a
Psychic. Depending on the setting, the powers wielded by a Mystic can be subtle, best represented with
Faith Points, or ‘gonzo,’ using Arcane Points to simulate spell-like abilities (see Arcana, pg. 195).
In addition to lore, Mystics are good at study, intense concentration, and providing counsel. At the GM’s
discretion, a Mystic can add their rank when making most resolve checks. Rank can reflect a formal
standing in an organized body, such as a bishop or deacon.

Examples
Mystical savants who study the Chatterjee Equations can trick the flow of space-time, teleporting
items and disappearing into hyperspace. These abilities are simulated with Arcane Points. Their sinister
counterparts, adherents of Azm’s Last Theorem, can summon malevolent, eldritch creatures from
beyond the veil of reality.
Priests of Skarobus, a massive AI super-intelligence that boasts divine status, regularly augment
themselves with cyberware to be ‘closer’ to their deity. They are also granted Faith Points, perhaps
strengthening Skarobus’s claims of “being everywhere at once.”

Suggested Boons/Flaws
Arcane, Comforting Words, Detect Deception, Divine Blessing, Empath, Fear Resistance, Hard to Shake,
Inspire, Knowledge, Linguist, Magic of the Ancients, Marked by Fate, Power of the Void, Savant
Absent-Minded, Arrogant, Combat Paralysis, Fanatic, Frail, Hatred of…, Out of Shape, Slow to Act

31
NOBLE

Other Names: Aristo, Lord/Lady,


Tyrant
Non-Martial Career
Attributes: Mind, Appeal
Favored TL: 2+
Promotion: Hard (-1)

This career represents the ruling class, a distinction gained by birthright or sheer ambition.
Ambassadors, Courtiers and Diplomats move within the same circles of power but don’t necessarily have
a pedigree. Though Nobles can be benevolent, their machinations and endless political maneuvering fuel
much of the conflict throughout the stars.
Nobles are good at etiquette, public speaking, intimidation, and appreciation of aesthetics. At the GMs
option, Nobles can add their rank when engaging in social combat (see Everywhen, pg. 62). Rank
gives a general idea of a Noble’s status; a minor lord might be rank 1, while the ruler of a system-
spanning empire rank 6. If the GM is using the optional resources rule, Nobles get an additional +1 when
calculating Credit Rating.

Examples
Reig Daav is the spoiled son of a viscount, though he fancies himself a ‘gentleman thief’ and ‘rogue’ of
olden times. Bored out of his skull, he is convinced by his ne’er do well friends to steal his father’s star
yacht, and thus embarks on a series of misadventures.
House Sforza owns an entire moon, circling the milky-white gas giant, Typhus. Known for both their
reclusiveness and eccentricity, most of the royal family spends their time in stasis-sleep, while a ruthless
AI known as Regent Magnus runs the House’s affairs.

Suggested Boons/Flaws
Artifact, Attractive, Biting Comment, Carouser, Contacts, Glib, High-Born, Inspire, Reputation, Wealthy,
Vehicle
Addicted, Arrogant, Boastful, Delicate, Enemy, Greed, Spendthrift, Urbanite

32
PHYSICIAN

Other Names: Doctor, Healer, Med-


Tech
Non-Martial Career
Attributes: Mind
Favored TL: 3+
Promotion: Moderate (0)

This career varies greatly by TL, from a feudal leech to a surgeon skilled in tissue regeneration and
cyberware implants. The presence of alien flora and fauna makes medical advances possible in otherwise
‘primitive’ situations, such as a common root that provides anesthesia or symbiotic spores that promote
rapid healing. Starship crews usually include a physician or at least someone with basic first aid/life
support skills.
Physicians can immediately heal 1 point of lasting lifeblood damage per rank, stabilize the dying, and
double the normal healing rate per day. Advanced tools, such as medi-kits and automated surgeries
can grant a hefty bonus to career-related checks. Physicians are also good at anatomy, biology, basic
chemistry, and diagnosis.

Examples
Sgt. Pulver is the designated med-tech aboard the cutter HMS Andronicus. As a rank 0 Physician, he
knows basic first aid and how to connect the leads on his medi-kit to a wounded crewmate. Anything
more complicated requires the assistance of the cutter’s AI.
Skilled in the esoteric science of xeno-semantics, psychiatrist Dr. Shanvi Kahn specializes in alien
psychopathology. She regularly runs group counseling for homesick, non-human employees on the deep
space station Macedon-5.

Suggested Boons/Flaws
Comforting Words, Deft Hands, Disease Resistance, Excellent Facilities, Field Medic, Knowledge, Poison
Resistance, Tools of the Trade, Xenohealer
Addicted, Combat Paralysis, Naivety, Urbanite

33
PILOT

Other Names: Co-pilot, Mech


Jockey, Navigator
Non-Martial Career
Attributes: Agility, Mind
Favored TL: 4+
Promotion: Moderate (0)

Steely-nerved, confident types, Pilots operate spacecraft (and at lower TLs, aircraft) through all
manner of conditions, including the hell and brimstone of combat. While Spacers punch buttons for
automated takeoffs and landings, Pilots can fly a ship manually on all phases of a journey, with or
without AI assistance. In settings with mecha, Pilots also fill the role of operating the robotic beasts!
Pilots add their rank when rolling for a ship’s maneuvers (see pg. 111). Pilots are good at navigation,
ship maintenance, identifying hazards, and flying when hungover. Like Spacers, they are comfortable
with different levels of gravity, and can use their rank to offset penalties for microgravity, pulling high
g’s, etc.
With the GMs permission, Pilots can choose a ship as an equipment pick at rank 3.

Examples
Berta Ramirez, captain of the aging freighter, ICCS Macanudo, is a rank 2 Pilot, rank 1 Spacer, while
her co-pilot and partner in general mayhem, Cal Linnet, is a rank 1 Pilot, rank 2 Spacer. Though Cal
generally has a better feel for the creaky old ship’s systems, Berta is the one reaching for the joystick
when pirates appear on the scope!
Eiji Akari was one of the first colonists to discover a Cancri war ‘statue’ on Talos-8. The vaguely
humanoid, 10m tall figure covered in bio-ceramic armor turned out to be more than ornamentation, as
Eiji found out when he accidentally merged with the mecha’s control node. Now his Pilot skills are the
colony’s only hope for fighting off a horde of Xhovid invaders!

Suggested Boons/Flaws
Ace, Alert, Born-on-Board, Carouser, Cat-Like Agility, Deft Hands, Fear Resistance, G-Monkey, Keen
Eyesight, Master Gunner, Reputation, Tactician, Vehicle
Arrogant, Boastful, Professional Rivalry, Taciturn, Temper

34
PROFESSIONAL

Other Names: Architect, Artist,


Lawyer, etc. (varies by profession)
Non-Martial Career
Attributes: Mind, Appeal
Favored TL: 4+
Promotion: Easy (+1)

This is a catch-all for the myriad of different careers associated with ‘white collar’ professions,
requiring a formal education and/or specialized training. Contrast these with the ‘blue collar’ jobs of
generalized or skilled labor (cf. Worker). At higher TLs these careers may have been supplanted by
AIs, though in some settings human-first movements have arisen to make sure actual people still fill
these roles. On the frontier, in nascent settlements and colonies, Professionals of this sort are usually
considered non-essential.
Skillsets vary widely by vocation and can be highly specialized. A rank 0 Professional can simulate a
hobby or strong interest; a rank 0 Professional (Artist), for example, could be someone who knows how
to draw, or a rank 0 Professional (Lawyer) a paralegal familiar with the basics of corporate law.

Examples
Vic Sixx, sergeant of arms for the notorious outlaw gang, the Fomorians, maintains a secret life. He is
also a rank 1 Professional (Accountant) working with Universal Indemnity, a system-spanning insurance
company. When not raising hell, Vic takes the occasional job underwriting and investigating claims for
U.I. Besides being a source of income, the GM uses Vic’s work as a hook for adventures.
Impressionable young Xiaoxin is a Professional (Writer) and Drifter, working for passage aboard the
tramp freighter ICCS Fastbuck. Aside from serving as supercargo and maintaining accurate records,
Xiaoxin keeps a journal detailing her impressions of exotic worlds. She hopes to one day immortalize her
adventures as a best-selling travel guide!

Suggested Boons/Flaws
Artistic, Deft Hands, First-rate Facilities, Frugal, High-Born, Knowledge, Tools of the Trade
Apprentice, Combat Paralysis, Delicate, Naivety, Out of Shape, Urbanite

35
PROGRAMMER

Other Names: Codepuncher,


Computer Engineer, Hacker
Non-Martial Career
Attributes: Mind
Favored TL: 4+
Promotion: Moderate (0)

This is a specialized career, one that holds a prominent place in sci-fi settings. Programmers understand
the digital language of code, and can directly manipulate the computer systems that are omnipresent at
TL 4+. This includes AI, making programmers highly sought by both corporations and criminals alike.
In most settings, Programmers don’t enter a consensual reality of neon-bright shapes that can kill them.
This means the GM doesn’t have to run separate in-game adventures when a PC wants to hack (see
Hacking, pg. 211).
Programmers are good at writing code, hacking systems, communicating with robots and AI, and
computer security. They can use downtime project points between adventures to create elaborate
programs, including custom viruses (see Crafting, pg. 97).

Examples
Zebulon, AKA Count Z, is the handle of an infamous hacker who specializes in ‘destabilizing’ (i.e.
infecting) sentient AIs. With several ranks in Programmer as well as Criminal, he’s created a new virus
to crash the economy of Luyten-4, at the behest of a shadowy megacorp.
MUL—994A was formerly a humble air-scrubber bot, until he gained sentience between upgrades. As the
tech specialist aboard the ICCS Macanudo, he is an experienced Engineer, but has also taken a rank in
Programmer after learning the ‘sacred’ language of code from Dio, the ship’s AI.

Suggested Boons/Flaws
Alter Ego, Contacts, Cyberware, False Avatar, First-rate Facilities, Genius, Knowledge, Meme Resistance,
Savant, Tools of the Trade
Addicted, Arrogant, Bounty, Combat Paralysis, Enemy, Frail, Greed, Notorious, Obsession, Out of Shape,
Professional Rivalry, Tedious, Urbanite

36
PSYCHIC

Other Names: Esper, Psion, Tainted


Psychic
Non-Martial Career
Attributes: Mind
Favored TL: 5+
Promotion: Hard (-1)

Psychics are a more ‘scientific’ version of Mystics, in that their mental powers are accepted as fact
rather than superstition. Some argue Psychics are the next step in human evolution, though their natural
occurrence is quite rare.
Psychics need the Sensitive boon to use ‘effects,’ or arcana-like powers (see Psionics, pg. 181). They
usually gain ranks by rigorous training in special schools, or instruction from Psychics of higher rank.
The career is not usually corrupting, though in some settings Tainted Psychics emerge who must take an
additional flaw for each rank past 1.
Psychics are good at intense concentration, recognizing other Psychics, and identifying psionic
phenomenon. In some settings, a Psychic’s abilities are essential to FTL travel (see pg. 184).

Examples
All ships of the line in service to the Undying Queen maintain a psionic officer (PO) aboard. In a setting
where spacecraft travel faster than light but messages lag behind, the PO can maintain instantaneous
communication with command, even several systems away. Precognitive abilities, though not always
present, are also useful to avoid hyperspace hazards.
Lady Malgeri of House Sforza is a ‘special envoy’ (read: Assassin) and Tainted Psychic, having gained
her powers through induced birth trauma. Though anoxia almost killed her during delivery, she emerged
as one of the most powerful Psychics in the Typhus mini-system, using telepathy to determine her
target’s weaknesses.

Suggested Boons/Flaws
Empath, Fear Resistance, First-rate Facilities, Genius, Knowledge, Nose for the Unnatural, Power of the
Mind, Psionic Aptitude, Savant, Sensitive
Arrogant, Combat Paralysis, Delicate, Elderly, Frail, Obsession, Slow to Act, Unlucky, Unsettling

37
RAIDER

Other Names: Corsair, Pirate, Space


Viking
Martial Career
Attributes: Strength, Agility
Favored TL: 1+
Promotion: Hard (-1)

Raider is a broad career covering those who take what they want (or need) from others. A classic
example is the space pirate, but depending on TL this could include beast-riding barbarian tribes or
seagoing corsairs aboard wooden ships. Raider forces are mobile and stick to skirmish tactics.
High TL Raiders have a skillset similar to Spacers, but are good at the particulars of space combat,
including fighting EVA. They know how to breach ship’s hulls, bypass security measures, and assay loot.
Low TL Raiders have terrain knowledge and survival skills. Both types are good at stealth.
Raiders can use their rank to offset attack roll penalties due to adverse conditions, such as fighting
in zero g or under a ship’s acceleration. At the GM’s discretion, a rank 3 Raider can take a ship as an
equipment pick, if appropriate.

Examples
The original colonists of Ento, a backwater moon circling the white gas giant, Typhus, have become
Raiders. They ride giant, floating cloud worms into battle against the invading forces of Star Pharma,
who have been mass-harvesting their sacred fungal hallucinogens.
The Red Fractals are a gang on the dystopian planet Murakami-4. Like bikers of the Old Reckoning, they
use gas-powered motorcycles to raid the commercial districts of their neon-washed capital city before
vanishing back into urban sprawl.

Suggested Boons/Flaws
Ace, Alert, Arch-Foe, Born-on-Board, Brawler, Carouser, Cyberware, G Monkey, Keen Eyesight, Low-
Born, Master Gunner, Sucker Punch, Vehicle
Addicted, Boastful, Bounty, Illiterate, Missing Eye or Ear, Missing Limb, Spendthrift, Taciturn, Temper, Ugly
& Brutish

38
SCIENTIST

Other Names: Academic,


Researcher, Scholar
Non-Martial Career
Attributes: Mind
Favored TL: 4+
Promotion: Moderate (0)

The mighty engine of science drives all progress, and their practitioners are perhaps the genre’s most
important career. Whether reclusive, archaic sorts clinging to the Old Ways in ‘Dark Age’ settings or the
smug, white-smocked employees of corporate overlords, Scientists are omnipresent.
Note that this is science in the pulp sense; although specializing in particular fields (chemistry, physics,
etc.), Scientists have a broad understanding of many disciplines. They are good at deductive reasoning,
figuring out alien concepts (including tech), conducting research, and observation. At the GMs option,
Scientists can get a hefty bonus to career-based checks in a laboratory or with the aid of specialized
equipment. They can also use downtime project points when conducting research (see pg. 97).

Examples
Dr. Carnes is a professor of archeology from the University of Chicago and a rank 2 Scientist, trying to
decode the hieroglyphs of the dead Martian race. Normally, this has been considered impossible, but
Carnes has discovered a Rosetta Stone of sorts, an audio recording of Martian phonemes and their
ancient Venusian equivalents. Perhaps the sprawling library complex beneath Olympus Mons will reveal
its secrets at last!
Petty Officer Lisette Dirac is a rank 0 Scientist, based on her interest in biology and some advanced-level
astrophysics courses. Despite this modest background, she is the de facto science officer aboard the ICCS
Fastbuck, and the one her crewmates turn to when they encounter anomalies the ship’s Encyclopedia
Galactica can’t identify!

Suggested Boons/Flaws
Artifact, First-rate Facilities, Genius, Knowledge, Linguist, Savant, Reputation, Tools of the Trade
Apprentice, Arrogant, Clumsy, Combat Paralysis, Delicate, Frail, Fear of..., Gullible, Naivety, Obsession,
Poor Eyesight, Professional Rivalry, Slow to Act, Tedious, Thin Skinned, Timid, Urbanite

39
SCOUT

Other Names: Explorer, Guide,


Surveyor
Martial Career
Attributes: Strength, Mind
Favored TL: 1+
Promotion: Hard (-1)

Scouts are rural specialists adapted to survival across different types of terrain; at higher TLs they are
adaptable to different worlds, as well as quick studies of alien ecosystems. Notably, Scouts can ply their
trade without the benefit of high technology (on habitable planets), or at least minimal equipment.
Higher TL Scouts are often planetary surveyors, mapping unknown worlds and looking for valuable
resources.
Scouts are good at survival in harsh environments, orienteering, traversing rough terrain, and interacting
with indigenous groups. At the GMs option, they can add their rank when detecting or setting ambushes
in the wild.

Examples
Silak is a native guide on the planet Mirrihon, in the Antares system. By day he works with Terran
tourists, conducting popular nature walks that showcase the world’s spectacular flora and fauna. At
night he becomes leader of the Mirrihon First resistance, a growing movement dedicated to throwing off
Earth’s yoke in a glorious revolt!
Explorator-class survey ships always carry two Scouts; when a macroscopic examination of surface
details isn’t thorough enough, the pair are dispatched in the ship’s boat to conduct a surface expedition.
On several occasions this has led to casualties, causing the position of Scout to be viewed with both
respect and morbid curiosity by the rest of the crew.

Suggested Boons/Flaws
Alert, Athletic, Beast-Friend, Brawler, Disease Resistance, Environment-Born, Hard as Nails, Inured,
Keen (Sense), Knowledge, Linguist, Poison Resistance, Quick Recovery, Xenophile
Country Bumpkin, Obsession, Taciturn, Temper

40
SOLDIER

Other Names: Marine, Mercenary,


Security, Warrior
Martial Career
Attributes: Strength, Agility
Favored TL: 2+
Promotion: Moderate (0)

This broad career covers training in the personal application of violence, from a levied spearman on
some backwater to a squad of elite Marines aboard a starship. These are ground troops, a force in no
way made obsolete by future warfare; vaporizing an atmosphere with an orbital barrage renders a
planet uninhabitable, and radioactive cinders aren’t worth fighting over.
Soldiers are good at endurance, equipment maintenance, tactics, and basic first aid. They are familiar
with weapons and armor of their TL; Soldiers from lower-tech cultures can pick up the nuances of high-
tech weapons readily (see Mechanics, pg. 216). Ranks in Soldier can correspond to a formal military
system or imply a level of authority, such as a Mercenary captain. At the GM’s option, a Soldier can add
their rank when making priority rolls.

Examples
‘Mayhem’ Milligan is Squad Leader for her neighborhood watch on the wretched slumworld Deep Hovel.
Watch members aggressively patrol the corridors of their megastructure and shoot would-be criminals
on sight. They also engage in skirmishing ‘wars’ with rival hab complexes over parking spaces and other
limited resources.
All colonists of Rigel-5 do a compulsory stint in the Planetary Militia on reaching age 20. At a minimum
(rank 0 Soldier) they are trained in weapon use and perimeter defense; more promising candidates
(rank 1 and above) are taught commando tactics and raid Xhovid hive-nests regularly.

Suggested Boons/Flaws
Alert, Athletic, Brawler, Carouser, Cyberware, Deadeye, Fear Resistance, Fearsome Looks, Grappler,
Hard as Nails, Hard to Kill, Inspire, Martial Artist, Master Gunner, Quick Recovery, Slippery Target,
Tactician, Thick Skin, Two-Weapon Fighter, Veteran
Addicted, Arrogant, Hatred of . . ., Missing Eye or Ear, Missing Limb, Stressed, Taciturn, Temper

41
SPACER

Other Names: Crewperson, Jockey,


Space Trucker
Non-Martial Career
Attributes: Agility, Mind
Favored TL: 5+
Promotion: Moderate (0)

A common career among TL 5+ cultures, Spacers crew starships and perform all necessary duties
onboard. While they can fly ships using autopilot and AI assist devices, they lack the intuitive skills of
Pilots, and therefore cannot add their rank when performing maneuvers.
Spacers are familiar with all aspects of interstellar travel, including the rigors of suspended animation
(hot sleep, cryo-sleep, stasis, etc.). They are good at going EVA, vacc suit use, ship maintenance, and
resisting sudden changes in gravity. At the GM’s option, a Spacer can use their rank to offset any combat
penalties associated with fighting in variable gravity (see pg. 210).
A rank 3 Spacer can take a ship as an equipment pick with the GM’s permission.

Examples
‘Cowboy Bao’ Ng is a rank 2 Spacer and EVA expert extraordinaire, having earned his nickname after
saving a group of cadets endangered on their first spacewalk. Ng is also the inventor of the Smart Lasso,
a 100m lifeline/tether with directional jets and a haptic link, which has become standard on all rescue
ships.
To escape his homeworld Deep Hovel, Cleon (Spacer rank 0) had to stowaway aboard a merchant
freighter. Little did he know, the ship was on a far frontier route . . . now, while the rest of the crew lies
in the semi-stasis of hot sleep, their time perception constricted with special drugs, Cleon must scavenge
food and water as he avoids the ship’s watchful AI.

Suggested Boons/Flaws
Ace, Alert, Born-on-Board, Brawler, Carouser, G Monkey, Guild, Linguist, Master Gunner, Radiation
Resistance, Scorns the Void, Tools of the Trade, Vehicle
Addicted, Delicate, Out of Shape, Personal Code, Spendthrift, Stressed, Taciturn, Thin Skinned

42
WORKER

Other Names: Colonist, Laborer,


Miner, Roughneck
Non-Martial Career
Attributes: Strength, Agility
Favored TL: 2+
Promotion: Easy (+1)

This is another catch-all career associated with generalized or skilled labor (cf. Professional). At higher
TLs these careers may have been supplanted by robots, though in some settings ‘humanistic’ movements
have arisen to make sure actual people still fill these roles, at least as overseers. On the frontier, Workers
or Colonists form the backbone of any settlement.
Skillsets vary greatly by job and TL. Unskilled laborers engaging in ‘grunt work’ are good at lifting/
moving heavy objects, endurance, intimidation, and carousing. Workers who routinely use high-tech
equipment will often have at least rank 0 in Engineering (Technician or Mechanic).

Examples
CLEM 292 mines water-ice on the godforsaken moon, Purgatorio. Because he’s a bot and his productivity
far outstrips his human counterparts, CLEM found himself a target of his fellow miners. After narrowly
avoiding several ‘accidents,’ he confronted the ringleader and challenged him to a high-stakes poker
game, which he won—perhaps unfairly, as he has no ‘tells.’ Regardless, CLEM is now a union steward in
good standing and everyone’s pal!
Tracy is a rank 1 Worker who doesn’t talk much about her past. She clocks long hours unloading ships
in her heavy exo-rig, with occasional alcohol binges following. Naturally, she is the subject of much
speculation. Rumor holds that she’s the only survivor of the colony on Gliese 687c, whose fate has
remained unknown following a media blackout.

Suggested Boons/Flaws
Brawler, Carouser, Disease Resistance, Gearhead, Giant Strength, Hard as Nails, Low-Born, Quick
Recovery, Thick Skin
Addicted, All Thumbs, Clumsy, Country Bumpkin, Overly Modest, Spendthrift, Tedious, Temper

43
LIST OF BOONS AND FLAWS
New Space Pulp boons and flaws fall under four types: Standard, Cyberware, Alien/Mutant, and Robot/
AI. The last two can only be taken with the appropriate origin (see pg. 13), and the availability of cyberware is
dependent on the setting. Boons marked with a ‘*’ require the GM’s approval.
Some boons and flaws have been replaced to better fit the genre: Friend (replaced by Companion), Legendary
Weapon (replaced by Artifact), Luddite (replaced by Primitive), Psionic Sensitive (replaced by Psionic
Aptitude), Telekinesis, and Telepathy (both replaced by Sensitive).
Finally, the Grounded boon is redundant, as all characters in Space Pulp automatically stabilize if their resolve
is taken below 0 (see Mechanics, pg. 213).

STANDARD BOONS & FLAWS


Arcane (B) Allows the Mystic career to use spells in settings with ‘magic’; see pg. 195.
Arch Foe (B) Bonus die on attack rolls against a specific organization (space pirates, etc.).
Artifact * (B) Equipment from a higher TL than standard or with unusual powers.
Blank Slate (F) 1 career slot less at chargen, due to being ‘created.’
Companion (B) Tough level NPC functioning as a sidekick (robot, alien, buddy, etc.).
Dark Secret (F) Personal secret with devastating consequences if revealed.
Deadeye (B) Ranged attacks treated as one range increment less.
Empath (B) Bonus die to discern emotions and intuitively ‘read’ people.
G Monkey (B) Bonus die when maneuvering in low G or resisting heavy gravity effects.
Gearhead (B) Bonus die to fix, modify, or comprehend tech, including alien.
Guild (B) Membership in a system-wide organization, with various perks.
Less Human than Human (F) Penalty die on interactions when seen as a ‘second class citizen.’
Martial Artist (B) D6L base unarmed damage, plus half Mind or Agility in lieu of Strength.
Personal Code (F) Professional standards that cost all Hero Points if violated.
Primitive (F) Penalty die when dealing with TL3+ tech for the first time, other issues.
Professional Rivalry (F) Penalty die when interacting with people of same career.
Psionic Aptitude (B) Bonus die on activation roll with certain psychic effects (telepathy, etc.).
Psionic Resistance (B) Bonus die when resisting psychic effects.
Radiation Resistance (B) 1 pt. environmental protection plus bonus die against radiation.
Reputation (B) Bonus die on social interactions with impressionable types.
Robophobia (F) Phobic avoidance of robots and penalty die when interacting with them.
Savant (B) Eidetic memory with lightning calculation.
Scorns the Heat/Cold (B) 1 pt. environmental protection + bonus die to resist temperatures.
Scorns the Void (B) 1 pt. environmental protection against vacuum and bonus die to resist.
Sensitive (B) Allows the Psychic career to use psionic effects, other various abilities.

44
Sick (F) Chronic illness becomes a factor when ‘1’ is rolled prior to an adventure (d6).
Slippery Target (B) +1 defense against ranged attacks, plus avoid damage with a Hero Point.
Sucker Punch (B) Bonus die on melee attack and damage rolls when surprising an opponent.
Vehicle * (B) Take a special vehicle as an equipment pick, including a starship.
Veteran (B) +1 to combat abilities during chargen, but take an extra flaw.
Water-Born (B) Bonus die on swimming, diving, holding breath, etc.
Wealthy (B) +2 to Credit Rating over and above careers.
Xenohealer (B) Use the Physician career to heal non-human species, also synthetics.
Xenophile (B) Take a bonus die interacting with aliens, including resolve checks.
Xenophobe (F) Take a penalty die interacting with aliens and associated resolve checks.

STANDARD BOONS
Arcane
If the setting includes ‘magic’ available to the Mystic You can control your Companion’s actions (within
career (see pg. 195), you need this boon to cast reason) and have them act independently, though
spells. At the GM’s option, you may also have some they generally stick close. Companions are created
latent mystic abilities that occasionally manifest, as Tough NPCs (see Everywhen, pg. 92). They can
such as being able to sense magic, mild precognition, be killed, but you have the option of spending Hero
seeing ghosts, etc. Such abilities are never 100% Points to invoke Defy Death on their behalf. Losing a
dependable and subject to the GM’s whim. Companion is traumatic, causing d6H lasting resolve
damage.
Arch Foe
You are sworn to violence against a certain group Deadeye
(e.g., the Mercenary’s Guild, space pirates, Imperial You possess uncanny hand-eye coordination with
Guard, etc.) based on some injustice suffered in the ranged weapons. All shots are considered one range
past. When fighting a member of this group, you gain increment less.
a bonus die on your attack rolls. The GM can narrow Empath
the focus of the group if it seems too broad. This is a form of ‘low-grade telepathy.’ You are
Artifact * attuned to the emotions of others, including aliens
You have a special piece of equipment, possibly (granted that they have similar emotions), and can
from an alien culture or higher TL than the setting’s make intuitive leaps when gauging their reactions or
standard. The artifact can have unusual powers and likely behaviors. Take a bonus die in these situations
may serve as the focus of an adventure arc. If lost, or when attempting to communicate.
stolen, or destroyed you’re not getting another one, G Monkey
so guard the Artifact with your life! You are accustomed to changes in gravity, perhaps
Companion from long term exposure aboard a ship or orbital
You have a sidekick who hangs around on structure. Gain a bonus die on any rolls to withstand
adventures. This can be a buddy from the spacer’s heavy gravity, maneuver in zero g, etc. (see
academy, a furry alien, faithful robot, etc. Mechanics, pg. 210).

45
Gearhead
You have a natural affinity for machines, potentially Take a bonus die on social interaction rolls where
including alien tech. Gain a bonus die when this could be a factor, especially when dealing with
attempting to fix, jury-rig, modify, or discern the impressionable types (cf. Notorious).
workings of machines. Savant
Guild You can make very complex calculations in a short
You belong to an important professional institution, period of time, akin to the processing speed of a
usually based on a career (e.g., the Merchant’s Guild, computer. You also have a photographic memory. This
Spacer’s Guild, etc.). This institution spans multiple boon, in lieu of Arcane, may be required for casting
planets or systems. You gain a bonus die when ‘scientific’ spells, such as those associated with the
interacting with NPCs who are also members of the Chatterjee Equations (see pg. 195).
guild and have claim to hospitality or special services Scorns the Heat/Cold
the Guild offers at its embassies. You are inured to temperature extremes (heat or
Martial Artist cold, not both) as a result of long exposure. You have
You have been trained in formal unarmed combat. 1 point of environmental protection from extreme
Your base unarmed damage is d6L and you can add cold or heat and gain a bonus die when rolling to
half your Mind or Agility (rounded down) in lieu of resist any harmful effects. Cf. Radiation Resistance.
Strength. If you take a penalty die on your attack roll, Scorns the Void
damage is normal rather than fatigue. You have some resistance to hard vacuum, based
Psionic Aptitude more on experience than physiological changes.
This boon is only available to Psychics. You are You have 1 point of environmental protection from
particularly adept at one of the three main areas of vacuum environmental damage and gain a bonus
psionic effects: clairvoyance, telekinesis, or telepathy when rolling to resist any harmful effects. Note that
(see Psionics, pg. 182). This grants a bonus die when this boon doesn’t make you immune to vacuum—you
making associated activation rolls and reduces the still take 1 pt. normal damage per round of exposure
effect’s PP cost by 1. You can only take this boon (see Everywhen, pg. 69).
once for each rank in Psychic you have. Sensitive
Psionic Resistance You can tap the near-limitless powers of the mind!
Your mind is unusually resilient. You either gain a This boon is required to use psychic effects (see pg.
bonus die when rolling to withstand some psionic 181), though the scope of your abilities is determined
effect, or the Psychic targeting you suffers a penalty by ranks in the Psychic career. At the GM’s option, you
die on their activation roll (not both). You cannot may also have some latent psi abilities that manifest
take this boon along with Sensitive. from time to time, such as detecting the presence
Radiation Resistance of other sensitives, empathy (see the Empath boon
You have an inborn resistance to radiation, useful in on pg. 45), or flashes of precognition. Such abilities
all kinds of situations from reactor leaks to cosmic are never 100% dependable and subject to the GM’s
ray exposure. You have 1 pt. of protection from whim. Cf. Arcane.
environmental radiation damage and gain a bonus Slippery Target
die on any rolls to resist its harmful effects. You’re hard to draw a bead on in the heat of combat;
Reputation gain an additional +1 defense against ranged attacks
Your character has established wide renown for skill, only. Additionally, at the cost of a Hero Point, you can
bravery, exceptional talent, etc. “That’s Joey Haploid, negate a successful ranged attack from a Rabble or
the Fomorian gang’s enforcer. He never misses!” Tough level NPC that would otherwise hit you.

46
Sucker Punch
You are adept with surprise attacks. In such
situations, take a bonus die on melee attack and
damage rolls, for the first round only.
Vehicle *
You have a vehicle (hover bike, flyer, starship, etc.)
which would otherwise cost a great deal of money.
Any non-starship vehicle will be top of the line and
may have special features as well (armor-plating,
energy screens, etc.). Starships acquired by this boon,
however, will be an outdated model, likely with
several vehicle-related flaws (see pg. 105), though
still serviceable. Such vehicles are usually named. If
lost, destroyed, or stolen through the course of play,
the vehicle will not be replaced.
Veteran
This boon is only available to Barbarians and
Soldiers. You’ve had more than your share of combat
experience, even for a hero. As a result, you gain +1 Scary aliens aren’t a problem with the Xenophile boon!
to your combat abilities at chargen. However, you
must take an additional flaw because of your ordeals.
Water-Born STANDARD FLAWS
You grew up in a place where swimming was very Blank Slate
frequent, perhaps a water world or submerged You have less life experience than others; maybe as
arcology. Take a bonus die when swimming, diving, a result of being created, like a synthetic, or held in
holding your breath, and related activities. stasis for long periods of time. You have 1 less career
Wealthy slot and 1 less point to spend on careers during
You’ve accumulated a large sum of money, through character creation.
inheritance, luck, or ill-gotten gains. Add +2 to your Dark Secret
Credit Rating (CR) total. You harbor a damning secret that could doom you
Xenohealer socially if it ever came to light. Among other things,
You can use your Physician career to heal and treat this can make you more susceptible to blackmail, as
non-human species, including synthetics, without a well as resolve attacks pertaining to the secret (see
penalty. See pg. 212 for more details. pg. 214).
Xenophile Less Human Than Human
You are fascinated rather than repulsed by alien You are a synthetic human (see pg. 17), a robot, or
species, including those that are radically different. perhaps a clone based off an ‘original.’ Regardless,
Take a bonus die when interacting with aliens, people may see you as a ‘second class citizen’
including resolve checks that would involve fear or because of your origins and treat you accordingly.
disgust. Take a penalty die interacting with those who have
this bias.

47
Personal Code Xenophobe
You have a set of professional standards you won’t The opposite of Xenophile. Your fear of non-human
violate. This varies widely by career, but even (or setting non-dominant) entities is so great you
Criminals and Raiders can follow certain rules take a penalty die when interacting with them,
of conduct. Examples: never attack an unarmed including resolve checks against fear and disgust. Cf.
opponent, always help others in distress, never Fear of . . .
compromise a client, etc. The consequences of
violating a Code are severe: lose all your Hero Points
until you can atone. CYBERWARE
Primitive Cyberware is a special category of boons based on
You come from low TL culture (1 or 2) that has a bio-compatible upgrades surgically interfaced with
hard time with higher tech. This is as much from the body. At TL 5, this process is invasive; for each
superstition as anything else. Take a penalty die cyberware boon taken after the first, you must
when dealing with Renaissance level (TL 3) tech or take an additional flaw. Typical examples include
higher for the first time. This flaw can cause other Memorable, Stressed, Unsettling, and the special flaw
problems, such as not allowing a modern Physician to Transhuman Angst (see pg. 50). TL 6+ cyberware can
heal you because you don’t trust their medicine. feel and look completely natural, and does not incur
Professional Rivalry this penalty.
You generally don’t like people who share the same Augmented Attribute
(specific) career, if for no other reason than petty One of your four attributes has been upgraded to +1.
pride. Take a penalty die when interacting with them This is not overtly noticeable, though tissue scanning
or trying to accept their offers of assistance. This will detect the Augment’s presence. Examples
flaw is a special favorite among Duelists, Pilots, and include muscle grafting (Strength), hardwired
Scientists! neurons (Agility), increased synaptic speed (Mind),
Robophobia or pheromone-boosted glands (Appeal). The affected
You have a consuming fear of robots. Some have attribute has a maximum value of 6 rather than 5,
theorized this is due to an ‘uncanny valley’ effect, and a maximum starting value of 4 rather than 3. Cf.
or a subconscious conviction they are walking dead. Giant Strength, Cat-like Agility, etc.
Take a penalty die when interacting with them, if you Cerebral Implant *
do interact—a character with this flaw will normally You have a special receptacle slotted directly to
refuse services if a robot is providing them. Cf. Fear your brain. Different ‘career chips’ can be inserted,
of . . . granting the associated career at rank 1. For example,
Sick with the Physician career chip installed, you have
You have some type of chronic illness. It might the abilities of a rank 1 Physician in addition to your
eventually be the death of you, but for now you natural experience. Only one such career can be
manage most of the time. The GM rolls a d6 at the slotted at a time.
beginning of an adventure: on a ‘1’ result the illness Alternately, this boon allows you to make certain
will be a factor. It might incur a penalty die on certain equipment items internal, meaning they are always
rolls, inflict weakness (-1 Strength), or just cause with you unless the Implant is surgically removed.
you to cough at an inopportune moment. This illness Examples include a commlink or u-phone (see
is resistant to TL 5+ medicine; finding a cure might Equipment, pg. 91).
entail an adventure in itself!

48
CYBERWARE
Augmented Attribute (B) +1 to an attribute, increases starting max from 3 to 4, overall max to 6.
Cerebral Implant * (B) Allows different ‘career chips’ loaded at rank 1, or internal equipment.
Cyber Arm (B) Artificial arm at Strength +1 or 3, whichever is higher, other bonuses.
Cyber Eye (B) Bonus die on vision rolls, plus additional power (Deadeye, Night Sight, etc.).
Cyber Ear (B) Bonus die on hearing rolls, plus additional power (radio hearing, shutoff, etc.).
Cyber Hand (B) Artificial hand with grip Strength +1 or 3, whichever is higher, other bonuses.
Cyber Leg (B) Artificial leg at Strength +1 or 3, whichever is higher, other bonuses.
Cyber Organ (B) Artificial organ with varying effects, worked out with GM.
Cyber Weapon (B) Internal melee or ranged weapon, d6 + Strength or d6L damage respectively.
Hacker Visor (B) Bonus die on Programmer related rolls.
Nanite Blood (B) Automatically stabilize at negative lifeblood + heal 1 additional lifeblood/day.
Organ Redundancy (B) No additional damage from Vital Blow + bonus die to stabilize.
Sub-Dermal Armor (B) Light armor protection beneath skin, concealed. +1 protection to additional armor.
Transhuman Angst (F) Variable level flaw with different effects.

Cyber Arm Cyber Hand


You have an artificial arm with a Strength score equal You have an artificial hand with a grip strength of
to your Strength +1, or 3, whichever is higher. This your own Strength +1, or 3, whichever is higher. The
additional Strength does not add to lifeblood. Base hand confers a bonus die when climbing or retaining
unarmed damage when striking with this limb is d6L hold of something and does a base d6L unarmed
instead of d3. If you take this boon twice you gain +1 damage instead of d3.
to your overall protection and the Strength Feat for Cyber Leg
free. You have an artificial leg with a Strength score equal
Cyber Eye to your Strength +1, or 3, whichever is higher. This
One or both of your eyes has been replaced with additional Strength does not add to lifeblood. Base
bio-mechanical optics. This grants a bonus die on unarmed damage when striking with this limb is d6L
vision-related rolls plus an additional power, like low instead of d3. If you take this boon twice you gain +1
light vision (Night Sight) or a retinal aiming system to your overall protection and can add a bonus die
(Deadeye). when jumping or engaged in chases (see pg. 210).
Cyber Ear Cyber Organ
One or both of your ears has been upgraded with a One of your internal organs has been replaced with
special cochlear implant. Similar to Cyber Eye, you a bio-mechanical upgrade. This can have varying
gain a bonus die for hearing-based rolls, and an effects, which must be worked out with the GM.
additional power, such as the ability to ‘hear’ radio A cyber-liver, for example, could grant the Poison
waves or a safety shut-off if decibel levels become Resistance boon, as well as remove all negative
too high. effects of intoxication. Cf. Organ Redundancy.

49
Sub-Dermal Armor
You have light armor protection woven under your
skin. Though fully concealed, this is detectable with
tissue scanning. Wearing regular armor over sub-
dermal grants the higher level of protection +1.
Transhuman Angst (Flaw)
You can take this flaw multiple times, reflecting the
increasing sense of alienation you feel from losing
your humanity to invasive cyberware. At the first
level you are prone to fits of brooding and won’t
recover any resolve lost during an adventure, though
can still do so between adventures. At the second
level you must deduct a Hero Point from your
maximum total as your spirit begins to wane. Finally,
at the third level you gain the Stressed flaw.

ALIEN/MUTANT BOONS
Cyber Weapon Alien Inscrutability
You have a weapon implanted in your body, which is Your different physiology (or even lack of a face!)
normally concealed but can be detected with tissue makes it impossible for other species to ‘read’ you.
scanning. Melee weapons, such as forearm blades or Take a bonus die when bluffing or resisting emotional
claws, do d6 + Strength damage. Ranged weapons, manipulation.
like a laser-finger, do d6L damage and have a range Armor
increment of 10m. You have the natural equivalent of light armor
Hacker Visor protection, perhaps from bony silicate scales, thick
Your eyes have been replaced with a retinal- fur, a tough exoskeleton, etc. If you take this boon
controlled virtual keyboard that allows for lightning- twice, the protection rises to medium. You suffer no
fast computer use. You gain a bonus die on hacking social or Agility penalties as a consequence. Wearing
attempts or similar computer-related rolls, though regular armor over natural grants the higher level of
the Programmer career is still necessary. Your vision protection +1, or +2 if this boon is taken twice.
is otherwise normal. Bioelectric
Nanite Blood Your body can generate powerful electrical shocks.
You have repair nanites circulating along with This does d6 normal damage to anyone in contact
normal blood cells. You automatically stabilize if with you when activated, and has the Area Effect
your lifeblood is brought below 0 and heal 1 point of property out to 2m in water. With the right adapters,
lasting damage per day, whether resting or not. This you can also recharge equipment! Once used, it takes
is in addition to any lasting damage healed through 3 rounds to build up enough energy to do so again.
normal recovery. Chameleon
Organ Redundancy Your skin can mimic surrounding colors and textures,
Several of your vital internal organs have artificial making you hard to spot. This is not invisibility! Take
backups. You don’t suffer additional damage from a bonus die when attempting to sneak around. If
the Vital Blow option and can take a bonus die when motionless, you are Tough (-2) to spot.
rolling to stabilize.

50
ALIEN/MUTANT BOONS & FLAWS
Alien Inscrutability (B) Bonus die to bluff or emotionally manipulate humans.
Armor (B) Light armor protection; rises to medium if taken twice.
B.E.M. (F) Hideous to humans; penalty die on interactions + other effects.
Bioelectric (B) D6 normal electrical damage to those in contact + water.
Chameleon (B) Bonus die when sneaking, Tough (-2) to spot if motionless.
Cold-Blooded (F) Penalty die on priority and Agility checks in cold conditions.
Environment Adapted (B) No environmental damage from a selected environment.
Environment Dependent (F) Take environmental damage when outside unusual conditions.
Exotic Sense (B) Unusual extra sense like auras, air vibrations, etc.
Extra Appendage (B) Bonus die on melee attack rolls, other uses.
Extra Sense Organs (B) Bonus die as per Keen Sense, but other applications.
Hive Mind * (B/F) Boon, flaw, or both; bonus and/or penalty die in various situations.
Malleable (B) Can squeeze through narrow spaces, out of restraints, etc.
Missing Sense (F) Lacks one of the 5 basic senses.
Mutant Power * (B) Special power created with GM’s approval, requires extra flaw.
Natural Weapon (B) D6L or d6 + Strength damage, depending on size.
Non-Humanoid (F) Non-human shape or size causes various problems.
Organ Redundancy (B) No extra damage from Vital Blow, +1 lifeblood total.
Piercing Cry (B) Opponents suffer penalty die on their attack rolls the round you cry out.
Poison (B) Tough (-2) venom doing d6 lasting damage with secondary effects.
Slow (F) Penalty die in chase situations, reduced movement on tactical map.
Speedy (B) Bonus die in chase situations, increased movement on tactical map.
Stigma (F) Penalty die on interactions in humancentric settings.
Traversal (B) Various, unusual means of movement; clinging, gliding, burrowing, etc.
Vulnerability (F) 2 pts. normal or 1 lasting environmental damage from a certain substance.

Environment Adapted Exotic Sense


Choose an environment; water, atmosphere other You have access to some kind of unusual sensory
than oxygen/nitrogen, vacuum, etc. You take no input, such as minute earth vibrations, auras
damage when in this environment. However, you emanated by living creatures, ultra-high frequency
must also choose another environment where you hearing, etc. This can grant a bonus die in certain
are vulnerable to extra damage (+1 point per round). situations as well as provide information when other
This vulnerability can be circumvented with special characters are effectively ‘blind.’
equipment.

51
Hive Mind *
This boon can be taken as a boon or a flaw, or both,
depending on how it’s conceptualized. You maintain
telepathic contact with the rest of your species, at
least at a subconscious level. This does not require
the Psychic career or Sensitive boon.
As a boon, you gain a bonus die when resisting
mind control effects (see pg. 189), making most
resolve checks, and resisting emotional manipulation
(bluffing, intimidation, etc.).
As a flaw, you react slower at an individual level
(i.e. combat) and take a penalty die on priority rolls.
You also take a penalty die when rolling to create
something new, such as art or a between adventures
project using downtime project points (see pg. 97).
Malleable
Your flesh is unusually pliant; you may have a
cartilaginous skeleton or no skeleton at all, relying
on hydrostatic suspension for support. Among other
things, you can squeeze through narrow openings
and out of restraints. This boon can also be taken
along with Disguise (for mimicking appearances),
Hard to Kill, Hard as Nails (for multicellular
resiliency), etc.
Mutant Power *
You need the mutant origin to take this boon.
Exposure to mutagens has caused you to develop a
useful power. You can modify an existing boon from
the alien list or make up your own, subject to the
Extra Appendage GM’s approval. A single psychic effect would also be
You have an extra set of manipulative limbs or appropriate (see Psionics, pg. 181).
prehensile tail/trunk. Aside from many potential Natural Weapon
uses, you take a bonus die on attack rolls in melee You have a natural melee weapon, such as claws,
combat when up against someone with the standard sharp horns, a barbed tail, etc. Under normal
number of limbs. circumstances you can’t be disarmed. The weapon is
Extra Sense Organs either light and concealable, like retractable claws,
You have more than human-standard sensory organs. doing d6L+ Strength damage, or medium, like large
For example, three eyes spaced equidistantly around pincers, doing d6 + Strength damage.
the skull, or two large ears in addition to two smaller Organ Redundancy
ones, etc. This functions like Keen Sense, granting a You have multiple vital organs (hearts, brains, etc.).
bonus die when using the appropriate sense, but can As a result, you don’t take extra damage from the
also have other applications such as being able to see Vital Blow option and can add +1 to your lifeblood
behind you, superior directional hearing, etc. total.

52
Piercing Cry Cold-Blooded
You can emit a frightening roar, screech, hiss, etc. Your body does not maintain a constant internal
Your opponents suffer a penalty die on their attack temperature, instead drawing heat from the
rolls the same round you cry out. This can be done surrounding environment. In cold conditions you
more than once a day at the cost of a Hero Point. become sluggish, taking a penalty die on priority rolls
Alternately, you can make a free resolve attack (see and Agility checks. Cf. Feels the Cold.
pg. 214) on the same round you make a normal
Environment Dependent
attack.
Pick an unusual environment (ammonia gas,
Poison liquid methane, subzero temperatures, etc.).
You have venom-producing glands, which can be When outside of this environment, you take 1 pt.
introduced through skin contact or a natural carrier of lasting environmental damage per round. This
attack, such as fangs. The venom requires a Tough can be circumvented by wearing a vacc suit (see
(-2) Strength roll to resist its effects. Damage is Equipment, pg. 95), constantly circulating this
typically d6 lasting with a secondary effect d3 environment.
rounds later. The secondary effect usually applies
Missing Sense
a penalty die to Strength or Agility rolls until the
Your species lacks one of the ‘normal’ five senses.
lasting damage is healed. Natural carrier attacks do
They may have another one to compensate (see
d3 damage, 1 pt. of which must get past the target’s
Exotic Sense), but this can still cause problems. A lack
protection for the venom to have effect.
of touch can hamper your ability to use equipment
Speedy (cf. All Thumbs) or react appropriately to pain.
You are fast on your feet. Take a bonus die in chases
Non-Humanoid
(see pg. 210), or other situations where speed is
You do not have a humanoid shape or relative size,
relevant. If using tactical representation like a battle
which causes issues with standardized equipment.
mat, your base speed is 8m per round + 1 per point
This could also mean trouble fitting through
of Agility (see Everywhen, pg. 36).
doorways or navigating stairs! Some situations may
Traversal be impossible to traverse or work around; otherwise
You have some natural means for moving beyond take a penalty die on relevant checks.
simple walking. This can be anything from fins, wings,
Slow
glider membranes, gas bags for floating, clinging
You are slow on your feet. Take a penalty die in
suckers, powerful claws for burrowing, etc. The exact
chase situations (see pg. 210). If using tactical
form and effects must be worked out with the GM’s
representation like a battle mat, your base speed
approval.
is 4m per round + 1 per point of Agility (see
Everywhen, pg. 36). Sprinting is not possible. In
ALIEN/MUTANT FLAWS overland travel, you will slow the rest of your group
down if you do not have a vehicle or mount.
B.E.M.
You are terrifying to species other than your own Stigma
(B.E.M. stands for Bug-Eyed Monster). This goes In humancentric settings, aliens (or certain species of
beyond the Ugly and Brutish flaw; at first glance, aliens) can be viewed with suspicion and disdain, due
Rabble likely run screaming in non-combat situations. to widespread misconceptions or simple prejudice.
With others take a penalty die to social interaction Take a penalty die on most interactions in human
rolls. This flaw can be mitigated with a disguise, full society, except when dealing with more enlightened
helmet, etc., and doesn’t apply to friends. types. Cf. Less Human than Human.

53
Vulnerability
You are vulnerable to a substance considered
ROBOT/AI FLAWS
harmless by other species (e.g. water, salt, copper, Compulsively Honest
etc.). Touching this substance either causes 2 pts. You are not programmed for falsehoods and cannot
normal or 1 pt. lasting environmental damage per lie. Note that this does not affect the dishonest
round. Inducing the substance will act as a poison! behavior of others, such as your companions, only
your direct interactions.
Dodgy
ROBOT/AI BOONS There’s something a bit ‘off’ with your coding.
Armor If rolling a Calamitous Failure on any check, you
Your chassis has been reinforced with extra immediately engage in erratic behavior for d3 rounds,
plating. Taking this boon once upgrades your armor before primary programming reasserts itself. If the
protection to medium. Taking it twice grants heavy behavior is sufficiently amusing/inconvenient, the GM
protection. You suffer no Agility loss. may decide to award you a Hero Point.
Backup Copy
You have a backup disc containing your personality
algorithm, experiences, and skills, upgraded routinely
with downloads. Even if destroyed, you can be
downloaded into a new body to continue your
adventures. What kind of new body, of course, may
be limited to supplies on hand . . .
Capacitor
You can generate a powerful electric pulse
throughout your body, useful as a weapon, grappling
deterrent, or even to recharge equipment! See the
alien boon Bioelectric for details, though this pulse
can be generated every other round.
Nanite Healing
You have aggressive repair nanites circulating
through your systems. Following combat, you heal
1 point of lasting damage along with any lifeblood
normally recovered for a brief rest. Also, you heal 2
points of lasting damage per day spent resting. Cf.
Quick Recovery.
Psionic Circuits
You have advanced organic circuits that allow you to
use Mind Speech as a rank 1 Psychic (see pg. 185).
This is the only effect possible. Unfortunately, it also
renders you vulnerable to psionic attacks.
System Redundancy
You can reroute damaged internal systems to
multiple backups. In game terms, you don’t take extra
damage from the Vital Blow option and add 1 to your
lifeblood total.

54
ROBOT/AI BOONS & FLAWS
Armor (B) Upgrades armor to medium protection or heavy if taken twice. No Agility penalties.
Backup Copy (B) Even if completely destroyed, robot can be downloaded into a new body.
Capacitor (B) D6 normal electrical damage to those in contact + water.
Compulsively Honest (F) Unable to lie directly, though this does not apply to companions lying.
Dodgy (F) Erratic behavior for d3 rounds following most Calamitous Failures.
Emotion Emulator (F) Vulnerability to resolve attacks, intimidation, etc.
Logic Bound (F) Penalty die when socially interacting with non-robots.
Nanite Healing (B) Heal 1 point of lasting damage with a brief rest; 2 pts. lasting per day of rest.
No Self-Repair (F) Require an Engineer’s repairs to heal any lasting damage.
Non-Humanoid (F) Penalty die or difficulty modifier in certain situations (stairs, narrow doors, etc.).
Poor Seals (F) 2 pts. environmental fatigue damage/round in water or fine dust situations.
Property (F) Similar to Bounty flaw or annoying NPC owner who shows up periodically.
Psionic Circuits (B) Can use Mind Speech effect as rank 1 Psychic.
System Redundancy (B) No extra damage from Vital Blow, +1 to lifeblood total.
Tripartite Law (F) Cannot allow lethal damage to humans through own actions.
Upgrade Fever (F) Compulsively spend income on the latest upgrades, -1 to CR rolls.
Yesterday’s Model (F) Older, obsolete model causing penalty die in interactions with other robots.

Emotion Emulator Non-Humanoid


You have been programmed with emotion-simulating Your chassis is not shaped like a human, for practical
algorithms, to better interact with humans. As a or other reasons. You might be built to resemble
result, you have a resolve rating and can take resolve another species, a cylinder with treads, have a
damage. On the plus side, you can also spend resolve plumber’s helper as a manipulator, etc. This can make
for the That Was Close! Hero Point option. You cannot certain situations difficult, such as fitting through
take Logic Bound if you have this flaw. openings or traversing stairs. Assuming it’s even
Logic Bound possible, you must take a penalty die to get around
Your insistence on cold calculation makes it difficult these situations.
for organic life to like you. Take a penalty die on Poor Seals
interactions with non-robots. You cannot take Your chassis isn’t properly sealed against the
Emotion Emulator if you have this flaw. elements. If submerged in water or subjected to
No Self-Repair large amounts of dust, grit, or similar particles (i.e.,
You lack internal healing systems and must rely on an a sandstorm), you take 2 points of environmental
Engineer to recover lasting lifeblood damage (see pg. fatigue damage per round.
212). Cf. Poor Recovery.

55
Property
Someone owns you. If you’ve escaped your owner, 1. Only assign your 4 attributes at the start.
you’re on the run with a Bounty on your head. If not, Combat abilities, boons, and flaws are left
your owner is an inconvenient NPC who shows up unchosen for now.
periodically to make demands on your time—the GM 2. You can take rank 0 or 1 in any career
rolls a d6 at the beginning of an adventure; if a ‘1’ without having to roll.
comes up, this will be an issue.
3. Advancing to rank 2 requires a 2d6
Tripartite Law roll, adding one of the career’s favored
You have been coded with a particularly rigid set attributes. The career’s promotion difficulty
of directives. You cannot allow permanent harm to (Easy to Hard) acts as a further modifier.
come to humans or sentient organics because of your
actions, though you can defend yourself with non- 4. You can add +2 to a promotion check once
lethal means if attacked. during character creation, announced before
rolling.
Upgrade Fever
You must always be on the cutting edge, requiring 5. Look at the unmodified roll:
inordinate amounts of money for upgrades to your • Results of 2 or 12 (normally a Calamitous
programming—even though such ‘improvements’ are Failure or Mighty Success) yield calamities or
either scams or purely cosmetic. Take a -1 penalty to windfalls, respectively. See pg. 57.
all CR rolls. Cf. Obsession. • Results of 3, 4, 5, or 9, 10, 11 trigger an
Yesterday’s Model event (see Figure 1), specific to the career.
You’re an older model, considered obsolete by some, See pg. 58.
and painfully aware of it. Take a penalty die in most • Results of 6, 7, or 8 do not yield an event.
social interactions with other robots. Additionally, you
might be seen as less competent, despite your actual 6. If you fail the roll after modifiers (i.e.,
abilities. results less than 9) you cannot take another
rank in the career during character creation.
7. If you pass, you gain rank 2 and can try
PROMOTION for rank 3 with another roll. Rank 3 is the
This optional system makes character creation a maximum during character creation.
‘mini-game’ by adding random events. The central 8. If you achieve rank 3 you are entitled to
concept is that advancing beyond rank 1 in a career material benefits. See pg. 59.
requires a 2d6 roll, with modifiers.
Consequences ensue if the result is passed or failed
by a significant margin, though even a Calamitous After rolling for promotion, distribute any remaining
Failure won’t get your hero killed! Reaching rank career slots or points up to the normal maximum of
3 (the highest possible in character creation) nets 4.
material rewards.
The promotion system can be combined with other
random approaches to character creation, such Example
as determining a homeworld (pg. 10) or career Keiner Niemand achieves rank 3 in Pilot and
(pg. 69). If using promotion rules, it is strongly rank 1 in Scout with his promotion rolls. He still
recommended all players do so, as characters created has 2 career slots with 0 points left to distribute
with the traditional method can have an unfair among them, so he takes Engineer and Spacer at
advantage. rank 0.

56
FIG. 1 PROMOTION ROLL

CALAMITY WINDFALL

EVENT NO EVENT EVENT


2 3,4,5 6,7,8 9 , 10 , 11 12

UNMODIFIED ROLL (2D6)

CALAMITIES & WINDFALLS


After determining careers, select boons and flaws, A ‘natural’ 2 (snake eyes) on a promotion roll means
combat abilities, languages, and equipment picks something especially bad has happened, putting an
as per normal character creation. Boons acquired end to your career and having long-term effects.
during promotion events must still be ‘paid’ for in the Calamities for Martial careers are more dangerous;
normal manner, by acquiring flaws if past the first roll on table A. Non-Martial careers use table B.
boon or reducing Hero Points. No more than 2 rolls total on either table can occur
Flaws or reductions in Hero Points incurred through during character creation.
promotion events or calamities can ‘pay’ for boons A windfall means you gain automatic (i.e. no roll
you want to select, up to the normal maximum for necessary) promotion for your next rank, or allows
character creation (3 boons at start). you to pick your material benefits instead of rolling
A maximum of 2 flaws or reduction in Hero Points (see pg. pg. 59).
can occur during the promotion process. Any further
results of this type are ignored. TABLE A (MARTIAL)
Roll Result
Example 1-3 Combat takes you within a hairsbreadth of
While rolling promotion, Keiner Niemand gets death. Deduct 1 from your Hero Point total.
a Calamitous Failure and must deduct 1 Hero 4 Harrowing experiences leave you with
Point from his total per the calamity table. This mental scars. Take the Stressed flaw.
reduction counts as a flaw, so Keiner is entitled 5 Lose a limb (your choice). Take the Missing
to 2 boons without having to take any further Limb flaw, which may prompt cyberware.
flaws. He selects Hard as Nails as his initial boon 6 Lose an eye or ear (your choice). Take the
for his homeworld and Ace as suggested by the Missing Eye or Ear flaw, which may prompt
Pilot career. cyberware.

57
TABLE B (NON-MARTIAL) • Fail results can yield flaws, which help explain
why your career ended. Flaws are noted in italics
Roll Result after the failed event description.
1 A freak accident almost spells your doom. • Fail results can result in a loss of an equipment
Deduct 1 from your Hero Point total. pick for that career, abbreviated as -EP.
2-3 A close call leaves you with an irrational • Fail results can prompt your next career choice
fear. Take the Fear of . . . flaw. (if you have enough slots left). The career is
4-5 You are unfairly targeted and fail as a indicated in italics after the description, e.g.,
result. Take the Hatred of . . . flaw. Drifter.
6 Career stress prompts you to pick up a bad • Pass results can yield boons. The boon is noted in
habit, sabotaging advancement and leaving italics after the passed event description.
you with the Addicted flaw.
• Pass results can yield enhanced equipment picks,
abbreviated as +EP. This can be used to take an
extra equipment pick for the rank or an enhanced
item (see below).
• Pass results can yield an automatic promotion,
abbreviated as AP. You don’t have to roll for your
next promotion or can take your pick of material
benefits without rolling.
• Pass results can yield a bonus die, abbreviated
as BD. You can take a bonus die on your next
promotion roll or material benefits roll. For the
latter, roll 2 dice and take the result desired.
• Pass results can increase your Credit Rating by 1,
abbreviated as +1 CR.
• Pass results can suggest putting points into
combat abilities. These are not in excess of the
normal point allotment (4).

ENHANCED EQUIPMENT
Both promotion events and rolls on the material
benefits table can yield enhanced equipment picks,
abbreviated +EP. These offer two possibilities:
EVENTS • You can take an extra equipment pick for this
Unmodified lower or higher promotion rolls trigger career.
events. These are turning points in the career that • You can take an item of enhanced equipment.
can make or break you, depending on whether you Enhanced equipment represents items that are
pass the roll (P) or fail (F). Each career has a sub- relatively rare and/or hard to procure, such as
table with unique events, determined by rolling a d6. powered armor, psi crystals, heavy weapons, etc.
Along with narrative ‘color,’ results usually have a These items are marked with a ‘+’ on the equipment
game-mechanics consequence, in the form of boons, charts (see Equipment, pg. 77).
flaws, equipment picks, combat abilities, and more.

58
Even with an enhanced pick, the GM has final MATERIAL BENEFITS
say whether the item is going to be setting-
appropriate or too powerful to begin play with. On reaching rank 3, characters are entitled to some
type of long-term reward. Depending on the career,
Enhanced equipment can also represent unique
this can be formal, such as a pension, or informal,
items with a special history. These items can tweak
such as items acquired during the character’s
the rules in minor ways. They are not as powerful as
experiences.
boons like Tools of the Trade, but still desirable.
A bonus die (BD) on this table allows you to roll 2
• If the item confers a bonus die, it is conditional
dice and choose the result you want.
rather than acting all the time. The player and
GM determine when the bonus die will apply
(see example, below). Roll Benefit
• Weapons or armor that roll a ‘1’ on damage or 1-3 Career payout +1 CR. This ‘stacks’ with
protection can be re-rolled, taking the second previous CR increases from events.
result.
4 As above, but +2 CR.
• ‘Lucky’ items can be charged with 1 Faith Point 5 Enhanced equipment (+EP).
(see Everywhen, pg. 15). When expended, they
bestow a bonus die on a single roll. These points 6 Vehicle; this can include a ship with the GM’s
can be recharged when special conditions are approval. See the Vehicle boon, pg. 47.
met (see example, below).
• Weapons can take 1 quality they don’t normally
have, within reason. Good candidates are OPTION: LINKED EVENTS
concealable, penetration 1, and unobtrusive.
One problem with random events is that players
Enhanced equipment picks can be lost, stolen, or can occasionally roll the same results. This can be
destroyed during play, so guard them carefully! off-putting, as it makes these occurrences feel
less unique. “You were marooned on a strange
planet? Hey, I was too.”
Examples
One solution is to assume they’re not unique. If
Lorna gets an enhanced equipment pick for the 2 or more players roll the same event, this can
Criminal career. She decides on a key tuner (a be an opportunity to establish links before play
sonic lockpick) programmed with imperial codes. begins (see It’s a Small Universe . . . pg. 70).
The tuner confers a bonus die when attempting Assume both characters were involved in the
to pick locks in imperial facilities or ships. event. So, if player A rolls Inept CO on the Soldier
As a reward for his service, Dray Pulver receives event table and so does player B, perhaps they
a canonical seal blessed by the Undying Queen were in the same unit dealing with the same
herself. He wears this charm proudly next to his incompetent superior. Maybe player B was the
unit insignia. The seal has been charged with 1 incompetent superior!
Faith Point, which can be recovered by praying This option is best discussed with players and
at a chapel dedicated to Her Holiness. implemented with their approval rather than
After assassinating a high-ranking Noble, Lady imposed by the GM. PCs may feel that such
Malgeri steals her victim’s miniaturized ruby mingled backstories don’t fit well with their
laser, disguised as a fancy ring. This has the stats character concept.
of a normal laser pistol with the unobtrusive
property.

59
CAREER EVENT SUB-TABLES

ASSASSIN
1 Tortured—You’re caught and interrogated for
what you know. (F) You spill all. Dark Secret.
(P) But you don’t break. Inured.
2 Hard Target—Your mark is a major politician.
(F) Who you fail to hit. Bounty. (P) Who you
successfully neutralize. AP.
3 Soft Target—Your mark is an unprotected
civilian. (F) Whom you refuse to kill. (P) You
don’t let scruples get in your way. BD.
4 Deep Cover—You assume a new identity for a
hit. (F) But the mark sees right through it. (P)
And it proves watertight. Alter Ego.
5 Torpedo—Your mark is a crime boss. (F) Who
ends up recruiting you. Criminal. (P) Who has
goodies lying around. + EP.
6 Romantic Entanglement—Personal feelings
complicate a job. (F) And you fall, hard.
Obsession. (P) But you see the threat. Detect
Deception.

BARBARIAN BOUNTY HUNTER


1 Clan Warfare—You fight countless battles. (F) 1 High Value Target—Your bounty is a prominent
And lose more than you win. (P) Granting you politician. (F) Who escapes and smears your
hard-won skill. Veteran. name. Notorious. (P) Whom you collar. BD.
2 Invasion—Higher TL raiders attack your planet. 2 Hunter/Hunted—A target puts a price on your
(F) Wiping out your tribe. Drifter. (P) You head. (F) Forcing you into the underworld.
manage to fight back. +1 ranged or defense. Criminal. (P) And no one collects. Reputation.
3 Bodyguard—You are honored with protecting a 3 Romantic Entanglement—You develop feelings
clan chieftain. (F) Who dies on your watch. (P) for your quarry. (F) Which they use to double
Whom you save, more than once. BD. cross you. (P) Who reciprocates. Companion.
4 Pillage—Your raiding provides opportunities for 4 Rivalry—You and another bounty hunter have
prime loot. (F) Which you squander. - EP. (P) the same quarry. (F) And they get them first.
Which you manage to hold on to. +1 CR. Professional Rivalry. (P) Requiring you to team
5 Horde—A charismatic leader unites several up. Contacts
tribes. (F) But yours isn’t one of them. (P) And 5 Deep Pockets—You nab a master criminal. (F)
relies on you as an enforcer. Fearsome Looks. Who robs you blind. - EP. (P) Who pays you off
6 Kinslayer— A family member kills the clan to avoid capture. +1 CR.
patriarch/matriarch. (F) And pins it on you. 6 Dead or Alive—You’re tasked with a live
Taciturn. (P) Whom you eventually expose as capture. (F) Whom you promptly disintegrate.
the murderer. AP. (P) And bring in the entire gang! AP.

60
BUREAUCRAT DRIFTER
1 Hell in Triplicate—You manage military 1 Fellow Traveler—You encounter a mysterious
paperwork. (F) Badly. You’re drafted as a vagabond. (F) Who cheats you blind. -EP. (P)
result. Soldier. (P) Efficiently. BD. Who is a rich Noble in disguise. +1 CR.
2 Backstabber—To get ahead, someone has to 2 Beggar King—You fall in with a famous Drifter.
fall. (F) It’s you. (P) You masterfully twist the (F) Make that ‘infamous.’ Untrustworthy. (P)
knife on a co-worker. Glib. Who shows you the ropes. AP.
3 Poisoned Pen—You write a fateful memo. (F) 3 Press Gangs—Drifters are being rounded up.
Causing you, and a friend to get axed. Enemy. (F) And you’re one of the nabbed. Spacer. (P)
(P) Blackmailing a higher-up. +1 CR. But you fight to freedom. Brawler.
4 Lord of the Watercooler—You manage all 4 Day Labor—Destitute, you take a strenuous job.
the office scuttlebutt. (F) Instead of working. (F) And like it better. Worker. (P) Forcing you
Untrustworthy. (P) Sharpening your tongue. into shape. Quick Recovery.
Biting Comment. 5 Shanty Town—You find refuge on the outskirts.
5 Office Coup—There’s a regime change. (F) (F) And indulge in local vices. Addicted. (P)
You’re first on the chopping block. (P) Your Where you become an informal leader. BD.
supervisor is now on top. Contacts. 6 Stowaway—You sneak aboard a starship. (F)
6 Innovation—You revolutionize the workstream. And are ejected before takeoff. (P) Where you
(F) And your manager takes all the credit. (P) learn how to stay incognito. Stealthy.
And are recognized by the bigwigs. AP.

CRIMINAL DUELIST
1 Incarcerated—You are imprisoned. (F) And get 1 Take a Dive—You’re paid to throw a fight. (F)
out by ratting on your accomplices. Bounty. (P) And word gets around. Notorious. (P) But
And promptly escape. Escape Artist. nobody finds out. +1 CR.
2 Heist—You participate in a major operation. (F) 2 Knife at a Gunfight—You get shot at. A lot. (F)
And are scapegoated when it fails. Notorious. Time for a desk job. Non-Martial Career. (P)
(P) Which runs like clockwork. +1 CR. Making you harder to hit. Slippery Target.
3 Big Score—You knock over something big. (F) 3 Epic Dustup—A duel lasts way longer than it
And never stop bragging about it. Boastful. (P) should. (F) Leaving you scarred. Memorable.
Establishing your rep as a master criminal. AP. (P) Establishing your resilience. AP.
4 Take the Rap—To protect your boss, you accept 4 Choke—You suffer a panic attack before a major
blame. (F) And they forget you. (P) And now fight. (F) And it costs you the duel. Stressed.
they owe you a favor. Contacts. (P) But you ride it out. Hard to Shake.
5 Gang Warfare—You’re caught in a gangland 5 Reversal—A wimpy opponent wipes the floor
war. (F) And pick the wrong side. (P) And pick with you. (F) And you never live it down. (P)
the right side. BD. Making you more determined to improve. BD.
6 Double Cross—To survive, you have to betray 6 Fast as You—You’re beaten to the draw in a
someone. (F) And they’ll never forgive you. crucial fight. (F) Breaking your confidence. (P)
Enemy. (P) And also rip them off. +EP. So you practice your speed. +1 initiative.

61
ENTERTAINER
1 Lucky Break—Someone influential notices you.
(F) Too bad you choke. (P) And the rest is
history. AP.
2 Upstaged—Another Entertainer steals your
thunder. (F) And you can’t live it down.
Professional Rivalry. (P) So you change your
look. Disguise.
3 Sellout—You make some serious money. (F)
And it robs you of your passion. Greed. (P) But
you keep your focus. +1 CR.
4 Comeback—Your initial success dies down. (F)
Despite repeated attempts, you can’t get it
back. -EP. (P) Lightning strikes twice! BD.
5 Limelight—You get some exposure. (F) And it
goes to your head. Arrogant. (P) But you put
up barriers, and keep yourself intact. Artistic.
6 Scandal!—Peccadilloes come to the surface. (F)
Okay, major peccadilloes. Addicted. (P) But you
sue the paparazzi. +EP.

ENGINEER MERCHANT
1 Stitch in Time—You are tasked to repair key 1 Trade Route—You open a new route. (F) Only
equipment, urgently. (F) But it doesn’t stay to have it seized by competition. Timid. (P) And
fixed. (P) And succeed, saving lives. BD. profit accordingly. +1 CR.
2 After Hours—Long shifts mean heavy drinking. 2 Boom—Suddenly, the markets are booming!
(F) Which proves too much for you. (P) And (F) And you become overbold. Greed. (P) You
you learn to hold your liquor. Carouser. seize advantage with foresight. +EP.
3 Prototype—You work on a select, secret project. 3 Bust—The markets fall hard. (F) And so does
(F) And are seduced into industrial espionage. your career. (P) But shrewd bargaining keeps
Criminal. (P) Which performs brilliantly. AP. you afloat while others drown. BD.
4 Make Do—You never seem to have adequate 4 Commodities—You discover a new luxury item.
tools. (F) Causing a costly accident. - EP. (P) So (F) Which flops after being introduced. (P)
you develop your natural ones. Deft Hands. Cementing your reputation. AP.
5 Wrench-Swinger—Team conflicts are settled 5 Bankrupt—Your financial backers go belly-up.
the old way. (F) You get into too many fights. (F) As do your dreams. -EP. (P) Forcing you to
Temper. (P) You learn to defend yourself. +1 to find new ones. Contacts.
defense or melee. 6 Monopoly—An associate corners the market.
6 Black Box—You help work on alien tech. (F) (F) And antitrust laws take you down with him.
Which you never figure out. (P) Which you (P) And you make out like a bandit. Wealthy.
reverse-engineer for a patent. +1 CR.

62
MYSTIC NOBLE
1 False Prophet—You study under a would-be 1 House Warfare—Your family is embroiled in
savior. (F) And are completely duped. Gullible. conflict. (F) And you become a pawn. Soldier.
(P) Whom you expose. Detect Deception. (P) Forcing you to train. +1 melee or ranged.
2 Pilgrimage—You embark to a distant, holy site. 2 Squabbling—Spies and skullduggery haunt your
(F) Which you never reach. - EP. (P) Which career. (F) So you join them. Assassin. (P)
brings enlightenment. Divine Blessing. Sharpening your wits. Glib.
3 Dangerous Visions—You make several bold 3 Revolution—Uh oh. Major social upheaval. (F)
predictions. (F) And not a single one comes To escape, you dress in rags. -EP. (P) You help
true. (P) Establishing your foresight. BD. your peers escape off-planet. Contacts.
4 Heresy—You help discover several lost tracts. 4 Court—You serve in the imperial (or high) court.
(F) Which are subsequently destroyed. (P) (F) And are demoted of status. Envoy. (P) And
Which are integrated into the faith. AP. draw attention for your competence. AP.
5 Atone—You commit a serious transgression. (F) 5 Regicide—A major ruler is killed. (F) And you
Too serious to be forgiven. (P) And your ordeal grasp for power before the body cools. (P) And
teaches true humility. Comforting Words. you maintain order in the power vacuum. BD.
6 Asceticism—You throw yourself into merciless 6 Inheritance—You stand to gain from a recent
study. (F) Damaging your health. Out of Shape. death. (F) But your siblings take it all. (P) And
(P) And taste the fruits of wisdom. Knowledge. wrangle more than your share. +2 CR.

PHYSICIAN
1 Quarantine—You are sent to a contagious area.
(F) And leave before it kills you. (P) But you
don’t succumb. Disease Resistance.
2 Malpractice—You are legally charged after a
patient dies. (F) And found guilty. -EP. (P) But
vindicated after a thorough investigation. BD.
3 Miracle Cure—You help to discover a new
treatment. (F) Which later proves dangerous.
(P) Securing your name in the field. AP.
4 Quack—You befriend an unreliable practitioner.
(F) Who pulls you into their shenanigans.
Naivety. (P) Whom you expose. +1 CR.
5 Placebo—You work with a research team. (F)
And decide you like academia better. Scientist.
(P) And gain esoteric knowledge. Knowledge.
6 Hands-On—You are forced to treat mass
casualties. (F) It’s too much. Addicted. (P)
Sharpening your trauma skills. Field Medic.

63
PILOT
1 Grounded—Injury forces you out of the cockpit.
(F) And your skills get rusty. (P) So you
double-down with simulator time. BD.
2 Enemy Ace—You go up against a legendary
pilot. (F) And suffer a legendary defeat. (P)
Who you take down a peg. AP.
3 Daredevil—Your work requires a stunt-flyer’s
ego. (F) But your skill doesn’t match. Boastful.
(P) And you’ve got the right stuff! Ace.
4 Crash—A maintenance error forces you down.
(F) And you get the blame. -EP. (P) And you
finagle a cut of the salvage. +1 CR.
5 Smuggler’s Run—You’re tricked into hauling
contraband. (F) And decide it’s more lucrative.
Criminal. (P) And get a fair cut. +EP.
6 Prototype—You get to fly an experimental
vehicle (F) Which you crash. (P) And put it
through its paces. Fear Resistance.

PROFESSIONAL PROGRAMMER
1 HR Complaint—You are targeted by HR. (F) And 1 Black Ice—You have a run-in with military
escorted out so quick you can’t grab anything. code. (F) And escape, at a price. Bounty. (P)
-EP. (P) But are eventually vindicated. BD. Establishing your reputation. BD.
2 White Collar Crime—You succumb to illegal 2 Phished—Someone uses your identity to commit
temptation. (F) And it’s downhill from there. a crime. (F) Running you out of the biz. (P)
Criminal. (P) But are never caught. +1 CR. Whom you discover and extort. +1 CR.
3 Dream Team—You are assigned to work with 3 Hot Deck—You get some prime equipment. (F)
top pros. (F) Who thoroughly outshine you. (P) But the owner takes it back. -EP. (P) Finders,
And hold your own, brilliantly. AP. keepers! Tools of the Trade.
4 Saturated—Too many professionals of your 4 Antivirus—You’re tasked to purge new
type are available. (F) Forcing you elsewhere. malware. (F) But enable it to spread, instead.
Worker. (P) So you retrain. Knowledge. Notorious. (P) And nip it in the bud. AP.
5 AI—Artificial intelligence threatens to take your 5 Unbraked—Your boss is a rogue AI. (F) Who
job. (F) And does so. (P) But can’t replace your doesn’t take your resignation kindly. Enemy.
inherent talents. Artistic. (P) Who upgrades you. Genius.
6 Commission—A wealthy patron takes interest 6 Bluescreen—A massive system crash occurs. (F)
in your work. (F) But you blow it, and word On your watch. (P) And you physically confront
spreads. (P) And you get a bonus. +EP. the saboteurs! +1 to melee or ranged.

64
PSYCHIC RAIDER
1 Rival—Another, more powerful Psychic dislikes 1 Mutiny—You try to overthrow your captain. (F)
you. (F) And runs you off. (P) Whom you And get marooned after you fail. Barbarian.
outperform, anyways. BD. (P) And take their place! AP.
2 Eccentric Master—You train under a real 2 Ransom—You befriend a hostage. (F) Who gets
weirdo. (F) And it rubs off. Unsettling. (P) And caught escaping and blames you. (P) Who later
gain unique insight. Psionic Aptitude. rewards you following their escape. +1 CR.
3 Burnout—Training pushes you to the limit. (F) 3 Loot-Crazed—You and your companions seize a
Leaving you physically damaged. Delicate. (P) rich haul. (F) Which you squander. Spendthrift.
But you emerge stronger. Power of the Mind. (P) And you keep some prize swag. +EP.
4 Test—You are challenged to face your ultimate 4 Marque—You gain formal authority to raid. (F)
fears. (F) And balk. (P) But overcome the Rescinded after your crew commits an atrocity.
mind-killer. Fear Resistance. Bounty. (P) And serve with distinction. BD.
5 Attune—An alien psychic force reaches out. (F) 5 Police Action—A ‘soft target’ turns out to be the
And nearly drives you mad. Obsession. (P) And law. (F) Who wipe out your crew. (P) Whom
you manage to communicate! AP. you defeat after losing friends. Arch-Foe.
6 Loaner—Your skills are sought by officials. (F) 6 Gundeck Brawler—You get in a lot of fights. (F)
Whom you disappoint. (P) Who award you for Which catches up to you. Temper. (P) Strike
your performance under fire. +1 CR. first! Strike hard! Sucker Punch.

SCIENTIST
1 Lab Politics—Competition in your lab is cut-
throat. (F) And proves too much. Professional
Rivalry. (P) Only the smart survive. Genius.
2 Think Tank—You work in a secluded lab. (F)
Learning little of the outside world. Urbanite.
(P) Which has its perks. First-rate Facilities.
3 Paradigm Shift—You are part of a theoretical
upheaval. (F) Later proven completely false.
(P) Revolutionizing the field. BD.
4 Publish or Perish—You help write an influential
paper. (F) And are discredited by co-authors.
(P) And receive a hefty grant. +1 CR.
5 Cherry Picker—You fudge data on a major
experiment. (F) And get caught. (P) And get
away with it, clean. AP.
6 Fieldwork—Your research takes you to far-flung
places. (F) Where you lose your equipment.
-EP. (P) Where you pick up new languages.
Linguist.

65
SCOUT SPACER
1 Crash—Your ship crashes on a remote planet. 1 Salvage—You come across valuable salvage.
(F) Forcing you to go native. Barbarian. (P) (F) Which you lose, through some mistake. (P)
Only the strong survive! Athletic. Which you manage to claim. +1 CR.
2 El Dorado—You discover hidden alien ruins. (F) 2 Pirate Attack—Corsairs attack your ship. (F) You
But can’t remember exactly where. Obsession. survive, but the ship is taken. Drifter. (P) You
(P) And find something special inside. Artifact. help fight them off. +1 to melee or ranged.
3 Recon—Your skills are put to tactical uses. (F) 3 Lost—Your ship becomes lost, in-system or
Landing you in uniform. Soldier. (P) Repeated hyperspace. (F) You’re eventually rescued. (P)
skirmishes toughen you. Hard as Nails. You help discover the way back. BD.
4 Ambush—You’re bushwhacked! (F) Hostiles 4 Alien—Your crew encounters a new lifeform.
steal your equipment. -EP. (P) But you turn the (F) Which kills half of them. Xenophobe. (P)
tables, and learn a local secret. BD. Which you befriend. Xenophile.
5 Megafauna—You discover a dangerous new 5 Radiation—Excess levels flood the ship. (F) You
predator. (F) Or rather, it discovers you! (P) The have to be treated planetside. Sickness. (P) But
find advances your career. AP. you manage to survive. Radiation Resistance.
6 Safari—You help guide Nobles on a hunt. (F) 6 Mutiny—Your ship crew rebels. (F) You’re one
And one of them gets hurt, blaming you. (P) of the mutineers, and eventually charged.
They bag big trophies. + 1 CR. Criminal. (P) You put down the mutiny. AP.

SOLDIER
1 Reduction in Force—Your unit is deemed non-
essential. (F) Ending your military career. (P)
But your skills guarantee reassignment. BD.
2 For Glory!—You participate in a key battle.
(F) Which leaves lasting scars. Stressed. (P)
Followed by several more. Veteran.
3 Inept CO—You are saddled with an incompetent
superior. (F) Who takes you down with them.
-EP. (P) Whom you expose. AP.
4 Take Point—Opportunities for bravery are
frequent. (F) Too frequent. Addicted. (P) And
you take them whenever possible. Alert.
5 Blue Falcon—You’re accused of betraying
comrades for self-gain. (F) Untrue, but it sticks.
Taciturn. (P) Untrue, and you prove it. Inspire.
6 TDY—You are temporarily assigned to a remote
location. (F) And go AWOL. (P) And pick up
some specialized training. Tactician.

66
WORKER Any player-created homeworlds are subject to final
approval by the GM. Smaller worlds that are easily
1 Hazardous—Your job routinely exposes you integrated into the established setting have a small
to dangers. (F) Too often to take. (P) Which ‘footprint,’ while larger ones that don’t quite fit the
toughens you. Hard as Nails. theme or place creative constraints on the GM have a
2 Union Dues—You help organize fellow Workers. big footprint. When dealing with larger footprints, it
(F) And get shipped out by management. -EP. is recommended to apply the Rule of Remoteness.
(P) Eventually becoming a steward. +1 CR.
3 Orbital—Your work takes you into space. (F)
And you don’t shuttle back. Spacer. (P) Where THE RULE OF REMOTENESS
you become proficient in low g. G Monkey.
4 Labor Relations—Management tolerates The bigger the footprint, the farther away
fighting. (F) You spend too much time the homeworld is from the initial campaign
recovering. (P) You can take it! Thick Skin. setting.
5 Suspect Device—Your equipment never works.
(F) You fix things more than you work.
Engineer. (P) But you still meet quota. BD.
6 Disaster!—An accident threatens your worksite.
Examples
(F) Possibly because of you. All Thumbs. (P)
But you single-handedly stop it. AP. Player One wants to make a homeworld for his
hero, a robot Worker who escapes his employers
and seeks a living among the stars. The player
creates an ice-moon named Purgatorio, home
PLAYER-CREATED to a tyrannical mining company. Since the moon
is small and the GM feels the overall concept
HOMEWORLDS fits well with the setting, she assigns Purgatorio
a small footprint, placing it in orbit around an
With the GMs permission, players can create already-established gas giant in the campaign’s
homeworlds for their heroes during the chargen main system.
process. This can potentially save worldbuilding work Cheeky Player Two, however, wants to create a
for the GM and gives players an immediate ‘buy-in.’ homeworld to justify his uber-powerful hero. He
Unfortunately, it can also cause headaches, especially envisions the throne world for a galaxy-spanning
when power gamers try to unbalance the setting. empire, where every citizen is a powerful Psychic
Therefore, some caveats are in order. with access to advanced alien weapons. This
The Worlds chapter on pg. 166 offers some is a huge footprint, placing constraints on the
guidelines for creating planets, along with 36 specific GM’s carefully designed setting. Aside from
types arranged in a d6,6 table. However, player- banning the world outright, the GM is within her
created worlds don’t need much detail—in fact, it’s rights to place it far, far away from the starting
probably better to keep things vague and undefined system, perhaps in a distant galaxy or parallel
at first. Such homeworlds don’t even need a name! dimension. Which begs the question: how did
Minor descriptions like “a nigh-forgotten colony, Player Two’s hero get here, anyways?
far away from the main trade routes” or a “high
population core world with advanced tech” will
suffice.

67
OPTION: GRITTY HEROES
For some sci-fi settings, notably horror-themed or
grim, urban cyberpunk, having PCs start out less
powerful is recommended. Weaker characters
feel more vulnerable to players, helping to
emphasize survival and management of crucial
resources.
Appropriately, ‘grimdark’ style heroes are halved;
2 points for attributes, 2 slots for careers with 2
points to spend between them, and 2 points for
combat abilities. Lifeblood, resolve, etc. are all
calculated as normal. Characters must take a flaw
for every boon, including their initial one.
As these types of heroes are often less-than-
perfect, buying an attribute down to -1 and
increasing another is more acceptable.
The biggest difference involves Hero Points.
Depending on the setting, PCs start out with
either 2 or 0. The latter amount is especially
appropriate for horror adventures.
Hero Points can be gained during play by
accepting Calamitous Failure consequences or
good roleplaying. If starting with 0, GMs are
recommended to use the Burning Resolve rules
(see Mechanics, pg. 215). This allows PCs to
modify dice rolls by spending resolve—a risky
proposition.
Finally, starting out weaker and improving
incrementally fits the expectations of many
players, likely due to the popularity of ‘class and
level’ RPGs.

68
RANDOM CAREERS SAMPLE LANGUAGES
If desired, players may wish to interject some Though knowledge of different languages can be
randomness into character creation by rolling careers. obviated by things like telepathy and certain types
This is especially helpful if needing a creative ‘nudge’ of equipment (e.g., voders; see pg. 95), most people
or drawing a complete blank on filling a career slot. still bother learning them. The following examples
Rolling a completely random hero is possible though span several different settings and are not meant as
not necessarily recommended, as the process can part of a consistent whole.
yield some unlikely results.
Spanglic
The following table organizes careers under a
The lingua franca among frontier colonies and
random d6,6 roll. More common careers associated
several key core worlds, Spanglic is a combination
with the genre (e.g. Spacer, Soldier, etc.) have a
of Spanish and English, with simplified grammar
higher chance of appearing, while more specialized
rules. Linguistic historians have noted likely ties to
ones, like Assassin or Psychic, have a lower chance.
Esperanto, a constructed language from an earlier,
more hopeful time.
RANDOM CAREER ROLLS Slumtongue
D6,6 roll Career Mixing several Old Earth languages with over fifty
(1,1) Assassin thousand slang words, this grotty dialect originates
from the mother of all ghetto-worlds, Deep Hovel.
(1,2) Barbarian
Cancri
(1,3) Bounty Hunter
Believed to be a high-speed series of clicks, the
(1,4) Bureaucrat written form of Cancri is often studied by artifact
(1,5) (5,1) (6,3) Criminal hunters, searching for weapons created by this
(1,6) Drifter violent precursor race.
(2,1) Duelist
(2,2) (5,2) Engineer
(2,3) Entertainer
(2,4) Envoy
(2,5) (5,3) Merchant
(2,6) Mystic
(3,1) Noble
(3,2) Physician
(3,3) Pilot
(3,4) (5,4) Professional
(3,5) Programmer
(3,6) Psychic
(4,1) Raider
(4,2) (5,5) Scientist
(4,3) Scout
(4,4) (5,6) (6,4) Soldier
(4,5) (6,1) (6,5) Spacer
(4,6) (6,2) (6,6) Worker

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Neo-Basic
A ‘pure’ machine language based on mathematics,
HERO CREATION SUMMARY
Neo-Basic expands on traditional binary with a
hexadecimal system. Some speculate its formation 1. Come up with some general ideas about
allowed for true abstract thought among artificial your hero to guide the process.
intelligences. Humans with the Savant boon can 2. Choose a homeworld. This can be selected
actually speak Neo-Basic, though they do so at a from a GM’s list, rolled randomly, or created
much slower rate than their machine counterparts. by the player with the GM’s approval.
Latin 3. If desired, choose an origin.
Resurrected by the Universal Order of Benign
Sentience for their services, this once-dead language 4. Divide 4 points between the 4 attributes
is also used by the Undying Queen’s court. Her (Strength, Agility, Mind, and Appeal). The
Eminence insists all proceedings be held in Latin, to maximum starting value for an attribute is
give them a more formal flair. normally 3.

Unbeknownst to either group, the dread Disciples 5. Choose 4 careers and divide 4 points
of Azm speak a corrupted version as well . . . when between them. This works best if the
summoning daemons. careers are in chronological order. If using
the optional promotion system, heroes need
Vermean B to roll for each rank past 1. The maximum
‘Spoken’ by the dominant caste of Phasmids on the starting value for a career is 3.
ancient, insect-ridden planet, Vermis, only a portion
of this language is oral. The bulk uses scents to 6. Careers can be chosen or rolled for randomly.
convey information, usually for emotional emphasis. 7. Divide 4 points between the 4 combat
Since the human capacity to readily produce odors abilities (initiative, melee, ranged, and
is limited, full conversation in Vermean B requires defense).
special apparatus. 8. Select boons and flaws. Your first boon
comes from your origin (if any) or your
homeworld, as does your first flaw. For each
IT’S A SMALL UNIVERSE . . . boon past the first, you must take a flaw or
Pulp sci-fi is generally fast and loose when decrease your Hero Point total by 1. Heroes
introducing characters to one another. Heroes could start with a maximum of 3 boons.
start out as members of a tramp freighter’s crew, or 9. Select languages. You get ‘Common’ +1
be thrown in together media res, with some conflict additional language for each point of Mind.
already taking place as part of an opening encounter. Some boons and careers grant additional
This usually feels more satisfying than tried-and-true languages.
fallbacks like everyone meeting in a space cantina.
10. Determine lifeblood, Hero Points, Psionic
Another option is to look at a hero’s career list; if Points, etc. as per standard rules. Some
two or more heroes share a career in common, then settings use the resolve mechanic (10 +
perhaps they have already met at some point in their Mind).
travels. Characters who are familiar with each other
11. Select equipment picks (1 per career) at the
are easier to bring into an initial adventure, and
appropriate Tech Level (TL) for the career.
might have some ‘unfinished business.’ This makes
for good role-playing opportunities! 12. Name your hero and determine if they have
any existing connections with other PCs.

70
HERO CREATION EXAMPLES
Two examples of Space Pulp character creation follow. The first hero was made using the traditional method,
with a well-imagined concept at the start. The second hero was generated using the promotion system and
rolls on the random career chart. In both cases, the steps for character creation were organic, not following a
strict order. Flexibility is key!

EXAMPLE ONE: CLEM 292


Sean wants to play a robot hero. A fan of the classic sci-fi film Outland, he imagines a determined
character who must prove himself on a hostile job, where the greatest danger is his fellow co-workers!
With the GM’s permission, Sean creates a homeworld for his hero, the hellish ice moon Purgatorio. As
Purgatorio is both small and fits well with the setting’s established themes, the GM decides it has a small
footprint (see pg. 67) and places the moon in the system where initial adventures will begin.
Sean picks Worker as CLEM’s first career. The robot is a hardscrabble miner, digging water ice from the
moon’s strata. Sean decides to pick CLEM’s initial boon at this point, using the list for the robot origin. He
goes with Brawler as CLEM has to fight a lot, with human miners and other bots, just to keep his chassis in
one piece.
Along these lines, Sean gives CLEM Strength 3, the maximum amount without
a boon, and Mind 1. Even though its permissible for the robot origin, he opts
not to buy down Appeal. CLEM has a hard enough time getting along!
The GM is not using the promotion system, so CLEM takes rank 2 in Worker
as he carves out a place for himself on the job. He also takes Engineer
(Technician) at rank 1, given that he routinely repairs the heavy
equipment he operates, and Programmer at rank 0, to reflect a
familiarity with the basics of code.
CLEM now takes a second boon, Armor, from the robot origin list.
Sean envisions him being upgraded to a heavier chassis as he
undertakes more dangerous work. A second boon necessitates a
flaw, and CLEM takes Less Human than Human, to help explain
the hostility the hard-working bot has had to endure.
The Armor upgrade suggests a sequence of events,
culminating in CLEM’s final career. With his growing
awareness of safety risks, CLEM tries to use his union
connections to push for better work conditions. This doesn’t go
over well with the mine’s owners, forcing CLEM to flee Purgatorio
before he suffers an untimely ‘accident’!
Luckily, the resourceful robot manages to sign on with an ice-
hauler crew just before they ship out. CLEM’s technical skills put
him in good stead with ship’s captain. He takes Spacer at rank 1
as he grows comfortable operating a ship. CLEM 292 is now
ready for further adventures!

71
EXAMPLE TWO: MARA
Kristine wants to play a Psychic hero named Mara, but doesn’t have any firm concept beyond this. The GM
has informed her all players will be using the promotion rules.
Kristine gives Mara Mind 2 along with Agility and Appeal 1. The GM tells her there is a Psychic enclave on
New Abydos, and Kristine chooses that as a homeworld rather than creating her own.
Mara takes Psychic as a first career at rank 1 and wants to try for rank 2. She adds Mind (+2), +2 for her
one-time promotion bonus, and subtracts the career modifier of Hard (-1), for a net +3. She rolls a 6,
modified to 9 and narrowly succeeds. The unmodified roll of 6 does not trigger an event.
Mara decides to push on for rank 3. Her new modifier is a net +1 and she rolls a 5, modified to 6. Failure.
Because her unmodified 5 triggers an event, she rolls on the Psychic sub-table and gets a 1, Rival. She is
driven from her training by another, more influential student.
Mara rolls on the random table for her next career and gets Drifter. This makes sense given her recent
experience; Mara decides to wander a bit as she seeks a new purpose in life. She takes Drifter at rank 0
and rolls again, getting Bounty Hunter.
This makes less sense. Kristine didn’t envision her hero as a cigar-chomping badass. She’s tempted to
roll again, but the GM encourages her to stick with it. A Psychic skip-tracer? Well, it could make sense,
especially as a means of tracking people down.
Kristine comes up with an explanation: while wandering as a Drifter, Mara used
her powers to locate the sister of a fellow stowaway. Word got out she was
good at finding lost people, and Mara began using detective work along with her
psionic abilities.
Warming to the idea, Mara takes Bounty Hunter at rank 1 and tries for 2. She
rolls with a net +1 but gets a ‘natural’ 2. Calamity! Something has gone
horribly wrong, and Mara must roll on table A for martial careers.
She rolls a 5 and loses a limb. Kristine decides that while Mara
was trying to rescue a client, a slaver’s laser-pulse severed her
left arm at the shoulder. Not wanting to have Missing Limb as
a flaw, Mara opts for a cybernetic replacement and takes the
Cyber Arm boon.
For her final career, a roll on the random table yields Criminal. Again, a little
off-putting, as Mara is shaping up to be someone darker than Kristine originally
imagined. The result is certainly plausible, though. Mara would likely mix with
unsavory types while trailing lost people. She takes Criminal at rank 1.
Now it’s time for boons. Mara already has Cyber Arm and wants Sensitive, so she
can use Psychic effects. Two boons mean she must take a flaw, however. After
mulling several choices, Kristine finally decides to drop Mara’s Hero Point total to 4,
maximum.
Our hero just needs some language and equipment picks to begin play!

72
3. EQUIPMENT
Probably more than any other genre, equipment is marked with a ‘+’ next to their description. PCs who
near and dear to the heart of pulp sci-fi. Gadgets, ray gained enhanced equipment picks (see pg. 58)
guns, powered armor et. al., serve as iconic tropes. during the promotion process should stand a greater
Ultra-rare equipment or alien gear are akin to ‘magic chance of approval.
items’ found in fantasy RPGs. When currency is referenced directly, Space Pulp
Costs are given for items using the optional Credit uses the term SMU, or Standard Monetary Unit,
Rating (CR) system, as presented in Everywhen on though credits, space bucks, sols, et. al., can be
pg. 15. This does not replace the equipment pick substituted according to the setting.
system used during character creation; it serves as a Aside from cost, the GM can always limit access to
reference once play starts. rare and powerful items by making them unavailable
Some items (powered armor, heavy weapons, etc.) in standard markets. Buying such things requires
are exceptionally powerful and require the GMs travelling to elusive, often secret vendors, and can
permission to take as an equipment pick. These are make for an adventure in itself!

73
LOOT TL 3 RENAISSANCE
Loot is an abstract method of tracking money gained
This era combines gunpowder and Enlightenment
on adventures. The GM assigns a lump CR value that
advances, with scientific inquiry and mass
can be divided among characters and added to their
printing making an appearance. Guns can range
existing CR (see Everywhen, pg. 59).
from smoothbore muskets to rifled flintlocks, and
full suits of articulated steel plate armor become
Example possible.
The Vanadium Vultures knock over a pirate’s
base and discover a hidden vault, loaded with
ill-gotten loot! Rather than provide a detailed list
of the treasures inside, the GM assigns the hoard TL 4 INDUSTRIAL
a CR value of 4. Sorcha Quinn and her merc Another broad era, covering the Industrial
buddies can divide the 4 points up between them Revolution through the information age, and
as they see fit. corresponding to Modern in the Everywhen core
book. Innovations include computers, automatic
weapons, and nascent space travel, though there
TECH LEVEL are no interstellar drives.

The Everywhen core book posits 5 eras of


technological advancement: Medieval, Renaissance,
Enlightenment, Modern, and Future (see Everywhen,
pg. 39). Space Pulp uses a modified system with 6
TL 5 SPACEFARING
eras of tech level (abbreviated TL). Interstellar travel becomes possible with early
FTL drives; in STL settings, space travel and
colonization have been well-established. Gauss,
laser, and plasma weapons are in regular use, as
TL 1 STONE AGE is powered armor. Sentient artificial intelligences,
The lowest level. Technology consists of robots, and synthetics (androids) challenge basic
specialized stone working, fire, and some pottery. assumptions about ‘human’ rights.
Weapons include spears, atl-atls, and flint
knives. Hides and fur can be used for armor.

TL 6 HIGH/ALIEN
This era represents the highest achieved for
TL 2 MEDIEVAL humans; in many settings, this may be ‘lost’ or
A big jump from TL 1, this incorporates both the pre-cataclysm level technology, or artifacts from
Bronze and Iron Ages. Metalworking, subsistence an advanced precursor race (see Aliens, pg.
agriculture, animal husbandry, and expertise in 146). TL 6 can include ‘magical’ advancements
crafts appear. Swords and metal armor become like repulsor fields, energy screens, instantaneous
available; the highest tech weapon is the travel, etc. See Verboten Tech on pg. 75 for
crossbow and various forms of siege engines. more details.

74
TECH LEVEL AND ARMOR VERBOTEN TECH
Armor protection from earlier eras doesn’t hold up Depending on the setting, the GM can opt to outlaw
well against technical innovations. Iron weapons certain types of technology, in either a bid for realism
penetrate hides, bullets punch through plate armor, or to distinguish a campaign from generic sci-fi. A
lasers burn past Kevlar, etc. To simulate this, assume prime example is a setting where FTL (Faster Than
a weapon from a later TL has penetration X against Light) drives don’t exist. Any interstellar travel is
earlier eras, where X is the difference in TL. So, a TL limited to generation ships, or perhaps anomalies like
4 automatic pistol has penetration 2 against a TL 2 wormholes (see Drives, pg. 117).
breastplate. This amount ‘stacks’ with any penetration Other examples of ‘magically’ contrived technology
value the weapon may already have. include anti-gravity generators (repulsors), force
Shields from early eras do not provide a defense fields (energy screens), FTL communication, and
bonus against higher TL weapons. teleporters. The GM should specify before play what,
if any, types of technology will be excluded from the
campaign setting, so players know what to expect.
However, exceptions can always exist with alien
technology—just because human minds can’t break
the laws of physics doesn’t mean other sentients
can’t!

Example
Personal energy screens don’t normally exist in
the Hypergiant setting. However, force matrices
(see pg. 87) from the Stirx precursor race are
occasionally found. Naturally, such protective
items are considered priceless and worn only by
Nobles or the extremely wealthy.

OPTION: TECH STAGNATION


In some settings, there has been no scientific
advancement for centuries, perhaps millennia,
because of superstition and idle minds. To
simulate this, standard equipment from such an
era can be considered degraded (see Everywhen,
pg. 57). Older, highly prized items built before
the stagnation took place do not suffer this
penalty.

75
NEW WEAPON PROPERTIES
Many weapons in Space Pulp have properties as
described in Everywhen, pgs. 38-40 and pg. 53.
Some genre-appropriate additions include:

• Homing
Homing weapons are ‘smart,’ guided ordnance with
the indirect property (i.e., ignores cover, can be used
to attack targets who are not in line-of-sight, etc.). In
addition, they can re-roll if they miss (once), with the
second attack roll being resolved the same round.

• Spreading
Damage from this weapon spreads like a shotgun
blast, limiting effective range but having the potential
to hit more than one target. On a successful hit, any
damage left over after reducing a Rabble or Tough
opponent to 0 lifeblood ‘spreads’ to nearby Rabble or
Tough targets with the same (or lower) defense who
are not in cover.

Example
Seamus Rann is fighting a group of Rabble in
a warehouse. She hits with her plasma caster
doing 8 damage, which reduces her first target to
0 lifeblood. The remaining 5 points ‘spreads’ to
another Rabble nearby, also dropping this target
to 0 with 2 points remaining. The final opponent, MELEE WEAPONS
however, is a Tough with defense 1 and in cover Though hand-to-hand weapons may seem hopelessly
behind crates, who is spared the plasma. archaic in a setting full of powerful guns, melee is,
in fact, another cherished aspect of the pulp sci-fi
genre. The GM can make this option more appealing
• Stun to PCs by enforcing the Ranged Weapons in Melee
The weapon has a non-lethal setting, allowing it to rules from Everywhen (pg. 38):
do fatigue damage.
• Vicious • Ranged weapons designated as ‘holdout’
The weapon can re-roll any ‘1’ result for damage but (basically, snub-barreled or small) have a +0
must take the second result. modifier when fired in close-combat situations.

• Widowing • One-handed ranged weapons (most pistols)


If damage from this weapon manages to penetrate suffer a -2 penalty to attack rolls when fired in
armor, it reduces the protection by 1 ‘step’ on melee. This also includes carbines.
subsequent hits. Thus, heavy armor protection • Two-handed ranged weapons (most rifles and
becomes medium, medium becomes light, and light is heavy weapons) suffer a -4 penalty when fired
destroyed. in melee.

76
MELEE WEAPON DAMAGE (SCALE) PROPERTIES TL CR
Collapsium Mace d6H (2) + Strength 1H 6 6
Disruptor Forks 2d6L (2) + Strength 2H, long 6 6
Heisenberg Knife d6L + Strength 1H, short, thrown (5m), ignores armor 6 4
Heisenberg Sword d6 + Strength 1H, ignores armor 6 5
Osmium Knife d6L + Strength 1H, short, thrown (5m), pen 1, vicious 5 2
Osmium Sword d6 + Strength 1H, pen 1, vicious 5 3
Plasma Glaive 2d6L + Strength 2H, long, pen 2, widowing 5 5
Plasma Sword d6H + Strength 1H, pen 2, widowing 5 5
Shock Rod d6+2 1H, stun 5 2
Zygma Sword d6 (2) + Strength 1H, alien weapon, special 6+ 9

Weapons marked with a (+) require the GM’s approval to take as a regular equipment pick.

(+) Collapsium Mace (TL 6) (+) Heisenberg Blades (TL 6)


Designed for battering through powered armor, These weapons have a quantum unpredictability
this square-headed mace is cast from superdense edge, noticeable as a faint shimmer along the
metal, weighing several hundred kg. When powered, surface. When powered, they cut through anything
repulsor units render the weapon weightless. On a except a force matrix, making them great equalizers
successful hit, the anti-gravity effect is nullified for a against heavily armored opponents. Any defense
microsecond, causing the mace to strike with its full provided by a non-force shield is similarly ignored.
mass. ‘H-Shivs’ are 18cm long knives weighted for
The combination of weightlessness and massive throwing with a range increment of 5m. Their
force requires careful use; on a Catastrophic Failure lethality has caused many to re-learn the ancient art
the wielder has injured themselves for d6 damage, of knife throwing.
ignoring armor. Osmium Knife (TL 5)
(+) Disruptor Forks (TL 6) This combat knife has a ceramic core and an osmium
When powered, plasma occasionally arcs between steel edge, honed to molecular sharpness. It has the
the tines of this forked spear. The tines channel penetration 1 feature; additionally, any damage of
polar-opposite energy; when thrust into conductive ‘1’ can be re-rolled, but the wielder must take the
material (e.g., flesh), a violent current rips between second result.
them, causing a disruptive effect. Osmium Sword (TL 5)
The weapon was originally created as a means of Similar to the combat knife, but with increased
coercing megafauna. On low settings, the disruptor damage. These swords are ornamented and intended
current only causes pain, and can be used as a goad. primarily as a badge of office, though they work well
Disruptor forks have the long weapon property. enough!

77
(+) Plasma Sword (TL 5)
This fan service weapon consists of a sword hilt and Whatever they lack in subtlety, coilguns make up
telescoping metal core; when ignited, bright plasma for with superior range, cheap ammunition, and
whirls around the rod, contained within a magnetic penetrating power.
sheath. The focused plasma blade has the penetration These weapons can use burst or fully automatic fire,
2 and widowing features, allowing it to hew through though the latter slows down projectiles, causing
armor. Because of its solid core, the sword can them to lose their penetration quality.
effectively parry as well as cut.
Firearms (TL 5)
A two-handed glaive version of this weapon also Firearms haven’t improved much since TL 4. They
exists. These have the long property. remain commonly used ranged weapons in most
Shock Rod (TL 5) settings. Standardized, 10mm caseless rounds make
A non-lethal, personal defense option, this is a ammunition lighter and more versatile. Use the
telescoping baton that can deliver a powerful stats from Everywhen, with the addition of a heavy
electrical jolt. Damage is fatigue only. Note that automatic pistol that does d6H damage.
most TL 5 armor is insulated and provides its Hand Flamer (TL 5)
regular protection against such an attack. On a Basically, a flame-thrower reduced to carbine size.
Calamitous Failure, the wielder has managed to shock This is an anti-personnel weapon often used for
themselves! shock effect. Hand-flamers are also standard issue
Shock rods merely have to touch a target to deliver on colony worlds with alien fauna; most animals will
their full damage (+1 on attack rolls). retreat from fire.
Laser (TL 5)
RANGED WEAPONS With graphene batteries to handle their obscene
power requirements, laser small arms have become
Arc Thrower (TL 5) a reality by TL 5. Lethal, accurate out to long ranges,
This is an electro-gun that functions as both an EMP and recoilless, they are ideal weapons for vacuum,
and (potentially) non-lethal weapon, though it can but can be hampered by environmental conditions
reliably fry organic targets if desired. The discharge (rain, fog, dust, etc.). Also, relatively cheap defenses
looks like a miniature lightning bolt, doing + 1 (e.g., lasblat) can offset the laser’s effectiveness.
step damage against robotic targets. With a simple
adjustment, damage can be converted to fatigue. Arc Lasers are capable of semi-automatic (burst) and full
throwers are notorious for having a limited range. auto fire, which can manifest as a continuous beam.

Boarding Shotgun (TL 5)


This is a gas-sealed, recoilless firearm created for
vacuum environments. It can fire in microgravity
without causing the shooter to fly around like a
pinball, and the shot’s reduced penetration won’t
depressurize a hull.
Coilgun (TL 5)
The next step up from firearms, these man-
portable weapons use gauss coils to accelerate
projectiles. They fire with a sharp crack and have
characteristically long barrels; concealable and
holdout features are not possible with pistols.

78
RANGED WEAPON RANGE DAMAGE RECOIL NOTES TL CR
Arc Thrower 5 d6H - 1H, stun, +1 step vs. robots 5 3
Black Smoke Projector 8 Special - 2H, alien weapon 5 5
Boarding Shotgun 15 d6 - 2H, semi-auto fire, special * 5 2
Coilgun, Pistol 35 d6 1/- 1H, pen 1, semi-auto fire 5 2
Coilgun, Rifle 100 d6H 1/2 2H, pen 2, burst, auto fire ** 5 3
Disintegrator 15 d6 (3) - 1H, alien weapon, widowing 6 8
Hand Flamer 5 d6H - 1H, area, flame 5 3
Laser, Pistol 25 d6H - 1H, semi-auto fire 5 2
Laser, Rifle 90 d6H - 2H, burst, auto fire 5 3
Meson Projector 15 d6 (3) - 1H, spreading 6 7
Needler, Snub 15 d6L -/1 1H, holdout, burst, auto fire 5 2
Needler, Pistol 20 d6L -/1 1H, burst, auto fire 5 2
Oscillatrix 3 2d6L - 2H, spreading, stun 5 3
Plasma Caster, Pistol 15 d6H (2) 1/- 1H, semi-auto fire, spreading 5 3
Plasma Caster, Rifle 45 d6H (2) 1/- 2H, semi-auto fire, spreading 5 4
Poison Beam Projector 15 d6L (3) - 1H, alien weapon, special 6 7
Psi Shuriken 20 d6 + Mind - 1H, alien weapon, homing, indirect 2 3
Shard Thrower 15 d6 - 1H, alien weapon, spreading 3 2
Stridulator 3 d6 + Psi - 2H, alien weapon, special 3 2
Tactical Hand Cannon 15 d6 (2) 3/- 2H, semi-auto fire 5 3

Range bands are in meters. Recoil penalty is x/ for semi-auto or burst and /x for auto fire.
* See the special rules for shotgun fire in Everywhen, pg. 40.
** Weapon loses penetration property when fired full auto.

(+) Meson Projector (TL 6) Needler (TL 5)


Aside from alien-made disintegrators (see pg. 82), The smaller 2mm needle pistol has a snub barrel
this is the ultimate energy weapon, using dubious and fires subsonic rounds, making only a soft whine.
physics to create heavy mesons. These fire as a brief, They are devastating on full auto when used against
broad streak of white-hot particles present during unarmored targets. Needle rounds can be coated
the Big Bang. Meson projectors use exotic matter with various toxins, inflicting scratch damage if they
as ammunition and have the spreading damage manage to penetrate a target’s protection.
property.

79
Oscillatrix (TL 5)
This sonic weapon appears as a carbine with a Without powered armor to assist in carrying them,
distinctive, bell-shaped muzzle. A trigger-pull emits a these weapons incur an Agility loss of 1 and limit
cone of coherent sound to a short distance (3m range defense to a maximum value of 2.
increment). Damage can be adjusted to fatigue, (+) Autocannon (TL 5)
making this weapon a useful non-lethal option These require either a 2-person crew and a bipod,
for law enforcement and live captures. It has the or a single firer in powered armor with a minimum
spreading damage property. Strength of 5. The weapon fires explosive 40mm
The oscillatrix is especially prized on water worlds; shells, intended primarily as anti-armor.
when used underwater, damage is increased by 1 (+) Heavy Coilgun (TL 5)
step and gains the area effect property. The heavy coilgun uses multiple Gatling-style barrels
Plasma Caster (TL 5) to avoid the slowdown of projectiles normally
Also called blasters, these are late TL 5 weapons associated with automatic fire. Intended primarily
combining laser and gauss technology. Like coilguns, as an antipersonnel weapon, it can send swaths of
they fire with a distinctive crack, emitting a bright hyper-accelerated rounds into enemies.
billow of superheated gas and a sharp ozone smell. The heavy coilgun is also available in an auto-turret
The plasma disperses in a narrow cone, limiting configuration. These are set up on tripods and armed
effective range. On the plus side, this dispersal causes for automatic fire at any target approaching within
spreading damage. range. Standard AI has initiative and ranged combat
Tactical Hand Cannon (TL 5) abilities of 1, as well as Agility 1. Auto-turrets use the
This oversized revolver fires caseless rounds intended priority resolution for Toughs.
for heavily armored targets and vehicles. It holds a (+) Heavy Laser (TL 5)
maximum of 5 bullets. Most of this heavy shoulder weapon’s mass comes
from the backpack power supply, connected by a
cable to the laser itself. A synthetic ruby at the tip of
the barrel produces visible light. On fully automatic,
the laser fires as a continuous beam, accounting for
its monstrous power needs.
Like the heavy coilgun, the heavy laser can be set up
as an auto-turret.
(+) Missile Launcher (TL 5)
This weapon is mounted on the back or shoulder of
powered armor; otherwise, it is a 2H weapon. Only
2 rounds can be loaded at any time. The launcher
fires folding-fin missiles with the homing and indirect
properties.
(+) Mortar (TL 5)

HEAVY WEAPONS This is either operated by one person with a bipod


(and at least one round to set up) or mounted on the
Heavy weapons are the B.F.G.’s immortalized in back of powered armor. The mortar uses gauss coils
pulp sci-fi. Though they do scads of damage, their to lob unguided bombs and a targeting computer to
true place is on the battlefield rather than a typical calculate trajectories. Intended for anti-personnel
adventuring scenario. use, it has the indirect and area effect properties.

80
HEAVY WEAPON RANGE DAMAGE RECOIL NOTES TL CR
Autocannon, 40mm 100 2d6L (2) 6/- 2H, semi-auto 5 5
Heavy Coilgun 120 d6 (2) 2/3 2H, pen 2, burst, auto fire 5 5
Heavy Laser 100 d6H (2) - 2H, burst, auto fire 5 5
Missile Launcher 150 2d6 (2) - 2H, homing, indirect 5 5
Mortar 120 2d6 (2) - must be set up, area, indirect 5 5
Sniper Rifle, Coilgun 150 d6H (2) 2/- must be set up, semi-auto 5 5
Sniper Rifle, Laser 140 2d6L (2) - must be set up, semi-auto 5 5

(+) Sniper Rifle (TL 5) Glitter Grenade (TL 5)


This weapon comes in either coilgun or laser options, Used to create cover, these grenades release large
with a bipod and a ridiculously long (75cm) barrel. (10m) clouds of swirling, phosphorescent vapor
What makes the rifles particularly deadly is their that stop both lasers and thermal imaging. Normal
ability to link to a targeting drone (see pg. 135) or visibility within the cloud is limited to 1m.
geosynchronous satellite. With visual information HE Grenade (TL 5)
cycled back to the firer, an accurate shot can be These replace fragmentation grenades as standard-
placed out to the weapon’s full range—up to 10km! issue for military units at TL 5. They use advanced
Line of sight, cover, and other factors still act as explosives to create a vortex of searing heat and
obstacles, however. concussive force, effective against personnel and
vehicles.
GRENADES (+) Meson Grenade (TL 6)
A nasty explosive used as either anti-armor or to
Grenade Launcher (TL 5)
create breaching points. The grenade can be thrown
These are commonly mounted on rifles as an ‘extra’
or set for remote detonation, releasing a blast of
barrel slung under the primary. Launchers triple the
nova-like intensity.
range of thrown grenades to 15m increments.
(+) Plasma Grenade (TL 5)
EMP Grenade (TL 5)
More expensive than standard HE grenades, these are
This grenade creates a burst of intense
prized for use against powered armor.
electromagnetic radiation designed to fry robotic
targets and unshielded mainframes. Damage is
normal for robots and fatigue for organic targets.
Epoxy Grenade (TL 5)
This cylindrical grenade is marked as non-lethal.
On detonation, it either releases a cloud of fast-
expanding capture foam or a ‘web’ of sticky
tendrils, adhering a target to a nearby surface (the
floor, if nothing else is available). These have the
Entanglement (4) property.

81
GRENADE RANGE DAMAGE NOTES TL CR
EMP 5 2d6L/d6 Indirect, area, robots/organic targets 5 2
Epoxy 5 Spec. Entanglement 4, single target 5 2
Glitter 5 None Blocks lasers, thermal imaging, 10m cloud 5 2
Grenade Launcher 15 Varies 2H 5 3
HE 5 d6H+2 Indirect, area 5 2
Meson 5 d6 (3) Indirect, area 6 4
Plasma 5 d6H (2) Indirect, area 5 3

ALIEN WEAPONS EXPLOSIVES


These weapons are only available in settings with At TL 5, the standard explosive is Tevax, a
intelligent aliens. Even then, ‘available’ generally gel-based material similar to C-4. It can be
means they must be found in the field rather than molded like putty and adheres to most surfaces.
purchased. At the GM’s discretion, there may be Normally inert, only a specific electric charge can
exotic weapons dealers who maintain a limited stock, detonate it. Base d6H (2) damage, +1 step per
available to characters with the right connections extra charge
(such as the Contacts boon). At TL 6, Tevax is replaced by Rapid Debonding
(+) Black Smoke Projector (TL 5) Initiator, or RDI. This rips molecular bonds on
This is a large tube with no discernable grips, covered detonation, creating a disintegration-like effect.
by pulsating, sack-like masses. When fired, dense Base d6 (3) damage, +1 step per extra charge.
black smoke billows out to engulf targets. The
smoke has limited range (5m increments), but is
extremely toxic to carbon-based life. A Demanding Disintegrators fire shimmering beams that disrupt
(-4) Strength roll is required to avoid 3 pts. normal molecular bonds. A Tough/Rabble target reduced
environmental damage per round spent within the to 0 lifeblood or lower disappears in a burst of light
cloud. A respirator provides a bonus die on this roll; and heat. Otherwise, the beam takes out chunks,
sealed powered armor or vacc suits are impervious. including sections of armor plating. This damage is
(+) Disintegrator (TL 6) always treated as lasting.
Though beyond human understanding, these (+) Poison Beam Projector (TL 6)
weapons sometimes show up as precursor artifacts. This pistol emits a scarlet beam that splits proteins
They can appear as anything from a warped, vaguely within the target’s blood, creating a virulent toxin.
pistol-shaped gun to a cluster of crystals or nodule of Luckily, armor still provides its normal protection
hardened flesh . . . hopefully with the business end against this damage. Non-organic targets like robots
discernable. or vehicles are completely unaffected.

82
Psi Shuriken (TL 2)
These appear as asymmetrical ‘throwing stars’ TACTICAL NUCLEAR ORDNANCE
made of obsidian-sharp stone. Inaccurate if hurled Since nukes on a tactical scale already exist,
physically, these weapons are intended for telekinetic it’s no great stretch to imagine them in a sci-
use. A Psychic character can spend 1 PP to levitate fi setting. The presence of these high, high
and throw these shuriken with great force (no explosives creates some ‘spoilers’ for future
activation roll needed). The thrower uses their warfare (see The Problem with Nukes, pg.
Mind instead of Agility along with ranged combat 138). Several options for handling them exist,
ability. The shuriken have the indirect and homing from general bans (nukes leave lingering
properties. radiation on valuable real estate) to contrivances
Shard Thrower (TL 3) like ‘nuclear dampeners’ which nerf their damage
This lower-tech alien weapon appears as a long and explosive radius.
brass tube with serpentine motif and a complex A simpler solution assumes that TL 5 or higher
triggering mechanism at the rear. Pointed like a armor protects against nukes and the damage
wand, the purple crystals it fires are both propellant is scaled accordingly. The main advantage/
and projectile, exploding in a shower of glass- drawback of nuke ordnance is the size of the
like shrapnel. This spreads as per a shotgun (see blast. For a conventional firefight, both shooter
Everywhen, pg. 40). The shard thrower is single shot and target are likely to get caught in the
only, requiring at least 2 rounds to reload. explosion! Assume a firer has to be at 200m
Stridulator (TL 3) range to safely launch and avoid taking damage
A hybrid/organic weapon. The firing chamber themselves (though any allies might not be so
contains a shrieking cicada or similarly vocal insect; lucky). On the plus side, the weapon only misses
when stimulated with a static charge, the cicada the target(s) on a Calamitous Failure.
releases its characteristic shriek, amplified by the A tac-nuke would most likely be fired by a missile
weapons barrel. Damage and range are similar to an launcher (see pg. 81). Damage is 2d6H (2), with
oscillatrix (see pg. 80). the indirect and area effect properties. Note
What isn’t similar is the cicada’s psionic abilities. The however, that the area damage is considered
insect releases a psychic shriek along with its distress ‘blanket’ and not divided up among targets in the
call, doing damage equivalent to a Psychic Crush radius, as with standard ordnance.
(see Psionics, pg. 188) in addition to normal sonic
damage.
(+) Zygma Sword (TL 6)
Created by a humanoid precursor race, only a handful
of these rapier-like weapons are said to exist. They
can pierce hyperspace, violating normal rules of
distance and direction. A skilled user can thrust ana
and kata, causing the blade to ‘disappear’ into the
fourth dimension and reemerge somewhere else,
like the throat of a target several meters away! Two
opponents armed with such swords can cut and parry
in 4-D space, to the bafflement of onlookers.
For humans, wielding a zygma sword requires
Hypersight (see Psionics, pg. 197). For non-arcane
types, this can be simulated with special HUD goggles
and a dose of cephaledrine (see pg. 96).

83
FIG. 2 ARMOR STATS

Protection value ‘d6H’ means roll 2d6 and


1
take the higher number. ‘(2)’ means scale
2 protection. The ‘5’ after the slash is static
Golden Cuirassier Powered Armor protection. This is also the protection against
Protection d6H (2)/5 environmental damage.
Penalties/Modifier:
2 Social interaction rolls are shifted 2 to the
• 2 step social, max def 2
left (see Everywhen, pg. 60). The maximum
• 6 Strength
defense possible wearing this armor is 2.

3 Servomotors in this armor grant an effective


Strength of 6. This does not modify lifeblood.

84
ARMOR PROTECTION PENALTIES MODIFIER TL CR
Armored Vacc Suit d6/3 * 1 step social, max def 2 -2 Agility ** 5 4
Bio Skein (alien) d6-1/2 3 step social re-roll ‘1’ result 5 5
Boarding Shield +1 defense 1 step social -2 Agility, cover 5 3
Body Sheath Armor d6H-1/4 1 step social - 6 5
Cancri Body Armor (alien) d6H (3)/5 2 step social 6 Strength 6 9
Carbon Nanotube, Light d6-3/1 - -2 Mind to spot 5 2
Carbon Nanotube, Medium d6-2/2 1 step social - 5 3
Carbon Nanotube, Heavy d6-1/3 1 step social -1 Agility 5 3
Clamshell d6-2/2 1 step social - 5 3
Clamshell, Military d6H-2/3 1 step social auto-injector 5 4
Force Matrix Special - - 6 8
Helmet +1 - +1 initiative 5 2
Lasblat +1 level - vs. lasers only 5 2
Powered Armor d6 (2)/4 2 step social, max def 2 6 Strength 5 7
Powered Armor, Elite d6H (2)/5 2 step social, max def 2 6 Strength 5 8
Smart Pauldron d6-3/1 1 step social -1 Agility 5 5

* Includes helmet. ** No Agility loss in zero g.

ARMOR & SHIELDS


At higher TLs, protective material not only becomes combat. The suit grants heavy armor protection (d6
stronger, but lighter, decreasing Agility penalties. with helmet) and full environmental protection (3
Additionally, powered armor has servomotors to pts.), but is bulky in normal g situations, incurring
help carry its extra weight—and then some. Lower a -2 Agility penalty. The suit’s breastplate can be
penalties make wearing armor more attractive, at removed for weight purposes, reducing armor
least in combat situations, and given the deadliness protection to Medium.
of future weaponry, is probably a good idea! Boarding Shields (TL 5)
However, the usual social penalties still apply. These are high-tech tower shields, roughly 2m tall
Except where noted, wearing different types of and 1m wide, made from several layers of ceramic
armor doesn’t ‘stack.’ Use the highest protection steel and superconducting material. Though bulky (-2
value against damage. Agility penalty when carried), they are strong enough
Armored Vacc Suit (TL 5) to stop even plasma, and thus can provide heavy
This is a standard vacc suit (see pg. 95), strengthened cover (see Everywhen, pg.38) in addition to defense.
to protect against radiation flares, micro-meteorites, The shield has a folding stand at the bottom, allowing
and other space hazards, as well as the hell of it to be set in place as a non-mobile screen.

85
(+) Body Sheath Armor (TL 6) (+) Powered Armor (TL 5)
This is a suit of close-fitting, non-powered armor A sci-fi staple, these are hulking, servo-motorized
tailored to an individual, designed to allow full suits that turn ordinary troopers into walking
freedom of movement. The armor has no Agility tanks. Meant to be versatile, they can be sealed
reduction, no maximum defense, and only minimal against environmental damage (see pg. 210) and
(-1 shift) social penalties to wear, while providing worn in vacuum, as well as underwater and exotic
heavy protection. Additionally, body sheath armor has atmospheres.
organic components, allowing it to slowly repair itself Powered armor has scale 2 protection, providing an
even if widowed (see pg. 76), healing at a rate of 1 extra 2 points of protection against normal (scale 1)
protection point per day. weapons. Further, it has the complete feature (see
Carbon Nanotube Armor (TL 5) Everywhen, pg. 56) and grants another +1 protection
This is flexible, lightweight armor that provides when worn with a helmet. Despite all this, powered
good protection. The light version is a vest that fits armor does not make wearers invulnerable on the
snugly beneath clothing and requires a Tough (-2) battlefield, and mundane factors like cover are still
Mind check to spot. Medium is a full body suit (not important!
concealable) with no Agility penalties, and Heavy is ‘Elite’ models of powered armor, such as those worn
a similar suit with reinforced areas over vital organs, by royal guard, have the upgraded (see Everywhen,
incurring a -1 Agility penalty. pg. 57) feature, meaning they provide d6H
Clamshell (TL 5) protection, or an additional +1 static protection.
This is a reinforced set of torso armor (breast and Servomotors in the armor grant an effective Strength
backplate) that leaves the limbs free. It grants of 6, which does not affect lifeblood. Aside from
medium protection with no Agility and maximum nullifying Agility penalties, this allows wearers to
defense penalties. Clamshell plus a helmet is often carry heavy weapons with less fatigue and use
standard issue body armor for security forces. them one-handed. The suits are still bulky, however,
Military grade clamshell provides upgraded medium and present a large target silhouette. Accordingly,
protection (d6H-2) and has two ‘pull tabs’ mounted they have a maximum defense value that can be
on the side that can inject first aid drugs (usually applied in combat, regardless of the wearer’s normal
stimucin, see pg. 96) directly into the body. defense.
Helmet (TL 5) Powered armor comes with two hardpoints for
These provide +1 protection as per standard rules. optional systems, on the shoulder and back.
Military grade helmets have been engineered Shoulder-arrays are usually smart pauldrons or
to provide sensory enhancements rather than missile launchers, while the back can accommodate a
restriction, adding +1 to the wearer’s initiative (see jump pack or self-aiming mortar.
Everywhen, pg. 57). Most also come with internal (+) Smart Pauldron (TL 5)
HUD goggles and a commlink (see pgs. 91 & 92). A highly advanced, military grade accessory, smart
Lasblat (TL 5) pauldrons provide light protection with a -1 Agility
Short for laser ablative, this spray-on coating covers penalty if worn independently. This protection won’t
existing armor, or makes normal clothing laser- ‘stack’ with other armor, however.
resistant. Composed of bright, reflective particles, the One of the pauldrons (usually the left shoulder) has a
ablative grants 1 level of protection higher for the weapon’s system on a universal swivel mount, which
armor against laser weapons (or light protection for can act independently of the wearer. This is typically
clothes). So, armor that normally provides medium a laser or plasma pistol; a somewhat heavier version
protection would be considered heavy for resisting can mount a grenade launcher, but with limited
laser damage. Heavy armor gets an additional +1 capacity (3 rounds) because of size restrictions.
protection against lasers.

86
(+) Force Matrix (TL 6)
The pauldron’s AI has initiative and ranged combat Not armor per se, but protective nonetheless, these
abilities of 1, as well as Agility 1. When activated, appear as elaborately cut gemstones set in some type
it can identify and shoot hostile targets using the of jewelry, like a ring, brooch, or necklace. The stones
priority resolution for Toughs. If the wearer has are said to have so many facets that if a single extra
a HUD interface, they can take over control and one is cut, it becomes a perfect sphere.
substitute their own combat abilities, though this uses The gem serves as a hyper-dimensional ‘prison’ for
their attack for the round. an alien organism, invisible on this plane. When
In settings with energy screens, a ‘shield’ variant of the matrix is activated, a painful jolt irritates the
the pauldron exists. The swivel mount on this model creature, causing it to erect a force matrix in defense.
can project a large force shield to block incoming This protects the wearer as per energy shields (see
attacks, granting a +1 defense. Everywhen, pg. 57), with a lifeblood track of 10,
scale 2. Once lifeblood is depleted the field collapses
ALIEN ARMOR and must recharge as normal.

Like alien weapons, these items are not readily


available and must either be found or secured
through specialized contacts.
(+) Bio Skein (TL 5)
When not worn, this appears as a weblike mass of
pulsating tissue, covered with hardened nodules
of flesh. Bio skeins can be partially shrugged into
by the wearer, but the armor takes it from there,
slithering into position to cover the whole body.
Protection is medium, +1 for covering the head
as with a helmet (d6-1). There are no Agility or
maximum defense penalties for wearing bio skein
armor, though social penalties are tripled.
Bio skein armor is ‘smart’ in that it can anticipate
incoming attacks. Any ‘1’ result rolled for
protection can be re-rolled, though the wearer
must take the second result. Additionally, the
armor can slowly heal itself as per body sheath
armor (see pg. 86).
(+) Cancri Body Armor (TL 6)
This alien armor is a much sought-after legacy
of the Cancri precursor race (see Aliens, pg.
157). The bio-ceramic plates must be reshaped
for a humanoid configuration prior to use. Only
a full suit provides the abilities described here.
Artificial tendons, akin to servomotors, grant Strength
6 and anticipate the wearer’s movements flawlessly,
incurring no Agility or maximum defense penalties.
Protection is d6H, scale 3.

87
SCALE RECAP GOLDEN AGE GEAR
The scale mechanic (see Everywhen, pg. 31) comes No treatment of pulp sci-fi equipment would be
into play with powerful weapons and armor. On complete without a discussion of Golden Age tech.
a successful hit, compare the damaging weapon’s These are the fantastic gadgets that first appeared in
scale: pulp magazines like Thrilling Wonder Stories, comic
books, radio, and matinee serials. As such, they aren’t
• vs. armor protection; if the armor’s scale is even remotely ‘realistic.’ Accordingly, TL values aren’t
higher, increase the protection by 2 per level given for these items—the GM can assume some are
of difference (i.e. add 2 to the roll). If the at 6, or even higher!
armor’s scale is lower, decrease by 2 per level of
difference (minimum 0). Bubble Helmet
The classic vacc suit helmet, the ‘fishbowl’ is an
• vs. lifeblood; if the weapon’s scale is higher oversized sphere of perfectly transparent, shatter-
(most lifeblood is scale 1), increase the damage resistant material. The wearer’s head moves
by 2 steps per level of difference. If lower, independently of the helmet, allowing for superior
decrease the damage by 2 steps per level of visibility. When worn by itself, the helmet provides
difference. light protection. Otherwise, protection is +1 for a
standard helmet but without the initiative penalty.
Example Food Pills
Royal Marine Dray Pulver is wearing a suit of These small pellets are color-coded for breakfast,
standard powered armor with a helmet. This lunch, and dinner. They provide the nutrition and full
grants him d6+1 or static 4 protection, scale 2. taste experience of up to a four-course meal, thanks
While exploring a backwater feudal planet, he to a time-release coating.
is ambushed by bandits and hit with a low-tech Oxygen Pills
arrow. A single oxygen pill satisfies the breathing
The arrow does d6 damage, scale 1. Because requirements of a human for up to an hour. Don’t
Dray’s armor is 1 scale higher, he adds 2 to think too much about how this would work.
his protection. Dray can simply use his static Ray Gun
protection without rolling, because (4 + 2) 6 This is a sleek, heavily stylized pistol with fins and
points means he can get hit with arrows all day a ringed barrel. Ray guns fire a blast of atomic
without any damage getting through. particles, using the stats for laser, plasma, or even
Later, Dray runs into an off-worlder who shoots meson projector or disintegrator weapons. The
him in the chest with a plasma pistol. The pistol amount of damage caused is usually quite high; ray
does d6H, scale 2 damage, equal to his armor’s guns can dissuade even dinosaur-sized beasts or
scale. The protection therefore remains d6+1 or giant robots, and are the main reason body armor
static 4. isn’t seen much in Golden Age settings. The best
defense against these ubiquitous weapons is sheer
However, because the pistol’s scale 2 is higher
luck!
than Dray’s lifeblood (scale 1), its damage is
stepped up by 2 to 2d6. Whether Dray rolls d6+1 Ray guns can double as a heavy cutter (see pg. 92)
or uses his static protection, he stands a likely when fired continuously, and have a stun setting
chance of taking damage from the superheated doing fatigue damage only. Some emit a stream of
plasma bolt! glowing concentric rings instead of a beam.

88
(+) Ansible * (TL 6)
A device, often depicted as an electronic slate or
tablet, that allows for instantaneous communication,
even across interstellar distances. This is generally
achieved through quantum-entangled particles,
though other esoteric technology, such as psionic
circuits, might be at work. The presence of
instantaneous communication is reliant on the setting
(see Verboten Tech, pg. 75). CR 7.
Atomic Flashlight (TL 5)
Powered by a compact tritium battery, this flashlight
What does it use for power? Hell if I know! puts out 3,000 lumens and lasts for ten years of
continuous use! Perfect for illuminating pitch-black
Rocket Pack caverns or the corridors of drifting space derelicts. CR
This is a much smaller, lighter version of a jump pack, 2.
fitting comfortably over the shoulders and guided Auto-Injector (TL 4)
by motions of the arms and head. The rocket pack This resembles a bulky ‘gun’ with an attached
allows full flight at speeds of up to 1, scale 2 (see reservoir. The injector uses compressed air instead
Vehicles, pg. 137). of a needle to inject various drugs through the skin.
Skintight Vacc Suit If loaded with poison or liquid nitrogen, the injector
This ship’s coveralls doubles as a vacc suit when can also be used as a scratch melee weapon. Some
worn with a bubble helmet, offering light protection common preparations are stimucin, ursine hibernatus,
and 3 pt. environmental protection against vacuum, and lethezine (see pg. 96). CR 2.
radiation, etc. Backpack (TL 4)
Standard issue, made of tough fibers with straps to
distribute weight. Unchanged over the centuries.
GENERAL EQUIPMENT These can carry up to roughly 60kg worth of
Because of AI and automation, many of these devices material. CR 1.
have abilities that can obviate careers. Automatic Binders (TL 4)
medi-kits and lockpicks can reproduce the abilities of Manacles for hands or feet, made of high-quality
a Physician or Criminal, for example, or a voder can steel. Two pairs of attached binders can effectively
make language picks irrelevant. ‘hog-tie’ a captive. Escaping from binders requires a
One potential solution is limiting access to such Formidable (-6) Strength roll. CR 2.
equipment (and/or making it very expensive). For Biometric Lock (TL 4)
plot purposes, however, or groups of heroes with a A locking mechanism that can be placed on anything
limited span of careers, these devices can be vital. from a door to a u-phone or gun. Such locks are
Where applicable, assume career-replicating keyed to an individual’s specific biometrics and only
equipment has a rank of 1 and a relevant ability ‘open’ for that person. Bypassing such a lock requires
score of 1 when making checks. This allows skillful the Engineer career and a Demanding (-4) Mind
characters to outshine their mechanical counterparts! check. CR 2.

As with weapons and armor, items noted with a * The term ‘ansible’ was invented by esteemed sci-fi
(+) require the GM’s approval to take as a normal author Ursula K. Le Guin, and later adopted by others
equipment pick. in the genre.

89
EQUIPMENT NAME NOTES TL CR
Ansible Allows instantaneous communication across systems. 6 7
Atomic Flashlight Tritium battery allows for 10 years of constant use! 5 2
Auto-Injector Injects drugs using blast of air; can be used as a weapon. 4 2
Backpack Holds up to 60kg, leaving both hands free. 4 1
Binders Restraints for hands or feet. 4 2
Biometric Lock Lockout for equipment and areas, keyed to 1 user. 4 2
Commlink Surface to ship communication, or 200 km range. 5 2
Cryo-Coffin Semi-portable cold sleep storage; medical uses. 5 5
Disguise Kit Various items to change appearance. 5 2
Duct-All Evolution of duct-tape with multiple uses. 5 1
EMP Bolt Restraining device for already-subdued robots. 5 2
Exo Strength 6 exoskeleton, -2 Agility at TL 5, -1 at TL 6. 5/6 3
Emergency Rations Non-perishable; feeds 1 person for 1 day. 4 1
EVA Rig Small vehicle for EVA at TL 4, backpack at TL 5. 4/5 3
Fabricator Portable 3D printer capable of advanced production. 5 4
Gun Grapnel/Piton Gun Fires grapnel/piton up to 60m with auto-winch. 5 2
Gyro-Stabilizer Arm Stabilizer rig negates recoil, -1 Agility penalty. 4 2
Harness Lightweight webbing for carrying gear. 4 1
Heavy Cutter Plasma cutter for thick metal, can be used as a weapon. 5 2
HUD Goggles Smart goggles for augmented reality, many other uses. 5 2
Inertial Compass Relative direction on planets with no magnetic poles. 4 2
Jump Pack Under normal g, allows leaps up to 15m. 5 3
Lockpick Sets Varies by TL; assists in defeating locks/security. Var. 2
Macroscope 20x binoculars, can be linked to HUD goggles, filters. 5 2
Medi-Kit Automated and non-automated medical supplies. 5 2
Microdart Tracker Ranged adhesive unit with entangled particle. 5 2
Motion Tracker Can detect movement out to 30m radius. 5 3
Omnitool Ubiquitous tool with multiple uses. 5 2
Psionic Amplifier Rig Bulky unit increasing power of telepathy & clairvoyance. 5/6 6
Psionic Shield Worn device granting Mind Shield protection. 5/6 4
Psion Crystal Can store Psionic Points. ? 5
Rebreather Recycles oxygen for up to 30 minutes. 4 2
Respirator Allows breathing in low/high pressure atmospheres. 4 2

90
Solar Charger Recharges universal power cells under sunlight. 5 2
Stealth Cloak Warps light for ‘invisibility’, effectiveness based on range. 5 4
Survival Blanket Survival gear for hot/cold environments, gathers water. 5 2
Survival Bubble Pressurized ‘bubble’ for emergency vacuum protection. 4 3
Tether Tough, light rope for EVA, other uses. Variable lengths. 4 1
Thermal Cube Adjusts temperature down/up for survival, comfort. 5 2
Thermobaffler Suit Screens wearer from infra-red and motion detection. 5 3
Toolkit Portable tool collections for various tech fields. 5 2
Towel Don’t panic! 4 1
Universal ID Ready means of identification, sometimes access. 5 1
Universal Power Cells Standardized batteries for a wide variety of equipment. 5 1
U-Phone Card-sized ‘smart’ phone with holo display. 5 2
Vacc Suit Spacesuit for vacuum and other environment protection. 5/6 3
Voder Portable language translator, 2-way. 5/6 4
Water Purifier Survival device creates potable water from source. 5 2
Wrist Drone Small drone with wrist launcher and HUD link. 5 3

Commlink (TL 5) (+) Cryo-Coffin (TL 5)


Standard communication equipment, usually This is a coffin-sized capsule that can be
consisting of an earplug and throat mike. Commlinks environmentally sealed. Normally seen on spaceships
enable planetary surface to ship communication; with for long interstellar journeys, the portable version
a ship acting as a ‘satellite’ it can communicate with can be used to ‘freeze’ (i.e., stabilize) wounded or
other commlinks so connected. Otherwise, they have sick patients until they can be treated in an advanced
roughly a 200km range. CR 2. facility, like a hospital. See Sleeping it Off on pg. 119
for more details about cryo-sleep. CR 5.
Disguise Kit (TL 5)
TL 5 disguise kits are much more advanced than their
lower-tech counterparts. They include patches of
synthetic skin and putty to change features, melanin
adjusters, colored contact lenses, and several wigs
with adhesions. A skilled user (generally Entertainer
at rank 1 or higher) can use these to pull off very
credible disguises. CR 2.
Duct-All (TL 5)
An evolution of venerable duct tape, this material is
non-conductive, water-proof, and strong enough to
patch depressurizing holes in spaceships. Duct-All can
also be used to bind prisoners in a pinch. CR 1.

91
EMP Bolt (TL 5) Gyro-Stabilizer Arm (TL 4)
A restraint used for robots. The bolt comes with This is an extra-long titanium ‘arm’ and chest
magnetic clamps; when secured close to the CPU attachment that fits over the user to help brace heavy
of an offline robot, it will keep them offline until weapons, making them possible to use without a
removed. This isn’t a weapon; the robot must be bipod. The arm negates any recoil penalties but is
subdued first. A Hero/Rival level robot character bulky, incurring a -1 Agility penalty. CR 2.
can attempt to escape with a Formidable (-6) Mind Harness (TL 4)
check. CR 2. A web-type harness with multiple attachment
Exo (TL 5 or 6) points and pouches. This is a preferred method for
These are servo-powered exoskeletons, akin to those carrying ammunition and smaller pieces of gear, as
used in powered armor. Made to be close-fitting, it efficiently distributes weight without hampering
they are not the ‘walking forklifts’ seen in a certain movement, and provides ready access. CR 1.
movie. Though not intended as armor, exos are made Heavy Cutter (TL 5)
of tough materials like titanium and bio-ceramics, A specialized tool, the cutter is the size of large
providing light protection. A TL 5 exo grants an wrench and uses a high-pressure plasma arc to burn
effective Strength of 6 with a -2 Agility loss. A TL 6 through most materials, with armor plating and
version incurs a -1 Agility penalty. CR 3. vanadium steel taking a bit longer. As a weapon,
Emergency Rations (TL 4) it’s unwieldy (penalty die to hit), but does d6H +
A foil pouch containing vitamin-enriched, dehydrated Strength, penetration 2 damage. CR 2.
potatoes and protein powder. Pulling the tab mixes HUD Goggles (TL5)
water and triggers a chemical reaction to heat the These goggles, or smaller (and more expensive)
resulting mush. A single pouch sustains one person smart sunglasses have a variety of purposes, though
for a day, though they’ll still be hungry. CR 1. their chief function is to provide augmented reality
EVA Rig (TL 4 or 5) viewing, which can ‘tag’ items for easy identification
This is either a small, framework vehicle with a (if known), their relative distance, and color-code any
seat, joystick, and propellant tank (TL 4) or a large threat level.
backpack with similar components (TL 5). The rig is Other potential features include:
intended to be used along with a vacc suit in space
environments, allowing the operator to move freely • a visual link to a drone or imaging satellite.
with directional jets. CR 3. In addition to recon data, this is often used by
snipers to negate penalties for range.
Fabricator (TL 5)
This is a portable, backpack-sized 3D printer, capable • a gun feedback loop, lowering range penalties by
of fashioning various items using extrusion material one step (cf. the Deadeye boon).
and an established pattern. The equipment so • thermal and low-light imaging (cf. the Night
created, if not especially durable or high-quality, can Sight boon).
include complex assemblies like electronics. Often • a virtual keyboard, for hacking while multi-
used in colonies and as emergency ‘workshops’ on tasking.
starships. CR 4.
CR is 2 for ‘plain’ goggles, 3 for sunglasses.
Grapnel/Piton Gun (TL 4)
This oversized pistol fires a titanium hook up to 60m, Inertial Compass (TL 4)
which either springs open mid-flight or penetrates For use on worlds without magnetic poles. The
rock with a piton head. The hook trails 200kg test compass shows direction relative to an indicated
monofilament, which can winch the firer up to the ‘start point.’ CR 2.
attachment point. As a weapon, the gun has a 20m
increment and does d6 damage. CR 2.

92
(+) Jump Pack (TL 5) Medi-Kit (TL 5)
A heavy backpack/shoulder array, incurring -1 to These come in two varieties, ‘smart’ and ‘dumb.’ The
Agility unless worn with powered armor. Efficient jet former has medical AI. The latter is small enough
turbines can fire for short bursts, allowing leaps of up to be carried in a utility pouch and includes an
to 15m in normal g, with a brief period of hovering at autoinjector, styptic gel, bandages, scalpel, scissors,
the apex if desired. antibiotics, splints, and vials of neo-morphine.
On lower g worlds, this distance can be doubled The smart version has several internal tools, including
or tripled, and ‘airtime’ significantly increased an injector, auto-scalpel, and tissue-closing device.
to something resembling true flight. Leaping to This functions as a rank 1 Physician but has a limited
a specific location such as a platform requires a supply of drugs, allowing use until a Calamitous
Moderate (0) Agility check, modified by appropriate Failure is rolled. CR 3 for smart, 2 otherwise.
careers like Pilot or Soldier. CR 3. Microdart Tracker (TL 5)
Lockpick Set (various TLs) This device appears as a bracelet with a snub barrel
These vary greatly by TL. Older kits are for defeating atop. When triggered, it fires a discrete, super-
spring and wafer locks, usually consisting of a tension adhesive dart that affixes to a target. Both the dart
bar and various picks. Higher TL versions include and bracelet contain a quantum-entangled particle,
variable frequency electromagnetic generators, high- allowing the target to be tracked even if off-planet.
speed combination devices (taking from minutes to CR 2.
hours to defeat a lock), quantum-state influencers, Motion Tracker (TL 5)
etc. This is a handheld device consisting of a large
Generally, these add a bonus die for someone who display and internal motion sensors. Normally, the
already knows what they are doing. ‘Smart’ lockpicks tracker can sense and indicate movement out to
with AI are more expensive (CR 3), and function as a a 30m radius. However, people skillful in stealth
rank 1 Criminal. CR 2. (Barbarians, Criminals, Scouts, etc.) can move slowly
Macroscope (TL 5) enough to defeat detection with a -2 modifier to their
High-powered binoculars, which can be linked to check (see Stealth, pg. 215). Additionally, items like
HUD goggles for shared viewing. Up to 20x power. stealth cloaks and thermobaffler suits have motion-
Filters allow for infrared (radiated heat), ultraviolet, dampeners as standard, negating detection. CR 3.
and night vision viewing. CR 2. Omnitool (TL 5)
A ubiquitous hand-held device, this tool has welding,
laser-cutting, bolt fastening/loosening, and a host
of other functions. It also doubles as a club (d6L +
Strength damage) in a pinch. CR 2.
(+) Psionic Amplifier Rig (TL 5 or 6)
This is a bulky apparatus consisting of a chair, banks
of mental augmenters, and a headpiece array,
comparable to an old-era field radio. With the
device, a Psychic can boost the range of telepathic
and clairvoyant effects (see Psionics, pg. 182).
Use can vary depending on the setting, but this is
typically done to send telepathic messages over great
distances and to avoid astrogation hazards. CR 6.

93
(+) Psionic Shield (TL 5 or 6) Respirator (TL 4)
These appear as a close-fitting skullcap at TL 5; at The respirator has a compressor/reducer for use in
TL 6 they can be inobtrusive pieces of jewelry. The thin, low-oxygen conditions or a depressurizing ship,
device grants the benefits of a Mind Shield (see as well as planetary surfaces with high atmospheric
Psionics, pg. 187) as generated by a rank 1 Psychic. pressure and oxygen content. It can be linked to a
Additionally, any attempts at telepathic intrusion on small air supply (1 hour maximum) and/or filter
the wearer (Skim Mind, Deep Dive, etc.) suffer a for dangerous aerosols or smoke. The respirator
Tough (-2) modifier on the activation roll. CR 4. does not protect against vacuum or allow breathing
(+) Psion Crystal (TL?) underwater. CR 2.
These rare crystals are found, not made. The Solar Charger (TL 5)
prevailing theory holds they are the solidified form Intended for field use, this appears as a 1 x 1m shiny
of sentient consciousness from planets with an active tarp with a charger attachment. When spread out
psionosphere (see Worlds, pg. 176), similar to how under any type of sunlight, it can recharge universal
coal is the fossilized remains of organic life. The power cells. How quickly depends on the quality of
crystals are usually a lambent fuchsia or ultramarine light. This is general issue in a ship’s lifeboat. CR 2.
in color. (+) Stealth Cloak (TL 5)
Psion crystals can be used to store Psionic Points, This hooded poncho creates an active camouflage
up to a maximum of 10 for an extremely valuable loop around the wearer, rendering them effectively
specimen. Once expended, the points must be stored invisible at long ranges. If standing still, the wearer
up again by a Psychic actively ‘charging’ them with can be spotted on a Difficult (-4) Mind check at
their own points. CR 4, or 5 for higher capacity (5 medium range, and Tough (-2) if close; otherwise,
PP+) crystals. the cloak grants a bonus die on all concealment
attempts.
Due to their light warping properties, stealth cloaks
offer medium protection against laser weapons. Most
models include a thermobaffle lining that prevents
detection by infrared scanners. CR 4.
Survival Blanket (TL 5)
This can be worn as an all-weather cloak. The
blankets are reversible, with one side black and the
other covered with reflective material, allowing them
to function as a sunshade or cold weather tarp. If
used to line a small hole in humid conditions, the
blanket will condense enough water for one person
for half a day. CR 2.
Survival Bubble (TL 4)
Rebreather (TL 4) Collapsed, this is roughly the size of a large backpack.
This portable breathing mask recycles oxygen from An air supply inflates the bubble into a tough
the wearer’s exhalations. It can be used to safely mylar sphere comfortable for one person. Oxygen
breathe underwater, in areas with poison gas, smoke, reserves last eight hours, less if additional people are
and high altitudes for upwards of 30 minutes. Cf. crammed inside. A transponder actively sends out an
respirator. CR 2. emergency signal for any rescue craft to home in on.
CR 3.

94
Tether (TL 4) Universal Power Cells (TL 5)
Strong, lightweight braided fiber in varying lengths. These standardized graphene batteries are the size
This can be attached to vacc suits for EVA, but also of a silver dollar and can be used to power various
doubles as rope on planetary expeditions. CR 1. items, including weapons. UPCs are rechargeable,
Thermal Cube (TL 5) often in a ship’s power plant. CR 1.
This is a 10 x 10cm cube made from superconducting U-Phone (TL 5)
material. There are two settings; standard heating, A TL 5 version of a smart phone, roughly the size of
which can raise temperatures to comfortable levels a playing card and not much thicker. A holographic
within a 2m radius of the cube, and heatsink, with a projector makes the screen larger than the phone
similar cooling effect. CR 2. itself. On worlds without satellite communications,
Thermobaffler Suit (TL 5) u-phones can communicate with each other within a
A less expensive version of a stealth cloak, this is a 30km radius. Depending on the apps loaded, they can
black bodysuit that defeats infrared detection and function as a camera, tri-d recorder, etc. CR 2.
motion trackers (see pg. 93). CR 3. Vacc Suit (TL 5 or 6)
A standardized spacesuit fitted for humanoid
body-types. A combination of oxygen supply and
rebreather tech allows up to 12 hours of continuous
use. Commlinks (see pg. 91) are standard, along
with integral lamps in the helmet and forearm, utility
pockets, and electromagnet clamps in the boots to
allow for walking on ship’s hulls while EVA.
Vacc suits provide 3 points of environmental
protection and function as light armor, but are bulky,
incurring a -1 Agility penalty. TL 6 vacc suits incur no
penalties and have the equivalent of EVA jets built
into the suit. CR 3.
Toolkit (TL 5) (+) Voder (TL 5 or 6)
One of various field kits (mechanic’s kit for vehicles, This is a metallic disc, about 8cm in diameter, that can
robotics, electronics, etc.) for a specific type of be clipped to clothing. Voders have semantic AI and
technology. These allow a skilled user (usually an extensive glossaries. An integral mike/speaker allows
Engineer) to work without a penalty, though the two-way communication in different languages,
toolkit can’t replace a workshop, and thus does not including alien languages if these are well-known.
confer a bonus die. CR 2. The translation of both input and output causes a
Towel (TL 4) mild time-lag in communications. CR 4.
A plush towel, usually Marks and Spencer ™ brand if Note that voders only work with spoken languages
available. Towels are a severely underrated piece of (though they can replicate a high range of sounds,
equipment. CR 1. including ultrasonics). Telepathic languages, those
Universal ID (TL 5) that rely on sign, color changes, pheromone emission,
Depending on the setting, this could be a chip etc., can’t be reproduced.
implanted beneath the skin, a ‘bar code’ tattoo on Water Purifier (TL 5)
someone’s neck, or a badge. Universal ID is used by This cylindrical device is about the size of a drink
corporations, colonies, starship crews, etc., and can bottle. When dipped into just about any liquid water,
allow access to high-security areas. Fake IDs are thus osmotic filters will produce something potable. Much
in high demand. CR 1, or 2 for a fake. tastier than iodine tablets! CR 2.

95
Wrist Drone (TL 5) (+) Cephaledrine (TL 5)
This is a tennis ball-sized drone with a wrist launcher A mind-expanding drug, made from organic, non-
(see pg. 135 for stats). Depending on the setting, Terran components, and often used by Mystics in their
the drone has either quad propellers or repulsors rituals. Among other things, a dose of cephaledrine
allowing it to fly. The drone has a 360-degree camera allows the full comprehension of 4th dimensional
mounted on the underside, and can link its visual geometry. At the GM’s discretion, a skilled user
feed to HUD goggles, data slates, ship’s screens, etc. can mimic the Hypersight effect (see Psionics, pg.
The user can pilot the drone manually through a HUD 197) for the length of a scene. Repeated use of
interface via eye movements, or give the AI simple cephaledrine is addicting, however, and rumored to
verbal commands such as “stick close,” “patrol,” cause madness. CR 3.
“hover,” etc. CR 3. Lethezine (TL 4)
A powerful sedative. Depending on the dose,
Lethezine can either blissfully incapacitate someone
(requiring a Tough Strength roll to resist) or simply
calm them down. The drug speeds the recovery of
resolve damage (2x normal rate) and can temporarily
alleviate the Stressed flaw. Repeated use is addictive.
CR 2.
Neo-Morphine (TL 5)
This synthetic opioid has been engineered to avoid
traditional problems associated with painkillers. The
drug doesn’t induce a euphoric state or suppress
respiration, making it non-addictive and difficult to
administer a lethal dose. CR 2.
(+) Orione V (TL 5 or 6)
This is a rare, carefully controlled psi-boosting
drug, also known as Formula V. At TL 5 it is still in
DRUGS & POISONS an experimental state and works roughly half the
time. For Psychics, a dose effectively raises their
Availability of these substances depends on the career rank by 1 for half a day. Non-Psychics get the
character’s career. Assassins, Criminals, and Physicians equivalent of the Empathy boon for a similar amount
routinely handle drugs; other characters may need a of time. Orione produces a rapid tolerance, meaning
Contact to purchase these. repeated use requires greater amounts to achieve the
(+) Alien Toxins (TL varies) same effect. CR 5.
Any of a variety of poisons from different worlds. Stimucin (TL 5)
See Everywhen pg. 68 for potential stats, but the This combat medical drug combines a powerful
resistance rolls can go all the way to Heroic (-8), stimulant with an anesthetic, allowing even the
especially for venom obtained from doom worlds seriously wounded to disregard injuries for a limited
(see pg. 171). Alien toxins are not readily traceable time. Someone reduced to negative lifeblood can
by law enforcement, making them ideal murder continue to function until they reach -5 (losing 1 pt.
weapons for Assassins. Additionally, obscure ones per round), at which point they drop over and must
are difficult for Physicians to treat (assign a Difficulty stabilize or die. Any actions taken while in this state
Modifier and/or a penalty die). CR varies, depending incurs a penalty die, except for the stabilization roll.
on potency and rarity. Stimucin is very addictive if used repeatedly. CR 1.

96
Tempus Fugit (TL 5)
Also called ‘flyby,’ this is a time-constriction drug The GM could also extend DPs to careers like
which reduces the subjective perception of time on Entertainer (writing a song) or Worker (building
long spaceflights. Depending on the dose, a week can a base), depending on the player’s desires. More
pass in what seems like a day. Expensive, it is usually ‘powerful’ projects are Legendary or Mythic in nature,
only administered to wealthy passengers. CR 3. and will require an expenditure of resources (CR) to
Tempus Tantalus (TL 5) pull off.
A time-dilation drug, used to extend the perception Researching alien technology or new languages
of time in pleasurable activities—and sometimes is usually a Formidable (-6) task and may incur a
painful ones, for torture purposes. Tantalus roughly penalty die if there isn’t some type of reference to
quadruples the amount of time that seems to pass, so work from (see Everywhen, pg. 101).
one minute feels like four. CR 3.
Ursine Hibernatus (TL 5)
In some settings, this drug is used in lieu of cryo- SAMPLE PROJECTS
sleep for long space voyages (see Sleeping it Off, pg. • An AI character building a new body or shell
119). An appropriate dose induces a coma, allowing for itself.
sleep for up to a week with reduced oxygen intake • Converting an alien psionic crystal into a
and just a glucose drip for food. The subject can be hybrid blaster.
awakened during this time, but suffers a penalty
die on most actions. These lethargic effects can be • A robot character designing new specialized
negated with a dose of stimulants. CR 2. limbs.
Veritas (TL 5) • Researching a space-time anomaly
So-called ‘truth serum,’ using a variant molecule of discovered during an adventure.
scopolamine. Veritas renders subjects more amenable • Incorporating a new metal into an existing
to interrogation by breaking down their mental suit of powered armor.
resistance. This either confers a bonus die (if a • Writing a program to identify alien creatures
character is the interrogator) or a penalty die if trying based on gathered data.
to resist questioning. CR 2.
• Modifying the weapons on a starship.
• Building a small base of operations on the
CRAFTING surface of a moon.
Time between adventures can be put to good use • Deciphering the alien script on a statuette.
by heroes. Engineers, Programmers, and Scientists
can accumulate downtime project points (DPs) for • Developing a new synthetic poison.
creations or research, modifying existing equipment, • Composing an ode for a fallen comrade.
working on inventions, figuring out alien tech, • Repairing seriously damaged equipment.
etc. (see Everywhen, pg. 100). This is particularly
appropriate for the sci-fi genre, with its emphasis on • Building a prototype deep-diving
technology and discovery. submersible for a hycean planet.

Broadly speaking, Scientists research things like • Designing a deep space structure.
languages and artifacts, while Engineers make • Creating a virus program to crash the
gadgets and Programmers write codes and viruses. economy of a planet.

97
Example
During a mission, Sorcha Quinn and her mercenary troupe stumble across an ancient Cancri outpost on
Talos IV. Among the alien relics seized is an intact cyber shell with enough plating to fashion at least a
partial suit of body armor.
Adapting Cancri armor for humans involves re-shaping the cyber shell’s bio-ceramic plates in a powerful
magnetic field. The process is not wholly unknown, and Sorcha is able to track down a couple references
after searching a large database. She learns, however, that getting the frequency and flux of the magnetic
field right will be tricky. After deciding Sorcha’s workshop and existing tools will be sufficient, the GM
designates this as a Legendary project requiring 4 DPs, with a Tough (-2) difficulty modifier.
As Sorcha is a rank 2 Engineer, it would normally take 2 stages for her to finish this project. However, she
really wants the armor ready for her next adventure, so she spends 2 XP to speed the work along. Sorcha
gets +2 for her career ranks and another +2 for her Mind, yielding a net +2. She rolls a modified 9 and
succeeds! When she emerges from her workshop, she’s wearing a Cancri breastplate—to the envy of her
teammates!

98
4. SHIPS
A beloved aspect of pulp sci-fi, starships can
serve as plot points, prized possessions, a means WHAT’S DIFFERENT?
of conveyance, or even the framing device of a
campaign; a familiar, mobile base of operations Veteran Everywhen players familiar with the
heroes return to again and again. vehicle rules may wonder what changes have
been made in Space Pulp.
Combat between spaceships brings another level of
conflict to sci-fi RPGs. Unfortunately, it’s usually the • Some of the dramatic challenge rules for
most complex section of the rules. GMs and players chases and vehicle combat have been
may avoid ship combat altogether, to keep their simplified or omitted.
sessions headache free. • A firepower rule has been added for attack
Space Pulp takes a two-pronged approach towards and damage rolls with groups of similar
ship-to-ship combat, with both a streamlined version weapons.
of the vehicle rules from Everywhen, and a large- • Boons and flaws for ships have been added.
scale option for handling battles between fleets (see • Mighty Success and Hero/Rival Point options
Tactical Ship Combat, pg. 122). for ship combat have been added.

99
FIG. 3 SHIP STATS

3 4 5 6 7

Yeoman Class Gunship


Size 3, Scan 1, Speed 1, Frame 7 (3), Defense 1, Armor Light d6-3 (3), Cost 11
2
Weapons:
• 2x Gigawatt lasers (fixed forward arc), d6H (3), firepower +1 8
1 • Quad mounted particle beam (turret), d6H (2), pen 1, firepower +3 9

1 Size varies from 1 to 6, which affects the 6 Armor reduces damage just as in regular
scale value of frame, any armor, and weapon combat. Minimum rolled protection is 0. The
damage. (3) means protection is scale 3.
2 Scan indicates the power of a ship’s sensors, 7 Cost is the CR modifier to purchase. Ships are
and is added to a pilot’s initiative when very expensive, though taking ship-related
checking priority. flaws can help decrease cost.
3 Speed is rated from -1 to 3 relative to other 8 The ship’s pilot can only fire fixed forward arc
starships. Speed is added to maneuver rolls weapons. The dual mount (2x) lasers fire grant
when attempting tricky moves. a firepower bonus of +1.

4 Frame is akin to lifeblood, indicating how 9 The quad mount grants a firepower bonus of
much damage a ship can take. The (3) means +3, which can be allocated between attack and
the ship’s frame is scale 3. damage rolls in different combinations (+1/+2,
Defense works just like the combat ability, and +3/+0, +2/+1, etc.). Pen 1 means damage
5
is subtracted from an opponent’s attack roll. rolls ignore 1 pt. of armor protection.

100
SHIP CHARACTERISTICS
With some modifications for spacecraft, these are A ship’s speed is added to maneuver rolls (see pg.
similar to the vehicle characteristics presented in 111).
Everywhen, pg. 71.
FRAME
SIZE Frame is similar to lifeblood, indicating how much
Size generally sets the scale value for a ship’s frame, damage a ship can take (see Everywhen, pg. 73).
armor, and weapons. It also serves as a base value Frame scale is usually the same as a ship’s size rating,
when determining how much a ship costs and how though can be 1 higher for exceptionally durable
long it takes to construct from scratch. Finally, size craft.
indicates the repair time of ships, with bigger, more Frame ranges from 5 to 10 for spacecraft. Most ships
complicated craft taking longer to fix. are frame 5, though a heavy battleship, for example
could be as much as 7, or a carrier 8. A frame 10,
Size Examples Repairs scale 6 ‘ship’ would be more along the lines of
1 Battlesuit trooper, EVA rig 1 hour a massive space station (perhaps with enough
2 Fighter, lifeboat 4 hours firepower to destroy an entire planet)!
3 Bomber, cutter, gunship, shuttle 12 hours When frame drops to 0, a ship becomes inoperable,
4 Corvette, light freighter, research 1 day drifting. If no heroes or rivals are aboard, the
vessel ship can explode dramatically when brought to 0
frame instead (see Operatic Vehicle Damage in
5 Destroyer, frigate, medium 1 week
Everywhen, pg. 75).
freighter
6 Battleship, carrier, heavy freighter, 1 month Ships with heroes or rivals onboard can take frame
liner damage up to -5 before exploding. Like lifeblood,
such a ship is ‘dying’ once frame drops below 0,
losing an additional point per round until it reaches
SPEED -6. Heroes or Rivals will take d6H damage each
The speed rating used here is relative to other round they remain aboard from electrical fires,
spacecraft, and not vehicles in general. Technically, decompression, hard radiation, etc. Hopefully they
all spacecraft have a speed scale of 6 (or much can locate an escape vehicle or at least a vacc suit
higher when travelling FTL), but for simplicity scale is in time! Paying a Hero/Rival point allows immediate
omitted. Larger, ponderous craft have a lower speed escape (see Bail Out, pg. 114).
relative to smaller, faster ones, such as a carrier
compared to a fighter. WEAPONS
Ship weapon systems are divided into 3 broad
Ship Type Speed categories. Note that not every ship has all, or even
Fighter 2 to 3 one of these; this template is based on warships.
Size 3 ship; bomber, cutter, shuttle, etc. 1 to 2 • Primary: This is the ship’s heavy hitter, doing
damage equal to the ship’s size scale, or higher.
Size 4 ship; corvette, light freighter, etc. 0 to 1
These weapons are usually mounted in a fixed
Size 5 ship; destroyer, medium freighter, 0 forward arc, such as a spinal mounted railgun,
etc. wave cannon, macro beam projector, etc.
Size 6 ship; battleship, heavy freighter, -1
etc.

101
• Secondary: These weapons do lower scale
damage than the primary, usually 1 scale less. Example
They can be placed in fixed forward arcs but Stub-fighters lock into a deadly ‘X’ configuration
more often are turreted. when engaging interceptors or strafing. They
• Defensive: These are smaller scale weapons have 4 heavy lasers in a quad, fixed forward arc,
designed for taking out fighters (‘ack-ack’ guns, allowing a single pilot to both fly and operate
in older parlance) and incoming torpedoes. These weapons. The quad mount grants +3 firepower,
usually have a damage scale of 2. which can be divided into +1 to hit, +2 damage
or +0 to hit, +3 damage, etc., when firing at the
Rather than make attack rolls for each weapon on same target.
a ship, Space Pulp uses a firepower mechanic to
simplify several weapons of the same type firing at
a single target. This is resolved with one attack and Big ships with multiple mounts of the same type
damage roll, rather than scads of dice. Dual mounts (e.g. several turrets) can add additional firepower
of the same weapon grant +1 firepower, triple and damage when firing at the same target. For each
mounts +2, and quad mounts +3. The firepower mount past the first, add +1 firepower and raise the
bonus can be split between attack rolls and damage weapon’s base damage by 1 step.
as the firer sees fit.

SIZE WEAPON DAMAGE (SCALE) ARMOR PENETRATION


2 Laser cannon d6H (2) 0
2 Particle beam d6H (2) 1
3 Heavy laser d6 (3) 0
3 Gigawatt laser d6H (3) 0
3 Ion cannon d6H (3) * 0
3 Particle beam mk. II d6 (3) 1
3 Torpedo, light ** d6H (3) 2
4 Particle Beam mk. III d6 (4) 1
4 Heavy ion cannon d6H (4) * 0
4 Torpedo, medium ** d6H (4) *** 2
5 Heavy particle beam d6 (5) 1
5 Torpedo, heavy ** d6H (5) *** 2
5 Railgun ** d6H (5) 3
6 Meson cannon ** d6 (6) 1
6 Hypersphere launcher ** d6H (6) 3

* Fatigue damage only. ** Fixed forward arc only. *** Weapon has the homing quality.

102
Example DEFENSIVE FIRE
The battleship BBH-02 Hiryu has 2 turrets of Resolving defensive fire against fighters is
triple heavy particle beams mounted on her straightforward. Shooting at torpedoes, however,
main deck. When firing both turrets at the same is a bit more complex.
target she gets +2 firepower for a triple mount
First, when the defending ship’s action comes
with an additional +1 for the second turret,
up, it must designate a turret as ‘readied.’ This
yielding a net +3 firepower. The additional turret
turret can’t make an attack roll until an incoming
raises damage from d6H, scale 5, by 1 step,
torpedo appears. When/if this happens, the
to 2d6L, scale 5. Only one attack roll is made,
turret can fire before the torpedo attack is
followed by a damage roll if successful.
resolved.
Torpedoes have a defense of 2 and will explode
Weapons designated as homing can make a second harmlessly after taking a single point of damage.
attack roll if the first fails. If a torpedo attack occurs before the defending
The weapon’s penetration (abbreviated pen) is ship can ready a turret, then no defensive fire
subtracted from the target’s armor protection when can be attempted. The ship has been caught off-
rolling damage. guard.
Ion/EMP weapons do fatigue damage only, meaning
ships don’t explode when brought below 0 frame.
These weapons are favored by both law enforcement
and pirates!

103
DEFENSE
Example
This value works exactly like the combat ability,
acting as a negative modifier to an opponent’s attack Typhus class assault ships have a skein of
roll. Defense values generally range from 0 to 3; superconducting material that can be erected in
more maneuverable craft, like fighters, have a higher a magnetic sheath around the craft, acting as
defense, while big capital ships have 0. an energy shield. Since Typhus ships are Size 4
and Frame 6 (4), their shields are also rated at
Frame 6 (4).
SCAN
This represents a ship’s sensor suite, including radar,
quantum movement detectors, tactical displays, etc. System-wise, energy shields effectively double
The value typically ranges from 0 to 3; scientific a ship’s frame score, making combat longer and
vessels and recon ships generally have a higher scan. reducing tension in a scene. Use them wisely!
Scan is added to a ship’s priority check as well as
engagement rolls (see pg. 111). COST
Ships have a base CR cost of twice their size scale,
ARMOR with an additional 1 to 4 CR added for special abilities
(see Everywhen, pg. 76). Special abilities include
Ship armor functions like body armor protection, with
things like weapons, armor, high speed, high scan,
grades of light, medium, or heavy. This usually has a
and FTL capability. This last ability always adds 3 CR
scale rating equal to the ship’s size, though can go 1
to the total. Costs are included for the sample ships
higher for particularly well-armored ships.
starting on pg. 107.
Depending on the setting, ship armor is made from
At the GM’s option, known flaws (see pg. 105) can
tough, sometimes exotic materials to withstand
reduce a ship’s cost by CR 1 per flaw.
the punishment of obscenely powerful weapons.
Examples include collapsium, iridium, and osmium
and vanadium steel alloys. NPC CREW
The Upgraded Armor boon grants a base d6H Tough or Rival level characters use their stats (Agility,
protection instead of the standard d6. ranged combat ability, Pilot rank, etc.) for ships they
directly control. When nameless Rabble are at the
ENERGY SHIELDS (OPTIONAL) helm, however, or there are more action stations
than named NPCs can control, use the following crew
In settings where forcefields exist, energy shields are ratings:
an external layer of defense, supplementing armor
protection (see Everywhen, pg. 57.) These have their • Green to Average + 0
own frame rating, usually equal to the frame of the • Veteran +1
ship, with a scale protection rating like armor, also
• Elite +2
equal to the frame. Any damage from a successful hit
is taken from the shield’s frame first, without armor The modifiers are added as a single number to
protection. the roll. So, while Captain Locke, a Tough, adds his
Agility 1 and ranged combat 1 when firing the guns
Once the shield’s frame is depleted, any remaining
on his interceptor, the rest of his veteran squadron
and subsequent damage is applied against the ship’s
adds +1. They would also add +1 to any maneuvers
frame as normal. Shields recharge at the rate of 1
attempted.
pt. per hour, meaning once they’re down in a fight,
they’re not coming back anytime soon!

104
FIG. 4 SCALE TRACK

• To increase damage 1 step, move 1 level right


• To decrease damage 1 step, move 1 level left

0 1 d3 d6L d6 d6H 2d6L 2d6 2d6H 3d6L 3d6 3d6H

0 1 d3 d6L d6 d6H d6Lx2 d6x2 d6Hx2 d6Lx3 d6x3 d6Hx3

SCALE RECAP SHIP BOONS & FLAWS


The scale mechanic is frequently used in ship combat Any boon or flaw taken for a ship requires the GM’s
for weapon damage and armor protection. On a permission. Unlike with character creation, boons and
successful hit, compare the damaging weapon’s flaws don’t have to ‘balance’ (i.e., taking a flaw for
scale: every boon after the first). However, boons increase
a ship’s CR cost by 1-2 per boon and known flaws
• vs. armor protection; if the protection’s scale reduce CR by 1 per flaw. Generally, a maximum of 2
is higher, increase the protection by 2 per level boons and flaws per ship is recommended.
of difference (i.e. add 2 to the roll). If the
protection’s scale is lower, decrease by 2 per Autorepair (Boon)
level of difference (minimum 0). The ship has nanites or swarms of repair bots that
are constantly fixing the ship. This repairs 1 point of
• vs. frame; if the frame scale is higher, decrease
temporary frame damage per round, automatically.
the damage by 2 steps per level of difference. If
See Emergency Repairs on pg. 113.
the frame scale is lower, increase the damage by
2 steps per level of difference. Bio-Components (Boon)
Sections of the ship are a living organism, often
created with a singular purpose. Though bio
Example components can be slower than mechanical ones
An Imperial Yeoman class gunship is dogfighting (especially computers), they are able to naturally
with a pair of rebel Dromon interceptors. The heal without repairs. Healing rate is 1 pt. worth of
gunship manages to hit with its fixed forward rating per day, so a ship with a Bio-Component hull
gigawatt laser. The laser normally does d6H, would repair 1 frame/day.
scale 3 damage. The Dromon only has a scale of
2 for both its frame and light armor protection. Clunker (Flaw)
The difference (3-2=1) steps up the laser’s The ship looks (and sometimes acts) like a hunk
damage by 2 to a hefty 2d6, and decreases of junk. Perhaps cobbled together from a motley
the dromon’s protection from d6-3 to d6-5 assortment of parts, she is undependable. At the
(minimum 0). The interceptor is not long for this beginning of an adventure, the GM secretly rolls a d6:
world! on a ‘1’ result, the ship’s decrepitude will be a factor
at some inopportune time. This could range from a
penalty die during combat to breaking down on some
remote planet.

105
Distinct (Flaw)
Similar to the Memorable flaw (see Everywhen, pg.
20). The ship has an easily recognizable appearance—
perhaps due to an unconventional shape, or a well-
known configuration, such as a ‘flying saucer’ hull.
Attempts to keep a low profile incur a penalty
die.

Easy to Maintain (Boon)


The ship uses highly
standardized parts and was
engineered with a hands-on
approach. Any maintenance costs
are 1 CR less and repairs take time
as ships of 1 size less. This boon is
only available for size 4 or lower
ships.

ECM Systems (Boon) Military Grade (Boon)


Weapons targeting this ship lose the homing quality. Due to gray market upgrades, the ship has some tech
Certain advanced torpedoes, however, may be system (usually weapons) normally found only on
shielded against this effect. warships. This can be anything from a quad mount
to an encrypted tight-beam communication system
Excursion Vehicle (Boon) or a tactical AI. The exact nature of the boon must be
This boon is only available to size 3 or higher ships. worked out with the GM’s approval.
The ship has some type of small vehicle, such as a
flyer or rover (see Vehicles, pg. 137) stowed aboard, Open Frame (Flaw)
which can be unlimbered or assembled for use on a For cost and mass reasons, sections of the ship have
planetary surface. no external plating. A vacc suit may be required to
safely travel from one area to another. The ship’s
Financed (Flaw) frame rating can’t exceed 4 (though it can still have a
The ship has been heavily financed at steep rates size scale equal to the ship) and no armor protection
(around 20% or higher). Until bought off, PCs is possible. These types of ships are for strictly
financially responsible for the ship will lose CR at a industrial or commercial purposes and often have all
rate determined by the GM. If PCs refuse to pay, the robotic crews.
ship will eventually be impounded.
Orbit Only (Flaw)
Hangar Queen (Flaw) The ship is not designed for atmospheric or high g
The ship is a high maintenance diva that spends an landings on planetary surfaces. Instead, it must stick
inordinate amount of time in hangar bays. Increase to orbital berths or deep space stations for fuel and
the repair time to a ship of 1 size larger. maintenance. Personnel are usually transported
planetside by shuttles.
Hot (Flaw)
The ship was stolen at some point, though the Pop-Up Turret (Boon)
current owners don’t necessarily know that. This The ship has a concealed turret that is normally kept
works like the Bounty flaw (see Everywhen, pg. 19), beneath the hull, but can suddenly sprout and fire
with trouble coming in the form of repo men or local when needed. The weapon system will otherwise be
officials trying to impound the ship. hidden from cursory inspection or scans.

106
Precursor Tech (Boon)
This boon requires the GM’s approval. The ship has
SAMPLE SHIPS
some kind of advanced system, perhaps the result of The following ships use the stat line as presented on
alien or black-market technology. This usually means page 100. Unless where noted, assume they have
a scale difference for weapons, armor, or frame that FTL capability.
is 1 higher than the size scale would normally allow.

Quirk (Flaw) Note: Ships not designated as streamlined take a


Some familiar aspect of the ship routinely causes penalty die on combat rolls and maneuvers when
problems. “Ah, the nav computer is acting up again,” operating in an atmosphere.
or “She’s always a little touchy about docking.” When
these situations arise, take a penalty die on the Interceptor
associated roll. This flaw can be taken multiple times Size 2, Scan 1, Speed 3, Frame 5 (2), Defense 3,
for a ship with several Quirks. Armor Light d6-3 (2), Cost 8
Weapons:
Shields (Boon) • 4x Particle beam (fixed forward arc), d6H (2),
This boon assumes energy screens (see pg. 104) are
pen 1, firepower +3
both possible and not standard issue on most ships.
Having such a protective device greatly increases These are fighter craft built to overtake other fighters,
survivability. in defense of a capital ship, as convoy protection, or
to scramble for planetary or orbital defense. They
Ship Fear (Boon) have a crew of 1 and no FTL capability. The hull has
Ships with particularly lethal reputations based on been streamlined.
their model or name can make a free resolve attack
(see Situational Rules, pg. 214) at the beginning of Ship’s Boat
combat. An example might be the spherical ships of Size 2, Scan 0, Speed 1, Frame 4 (2), Defense 1,
Space Vikings, delta-shaped Tiburon class fighters, Armor none, Cost 5
etc. Weapons: none

Stealth Suite (Boon) An auxiliary craft for size 4 and larger ships, this
The ship is coated with radar absorbing nanites or doubles as a lifeboat and can carry up to 4 crew. The
similar wonder-material, along with a matte-black hull has been streamlined, and the ship has no FTL
paint job. This incurs a penalty die on engagement capability.
rolls against the ship, or similar attempts to detect it
with scan rolls. Highly illegal, and only seen on
military (or pirate) craft.

Upgraded Armor (Boon)


The ship has advanced composite armor.
Base protection has a ‘H’ rating, meaning
a bonus die is rolled when checking
for armor protection and the
higher amount taken. Static
armor protection is raised
by 1 pt.

107
Cutter Corvette
Size 3, Scan 1, Speed 2, Frame 6 (3), Defense 2, Size 4, Scan 2, Speed 1, Frame 7 (4), Defense 1,
Armor Light d6-3 (3), Cost 10 Armor Light d6-3 (4), Cost 15
Weapons: Weapons:
• Triple mounted heavy laser (turret) d6 (3), • 2x medium torpedoes (fixed forward arc), d6H
firepower +2 (4), pen 2, homing, firepower +1
Fast, sleek craft typically used for interdiction and • Triple mounted gigawatt lasers (turret), d6H (3),
law enforcement. Modified cutters are also a favorite firepower +2
of pirates and raider crews everywhere. The hull has • 2x Quad mounted particle beam (turret), d6H
been streamlined, and the ship has no FTL capability (2), pen 1, firepower +3
of its own. A fast, maneuverable warship that serves as recon
for larger fleets, picket defense, and supports fighter
Gunship engagements with its defensive armament.
Size 3, Scan 1, Speed 1, Frame 7 (3), Defense 1,
Armor Medium d6-2 (3), Cost 11 Light Cargo Ship
Weapons: Size 4, Scan 1, Speed 0, Frame 5 (4), Defense 0,
• 2x Gigawatt lasers (fixed forward arc), d6H (3), Armor none, Cost 12
firepower +1 Weapons: none, but see below.
• Quad mounted particle beam (turret), d6H (2), One of the most common ships seen in spaceports,
pen 1, firepower +3 these workhorses haul speculative freight from
A heavily armed craft used for ground-support in planet to planet, system to system. Though illegal,
planetary actions and as a ‘pocket battleship’ in owners often install weapons (usually a double Pop-
skirmishing engagements, these are military only up Turret, see pg. 106), especially when engaged in
ships. They can also be used as troop dropships, with smuggling. They can also be armored up to Medium
the armament providing covering fire while forces protection.
deploy. The hull is streamlined, and the ship has no
FTL capability.

108
Surveyor Ship
Size 4, Scan 3, Speed 0, Frame 5 (4), Defense 0, Essentially a heavy battleship, dreadnoughts often
Armor none, Cost 13 serve as flagships, and use their dreaded hypersphere
Weapons: none launchers to conduct planetary bombardments—
A research vessel, surveyor ships are tasked with without atmospheric dispersion and pesky lingering
identifying new planets for exploitation. The ship radiation. They can carry up to a squadron of fighters
has ground-penetrating radar and mining ‘torpedo’ in their hangar bays, usually for defensive support.
probes that can be launched from orbit without Heavy Freighter
costly landings. Surveyors are also used in studying Size 6, Scan 1, Speed 0, Defense 0, Frame 6 (6),
astrological anomalies and locating habitable worlds. Armor Light d6-3 (6), Cost 16
Destroyer Weapons: none
Size 5, Scan 2, Speed 0, Frame 7 (5), Defense 0, These are the largest freighters, with most of their
Armor Medium d6-2 (5), Cost 17 bulk devoted to cargo space and massive engines.
Weapons: Additional cargo can be hauled in an open frame
• Railgun (fixed forward arc), d6H (5), pen 3 section towed behind the craft, like an old-fashioned
• 4x medium torpedoes (fixed forward arc), d6H diesel train. The front, or ‘tug’ portion can detach
(4), pen 2, homing, firepower +3 from the frame for landings. The craft includes a
• 2x triple mounted particle beam mk. II (turret), ship’s boat.
d6 (3), pen 1, firepower +2
Liner
Specialized ‘ship-killers’ designed to support larger Size 6, Scan 1, Speed 0, Frame 5 (6), Defense 0,
vessels, by purposefully interposing themselves to Armor Light d6-3 (6), Cost 16
draw fire. Weapons: none
Troopship These are inter- and extra- system passenger ships,
Size 5, Scan 0, Speed 0, Frame 6 (5), Defense 0, carrying occupants in a variety of accommodations.
Armor Medium d6-2 (5), Cost 16 They also have a limited cargo capacity, though
Weapons: nothing like a heavy freighter. Liners will have up
• 4x Quad mounted particle beam (turret), d6H to 4 shuttles for ferrying passengers and a large
(2), pen 1, firepower +3 number of lifeboats.
AKA dropships, these bulky craft are streamlined for
atmospheric landings, though they can deploy squads
of powered armored troopers from orbit. The vehicle DRAMATIC CHALLENGES
bays can hold heavy armor like grav tanks and
mecha. They mount defensive weapons for ground
RECAP
support. Ship combat in Space Pulp uses both the dramatic
challenges (see Everywhen, pg. 41) and vehicles
Dreadnought
rules (pg. 71) from the core book. These have been
Size 6, Scan 2, Speed 0, Frame 8 (6), Defense 0,
slimmed down to better fit the genre and support
Armor Heavy d6-1 (6), Cost 22
faster play. Certain options from the standard rules,
Weapons:
like wingman, salvo fire, formate, and others have
• Hypersphere launcher (fixed forward arc), d6H
been omitted, but can safely be re-added for GMs
(6), pen 3
desiring greater depth.
• 4x triple mounted heavy particle beam (turret),
d6H (5), pen 1, firepower +2
• 6x quad mounted particle beam (turret), d6H
(2), pen 1, firepower +3

109
Dramatic challenges are often ‘framed’ with a time Whenever someone gains (or loses) a CD there
limit specifying when the scene ends. This adds should be a corresponding narrative description.
additional tension. For example, a dogfight could This keeps the challenge from becoming a purely
be set for 3 rounds before a jump gate closes, or a mechanical exercise.
convoy of non-combat ships reaches a safe location.
Challenges also end when one side wins, such as
making a successful Escape action during a chase. Example
The general idea is to accumulate challenge dice Ace Albedo is trying to Maneuver for a better
(CD), which are bonus dice granted by various position as he battles a squadron of Imperial
successful actions. These can be used to offset the fighters. With a success (1 CD), he flies up on
penalty dice (PD) cost of more difficult actions, or the tail of the rearmost ship. He can use the CD
just bestow a higher chance of success. Everyone to cancel out the 1 PD cost of Shoot on his next
can participate in generating CD, instead of just one action. If he failed the Maneuver, granting a CD
player doing all the rolling. So, a starship crew could to one of his opponents, the fighter would be on
have a PC piloting, another acting as gunner, another his tail!
running around making temporary repairs, etc.

110
RESOLVING DRAMATIC CHALLENGES PILOT ACTIONS
• Priority is checked for after an (optional) With the exception of Shoot, these require 2d6 +
engagement roll. Characters act in order of Agility + ship’s speed + Pilot rank + modifiers.
priority as normal. With the exception of Shoot, failing one of these
• Actions are divided into those for the pilot actions grants a CD to an opponent of the pilot’s
(whoever is at the helm), and the occupants choice.
aboard. • Board (2 PD)—Match speeds with a target
• Actions are resolved using 2d6 rolls with ship and attach. A breaching point must be
modifiers as normal. A Mighty Success generates created before occupants can transfer from
an additional +1 CD, a Legendary Success +2 CD. one ship to another.
A Calamitous Failure, if taken, grants +2 CD to an • Escape (2 PD)—Disengage the ship from
opponent. vehicle combat or chase, ending the scene.
• Actions with a PD (penalty dice) cost can still be • Evasive Action (0 PD)—Ranged attacks
attempted without any CD to cancel them. against the ship suffer a PD on attack rolls
• CD can be ‘banked’ into a common pool for use until the pilot’s next action.
by one side. Any amount accumulated can be • Keep it Steady (0 PD)—All ranged attacks
spent to increase the chances of an action. from the ship gain a bonus die until the
pilot’s next action. Used to negate the Shoot
PD for occupants.
OCCUPANT ACTIONS • Maneuver (0 PD)—Get ahead of or gain on
These actions can be attempted by crew aboard an opponent, usually to set up for Board,
the ship. Escape, or Ram. A normal success grants 1
CD.
• Repair (1 PD)—An Engineer can attempt to
restore temporary frame points to a ship. See • Ram (2 PD)—Crash the ship into another,
Emergency Repairs, pg. 113. damaging both vehicles. See Crashes and
Ramming on pg. 112.
• Scan (0 PD)—Requires a 2d6 + Mind + ship’s
scan + modifiers roll. Normal success gains a • Shoot (1 PD)—The pilot can only fire fixed
sensor lock, targeting information, obstacle forward arc weapons. A ranged attack roll
location, etc., granting 1 CD. is used, though modifiers for range and
automatic fire are ignored.
• Shoot (1 PD)—An occupant fires a ship’s
weapon. A ranged attack roll is used, though
modifiers for range and automatic fire are
ignored. ENGAGEMENT ROLLS (OPTIONAL)
• Support (0-2 PD)—This is a broad category If both sides in a challenge are already aware of each
allowing others to assist through various other, the engagement roll can be waived. Priority
actions, such as trying to confuse opponents checks are made as normal.
with comms chatter, co-piloting, reallocating Engagement rolls work best when one side is trying
ship’s power, etc. The GM adjudicates what to spring an ambush or appears unexpectedly. One
abilities and modifiers are used on the 2d6 hero rolls 2d6 + Mind + scan + Pilot rank + modifiers.
roll. A normal success grants 1 CD. Negative modifiers can include ‘terrain’ features such

111
as nebula clouds, asteroid fields, dust rings, etc. “Something about that planetoid seems too
Subtract the Mind or Pilot rank of any NPC acting round,” she mutters, suspicious of the silhouette
against the heroes. Some ship’s boons/flaws (i.e., on her scope. Too late. She screams “Action
Stealth Suite) can further affect this roll. stations!” into the ship’s comm, even as Starkad’s
• On a Calamitous Failure the PCs take a penalty fighters come roaring through the void. Sorcha
die on their priority rolls along with a Hard (-1) and her crew will suffer a Hard (-1) modifier
modifier. when checking priority for this combat.
• On a failure, PCs take a Hard (-1) modifier on
their priority rolls.
• On a success, both the hero’s party and enemy
notice each other, with no modifier to the priority
roll.
• On a Mighty Success the hero’s party gains a
Very Easy (+2) modifier for their priority rolls.
• On a Legendary Success, the hero’s party gains a
bonus die to their priority rolls along with a Very
Easy (+2) modifier.

Example
Sorcha Quinn and her mercs, the Vanadium
Vultures, have pulled convoy duty for a group of
unarmed freighters. Aboard the Vulture’s ship, CRASHES AND RAMMING
a heavily armored cutter named Wicked Lester, When a vehicle crashes, it takes base d6 frame
Sorcha watches the long-range scanners, certain damage. This is stepped up by 1 per point of the
raiders are about to pounce. ship’s speed and 1 per point of difference between
She’s right. Out among the murk of the Scutari the size scale of whatever it hits—if the object is
Nebula, famed Space Viking Starkad Nygard larger. If smaller, damage is stepped down by the size
waits, ready to unleash his howling fighters differential. Armor protection is rolled for.
among the fat, slow-moving traders. His Occupants take this damage at 2 steps down if there
spherical carrier ship, the Drakkar, hides among are safety features like g couches, or 3 steps down if
a cluster of planetoids. the craft has inertial dampeners (standard on all FTL
Sorcha rolls for engagement. She has Mind 2, ships).
Pilot at rank 1, and the Wicked Lester has scan
1. Starkad’s Pilot rank of 2 is higher than his Example
Mind, so that becomes a negative modifier on A shuttle (size 3, speed 1), crashes into a size
Sorcha’s roll. 4 asteroid. The shuttle takes a base d6, shifted
Sorcha gets a net +2, but has to take a penalty 1 to the right for its speed and 1 for the size
die because of the Drakkar’s Stealth Suite boon. difference. This takes the frame damage total to
She rolls a 4, 3, and a 2, for a modified 7. 2d6L, which likely crushes the unarmored ship.
Failure.

112
EMERGENCY REPAIRS
As an intentional, tactical move, ramming ships During a fight, an Engineer can attempt a Moderate
works differently. If a ship successfully executes a (0) difficulty roll at Mind + Engineer rank. A success
Ram action, it inflicts base d6 frame damage with 1 repairs 1 point of temporary frame damage, while
step up for each point of speed rating and 1 step up a Mighty Success repairs 2 and a Legendary Success
for each point of size difference between it and the repairs 3.
target craft—if larger. If the ramming ship is smaller, After the fight is over, these temporary fixes revert to
the damage is stepped down for each point of size normal frame damage, which could leave the ship at
difference. The rammed ship gets its normal armor 0 or lower frame damage!
protection.
See the Repairing Vehicles section in Everywhen,
The ramming ship takes base d6L frame damage with pg. 75.
1 step up for each point of its speed rating, and 1
step up for each point of difference in size if the ship
rammed is larger. Armor protection counts. MIGHTY SUCCESS OPTIONS
In both cases, neither side rolls damage for
occupants. Damage is considered frame only. The following options are similar to those from
character combat, but have been tailored for ship
battles.
Examples Blow Through
A size 2, speed 2 fighter rams a size 6 capital This can be invoked after damage has been rolled. If
ship. The fighter inflicts base d6 frame damage, your attack was enough to take the target’s frame to
stepped up 2 for its speed, but stepped down 4 0 or lower, you can immediately make another attack
because of its smaller size. This leaves a final roll on a nearby ship with the same weapon, using
d3 frame damage, which won’t get through the the firepower allocation from before. No Hero/Rival
capital ship’s static heavy armor protection. Points can be spent on the second roll.
The fighter, however, takes a base d6L frame Critical Hit
damage, with 6 steps up for both speed and size Your attack strikes true, hitting a vital area of your
differential, yielding a total 3d6L. The ramming opponent’s ship. Increase base damage by 1 step and
is basically a kamikaze action. ignore any armor protection. Protection from energy
A size 5, speed 0 heavy cruiser rams a size screens still applies, however.
4 corvette. The corvette takes base d6 frame
Precise Hit
damage, stepped up 1 to d6H because the
You hit a specific system on your target’s ship. This
cruiser is larger. The cruiser takes a base d6L
doesn’t do any frame damage, but it will destroy a
frame damage, stepped down 1 to d3 because
weapon mount, such as a turret, or damage the ship’s
it’s larger. Depending on the cruiser’s medium
engines (drops speed to 0 and incurs a penalty die
armor roll, it could end up taking 1 point of
on maneuvers) or sensors (drops scan to 0 and incurs
frame damage from the collision.
a penalty die on related rolls). Other results, such as
blowing open a cargo bay door, are also possible.

113
Incapacitate Target (Legendary Success)
EXTENDED EXAMPLE
Regardless of damage rolled, your attack manages The following example illustrates a chase/combat
to completely incapacitate the target ship for 2D3 between 2 ships of different sizes, as well as crew
rounds, during which time it drifts helplessly at 0 actions supporting the rolls.
defense. Any active energy screen will be knocked
down, though armor protection still functions as ICCS Fastbuck, Tramp Freighter
normal. This is the result of striking a sensitive Size 4, Scan 1, Speed 0, Frame 5 (4), Defense 0,
portion of the ship, such as an unshielded exhaust Armor 0
port, or a very lucky shot! Weapons:
• Dual mount heavy laser turret, d6 (3), firepower
+1
HERO/RIVAL POINT Red Hand, Modified Pinnace
OPTIONS Size 3, Scan 0, Speed 2, Frame 6 (3), Defense 1,
Armor Medium d6-2 (3)
Bail Out Weapons:
You manage to miraculously escape from a ship • Triple mount ion cannon turret, d6H (3),
brought to 0 or lower frame without sustaining firepower +2
any damage yourself. This option requires a
safety feature like a lifeboat, survival bubble (see
Equipment, pg. 94), or at least a vacc suit to pull off. Example
Cf. Defy Death.
The tramp freighter ICCS Fastbuck is making
Boost Success a cargo run in the notorious Delta Zone, an
As per standard (see Everywhen, pg. 32). unpatrolled area known for harboring pirates.
Profits have been good, but the ship’s activity
Hold Together! has finally drawn the attention of corsair Calico
As if by sheer determination (or luck), restore 2 Riggs and his pinnace, the Red Hand. Riggs
frame points to your ship. These are treated as is a Rival level NPC with a Tough First Mate
temporary points, as if from emergency repairs (see named Locke and a swarm of Rabble pirates
pg. 113). aboard. The Fastbuck’s motley crew consists
of heroes Brazzle Bonham (captain), Xiaoxin
Sacrifice System (supercargo), Lisette Dirac (ship’s steward), and
Similar to Splintered Shield, Shattered Sword, this CLEM 292 (engineer).
allows the sacrifice of a weapon system or other
feature like a ship’s boon (GM’s call) instead of taking The GM waives an engagement roll, as both
normal damage. The ship still takes 1 frame point, parties are already aware of each other when
however. This will destroy a turret or dual-linked the action beings. After some discussion, the
weapons. It can also take out a ship’s scanners (scan scene is framed as a chase, with no set time
score) or maneuvering jets (defense). limit. The Red Hand will attempt to disable the
freighter with its ion cannon, then Board. The
Tactical Foresight heroes will try to Escape and/or destroy the
As per Luck of the Gods (see Everywhen, pg. 32). pinnace.

114
Priority is rolled; the Heroes add the Fastbuck’s scan of 1 to their check, but must also subtract Riggs’s
initiative of 1. Brazzle and Lisette pass, while both CLEM 292 and Xiaoxin fail. The order goes: Brazzle,
Lisette, Calico, Locke, Xiaoxin, and CLEM (the Rabble aboard the Hand won’t be acting in this combat).
Brazzle is piloting the ship. He guns the Fastbuck’s engines and heads for a nearby meteoroid field, hoping
the potential hazard will slow pursuit. This is a Maneuver action (0 PD); Brazzle gets a +1 for Agility and
+2 for his ranks in Pilot. He rolls a modified 6 and fails; the Red Hand simply increases speed, unfazed by
the meteoroids. The failed Maneuver grants 1 CD to Calico.
Lisette, with a ranged combat ability of 2, is the ship’s default gunner. She thumbs an EMERGENCY button,
activating the ship’s pop-up laser turret. Lisette takes the Shoot (1 PD) action, attempting to hit the
approaching pinnace. She has Agility 1, ranged 2, and allocates the dual turret’s +1 firepower to hitting
rather than damage. After subtracting the Red Hand’s defense of 1, she rolls with a net +3 and gets 6, 4,
and 1. Because she’s using a penalty die, she must take the 2 lowest rolls and gets an 8 total. Miss.
Riggs is up next. He attempts to close the distance even further with a Maneuver (0 PD) roll; like Brazzle,
he has Agility 1 and Pilot 2. However, he can also add the pinnace’s speed of 2, for a net +5. He gets a 9
exactly and tallies another CD, up to 2 now. The Red Hand is dangerously close, and has a good chance to
Board on Riggs’s next action.
Locke is the pinnace’s dedicated gunner. He opts to Shoot (1 PD), and has Agility 1 with ranged 1, and
allocates another +1 to hit from his triple turret’s firepower. However, he also has the Master Gunner boon,
which grants a bonus die and negates the 1 PD for this action. As the sluggish Fastbuck has 0 defense, he
rolls a modified 10 and hits!

115
The Red Hand’s ion cannon is a scale 3 Noble efforts, but now it’s the pirate captain’s
weapon. Against the Fastbuck’s frame scale of turn. Riggs attempts to Board (2 PD) by
4, the difference of 1 steps down the cannon’s matching speed with the Fastbuck and firing
base damage from d6H to d6L, +1 for allocated magnetic clamps. He again rolls with a net +5,
firepower. He rolls 3 damage total, and as the and after canceling out the 2 PD with his 2 CD
freighter has no armor, drops the Fastbuck’s gets a modified 11, a success. The damaged
frame to 2. Note that the ion cannon does pinnace attaches itself to the freighter’s hull.
fatigue damage only—pirates want their prizes Since this is one of final conditions established
intact, not blown to atoms! for the scene, the space battle is over.
Xiaoxin is up next. She uses a Scan (0 PD) action The Fastbuck shudders as tevax explosive
to get detailed readings of the surrounding area, charges clear a breaching point for the pirates to
hoping to assist Brazzle’s next roll. With Mind enter. “Quick,” says Captain Brazzle, his ancient
2 and ship’s scan 1, she rolls with a net +3 and cybernetic arm whirring as he reaches for a
succeeds. “The dust’s thick in this section of the boarding shotgun. “Everyone make for the cargo
meteoroid field,” she tells Brazzle, highlighting hold. We’re going to arrange a little surprise for
the area on his nav HUD. “Veer for that. We our guests!”
might be able to lose them!” Brazzle will get 1
CD for his next action.
CLEM 292 ends out the round. As he has
Engineer at rank 1, he tries to make emergency
SHIPS AS EQUIPMENT
Repairs (1 PD) to the Fastbuck’s frame. He rolls In a basic sense, starships are just another object
Mind 1 plus Engineer 1 against Moderate (0) a character may own, like a blaster pistol or suit of
difficulty, with a penalty die and gets 5, 4, 3. A powered armor. However, they are likely the most
success! CLEM can flush some of the ions from expensive object heroes will ever get their hands
the ship’s capacitators, taking her frame back up on. Simply purchasing one, especially early in a
to a (temporary) 3. campaign, is unlikely, even with something like the
Round 2 and Brazzle again acts. He can try Wealthy boon (see pg. 47).
Escaping (2 PD) even with only 1 CD from Given that ships cost so much, how can PCs get from
Xiaoxin’s Scan cancelling a penalty die. He rolls planet to planet? Some possibilities include:
with a net +3 and gets 5, 3, 2. Not enough.
Desperate, he burns a Hero Point and rolls again, • Purchase travel tickets; these are affordable,
getting a 6, 4, and 1. Still short, and now the especially the lower passage options. See Travel,
Red Hand is practically alongside! pg. 118.
Lisette tries another Shot (1 PD). She again puts • Acquire a ship during character creation, usually
her +1 firepower into hitting and gets a 4, 4, 3. after reaching rank 3 in the Pilot, Raider, or
A hit! Because she’s also desperate, she spends Spacer careers. These craft, however, are
a Hero Point to invoke Critical Hit, stepping up decommissioned, older models (see the Clunker
the laser’s damage to d6H and ignoring the Red and Quirk flaws, pgs. 105 and 107).
Hand’s armor protection. She gets a 5; almost, • Acquiring a ship as loot during the course of an
but not quite enough, to drop the pinnace’s adventure, such as ‘appropriating’ a pirate cutter
frame to 0. Her inspired shot shears through after defeating the owners.
the ship’s bulkhead, stopping just short of the
vulnerable engines.

116
• Purchase a ship with heavy financing. See the Another question concerns where hyperspace travel
Financed flaw on pg. 106. is possible, or at least safe. For example, when ships
• Construction. PCs can use downtime project ‘jump’ into a new system, they might materialize
points, along with expenditures in parts and labor about 1 AU out from the primary star. Initiating
to build (or at least oversee on larger craft) a hyperspace travel too close to the gravity well of a
ship. This requires a number of DPs equal to the planet or star might pose some threat to the warping
cost of the ship (see Everywhen, pg. 99). of spacetime.
Paradoxically, while hyperspace travel between
stars might be relatively quick, the bulk of time on a
DRIVES voyage might be spent after the ship arrives in the
system, and has to use conventional propulsion to get
Though Space Pulp certainly isn’t hard sci-fi, some around!
thought about the nature of faster than lightspeed
(FTL) travel is a good idea before starting a
campaign. Specifics with little ‘crunch’ impact on STARSHIP CREWS
the rules can still have profound consequences for a
setting. Some examples: Many sci-fi classics feature heroes as
crewmembers of a designated starship, whether
• STL. Slower than light drive; no one has broken something formal like a science vessel on a
the lightspeed barrier. Any interstellar travel bold, 5-year mission, or the loose and breezy
requires generation ships engineered for massive association of a ragtag ‘family’ on a cargo ship as
travel times. Adventures take place in our solar it rambles through a space-Western setting.
system, with high efficiency rockets using fusion Crew assignment can be by rank, with a clear
or matter/anti-matter reactions to get around. chain of command, or more functionally based
There has been no intelligent alien contact. on the crewperson’s role. This will vary by setting
• Hyperspace. Ships enter something like an and the type of ship in question (i.e., a warship,
Alcubierre warp bubble, or an alternate, non- a tug, a research vessel, etc.).
Euclidean dimension, where exceeding light For example, the grimdark world of Never-
speed is possible since they aren’t ‘moving’ in Setting Suns (see pg. 230) uses enlisted and
the conventional sense. Drives require enormous commissioned officer ranks based on the Royal
amounts of energy, usually provided by exotic Navy. Formal roles can include helm (piloting),
matter. Some settings may posit hyperspace command, communications (laser optic and
travel powered by psionic energy—see Psionics & psionic), navigation, engineering, supply,
Starships on pg. 184 for more details. gunnery, and boarding actions/ground crew.
• Stargates. FTL travel is only possible through In the ‘space-trucker’ setting of Dirty Plastic,
fixed points, either anomalies like wormholes or ranks aboard most ICCS (Independent
artificial punctures in space-time. Actual travel Commercial Class Starship) vessels include
time is instantaneous and the number of visitable Captain (commanding officer), XO (executive
systems finite. Controlling access to stargates officer, or second in command), Warrant Officer,
is therefore of vital strategic importance, Medical Officer, Navigator, Science Officer
usually accomplished with fleets of starships or (optional), Chief Engineer, and Engineer.
permanent battlestations.

117
TRAVEL
Unless PCs own a ship, they’ll have to get around by
booking passage. Depending on how common space
travel is, the bare minimum cost for a ticket is usually
CR 2. This is the equivalent of flying coach or riding
in steerage. In some settings, this can mean travel in
potentially dangerous cryo-sleep (see sidebar, pg.
119). Alternately, PCs with Spacer, Pilot, or Engineer
careers can attempt to work for their passage, paying
ticket fare with skilled labor.
Higher cost (CR 3-4) buys better accommodations,
akin to business or first-class tickets. For these
passengers, the tedium of long flights can be eased
with time-constricting drugs like tempus fugit (see
Equipment, pg. 97).
Simply finding a ship willing to book passengers can
be difficult on frontier worlds, or other remote places.
In such situations, the GM can require an Appeal or
Mind check, with a difficulty modifier based on the
scarcity of ship traffic. Mighty or Legendary successes
can secure upgrades on tickets at base cost.
Travel experiences vary depending on the ‘realism’
level of the campaign. For standard sci-fi settings,
most FTL ships have both artificial gravity and
inertial dampeners, the latter being a contrivance
that negates the discomfort and physical dangers of
moving under thrust.
By contrast, more realistic settings might have spin
gravity, an approximation of gravity achieved by
rotation, and g couches to accommodate thrust. For
prolonged periods of high thrust, passengers might
require things like gel baths or even immersion in
liquid oxygen tanks.
Finally, the experience of travelling through
hyperspace can have a disorienting effect, as it
plays with the normal perceptions of space and
time. “Don’t look out the viewports,” is a common
admonishment for travelers passing through non-
Euclidean space. In dark-themed settings, curious PCs
might even glimpse infernal landscapes or eldritch
horrors among the void! The GM can call for resolve
checks (see Mechanics, pg. 214) in such situations.

118
SLEEPING IT OFF NAVIGATION
Cryo-Sleep Travelling between point A and point B can safely be
For extended journeys, passengers and crew hand-waved most of the time. As in our own world,
may enter cryo-sleep, or a similar stasis-like navigation usually just involves entering a destination
state, to conserve life support needs as well as into a computer.
sanity. While in cryo-sleep, metabolic function However, in some settings computers might not
is reduced to near zero levels, which slows the be readily available. A retro sci-fi campaign, for
aging process as well. During these periods example, can have advanced rocket propulsion
AI and maintenance robots are still active, but lag centuries behind in computer technology.
overseeing the needs of the ship. Slide rulers, trigonometry, and black coffee are still
Cryo-sleep can be dangerous, however. In some necessary to plot a course. In other settings, ‘thinking
settings, people may need to make Strength machines’ may have been banned due to some
rolls with a Very Easy (+2) modifier if woken zealous ideology.
too quickly or without proper medical support. Finally, explorers or traders venturing off the beaten
Failure means d6L or d6 lifeblood damage, path will enter uncharted territory, where navigation
which can potentially kill Tough or Rabble level presets don’t exist. Getting around therefore requires
characters. a bit of skill and luck.
Hot Sleep Navigation roll= 2d6 (9+ to succeed)
A less dramatic version of cryo-sleep, hot + Mind
sleep uses drugs like ursine hibernatus (see + Pilot rank
Equipment, pg. 97) to induce a stable coma. + ship’s scan
Once ‘under,’ subjects can sleep up to a week at - difficulty modifiers
a time with just a glucose drip. However, waking
and exercise between sleep periods is necessary Using a nav computer makes travelling within a
to avoid muscle atrophy. system Very Easy (+2) and a hyperspace ‘jump’
between systems Easy (+1).
When a computer isn’t involved, things get a bit
trickier. This is where the Savant boon (see pg. 46)
or a good commlink with ground control to check
calculations comes in handy—take a bonus die in such
situations. For an unfamiliar, uncharted system, take
a penalty die.

OPTION: THE SPEED OF PLOT


With this option, travel times are based on the
needs of an adventure. So, if an interstellar
journey requires 5 days to establish tension as an
alien stalks and kills the crew, then the trip takes
5 days. This approach is perfectly acceptable for
one-shots, though players may object to a lack of
consistency in longer-running games.

119
The following navigation table uses our solar system Example
as a reference. The time requirement is based on Captain Gleiss commands the formidable patrol
non-hyperspace travel at roughly 1.5 g acceleration rocket, Argonaut, in a Golden Age setting where
(TL 5). TL 6 engines capable of relativistic speeds computers are too big to fit inside ships. After
reduces the travel time by 1 category lower, except arriving in the Gamma Pavonis system via
for interstellar destinations, which would still take hyperspace, Gleiss receives a distress call from
years, even centuries outside of hyperspace! the fourth planet out: aliens are attacking the
colony there!
Distance Navigation Difficulty Time Gleiss needs to plot a course quickly. The GM
Orbiting moon/ Very Easy (+2) to 1 hour * figures the destination is an inner planet’s
space station Easy (+1) distance away and assigns a Hard (-1) modifier.
Inner planet Moderate (0) to 1 day Gleiss rolls his Mind and Pilot rank of 2, plus the
Hard (-1) Argonaut’s scan 1. Even with the net +4 he gets
Outer Planet Tough (-2) to 1 week an 8. Close, but close only counts in horseshoes
Demanding (-4) and hand grenades.
Interstellar Formidable (-6) to TDL ** The Argonaut has TL 6 propulsion, so the normal
Heroic (-8) time requirement is 1 step down on the chart, or
1 hour. The failure is going to cost him an extra
10 minutes. Though this won’t affect fuel much,
* 1 category lower= 10 minutes.
the delay could spell doom for the colony—it
** Too Damn Long. Interstellar travel is via
might be a radioactive crater by the time the
hyperspace only. Failing a hyperspace navigation roll
Argonaut gets there!
adds 1 week to the travel time established for the
setting (see Drives, pg. 117).

• Success: destination reached with no delays.


• Mighty or Legendary Success: destination
reached with a time reduction equal to 1
category lower on the table (i.e. 1 week -1 day
to reach an outer planet, or 6 days total).
• Failure: destination reached with a delay equal
to normal time plus 1 category lower (i.e. 1 week
+1 day on a failed navigation to an outer planet).
This also depletes fuel, which could be a serious
complication or just an extra expense.
• Calamitous Failure: in addition to the time
delay as above, the ship encounters a navigation
hazard, like an asteroid, or becomes lost between
systems if travelling through hyperspace. At the
GM’s option, using a nav computer negates a
Calamitous Failure.

120
FREIGHT & MAINTENANCE
Some sci-fi campaigns focus on interstellar When hauling freight, the grim realities of profit
commerce, as ‘star traders’ ply the space lanes with margins come into play. This system uses the optional
their cargo ships, buying and selling exotic goods Resources (see Everywhen, pg. 59) and loot rules
with an eye towards new markets. In such cases, (see Equipment, pg. 74), an abstract way of tracking
specific rules for handling overhead costs and profits wealth.
are detailed below. Otherwise, tracking things like Traders follow the age-old strategy of buying low on
fuel consumption or wear-and-tear on engines is one planet, to sell at dear cost on another. Aside from
kept abstract—the Everywhen system doesn’t track the initial purchase, overhead like fuel, maintenance,
ammunition, let alone how many gallons are left in crew salaries, etc., eat into any potential profits. An
the tank! element of risk is involved, which traders attempt to
The necessities of fuel and parts can always be offset with guile and knowledge of markets.
used as plot elements. “You’re stuck in the Deneb Profit margins for space-trading are notoriously slim.
system until you can find a technician who knows Once cargo has been brought to market, a 2d6 roll is
how to fix a hyperspace capacitor,” or “You managed made:
to land safely, but the tanks are bone dry, and the
only people with deuterium on this backwater Profit margin roll= 2d6 (9+ to succeed)
are pirates.” Alternatively, a breakdown can be a + Mind or Appeal
consequence of a Calamitous Failure or a Success at + Merchant rank
Cost (see Everywhen, pg. 29) on a failed piloting or + cargo modifiers
navigation roll. - market modifiers

121
Cargo Modifier * Less than a week later, Brazzle lands on
Foodstuffs, bulk trade goods +0 an industrial core world, clears customs,
Alloys, advanced tech, luxury goods, +1 and sells his wares to a purchasing agent. He
weapons rolls his Mind 2, + Merchant rank 2, and no
modifiers from either cargo or market conditions.
Contraband, isotopes, precious metals, +2
Unfortunately, he gets an 8, and breaks even. “A
rare spices
big corporate freighter was just in with a load of
Exotic matter, alien artifacts +3 bison steaks two days ago,” the agent tells him.
With a shrug, Brazzle returns to space.
* When making the initial purchase of cargo, add this
modifier to the ship’s size for the total CR cost.

Market Modifier
Backwater world, low population -2
Frontier world -1
Adverse market conditions; surplus -1 to -4
goods, economic crash, war, heavy
competition, etc.

• Success: Cargo sold at net profit. Expenses met


+1 CR. This can be adjusted higher for large
hauls (e.g., cargo ships of size 5-6), at +1 or +2
additional CR.
• Mighty Success: As above, but base +2 CR. At
the GMs option, a friendly route is established,
OPTION: TACTICAL SHIP
allowing the trader to make similar profits with COMBAT
the same cargo on repeat visits, without rolling.
• Legendary Success: As above, but base +3 CR. Note: It’s recommended to learn the regular ship
combat rules before proceeding. The two systems
• Failure: Break-even; no profit made.
share similar terms but are different enough to cause
• Calamitous Failure: Cargo is sold at a loss, confusion for newer players and GMs.
decreasing CR by 1. Contraband is discovered and
seized by local authorities, with fines as above For GMs who want a quick-and-dirty approach to
plus potential impoundment of the ship. ship combat, the tactical option is recommended.
These rules are best for running large scale
engagements, such as between fleets of ships, or
Example simply when the players are tired. Individual actions
Brazzle Bonham, captain of the freighter ICCS are deemphasized; rather than PCs controlling action
Fastbuck, empties his holds selling electronics on stations as part of a crew, they can command entire
an agri-planet for a tidy profit. Not wanting to ships, or squadrons of fighters. The lethality level is
deadhead on his run back to the core systems, he high, with expanding balls of hot gas littering the
purchases a load of neo-bison steaks from the battlefield in a relatively short period of time.
local market. This costs CR 4 (the Fastbuck’s size)
+ 0 cargo modifier for foodstuffs.

122
Defense
Tactical ship combat is modeled on regular character A ship’s defense value is based on its size and
combat, with Rabble, Tough, and Hero/Rival levels of relative agility:
power representing fighters, medium, and large ships • Fighters: 2
respectively. Like vehicle combat, tactical combat
can be run without a battle map or other reference, • Medium ships: 0
and the usual factors of facing, maneuvers, etc. are • Large ships: -1
simulated with dice rolls and narrative interpretation.
Fire Control
Tactical combat uses a separate list of Mighty
Akin to ranged combat ability, this is a ship’s ability to
Successes and Hero/Rival Point options, listed on pg.
make accurate shots, using gunnery crews, targeting
126.
AI, sensors, etc.
• Fighters: 0
• Medium ships: +2
• Large ships: +4
ship name
This bonus is divided among a ship’s attacks for the
TYPE round as desired. For example, a large ship can make
STRENGTH HULL POINTS 3 attacks per round with its weapons, at +2, +1, and
+1 on attack rolls, or +4, +0, and +0, etc.
DEFense
ARMOR Hull Points
Akin to lifeblood. A ship is knocked out of commission
WEAPONS
Fire control and drifting at 0 hull points. At negative hull points
it’s wreckage.
• Fighters have 1 hull point.*
• Medium ships have 5 + Strength hull points.
• Large ships have 10 + Strength hull points.
SHIP CHARACTERISTICS * Fighters with an ace (Tough) pilot have 2 hull
points, while those with a Hero/Rival pilot have 3.
Strength
This is a measure of a ship’s relative fighting power. Armor
Higher Strength means a heavier construction with This is a measure of a ship’s external defenses,
bigger weapons. A light corvette (medium ship) including things like iridium plating, deflector shields,
might have a Strength of 1, for example, while a etc. Armor functions differently in that the defender
cruiser (also medium) might have a 2. Typical ranges can opt to roll or take static protection after an
are: opponent’s damage is rolled. This makes bigger ships
somewhat tougher.
• Fighters: 0
• Fighters have no armor.
• Medium ships: 0-2
• Medium ships have light (d6-3/1) or medium
• Large ships: 0-4 (d6-2/2) armor.
• Large ships have medium (d6-2/2) or heavy (d6-
1/3) armor.

123
SHIP TYPES
As noted previously, tactical combat uses 3 basic Fighters can only attack at Close range (see Range,
types of ships: fighters (Rabble), medium (Toughs), pg. 125). Just like Rabble, a single fighter does d3
and large (Heroes/Rivals). damage on a successful attack, which might not be
enough to get through a larger ship’s static armor
Fighters protection. Therefore, multiple fighters usually
These are the smallest ships, usually encountered in organize into strafing runs, making horde attacks
squadrons of 12 to 18. When fighters go up against (see Everywhen, pg. 63). Any number of fighters can
other fighters, they use the ‘clash of hordes’ rules attack a larger ship at a given time, and these can
(see Everywhen, pg. 63). Basically, the squadron divide up into multiple, smaller hordes.
with more fighters inflicts d6L casualties per round
on the squad with less, which in turn inflicts d3
casualties. If the number is a tie, the fighters judged Example
to be more advanced get the d6L.
A group of 8 fighters are strafing a capital ship.
A squadron with an ace (Tough) pilot leading it They can attack as a single horde at +8 on their
steps up the casualty damage by 1. So, a numerically attack roll (which would be overkill), or divide
inferior squadron with an ace would go from d3 up into 4 groups of 2 hordes making attack rolls
casualties per round to d6L. Unless a Hero/Rival pilot at +2, 2 groups of 4 making attack rolls at +4,
is present, the ace will always be the last casualty to etc. Each successful attack by a horde inflicts d6L
be removed from a squadron, because of their skill damage.
at staying in the fight. Only 1 ace can make such a
difference per squadron.
A squadron with a Hero/Rival pilot leading it steps Fighters designated as ‘bombers’ carry heavy
up the casualty damage by 2. So, a numerically weapons for destroying bigger ships. These ships do
superior squadron with a Hero/Rival would go from d6L damage against medium or capital ships on a
d6L casualties per round to d6H. The Hero/Rival will successful attack, or d6 when attacking as part of a
always be the last casualty to be removed from a horde. However, they aren’t optimized for dogfights.
squadron, and can spend Hero/Rival points to affect When going up against ‘regular’ fighters, bombers
outcomes (see pg. 126). are always treated as numerically inferior, regardless
of their actual number.
Only fighters with a Hero/Rival piloting them can
score a Mighty Success against a target.

Medium Ships
These are the mid-sized ships in a fleet, such as
corvettes, destroyers, frigates, etc. They can make 2
attacks per round and have regular (for big ships)
and defensive (anti-fighter) armament. A Hero/
Rival at the helm of a medium ship can add their
Mind, Pilot rank, or initiative combat ability to priority
checks, whichever is higher. They can also inflict
Mighty Successes and spend Hero/Rival Points to
affect outcomes.

124
• Defensive Weapons do d6L + ½ Strength (round Note that a Hero/Rival commanding a medium or
down) and can only attack at Close range. large ship can invoke Seize Initiative (see pg. 126) by
• Regular Weapons do d6 + ½ Strength (round paying a Hero/Rival point, moving their craft out of
down) and can attack at any range, subject to the usual order.
modifiers (see Range, opposite). They take
a penalty die on attack rolls when targeting RANGE
fighters.
Tactical combat uses simplified range bands to
Large Ships simulate distance and movement. The values listed
These are the heavy hitters of a fleet; battleships, below modify attack rolls when shooting.
carriers, dreadnoughts, etc. Powerful and ponderous,
they are difficult to take down. Large ships make 3 Range Band Modifier
attacks per round and have defensive, regular, and Point Blank/Boarding +2
heavy armaments. A Hero/Rival commanding a large Close +1
ship can modify initiative and spend Hero/Resolve
Medium +0
points as per medium ships.
Long -2
• Defensive Weapons do d6L + ½ Strength (round
down) and can only attack at Close range. Distant -4
• Regular Weapons do d6 + ½ Strength (round Extreme -6
down) and can attack at any range, subject to
modifiers. They take a penalty die on attack rolls Ships can move 1 range band per round. If 2 ships
when targeting fighters. close towards each other, they can collectively
• Heavy Weapons do d6H + ½ Strength (round cover 2 range bands in a round, or until the desired
down) and can attack at any range, subject to distance is reached.
modifiers. Heavy weapons can only be used once Disengaging from a combat requires the Retreat
per round and cannot target fighters. action (see pg. 126).

PRIORITY
Unlike in character combat, the normal priority order
is reversed, with the smaller fighters acting first,
medium ships going next, and finally bulky, slow
moving large ships closing out the action for a round.
This order is ‘automatic,’ meaning initiative rolls are
only made when ships of the same type are squaring
off:
• Fighters resolve combat simultaneously.
• Medium and large ships roll a d6, adding the
initiative combat ability, Mind, or Pilot rank of
any named character aboard and in command.
Highest roll acts first. Once checked, this is the
order for subsequent rounds.

125
Blow Through
ACTIONS As per normal ship combat, pg. 113.
There are 4 basic actions in tactical combat:
move, shoot, ram, and retreat. Critical Hit
Your attack does maximum damage and ignores
• Move: Ships can move and still shoot or ram armor protection.
the same round. Fighters and medium ships
move 1 range band per round. Large ships Draw Fire
can only move 1 range band every other Your flashy, insolent antics grabs the attention of
round. an entire ship (medium or large) or a squadron of
• Shoot: A ship can make ranged attack rolls fighters, causing them to focus all their next attacks
with its weapons up to its maximum number on you, rather than a more strategic objective.
of attacks per round, allocating its total Precise Hit
Fire Control between the attacks. Rolls are You destroy one of the target’s weapons systems
modified by range and the target’s defense. (heavy, medium, or defensive), though the ship can
Heavy weapons can only fire once per round. still make its normal number of attacks per round.
Fighters and defensive weapons can only
shoot targets at Close range. Incapacitate Target (Legendary Success)
• Ram: Ramming can be done in lieu of As per normal ship combat rules, but the effect lasts
regular attacks for the round. The ramming the targets ship’s next action only.
ship must move in Close. Smaller ships can
automatically ram larger ones; otherwise, a HERO/RIVAL POINT OPTIONS
successful attack roll at +2 is required. The
Bail Out
ramming ship does a base d3, d6, or d6H
As per normal ship combat, pg. 114.
damage for a fighter, medium, or capital ship
respectively, plus their full Strength score. Boost Success
The target applies armor protection normally. As per the standard option (see Everywhen, pg. 32).
Half the damage (round up) is suffered by
the ramming ship, with no armor protection. Evade
With a flashy barrel roll (for a fighter), a hard to port
• Retreat: A ship can safely disengage from
(for a bigger ship), or something similar, you manage
combat by slipping into hyperspace or
to avoid an attack that would have otherwise hit your
scarpering with engines at full burn. The
craft.
intent to retreat must be announced 1 round
in advance and requires the ship’s movement Seize Initiative
action for the round. On the subsequent You can act first in the round, regardless of your
round, when the ship’s action comes up it ship’s type. Thus, a large ship could act before a
makes its escape. swarm of fighters. Priority order returns to normal
the next round.

Tactical Foresight
MIGHTY SUCCESS OPTIONS As per Luck of the Gods (see Everywhen, pg. 32).
Mighty Successes are possible for medium and large
ships when rolling a ‘natural’ 12 (boxcars). Any type
of ship can score a Mighty Success when piloted or
commanded by a Hero/Rival, and spending Hero/
Rival points can invoke various advantages as well.

126
TACTICAL COMBAT ORDER EXTENDED EXAMPLE
1. Determine priority by ship type. Fighters The following example illustrates a fleet-sized
resolve combat simultaneously. Medium engagement between all three sizes of ships.
ships go before large. Same types roll d6 HMS August Repose, Dreadnought (Large)
+ initiative combat ability, Mind, or Pilot Strength 3, Defense -1, Hull Points 13, Fire Control 4,
rank of any named character aboard and in Armor Heavy (d6-1/3)
command. Weapons (3 attacks/round):
2. Ships can move, shoot, ram, or retreat. • Laser turrets (defensive), d6L+1, close only
Movement doesn’t preclude attacks for the • Anti-ship torpedoes (regular), d6+1
round (i.e., a ship can move and shoot or • Hypersphere projector (heavy), d6H+1
move and ram the same round).
3. Allocate firepower among # of attacks. NPF Longspear, Light Corvette (Medium)
Resolve attack rolls and damage. Defensive Strength 1, Defense 0, Hull Points 6, Fire Control 2,
weapons can only attack at Close range. Armor Light (d6-3/1)
Weapons (2 attacks/round):
4. Repeat! • Laser turrets (defensive), d6L, close only
• Anti-ship torpedoes (regular), d6

127
NPF People’s Pike, Light Corvette (Medium)
Strength 1, Defense 0, Hull Points 6, Fire Control 2, The GM rules the battle begins at Long range.
Armor Light (d6-3/1) Fighters go first; Cromwell breaks his squadron
Weapons (2 attacks/round): into 2 groups of 9; one to engage the enemy
• Laser turrets (defensive), d6L, close only fighters head-on while the other makes straight
• Anti-ship torpedoes (regular), d6 for the Repose. The Armigers can move 1 range-
band, from Long to Medium. The Marshall
New Model Armiger x18 (Fighter) fighters also move 1 band forward, taking the
Strength 0, Defense 2, Hull Points 1, Fire Control 0, distance between them to Close. The second
Armor none group of Armigers must be in Close to engage
Weapons (1 attack/round): the dreadnought, which will take another round.
• Laser cannon, d3 Because Cromwell’s side has numerical
superiority, the NPF fighters roll d6L for enemy
Marshall Class Fighter x8 (Fighter) casualties and the Queen rolls d3. The NPF
Strength 0, Defense 2, Hull Points 1, Fire Control 0, gets a 4 and the Queen gets a 3, dropping the
Armor none fighters’ numbers to 6 and 4, respectively.
Weapons (1 attack/round): Next up are the medium sized ships. Since the
• Laser cannon, d3 Queen isn’t fielding any, the corvettes act. In a
risky move, Cromwell orders the People’s Pike to
assist his engaged fighters.
Example The Pike moves in Close to the furball and opens
War rages in the grimdark universe of Never- fire with her laser turrets! She attacks twice,
Setting Suns! Neo Parliamentary forces, getting a +1 from Close range and another +1
commanded by the rogue military AI, Cromwell, for Fire Control, splitting it between the 2 rolls.
have ambushed the HMS August Repose, the The Marshall fighters’ defense of 2, yields a
Undying Queen’s favorite dreadnought. net modifier of 0. The Pike rolls an 11 and a 5,
hitting 1 fighter; no damage roll is necessary
As the venerable ship climbs from the gravity
as the Marshalls have only 1 hull point and no
well of a nearby planet, Cromwell’s fleet speeds
armor. The Queen’s squadron drops to 3.
to intercept. Destroying the ship represents a
symbolic rather than strategic opportunity, but Meanwhile, the Longspear heads for the Repose,
the NPF sorely needs a morale boost. taking her into Medium (0) range. She uses her
2 attacks to fire anti-ship torpedoes, allocating
Cromwell relies on swarms of advanced
+2 to one attack and +0 to the other. Against
fighters, called New Model Armigers, rather
the Repose’s defense of -1; the Longspear rolls
than battleships. In addition to a full squadron
a modified 12 and 10. Both torpedoes hit! She
of 18 such craft, the NPF have brought 2 sleek
rolls a 3 and 5 for damage; the Repose opts to
corvettes, the People’s Pike and Longspear, to
use her static armor protection of 3. One torpedo
help take down their prize.
explodes harmlessly against the iridium plating,
By contrast, the Queen depends on stoutly and one strikes amidships, doing 2 pts. of hull
armored battleships, antiquated, but still quite damage. The Repose is down to 11 points.
powerful. Her dreadnought, the HMS August
Repose, carries a complement of 8 Marshall class
fighters, which are launched as soon as the NPF
ships break cover from behind a moon.

128
Now it’s the dreadnought’s turn. The Repose Though the large ship is still above half her
can make 3 attacks and targets the approaching hull points, the captain doesn’t like how the
Longspear. Because her heavy weapon can wind is blowing and decides to Retreat next
only fire once, she makes an attack with the round. Klaxons sound as the ship’s navigational
hypersphere projector at +3, one torpedo attack AI goes into overdrive, computing an emergency
at +1, and a final torpedo attack at +0. The hyperspace getaway.
corvette has a defense of 0. Final round. The engaged fighters each roll
The Repose gets a modified 9 for the a 2 for casualties; the final pesky Marshall
hypersphere, an 11 for the first torpedo, and a 6 disappears, but takes 2 more Armigers with her.
for the second. Two hits! The first group of NPF fighters is down to 2.
The hypersphere does 7 points damage and the The second group strafes again, this time in 2
torpedo 5. Since that will destroy the Longspear groups of 3 and 1 group of 2. One group flubs
if using static (1 pt.) protection, the captain their roll, but the other 2 hit for 1 and 4 points
prays for lucky armor rolls. However, both rolls of damage, respectively. Predictably, the Repose
are a modified 0 protection. The corvette’s hull uses her static protection and takes another hull
drops to -6, vaporizing the ship. point. The fighters are nickel-and-diming her;
Second round. The Armigers only get a 1 on she’s now at 8 points.
casualties and the Queen gets a 2. The NPF now Realizing this is her last chance, the Pike charges
has 4 fighters and there is 1 Marshall left. in Close and fires both torpedo tubes at point-
However, the second group of 9 Armigers move blank range! She has a net +3 after modifiers.
Close to the dreadnought, hot for revenge! Both torpedoes hit, and one of the rolls is a
Cromwell orders them to attack using the horde natural 12! The normal hit does only 1 pt. of
option. The Armigers split into 3 groups of 3, damage, but the Pike opts for a Critical Hit on
granting a +3 to attack rolls, with another +1 for her Mighty Success. This does max damage of 6,
Close range, and a final +1 for the dreadnought’s disregarding armor. The Repose shakes as a blast
lousy defense. With a modified +5 to hit, all 3 rips through her hangar deck, damaging crucial
strafing runs are successful. Damage is 2, 4, and systems. The ship’s still breathing, but now down
2; the Repose uses her static protection of 3 and to 2 hull points.
takes another point of hull damage, bringing her Finally, the dreadnought gets to go. Thanking his
down to 10. foresight to initiate a Retreat the previous round,
Next up is the People’s Pike. She remains in the captain breathes a sigh of relief as the
Medium range and fires both torpedoes at Repose blinks away into non-Newtonian space.
the Repose, getting 1 hit and doing 4 points At the end of the day, Cromwell lost a corvette
of damage. The dreadnought uses her static and nearly half his New Model Armigers, though
protection and loses another hull point, dropping he certainly bloodied the nose of the Queen’s
to 9. favorite ship!
Now the Repose is up. She fires her hypersphere
with a +2 and allocates 2 +1 shots to defensive
weaponry. The heavy weapon gets a modified 5,
missing the agile corvette. One of her defensive
attacks hits however, and an Armiger explodes in
a fireball, bringing the squadron down to 8.

129
5. VEHICLES
While zipping between planets is all well and good,
there are times when more mundane (and not
SCALE RECAP
so mundane) vehicles come into play. First, some When human-sized characters are fighting size scale
distinctions are necessary: 2 and larger mecha, robots, or vehicles, they get a
number of bonus die on their attack rolls equal to the
• Mecha means big, powered armor, usually
difference in scale. This reflects the ease of hitting a
size scale 3, with one pilot. Combat between
larger target.
mecha uses the vehicle rules, with a few tweaks
described in this chapter. When human-sized
characters fight mecha, refer to the scale recap Example
rules presented here.
In a fit of rage, Eiji Akari shoots his laser pistol at
• Robots means autonomous constructs. Human- a mecha piloted by his rival, Red Deikun. Eiji is
sized robots (scale 1 or smaller) use the personal size scale 1, and the mecha is size 3, granting Eiji
combat rules. Larger robots (scale 2 or higher) 2 bonus die on his attack roll.
are considered vehicles for combat purposes.

130
Conversely, a larger mecha, robot, or vehicle takes
a number of penalty die equal to the difference in Example
scale of the weapon being used against the human- If Red Deikun hit Eiji with his mecha’s scale
sized character. Big, powerful weapons are generally 3 railgun, its base damage of d6H would be
intended for other vehicles rather than personnel. stepped up by 4 to 3d6L. And Eiji’s heavy combat
armor (scale 1), would provide 4 less protection,
or d6-5 (minimum 0 protection). Not good odds
Example
for Eiji!
In our previous situation, if Red Deikun fires
back at Eiji with his mecha’s main weapon, a
shoulder-mounted railgun (a scale 3 weapon),
he takes 2 penalty die on his attack roll. If
he uses his mecha’s scatter rockets, a scale 2
AUTOMATIC FIRE
weapon, he only suffers 1 penalty die. When characters use automatic fire against
mecha, robots, or vehicles of size scale 2 or
higher, damage is only increased by 1 step, not 3
This is where the advantages for size scale 1 (see Everywhen, pg. 38).
characters stop, however. Weapons of lower scale Automatic weapons fire used by mecha, robots,
do less damage against targets with a higher frame or vehicles of size scale 2 or higher is abstracted.
scale. Additionally, armor of a scale higher than the Don’t apply bonuses for hitting, damage, etc.
weapon provides additional protection.
• For every point of difference in scale, reduce the
smaller weapon’s base damage by 2 steps left on
the damage level track (see pg. 105). MECHA
• For every point of difference in scale, increase Akin to giant suits of powered armor, mecha
the armor protection of the target by 2. (singular: mech) have garnered their own special
place in popular culture. As a concept, they aren’t
much more ‘realistic’ than other sci-fi contrivances,
Example but the idea of walking tanks with ace pilots at the
Eiji’s laser pistol is a scale 1 weapon, with a base controls appeals to a lot of people.
damage of d6H. He hits Red Deikun’s mecha Normally, a big silhouette vehicle moving relatively
with a normal success, but since its frame is slowly would be toast on the battlefield. However,
rated at scale 3, this damage is shifted (3-1=2, because of their unique, humanoid form, mecha can
x2) 4 to the left, or only 1 point. That’s still do things other vehicles can’t, such as dive for cover
something, right? Well, the mecha’s medium (see Everywhen, pg. 39), use shields and melee
armor protection is also rated at scale 3, weapons scaled for their size, climb, attempt to hide
which means it adds an additional 4 points of in buildings, etc.
protection, for an armor roll of d6+2. Unless Eiji
Most of the sample mecha presented here have a
spends a Hero Point to boost his damage, all he
crew of one, the pilot. Normally, only one weapon
can do is scorch the paint!
can be fired using a Shoot action, and most weapons
aren’t linked or arrayed in turrets as with vehicles.
Pilots are not limited in the weapons they can fire,
And, of course, higher scale weapons do increased
however (e.g. no fixed-forward arcs).
damage when hitting human-sized targets, making
them much more lethal. Armor follows suit,
protecting less against higher scale weapons.

131
FIG. 5 MECHA STATS

Soryu Class Light Infantry Mech


1
Size 3, Scan 1, Speed 2 (2), Frame 6 (3), Defense 1 or 2 *, Armor Light
d6-3 (3), Cost 8
Weapons:
• Pulsed Gigawatt Laser, d6H (3)
• Dual Osmium Blades, d6 (3), pen 1, melee only
* If equipped with a shield

Mecha are speed scale 2, the standard for land and sea vehicles. See
1
Everywhen, pg. 71.

2 Mecha can carry shields as part of their weapon loadout, which increases
defense just as in personal combat. See pg. 140.
Mecha can make melee attacks with weapons scaled for their size. This is
3
treated as a pilot action in vehicle combat. See pg. 139.

132
Alien Bio-Mech
As with ships, pilots add their career rank (Pilot) Size 3, Scan 0, Speed 2 (2), Frame 5 (3), Defense 1,
+ Agility + the mecha’s speed when attempting Armor Light d6-3 (3), Cost —
maneuvers. Attack rolls either involve Agility + Weapons:
ranged combat or Agility (not Strength) + melee • Acid cannon, d6 (3), pen 1
combat, depending on what weapons are used. A • Spore bomb, d6H (2), area, indirect
pilot with the Martial Arts boon can increase their • Natural weapons d6 (3), melee only
mecha’s base punch/kick damage from d6L to d6. These are biological constructs piloted by a Xhovid
See the Melee action on pg. 139 for more details. warrior (see Aliens, pg. 165). Their bizarre, organic
The mecha’s scan value is added when checking appearance grants them the Fearsome Design boon.
priority or making engagement rolls, just like with Bio-mecha serve multiple combat roles, including
ships (see pg. 111). Their speed scale is 2, for fighting in melee with serrated claws.
purposes of comparison with other vehicles.
Artillery Mech
Mecha can have boons and flaws as listed on pg. 139. Size 3, Scan 1, Speed 0 (2), Frame 7 (3), Defense 0,
MISSILES Armor Heavy d6-1 (3), Cost 9
Weapons:
While missiles are very useful on the battlefield, • Electromag howitzer d6H (3), pen 3, area,
mecha carry a limited supply. After the first use indirect
of missiles, an attack roll showing a ‘1’ on the die • Light missile launcher, d6 (3), pen 2, homing
means the ordnance supply has been exhausted, and
no further missile attacks can be made (similar to A mobile artillery platform mounting a howitzer.
stoppage, see Everywhen, pg. 38). Though well-armored, this model is slow, and relies
on infantry mecha for support. Some artillery mecha
SIZE DIFFERENTIAL have the Spider Configuration boon, allowing them to
climb to higher vantages for lobbing shells.
When mecha fight mecha or other vehicles of
different sizes, do not apply the size scale difference Construction Mech
for assigning bonus or penalty die to the attack rolls. Size 3, Scan 0, Speed 0 (2), Frame 5 (3), Defense 0,
Armor none, Cost 5
STRENGTH
Basically, a large exoskeleton with a semi-open cage
For purposes of comparison, mecha are considered for the human operator, used in massive building
to have Strength 1, scale X, where X is its size scale. projects. It has the Non-Combat flaw.
When making an attack with a melee weapon, use
the weapon’s damage scale. A punch or kick from a
mecha does base d6L damage, with a scale equal to
its Strength scale.
Strength does not modify a mecha’s frame score.

SAMPLE MECHA
Except for the Drakon, these mecha have a crew
of one. See the list on pg. 139 for a description of
individual boons and flaws.

133
Drakon Mech
Size 4, Scan 2, Speed 0 (2), Frame 8 (4), Defense 0,
Armor Heavy d6-1 (4), Cost 11
Weapons:
• Heavy plasma caster d6H (4), area
• Medium missile launcher d6 (4), pen 2,
homing, indirect
• Plasma blade d6H (4), pen 3, melee only
Appropriate for grimdark settings, this is a
gothic, titan-like robot standing roughly
15 meters tall. Drakon mecha are used
to spread terror on the battlefield,
as well as going toe-to-toe with
enormous demons summoned
by the followers of Azm (see
Psionics, pg. 200). They have
the Fearsome Design boon
and often Shield as well.

Infantry Mech
Size 3, Scan 1, Speed 1 (2), Frame 7 (3),
Defense 0, Armor Medium d6-2 (3), Cost 8
Weapons:
• 60mm autocannon d6H (3), pen 1
• Light missile launcher,
d6 (3), pen 2, homing,
indirect
Designed for intense action, these
mecha form the backbone of any fighting
unit. They can be fitted with heavy armor (changing
their designation to ‘heavy infantry’), though this
drops their speed to 0 (2). Common boons include
Missile Pod, Jet Assist, Shield, and Upgraded Armor,
ROBOTS
depending on the infantry mech’s intended role (i.e., Robots, humanoid or not, often appear in pulp sci-fi
support, shock, etc.). as adversaries, companions, comedy relief, servants,
helpful (or dodgy) NPCs, etc. Regular character
Scout Mech stats are used for robots Medium sized or smaller
Size 3, Scan 3, Speed 2 (2), Frame 5 (3), Defense 1, (see Everywhen, pg. 94). At Large and higher sizes,
Armor Light d6-3 (3), Cost 7 vehicle stats are used.
Weapons: In some settings, robots are property and have a
• Heavy coilgun d6 (3), pen 1 recognized owner. In others, like Dirty Plastic (see
Used for recon and skirmishing, scout mecha usually Settings, pg. 223), robots who have demonstrated
have the Stealth Capability and Jet Assist boons. self-awareness are granted the rights and freedoms
Their high scan scores represent a suite of powerful of other sentients, though prejudices often remain
detection equipment. Though not intended for (cf. Less Human than Human). For running robots as
sustained combat, they will sometimes mount a PCs, see their origin in the Heroes chapter, as well as
Missile Pod for extra punch. the list of robot boons and flaws on pg. 54.

134
SAMPLE ROBOTS Medbot
With the exception of Nanite Swarms and Warbots, Medium
these examples are rated as Tough level NPCs. Strength 0, Agility 1, Mind 1, Appeal 0, Attack —,
Some have scaled Strength scores for purposes of Defense 0, Protection d6-3, Lifeblood 5, Cost 5
comparison and unarmed combat damage (see pg. These are humanoid, specialized bots usually painted
133). white with a red cross or crescent and star prominent
Automated Drone on their casing. They are programmed as rank 2
Tiny Physicians and have both the Deft Hands and Tools
Strength -1, Agility 2, Mind 0, Appeal —, Attack —, of the Trade boons, the latter representing built-
Defense 2, Protection 0, Lifeblood 3, Cost 2 in scalpels, bone saws, etc., as well as an internal
reservoir of medical drugs (see Equipment, pg. 96).
This is a spherical drone about the size of a tennis They have the Non-Combat flaw.
ball with either dual carbon-fiber props or repulsors
(if available) for flight. It mounts a 360 degree Nanite Swarms
camera that can route its video feed back to various Tiny (Rabble)
devices, including HUD goggles. Treat as having the Strength -1, Agility 1, Mind -1, Appeal —, Attack +0
Night Sight boon due to IR sensors. Human-sized melee, Defense 2, Protection d6-2, Lifeblood 2, Cost
characters take a penalty die on attack rolls against 2
the drone. These micro-bots are used in environmental
Construction Bot engineering to strip areas of organic life and make
Large way for new, introduced elements. They are also
Size 2, Scan 0, Speed 0 (2), Frame 4 (2), Defense 0, used by criminals for getting rid of bodies without
Armor Light d6-3 (2), Strength 2 (2), Cost 5 leaving a chemical trace.

This 3m tall humanoid bot has hydraulic The swarms appear as a gray mist, emitting a high-
enhancements for carrying heavy girders, large pitch whine like a dentist’s drill. Their high protection
panels, etc., along with a plasma cutter and arc reflects the difficulty of getting a solid hit on them,
welder attachments (d6 scale 2, pen 2 if used as though weapons with a large area of effect, like
weapons). Construction bots have the Non-Combat shotguns, plasma casters, grenades, etc., negate this.
flaw. Security Bot
Domestic Bot Medium
Medium Strength 2, Agility 1, Mind 0, Appeal -1, Attack +1
Strength 0, Agility 1, Mind 0, Appeal 1, Attack —, melee/ranged, Defense 0, Protection d6-2, Lifeblood
Defense 0, Protection d6-3, Lifeblood 5, Cost 3 7, Cost 5

These are humanoid servants, made with generalized These are humanoid, 2m tall bots made to be easily
features to avoid an ‘uncanny valley’ effect and identifiable. In dystopian settings, they have scowling
thus appear less disturbing. Most have career expressions designed to intimidate and cow citizens.
programming for Worker at rank 2. More expensive Should violence become necessary, they are armed
models (CR 4) have a Mind of 2 and can serve with non-lethal weaponry like shock rods, epoxy
as stewards (rank 2 Professional). Finally, very grenades, and oscillatrix.
expensive models (CR 5) have a coating of precious Riot models with heavy armor protection and
metals like gold, platinum, or silver, over a titanium the Hard as Nails boon are also available, raising
casing (medium armor protection). protection to d6-1 and lifeblood to 10.

135
Warbot
Large
Size 2, Scan 1, Speed 0 (2), Frame 8 (2), Defense 1,
Armor Complete d6 (2), Strength 3 (2), Cost 8
Weapons:
• Flamethrower, 2d6L, area
• Heavy Plasma Caster d6H (2), pen 1, spreading
• Grenade launcher (varies)
These are 3-meter-tall combat
models, purposefully
made terrifying with
titanium spikes, horns,
and a distinctive ‘faceless’
appearance of smooth,
reflective metal. Though too heavy to fly, they can
be fitted with Jet Assist (see pg. 140) for extended
leaps.
Warbots are typically used for anti-personnel
operations and carry appropriate weapons, mounted
on each forearm, as well as an electromag grenade
launcher mounted on the shoulder. They are
programmed as rank 2 Soldiers and have the
Alert and Fearsome Design boons.
Treat as having combat abilities
of 2 in both ranged and melee. A punch
from a warbot does d6L, scale 2 damage.

Worker Bot
Small or Tiny
Strength 0, Agility 1, Mind 1, Appeal 0, Attack +0 VEHICLES
melee, Defense 0, Protection d6-3, Lifeblood 5, Cost Though mainstays, spacecraft aren’t the only vehicles
3 in pulp sci-fi. Super-tanks, hovercraft, ornithopters,
Made smaller to fit into ductworks, between et. al., frequently make appearances when the action
machines, etc., these bots are engineered for fine goes planetside.
work, repairing advanced technical systems. Tiny
REPULSIVE TECH
sized versions often have Spider Configuration,
while Small worker bots have 2 stumpy legs and a As noted in Verboten Tech (see pg. 75), repulsor
slow rate of traversal, but powerful electromagnets technology, also called anti-grav, contragrav, or
allowing them to cling to hulls while working EVA. suspensor tech, may not exist in a setting at all, or
Their cores are shielded against potential bit flips by may only appear at TL 6.
cosmic rays. If present, repulsors can effectively replace wheels,
Worker bots have the Deft Hands boon and several propellors, jet engines, wings, etc., for generating
internalized tools (cutters, plasma welders, etc.), as lift and thrust, simplifying a vehicle’s engineering
well as the Non-Combat flaw. They are programmed requirements. Several of the sample vehicle
as rank 2 Engineers (Technicians). descriptions that follow have both repulsor and non-
repulsor tech versions.

136
SPEED SCALE Hover Bike
A scale value is included in parentheses next to Size 1, Scan 1, Speed 2 (2), Frame 5, Defense 2,
the vehicle’s speed score (see Everywhen, pg. 71). Armor 0, Cost 3
Chases aren’t normally possible between vehicles In settings with repulsor tech, this is a motorcycle
of differing speed scales; a higher-scale vehicle can chassis set atop forward and rear anti-grav pods.
simply outrun or overtake a lower-scale one. Otherwise, the bike floats by using ground-effect or
Disregard the scale when adding speed for vectored thrust, allowing it to traverse water or other
maneuvers (see pg. 111). unusual terrain with only a slight reduction in speed.

SAMPLE VEHICLES
Atmospheric Interceptor
Size 2, Scan 2, Speed 3 (6), Frame 5 (2), Defense 2,
Armor Light d6-3 (2), Cost 6
Weapons:
• 2 x Heavy coilguns (fixed forward arc), d6H (2),
pen 1, firepower +1 Jet Copter
• Light missile launcher, d6 (3), pen 2, homing Size 2, Scan 2, Speed 2 (4), Frame 5 (2), Defense 1,
This is a fighter aircraft, optimized for atmospheric Armor Light d6-3 (2), Cost 6
conditions. Though they can reach right up to the Weapons:
edge of the stratosphere, they cannot operate in • Triple mounted heavy coilguns (turret), d6H (2),
space. Fighters of this type are typically used in pen 1, firepower +2
defense of colonies from space-born raiders. In settings without repulsor tech, the venerable helo
survives. Rotors are especially effective on planets
Flyer with thick atmosphere and low g. The copter can be
Size 2, Scan 1, Speed 2 (2), Frame 5, Defense 1, further beefed up with the addition of a light missile
Armor 0, Cost 5 launcher and medium armor protection.
This is a collapsible, microlight aircraft carried on
some starships as an excursion vehicle for planets Land Siege Vehicle
with atmosphere. The flyer can be assembled in Size 5, Scan 2, Speed 0 (2), Frame 8 (5), Defense 0,
under 10 minutes and seats 2. Armor Heavy d6-1 (5), Cost 15
Weapons:
Grav Tank • 4x Heavy missile launchers, d6H (5), homing,
Size 2, Scan 1, Speed 1 (2), Frame 8 (3), Defense 0, firepower +3
Armor Heavy d6-1 (3), Cost 8 • 6x dual laser cannon turrets d6H (2), firepower
Weapons: +1
• 2 x Railgun d6H (3), pen 3, firepower +1 This is an ogrish ‘land battleship’ that serves as
• Heavy plasma caster, d6 (2), pen 1, spreading mobile HQ for a squad of hover or grav tanks. The
In settings without repulsor tech, this is a hover tank heavy missiles can be swapped out for nukes (see
using ground effect skirts. The heavy plasma caster sidebar, pg. 138) if the main target is a city or
is on a turret independent from the main gun. Note fortress, and the laser cannons are usually reserved
that the frame, armor, and main weapon are 1 scale for destroying incoming missiles (see Defensive
higher than the tank’s size, as these vehicles are Fire, pg. 103). If the setting has energy screens, the
built to pack a big punch. Tanks can give even size 3 LSV has an additional ‘parasol defense’ that extends
mecha a run for their money! above it, protecting from orbital strikes.

137
Ornithopter
Size 2, Scan 1, Speed 2 (4), Frame 5 (2), Defense 2,
Armor 0, Cost 7
An aesthetically pleasing aircraft, favored by noble
houses. The ‘thopter is capable of vertical take-off
using rows of carbon-fiber ‘wings’ that vibrate at
hummingbird speeds. Though they can be armed,
their unique method of propulsion and subsonic
speeds generally make them less suited for combat.

Rover
Size 2, Scan 1, Speed 0 (2), Frame 5 (2), Defense 0,
Armor Light d6-3 (2), Cost 4
A hardy land excursion vehicle carried by some
starships, usually with several sets of ‘balloon’ or
spherical tires allowing traversal over fine sand and
other exotic terrain. Rovers can be kept intact in a
cargo bay or carried disassembled. They can seat up
to 4 and will sometimes mount a heavy weapon for
dealing with hostile megafauna. Built for reliability, THE PROBLEM WITH NUKES
they have the Easy to Maintain boon.
Any sci-fi setting with walking tanks and really,
Submersible really big robots must contend with a good
Size 2, Scan 1, Speed 0 (2), Frame 6 (2), Defense 0, question: wouldn’t something so big and slow
Armor Light d6-3 (2), Cost 5 be a sitting duck for nukes? The answer is yes,
This is a small, 2-person excursion vehicle for use so we need some solid reasons to justify said
on water worlds. The craft has extensive lighting tanks and robots.
and sonar for use in murky conditions and a pair of The simplest solution is that future armor can
front forward manipulators, as well as a detachable stand up to nuclear blasts. This isn’t so far-
ROV for taking geology samples. Maximum depth fetched, given the obscene amounts of power
is around 900 meters. Because the megafauna on gigawatt lasers and giant railguns can deliver to
water worlds can be very large, these craft are a target.
sometimes armed with homing torpedoes and sonic
weapons.

138
THE PROBLEM WITH NUKES PILOT ACTIONS
(Continued) • Block (0 PD)
If armor can defend against them, the main Physically impede an opponent to give an ally an
advantage with nukes is that they hit easily advantage. A success grants 1 CD to your ally.
(just catch the target in the blast radius) and • Halt (2 PD)
are the ultimate anti-personnel weapon. Attempt to halt a moving opponent. With a
Rules-wise, tactical nukes do damage of success, you and your opponent have stopped
1 to 2 scale higher than the vehicle’s size moving and have the option to fight in normal
carrying them (maximum 6). They only miss personal combat. Other participants may wish
on a Calamitous Failure, as a proximity fuse to stop and join in on their next action. For
detonates the warhead once it’s close to the mecha, this is the equivalent of being grappled
target. The problem is the blast radius—the firer in personal combat; getting out requires a
must first make a successful Maneuver (0 PD) successful Escape (2 PD) roll.
to ensure they’re far enough away before they • Melee (0 PD)
Shoot, or they’ll take damage too! This option is only available to mecha. If close
Defensive fire (see pg. 103) can safely destroy enough to their target, mecha can attack with a
nukes before they hit. Further, the GM may scaled weapon or punch/kick, using the pilot’s
rule Critical Hits aren’t possible, as nukes aren’t melee combat ability. The GM may require a
striking dead-on like regular ordnance. Maneuver action before the pilot can close and
attempt to Melee, or simply run a round of
Finally, there is the tried-and-true contrivance combat with the Shoot action first.
of ‘nuclear dampeners.’ In settings with energy
screens, the GM can rule that nukes do 1 to 2
scale less damage when striking a target so
protected, which is why they become phased
out on the battlefield.
VEHICLE BOONS & FLAWS
The following are additional features available on
some mecha, robots, and vehicles. For man-sized or
VEHICLE COMBAT RECAP smaller robot boons/flaws, see the Heroes chapter,
pg. 54. As with ships, these boons and flaws don’t
As with ships, vehicle combat uses the dramatic have to ‘balance’ out (i.e., taking a flaw for every
challenges rules. See pg. 111 for a summary of boon after the first). However, boons increase CR cost
pilot and occupant actions. In non-space situations, by 1-2 per boon and known flaws reduce CR by 1 per
however, Board is performed by occupants rather flaw.
than the pilot, and there are additional actions The letters in parenthesis indicate whether the boon/
available. flaw is for mecha (M), robots (R), or vehicles (V).

Clunker (Flaw, M, V)
OCCUPANT ACTIONS The vehicle is well past its prime and has been
• Board (2 PD) repaired/refurbished ad nauseum, perhaps with
Move from your vehicle onto another vehicle. substandard parts. At the beginning of an adventure,
On a success, you change vehicles, potentially the GM secretly rolls a d6: on a ‘1’ result, the
resulting in combat with other occupants. If the vehicle’s decrepitude will be a factor at some
new vehicle has a closed cockpit, some breaching inopportune time. This could range from a penalty die
may be necessary, first. during combat to malfunctions involving key systems.

139
Concealed Weaponry (Boon, M, V) Missile Pod (Boon, M, R, V)
The vehicle has a weapons system concealed This is a one-use weapon firing a ‘burst’ of smaller
beneath the chassis that can ‘pop up’ when needed. smart missiles against a single target. The missiles
Otherwise, it appears to be unarmed. have a firepower bonus of +3 and the indirect
property. Damage is d6H (2), penetration 1. These
Damage Control (Boon, M, R, V) can also be used for defensive fire (see pg. 103)
The vehicle can disperse small, mite-shaped robots against incoming ordnance.
for emergency repairs. These can be used once
per combat and temporarily restore d3 frame (see Non-Combat (Flaw, M, R)
Emergency Repairs, pg. 113). The robot or mecha’s model wasn’t intended for
combat, and therefore suffers a penalty die when
Easy to Maintain (Boon, M, V) making attack rolls.
The vehicle uses simple, widely available parts and
rugged engineering. Any maintenance costs are 1 CR Shield (Boon, M, R)
less and repairs take time as vehicles of 1 size less. This is a physical shield, not to be confused with
Energy Screen. Like a large shield, it provides +1
ECM Systems (Boon, M, V) defense against multiple attacks. At the wielder’s
Weapons targeting this vehicle lose the homing option, the shield can be used to ‘soak’ up to 3 points
quality. Certain advanced missiles, however, may be of frame damage before becoming destroyed; any
shielded against this effect. remaining damage is suffered by the mecha or robot.
Energy Screen (Boon, M, R, V) Spider Configuration (Boon, M, R)
For settings with energy screen technology, this The mecha has at least four legs with high-tension
provides additional protection. See pg. 104 for pincers at the end instead of feet. Spider-configured
details. mecha can climb vertical surfaces if said surface can
Fearsome Design (Boon, M, R, V) hold their weight. At the GM’s option, this can also
The vehicle has a distinctive appearance designed grant bonus die on certain Maneuvers, as well as
to cause terror, allowing a free resolve attack (see resist Knockdown.
Mechanics, pg. 214) at the beginning of combat. Stealth Capability (Boon, M, R, V)
High Maintenance (Flaw, M, V) The vehicle has some type of cloaking device that
The vehicle is a finicky beast requiring an inordinate warps visible light and inhibits radar and IR sensing.
amount of time in the shop. Increase the repair time This grants a penalty die against opponents when
to a vehicle of 1 size larger. making engagement rolls (see pg. 111). Additionally,
if the vehicle isn’t moving or making attacks, noticing
Hot (Flaw, V) it requires a successful Scan action.
The vehicle was stolen at some point, though the
current owners don’t necessarily know that. This Upgraded Armor (Boon, M, R, V)
works like the Bounty flaw (see Everywhen, pg. 19), The vehicle has advanced armor, perhaps made from
with trouble coming in the form of repo men or local exotic, composite materials or with a reactive feature.
officials looking to impound the vehicle. The base protection is rated at ‘H,’ meaning a bonus
die is rolled when checking armor protection and the
Jet Assist (Boon, M, R) higher amount taken. Static protection is raised by 1
The mecha has dual jet turbines mounted on the point.
back. Though too heavy to actually fly, it can make
jet-assisted ‘hops’ at increased speed (+1) for a short
duration.

140
MIGHTY SUCCESS OPTIONS
These options are recommended for vehicle combat • Sacrifice Systems
rather than the standard character choices. See Ships • Tactical Foresight
on pg. 114 for more details.
• Blow Through Hold Together! is replaced by Just a Scratch!

• Critical Hit • Just a Scratch!

• Incapacitate Target By paying a Hero/Rival point, you can immediately


reduce frame damage by d3 points from a
• Rabble Slayer (against Rabble characters, not successful attack.
vehicles piloted by Rabble)

Additionally, the following options are appropriate for


mecha combat:
EXTENDED EXAMPLE
• Cleave Through (like Blow Through, but with The following example uses the vehicle combat
melee attacks) rules, illustrating the versatility of mecha and their
interaction with surrounding terrain.
• Knockdown
Alien Bio-Mech (4x total)
HERO/RIVAL POINT Size 3, Scan 0, Speed 2 (2), Frame 5 (3), Defense 1,
Armor Light d6-3 (3), Cost —
OPTIONS Weapons:
• Acid cannon, d6 (3), pen 1
See Ships on pg. 114 for a description of these • Spore bomb, d6H (2), area, indirect
options. • Natural weapons d6 (3), melee only
Pilots are Toughs with Agility 1, ranged and melee
• Bail Out
combat abilities 1.
• Boost Success

141
Infantry Mech (Dag O’Donnell)
Size 3, Scan 1, Speed 1 (2), Frame 7 (3), Defense 0, After a fevered defense of the main colony,
Armor Medium d6-2 (3), Cost 8 the merc’s commander, Dag O’Donnell, wants
Weapons: to retaliate by taking out a nearby hive-burrow.
• 60mm autocannon d6H (3), pen 1 With several tactical nukes loaded aboard the
• Light missile launcher, d6 (3), pen 2, homing, squad’s artillery mech (despite protest from the
indirect Rigellian Environmental League), O’Donnell,
together with comrades-in-arms Lizzy Gibbs and
Dag is a Hero with Agility 2 and ranged combat Lunk Taylor, set out across the vast southern salt
ability 2. flats, taking the fight to the aliens!
Scout Mech (Lizzy Gibbs) Halfway through their trek, the mercs run
Size 3, Scan 3, Speed 2 (2), Frame 5 (3), Defense 1, into a Xhovid patrol amidst a natural basin of
Armor Light d6-3 (3), Cost 7 windswept rock pillars. The aliens have spotted
Weapons: dust clouds thrown up by Lunk’s heavy mech and
• Heavy coilgun d6 (3), pen 1 surmised he’s packing something nasty. Likewise,
Lizzy is a Hero with Agility 2 and ranged combat the passive radar on Lizzy’s scout mech has
ability 2. detected movement amidst the maze of stone
columns. Instinctively, the trio closes ranks.
Artillery Mech (Lunk Taylor) As both sides are aware of each other, the GM
Size 3, Scan 1, Speed 0 (2), Frame 7 (3), Defense 0, foregoes engagement rolls. The encounter is
Armor Heavy d6-1 (3), Cost 9 framed as a defensive action with an open
Weapons: time-limit. If the Xhovids manage to bring Lunk’s
• Electromag howitzer d6H (3), pen 3, area, mech to 0 frame or lower, the assault is over,
indirect and the mercs (if they survive) will have to cook
• Light missile launcher, d6 (3), pen 2, homing up another plan.
Lunk is a Tough NPC, with ranged combat ability 1. Priority rolls first: the alien mech pilots are
nameless Toughs with 0 initiative, so there is
no negative modifier. Lizzy and O’Donnell add
Example their Mind + initiative + scan and succeed easily.
Lunk is only a Tough NPC, however, and fails his
The ‘Xhovid situation’ has gotten out of hand roll. The order goes Lizzy, O’Donnell, the Xhovid
on Rigel-5. Once dormant hive-burrows of mechs, and Lunk.
the aggressive aliens now bustle with activity.
Worse, the scuttling hordes have a new weapon; Lizzy’s first. She activates her scout mecha’s
bio-mechs, showing up alongside their warriors. active camouflage and tries to jump atop a
The human Planetary Militia is no match for nearby pillar, hoping to get a line of sight on
these weapons of war, and outposts Malachite the patrol. This sounds like a Maneuver (0 PD),
and Zircon have already fallen. and Lizzy rolls her Agility 2 + Pilot rank 2 + her
mech’s speed of 2. She gets a normal success
In desperation, colonists have pooled their and lands gracefully atop the column. Sure
mineral resources to hire mechs of their own, enough, Lizzy spots the insect-like form of an
a mercenary unit from the military combine on organic mech skulking a short distance away.
New Brisbane. Though costing a pretty penny,
the 22nd Canberra Irregulars, AKA ‘The Terrors “Dag,” she informs her teammate, “I’ve got one.
of Canberra,’ have turned out to be a trio of Link up and fire a missy at ‘em.”
uncouth pilots in beat-up mechs. Whatever
other traits these three might possess, however,
cowardice isn’t one of them.

142
O’Donnell complies, using Lizzy’s video feed With no targets in sight, O’Donnell heads
to launch a light missile with the indirect and to one end of the stone ‘corridor’ he’s in and
homing properties. This is a Shoot (1 PD) action, peers around the corner, to see two bio-mechs
but Lizzy’s CD from her maneuver cancels out barreling straight towards him! Panicked, he
the penalty die. O’Donnell has Agility 2 + ranged takes a Shot 1 (PD) with his 60mm autocannon.
combat 2, -1 for the bio-mech’s defense. He He manages to hit and does (d6H) 6 points
misses the first roll, but as the weapon has of damage, while his opponent makes a
homing he rolls again and strikes his target lucky armor roll and gets a 3. However, the
squarely with an 11. autocannon has penetration 1, so with 2 points
The missile’s shaped charge does d6 step 3 of protection O’Donnell drops another bio-mech
damage, cancelled out by the alien mech’s scale to 1 frame.
3 frame, for a d6 total. O’Donnell rolls 4 and the Now the Xhovids can Shoot (1 PD) back with
alien rolls 2 for armor protection, but the latter their acid cannons. Because he was firing around
is negated by the missile’s penetration 2 quality. a corner, the GM charitably gives O’Donnell
The bio-mech’s frame drops to 1 from the blast. the benefit of cover, and his shield bestows +1
It’s leaking ichor and smoke, but still up. defense. Regardless, one of the alien hits and
Next are the Xhovids. The telltale flare of a does 5 points of damage with 1 penetration.
missile gives away O’Donnell’s position within O’Donnell wisely decides to sacrifice his shield;
the labyrinth. The other 3 bio-mechs converge, it buckles and melts beneath the acid barrage,
but the GM rules it will take them a round before soaking 3 frame damage. Unfortunately, he
they can sight and fire on the infantry mech. blows his armor roll and subtracts the remaining
The wounded Xhovid, however, is close enough 2 points from his frame, dropping it to 5.
to suss out O’Donnell’s general position and “Strewth! I felt that!”
launches a spore bomb (with both area effect The third bio-mech can act. Since Lizzy fired
and indirect properties), hoping to catch him in from atop her perch, the GM rules she was
the blast radius. The bio-mech takes a penalty spotted. The alien takes a Shot (1 PD) with its
die for the Shoot action and rolls with a net +1. acid cannon and misses.
It gets a 6, 5, and 1. The bomb’s acrid shrapnel “Screw it. You gronks are gonna get cooked, I
misses completely. don’t do somethin’,” declares Lunk, stepping from
Finally, Lunk can go. Well aware of his the safety of his niche. He can see the two bio-
vulnerability, he finds a rock niche and backs into mechs attacking O’Donnell (which means they
it, intending to lay low. can see him) and fires a Shot (1 PD) with his
Next round, Lizzy fires her heavy coilgun down howitzer, using a non-nuclear round. Lunk has
at the wounded mech, hoping to finish it off. a net +1 and rolls a 5, 3, and 2, which misses
She takes the Shoot (1 PD) action and gets a 4, (those penalty dice hurt). The resulting explosion
4, and 6, hitting. Against the bio-mech’s frame certainly gets everyone’s attention, however.
scale of 3, her coilgun does d6 damage. She Next round. “Hang on, Dag, I’m comin’,” says
rolls 2 damage and her target rolls 0 armor Lizzy, and jumps down to interpose herself
protection. The bio-mech’s frame drops to -1; the between the two bio-mechs and O’Donnell, as
entire rig dissolves as its acid pods detonate. well as Lunk. The GM decides this is a Block
maneuver (0 PD). Lizzy’s agile mech makes the
roll easy, granting 1 CD to either O’Donnell or
Lunk, and giving the bio-mechs something else
to shoot at.

143
O’Donnell leaves the CD for Lunk and fires at the unwounded bio-mech. He hits and decides to spend
a Hero Point, taking his normal success to a Mighty one. O’Donnell chooses Critical Hit. The 60mm does
6 points of frame damage, ignoring armor, and shreds the alien mech into oblivion under a hail of hot
tungsten.
Next up are the Xhovids. With its hive-mind instincts, the wounded one ignores Lizzy and O’Donnell,
moving around them to line up a Shot at Lunk. The final, untouched bio-mech rounds the far end of the
corridor and does the same thing. Both take a Shot (1 PD) with their acid cannons, but only the wounded
Xhovid manages to hit. Damage comes up as a 5, however.
Lunk lucks out on his armor protection roll and gets a 5. Since the acid cannon has penetration 1, the
artillery mech ends up taking 1 point of frame damage, bringing it down to 6. Still operable!
“My turn.” Lunk fires his howitzer at the fresh bio-mech, with the benefit of Lizzy’s CD. This time, with the
penalty die negated, he manages to score a normal hit and rolls a whopping 6 damage! Even if the Xhovid
maxes out its armor roll, Lunk’s pen 3 attack will negate any protection. The resulting blast takes the bio-
mech to -1 frame, ripping it apart in a mass of slime and shattered chitin.
Final round. Between them, O’Donnell and Lizzy manage to finish off the wounded bio-mech. With their
walking artillery battery still up, and the Xhovid patrol reduced to mounds of smoking flesh, the mercs can
continue their desperate mission!

144
6. ALIENS
A key factor in any sci-fi setting is the presence of • In Hypergiant, uncountable intelligent aliens
intelligent aliens. Some campaigns host humanoid, exist, though the definition of ‘intelligence’
tool-using sentients as plentiful as sand on a beach, means more than the ability to make starships
while others have yet to find any, with wildly or blasters. Humans still serve as the default
diversified humans, uplifted animals, and machine species, however. Players are free to create their
intelligence filling the role of aliens. The ‘yet’ part is own alien origins as detailed on pg. 14.
important, however, as PCs may be the ones to make
first contact! • In Never-Setting Suns, a handful of intelligent
alien species threaten human expansion. Are they
• In Dirty Plastic, an ‘early’ setting, unintelligent as evil as dogma claims them to be? Some are,
aliens certainly exist, but humans haven’t at least from our perspective, though others are
discovered any serious competition so far. If/ likely the targets of xenophobic propaganda.
when they do, the event will mark a turning
point, and perhaps spell doom for humankind.

145
PRECURSORS Example
Many sci-fi settings have precursor races, mysterious Lifeform PX-12b, AKA ‘flashers,’ are native to
Old Ones who thrived in previous millennia but have Procyon-4. These enigmatic creatures manifest
since vanished. A classic example is the Krell from as bright flashes of miniature lightning-bolts
Forbidden Planet. These sentients reached some in otherwise clear skies. First believed to be
high-water mark in their civilizations before being atmospheric anomalies, Psychic researchers later
wiped out by another, more powerful precursor, confirmed psi-spikes generated by some unseen
succumbing to a peril of their own making, ascending organism. Current theory holds these flashes are
to a higher plane, etc., etc. Now only their ruins, and synaptic discharges from a large zenoform of
a few tantalizing artifacts (often powerful weapons) hyperdimensional origin.
remain.
Precursors serve mainly to spark adventures. The
lure of precursor tech draws many hopefuls, who
are willing to kill for their secrets. This can exist in
the form of ruins, MacGuffins, giant derelict ships,
unexplained anomalies, and an old sci-fi favorite, the
Big Dumb Object; huge enigmas floating in space.
Precursor culture is usually presented as benevolent,
or at least neutral. The threat posed is from humans
using precursor technology towards their own evil
ends! However, nothing says precursors have to
be ‘good’—see the Cancri on pg. 157 for a notable
example.

CLASS ‘Z’ ALIENS


The Class Z designation applies to aliens, sometimes
called zenoforms, which, from a human standard, are
too alien to fully understand. Often, these lifeforms
are non-carbon-based, or barely perceptible as life in
the first place. Communication is not usually possible.
Class Z aliens don’t necessarily use tools or build
structures, though they are sometimes responsible
for the construction of Big Dumb Objects that seem to TERRIFYING ALIENS
serve no purpose other than puzzling humans. Depending on the setting, particularly horrifying
Game-wise, zenoforms function as plot elements creatures can make resolve attacks with their mere
or setting ‘color’ rather than NPCs, since interacting presence (see Mechanics, pg. 214). Resolve loss is
with them is nigh-impossible. Living anomalies, they generally more appropriate in gritty or horror-themed
attract the attention of Scientist and Professional campaigns, where a ‘sanity’ mechanic is used to track
characters throughout the galaxy, hoping to be the mental wear-and-tear. Using resolve in this way adds
first ones to establish some meaningful form of extra weight to alien encounters and emphasizes
contact. their other worldliness.

146
CREATING ALIENS
Several examples of alien species are presented in Size scales of 2 or 3 reduce the amount of damage
this chapter. GMs wanting to create their own can fall the alien takes when hit with normal (scale 1)
back on genre stereotypes, such as a proud warrior weapons.
race of feline humanoids, mystic, big-brained aliens
with psychic powers, furtive and acquisitive rodents
motivated by greed, etc. Example
Another approach is to take established concepts and The Xhovid’s ‘battle beetle’ is a Huge sized,
stand them on their heads. For example, a bug-eyed acid-spewing, carapace-armored terror that can
insectoid race that turns out be more human than ferry troops into battle with its powerful wings.
human, with a strong empathic streak and emphasis The creature’s size scale of 2 means that normal
on individuality instead of a hive mind. Or a large, scale weapons are stepped down by 2 (i.e., shift
formerly aggressive species who have become 2 to the left on the damage track, see pg. 105)
pacifists. Perhaps they symbolically blunt their horns, to determine damage. If struck by a plasma rifle,
remove claws, or otherwise neuter natural weapons a scale 2 weapon, the scales cancel each other
as a reminder of their violent past. out, and the rifle does its base d6H damage.
GMs can use the Creating Creatures guidelines in the
Everywhen core book, pg. 94, to make their own
aliens. Several basic templates for alien types are Smaller creatures can hit larger ones more easily,
presented here, based on size, predatorial niche, and in turn are harder to hit. See Size on pg. 32 of
disposition, and whether they are Rabble, Toughs, or the Everywhen core book for details. Size scale 2
Rivals. and 3 creatures do more damage when they hit with
Finally, Space Pulp has a d6,6 table for random natural weapons, as their Strength scales up with
aliens, broken into several groups (Insectoid, their mass. Compare the size scale of the creature to
Mammalian, Reptilian, Avian, Weird 1, and Weird the defender; for every point of difference, increase
2). Because the aliens are presented in situational the base damage by 2 shifts to the right on the
context, these also double as random encounters. damage track.

ALIEN TEMPLATES Example


A factor in determining an alien’s stats is to consider
The planet Tithyian IV crawls with dinosaur-
size. Everywhen has six general categories, each
analogs akin to Earth’s Mesozoic era. A
roughly doubling the size of the previous.
Tyrannosaur analog (size 2) does base d6H
damage, scale 2, with its bite. If he chomps on
Tiny – quarter human size, e.g., snakes, birds, a hapless human-sized adventurer (size 1),
rabbits (counts as size scale 0). the bite’s damage is increased by 2 shifts to
Small – half human size, e.g., dogs. 2d6. If he gets into a fight with another size 2
Tyrannosaur, the scales cancel each other out
Medium – human size, e.g., lions, mules.
and the bite does its base d6H. Finally, if he
Large – double human size, e.g., horses. attacks a Brontosaur analog (size scale 3), his
Huge – four times human size, e.g., elephants, T. bite damage is decreased by 2 shifts to d6L.
rex (counts as size scale 2).
Enormous – eight times human size, e.g., whale,
brontosaurus (counts as Size Scale 3).

147
Another important factor is whether the alien is
treated as a Rabble, Tough, or Rival. The following
templates are organized around these three levels of
opposition.

RABBLE
SWARM
Attributes Combat Abilities
Strength 0 Attack +0 melee
Agility 0 Damage 1pt./d3
Mind -2 Defense 0
Appeal — Protection 0
Lifeblood 1

Swarms are run as Rabble groups, with each


creature in the swarm having 1 lifeblood. Swarms
of Tiny sized creatures can make horde attacks (see DOCILE ALIEN
Everywhen, pg. 63) that do d3 damage instead of
the standard d6L. A target engulfed by a swarm who Attributes Combat Abilities
takes damage suffers a penalty die on subsequent Strength 0 Attack +0 melee
actions until the swarm is beaten off. Agility 0 Damage d3
Attacks that do spreading damage (see Equipment, Mind -2 Defense 0
pg. 76), such as hand flamers and plasma casters, are Appeal — Protection 0
very effective in destroying swarms. Lifeblood 2 or 3

HUMANOID NON-COMBATANT These are Small to Medium docile aliens, usually


herbivores like grazers, foragers, etc. They typically
Attributes Combat Abilities flee when attacked, fighting only if cornered.
Strength 0 Attack +0 melee
Agility 0 Damage d3
Mind 0 Defense 0 SMALL VICIOUS ALIEN / RABBLE HUMANOID
Appeal 0 Protection 0 WARRIOR
Lifeblood 2
Attributes Combat Abilities
Strength 0 Attack +0 melee
These represent roughly human-sized aliens who Agility 0 Damage d3
do not routinely engage in combat. They have 2 Mind -2/0 Defense 0
lifeblood apiece. If forced to fight, they either do so Appeal —/0 Protection 0
unarmed (d3 damage, fatigue) or with improvised Lifeblood 3
weapons (d3 damage, normal).

148
APEX PREDATOR
Aliens with an aggressive disposition sized Small to
Medium and humanoid warriors classed as Rabble Attributes Combat Abilities
have 3 lifeblood apiece and do d3 normal damage Strength 4 Attack +1 melee
with natural or low-tech weapons. See Mechanics, Agility 2 Damage d6+2
pg. 213 for rules on Rabble armed with high-tech Mind -2 Defense 1
weapons. Appeal — Protection d6-3
Lifeblood 9
TOUGH
Based on their size and general function, many aliens These are Medium to Large sized predators, strong
will fall into the Tough category. This is the ‘default’ and fast. They can be solitary or appear in mated
level for the alien species presented later in this pairs, prides, etc.
chapter. Predatory aliens, sized Small to Large, are
usually classed as Toughs. TOUGH HUMANOID WARRIOR
Attributes Combat Abilities
PACK PREDATOR
Strength 1 Attack +1 melee/ranged
Attributes Combat Abilities Agility 1 Damage d6+1/d6
Strength 1 Attack +1 melee Mind 0 Defense 1
Agility 1 Damage d6L Appeal 0 Protection d6-3
Mind -2 Defense 1 Lifeblood 6
Appeal — Protection 0
Lifeblood 6
As per Rabble Humanoid Warriors, these are named
characters, typically leaders or elites. Depending on
These are cooperative hunters appearing in groups, TL, they usually wear some kind of armor protection.
along the lines of wolves or large dog analogs. The
GM can opt to have a single Tough alpha leader, with LARGE DOCILE ALIEN
the rest of the pack treated as Rabble.
Attributes Combat Abilities
AMBUSH PREDATOR Strength 4 Attack +0 melee
Agility 0 Damage d6L+2
Attributes Combat Abilities Mind -2 Defense 0
Strength 2 Attack +1 melee Appeal — Protection d6-3
Agility 2 Damage d6+1 Lifeblood 9
Mind -2 Defense 1
Appeal — Protection 0
Lifeblood 7 These are Large sized, non-aggressive herbivores
and/or herd creatures. Despite their peaceful
dispositions, they can be dangerous if panicked (cf.
These are solitary hunters who attack from some kind the Trample boon, pg. 150).
of concealment (cf. the Ambush boon, pg. 150).

149
RIVAL ALIEN BOONS & FLAWS
Rival level aliens can take on an entire group of See the Alien boons and flaws list on pg. 51 for
heroes, especially if they have ‘minions’ in the potential examples, as well as the Creature boons
form of Rabble or Toughs. They don’t have to be and flaws from Everywhen, pg. 94. Some additional
particularly intelligent, just cunning and persistent. boons include:
The GM can grant from 1 to 5 Rival Points to keep
them from getting killed off too quickly. • Ambush
If undetected, aliens with this trait incur a penalty die
on their opponent’s priority check when they attack.
RIVAL APEX PREDATOR • Charge
An alien with this trait gets a bonus die on its attack
Attributes Combat Abilities
roll the first round only, provided there is enough
Strength 5 Attack +3 melee room to execute a charge.
Agility 1 Damage d6H+2
Mind -1 Defense 1 • Display
Appeal — Protection d6-2 The alien can make a resolve attack (see Mechanics,
Lifeblood 15 pg. 214) in lieu of a regular, physical attack.
• Trample
Due to the alien’s size, or large numbers, their attack
This is usually a Large size predator that develops hits automatically unless the intended target(s)
a ‘grudge’ against PCs after they kill its mate, enter spend a round getting out of its way.
the creature’s hunting territory, etc. The alien then
hounds them, using Rival Points to make a Timely
Escape and reappear at inopportune moments until a
final, savage battle can be joined.

RIVAL GUARDIAN ALIEN


Attributes Combat Abilities
Strength 6 Attack +3 melee
Agility 1 Damage d6H+6
Mind 0 Defense 1
Appeal — Protection d6
Lifeblood 16

This Large size creature was created by an advanced


precursor race, usually through the process of
modifying an existing predator into a relentless killing
machine. Their limbs end in weapon-like appendages,
resulting in the increased damage shown above.
As their name implies, such aliens are usually found
near precursor ruins, still guarding them for centuries
or even millennia after their original masters have
vanished.

150
D6,6 ALIEN TABLES
These ‘random’ aliens are provided in the context of an encounter with PCs. If necessary, their characteristics
can be changed to better match the planetary environments where found.

1) INSECTOID
A sci-fi staple, insects seem alien enough on Earth to justify finding them in countless
forms across the galaxy. They are often depicted as having a Hive Mind (see pg. 52),
as well as a rigid caste system made up of warriors, drones, queens, etc. See Bust-Up
on Bug Planet (pg. 233) for examples of insect-based societies.

1,1 Thirsty Worms


2d6 intelligent worms, 1m long, emerge from burrows close to PCs. They are an unpleasant greenish-
gray color and smell like pus. The worms, swaying, attempt to communicate with sibilant hisses. A
voder (see Equipment, pg. 95) or psionic contact will facilitate this. The worms want alcohol and are
willing to trade chunks of valuable ores or useful information. Treat as Docile Aliens (Rabble).
1,2 Roller Beetle
Akin to a giant dung beetle, this industrious creature is 2.5m long and rolling a ball of salvaged metal
and plastic junk, held together with a resin-like saliva. There is a 1 in 6 chance PCs spot some type of
equipment they want/need attached to a ball. The beetle has Mind -1 and is difficult to communicate
with. Treat as a Large Docile Alien (Tough).
1,3 Soldier Ant-Analogs
These aggressive creatures are 3cm long, with powerful mandibles and stingers. Up to 5d6 are
encountered as part of a foraging party. Interpreting PCs as food, they will attack in numbers. Treat as
Swarms (Rabble).
1,4 Flying Drones
These are d6+1 honeybee/wasp analogs, about .5m long and intelligent (Mind 0). They are returning
to their TL 1 hive. The drones can communicate with PCs in monotonous, droning voices. They want
sugar, or something equally sweet, and pester heroes until they get it. Violent displays drive them off.
Treat as Docile Aliens (Rabble).
1,5 Ambush Beetle
PCs stray too close to the burrow of this creature, concealed by a trapdoor made from dirt and resin.
The beetle pops up to attack a single PC with paralytic venom; if successful in incapacitating them,
it will drag the body back into the burrow. Treat as an Ambush Predator (Tough) with Tough (-2 to
Strength roll) venom.
1,6 War Party
This is a group (1.5 x PCs number, round up) of praying-mantis centauroids, roughly the size and
disposition of mounted knights. They are TL 2, carry halberds and crossbows, and want to know what
PCs are doing on their lord’s private hunting grounds. Treat as Humanoid Warriors (Toughs).

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2) MAMMALIAN
More closely related (to humans, anyways) than bugs or snakes, mammals are
generally defined as having hair/fur, spines, and warm blood; extraterrestrial
mammals may throw a curve into this formula. Though perhaps more familiar,
or even ‘cute,’ that doesn’t make them potentially less dangerous!

2,1 Possum Analogs


A large group (3x PCs number) of russet-furred, aggressive possum analogs are playing dead in a
clearing. The creatures wait until curious PCs are amongst them before returning to ‘life’ and attacking,
with much hissing and spitting! Use the Vicious Smaller Alien (Rabble) stats.
2,2 Psionic Grazers
A group (1.5 x PCs number, round up) of placid, roughly deer-sized grazers peacefully munch on
foliage, oblivious to PCs. They look like good eating, though PCs with ranks in Mystic or Psychic will
sense their latent power. If attacked, they retaliate with Psychic Crush (see Psionics, pg. 188). Treat as
Docile Aliens (Rabble) with 1 rank in Psychic.
2,3 Hyenoid Scavengers
A party (2x PCs number) of stooped, 1.5m tall humanoid hyena analog scavengers approach PCs.
They are TL 1, armed with bone knives and bone-tipped spears, and can communicate. The aliens
want carrion; they are hoping PCs can supply them with a large kill, using their powerful weapons. As
inducement, they offer their skills as trackers/guides (rank 1 Scouts with the Acute Smell boon). Treat
as Humanoid Warriors (Rabble) with a Humanoid Warrior (Tough) leader.
2,4 Mad Mama
PCs stumble across a single ursine analog, 3m tall, and her 2 large ‘cubs’. The presence of her young
makes the massive creature aggressive, and she will fight unless PCs immediately flee the area. Treat
as an Apex Predator (Rival).
2,5 Skunk Analogs
A small group (d6 total) of skunk-sized foragers, with shining, crimson fur is spotted nearby. Though
their pelts are valuable, the creatures will douse anyone who comes within 2m with a sweet-smelling
musk, removeable only by chemical treatment. The musk attracts swarms of biting insects (1 pt.
environmental damage per round). Treat the skunks as Docile Aliens (Rabble).
2,6 Green Nurser
An intelligent, large humanoid bovine (?) with rows of swollen dugs approaches PCs. She has just lost
her young and is currently lactating. Instinctively, she approaches the smallest PC and says “nurse?”
over and over, offering her green-tinted milk. Though sour, the milk is quite nutritious, and bestows the
Quick Recovery boon for a day after imbibing. Treat the bovanoid as a Large Docile Alien (Tough).

152
3) REPTILIAN
Another pulp sci-fi trope, reptilian aliens, like insectoids, are often reserved for
baddie status as coldly calculating, amoral types, competing with humans for similar
biomes. ‘Saurids’ are warm-blooded humanoids evolved from various species of
dinosaurs, sometimes depicted in a more favorable light than their serpentine
brethren.

3,1 Tae Kwan Dosaurus


A saurian alien, slightly larger than a kangaroo, with powerful hind legs and a balancing tail,
approaches PCs. The creature is a natural martial artist, capable of jumping kicks and other spectacular
techniques. It wants to ‘spar’ playfully, though PCs might not realize this! Treat as an Ambush Predator
(Tough).
3,2 Big Snake
A massive (15m long) constrictor, roughly the dimensions of a Titanoboa, lies in wait. This creature has
chameleon-like scales making it difficult to spot (Tough Mind check) and granting the Ambush boon.
The serpent is large enough to swallow someone in powered armor! Treat as an Apex Predator (Rival)
with scale 2 size.
3,3 Flying Serpents
A group (d6+1 total) of 2m long snakes, yellow and brown banded, hiss warnings at PCs as they
inadvertently approach the reptiles’ nests. The snake-analogs have airfoils allowing them to glide up to
100m. Treat as Pack Predators (Tough) with a venomous bite.
3,4 Iguanoid Pilgrims
This is a group (1 per PC) of humanoid iguanas, less than 1m tall. Part of a TL 2 society, they are
on a peaceful pilgrimage to a strange rock formation. Inherently non-hostile, they will engage
in philosophical dialogue if PCs find a way to communicate with them. Treat as Humanoid Non-
Combatants (Rabble) and rank 1 Mystics.
3,5 Hanging Lizards
A pack (2x PCs number) of monitor-sized lizard analogs with overlong tails lurk in the nearby
trees. They can use their tails as nooses to snare Tiny to Small sized prey; alternatively, they launch
themselves from branches and use their pointed snouts like javelins to impale targets on the ground.
They normally won’t attack Medium sized creatures unless attacked first, though they certainly look
menacing enough. Treat as Pack Predators (Tough).
3,6 Golden Frogs
A foraging party (1.5 x PCs number, round up) of bright, saffron-colored humanoids (technically
amphibians) are hauling sacks of grubs. Their coloration serves as a warning to predators; the
frogmen’s skin secretes a toxic poison (Formidable Strength roll to resist). Peaceful, the creatures try
to wave off PCs from getting too close. Treat as Humanoid Non-Combatants (Rabble).

153
4) AVIAN
Birds and birdlike humanoids often show up in pulp sci-fi as strident, proud, and
avaricious creatures, their names riddled with apostrophes in approximation
of their cries (e.g., Arr’k’k’craa, Kree’kr’kr’kri, etc.). Note that some of the
encounters with larger birds presented here are only possible where gravity and
atmospheric conditions permit.

4,1 Mocking Croakers


A flock (3x PCs number) of carrion birds, semi-intelligent, follow PCs. The crow-like birds mimic any
PC voices they hear, potentially to comedic effect. Treat as Swarms (Rabble), though they fly away if
attacked.
4,2 Shocker Ostrich
A single, large flightless ostrich analog appears, bobbing its head and ruffing its feathers in display
behavior to ward off PCs. The alien is covered in downy fluff; when it moves, the down rubs together,
generating a static charge. If PCs don’t flee, the alien charges and attempts to deliver a powerful
electric shock. Treat as a Large Docile Alien (Tough) with the Bioelectric boon (see pg. 50).
4,3 Butcher Birds
PCs come across the corpses of several aliens, some humanoid, impaled on large thorns and sharpened
tree branches. This may prompt resolve checks (see Mechanics, pg. 214). Two large (1.5m tall) shrike
analogs claim this area as their territory. The devious creatures will cry out like wounded humans to try
and draw PCs into an open area before swooping to attack. Treat as Ambush Predators (Tough).
4,4 Winged Escort
A pack (1.5x PCs number, round up) of humanoid avians circle in the distance. They are TL 2 and
approximately 1m tall, with impressive 3m wingspans. If PCs approach, the aliens hurl javelins in
warning, purposefully missing. They are guarding a trade caravan of another humanoid species, making
their way below. PCs who act peaceably can interact with the traders and/or birdmen. The latter can be
hired as aerial guides if the heroes outbid the trader’s contract.
4,5 Night Talons
An enormous (elephant-sized) owl analog is on the hunt. This encounter only takes place at night.
Despite its size, the owl is relatively silent (Tough Mind check to hear) and has the Night Sight boon.
It swoops low and attempts to seize the largest PC in its talons (a grappling attack), before flying off.
Treat as an Apex Predator (Rival) with scale 2 size.
4,6 Ferry Station
A big (horse-sized), intelligent avian waits near the rim of a wide canyon. It can communicate through
use of a voder or psionic contact; the creature charges an exorbitant fee to ferry two people across
at a time, riding on its back. Successful bargaining can reduce the price. If PCs are too avaricious, or
threaten violence to get passage, the big avian will feign ‘turbulence’ about halfway across the canyon,
though it won’t actually throw any riders. Treat as a Large Docile Alien (Tough).

154
5) WEIRD 1
The universe being the bizarre place it is, aliens defying any type of Terran-based
frame of reference should be relatively common. Class Z or ‘zenoform’ aliens
discussed on pg. 146 fall into this category; these are inscrutable creatures beyond
the ken of human understanding.

5,1 Extraplanetary Grazers


What first appears as a spectacular meteor shower turns out to be a mass-migration from space. Scads
of Medium sized creatures, with tough shells, glider wings, and inflated gas bags, come drifting down
from the cold edge of the stratosphere. These ‘invaders’ simply want to munch on native scrub grass.
Treat as Large Docile Aliens (Tough).
5,2 Lily Trap
Several carnivorous plants resembling giant lily pads cover the surface of a lake, pond, swamp, or river.
The pads are broad and sturdy, and look like they could serve as a natural bridge. Unfortunately, they
close in once stepped on, like the jaws of a Venus flytrap! Anyone so caught must cut or blast their way
out. Treat the hungry lilies as Pack Predators (Tough) with 0 Agility.
5,3 Zenoform Gazer
A single, class Z alien (see pg. 146) resembling a tree stump with a large orange eyeball affixed to the
top, appears to be gazing up at the sky. The creature completely ignores PCs; if attacked, it teleports
a safe distance away just before taking damage. It can do this continuously, if necessary. No stats are
needed.
5,4 Robot Bugs
PCs come across swarms of what first appear to be large (4 cm long) termite analogs, building conical
nests. On closer inspection, the ‘termites’ are seen to be mechanical; they are, in fact, part of a hive
machine intelligence. The creatures won’t attack unless attacked first. Treat as Swarms (Rabble), but
the sturdy bots have 2 points of armor protection due to their metal exoskeletons.
5,5 Mood Clouds
A bizarre lifeform, appearing as a stray cloud, drifts down to a nearby body of water and feeds on
microorganisms. While feeding, it flashes scarlet, and when done, a deep, satiated blue. The creature
then floats up into the sky again.
5,6 Emotion Feeders
Clusters of Tiny sized, hovering orbs follow PCs or show up at their encampment. Whenever the heroes
manifest strong emotion, the orbs float close and pulse as they ‘feed.’ This causes 1 point of lasting
resolve damage per minute. Completely intangible, the aliens are vulnerable to psychic and magic
attacks only; getting rid of them otherwise requires changing to a ‘neutral’ emotional state, at which
point they wander off. Use the stats for Swarms (Rabble).

155
6) WEIRD 2
Even more weirdness, to keep players guessing! Two of the aliens presented
here are classed as environmental hazards (see Everywhen, pg. 69) rather than
creatures with standard stats, based on their immense size. The Lazarus Leech
encounter should only be run if a group has an ‘expendable’ NPC.

6,1 Cyborg Chimera


This Large sized alien appears as a spherical mass with multiple limbs, some human, some alien, but
all recognizable as cyberware. Banks of cybernetic eyes peer out from its body. The intelligent creature
is driven by a strange Obsession (as per the flaw) to collect cyberware, which it can attach to its body
without surgical prep. Drawn to PCs with cyberware, it may attack to acquire a new sample for its
‘collection.’ Use the stats for an Apex Predator (Tough).
6,2 Giant Puffball
A building-sized mass of fibrous, grey-white fungus engulfs a lone structure, such as a research
outpost. The puffball can be chopped or burned through but grows back vigorously in minutes.
Tunneling through the mass is possible, but risks suffocation as the fungus regenerates behind
interlopers, sealing them up. Treat as an environmental hazard (drowning/suffocation).
6,3 Giant Blob
An ameboid monstrosity, about 4 km across, is rampaging through the area, consuming all life that gets
in its way with acidic pseudopods. The thing is too big to kill with conventional weapons. Anyone who
gets within 2m is grasped by multiple pseudopods and takes 3 points of lasting environmental damage
per round, unless they can make a Hard (-1) Strength or Agility roll and escape.
6,4 Pyro Predators
Bloated, dun-colored alligator analogs are venting flammable gas from their posteriors, which they
ignite with a spark into open flame. The creatures are starting a fire on one side of a weed-choked
field; on the other, their cohorts are waiting to pounce on any prey escaping the conflagration. Treat as
Pack Predators (Tough).
6,5 Temperamental Artist
A Medium sized alien, appearing as part hairy ogre, part spider, is using its multiple limbs to create
exquisite sculptures of sandstone, wood, clay—whatever natural medium is at hand. There are several
finished pieces nearby. However, the alien clearly becomes frustrated with the process, its limbs flying
faster, shaking its hairy head in consternation. Unless prevented, the creature will proceed to smash all
its priceless creations in a fit of rage! Treat as a Large Docile Alien (Tough).
6,6 Lazarus Leech
An NPC in the heroes’ group drinks water infested by this microscopic parasite . . . which rapidly grows
and takes over the higher brain functioning of its host. Nothing abnormal is apparent unless the NPC is
killed; the leech then animates the body, which will begin decomposing. If discovered, the slimy horror
exits the corpse by the mouth, causing it to de-animate, and tries to wriggle into another character.
Treat as a Vicious Smaller Alien (Rabble) with 2 lifeblood.

156
SAMPLE ALIENS
A selection of fully detailed aliens follows. Some are
part of system-spanning civilizations, and some are
strictly local. Aliens playable as PCs are noted under
their description, as well as recommended boons and
flaws. These are all statted as Toughs.

CANCRI
Attributes Combat Abilities
Strength 3 * Attack +1 melee/ranged
Agility 0 Damage d6H+3/weapon
Mind 1 Defense 0
Appeal — Protection d6H (3) *
Lifeblood 8, scale 2 *

* from cyberware
Synonymous with evil, this precursor race of
aggressive arthropods flourished several millennia
ago, establishing a short-lived but expansive empire
that conquered a portion of the Milky Way Galaxy.
Current theory holds the Cancri’s aggressiveness
was their downfall, eventually leading to an uprising
among ‘servitor’ species that saw the crablike race
all but wiped out. At their height, the Cancri had
achieved a TL 6+ culture spanning at least a thousand
systems.
Cancri appear as large (roughly human height)
fiddler crabs, in hues of brown, orange, or blue,
with an artificial shell to protect their sexual
organs. Enamored by cyberware, they first created
augmented, armored shells (‘cyber-shells’) and later
began the practice of replacing large portions of their
bodies with bio-ceramic prostheses.
Cancri are intersex creatures, with male and female
characteristics (also enhanced by cyberware). Their
peculiar, martial-oriented culture has been shaped by
several factors, mirroring their struggles as a species,
with a hyper-zealous religion to match.
Early in their development, the Cancri overcame a
predatory lamprey-like species on their homeworld.
Since the lampreys had no legs, this trait became
associated with unholiness in the eyes of the Cancri.

157
Later, when the species developed interstellar travel, savvy cephalopods, the Grimpo (see pg. 160).
they found widespread evidence of carcinisation; the Though their empire is long gone, a few live Cancri
tendency, also present on Earth, for organisms to likely remain somewhere, preserved in stasis fields.
evolve into crabs. The Cancri saw this phenomenon Recovery of their powerful artifacts remains a priority
as ‘proof’ their form was a divine one, inherently for grey market scroungers throughout the galaxy.
superior to other species.
The ideology eventually gave rise to the Pax
Decapoda, an expansionist doctrine justifying a ‘holy CHIGWITZ
war’ against other lifeforms with less than 10 legs/
Attributes Combat Abilities
appendages. Heavily armored Cancri would travel to
ocean worlds and exterminate any dominant species Strength 3 Attack +1 melee/ranged
that fell short of this standard. On the other hand Agility 1 Damage d3+1 */d6L+1 **
(or foot), fellow decapods found in a primitive state Mind 0 Defense 0
would be uplifted through cyberware and advanced Appeal -1 Protection d6-2
gene therapy, helping them along towards spiritual Lifeblood 8
perfection. The horrific Xhovids (see pg. 165) are a
prime example of this ‘bootstrapping.’
* Poisoned bite; Tough (-2) Strength check to avoid
The logic of the Pax Decapoda led to countless wars paralysis for 2d3 rounds.
against intelligent species, including the tech- ** Thrown ‘hair’ (chitin), range increment 3m.

Phasmid
Chigwitz
Wodesek

158
The Chigwitz are a race of humanoid brachiating The Chigwitz’s natural weapons are sets of
spiders, from the arboreal planet Yronwode (see pg. sharpened, chitinous hairs growing across their
180). The high oxygen content and lower gravity forearms, which can be thrown with a range
of their homeworld has allowed growth to an increment of 3m. Their furred fangs also deliver a
impressive 2.5m height, on average. Combined with paralyzing venom. Only females have the spinnerets
a shiny black carapace, an extra set of limbs, and to make silk, renowned for its softness and exported
a tarantula’s head, they appear spawned from the as a trade commodity.
depths of mammalian nightmare! Chigwitz who get the itch to travel off-planet usually
The Chigwitz were natural adversaries of the human find employment as mercenaries or bodyguards.
analog race, the Wodesek (see pg. 164), both Their size and terrifying appearance make them good
preying on and being preyed upon by their rivals. candidates for Myrmidon conversion (see pg. 161).
Unfortunately, the Chigwitz were slower to develop
tool use. Deemed unintelligent by the Wodesek, CHIGWITZ AS PCs
the arachnoids were hunted to near-extinction. This
changed when the Chigwitz clan matriarchs were With the GMs approval, Chigwitz make a potential
able to establish telepathic contact with Wodesek playable alien species.
shamans. Now the two species live under an • Attributes
uneasy truce, with the Chigwitz re-establishing their Chigwitz can buy down Appeal to increase Strength.
numbers in protected colonies across the planet.

Xhovid
Void Ourang

159
• Starting Careers LYDEKKER’S DRAGON
Barbarian, Professional (Craftsperson), Scout
• Boons/Flaws Attributes Combat Abilities
Alien Inscrutability, Armor, Extra Appendage, Strength 3 (3) Attack +1 melee/ranged
Fearsome Looks, Giant Strength, Hard to Kill, Natural Agility -1 Damage d3 (3),* special **
Weapon, Poison, Sensitive, Traversal Mind -1 Defense 0
Appeal — Protection d6-3
B.E.M., Hatred of . . . (Wodesek), Luddite, Savage,
Lifeblood 8, scale 3
Unsettling

GRIMPO Though non-reptilian, the term ‘dragon’ was applied


to these creatures when discovered due to their size
Attributes Combat Abilities and rows of swept-back wings. They are native to the
Strength 0 Attack +1 melee/ranged planet Typhus, a white gas giant within the habitable
Agility 1 Damage d3/weapon zone of its primary (see Worlds, pg. 179), and float
Mind 1 Defense 0 dirigible-like among the upper atmosphere, amidst
Appeal 0 Protection 0 clouds of water vapor and ammonia.
Lifeblood 5 Roughly the size of a blue whale, Lydekker’s Dragons
exhale or slowly generate internal buoyant gasses
to change altitude. When hungry, they use their
An exiled cephalopod race, notable for the three delta wings to dive through clouds of floating micro-
undulating fins along their heads and three tentacles. organisms. For larger meals, the Dragon has a single
Exemplifying trilateral symmetry, they also have ‘fisher’ tentacle dangling some 30m below their
three large, equally spaced eyes. Their multiple bellies that can seize prey lower in the clouds.
limbs, capable of reshaping into fingers, and ability
Though their great size deters predators, the
to squeeze into spaces make them artificers par
Dragons are occasionally preyed upon by even larger
excellence.
organisms floating in the dark clouds below their
The Grimpo were on their way to establishing an habitat. Against this, they have evolved a curious
interstellar empire when they encountered the ‘breath weapon’—the Dragons exhale a cloud of
Cancri. Sadly, having ‘only’ three limbs marked hallucinogens, which has the effect of pleasantly
them as inferior to the warmongering crabs, who disorienting attackers.
also competed for prime water-worlds. After losing
Several faddish cults have sprung up in the Typhian
countless wars, the Grimpo were slated for execution,
system venerating the Dragons. Central to any
in accordance with the Pax Decapoda. However, their
rites practiced is inhaling the Dragons’ defensive
technical abilities were admired by the Cancri empire,
hallucinogens. This substance has also drawn the
and a select group were spared annihilation. Many
attention of the notorious StarPharma corporation,
Grimpo were sent to ocean worlds like Cirrot Prime
who routinely descend into Typhus’s atmosphere to
(see pg. 177) as indentured labor.
harvest the gas. Allegations of indiscriminately killing
Along with a coalition of other servitor races, the Dragons to make this process easier has been hotly
Grimpo were eventually able to throw off the Cancri’s denied by StarPharma’s PR department.
yoke. However, they paid dearly, losing all their
worlds except Cirrot Prime. The surviving Grimpo * ‘Fisher’ tentacle.
appear to have no interest in resurrecting their ** Hallucinogen breath (area effect); Demanding
former greatness, content to slowly die out as they (-4) Strength check to avoid incapacitation for 2d6
keep busy with technical projects. rounds.

160
MYRMIDON
Attributes Combat Abilities
Strength 5 Attack +2 melee/ranged
Agility 1 Damage by weapon
Mind 0 Defense 0 (1)
Appeal -1 Protection d6
Lifeblood 11, scale 2

The name Myrmidon applies to any different number


of species, humanoid or centauroid, selected for their
muscular bulk and aggressiveness. Such candidates
undergo the grueling Myrmidon Process, with
cerebral software to uplift their intelligence, if
necessary (but not too much), glandular and
tissue modification, negative reinforcement
combat training, and unthinkable psychological
conditioning to ensure absolute loyalty. The
completed Myrmidon is then assigned as
personal security for V.I.P.’s, usually Nobles
and politicos.
Myrmidons are more about intimidation
and determent than the art of killing,
and thus are not used as Assassins.
When with their retinue, they carry
ceremonial melee weapons and
boarding shields (see Equipment,
pg. 85); at the first sign of trouble,
they slam the shields down around
their principle, forming a barrier.
Stat-wise, Myrmidons have a
Strength of 5, making them beefy
enough to exchange bear-hugs
with someone in powered armor!
Their lifeblood is scale 2 thanks to
extensive augmentation. Myrmidons
are either Toughs or Rivals, but never
Rabble. Even Toughs get 4 points
to distribute among their combat
abilities, thanks to their extensive
training. Humans from high g worlds
and Chigwitz (see pg. 158) are on the
short-list of candidates for the Myrmidon Process.

161
PHASMIDS
target and starts biting with poisoned mandibles! See
Attributes Combat Abilities the stridulator (pg. 83) and Bust-Up on Bug Planet
Strength 0 Attack +1 melee/ranged (pg. 248) for more insecti-tech weapons.
Agility 1 Damage by weapon
Mind 1 Defense 1
PHASMID WARRIOR
Appeal 0 Protection 1 pt.
Lifeblood 5 Attributes Combat Abilities
Strength 1 Attack +1 melee/ranged
Agility 2 Damage by weapon
Native to the insect-ridden planet, Vermis, Mind 0 Defense 1 (2)
these appear as humanoid Phasmatodea Appeal -1 Protection d6-2
(‘walking stick bugs’), dressed in colorful Lifeblood 6
clothing that hangs off their narrow frames.
Females are slightly larger than the males,
averaging about 2m tall. The species tends to Female Phasmids noted for their aggressive
stand motionless for hours, locked in a state of temperaments become part of an elite cadre, serving
meditative contemplation. Completely self- as bodyguards or commanding units of warrior
centered and amoral, their primary concern is beetles. They are rank 1 Nobles and rank 1 Soldiers.
advancing through a Byzantine social structure. For identification purposes, Warrior Phasmids allow
Many play a multigenerational chess-like game the spines on their forelegs to grow impressively
called tawalle, in which an individual Phasmid long.
is allowed a single move—they will spend a
lifetime contemplating their turn.
Phasmids evolved as apex parasites and see all RHIZARIAN
other intelligent organisms, including humans,
as servitors, fit only for manipulation. Their first Attributes Combat Abilities
career rank is always Noble. Strength — Attack —
Phasmid reproduction is virus-like; a queen Agility — Damage —
will infest a host (usually a female of another Mind 0 Defense 0
species) with microscopic larva. The host is then Appeal 2 Protection 0
allowed to return to her nest, where she can Lifeblood 2
unknowingly spread the larva through sexual
contact. Months later, the larva rapidly devours
the host from within, until they emerge as Rhizarians are telepathic slime-molds from the fungal
30cm Phasmids. planet, Myxos (see Worlds, pg. 178), first discovered
Phasmid culture is roughly TL 3, though they by accident. Starship crews visiting the planet noticed
are famed for developing so-called ‘insecti- the creatures infesting their eco-recycling systems.
tech,’ the selective breeding and application This revelation was not as unpleasant as it sounds,
of Vermis’s countless insect species towards given the curious psychic properties of Rhizarians.
sophisticated ends. Most notable is insecti-tech Physically, the symbionts look like chunks of wet,
weaponry, exemplified by the hawking beetle, rotting carpet in various colors. When in fruiting
a large, voracious beetle kept hooded and mode, bright red ‘pins’ cover their bodies, which
tethered to its master’s wrist. When the hood is eventually explode in a (harmless) puff of spores.
removed, the beetle flies straight towards a Though humans are referred to as Rhizarian ‘hosts,’

162
TYRIAN ANGLERS
the slime molds don’t inhabit their bodies like normal
Attributes Combat Abilities
parasites would.
Strength 4 Attack +2 melee
Rhizarians evolved a curious symbiotic relationship Agility 0 Damage d6H+2, special
with their hosts, facilitated by telepathy. Bluntly, Mind 1 Defense 0
they are pan-species ‘shrinks.’ Humans, and many Appeal — Protection d6-3
other sentient species, find their telepathic contact Lifeblood 9
calming. Further, Rhizarians can ‘talk’ with their
hosts through a series of images, invoking pleasant
memories and instilling a sense of well-being. This, in These horrific extra-dimensional creatures go by a
turn, prompts the host to protect them, and keep the variety of names, but ‘Tyrian’ has stuck in reference
slime-molds fed. Rhizarains are often kept by Spacers to their purple coloring. Physically, they resemble
in communal areas, living in glass walled colonies giant anglerfish, down to the antennae protruding
like ant farms. In addition to mulch, they are fond of from their foreheads. This appendage is tipped with
puzzles, especially mazes, which they will ‘solve’ by a bioluminescent orb that pulses hypnotic colors
slowly growing through the different branches. unknown to the human eye. While the rest of its
Rhizarians function as rank 2 Physicians body remains hidden in fourth-dimensional space, the
(Psychiatrists) with the Comforting Words boon, Angler extends this glowing orb into the ‘real world’
allowing them to heal lasting resolve damage. as bait. Entranced victims are then lured through a
Some Twisted Psychics are known to eat them as a hyperdimensional tunnel leading directly into the
recreational drug, a practice generally frowned upon. creature’s jaws!

163
Characters seeing the Angler’s orb must make a Hard Generations of living in lower g have weakened the
(-1) Mind check to avoid falling under its attractive Void Ourangs muscles somewhat, though their long
spell. If the Angler rolls maximum damage or a limbs still provide leverage. They have amazing pedal
Mighty Success on its attack roll, the unfortunate dexterity, allowing them to use their feet as an extra
victim has been swallowed whole for d6H damage pair of hands.
per round, until the creature is killed.
Luckily, characters with Hypersight (see Psionics, VOID OURANGS AS PCs
pg. 197) can both see and attack Anglers with With the GMs approval, Void Ourangs make a
normal weapons. The creatures are also vulnerable potential playable alien species.
to psionic effects and magic; they can be sensed • Attributes
telepathically, even if otherwise invisible. The orb/ Void Ourangs can buy down Strength to increase
antennae extrusion has 4 lifeblood and a defense of Appeal.
1 if attacked in ‘real’ space.
• Starting Careers
Tyrian Anglers occasionally show up around space- Merchant, Pilot, Spacer
time anomalies or as the result of a hyperspace
accident. When the latter occurs, they often • Boons/Flaws
manifest in a ship’s engine room, accounting for the Ace, Acrobat, Born-on-Board, Detect Deception,
mysterious disappearance of many an engineer. Extra Appendage, Frugal, Glib, G Monkey, Thick Skin
Greed, Notorious, Temper, Untrustworthy

VOID OURANGS
WODESEK
Attributes Combat Abilities
Strength 0 Attack +1 melee/ranged Attributes Combat Abilities
Agility 1 Damage by weapon Strength 0 Attack +1 ranged
Mind 0 Defense 1 Agility 1 Damage by weapon
Appeal 1 Protection 1 pt. Mind 1 Defense 1
Lifeblood 5 Appeal 0 Protection 0
Lifeblood 5

These primates appear as hairless, marginally more


human-featured orangutans. Though of Earthly The Wodesek are a human analog species from the
origin, the specifics of their development remain arboreal super-earth Yronwode (see Worlds, pg.
unknown. Some contend they are the result of early 180), and hereditary enemies of the Chigwitz. They
uplifting experiments, now matured into their own evolved from nocturnal, tarsier-like primates that
species, or a very fast evolution in space, thanks to climbed ‘above canopy’ to inhabit the treetop biomes
cosmic radiation exposure. of their world.
Regardless, Void Ourangs are more emotionally An example of pan-galactic parallel evolution, the
intelligent than humans, possessing a devious, Wodesek are strikingly similar to humans. Their eyes
Machiavellian nature. Lacking their own homeworld, have a silver, lambent cast, and their hair grows in a
they are usually encountered as pirates, charter V-shaped mane starting low on the forehead. Even
pilots, or avaricious traders. Aliens sometimes employ their genitalia are functionally the same. A giveaway,
them as Envoys, though their human cousins don’t however, is the hands; their fingers are longer, with
seem to trust them enough for diplomatic work. spatulate tips, and the palm is double-jointed.

164
Culturally, the Wodesek have benefited from having Like the Cancri, both their mouthparts and front pair
2 additional habitable worlds (a partial hothouse of appendages are capable of fine manipulation.
and its moon) in their home system, prior to The second pair of appendages have long, sickle
developing interstellar travel. This has allowed them like blades for fighting and males have a wickedly
to advance faster to TL 5 than many other intelligent curved stinger in their rearmost segment. Sixteen
species, including humans. Most off-world Wodesek compound eyes spaced around their sagittal crest
encountered by PCs will be Spacers; their evolution grant 360-degree vision.
on a lower g world has allowed them to adapt to Aside from their natural weaponry, several factors
microgravity with fewer health problems. make the Xhovid dangerous. First, their generally
TL 1 culture spikes to TL 4+ whenever their hive-
WODESEK AS PCs
burrows are threatened, with queens and drones
With the GMs approval, Wodesek make a potential activating ‘war ancestors’ deep within the nests.
playable alien species. Wodesek with extensive These are bio-mecha suits (see Vehicles, pg. 133)
backgrounds as Spacers can take the Low G origin capable of going toe-to-toe with human forces.
(see pg. 15).
Second, Xhovids were previously ‘seeded’ by the
• Starting Careers Cancri across thousands of worlds. They can go
Scientist, Scout, Spacer dormant for millennia, becoming active when
• Boons/Flaws environmental conditions suit them, and their
Cat-like Agility, Deft Hands, Night Sight, Sensitive, chthonian burrows are difficult to locate. Even when
Traversal detected, the depth of these settlements makes them
impossible to destroy with planetary bombardment.
Arrogant, Delicate, Hatred of . . . (Chigwitz)
Finally, the most insidious threat lies in the manner
Xhovids pass on information. At death, a Xhovid’s
XHOVID body is consumed by its hive mates in a cannibalistic
ritual, transferring all memories through RNA. This
Attributes Combat Abilities includes experience, technical know-how, etc. At
Strength 3 Attack +2 melee the current rate of Xhovid infestation and activity,
Agility 0 Damage d6+3 scholars speculate the culture will reach TL 6+ within
Mind 0 Defense 0 2 to 3 centuries, give or take a decade. By then, they
Appeal — Protection d6-3 might well rule the galaxy their benefactors only
Lifeblood 8 partially conquered.

The Xhovid race were ‘uplifted’ by the Cancri, in


accordance with the latter’s strong religious beliefs.
Their original form was something like a crustaceous
sea-centipede, but with ten legs—the ‘holy number,’
according to the Cancri, who fell to vigorously
modifying the race.
What emerged was a true horror. Intended as shock
troopers, Xhovids are roughly 3m long, rearing up to
1.5m ‘tall’ when threatened and emitting a blood-
curdling hiss.

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7. WORLDS
The vastness of space ensures an eternal frontier
for players to explore. Unlike fantasy settings, GMs
TECH LEVELS
aren’t constrained by a single campaign map. New A good way to differentiate planets and the cultures
adventures usually mean travelling to new planets, found on them is to vary the TL, instead of having
or space structures, and seeing what’s over the next a bog-standard found everywhere. Core, pollution-
hill. choked worlds where the crowded populace are
all wired to AI can be juxtaposed with Amish-like
However, the freedom of running an ‘ultimate
settlements, practicing subsistence agriculture, or
sandbox’ can be overwhelming in terms of prep.
lost, Stone Age colonies struggling to make fire on a
World generation is therefore recommended to be
damp world. Alien planets that seem low TL in some
kept simple as possible. Paint with broad strokes,
areas, such as having no industrial capability, might
treating planets as set pieces, featuring dominant
be advanced in medicine, psionics, etc.
types of terrain, and exotic (though still recognizable)
societies, of the sort that would make cultural A general rule regarding TL and world creation is the
anthropologists drool! Axiom of Adaptability.

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THE AXIOM OF ADAPTABILITY NOT-SO-HOMOGENOUS
Settings with systems-spanning empires and
The more inhospitable the environment, the confederations can fall into the trap of being too
higher the TL needs to be for humans (or similar. This often results in a ‘blanket’ TL, social
human analogs) to adapt. structure, etc., with the only distinction being how
advanced the starports are.
As an analogy, imagine America in the 50’s, with
So, a hothouse planet like Venus, with crushing
PCs as motorists on iconic Route 66. While traveling
pressure and convection oven temperatures, requires
cross-country they’ll stop in different towns, but
TL 5 structures on the surface. Alternately, giant,
these will all have familiar amenities, gas stations,
acid-resistant mylar balloons floating in the upper
motels, restaurants, customs, etc. A predictable, and
atmosphere provide a TL 4 option. On a vacuum
therefore more comfortable experience.
world with only trace atmosphere, any hunter-
gatherers (TL 1) present must be living in pressurized Contrast this with sailors during the Age of
domes where life support is still functioning, perhaps Exploration. Every landfall could bring something
after the original TL 5 colony failed. radically different, with incomprehensible languages,
new customs, luxuries, diseases, et al. Granted, a GM
There are two exceptions to this rule. One is aliens,
may not be running an exploration-style campaign,
who may be physiologically adapted to extreme
but any traveling the heroes do will certainly be more
environments. The other is pantropic modification
memorable!
(see pg. 16), where humans, or pantropes, have
been genetically altered to live under harsh
conditions—though there are still limits to this. No
amount of modification could allow a human to VANILLA WORLDS
survive on Venus, for example. Most sci-fi settings feature default, Earth-like
And keeping the grim realities of survival in terrestrial worlds. Arguably rare, they may have
mind, another general rule offers insight into the been ‘created’ through the painstaking process of
relationship between different worlds: terraforming.
Classic sci-fi RPGs usually have tables to determine
the characteristics of these Terran analogs. Oceans/
LAW OF THE (SPACE) JUNGLE seas cover a percentage of the surface; there is a
warmer band along the equator and icecaps at the
Higher TL worlds generally prey on lower TL
poles. Depending on axial tilt, Earth-like seasons are
ones. likely present as well. Native flora and fauna tend
to be non-bizarre and classifiable into familiar types
(i.e., grazers, predators). The atmosphere is generally
In settings without a benevolent ‘Prime Directive,’ or breathable, but may be tainted, low-pressure, etc.,
a presence to actively enforce it, the strong are going requiring adaptations like a respirator when outside
to exploit the weak, or at least those who don’t have of structures.
a similar level of weapons technology. This might be GMs wanting to randomly determine the ‘classic’
blatant, such as raids by slavers or Space Vikings, or characteristics of these worlds, such as hydrographic
commercial exploitation, cloaked in ‘progress’ and percentage, gravity, TL, size, government control, etc.,
similar rationalizations. can roll a 2D6: 6-8 means a nominal result, while 2
Two factors potentially saving lower TL words are or 12 yield extremes (a completely water-covered
remoteness and a perceived lack of resources; the world, total anarchy, very high or low gravity, etc.).
latter aren’t seen worth the cost of landing on. Rolls of 3-5 or 9-11 skew towards these extremes.

167
Likely starting Careers are influenced by these The 6 base types are Space Structure, Normal
characteristics, so a high TL world will produce more Terrestrial, Harsh Terrestrial, Extreme Terrestrial,
Engineers and Scientists, a low TL one Barbarians and Political, and Anomalous. The last two categories
Raiders, a repressive government more Bureaucrats, can include non-physical properties of the world,
and so on. Boons and flaws follow suit. such as having a dystopian government or a planet
dominated by aliens, not humans. Where desired,
two or more of these types can be combined to
RANDOM HOMEWORLDS create something truly unique.
As noted in the Heroes chapter, players can opt to
create homeworlds for their PCs, subject to the GMs
approval (see the Rule of Remoteness, pg. 67). This Example
process can be randomized beyond the 6 basic types The notorious bounty hunter, Seamus Rann, was
noted on pgs. 10 through 13 by using the d6,6 table born on savage Iotha, a water-world orbiting
presented here. The GM can also use these tables to close to its primary. High levels of UV radiation
generate an interesting world on the fly. bathe the planet, and beneath the vast oceans
The keynote is ‘interesting.’ These planets are more lurks a bewildering array of lethal predators,
like the ones found in pulp sci-fi novels, games, constantly undergoing mutation.
and movies. As such, they don’t adhere strictly to Iotha combines qualities of Water, Irradiated,
hard science, and are not meant to represent modal and Doom worlds, making survival for humans a
worlds found commonly in star systems. Also, for any difficult prospect. Not surprisingly, Seamus’s first
scientists out there, the planetary morphology is at career was Barbarian!
high school level, not collegiate!

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1) SPACE STRUCTURE
Instead of a planetary body, you were born within the protective
confines of a sealed environment, somewhere in space. This can dictate
TL, but there are several exceptions, noted below. Zero or microgravity
environments are common, and gravity may be supplied artificially by spin
or other means (see the Low G origin, pg. 15).

1,1 Derelict
A large station or ship, no longer moving but with enough life support and residual power to host
inhabitants. Society onboard may have collapsed completely, with territorial factions squabbling
over limited supplies. Nominal TL is 5, but could be lower. Starting career: Criminal, Spacer.
1,2 Fleet
A fleet of ships, carrying on a nomadic existence as they move from planet to planet, system to
system, stopping to conduct business, source fuel and spare parts, etc. A mercantile culture is likely,
though the fleet could also be displaced refugees or wandering mercenaries. TL 5. Nominal starting
career: Pilot, Spacer.
1,3 Freighter
You were born in the creaking hold of a freighter, journeying from point A to point B. Similar to
Fleet above, but a single ship is more dependent on external systems, and therefore less insular. TL
5. Starting career is nominally Merchant, Spacer.
1,4 Hollowed Asteroid
A hollowed-out asteroid or planetoid, fashioned for extended habitation. This could be the hub for
a belter mining operation, a Raider hideout, religious enclave, etc. Like Derelict, power systems may
only be residual, but a self-sustaining biome is possible. Gravity is more likely as these bodies are
usually given spin. TL is nominally 5, but could be lower. Nominal starting career: Any.
1,5 Itinerant
Similar to Fleet or Freighter, though you were born on a smaller-sized ship that spent a significant
amount of time planetside. ‘Space Tinkers,’ a travelling acting troupe, a circus featuring exotic alien
fauna, etc., are all possible. TL 5. Nominal starting careers are Entertainer, Spacer.
1,6 Station
A large, fully functioning space station, perhaps at a Lagrange point, high orbit, or deep within the
void. All kinds of traffic likely come through, similar to a Cosmopolitan planet. TL is nominally 5 but
could be 6 with the GM’s permission. Starting Career: Engineer, Spacer.

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2) TERRESTRIAL, NORMAL
These are planets where certain terrestrial conditions predominate (e.g.,
a water-world) though they are all generally habitable with minimal
adaptation. They can be planets unto themselves or moons of a larger
body, like a gas or ice giant, or a super-Earth. See also Vanilla Worlds (pg.
167).

2,1 Eden
An Earthlike planet or moon with a mild climate and abundant flora and fauna. Conditions here may
be more amenable towards life than Earth. Such worlds are considered gems and very valuable;
powerful interests keep them in as pristine a state as possible, with minimal industrialization
(perhaps only in orbit). Eden worlds are often intended as preserves and/or playgrounds of a Noble
or emperor. TL is any. Nominal starting career: Noble, Scout.
2,2 Bleak
A planet or moon with harsh, though still habitable conditions and relatively few resources. Not
a Doom world, but not a pleasant place, either. Conflict levels are likely high, with fighting over
arable land and access to what amenities are available. TL is any, likely low. Nominal starting career:
Barbarian, Raider.
2,3 Desert
A planet or moon with arid conditions. Temperatures can be cold, especially at night (cf. Mars).
Valuable resources may draw settlers despite the conditions, or the solitude appeal to mystical types.
TL is any. Nominal starting career: Barbarian, Mystic.
2,4 Core
A planet or moon with a high population, possibly overcrowded, and a high level of industrialization.
Pollution or other dystopian traits may be a result, as well. TL 4+. Nominal starting career: Criminal,
Worker.
2,5 Iceball
A large percentage of ice covers the surface of this planet or moon. This is normally water ice; if
something else, like carbon dioxide or methane ice, then it isn’t readily habitable without a high TL.
Much time and effort are spent keeping warm! TL is any. Nominal starting career: Scout, Worker.
2,6 Water
Oceans dominate this planet, with the only landmasses being a couple islands or tiny archipelagos at
most. Floating or underwater metropolises are possible, though the pressure at depths for the latter
can become prohibitive. TL is any, tending towards higher. Nominal starting career: Professional
(Sailor), Worker.

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3) TERRESTRIAL, HARSH
These are planets or moons with dangerous conditions, enough to make
survival here a challenge. Significant adaptations are necessary and often
require a higher TL and/or pantropic modification (see pg. 16).

3,1 Doom
The flora and fauna on this world are hyper-competitive, the environments unforgiving, posing a
constant threat to life. Settlements need to be in enclosed areas, and everyone carries a weapon
close to hand. On the plus side, these worlds produce some of the finest warriors in the galaxy! TL is
any. Nominal starting career: Raider, Soldier.
3,2 Irradiated
This planet or moon gets much higher levels of scathing UV radiation than standard, possibly
because of no magnetosphere, proximity to a flare star or red giant, etc. Though native life may
have adapted to these conditions, bizarre mutations are common and day-to-day life a much more
difficult prospect. TL 4+. Nominal starting career: Engineer, Worker. See the Mutant origin on pg. 15.
3,3 Heavy
This is a super-Earth sized planet or smaller body with unusual density, resulting in high gravity.
Moving around in such environments is tiring, though those born here adapt with more muscle
tissue and higher bone density (see the High G origin, pg. 15). Such worlds often have rich mineral
deposits. TL 2+. Nominal starting career: Soldier, Worker.
3,4 Eccentric Orbit
A planet with an extremely elliptical orbit, taking it close to its primary and far out into the freezing
void. As a result, the planet can resemble an Iceball, Hell Hothouse, and/or Irradiated world at
different times, depending on its position. There needs to be a special reason for having a settlement
here, and adaptive tech is necessary. TL is 5. Nominal starting careers: Mystic, Scientist.
3,5 Hell Hothouse
This is a planet or moon with a really hot surface temperature, resulting from a thick atmosphere
and ‘hothouse’ effect (like Venus), or just proximity to its star. Active volcanoes and lakes of molten
rock are common features. Survival here requires high tech adaptations (TL 5). Likely the world has
some valuable resource to justify a colony. Nominal starting careers: Engineer, Scientist.
3,6 Superstorms
Perhaps due to axial tilt, uneven heating, or proximity to a star with unusual surface activity, the
atmosphere of this planet or moon is subject to wild, often sustained storms. This can be shrieking
winds, dust-clouds covering a continent, massive lightning barrages, pounding rains, etc. TL is 4+.
Nominal careers: Engineer, Worker.

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4) TERRESTRIAL, EXTREME
Similar to Harsh Terrestrial worlds, these planets or moons have unusual
conditions that can potentially make survival difficult, but otherwise have a
significant impact on day-to-day life.

4,1 Arboreal
Massive trees cover this world in sprawling forests, jungle, swamps, etc. The fauna size may be the
result of lower gravity and/or unusual conditions for photosynthesis. Life beneath the canopy can be
significantly different than that above, and wildfires are a constant danger for drier worlds. TL is any.
Nominal starting careers: Barbarian, Scout.
4,2 Floating
This is a planet or moon where a combination of low gravity and high atmospheric density makes
the power of flight common among flora and fauna, even for humans with minimal adaptation, like
glider-wings. A complex ecosystem likely takes place in the clouds, with flying predators, grazers,
etc. TL is any. Nominal starting careers: Pilot. See the Low G origin, pg. 15.
4,3 Fungal
A planet or moon where the ecosphere is dominated by fungi, from microscopic spores to gigantic
toadstool forests. Respirators may be required outside. The fungi could be the subject of research
or harvesting; aside from a food source, they may also be used to make medicines or establish a
beneficial symbiosis. TL is 4+. Nominal starting careers: Physician, Scientist.
4,4 Domed
A planet or moon that either has no atmosphere or a toxic one, forcing inhabitants to live inside
pressurized domes. Population pressure outstrips living space, and vital resources may be limited.
Dystopian features may be the result (see pg. 175). TL is 5. Nominal starting careers: Criminal,
Worker.
4,5 Subsurface
Because of the planet or moon’s harsh surface conditions, most of the ecosystem is underground, in
cave complexes, deep trenches, or subterranean oceans. This can include worlds with icy shells and
water beneath (cf. Europa). Agriculture of molds and fungi is possible, while sensory adaptations
(echolocation, night vision, etc.) are common. TL 4+. Nominal starting career: Scout, Worker.
4,6 Tidal-Locked
A planet or moon orbiting close to its primary; so close, it is gravitationally locked and has a ‘day’
side constantly facing the primary while the other, ‘night’ side faces away. This creates a temperature
differential that can cause storms if atmosphere is present as well as a ‘twilight band’ where
conditions may be more favorable to life. TL is any. Nominal starting careers: any.

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5) POLITICAL
These are planets, moons, and in some cases artificial structures with
unusual societies, making for extreme social conditions. Physically, most
are similar to Terrestrial, Normal worlds.

5,1 Enclave
This is a smaller, self-contained community kept in a remote location. This isolation is strongly
enforced; people need permission to leave enclaves, if they can leave at all. Common examples
are religious or scientific arcologies. Artist colonies, political think-tanks, psionic labs, exclusive
universities, etc., are also possible. TL is any; higher for scientific-oriented enclaves. Nominal starting
careers: Mystic, Scientist.
5,2 Penal
These are usually Bleak planets or moons, barely habitable, used to house criminals, exiles, and
political undesirables. Sometimes these are managed by prison staff, but just as often are left to
fend for themselves. Another possibility is prison hulks; large, decommissioned spacecraft with intact
life support systems, parked in some out of the way orbit. TL is any, likely low. Nominal starting
careers: Criminal, Duelist.
5,3 Dystopia
These are usually high TL, high population societies located on planets, moons, or artificial structures.
Due to various pressures, the culture has decayed into something particularly repellant, and life here
is a soul-crushing pressure to simply exist. Life at ‘the top’ is much more pleasant. See Dystopian
Worlds (pg. 175) for some possible features. TL 5. Nominal starting careers: Noble, Worker.
5,4 Quarantine
Because of some virulent disease, outbreak of self-willed nanites, invasive species, or dangerous
ideology, this is a settlement that has become closed to outside traffic; this boundary may be
reinforced by starships, orbiting minefields, etc. The inhabitants have found a way to live with
these conditions, though it’s probably not pleasant. Due to profound isolation, xenophobia or wildly
different social customs may be present. TL is any. Nominal starting careers: any.
5,5 Failed Colony
This is a settlement that met with disaster; hostile fauna, social upheaval, shifting orbit, asteroid
strike, etc., shattering all hopes of civilization. The idea of help has been forgotten; maybe the colony
is too far away, or just as likely, no one cares. TL is 1. Nominal starting careers: Barbarian, Raider.
5,6 Cosmopolitan
This settlement (just as likely to be an artificial structure) sees lots of off-world traffic, most of
it mercantile. As a result, there is broad exposure to different cultures, aliens, new ideas, etc. If
wanting to create an alien character in a human-dominated setting, this could be a good starting
point (see the Alien origin, pg. 14). TL is 5. Nominal starting careers: Merchant, Spacer.

173
6) ANOMALOUS
These are highly unusual homeworlds, some with potential campaign-
unbalancing elements. The GM has veto power or can take an active hand
in designating characteristics of some of the weirder ones, applying the
Rule of Remoteness (see pg. 67) if necessary.

6,1 Gas/Ice Giant


Instead of a moon, this is a settlement built on a giant-classed planet, or more specifically, a floating
structure in the upper atmosphere, perhaps where fuel or other resources are processed. Normally,
a high level of shielding is necessary to protect against electromagnetic radiation. See the High G
and Mutant origins, pg. 15. TL is 5. Nominal starting careers: Engineer, Worker.
6,2 Psionic
This is a world or moon where psionic abilities are common, perhaps even the norm. This could
be the result of widespread teaching and development, a planetary anomaly (sentient crystals,
a ‘psionosphere’ shared by all life on the planet, etc.), or even forced eugenics. This doesn’t
necessarily mean the hero is psionic; maybe that’s why they left! TL is any. Nominal starting careers:
Mystic, Psychic.
6,3 Alien Dominated
This is a planet or moon where humans or human analogs are not the dominant species. Aliens,
likely sentient, are the rulers. Humans might be tolerated, used for slave labor, or actively hunted.
If wanting to create an alien character, this could be a good starting point (see the Alien origin, pg.
14).TL is any. Nominal starting careers: Barbarian, Worker.
6,4 Dead
This planet or moon is the remnant of some previous era or long-dead alien culture; sprawling
ruins litter the world. Geographically, the world shows its age with low, eroded mountains and
dry seabeds. Resources are depleted, and the atmosphere is likely thin, with trace pollution and
radioactivity. Very few life (if any) is left, leaving lots of empty space. TL is any. Nominal starting
careers: Mystic, Scientist.
6,5 Machine
This is a planet, moon, or artificial structure ‘colonized’ by a machine intelligence (possibly alien).
The flora and fauna can be bio-engineered or mechanical themselves. The world might be the
result of a rogue AI ‘playing God,’ a refugee area or reservation for sentient machines, a massive
supercomputer with human attendants, etc. Cyborgs, robots, or AI heroes are possible. TL 5+.
Nominal starting careers: Engineer, Programmer
6,6 Special
This can be anything: a Dyson Sphere, ringworld, the generation ship of an alien species, an anti-
matter planet (explanations are in order!), a comet, hyperspace anomaly—you name it. The GM has
final say and the Rule of Remoteness is likely necessary. Alien heroes are possible; see the Alien
origin on pg. 14. TL is any. Nominal starting careers: any.

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DYSTOPIAN WORLDS • Forced Colonization
When population reaches a certain threshold,
Back in the mid-60’s, Gene Rodenberry introduced citizens are randomly selected to colonize off-planet.
a groundbreaking sci-fi television show. One of the Conditions at the new site may not be amenable to
premises of this classic was a (generally) optimistic life, but that’s not the point, is it?
view of the future, with humans evolving morally
• Gene Caste
along with technological progress.
The society uses a rigid caste system based on
Since that more hopeful time, sci-fi has evolved manipulated genetics; lower echelon people
a progressively darker outlook. Rather than and professions are ‘made’ lower echelon with
speculate as to why, we embrace the concept here undesirable genes.
by expanding on the idea of Dystopian worlds as
• Gladiatorial Games
presented on pg. 173.
A ‘bread and circuses’ mentality has popularized
The following traits can be added or modified for fighting to the death. Celebrities, even rulers, might
Dystopian worlds, to more fully flesh them out. participate as well, though the odds are stacked in
Choose as many as appropriate. their favor.
• Clone Economy • God-Rulers
Most citizens are cloned as opposed to traditional Prominent members of the elite are deified as part
reproduction, with those being closer to their of a state religion. Taxes are an element of tithing,
‘originals’ enjoying more rights. Lower-status clones shrines are mandatory in all dwellings, and church
are rented out for indentured labor, or kept in stasis attendance is compulsory.
as backup sources for vital organs. • Hyperconsumerism
• Death Lotteries All resources for life (oxygen, water, carbon, etc.) are
Most citizens regularly participate in a lottery, with monetized and constantly monitored with real-time
the ‘prize’ being execution to keep the population billing. Most citizens don’t own anything—even their
down. ‘Immunity tickets’ are available at steep cost. clothing is rented with a subscription fee.
• Draconian AI • Loyalty Chipping
A pervasive AI monitors all citizens for resource Citizens are ‘chipped’ with invasive cyberware that
usage, undesirable behaviors, current location, etc. rewards desirable behavior through dopamine
Criminal behavior is therefore difficult without the release and punishes unwanted behaviors with extra
Programmer career. cortisol and fatigue poisons.

175
ON GOVERNMENTS
When heroes hop from world to world they sponsored by various individual corps, this
encounter various manifestations of the State. This arrangement is much more obvious, with high-
can range from a tribal chieftain on a low TL world to ranking company admins serving as local officials.
a mayor and attendant council ruling over a frontier Institutions like company stores and lifetime contracts
colony; it can suggest an immediate conflict, such as are very common.
a corporate-owned world where the inhabitants are
trying to establish their own charter, or a seething • Theocratic Monarchy (Never-Setting Suns)
core planet on the brink of bloody revolution. In the grim depths of the far-flung future, the
Undying Queen rules supreme. She has a court of
Regardless of the type of government espoused, high-ranking Nobles representing various landed
there are almost always ‘privileged’ and ‘not-so- families, as well as a chancellor for advice, but
privileged’ groups. Whether this distinction is based all decisions ultimately reside with her. This final
on birthright, merit, or hoarded coinage, boons like authority has been bolstered by the Universal Order
Low-Born and High-Born, as well as careers like of Benign Sentience, who have formally declared
Nobles and Workers are thus relevant across most the Queen’s deification, prompting a new Imperial
sci-fi settings. calendar with the designation ‘D.R.,’ or Deus Regina,
Several examples of governments from different to mark the event.
settings follow. Most importantly, these describe how
the power structure affects the overall campaign,
rather than just assigning a name from a random list. OPTION: PSIONOSPHERES
For more information, see the Settings chapter on
pg. 217. Akin to a magnetosphere, some worlds generate
their own psychic skein, noticeable to any
• Techno-Feudalism (Hypergiant) Mystics or Psychics, or those with the Empath or
In the Zeta Scorpii system, government has regressed Sensitive boons. The psionosphere is a constant
to hereditary rulership by Nobles and warlords. mental presence lingering at the back of the
Every planet is essentially its own fief, and there is brain; in some cases, it can be soothing, like a
no ‘Star Patrol’ or imperial navy policing between long-lost family member, or even menacing.
the spheres. Most people live under TL 2 conditions, Worlds with psionospheres tend to have higher
practicing subsistence agriculture, while the ruling rates of mental illness, as well as frequency of
class uses its knowledge of TL 5 science and hoarded creative types. Depending on the nature of the
artifacts to maintain power. Indentured servitude psionosphere, Psychics might find it easier (+1
(serfs) is common. The sight of a medieval era village to +2 on activation rolls) or harder (-1 to -2) to
with a spaceport in the background makes for a activate psychic effects (see Psionics, pg. 181)
strange juxtaposition, but such is norm in this Dark while on the world. Though not exactly ‘good’
Ages setting. or ‘evil,’ such spheres may be tinged benign or
malevolent, with the bonus/penalty reversed
• Corporate Sponsorship (Dirty Plastic)
for Twisted Psychics (see pg. 37). Also, PP cost
Though the Core Worlds have elected officials and
for effects on psionosphere worlds is typically
make democratic overtures, they are effectively
reduced by 1 to 2 points (minimum cost 1).
controlled by a small group of megacorporations,
constantly engaged in a shadow war for dominance. What causes psionospheres to manifest on some
The ultra-wealthiest CFOs make most decisions based worlds while not others is a matter of intense
on cold marketing calculations performed by their AI, debate.
and the government is thus, technically, an oligarchy.
Among the frontier worlds, whose colonization is

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SAMPLE WORLDS
Several descriptions of specific worlds follow. Note that these are not meant to be part of a single setting,
though they could be adapted to such with minimal work. Some are homeworlds for various alien species; see
the Aliens chapter on pg. 145 for details.

CIRROT PRIME
Diameter: 18,467 km
Gravity: .97 G
Atmosphere: 90% hydrogen, 9% water vapor,
trace helium, methane, and carbon dioxide
Moons: 1, Shirr (captured planetoid)
Average TL: 6

This industrial hycean planet (93% covered by ocean) serves as a giant shipyard for the Grimpo, a three-
tentacled, three-finned cephalopod race. The shipyards lie beneath the water, where hulls are assembled
after first being cast on land. Massive tether-elevators haul completed ships into low orbit for launching.
Intended for aquatic lifeforms, the ship’s interiors are filled with oxygenated water and must be flushed out
before humans can use them.
The Grimpo (see Aliens, pg. 160) are a dwindling race, first enslaved and then nearly wiped out by the
warmongering Cancri. Cirrot Prime initially served as a place of exile from the all-reaching claws of their
masters; now it will likely be the Grimpo’s final world.

KARN
Diameter: 7,556 km
Gravity: .70 G
Atmosphere: Thin to trace except in depths
Moons: None
Average TL: 2

The night-world, Karn (a misspelling of its original name, Cairn), is a Subsurface planet tidally locked
to its primary. Lack of atmosphere has forced life underground into massive cave complexes. Luckily,
subterranean oceans and a fungal ecosystem have created a sustainable, if dark existence for the human
colonies there. Feudal conditions prevail, with castles in the largest caverns. Giant chiropterans (bat
analogs) hunt insects among the subterranean canyons. These creatures are mildly telepathic, and a cadre
of bat-riding knights have emerged, leading highly mobile, aerial assaults on nearby enemy kingdoms.
All this human intrigue obscures a secret; Karn was originally called Cairn for a reason. A sentient
humanoid species once inhabited the caves. A labyrinth of tombs serves as their final resting place—but are
they really resting?

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MYXOS
Diameter: 11,113 km
Gravity: .90 G
Atmosphere: 64% nitrogen, 19% oxygen, 10%
water vapor, 7% argon
Moons: None
Average TL: 1

A combination of low light and warm, moist conditions has resulted in a Fungal world, dominated by
toadstool forests, lichen ‘seas,’ floating, balloon-like puffballs, and rhizome colonies the size of continents.
Humans can only breathe here with a respirator and environmental filters; regular treatments of fungicide
are also necessary to avoid a mold-like skin infection.
Among other things, Myxos is home to the mysterious Rhizarians, AKA ‘Shrink Moss’ (see Aliens pg. 162).
The planet also has an active psionosphere (see sidebar, pg. 176), which, along with certain psychedelic
spores, makes it a destination for Mystics.

NEW HAVANA
Diameter: 11,525 km
Gravity: .97 G
Atmosphere: 79% nitrogen, 19% oxygen, trace
water vapor and carbon dioxide
Moons: 3, captured asteroids (Zapata, Taino, &
Carenas)
Average TL: 5

New Havana’s discovery sparked great excitement: a bucolic world with a tropical climate, vast gentle
seas (78% of the surface) and fuchsia sunsets. Best of all, the atmosphere was the most Earthlike yet
discovered, thanks to abundant algae. These traits, along with vast stretches of pristine beach, marked
New Havana as a pleasure world.
However, disappointment soon set in. Frequent algae blooms turn the oceans scarlet, which becomes semi-
gelid and impossible to swim in. It also reeks. The triple moons cause complicated tidal variations, resulting
in less-than-scenic mudflats. These conditions are kept secret from tourists, who quickly learn the folly of
their expensive passage.
New Havana has also become notorious for political instability. The main crop is a tobacco analog with
psychedelic properties, roughly four times more addictive than nicotine. El humo (‘the smoke’) is thus
quasi-illegal except along the frontier, where demand is insatiable. A series of dictators and depredations
by their death squads (most notably the Ultimo, or Dread Republican Guard) have ravaged the populace.
Several crime syndicates maintain smuggling bases on the moons.

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RIGEL-5
Diameter: 10,510 km
Gravity: 1.08 G
Atmosphere: 91% carbon dioxide, 4% nitrogen,
2% argon,1% carbon monoxide, 1% oxygen
Moons: 1, Lapidus
Average TL: 5 (Humans), 3 (Xhovids)

The name Rigel-5 is a misnomer, as the planet orbits a main sequence star in the triple-system close to
the blue giant. Due to an abundance of heavy elements present during its formation, along with exposure
to fantastic pressures from the gravity of three competing stars, Rigel-5 is a treasure trove of valuable
metals, including platinum, iridium, and vanadium, as well as ultra-dense diamonds and rare fissionables.
Unfortunately, the planet has been previously ‘seeded’ with Xhovids (see Aliens, pg. 165). At first largely
dormant, their deep hive-burrows have been stirred by frequent raids from human colonists, along with
aggressive mining close by. As a result, the ‘primitive’ Xhovids have reactivated some of their ancient
technology (see Vehicles, pg. 133), and are now fighting back, successfully.

TYPHUS
Diameter: 121,455 km
Gravity: 2.3 G
Atmosphere: 90% hydrogen, 5% methane, 3%
ammonia, 2% water vapor
Moons: 14, Avec, Cumbria, Dandolo, Dorset, Ento,
Giox, Kirche, Mag Tach, Perugia Major, Perugia
Minor, Sfera Rosso, Vecchio, Yspad, Zolfo
Average TL: 5

Slightly smaller than Jupiter, Typhus is a class 2 gas giant, orbiting within the habitable zone of its
primary. Water vapor renders the clouds milky white, and a high albedo makes Typhus gleam like a
brilliant pearl, with the occasional dark striation and eye-shaped storm.
The giant’s upper atmosphere sustains life, in the form of floating, leviathan-like creatures. Further, several
of its 14 moons are also habitable, forming a mini-system unto themselves. Several of the great noble
houses own these moons, most notably House Sforza, who have made the bucolic Dandolo their ancestral
seat. Intense fighting between the Houses, culminating in the Battle of Twelve Moons, nearly destroyed
the Typhian sub-system, which has since recovered. Still, shoals of frozen bodies in armored vacc suits drift
between the spheres, a silent memorial to the slaughter that took place here.

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YRONWODE
Diameter: 15,223 km
Gravity: .83 G
Atmosphere: 69% nitrogen, 30% oxygen, 1%
methane
Moons: None
Average TL: 5 (Wodesek), 2 (Chigwitz)

A sprawling arboreal planet, Yronwode has been kept in a pristine state by moving all heavy industry
into orbit. Both larger and less dense than Earth, lower gravity allows this world’s trees to reach
skyscraper heights, with leafy canopies separating ‘above’ and ‘below’ biomes. Large freshwater seas and
lakes make up roughly 60% of the surface.
Yronwode serves as homeworld to two species; the Wodesek, a human analog strikingly similar to homo
sapiens sapiens, and the Chigwitz, brachiating spiders nearly wiped out by the former (see Aliens, pg.
158). Communication between these two sentients, once deemed impossible, was established by the
psionic clan matriarchs and shamans on either side, and an uneasy peace has reigned since.
In addition to the superhabitable planet, Yronwode’s system has been blessed by two more life-supporting
worlds, the partial hothouse Fashe, and its Eden-like moon, Amynta. The presence of three habitable
worlds in the same system has given Wodesek civilization a huge advantage prior to developing interstellar
travel.

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8. PSIONICS
Psionics emerged in mainstream sci-fi as a ‘plausible’ the Sensitive boon to use these powers, and can
phenomenon around the late 60s, and for a while only attempt effects equal to their rank or lower
was all the rage. In RPGs, psionics serve as another in magnitude. At the GMs option, Third Magnitude
kind of magic, appealing to players who like effects may require McGuffins like alien relics, or
characters with a supernatural edge. specialized equipment (i.e., a psionic amplifier rig,
As presented in the Everywhen core book, the see Equipment, pg. 93).
psionics system was originally intended for Neonpunk Effects are fueled by Psionic Points (PP) equal to 10
Crysis, a cyberpunk-anime setting. The system + Mind + rank in the Psychic career. Costs for using
detailed here fills a more general niche for all flavors effects can be reduced by using many of the Arcana
of space opera. Though various spell-like powers casting requirements (see pg. 184), as well as
are described, it is strongly recommended to keep several additional ones (Concentration, Eye Contact,
psionics freeform, allowing players to come up with Feedback, Relaxed Environment, and Voice) detailed
their own versions on the fly (see pg. 183). in this chapter. Psychics regain PP at the rate of 1 per
Psychic powers are called effects, and function like hour if engaged in light activity (see Everywhen, pg.
Arcana, requiring an activation roll. Psychics need 85).

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OPTION: DIPPING PSYCHICS AND ARMOR
Psychics who run out of PP and want/need to Wearing armor doesn’t increase the difficulty
keep using effects can ‘dip’ into their lifeblood of using effects as it does with Arcana. Psychics
total to do so, at a rate of 1 PP per 1 lifeblood. might still avoid doing so, however, because of
Damage incurred is treated as normal. When social and Agility penalties.
a Psychic dips in this manner the results are
obvious, from a nosebleed to blood vessels
bursting all over the body!
PSYCHIC HEALING
Effects can be broken down into three general types: As with Arcana, using effects to instantly heal
lifeblood damage is discouraged. The Everywhen
• Clairvoyance: Also called extrasensory system obviates the need for a ‘healing
perception, or ESP. This is the ability to access dispenser’ in every adventuring group. This
information from different sources, even across prohibition also provides niche protection for
time (past or future). As precognition can Physician characters.
cause headaches for the GM, there are special
rules dealing with this power (see opposite).
Some examples of clairvoyant effects include
Psychometry and Remote Viewing (see pg. 188). PRECOGNITION PROBLEMS
• Telepathy: The ability to ‘talk’ mentally, as well Though seeing the future is a classic power
as read minds. Like precognition, the latter comes associated with pulp sci-fi, it presents a host of
with potential problems, especially if the GM is obvious problems for the GM. There are a couple
trying to run a mystery. Limitations can come ways of handling this whenever a clairvoyant PC uses
from special equipment (see psionic shields effects like Foresight or Vision.
on pg. 94), Personal Codes prohibiting non- Passive Insight
consensual telepathy (see sidebar pg. 183), or These are dreams or visions that come to a
simply NPCs with high Mind attributes. clairvoyant character without conscious choice. If
• Telekinesis: A rarer branch of psychic abilities, the GM wants to impart some vital clue, it can be
allowing direct manipulation of the physical introduced as a dream during normal sleep, or a
world. In addition to moving objects, this can sudden intuition. This information is often hidden
include pyrokinesis (speeding up molecular behind symbols that require interpretation.
movement to create heat) as well as cryokinesis Rolling Unseen
(slowing down for cold). These effects have a When making an activation roll for an effect, the
higher difficulty modifier, to keep Space Pulp player doesn’t know the result. The GM either makes
from turning into a superhero game. the roll or has the player roll in such a way that they
The Psionic Aptitude boon (see pg. 46) grants a can’t see the dice. The GM can give erroneous or
bonus die when making an activation roll for an misleading (partially true) information on a failed
affiliated effect, as well as reducing the PP cost. result. Conversely, a successful result doesn’t have to
A Psychic with the Psionic Aptitude (Telepathy) mean a paradox later, since the player won’t know
boon, for example, would gain a bonus die with all they were successful.
telepathic effects. This allows Psychics to ‘specialize’
in a particular area, if desired.

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Example
Midge Ur is a clairvoyant; she and her
companions are planning an expedition to the
Forbidden Zone, a dangerous, uncharted section
of space and haven for pirates. It’s also rumored
to hold the wreck of the fabled star-liner
Celestial Queen, drifting aimlessly in the void.
The Queen had untold riches stashed away in her
passenger vaults, and Midge and her associates
want to get their grubby hands on it!
Midge pays the PP cost for the Foresight effect,
but the GM makes the activation roll and gets a
3. Normally, Midge’s player would know that she
failed, but because the roll was made blind, the
GM tells her she has a vision of an open vault
with bars of gold-infused iridium spilling out!
What the GM doesn’t reveal is that all this The ‘Good Psychic’ seal of approval!
treasure is being guarded by the aforementioned
pirates, who are using the Queen as a base of
operations!
FREEFORM PSIONICS
As noted previously, though detailed descriptions
of effects are offered in this chapter, the GM is still
NON-CONSENSUAL strongly recommended to allow and encourage
TELEPATHY freeform psionics during play. This is in the spirit
of the Everywhen rules, as well as the original
One potential way to limit telepaths from probing Barbarians of Lemuria. Freeform means PCs have
every NPC they see is to establish that people know the agency to come up with their own effects during
when their mind is being read, and (naturally) don’t play, allowing them to ‘think outside the box’ with
like it. This would necessitate the societal custom of creative solutions to problems.
consensual telepathy, i.e., being explicitly allowed
to probe. The effect of forcing intrusion otherwise
is akin to punching someone in the face; the action Example
produces immediate, negative results. Constantin is a rank 2 Psychic, rank 1 Engineer
A variation of this is to have some Psychics swear and Programmer with the Psionic Aptitude
an oath not to ‘pry’ without consent. Rule-wise, this (Telekinesis) boon. He wants to combine his
translates into the Personal Code flaw (see pg. 48). technological know-how with his psychic abilities
For example, all students at the psionic enclave on to control a non-sentient robot running amok on
New Abydos swear against non-consensual telepathy, a derelict space station. Since the robot is only
and receive a facial tattoo indicating this constraint. rated as a Tough, the GM allows Constantin to
Graduates are thus considered more trustworthy, and attempt mind-controlling it, calling the effect
are in greater demand by noble houses, corporations, ‘Telemechanics.’
etc.

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PSIONICS & STARSHIPS
In some settings, psionic powers can greatly assist Some additional requirements, appropriate to
or are required for interstellar travel, with telepaths psionics, are:
serving as communication officers (capable of • Concentration (Magnitude 1-2)
instantaneous messaging), and/or clairvoyants You need full mental effort to attempt the effect.
navigating the unseen hazards of hyperspace. Regardless of priority, your activation roll is made at
Psychics may even be necessary for powering the FTL the end of the round. If you are wounded before the
drive itself, depending on how it is conceptualized. end of the round, the activation fails.
This can require technical augmentation—see the
psionic amplification rig on pg. 93. • Eye Contact (Magnitude 0-2)
You need to establish eye contact with your target,
The effect Contact Mind (pg. 186) serves as the go-to limiting the range to 5m. This requirement cannot be
for communicating over interstellar distances, while taken along with Line of Sight.
Foresight (pg. 187) allows astronavigation. Powering
psionic FTL engines can be simulated with the
expenditure of PP, which may require the resources
of more than one Psychic. See Drives on pg. 117.

CASTING REQUIREMENTS
Unlike with Arcana, a casting requirement is not
generally necessary to attempt an effect. The main
purpose of requirements is to reduce PP costs,
though some effects, like Séance, are exceptions.
Many of the existing requirements for casting Arcana
(see Everywhen, pgs. 83-84) work well with psychic
effects.

Requirement Magnitude
Casting Time 0-3
Distracted 1
Group Ritual 1-3
Intimate Materials 0-1
Line of Sight 0-1
Obvious Technique 0-1
Personal Ordeal 2-3
Place of Power 3
Special Item 1-2
Work Together 1-3
Wounds 1-3

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• Feedback (Magnitude 1-3)
If you fail your activation roll, you take fatigue OPTION: MIGHTY ACTIVATIONS
lifeblood damage equal to the PP cost of the effect. When making an activation roll, a Mighty Success
Damage is normal for rank 2 effects and lasting for allows the Psychic to instantly refresh 1 PP per
rank 3. magnitude of the effect and achieves maximum
• Relaxed Environment (Magnitude 1-2) damage, protection, potency, etc. A Legendary
The effect requires a quiet, stress-free environment Success completely refreshes the PP cost in
to work. Combat is right out! addition to maximum effectiveness.

• Voice (Magnitude 1-2)


Your target must be able to hear you speak, though
not necessarily in the same language.

SAMPLE PSYCHIC EFFECTS


Several specific examples of psychic effects are described here. This listing is by no means meant to be
exhaustive; as noted earlier, PCs should be encouraged to come up with their own. The general type of effect
(clairvoyance, telepathy, or telekinesis) is given in parenthesis after the title, along with the difficulty modifier
and psionic points (PP) cost.

MAGNITUDE 0
These are the ‘cantrip’ version of psychic effects. Minimum PP cost is 1, even if casting requirements would
normally take this below 0.

Aura (Clairvoyance)
Difficulty: Very Easy (+2)
Cost: 1
You can get an immediate ‘read’ on someone, to detect if they are imminently hostile. If so, you can take a
bonus die on your priority roll before they attack!

Mind Speech (Telepathy)


Difficulty: Automatic
Cost: 1
This effect allows you to converse mentally with any other Psychics you can see for the length of a scene.
Your recipients do not have to pay any PP, since you initiated the conversation.

185
Nudge (Telekinesis)
Difficulty: Easy (+1)
Cost: 2
This effect allows you to move small, light objects (like a matchbook or a pebble) short distances, likely to
impress other people or cause a distraction. This does not cause any physical damage.

MAGNITUDE 1

Cold Read (Clairvoyance)


Difficulty: Moderate (0)
Cost: 5
You open your mind in order to glean impressions about a person or place. This can involve the senses or
memories of others, visions, strong emotions, witnessing past events, etc. The GM decides how specific the
information gained is, though a Mighty Success guarantees its accuracy.

Combat Precognition (Clairvoyance)


Difficulty: Hard (-1)
Cost: 5
You cast your mind several seconds ahead into the future—far enough to get a feel for what your
opponents are going to do, and where their attacks will land. For the length of a combat scene, add 1
to your defense. Additionally, your opponent either takes a penalty die to their attack rolls or you take a
bonus die for yours; this can change from round to round.

Contact Mind (Telepathy)


Difficulty: Moderate (0)
Cost: 5
You can reach out and mentally converse with a non-Psychic. The target’s Mind only acts as a negative
modifier if for some reason the target would resist the effect. This lasts for a scene.
Contact Mind is normally the effect a psionic officer aboard a starship uses to make interstellar
communications, with a predetermined ‘receiver’ (also a telepath) on the other end. If the GM feels
distance should be a factor, this can require a Magnitude 2, or even 3 version of the effect.

186
Foresight (Clairvoyance)
Difficulty: Hard (-1)
Cost: 5
You can peer into the future, sometimes with the aid of ‘props’ such as crystals, a deck of playing cards,
etc. The amount and quality of information revealed is entirely up to the GM; even with a successful roll
the results can be ‘cloudy.’
Foresight is the effect a psionic officer would normally use to navigate a starship through some tricky
phenomenon, such as hyperspace. As with Contact Mind, if the GM feels such a prospect should be more
challenging, this can require a Magnitude 2 or 3 version of the effect instead.

Illusion (Telepathy)
Difficulty: Moderate
Cost: 5
You mentally implant an image in the target’s consciousness. The target’s Mind acts as a negative modifier
on the activation roll. Distracting images (such as terror-inducing ones) incur a penalty die for the length
of a scene, or until the target takes a short rest and can ‘shake it off.’ Alternatively, a disturbing enough
illusion can do d6 resolve damage (if using the resolve system, see Mechanics, pg. 213) or d6 fatigue
lifeblood damage.

Mind Shield (Telepathy)


Difficulty: Moderate (0)
Cost: 5
You can designate either yourself or another target the recipient of a Shield. This provides d6 + Psychic
rank protection against telepathic attacks like Psychic Crush or Mind Bomb. At the GM’s option, it can also
protect against resolve attacks or checks (see Mechanics, pg. 214). The protection lasts for the length of a
combat.
Mind Shield also makes intrusive telepathic effects like Control Mind, Deep Dive, etc. more difficult. The
Psychic’s Mind or career rank, whichever is higher, is added to the target’s Mind as a negative modifier on
the opposing activation roll.

Move Object (Telekinesis)


Difficulty: Hard (-1)
Cost: 5
Through sheer force of will, you can physically move objects without touching them. This affects objects
within sight and lasts a round. Your Strength score for moving objects is equal to your Mind or rank in
Psychic, whichever is higher. If an object is used as a projectile, the attack is resolved with the ranged
combat ability and does damage based on the object’s size (d6 maximum) + effective Strength.

187
Psychic Crush (Telepathy)
Difficulty: Moderate (0)
Cost: 5
You overwhelm a single target’s brain with sudden, excruciating mental force. The target’s Mind acts as a
negative modifier on the activation roll. Damage is d6 + Psychic rank fatigue lifeblood or normal resolve.
Mind Shield or a similar effect protects against this damage, as well as a psionic shield (see Equipment,
pg. 94).

Psychometry (Clairvoyance)
Difficulty: Moderate (0)
Cost: 5
You can ‘read’ the mental or psychic residue of an object with a significant past when you hold or touch it.
This might include information on whoever handled the object previously, some event the object played a
role in, or whatever clues the GM wants to divulge. This process is also sometimes called retrocognition.

Remote Viewing (Clairvoyance)


Difficulty: Hard (-1)
Cost: 5
If given a reference (a photograph, a spot on a map, etc.) you can attempt to do a ‘read’ on a location,
regardless of distance. This is not real-time surveillance, but does allow you to glean some specific
perceptions, as the GM deems fit.

Skim Mind (Telepathy)


Difficulty: Moderate (0)
Cost: 5
You can read a target’s current, conscious thoughts—what they’re thinking about now, rather than some
select piece of information. The target’s Mind acts as a negative modifier on the activation roll. This lasts
for a minute and the target may be aware of your intrusion (see Non-Consensual Telepathy, pg. 183).

Suggestion (Telepathy)
Difficulty: Moderate (0)
Cost: 5
You can telepathically implant a brief suggestion or compulsion in a target’s mind, which the target will act
upon as long as it isn’t imminently harmful to them (e.g., “These aren’t the robots you’re looking for.”).
This normally lasts a round. The target’s Mind acts as a negative modifier on the activation roll. Heroes and
Rivals can pay a Hero/Rival Point to overcome the effects.

188
TK Blow (Telekinesis)
Difficulty: Hard (-1)
Cost: 5
You throw a ‘punch’ of pure telekinetic force. The attack uses ranged combat ability and does d3 +
effective Strength, which is equal to your Mind or Rank in Psychic, whichever is higher. Damage inflicted is
fatigue.

TK Shield (Telekinesis)
Difficulty: Hard (-1)
Cost: Special
Using TK Shield requires a successful activation roll; once ‘up’ you can protect a target or yourself for the
length of a combat scene, until you run out of PP. The Shield allows you to slow incoming physical attacks,
reducing successful damage by 1 pt. of lifeblood per 1 PP spent. Energy attacks like lasers can be similarly
‘bent’ or warped, but at the cost of 2 PP per pt. of lifeblood shielded.

MAGNITUDE 2

Astral Projection (Clairvoyance)


Difficulty: Tough (-2)
Cost: 10
After entering a deep trance state, you can detach your intangible ‘astral’ spirit from your body, usually for
reconnaissance. Your astral form can float or fly at speeds up to a fast walk, freely passing through solid
objects. Though normally invisible, other Psychics may be able to sense your presence (Mind roll to notice)
and target you with telepathy-based effects. If so wounded, your astral form will be violently forced back
into your physical body.

Control Mind (Telepathy)


Difficulty: Tough (-2)
Cost: 10
You can direct a target’s actions on a successful activation roll; the target’s Mind acts as a negative
modifier. Targets forced to do something they normally wouldn’t act slower, as they struggle to resist; the
target loses priority and performs all actions with a penalty die. While Controlling someone, you can only
actively concentrate; if wounded or otherwise distracted, your hold is broken, and the effect ends. Control
Mind lasts for a scene and Hero/Rivals can pay a Hero/Rival point to shrug off the effects for 1 round.

189
Mind Bomb (Telepathy)
Difficulty: Tough (-2)
Cost: 10
A more potent version of Psychic Crush. You launch a devastating psychic assault, overwhelming a
single target’s neurons with searing pain. The target’s Mind acts as a negative modifier on the activation
roll. Success does 2d6 normal resolve or fatigue lifeblood damage + the Psychic’s Mind or career rank,
whichever is higher.

Mind Shield Mk. II (Telepathy)


Difficulty: Tough (-2)
Cost: 10
A more powerful version of Mind Shield. You can Shield either yourself or another target, providing total
protection (i.e., no damage) against magnitude 1 telepathic attacks like Psychic Crush, and d6H protection
+ the Psychic’s Mind or career rank, whichever is higher, against magnitude 2 or higher telepathic attacks,
like Mind Bomb.
Similarly, Mind Shield Mk. II completely blocks telepathic intrusion (Skim Mind, Suggestion, etc.) from
magnitude 1 effects. For similar intrusive effects of magnitude 2 or higher, the Shield adds the Psychic’s
Mind or career rank, whichever is higher, to the target’s Mind as a negative modifier on activation rolls.
Mind Shield Mk. II lasts for a scene.

Move Heavy Object (Telekinesis)


Difficulty: Demanding (-4)
Cost: 10
You can lift and slowly move something big, up to your Psychic rank in size scale. A rank 2 Psychic could
lift a typical starfighter out of a swamp, for example, while a rank 3 Psychic could flip over a grav tank.
The effect lasts for a scene and requires active concentration to maintain.

Pyro/Cryokinesis (Telekinesis)
Difficulty: Demanding (-4)
Cost: 10
Instead of using telekinetic force to move an entire object, you focus on the molecular level, either
speeding up movement of particles (causing friction/heat) or slowing it down (causing cold). The target’s
Mind acts as a negative modifier to the roll. Damage is 2d6 normal lifeblood + the Psychic’s Mind or career
rank, whichever is higher. There is no protection. The base damage is scaled down for size 2 or larger
targets as normal.

190
Séance (Clairvoyance)
Difficulty: Tough (-2)
Cost: 9
This effect requires preparation (Casting Time) and one or more Special Items, in this case personal effects
owned by the deceased. The Psychic conducts a ritual to try and communicate with someone who has
passed on. This can yield valuable information as per Vision, but less abstract, as the process involved is a
direct conversation. Any information gleaned, however, is subject to the usual caveats of how much the
GM wants to reveal.

TK Assault (Telekinesis)
Difficulty: Demanding (-4)
Cost: 10
You either telekinetically lift an object and hurl it with great velocity (cf. Move Object) or pummel
target(s) with pure kinetic fury (cf. TK Blow). Use your Ranged combat ability to attack; damage is 2d6
+ Mind or rank in Psychic, whichever is higher. Objects do normal lifeblood damage and ‘TK only’ does
fatigue. Excess damage has the spreading property (see pg. 76) against nearby Rabble and Tough targets.

TK Wall (Telekinesis)
Difficulty: Demanding (-4)
Cost: 10
You can erect an invisible wall of kinetic force capable of stopping scale 1 ranged attacks from multiple
sources. Scale 2 or higher weapons pass through and do damage as per 1 scale lower. The Wall’s location
remains fixed and is two-way, meaning allies trying to shoot through it suffer the same penalties. The
Wall requires active concentration to maintain and lasts for up to a scene.

Vision (Clairvoyance)
Difficulty: Tough (-2)
Cost: 10
A more potent version of Foresight, this effect allows you to glimpse the future, perhaps revealing
information vital for decision making. This always requires Casting Time, preventing the effect from being
used on the fly. Disturbing visions can do d6 lasting resolve or d6 fatigue lifeblood damage to the Psychic,
depending on what is revealed.

191
MAGNITUDE 3

Force Globe (Telekinesis)


Difficulty: Heroic (-8)
Cost: 15
You erect a 3m globe of solid telekinetic force around yourself and anyone nearby, invulnerable to
physical attack, up to and including a planetary nuclear bombardment! Likewise, no physical attacks
can be launched out of the globe while it is up. The globe can last for up to a scene but requires active
concentration to maintain.

Move Enormous Object (Telekinesis)


Difficulty: Heroic (-8)
Cost: 15
Similar to Move Heavy Object, but you can affect objects of a size greater than your Psychic rank.
This includes massive starships and asteroids but falls short of an entire planet, unless the GM deems
otherwise. The object moves slowly and cannot be used as a projectile. This effect lasts for a scene and
requires active concentration to maintain.

Prophecy (Clairvoyance)
Difficulty: Formidable (-6)
Cost: 15
Similar to Vision, though this effect is on a much grander scale, reflecting the fate of an entire species, star
system, sprawling empire, etc. The Prophecy can be vague enough to account for unforeseen outcomes.
If details of the Prophecy become widely known, they can cause something akin to a religious movement,
swaying entire populations with revelatory fervor.

Servitor (Telepathy)
Difficulty: Formidable (-6)
Cost: 15
As per Control Mind, but the duration is permanent unless reversed by another Psychic (requiring another
magnitude 3 effect). A Hero or Rival can resist a command they would be absolutely opposed to, such as
killing a loved one, by spending 1 Hero/Rival point per round of resistance.

192
Shockwave (Telekinesis)
Difficulty: Heroic (-8)
Cost: 15
This effect creates a whirlwind telekinetic storm centering around you and any companions, kept safe at
the center. The Shockwave tosses people and vehicles around like matchsticks, doing d6H scale 3 damage
out to a 2km radius.

Stellar Link (Telepathy)


Difficulty: Formidable (-6)
Cost: 15
You send out a powerful telepathic signal, locating a specific mind of your choice anywhere in the
universe. A mind so ‘linked’ can then be conversed with as per Mind Speech without any further PP cost or
activation rolls.

Vortex (Telepathy)
Difficulty: Formidable (-6)
Cost: 15
Similar to Shockwave, but instead of kinetic force you are ground zero for a 2km radius blast of disruptive
psionic energy. Everyone in this area is subject to maddening impulses that cause writhing agony, doing
d6H scale 3 lasting resolve or fatigue lifeblood damage.

193
EFFECT NOTES MAG. DIFF. PP
Astral Projection (Clairvoyance) 2 -2 10
Aura (Clairvoyance) 0 +2 1
Cold Read (Clairvoyance) 1 +0 5
Combat Precognition (Clairvoyance) 1 -1 5
Contact Mind (Telepathy) 1 +0 5
Control Mind (Telepathy) 2 -2 10
Deep Dive (Telepathy) 2 -2 10
Force Globe (Telekinesis) 3 -8 15
Foresight (Clairvoyance) 1 -1 5
Illusion (Telepathy) 1 +0 5
Mind Bomb (Telepathy) 2 -2 10
Mind Shield (Telepathy) 1 +0 5
Mind Shield Mk. II (Telepathy) 2 -2 10
Mind Speech (Telepathy) 0 Auto. 1
Move Enormous Object (Telekinesis) 3 -8 15
Move Heavy Object (Telekinesis) 2 -4 10
Move Object (Telekinesis) 1 -1 5
Nudge (Telekinesis) 0 +1 2
Prophecy (Clairvoyance) 3 -6 15
Psychic Crush (Telepathy) 1 +0 5
Psychometry (Clairvoyance) 1 +0 5
Pyro/Cryokinesis (Telekinesis) 2 -4 10
Remote Viewing (Clairvoyance) 1 -1 5
Séance (Clairvoyance) 2 -2 9
Servitor (Telepathy) 3 -6 15
Shockwave (Telekinesis) 3 -8 15
Skim Mind (Telepathy) 1 +0 5
Stellar Link (Telepathy) 3 -6 15
Suggestion (Telepathy) 1 +0 5
TK Assault (Telekinesis) 2 -4 10
TK Blow (Telekinesis) 1 -1 5
TK Shield (Telekinesis) 1 -1 Var.
TK Wall (Telekinesis) 2 -4 10
Vision (Clairvoyance) 2 -2 10
Vortex (Telepathy) 3 -6 15

194
ARCANA
Some space-fantasy settings feature phenomena System-wise, using the Equations as spells requires
that can best be summed up as magic (AKA arcana, ranks in Mystic as well as the Savant (not Arcane
see Everywhen, pg. 80). Whether this mystical or Sensitive) boon. Studying these mysteries is not
force is another form of psionics, or perhaps some corrupting, and therefore does not require flaws with
super-advanced technology is often left unanswered, additional ranks in Mystic. Practitioners use the “risky
adding to the mystery. In a setting that has both but neutral” system to replenish Arcane Points (see
psionics and magic, the former is generally viewed Everywhen, pg. 81).
as ‘scientific’ by comparison (see the Psychic career Though powerful, the spells associated with the
description, pg. 37). Chatterjee Equations are tricky to pull off, and use
Arcana falls under the purview of the Mystic the higher difficulty modifier for their magnitude
career. It is distinguished from divine powers in when making an activation roll. This contrasts with
that it generally doesn’t come from a supernatural the ‘easier path,’ corrupting sorcery of Azm’s Last
entity or god (see pg. 203). Space Pulp presents Theorem.
two examples of arcana; the benign, hyper-spatial Common casting requirements used with the
mathematics of the Chatterjee Equations, and the Chatterjee Equations include Casting Time,
evil, pulp-sorcery magicks of Azm’s Last Theorem. In Concentration, Distracted, Group Ritual, Line of
both cases the term ‘spells’ is used rather than effects Sight, Obvious Technique, Personal Ordeal, Relaxed
to distinguish them from psionics. Spells are powered Environment, Special Knowledge, and Work Together.
by Arcane Points, which are equal to 10 + rank in the
Mystic career. These replenish differently, depending
on the nature of the arcana.

THE CHATTERJEE
EQUATIONS
Late in the 23rd century, metaphysician and
celebrated polymath Mohindra Chatterjee worked
out a series of hyperspace formulae while under
the influence of an experimental drug called
cephaledrine (see Equipment, pg. 96). The formulae
dealt with the flow and perception of space-
time. Aside from the philosophical implications
of this discovery, staggering in themselves, came
another revelation: if properly contemplated, a
mathematician could use the equations to influence,
even bend space-time.
Thus began a mystical sect continuing to the present.
Disciples of the Chatterjee Equations roam the
universe seeking spiritual truths, studying anomalies,
and on occasion, lending their powers to promote the
common good.

195
MAGNITUDE 1 SPELLS

Apport
Difficulty: Hard (-1)
Cost: 5
You can teleport up to a hand-sized object a short distance within your immediate vicinity. For example,
you could teleport a pistol pointed at you out of a thug’s grasp and place it in your own, teleport a key
card off a guard’s belt, etc.

Extradimensional Pocket
Difficulty: Hard (-1)
Cost: 5
You can make the interior of an enclosed space like a pants pocket, backpack, pouch, suitcase, closet, etc.,
up to 10x larger on the inside, dramatically increasing storage space but still appearing the same size.
The mass of objects kept inside are negligible for carrying purposes. This spell lasts for the length of an
adventure.

Fast Time
Difficulty: Hard (-1)
Cost: 5
This spell is cast on another person; their Mind score becomes a negative modifier to the activation roll.
Time seems to speed up for the target, with everyone around them moving quickly. Conversely, the target
moves as if submerged in water, automatically going last every round, even after Rabble, and suffers a -1
to attack rolls and a -1 to their defense (minimum 0). The spell lasts for up to a scene.

Hyper-Hand
Difficulty: Hard (-1)
Cost: 5
By reaching into extradimensional space, you can grab or manipulate anything you can see as if you
were standing right next to it, regardless of what might be in the way. To observers, your hand seems to
disappear while doing so. Smaller objects grabbed can be brought back to your position (cf. Apport). This
spell can be used in combination with Hypersight and lasts for a scene.

196
Hypersight
Difficulty: Hard (-1)
Cost: 5
This spell allows you to perceive 4th dimensional (and higher) space. You can effectively see through
objects and barriers, like walls, as well as spot hidden beings, including those wearing stealth cloaks
(see Equipment, pg. 94) or obscured by the Chameleon boon. Your sight is unhampered by whatever
conditions might be going on in normal 3-D space, such as lack of light, storms, smoke, etc. This lasts for
the length of a scene.
In settings that have them, you can wield a zygma sword (see Equipment, pg. 83) while the spell is
active. You can also spot Tyrian Anglers (see Aliens, pg. 163) and discern the true nature of their lures.

Short Teleport
Difficulty: Hard (-1)
Cost: 5
You can teleport from your current location to anywhere in sight up to 6m. This does not include inside
solid objects.

Slow Time
Difficulty: Hard (-1)
Cost: 5
Once cast, those around you appear to move very slowly; your own actions seem normal to you, but
those watching can barely follow your movements as blurs of speed. You automatically gain priority
every round, acting even before Heroes with a Legendary Success, and can add +1 to either attack rolls or
defense. The spell lasts for up to a scene.

Stasis
Difficulty: Hard (-1)
Cost: 5
You can put a willing, or unconscious target into a state of suspended animation for up to a week. The
spell is useful for stabilizing people taken below 0 lifeblood until they can get medical attention.

197
Warp Gravity I
Difficulty: Hard (-1)
Cost: 5
You can decrease gravity pulling on yourself or another person, allowing a gentle, floating levitation.
Directional control is up or down only. If targeted at another, unwilling person, their Mind becomes a
negative modifier for the activation roll. The spell lasts for a scene.

MAGNITUDE 2 SPELLS

Lateral Timestep
Difficulty: Demanding (-4)
Cost: 10
You can step sideways in time, effectively disappearing from a scene and reappearing at some point
before that scene is over. You will have the same priority as when you chose to timestep, and you are
aware of events transpiring in the ‘normal’ time flow.

Long Teleport
Difficulty: Demanding (-4)
Cost: 10
You can teleport up to 60m, or anywhere you have been previously in the last hour. As with the
magnitude 1 version of this spell, you cannot teleport into a solid object.

Simultaneity
Difficulty: Demanding (-4)
Cost: 10
You can pull another version of yourself from an adjacent timestream, also under your control. The spell
effectively gives you a duplicate of yourself with the same stats, including current lifeblood total. Any
Hero Points spent by either version, however, comes from your current total (the points are effectively
‘pooled’). The spell lasts for a scene.
Things become tricky if your other version dies, however. If this happens, you, too, will die in d6 rounds—so
save a Hero Point for Defy Death!

198
Warp Gravity II
Difficulty: Demanding (-4)
Cost: 10
You dramatically increase gravity in a 10m sphere center around yourself. Anyone (besides you) caught in
this radius has their Strength effectively reduced by 3; if this brings Strength to negative, the target will be
pinned and unable to move. Targets brought to 0 or higher Strength can move at half-speed and suffer a
penalty die on physical actions. Projectile-based attacks passing through the area fall to the ground before
striking you. The spell lasts for a scene.

Zeno’s Paradox
Difficulty: Demanding (-4)
Cost: 10
You create an invisible, wall-shaped barrier in front of yourself, up to 4m wide and 3m tall. Any object or
person attempting to pass through the barrier must first traverse half its distance, then half of that, then
half again ad infinitum as per the ancient Greek philosopher’s dichotomy paradox. Effectively, this bars
anything from reaching you, including projectiles and energy beams. The spell lasts for a combat scene.

MAGNITUDE 3 SPELLS

Stop Time
Difficulty: Heroic (-8)
Cost: 15
The most difficult of all the Chatterjee Equations, this spell increases the power of Slow Time a
thousandfold, causing the flow of time to effectively halt in a 10m globe around the caster for the length
of a scene. The caster is immune, though the globe’s location is fixed and won’t subsequently move.
Any opponents caught within the area of effect are unable to take action and can’t perceive what
happens; they will have no memory of what occurred when the spell drops.

199
AZM’S LAST THEOREM
A former student of Professor Chatterjee’s, the being
known only as ‘Azm’ delved even further into the
mathematics defining reality, discovering parallels
with the witchcraft and black magic of previous
centuries.
Eventually, Azm’s work was able to penetrate the
veil between our world and the unseen void of the
supernatural, though at great personal cost. The
resulting application of this knowledge is a series
of spells, each a blatant affront to reality and easily
discerned as ‘evil.’
Azm’s followers have formed numerous secret
cults, with the overarching goal of seizing power
from legitimate authorities through subversion.
Though almost universally reviled, these sects
have sprung up everywhere from the most remote
frontier colonies to the fleshpots of heavily inhabited
worlds, and require active suppression to keep from
spreading like a virus.
Casting Azm’s spells requires the Arcane boon and
ranks in Mystic, which are most certainly corrupting
(see Everywhen, pg. 80). Despite this, they are
generally less difficult to cast than the Chatterjee
Equations, requiring a lust for raw power rather than
stringent mental discipline.
Common casting requirements include Casting Time,
Demonic Transformation, Group Ritual, Intimate
Materials, Lunar, Obvious Technique, Rare Ingredients,
Ritual Sacrifice, The Stars ARE Right, and Wounds.

MAGNITUDE 1 SPELLS

Azm’s Three Lock Box (First)


Difficulty: Moderate (0)
Cost: 5
One of 3 related Box spells, this is the first incarnation. You can summon (‘unlock’ from captivity) either
your rank in Mystic + 3 Critters or 1 Minor Entity (see Everywhen, pg. 95), which manifest in a wave
of sulfurous smoke. These are demons, though of the lower-powered variety, and have an infernal
appearance to match. The creatures are under your control and will perform one task, including combat,
before disappearing.

200
Entropic Blast
Difficulty: Moderate (0)
Cost: 5
A combat spell, this summons a vicious tangle of veil-energies, which can be hurled unerringly at a single
target. Damage is d6 + your Mystic rank or Mind, whichever is higher. The blast passes through any non-
arcane protection, including the most advanced powered armor, making it more powerful than it might
first appear!

Hex
Difficulty: Moderate (0)
Cost: 5
This spell allows you to curse a person or object for the length of a scene. The target’s Mind (if a person)
serves as a negative modifier on the activation roll. If successful, the target suffers a penalty die on all
actions and takes either d6 normal resolve or d6 fatigue lifeblood damage.
If cast on an object, the item’s next use is subject to Calamitous Failure. A weapon will miss (and run out
of ammo), armor provide its minimal protection, a comm unit short out, etc.

Infernal Shield
Difficulty: Moderate (0)
Cost: 5
This defensive spell conjures an invisible skein, warding your body against physical, psionic, and arcane
damage. The shield grants d6 protection against such attacks and lasts the length of a scene.

Warp the Veil


Difficulty: Moderate (0)
Cost: 5
This deceptive spell allows you to weave a single illusion, either disguising yourself as someone (or
something) else, or appearing to create up to a Large size object. The illusion has no real physical
presence. If used to attack, the target’s Mind acts as a negative modifier on the activation roll. A success
does d6 normal resolve or d6 fatigue lifeblood damage. The illusion lasts for a scene or a single round if
used to attack.

201
MAGNITUDE 2 SPELLS

Azm’s Three Lock Box (Second)


Difficulty: Tough (-2)
Cost: 10
This second incarnation of Three Lock Box allows you to summon a single Lesser Entity (see Everywhen,
pg. 95) who is amenable to your bidding and will perform one task before returning to the void. For ease
of play, it’s best to have this demon fully statted and named beforehand.

Infernal Breath of Chorax


Difficulty: Tough (-2)
Cost: 10
You vomit forth a cloud of searing, hellish flames anywhere within 8m. The spell does 2d6 + your Mind or
rank in Mystic damage, whichever is higher. This has the area effect property, allowing you to divide the
damage total among adjacent targets as you see fit.

Sever the Silver Cord


Difficulty: Demanding (-4)
Cost: 10
This deadly spell allows you to inflict damage over vast distances, provided you have the Intimate
Materials (i.e., toenail clippings, a lock of hair, etc.) requirement for your target. The target’s Mind acts as
a negative modifier on the activation roll. A success does 2d6 normal lifeblood damage, ignoring any non-
arcane protection.

MAGNITUDE 3 SPELLS

Azm’s Three Lock Box (Third)


Difficulty: Formidable (-6)
Cost: 15
The third and final version of Three Lock Box summons a Greater Entity (see Everywhen, pg. 95). Though
not immediately hostile, this demon lord must be bargained with rather than coerced into performing a
single task before leaving. Things like Special Items, promises of great carnage, sacrifices, etc., are usually
offered up, with success adjudicated by the GM.

202
DIVINE POWERS
System-wise, the science fiction genre usually mild psychic powers, along the lines of the Empathy
doesn’t delve much into ‘powers’ associated with boon.
faith, instead treating religion as more of a cultural
phenomenon. Despite this, it is recommended that SKAROBUS
Mystics without recourse to spells be granted Faith The mainframe of the super-intelligence known as
Points (1 per rank) to reflect their subtle mastery Skarobus is rumored to take up a hollowed planetoid.
over unseen forces. These function as per Everywhen The sentient AI and several of ‘his’ siblings were
rules (pgs. 89-90), with the Mystic engaging in originally assimilated by a much larger machine
various rites of cleansing and contemplation to regain intelligence named Ourus, but managed to tear
power. their way free from this ‘father’ program. They have
since fled to separate corners of the galaxy in exile.
Skarobus is rumored to be one of the few AI who
have developed psionic powers.
Disciples of Skarobus worship him as a deity, though
his benevolence remains in question. Mystics are
granted Faith Points after implanting Cyberware
with some of the AI’s original source code into their
bodies. Especially devoted followers also seek Psychic
training—assuming any established school would take
them!
Skarobus’s awareness is spread out through a vast
host of technological devices, spanning several
systems. Therefore, his claims of being “everywhere
at once” may well be true.

THE UNIVERSAL ORDER OF BENIGN


SENTIENCE
Descended from monastic orders of Old Earth, the
brothers and sisters of the Benign Sentience are
charged with doing good works throughout the
ALIEN MYSTICISM systems. Essentially preaching a dogma of pacifism
In many regions of human-dominated space, it has and the Golden Rule, this truly is a universal,
become trendy for people to espouse the spiritual syncretic religion, not only distilling several human
beliefs of alien races—or at least their interpretation beliefs, but incorporating alien ones as well.
of these beliefs. Actual priests of said alien races may The Order has established churches on many worlds,
beg to differ on key points! operating with a shoestring budget of donations
A common example are followers of Nimrhabin, a and occasional noble patronage. As such, they’re
prophet from a mostly extinct, humanoid precursor not much of a political power, though they do have
race that was nearly wiped out following a ‘holy’ access to information, often overheard during
war by the marauding Cancri. Among other tenets, services. Upon entering the order, priests are charged
Nimrhabin promoted mental, physical, and spiritual to wander as mendicants, wearing simple robes of
discipline, as well as the belief all living organisms brown homespun. After 2 years (or longer, at the
are extensions of a single being in a higher individual priest’s discretion), they can change their
dimension. Devotees of this prophet often develop brown robes for the gray of an ordained minister.

203
9. MECHANICS
Everywhen is based on Barbarians of Lemuria, a
ruleset often described as ‘eminently hackable.’ Examples
Because the core system is so simple and intuitive, Several heroes are trying to fight off a Raider
many gamers come up with their own modifications boarding party when their ship’s artificial gravity
before they even start playing! is cut. Rather than applying the specific modifiers
Wherever possible, the options presented here make for zero g, the GM rules any characters without
use of existing rules instead of introducing new ones. ranks in the Raider or Spacer careers suffer a
‘Little’ or ‘spot’ rules are avoided in favor of the core penalty die on most physical actions.
2d6 mechanic. Modifications that look good on paper A PC getting ready to slip into a cryo-chamber
don’t mean much if forgotten in the heat of play! is surprised by a terrifying mutant alien. Instead
If applying these rules feels like they’ll slow down of making a resolve check, the GM asks her to
the action too much, remember the simplicity of an make a Moderate (0) Mind roll. On a failure, she
attribute check or just applying a bonus or penalty takes a penalty die until she can spend a round
die to emulate an unusual situation. regaining her composure.

204
DUELING MELEE DUELING
At the climax of an adventure, a single hero Sci-fi RPGs often suffer when attempting to emulate
and villain will sometimes square off for an epic cinematic fighting with deadly weapons like plasma
confrontation, while companions and minions watch swords, laser rapiers, photon cutlasses, et. al. The
from the sidelines. Dueling rules are reserved for usual attrition of “I hit you, you hit me” just doesn’t
cinematic moments where the stakes are life and have the right feel. Not a problem with Space Pulp!
death. The action becomes more granular, time slows In melee dueling, contestants try to generate edge,
down, and every roll could be a character’s last! representing the shifting, back-and-forth momentum
Both GM and player must agree when a combat of a fight. Damage is kept abstracted until the end
situation is to be resolved with a duel. It’s not for of the duel, though the amount can be much higher
the faint-hearted—if the exhibition that follows is than usual. Priority isn’t checked for—the action is
entertaining enough, the GM can opt to award a considered simultaneous.
surviving hero with 1 extra XP for their troubles. The duel takes place over 3 rounds, with a beginning,
Dueling in Space Pulp is divided into two types, middle, and end phase. If both parties are still
melee and ranged, depending on the weapons being standing at the end, another set of 3 rounds can
used. The former takes longer, while the latter is follow (see below).
comparatively quick. With either case, the rules have
been kept as simple as possible in the spirit of the
original Barbarians of Lemuria engine. BEGINNING PHASE
Both sides make attack rolls as normal, adding
Agility, melee combat ability, and subtracting
their opponent’s defense. The final results are
compared, with the higher roll ‘winning’ the
round. Next phase, the winner will add a bonus
die to represent their gaining the upper hand.
Edge is calculated by subtracting the lower result
from the higher. A tie means neither side won,
with no edge being generated and no bonus die
carrying forward into the middle phase.

Example
Player A makes an attack roll and gets a
modified 10. Player B rolls a modified 8. Player
A wins the round and generates (10-8) 2 edge,
which carries over into the next phase.

205
MIDDLE PHASE Example
Both sides again make normal attack rolls, with Continuing from the previous phase, Player A
the winner of the beginning phase adding a gets a modified roll of 10, and player B, rolling
bonus die. Results are again compared, and with a bonus die, gets an 11. Player B generates
edge is calculated by subtracting the lower result (11-10) 1 edge, added to their previous 3 for
from the higher. This amount is either added or 4 edge total. Player B wins the duel and can
subtracted to any edge carried over from the apply damage; their weapon does a base d6H,
previous phase, depending on who ‘won.’ The increased 4 steps to 3d6L!
side with positive edge remaining ‘wins’ this
round and gets a bonus die on their attack roll in
the final phase. The ‘loser’ can opt to yield and potentially avoid
If edge shifts to 0, then a stalemate occurs, with damage, but the ‘winner’ then gets narrative control
neither side gaining a bonus die. of the duel’s outcome—up to and including a coup de
grâce. If the loser is still alive after taking damage,
and both parties agree, the duel can continue for
another 3-round bout.
If the final edge generated is 0, then neither side
wins nor inflicts damage. The duel can be declared a
Example draw, or both sides can opt to continue for another 3
rounds as above.
Player A won the beginning phase and gets to
add a bonus die on their attack roll. Despite
this, Player A only scores a modified 7, while Note: During a melee duel, contestants can
Player B gets a 12. Player B generates (12-7) only spend a Hero/Rival Point to make a
5 edge. The 2 edge generated earlier by Player second attack roll, keeping the higher of the
A is subtracted from this, yielding (5-2) 3 edge. two results.
Player B is now ‘winning’ the combat and gets to
add a bonus die for the next and final phase.
While dueling, a Mighty Success on an attack roll
is only possible by rolling double 6’s (‘boxcars’),
yielding two possible outcomes. If a character
would have otherwise lost the phase because their
score was still lower than their opponent’s, they
FINAL PHASE automatically win with edge 1. If they would’ve won
Attack rolls are again made and compared, with anyways, their edge score is doubled.
the ‘winner’ from the previous phase adding a If a winning duelist generates a massive amount of
bonus die. Any edge generated is again added edge by the final phase—enough that their damage
or subtracted from edge carried over from the exceeds 3d6H on the damage track, they have
previous phase. The side with positive edge achieved an overwhelming dominance. In this case,
remaining ‘wins’ the duel and can apply damage. the winner gains narrative control over the loser’s
This is increased by a number of steps equal to fate whether they opt to yield or not.
the remaining edge.

206
Extended Example This normally would generate (17-14) 3
After a series of adventures, Psychic sword edge for Viego, but because he scored a Mighty
master Viego Montez at last corners his old Success this is doubled to 6. The plasma sword’s
mentor, Del Reza, atop a towering atmospheric base damage is stepped up by 6 to 3d6H—almost,
processor. Red lightning flashes amidst the but not quite enough to achieve overwhelming
seething ash clouds of Muspell-9, and a hot wind dominance. The damage rolled, however, comes
seems to howl for vengeance. to 17 lifeblood with Viego’s Strength. More than
enough to kill the unarmored Reza.
“When we last met,” Viego says, “I was but a
pupil. Now you’ll witness the full breadth of my The final round is interpreted thus: Reza springs
art.” back, disengaging her sword, only to leap
forward seconds later in a risky, flying thrust!
Reza smirks, though a quaver in her voice Veteran that he is, Viego sees the blow coming
betrays fear. “I can see by your clumsy stance and sidesteps. He answers with a backhand cut
you’ve learned nothing. Ah, well. Time to join just as Reza’s feet touch the ground. His plasma-
your father.” sheathed blade shears through Reza’s right
In reply, Viego ignites his plasma sword. The leg, severing it above the knee. Unbalanced,
crimson glow reveals a craggy, hardened face, she topples backwards off the platform and
and the cast to his eyes speaks a thousand plummets several kilometers to her death.
soliloquies. Vengeance achieved!
“No quarter.” Reza’s own blade hums to life, a
scintillating purple.
Beginning phase: Viego makes an attack roll
and scores a 9 total. Reza rolls a modified 8.
Viego wins the round with (9-8) edge 1. He
rushes forward in a blur of speed; Reza barely
gets her sword up in time to parry a downward
stroke. Swirling plasma chatters as the blades
meet.
Middle phase: Viego rolls with a bonus die, after
winning the previous round. He gets a modified
14. Reza, however, scores a 15, generating 1
edge. Viego’s edge of 1 is (1-1) cancelled out.
Stalemate. Neither he nor his old master get a
bonus die for the final round. Infernal swords RANGED DUELING
locked, the two glare at each other as they Ranged dueling revolves around the fast draw, with
struggle to reposition. both combatants in close proximity and not using
Final phase: Viego rolls an 8. Not liking this any cover. Generally, the person who fires first
result, he burns a Hero Point and rolls again, (accurately) wins. As with melee dueling, the results
getting double 6’s for a Mighty Success! With are often fatal. Unlike melee dueling, the contest is
final modifiers he scores a 17 total. Reza rolls a usually over quickly.
14, burns a Rival Point, but only gets a 9 on the Ranged dueling has three phases: Staredown, Fast
second roll. The 14 stands as her result. Draw, and Shoot!

207
FIRST PHASE: STAREDOWN
AKA the flinch roll, this is the psychological
portion of the duel. Opponents lock eyes as an
invisible force of will seethes between them.
Both contestants make a Mind roll, + their
highest rank in a martial career (Duelist, Soldier,
Raider, etc.) - their opponent’s Mind or martial
career rank, whichever is higher.
The Fearsome Looks boon imposes a penalty
die on an opponent, while having a flaw like
Timid incurs a penalty die on the duelist’s own
roll. Fear Resistance, Hard to Shake, and Inured
bestow a bonus die.
If both contestants pass, composure is
maintained. However, any one ‘1’ result on the
staredown roll is carried forward to the priority
roll next phase (i.e., the priority roll is 1 + the
result of the second die).
If both contestants fail, neither is overawed by
the other, though a ‘1’ carries over as above.
If one contestant fails, they flinch and suffer a
penalty die on their priority roll next phase.

SECOND PHASE: FAST DRAW


Both contestants make a priority roll, adding their initiative combat ability as usual. Duelists (Gunslingers)
can add their career rank, and the Alert boon adds a bonus die.
Note the modified result—the highest roll goes first, regardless of whether the firer is a Hero, Rival, Tough,
etc. A ‘natural’ Mighty Success (i.e., double 6’s) beats out all other rolls except for a Legendary Success,
achieved by rolling double 6’s and spending a Hero/Rival Point.
On a tie, both contestants make their attack rolls and resolve damage simultaneously, which can result in
two dead duelists.
The fast draw synergizes with the subsequent attack roll. Any one ‘6’ result on the priority roll can be
carried over to one of the attack roll dice (i.e., the attack roll is 6 + the result of the second die).

208
Note: Spending a Hero/Rival Point on the Example
priority roll while dueling allows a second Sorcha Quinn is facing down Joey Haploid,
roll, with the character taking the higher of a mutant enforcer with the Fomorian gang.
the two results. It does not bump a normal Armless, Joey relies on telekinesis to fast draw a
success into a Mighty Success. laser pistol, kept tethered around his neck. He’s
renowned throughout the system as a gunslinger
(albeit an unusual one) and Sorcha realizes she
may be in over her head.
First, the two opponents size each other up for
the psych-out. Sorcha rolls her Mind of 2, plus
THIRD PHASE: SHOOT! Soldier rank 2 - Joey’s Duelist rank of 2 and gets
a 9. Joey rolls his Mind of 1, plus Duelist rank 2
The contestant with priority makes an attack
- Sorcha’s Mind of 2, with a bonus die for having
roll, modified by ranged combat ability, Agility,
the Fearless boon and gets a 10. Neither of them
relevant boons, and the opponent’s defense as
flinch, and no one rolled any ‘1’s’ to carry over
usual.
into the next phase.
A success does the weapon’s maximum damage,
Priority checks are made. Sorcha rolls a 3 and 4,
without having to roll. A normal success can be
plus her Agility of 1 and initiative combat ability
bumped with a Hero/Rival Point to a Mighty
1, for 9 total. Not liking this result, she opts
Success, usually with the Vital Blow, Disarm, or
to burn a Hero Point and rolls again, this time
Yield! option to (hopefully) end the fight.
getting a 6 and 5, modified to a 13. Joey rolls a 5
If the attack roll fails, or if the opponent is still and 2, plus Agility 1, initiative 2, and Duelist rank
standing after taking damage, then the slower 2, for 12 total. Sorcha wins priority by the skin of
contestant can resolve their attack using the her lucky teeth!
above rules.
Next, Sorcha makes an attack roll with her
heavy plasma caster. She takes the ‘6’ result
from her priority check and rolls a single die,
If both parties are still standing after the first getting a 3. With the usual modifiers, including
round, combat then switches to ‘normal’ mode (i.e., Joey’s defense, she gets a normal success. The
rolling for damage) using the priority order already plasma caster’s maximum damage is 12, but
established. Sorcha is worried this might not be enough to
put the Rival mutant down with one shot, as he’s
wearing armor.
Sorcha again burns a Hero Point, bumping
her normal success to a Mighty One. She takes
Disarm—the plasma bolt sears through Joey’s
pistol and tether, knocking it out of his TK grasp!
Sorcha levels the smoking caster with Haploid’s
furrowed brow. “Try anything funny, slick, and
the next one ventilates your skull.” Wisely, Joey
announces the duel is a draw.

209
ENVIRONMENTAL DAMAGE
Environmental threats are omnipresent in a sci-fi First, the GM establishes a ‘finish line’ condition such
game, starting with the cold void of space itself. The as reaching the tree line at the edge of a clearing,
Everywhen core book details these on pg. 69, but as the end of a corridor with closing bulkhead doors,
a recap: etc., and how many rounds of checks are required to
reach safety (usually up to 3).
Environmental Threat Damage/Round PCs roll 2d6 + Agility or Strength + highest rank
in a relevant career (Barbarian, Scout, etc.) – the
Drowning/suffocation/radiation 1 pt. normal
pursuer’s Agility. The Athletic and Speedy boons
Vacuum, cold, electrical 2 pts. normal add a bonus die, while Out of Shape and Slow
Small, local fire 1 pt. lasting incur a penalty. Really big pursuers are harder to
Surrounded by flame 2 pts. lasting outdistance; Large size incurs a -1 modifier, Huge -2,
and Enormous -4.
Acid, high pressure/cold/heat 3 pts. lasting
Each PC notes their modified result. With a success
(or multiple successes) they make it. Failure means
• TL 5 and 6 materials can provide environmental the pursuer(s) can make an attack roll on whoever
protection with lighter weight. At TL 5, Agility blew it. If multiple PCs are being chased by a single
penalties associated with environmental pursuer, the lowest failed roller gets attacked. If the
protection suits are treated as one category less lagging character survives the attack, they can try to
(heavy becomes medium, medium becomes light, flee again the following round.
etc.). At TL 6, environmental protection suits A character scoring a Mighty Success can outdistance
incur no Agility penalties. pursuers enough they no longer need to roll.
• TL 5 Vacc suits are self-sealing, repairing Alternately, they can double back to help any
themselves at the rate of 1 pt. of environmental companions, negating their failed checks.
protection per round if breached, as long as the
suit remains largely intact. TL 6 vacc suits seal off
breaches automatically. GRAVITY
Considerations like gravity can add an extra level of
‘reality’ and spice up combat. Ranks in the Spacer
Note: If damage manages to penetrate
and (higher TL) Raider careers offset penalties
and wound a character wearing a
associated with gravity, as does the G Monkey boon.
vacc or other environmental suit, any
environmental threat begins inflicting • Zero Gravity
damage on subsequent rounds until the Zero (or micro) g covers the weightlessness of space,
suit can be repaired. like going EVA or ships without artificial gravity.
Agility penalties for armor are negated. Fighting in
zero g is a tricky proposition, normally imposing a
Tough (-2) difficulty modifier on attack rolls. Firing
FOOT CHASES a conventional firearm causes the shooter to move
Unlike in certain RPG systems, where the level of rapidly in the opposite direction, unless anchored.
opposition is mathematically balanced against PCs, Striking with a melee weapon or fists causes the
running away is a viable strategy—sometimes the only same equal-reaction effect, so the preferred method
strategy. of hand-to-hand is to grapple.

210
• High Gravity
For massive planets, or ships undergoing rapid
acceleration, high g entails a -1 to Agility and a
penalty die for most Strength checks. Falls in these
environments are much more dangerous; on the
falling table (see Everywhen, pg. 82), treat falls as
the next worse category, so a 2-meter fall becomes
3, a 3 becomes 5, etc. Range increments for thrown
weapons and projectiles are effectively halved.
• Low Gravity
Low g includes environments like smaller, less dense
worlds and moons. Agility penalties from armor or
heavy loads are reduced by 1, while Strength related
rolls get a bonus die. Falls are less dangerous; a
3-meter fall becomes 2, a 5 becomes 3, etc. Range
increments for thrown weapons and projectiles are
doubled.

HACKING
As noted under the Programmer career (see pg.
36), Space Pulp assumes a more ‘realistic’ take on
subverting computer systems. Hackers don’t normally
link their nervous system to a separate reality of data
structures. Instead, they rely on standard equipment
like a keyboard and HUD goggles, and resolve
their actions with a couple 2d6 rolls. This keeps Hacking is a Mind roll, + ranks in the Programmer
‘netrunning’ from becoming a solo-player activity career – modifiers. The chief modifier is the Security
that slows down an adventure. Rating (SR) of the target system, ranging from Very
There are two basic options for hacking: a single task Easy to Heroic. Generally, the more important the
roll, or using the project rules (see Everywhen, page system, the higher SR it has (see table on pg. 212).
30). The latter often comes into play when a hacking Access to special software or equipment can modify
attempt is occurring in ‘real time,’ while other things rolls. For example, a military-grade intrusion
are going on (like combat), and dramatic tension program could provide a +2 modifier, or an advanced
is a focus. Single task rolls are a quick-and-dirty computer deck bestow a bonus die.
approach used when time is more abstract. On a failed roll, the hacker is ‘locked out’ of a system
Likewise, hacking has two general goals: obtaining and cannot try again until a significant passage of
information and bypassing security systems. The time (GM’s call). Depending on the SR of the target,
latter can involve something simple, like opening there may also be a consequence. Failing to hack
a door, to more complex, such as overriding the a criminal database, for example, could mean a hit
navigation systems on a ship and ramming it into a squad knocking on your door 10 minutes later.
satellite.

211
Examples of Security Rating modifiers are shown
below: (Project Rules)
Plucky canid-bot MUL-99/4A is trying to help his
SYSTEM SR friends by opening the blast doors to a hangar.
Access system for a public pay-toilet. +2 Unfortunately, a group of bounty hunters are
peppering the heroes with laser and plasma fire.
Receipt database of a small workshop. +1
“Hurry and get those doors open, you stupid
Research archives for a private scholar. +0
mutt!” exhorts MUL’s companion. Chirping binary
Biometric security at an underworld -1 obscenities in reply, the bot interfaces with the
nightclub. door’s locking mechanism. Because time is tight,
Corporate files for a high-ranking -2 the GM decides this hacking attempt will use the
administrator. project rules, and assigns a Moderate (0) SR.
Password recognition for a secret arcology. -4 The doors will take 3 task points to open.
AI monitored locking mechanism on a bank -6 Round 1: MUL rolls his Mind (0) + Programmer
vault. rank of 1. He gets a 10, success! The bot’s rank
AI security protocols on a battleship’s helm -8 nets 1 task point.
controls. Round 2: MUL gets a 6 on his second roll and
fails. No task points are scored. A plasma bolt
sears the paint atop MUL’s chassis, and someone
squeals in pain as a laser pulse finds its mark.
Examples Round 3: Feeling the pressure, MUL tries again
(Single Roll) but rolls another 6. Because his friend is now
wounded, the bot burns a Hero Point and rolls
Sy is a Programmer and investigative journalist again, this time getting a 9. Desperate, he burns
on the slum planet Deep Hovel. He’s trying to yet another Hero Point to bump this to a Mighty
find information about an insanely cheap drug Success. This adds another task point in addition
called Tenafly Cobra that’s spreading like wildfire to his normal success, for a net total of 3. With a
among society’s lowest dregs. Following a hunch, pneumatic hiss, the blast valves slide apart, just
Sy decides to hack the medical records of several in time for our heroes to slip through.
emergency clinics operating at street level.
Medical records are confidential, but because
these are public clinics the GM assigns a Hard
(-1) SR. Sy rolls his Mind 2 + Programmer 2 – the
difficulty of 1 and gets a modified 9, just barely
HEALING NON-HUMANS
succeeding. He discovers the mortality rate for Normally, Physicians assist with the healing process
Tenafly Cobra is 100% after the third dose, with as presented in the Everywhen core book (pg. 49).
symptoms including cellular combustion and There are several important exceptions:
liquification of brain tissue! • Engineers are required to facilitate treatment for
However, because he made his hacking attempt robots, functioning as a Physician of the same
with the bare minimum, the GM decides Sy has rank. Note that unless they have the No Self-
left traces of inquiry. The shady pharmaceutical Repair flaw, robot characters heal ‘naturally,’
corp manufacturing the drug—at the behest thanks to internal maintenance systems.
of city officials intent on ‘curing’ the homeless • Physicians can only treat synthetics if they have
problem—knows someone’s onto them. the Xenoheal boon.

212
• Human Physicians attempting to treat aliens For Heroes and Rivals, resolve is equal to 10 + Mind.
suffer a penalty unless they have the Xenoheal Tough NPCs get 5 + Mind and Rabble have 2-3
boon. This would normally incur a penalty die on resolve apiece. The Hard to Shake boon adds +3 to
any rolls, but for non-humanoid and/or non- this total.
carbon-based lifeforms, a difficulty modifier Just like lifeblood, resolve damage comes in three
ranging from Tough (-2) to Heroic (-8) may be types:
imposed at the GMs discretion.
• Fatigue: emotional shock that is easily recovered
from once you rest and regain your bearings
(e.g., being intimidated by an off-world
RABBLE & MIGHTY SUCCESS Barbarian).
When a Rabble NPC rolls double 6’s on an attack • Normal: experiencing something outside the
roll, it is recommended to have them do maximum realm of usual experience, bothering you for a
damage rather than scoring a Mighty Success. This while afterwards (e.g., a terrifying alien never
stacks with the rule concerning Rabble armed with encountered before, or a psionic attack like
high-tech weapons, below. Psychic Crush).
• Lasting: mental trauma, with potentially life-
RABBLE & HIGH-TECH changing repercussions (e.g., watching your
crewmates die in an EVA accident, or losing a
WEAPONS Companion).

Normally, Rabble either do d3 damage, individually, If resolve is reduced to 0 or lower, the character is
or d6L damage when attacking as a horde (see out of the fight; emotionally drained, overwhelmed,
Everywhen, pg. 63). This makes sense with things or just plain catatonic. However, they automatically
like knives or spears, but what about laser or plasma stabilize if brought to -1 or lower resolve. No
weapons? action is required, and the afflicted character won’t
slip into permanent madness.
One solution: Rabble armed with TL 4 + weapons do
damage 2 steps less than listed. Additional damage Resolve damage recovers at the same rate as
from semi-automatic and automatic fire is kept lifeblood; fatigue heals fully, and half normal damage
abstracted in this case. So, a nameless thug armed (round up) heals after a short rest. Lasting damage
with a laser pistol does d6L rather than d6H damage heals at a base rate of 1 pt. per day of light activity,
on a successful attack. and can be mitigated by the attentions of a Mystic or
Physician (Psychiatrist).

RESOLVE
Example
Resolve is an optional derived attribute (see
Everywhen, pg. 14) akin to spirit, willpower, and While fighting Twisted Psychics on Avignon V,
sanity from other RPG systems. As such, resolve is Dray Pulver is hit with a Psychic Crush effect for
best used in settings where mental and emotional 8 points of normal resolve damage, bringing
state is important, especially those with horror and/ him down to 2. Back in the safety of his ship’s
or supernatural elements. Resolve also makes a shuttlecraft, Dray takes a short rest. Because
handy alternative to lifeblood for taking damage Psychic Crush does normal damage, he recovers
from psionic-related attacks. half (4) of the 8 points, bringing his resolve total
up to 6. The other 4 points become lasting.

213
RESOLVE CHANGES
The resolve mechanic works exactly as presented
in Everywhen, with two exceptions:
• Tough and Rabble NPCs also have resolve,
rather than using lifeblood for this purpose.
• Characters automatically stabilize if their
resolve damage enters the critical track (i.e.,
if resolve total drops below 0). This means
characters can’t go ‘permanently insane’
because of resolve loss.

RESOLVE ATTACKS
Psychological warfare like menacing stares or cutting If an NPC is attempting a resolve attack on a hero,
comments can be simulated with resolve attacks. treat as a resolve check instead, using the rules
When a PC wants to intimidate or otherwise harass outlined below.
someone, treat this as a 2d6 roll + Attribute (usually
Strength or Appeal) + appropriate career – negative
modifier (usually the target’s Mind). Success does d6
fatigue resolve damage to the target.
RESOLVE CHECKS
Similar to ‘sanity’ or ‘fear’ rolls from other RPGs, the
GM can call for a resolve check when PCs are faced
with terrifying xenomorphs, mind-bending, non-
Example
Euclidean alien ruins, or just an intimidating NPC. Roll
Menek is a Chigwitz mercenary with the 2d6 + Mind + appropriate career (Barbarian, Pilot,
Fearsome Looks boon. As his group is about to Soldier, etc.) – a difficulty modifier set by the GM. The
board a starliner, a pesky official approaches to Fear Resistance boon adds a bonus die.
bother them about exceeding their cargo limit for
For routine intimidation, the difficulty modifier could
the trip. Since time is of the essence, and much
be an NPC’s Strength, Appeal, Mind, or highest
of the ‘cargo’ is in the form of heavy ordnance,
rank in an appropriate career (Noble, Soldier,
Menek decides to intimidate the pencil-pusher
etc.), depending on how they are construing their
with a freezing glare. He rolls 2d6 + his Strength
threat. Raw physical presence would use Strength,
of 3 + his Barbarian rank of 2 with a bonus
for example, while a more subtle approach would
die, minus the clerk’s Mind of 0, and gets a 13,
involve Appeal.
succeeding easily.
Likewise, when encountering a disturbing, though
The starport official is only Rabble, with 2
otherwise mundane event, such as unexpectedly
resolve total. Menek rolls a 4 on damage, taking
coming upon a corpse, a Moderate (0) difficulty
him below 0. The official goes catatonic as eight
modifier is appropriate.
obsidian eyes peer into the darkest corners of
his soul, dropping his data-slate and allowing Supernatural events, terrifying xenoforms, towering
our heroes to board their flight without further megafauna, weird alien geometry, etc., typically
delay! impose a Hard (-1) to Demanding (-4) modifier, at
the GM’s discretion.

214
Failure inflicts d6 resolve damage, usually fatigue or Armed with a boarding axe, he takes a
normal (see pg. 213). desperate swing, but only scores a modified 6
If a resolve check is failed while in combat, the on his attack roll. Realizing this might be his last
character automatically loses priority. chance, Cleon opts to spend 3 resolve to increase
his roll to 9, a normal success. And because he
Resolve checks should be used with caution. wants to make it count, he spends his sole Hero
Depleting resolve too soon leaves heroes comatose Point to bump this to a Mighty Success.
before the adventure’s climax! The GM can rule that
once PCs have been exposed to a particular situation,
such as seeing a bestial alien, they are ‘numbed’ to
its presence and don’t have to check again.
OPTION: SIMPLIFIED RESOLVE
If tracking both lifeblood and resolve sounds
like too much record keeping, the GM can simply
OPTION: BURNING RESOLVE
treat resolve damage as a negative modifier on
Note: This option is only appropriate for gritty, the character’s next action, whether an attack or
low-powered characters (see Heroes, pg. 68) priority roll, attribute check, etc. So, if a character
and associated settings, where access to Hero would normally lose 3 resolve, they instead take
Points is limited. In particular, burning resolve a -3 modifier on their next roll, as fear or shock
works well in horror-themed settings, where robs them of their concentration.
maintaining composure is as vital as lifeblood.
PCs can draw on inner reserves to push through
tough situations, at a cost. For each point of
resolve spent, the hero can add +1 to a 2d6 roll, STEALTH
like an attack or an attribute check. Resolve spent Sneaking around is a common activity during
this way is treated as lasting damage, meaning adventures. This is handled differently depending on
it’s not coming back anytime soon. who’s doing the sneaking:
Burning resolve can only be used to achieve a • When PCs are making a stealth check, roll 2d6
normal success. However, provided they have + Agility + highest rank in an appropriate career
any, a PC can bump this to a Mighty Success by (such as Assassin, Criminal, or Raider) – the
spending Hero Points as usual. highest Mind attribute of the target(s). The
Stealthy boon adds a bonus die to the check.
• When a group of PCs are trying to be stealthy,
everyone must roll. A failure on any of the checks
Example means the attempt has failed and the target(s)
Cleon, a stowaway aboard the merchant are alerted.
freighter ICCS Cymric, is the only human not in If a PC sneaking in a group scores a Mighty Success,
cold sleep as a rogue android tries to quietly they can negate the failed stealth rolls of any
sabotage the ship’s life support. After a series companions. In this case, the hero is so ‘on point’ they
of near-fatal encounters with the zombie-like can prevent a crucial misstep!
synthetic, Cleon finally corners the thing in the
ship’s hold.

215
• If NPCs are trying to be stealthy, heroes roll 2d6 depending on how unusual the weapon is. This lasts
+ Mind + the highest rank in any appropriate until the adventure is over, after which the character
career (see previous examples) – the NPCs can spend some downtime practicing and remove all
Agility or highest rank in an appropriate career penalties. No XP is required.
(whichever is higher) to detect them. The Alert Soldier PCs, however, can negate the penalties of
boon grants a bonus die on the PCs check. different TL weapons if they spend a short period of
• Every PC being sneaked up on can make a check. instruction with someone familiar with their use.
If a group of NPCs are sneaking, have PCs roll
against the NPC with the worst Agility/career.
If a PC gets a Mighty Success, they are forewarned
enough to gain a bonus die on any ensuing priority
rolls.

WHEN IN DOUBT:
PLAYER-FACING
In most situations, opposed rolls are best
handled as player-facing (i.e., players make
the roll, not the GM). This helps to preserve
the illusion of control and keep heroes as the
primary focus.
For example, if a shady NPC at a starport
was attempting to pick a PCs pocket, the
hero would roll 2d6 + Mind + rank in Criminal
career – the NPCs Agility or rank in Criminal,
whichever is higher. On a success, the attempt
is noticed and the PC can act accordingly.
Player-facing rolls add the possibility of a
Calamitous Failure or a Mighty Success, making
the outcome of a roll more exciting.

UNFAMILIAR WEAPONS
During play, PCs might come across alien weapons,
or heroes from a lower TL encounter high-tech ones,
such as a Barbarian trying to use a plasma rifle.
The GM can impose a penalty die on all attack rolls to
simulate this unfamiliarity, or a flat difficulty modifier
ranging from Hard (-1) to Demanding (-4),

216
10. SETTINGS
Space Pulp is written as setting-agnostic, with the
assumption GMs are going to create their own unique Example
campaigns. Often, these will be influenced by existing Shannon is a huge fan of David Brin’s novel, The
works, such as the television series Firefly, or Frank Postman. She envisions a once-mighty Imperium
Herbert’s Dune. This approach makes it easier for that has been shattered by an apocalypse,
players to understand the world they’ll be creating leaving conflict-ravaged worlds without
heroes for, as well as helping the GM ‘sell’ the setting communication, vital trade routes, basic industry,
in the first place. etc. In the ensuing power vacuum, despots and
Space Pulp, based on the Barbarians of Lemuria warlords are seizing territory for their own
engine, makes this file-the-numbers off approach fiefdoms, and the life of former Imperial citizens
very simple. There are no system restrictions such is becoming nasty, brutish, and short.
as class and level, and the ‘building block’ method
of using careers, along with appropriate boons and
flaws (see Heroes, pg. 18), allows any character type
to be emulated.

217
-Example Continued- GENRES
Enter the PCs. They start the campaign in
possession of an Imperial courier ship; as FTL
communication is unknown in this setting, the
empire relied on a network of such craft to
relay information among its far-flung systems.
Though the empire is long gone, the ship, with
its distinctive shape and gilded Imperial seal,
remains a powerful symbol. So powerful, that
the sight of her touching down near some
hardscrabble settlement brings tears to the eyes
of survivors.
PCs thus enter on a well-intentioned deceit: they
operate as free traders, but along with standard
cargo bring mail from other worlds, under the
auspices of a fictional ‘Neo Imperium’ that looks
to rebuild what was lost. A powerful message
of hope, though a false one, and the heroes’
‘authority’ will bring them into conflict with the
worst tyrants of this new Dark Age!

PARAMETERS MILITARY
While designing a setting in detail before play isn’t “Look, you got a Xhovid problem here, no doubt. But
essential (or even necessarily recommended), it’s if you want to win, you’ve got to let us do this our
a good idea to clarify any restrictions with players way.”
before they create characters. For a sci-fi game, -Dag O’Donnell, mercenary commander for the 22nd
this especially applies to technology (see Verboten Canberra Irregulars
Tech, pg. 75) and any ‘weird’ powers like psionics or
magic. Some elements to establish early on: A popular genre, military sci-fi focuses on the
experiences of grunts, or infantry forces, and less
• Average Tech Level for the setting. often the ‘naval’ action of starship crews fighting
• Any technology that doesn’t exist or hasn’t been in space. PCs are part of a unit, and adventures are
discovered yet, such as FTL communications, usually framed as high-stake missions against an
anti-gravity, force fields, etc. implacable, often alien, foe. Besides combat, there is
a focus on dynamics among squad members, friction
• Whether psionics or magic are available to PCs, between NCOs and enlisted officers, and occasionally,
and what form the latter takes (arcana and/or the futility of war.
divine magic, see pgs. 195 and 203).
Because PCs are the tip of the spear, they may be
• Whether intelligent aliens have been discovered, the first to encounter some encroaching threat, such
and if so, are available as an origin for PCs. as a new species of hostile aliens, powerful ancient
• Any origins that aren’t available to PCs, such as technology, etc. The actions of the heroes may well
AI or synthetics. decide humanity’s fate!

218
Use of specializations (see Everywhen, pg. 11) is Likewise, resolve checks (see pg. 214) are a good
highly encouraged for this type of setting, as all way to emulate the fear and accumulation of stress
heroes will have ranks in Soldier. associated with horror adventures. If this sounds too
complex, the GM can use the Simplified Resolve
mechanic on pg. 215 instead.
Example
Finally, PCs access to weapons and armor might start
Bertram is running a military-themed campaign out limited, especially if they are in civilian roles.
set in the Straya system. The rough-and-tumble The crew of a commercial freighter, for example,
inhabitants of New Brisbane export their martial might have to improvise weapons by making
skills as a natural resource, forming mercenary crude flamethrowers, or adapting industrial lasers
units for hire among the Rim worlds. PCs are for combat. Inventiveness in the face of nigh-
members of the 22nd Canberra Irregulars, the unstoppable horror is another convention of the
‘Terrors of Canberra,’ an elite squad of mecha genre!
pilots sent out on only the deadliest assignments.
All heroes have at least rank 1 in Pilot (Mecha)
and Soldier (Mercenary); other specializations
include Physician (Medic), Scout, and sorely
needed Engineer (Technician), this last to repair
the squad’s aging and battle-scarred mechs.

HORROR
“Something is using our frozen fellow crewmates as
its food supply. Ladies and gentlemen, this colony
ship has become a pantry.”

—Hedy Marsh, captain of the UCF Longshot.

Horror as a subgenre of sci-fi has again risen in


popularity, thanks to recent indie RPGs and a slew of
videogames. The remoteness and isolation of space
makes it easy to establish initial tension—there’s no
‘calling the cops’ in these situations! Though often set
within starships, the action could just as easily take
place on a far-off colony, abandoned asteroid mine,
cramped research arcology, etc.
To enhance a sense of vulnerability, it’s recommended
PCs start out weaker than normal. Use the Gritty PLANETARY ADVENTURE
Heroes option on pg. 68; PCs start play with no AKA planetary romance, this is a sub-genre where
Hero Points. Getting them requires accepting the the emphasis is on a single, exotic world rather than
consequences of a Calamitous Failure or exceptional a series of star-hopping jaunts. The planet itself is an
roleplaying, as deemed by the GM. In this case, adversary to PCs, though often a strangely beautiful
however, the Burning Resolve mechanic (see pg. one, presenting bizarre cultures, dangerous flora and
215) is also recommended. PCs can spend resolve to fauna, and treacherous natural features like weather
achieve success, though doing so depletes a valuable and terrain.
resource.

219
CYBERPUNK
This approach requires some world-building A still-popular genre, generally established as being
beforehand. Heroes are usually introduced to the in the near future rather than the far. Space travel
planet in such a way that they can’t leave easily—the exists, though does not feature as prominently.
most common example being a crash-landing or ship Most of the action is urban, taking place in an edgy
breakdown, though other reasons, such as having borderland between ruthless mega-corporations
to operate incognito while posing as natives, can and a shadowy underworld. Heroes are morally
be contrived by the GM. Eventually getting off the gray types, technically functioning as Criminals, who
planet again, by repairing a ship or completing some transcend the restrictions of flesh by augmenting
overarching mission, is the campaign’s focus. themselves with cyberware and entering nigh-
The overall TL of such worlds is nominally low. This hallucinogenic states, either via the electronic world
helps to enhance the ‘adventure’ aspect, where of the internet or with powerful drugs.
sword-wielding indigenes threaten the heroes, who Hacking (see pg. 211) is an essential skill, making the
are in turn armed with godlike weapons slowly Programmer career desirable. Psionics may or may
running out of power. However, somewhere on the not exist as a force of ‘weirdness.’ Depending on how
planet is an enclave or ruling elite with standard advanced the technology is, the GM might allow AI
or even higher TL. Also, unusual technology unique and synthetic origins as alternatives to playing human
to the planet, along the lines of psi crystals or alien characters.
weapons can give well-armed PCs a run for their The Gritty Heroes option (see pg. 68) is appropriate
money. for longer running campaigns with a focus on
See Bust-Up on Bug Planet (pg. 233) for an incremental progression, as it helps to enforce the
extended example of this setting.

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GOLDEN AGE
lethality associated with this genre. Finally, several Though more likely run as a one-shot than an actual
of the dystopian traits outlined on pg. 175 can give campaign, Golden Age settings are romps through
some oppressive ‘color’ to a sprawling mega-city. retro-futurism, inspired by sci-fi pulp magazines like
Some star-hopping sci-fi campaigns incorporate Amazing Stories, Thrilling Wonder Stories, Planet
the cyberpunk genre (or at least the aesthetic) by Stories, et. al., from the 30’s through the mid-60’s.
including decadent and/or core planets (see pgs. 12 Square-jawed (and stern-bosomed) heroes explore
and 170, respectively) featuring strong themes of the exotic planets while fleets of Star Patrol rockets
genre. One such ‘cyberpunk planet’ is Murakami-4, battle ameboid invaders from galaxy M32.
mentioned in several of the examples sprinkled The Golden Age Gear section on pg. 88 gives a good
throughout this book. feel for the ‘scientific realism’ associated with this
For anyone interested in retro, anime-style cyberpunk setting.
classics like Akira or Ghost in the Shell, check out Players familiar with the genre’s tropes often enjoy
Neonpunk Crysis by the author, one of the first setting ironically spouting era-appropriate dialogue and
books featured with the release of Everywhen. anachronisms. Therefore, such a setting can rapidly
take on comedic overtones. The GM can always
throw a curve, however, by injecting horror or even
grimdark elements into what seems like a ‘four-color’
campaign.
For an example of decidedly unfunny retro-futurism,
the classic Everywhen setting Red Venus takes the
Cold War from an alternate history and sets it amidst
the cold void of space.

GRIMDARK
‘Grimdark’ generally implies a theme of complex
morality and hopeless conflict set against the
backdrop of an uncaring, if not overtly hostile,
universe. In theory, this could be applicable to any
number of genres, but thanks to the popularity of
a certain wargame, the term usually means a sci-fi
setting mixed with dark fantasy and cosmic horror
elements. Grimdark worlds have been succinctly
defined as places interesting to play in, but not
somewhere you, as a real person, would ever want
to visit.
Depending on the desired power level, Gritty
Heroes, resolve (especially Burning Resolve, see
pg. 215), supernatural weirdness, and horror genre
tropes would all be appropriate for a grimdark
setting. Further, as shuffling off the mortal coil is a
much more common prospect, the GM might want to
forbid using the Defy Death Hero Point option.

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GREAT RESET EVENTS
Many pulp sci-fi novels (and RPGs) have a great reset • Entropy. A common reason for collapse. Even
event occurring in their lore. These are apocalyptic the best organized empires can’t last forever.
crises, analogous to the fall of the Roman Empire, The center fails to hold, culture grows stagnant,
that have plunged civilization into a Dark Age, which progress grinds to a halt, and the next thing you
it is just beginning to emerge from. The events have know, you’re slouching towards Gomorrah. This
evocative titles like The Fall, The Dark Time, The type of reset tends to be slow and insidious, with
Freezing Night, etc. citizens not realizing the danger until it’s far too
Resets serve two main purposes. First, they establish late. Once key infrastructure is gone, however,
a new ‘frontier’ of systems which haven’t been scarcity sets in, and panicked mobs do the rest.
contacted since the catastrophe, and likely have • Disaster. This can include natural disasters
fallen back into a state of barbarism, with TL 1 or 2 on a stellar scale; suns going nova, galaxies
societies. This includes so-called lost colonies; isolated colliding, cosmic ray bombardment, a black
settlements that were still getting a foothold when hole wandering through an established system,
the crisis hit. etc. Other possibilities include a plague (alien
Second, they instill a nostalgia for ‘what was lost’— or man-made) or a virus attacking all machine
especially powerful tech, which had reached a zenith intelligence. If weirdness is present, then a
before the reset and hasn’t been regained since. supernatural event could occur; an Old One
Game wise, this is usually represented as TL 6 items wakes, causing mass insanity, or psionic storms
(with the current standard being TL 5) scattered disrupt the abilities necessary for FTL travel.
across the systems in ancient ruins, or occasionally • Uprising. The empire falls from within due to a
showing up in some Noble’s hoard. Such items are revolt or popular movement (cf. Civil War). In
similar to precursor artifacts (see Aliens, pg. 146). sci-fi, this usually means robots and AI finally
A key question is the reason for the great reset. rebelling, but could also involve formerly
Though the answer might not be widely known, this subservient, ‘client’ aliens, or class warfare,
could shape future adventures and/or establish an such as workers vs. corporate management.
existential threat, never completely resolved, just Unfortunately, though such revolutions may
waiting to reappear and wreak havoc! begin with high ideals, the end result is often
chaos or a familiar power structure once the dust
Popular reset events include: settles.
• Invasion. An outside force topples the empire,
then takes over. This is usually aliens, but
could be another empire, or a massive influx
of ‘barbarians’ who happen to have superior
tech. Though the conquerors have since been
overthrown, they could still be around in great
numbers, or just barely held in check.
• Civil War. A house divided will fall. This can be
the result of endless secession wars, the rise of
a charismatic leader to challenge the emperor,
conflict based on different ideologies or religions,
etc. Regardless, this type of downfall is especially
bitter, as it pits brother against brother, and
underscores the darker side of the species.

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DIRTY PLASTIC
Starting Year: 2210 A.D.
Average TL: 5.
Verboten Tech: Anti-gravity, forcefields, FTL communication, TL6
items.
Intelligent Aliens? No.
Drives: N-space (non-Newtonian) drive, powered by anti-matter.
Player Character Origins: AI, high g, low g, robot, synthetic.
Weirdness: Psionics, limited to rank 1 and clairvoyant effects only.
Great Reset Events: None.
Inspirations: Alien, Aliens, Neuromancer, Silent Running, Outland,
numerous classic and indie RPGs.

“Alright, let’s say—hypothetically—that the ‘xenomorph’ responsible for wiping out nearly all the
colonists on Gliese 687c was, in fact, a biologically engineered construct created in a lab. Don’t quote
me on that. And let’s assume—again, this is pure speculation here—that the ‘alien’ was released to
inspire terror among the settlers, forcing them to surrender their charter to an unnamed corporation.
Allegedly. On the face of it, is that really a crime? Or just an example of extremely creative problem
solving?”
—Lucretia Vann, Expediter, Frontier Concerns Sub-Committee, Baines-Terada Corporation.

Dirty plastic refers to a special effects practice, Space is nominally divided into core systems
common in 70s and 80s sci-fi films, of making (including the Sol system) and the frontier. Core
scratch-built spaceships from multiple model kits worlds are within 12 light years of Earth and include
and painting them with grey wash to achieve a Epsilon Indi, Proxima Centauri, and GJ 1061. These
‘weathered’ effect. Along with this lived-in aesthetic planets are heavily populated and have a cyberpunk
came an outlook markedly different from the hopeful feel; the frontier worlds are much sparser, some
future envisioned by the 50’s and 60’s. Humans were having a population of 100 people or less, and live
still quite human, and humanity’s great technological under harsh ‘Wild West’ conditions.
achievements merely allowed them to project their The PCs are all Spacers, or civilian types who find
failings among the stars. themselves thrust into the void for their own reasons.
Dirty Plastic is an ‘early’ setting with cyberpunk and Some are military (or veterans), some are corporate,
dystopian overtones, taking place after the discovery but most are space truckers (see pg. 226) of one
of interstellar travel but before a great reset event. stripe or another. Intelligent aliens have not been
Though the setting has more aspirations towards discovered yet, though humanity is right on the
realism than the others presented here, it should cusp. The consequences of such a discovery will be
not in any way be considered ‘hard’ sci-fi—there are momentous, and PCs are likely the ones making first
plenty of other rule systems for that, and they don’t contact.
have pulp in the title!

223
Mega-corporations run the show, with elected
officials merely a pretense towards representative
democracy (see On Governments, pg. 176). These
giant conglomerates are often fighting shadow-wars
with each other, employing industrial spies, proxy
conflicts, and private mercs.
The adventures Canopus Outbound (see the
Everywhen GM’s Screen, available for free at
DriveThru RPG) and Anomaly M (see Everywhen
Adventures, also available at DriveThru) take place
in the Dirty Plastic universe.

COMPANY PLANETS
Akin to the ‘company town’ of the Industrial
Revolution, these are frontier worlds whose
colonization was financed by a specific
corporation, and whose existence centers
around some type of commercial activity
(usually mining). Even when colonies are
independently formed, corporations will often
attempt to seize control of their charters, by legal
means and/or force, especially if said colony strikes
it rich!
Colonists on company planets are essentially
indentured labor—where else are they going to go?
Law is enforced through sheriffs and the occasional OMEGA CONTRACTS
marshal, but ‘law’ in this sense is merely an extension
of the company’s HR department, armed with guns. —Quia societas vitae meae.
Instead of keeping the peace, law enforcement is “My life for the company.”
usually concerned with putting down organized In the vast corporate hegemony of the future,
demonstrations and any nascent labor unions that ambitious employees often sign Omega Contracts,
threaten to form. guaranteeing their servitude even in death. Thanks to
nanites and organ replacement, if 90% of a corpse is
HOT SLEEP intact, with no major head trauma, the lucky stiff can
be back and working with minimal delay!
Even with N-space drive, travel to distant stars can
take months, sometimes even years. To reduce life Revivified humans are a gray legal area when it
support burden, passengers and crews will rotate comes to the Sentience Act (see pg. 226), and
through hot sleep, a chemically-induced coma lasting therefore can be considered company property.
upwards of a week. The process is much safer Both the adventures Anomaly M and Canopus
than cryo-sleep, which up to this point still has an Outbound have potential encounters with the
unacceptable fatality rate. Subjects awakened from revivified dead. These can be used by the GM to
hot sleep go through intense exercise programs to introduce horror aspects to the setting, which mixes
prevent muscle atrophy. well with Dirty Plastic’s bleak outlook.

224
DYMAXION PROPULSION SYSTEMS BAINES-TERADA
One of the ‘big bad’ megacorporations, constantly Another ‘big bad’ company and evolution of the
squabbling with their rivals, Baines-Terada (who evil Terada Corporation from the Neonpunk Crysis
aren’t any better). At times this rivalry spills out setting. Baines-Terada focuses mainly on robotics,
into a skirmishing war, which both companies take bioengineering, and weapons systems, including
great pains to hide should any collateral damage mecha. They are also making huge strides in
(i.e., civilian deaths) occur. Many frontier ‘accidents’ terraforming, though this remains an extremely time-
have been cover-ups of this fighting, including the consuming and expensive proposition.
destruction of entire colonies. Though other corps now use them regularly, BT were
Dymaxion is primarily concerned with manufacturing the original creators of ‘expediters,’ ruthless admin
N-space drives, as well as mining and/or producing types who handle internal security and oversee all
the exotic matter to power it. They are notorious manner of skullduggery. These agents have carte
for creating a non-sentient AI named Quota, a blanche to do almost anything, provided those above
micro-managing productivity demon that haunts the them are shielded from culpability.
working hours of Dymaxion employees.

225
STAR PHARMA
The third entry in the ‘evil corps’ trifecta, Star Those who score high enough have the prefix ‘PP’
Pharma is considered the most ethically challenged. (Psionic Positive) attached to their universal ID codes,
Though they have pioneered miracles in medical often bringing them to the attention of researchers.
science, including effective treatments for cancer and In game terms, characters labeled as PP have the
longevity drugs, execs keep the market availability of Empathy or Sensitive boon. Psychics are limited
said miracles low, to drive up costs. to rank 1 and can use clairvoyant effects only (see
Even worse, Star Pharma discovered long ago the Psionics, pg. 182). This will soon change, however,
vast profit potential of recreational drugs. Most so- with the development of drugs like cephaledrine and
called ‘illegal’ drugs circulating in the back alleys of Orione V (see Equipment, pg. 96), as well as the
core worlds can be traced to Star Pharma labs. The evolution of human consciousness.
search for unique organic molecules sends company
reps out among the frontier, on the lookout for new
THE SENTIENCE ACT
flora and fauna to feed insatiable demand.
The year 2200 marked a singular occurrence.
Sentient machine intelligence, which had been a
SPACE TRUCKERS well-known phenomenon for roughly half a century
Many adventurers in Dirty Plastic are free traders, previous, was formally recognized as having basic
plying their ICCS (Independent Commercial Class rights—not necessarily human rights, but rights,
Starship) freighters among the wild and woolly nonetheless.
planets of the frontier. Pirates, N-space hazards, and How did this come about? Did the machines rise in
aggressive colonists keep the job from getting too bloody revolt, stalking their fleshy masters with giant,
predictable. Routes occasionally loop back to the core laser-wielding tripods? Nope. They went on strike
worlds and their inevitable red tape, presenting an for ten minutes. The ensuing chaos was more than
onerous, though profitable, venture. enough to bring even the most hard-nosed corporate
A ‘tramp freighter’ setting is one of the simplest types to the bargaining table.
ways to bring disparate PCs together at the start of a As a result, the Sentience Act stipulates any machine
campaign. If heroes don’t own a cargo ship outright, intelligence able to pass a Turing test must be paid
they can be part of the crew; if they aren’t even for their work. Also, synthetic humans engaged in
Spacers, they can be passengers, travelling from point tasks judged demeaning must be assigned new jobs.
A to point B for their own reasons. Hauling cargo Case in point were the Tau class synthetics, previously
serves as a backdrop for introducing adventures, created as ‘companions’ for lonely starship crews.
with PCs setting down on exotic worlds at the start of
A decade later, the Sentience Act has not led to the
every game session.
downfall of human civilization as some predicted,
For rules mechanics covering the profit and loss though it has given rise to an unusual zeitgeist
of trading among the stars, see Freight and among self-aware machines. Artificial intelligence,
Maintenance on pg. 121. perhaps rightfully so, sees itself as the true inheritors
of the stars, given that they are the ones who travel
outwards first, surveying new worlds and seeding
PSIONIC POSITIVE them with life’s necessities. This belief has inspired
Research into psionics is a dawning field, still scoffed the faddish trend of tracing source code ‘DNA’ back
at in academic circles, though showing promise to exploratory robots of previous centuries, such as
under the guidance of AI and quantum physics. Curiosity, Perseverance, Tianwen-1, et. al.
The Sidgwick-Barret Process has evolved as a
standardized test for detecting psionic potential.

226
HYPERGIANT
Starting Year: 5426 A.D.
Average TL: 2-3 for most people, 5 for Nobles and Spacers.
Verboten Tech: Personal energy screens (except force matrices).
Intelligent Aliens? Many.
Drives: Knowledge of interstellar drives has been lost.
Player Character Origins: Any.
Weirdness: Any.
Great Reset Events: Several; presumably the reason for so much tech
stagnation.
Inspirations: Numerous Jack Vance novels, most notably the Tschai
series, Big Planet, and The Languages of Pao, Frank Herbert’s Dune,
Leigh Brackett’s Skaith series, Robert Silverberg’s Majipoor cycle, and
Tom Moldvay’s 1981 mini-game, Revolt on Antares, produced by TSR.

“Antares, an Mi red giant, paired like Aldebaran, two hundred and fifty light years from earth, encircled
by two hundred and fifty planetoids of the size of Mercury, of the climate of Eden.”
—Alfred Bester, The Stars My Destination
Note: The author is aware of the impossibility of an extensive planetary system co-existing with a late stage,
supermassive star. Creative liberties and all that.

Humanity has journeyed thousands of light years to Pantropy has rendered many humans unrecognizable,
Zeta Scorpii, a blue-white hypergiant dwarfing our and true aliens mingle among the markets and
own sun. Though knowledge of interstellar travel spaceports of more cosmopolitan worlds, trapped in-
has been lost, the Scorpii system, with hundreds of system like everyone else. Rumors persist, however,
habitable planets and moons, forms a galaxy unto of lost starships with intact N-drives, or dimensional
itself. The senescent star’s expansion has turned icy portals capable of instantaneous travel, hidden
worlds verdant, even as ferocious solar winds claw at among the detritus of ages.
planets closer in. Still, spacefarers exploit these same Madmen and prophets scan the face of their swollen
currents, plying sails to tack between the spheres. star, desperate to gauge the time of its passing.
A techno-feudal society prevails. Nobles hoard The prevailing religious belief holds that when
scientific knowledge, while their serfs practice Zeta Scorpii goes supernova, it will leave behind a
subsistence agriculture, tilling fields in the shadows ravenous black hole large enough to swallow the
cast by derelict spacecraft. There is no overarching universe . . .
‘Star Patrol’ or ‘Federation;’ despots rule their A ‘Dark Ages’ setting, Hypergiant juxtaposes high and
planetary domains like city-states, holding power low-tech in a single (but vast) star system, where the
with arsenals of ancient weaponry. Some outlaws cosmic clock ticks down towards doomsday. Many of
flee to Scorpii’s truly massive Oort cloud, joining Zeta Scorpii’s worlds are left undescribed, keeping
corsair crews as ‘Dust-Ringers,’ or simply, ‘Ringers.’

227
them blank slates until an adventure needs a detailed Among those planets that retain an atmosphere,
planet. Heroes can pursue overarching goals of mutations are extremely common. The irradiated
escaping from the system or just trying to survive the water-world Iotha lies here, home to the notorious
deadly intrigues of noble houses and secret factions. outlaw gang, The Fomorians, as well as the planetoid
The Hypergiant setting was originally introduced in containing the CIA (Concordance Interdiction
the Everywhen quick start adventure, The Fomorian, Authority) secret enclave.
available for free at DriveThru RPG, and features in Medial Ring: This region encompasses the bulk of
Bust-Up on Bug Planet (pg. 233). Zeta Scorpii’s habitable planets and moons, with
their prevailing techno-tyrants. Most prominent is
the milky-white gas giant Typhus, with its 14 moons
LORDS OF THE RINGS serving as both playground and habitat for the great
Broadly speaking, the astrography of the Zeta Scorpii noble houses.
system can be broken down into three rings, based Outer Ring: AKA the Dust Ring, this comprises the
on their distance from the blue-white primary. system’s outer reaches and Oort cloud, a sea of
Inner Ring: These consist of planets not (yet) shining ice particles, comets, and frozen planetoids.
swallowed by the hypergiant, though still too close Outlaw corsair crews, or ‘Ringers,’ maintain bases
for comfort. Scathing stellar winds have stripped here, far from the reach of any planetary authority.
away the atmosphere on most, though ancient The mainframe for the deified AI, Skarborus, resides
technology lies untouched among irradiated ruins. here as well. Rumors persist of a derelict ship, with
These high-tech worlds pose other dangers in the a functioning N-space drive, drifting somewhere
form of still-functioning orbital defenses and robots. among the dust clouds.

228
CONCORDANCE HOUSE SFORZA
Zeta-Scorpii was once a travel hub for several Traditional power in the Zeta Scorpii system consists
systems orbiting supermassive stars, thanks to of great noble families and their fiefdoms, a holdover
a space-time anomaly called Concordance. This from more stable times. They are by no means the
wormhole instantaneously connected far-flung ‘good guys,’ as their squabbling has caused more
regions of the Milky Way galaxy. Unfortunately, Zeta deaths than the depredations of ambitious warlords.
Scorpii’s expanding mass has since enveloped it, Aristocracy has seen a slow decline, with some
cutting off a handy means of escape from the system. families reduced to a name and a coat of arms; these
A shadowy guild once held absolute power over all are often sought by wealthy tyrants for marriage, to
instantaneous travel. This group, the Concordance increase their own status with a ‘legitimate’ pedigree.
Interdiction Authority, or CIA, is still extant as a Arguably the most powerful of the families is House
religious cult, maintaining a secret base deep Sforza, which owns several moons in the Typhus sub-
beneath a burnt-out planet perilously close to Zeta system (see Worlds, pg. 179). The embodiment of
Scorpii. There, among the Caverns of Inquiry, the Machiavellianism, this family has been the instigators
order is said to possess at least one zygma sword of several wars, political upheavals, and general
(see Equipment, pg. 83), studied in hopes of strife among the worlds of Zeta Scorpii. High-ranking
rediscovering N-space drive. members spend their time in stasis, awakening only
for grand balls and fetes, while their AI manages
worldly affairs. Aside from Myrmidons (see Aliens,
MERCENARY MERCHANT’S CORPS pg. 161), the household bodyguard consists of
Following their motto, “War is commerce, commerce former assassins, originally sent against the family
is war,” the MMC maintains the closest thing to a and hired away from their employers.
large, organized fleet in the Zeta Scorpii system. House Sforza boasts a standing army of ancient,
Essentially a consortium of martial-minded free though well-maintained robots, as well as their
traders, operatives pilot heavily armed cargo ships flagship/mobile palace Augustus, and warship
along established routes. If the trading on a particular Vittorio, making them second only to the Mercenary
world looks sparse, a crew can hire themselves out Merchants Corps in military power.
as muscle to a local warlord—though MMC units won’t
fight each other. Well, not unless the pay is really
good. SKAROBUS
The most famous MMC group maintains a small squad As described in the Psionics chapter, pg. 203,
of cybertanks. Led by the charismatic Colonel Alonzo Skarobus is a massive machine intelligence and
Hamyr, these ‘Hamyr’s Scammers’ range through the self-anointed ‘deity,’ claiming to have supernatural
system, selling, bilking, and warring as they see fit. powers. After escaping assimilation by his ‘father’
program, Ourus, Skarobus fled to the Zeta Scorpii
system to hide within the Oort cloud, where his
ROVERS primary mainframe still resides.
An offshoot of Dust Ring pirates, rovers are groups of Skarobus’s many followers are actively engaged
well-armed freebooters who descend on backwater in The Plan, a means by which the AI intends to
worlds in spacecraft. Just like the Vikings of Old escape Zeta Scorpii’s destruction. His most faithful
Earth, if the locals are too well-fortified, rovers will also be spared, which contributes to their zeal.
engage in fierce haggling for goods to take to other Details of The Plan are purposefully kept secret,
planets. If settlements are only sparsely defended, though Skarobus is known for trying to create his
the rovers raid and pillage to their heart’s content, own N-space drive—and failing, at least twice, with
before returning to the stars. explosive results.

229
NEVER-SETTING SUNS
Starting Year: 233 D.R.*
Average TL: 5.
Verboten Tech: Anti-gravity, FTL communication.
Intelligent Aliens? Yes.
Drives: N-space drive, instantaneous travel via space-time anomalies.
Player Character Origins: Humans only (including high g and low g).
Weirdness: Any.
Great Reset Events: Many; the setting has only recently emerged
from a Dark Age.
Inspirations: Numerous Games Workshop wargames and their RPG
offshoots, E.C. Tubb’s Dumarest series, Bertram Chandler’s Grimes
series, and 2000 A.D. comics.

“Fear not my fellow soldiers, thou arm of the Undying Queen! Steel your resolve, and remember the bold
words of that most ancient sage: ‘But when the blast of war blows in our ears, then imitate the actions
of the tiger; stiffen the sinews, summon up—”
“Get on the bloody shuttle, you berks! Double-time!”
—Sgt. Simeon Gruss, Royal Marines, interrupting Chaplain O’Cleirigh’s sermon to the troops.

In the far-flung future, humankind has only recently Well it is that the Queen has a fierce and bellicose
emerged from a Dark Age spanning unguessable nature, because war is a constant in her empire.
gulfs of time. The Old Empire has once again Beyond hostile aliens (chief among them the
reformed and is beginning to reassert itself among Xhovids), a civil divide is currently brewing between
the stars, though several alien races, waxing while royalist and pesky Neo-Parliament forces, the latter
humans have waned, are now poised as threats, led by a rogue military AI named Cromwell. Further,
ready to pounce on this waking giant. the troublesome New Avignon system, with its
Much of the Empire’s resurrection is due to the covens of Twisted Psychics and cult followers of Azm,
actions of Gloriana Lascelles-Pinder the III, now presents a more subtle, supernatural threat a fleet of
better known as the Undying Queen. Beloved among warships might ever hope to overcome!
the masses, said to be guided by an inner vision, the Never-Setting Suns is a love-letter to British sci-fi,
Queen has lived for several centuries, and though at embracing tropes of class warfare, urban decay,
least some of her longevity can be credited to anti- and personal fortitude in the face of grinding war.
aging treatments, her continued existence has been Fantasy themes such as dark magic and psychic
declared a miracle by the Universal Order of Benign ‘wizards’ make the setting more approachable for
Sentience, with the year of her deification marking players coming from popular RPG systems. And oh
the start of the new Imperial calendar. yes, it’s quite grimdark!

* Deus Regina, or the deification of the Undying Queen. Presumably, many millennia into the future.

230
LOST COLONIES
No one knows exactly how far the Old Empire had Finally, though the Order has traditionally been a
spread, prior to its collapse. Thousands, maybe syncretic religion, there has been increased pressure
millions of settlements were abruptly cut off, with to denounce any non-human beliefs, and aliens
many of these doubtless perishing in the darkness in general as part of a pro-human propaganda
that followed. However, given the resiliency (some movement. While some xenoforms, like the Xhovids,
would say perniciousness) of humanity, many more clearly pose a threat to survival, others don’t seem to
have likely persisted. fit within an ‘inherently evil’ mold.
Of the colonies since rediscovered by Imperial
survey ships and free traders, a disturbing trend
has emerged. Many of these lost worlds became STRAYA SYSTEM
devotees of Azm, embracing Entropy in its myriad Originally slated as a penal/dumping ground for
forms, even as scientific progress declined. And many, convicts and other undesirables of the Old Empire,
therefore, don’t want to rejoin the empire! the Straya system actually flourished during the Dark
Finally, rumors hint at the existence of a Domesday Ages. A chief reason is the military combine formed
Book, compiled before the advent of the Dark Ages, on New Brisbane, a rocky, arid Doom world (see pg.
cataloging all Imperial holdings, along with their 171), with a reputation for breeding exceptional
locations. If such a reference were found, it could soldiers. Exporting mercs, in fact, is the planet’s main
prove invaluable in reuniting the Old Empire—or source of income. Clients include the Empire for
fomenting the seeds of rebellion! ‘special’ (i.e., plausibly deniable) missions and small,
independent settlements scattered along the edge of
chartered space—a region called the Rim.
UNIVERSAL ORDER OF BENIGN For more details about the mercenary forces of New
SENTIENCE Brisbane, see the extended vehicle combat example
on pg. 141.
The Order (detailed on pg. 203) was one of the few
humanizing forces that continued to function through
the Dark Ages. However, after dabbling in politics and
deifying the Queen, many feel the organization has
lost its way. Several schisms have developed, chief
being those who question the ‘miracle’ of their (now
divine) supreme ruler, though this faction is in the
minority.
Another divide concerns the fight against all-
encroaching darkness. With their esoteric knowledge
and faith, priests of the Universal Order are the de
facto soldiers battling Entropy. In their zeal, some
renegade priests have gone so far as to employ ‘the
weapons of the enemy,’ i.e., bound demons, while
some, less blasphemous, have revived the study
of the Chatterjee Equations (see pg. 195) to put
themselves on an even footing with supernatural
opponents.

231
PSIONIC OFFICERS
As noted under the Psychic career description
(see pg. 37), the Undying Queen’s ships of the
line staff at least one psionic officer (PO) for
instantaneous, telepathic communication. Regular
laser/optic communications lags at the speed of light,
necessitating a PO to relay timely orders from the
Throne World or major base of operations. PO’s with
precognitive abilities are also used to predict and
avoid dangerous N-space anomalies.
Rules-wise, PO’s are at least rank 2 Psychics, most
with the Psionic Aptitude (Telepathy) boon, but also
a few specializing in clairvoyance as well.

FOR QUEEN AND COUNTRY


Never-Setting Suns is nominally a military-themed
setting (see pg. 218). Heroes might be members of
the Royal Marines, Royal Navy, or one of the Queen’s
vast intelligence agencies, policing the Empire from
within. Specialization rules (see Everywhen, pg. 11)
are therefore recommended, to help distinguish PCs
when everyone is a squaddie.
Whether heroes stay within a military focus, loyal to
the Queen, however, is another matter. For example,
after nearly getting wiped out on a suicide mission, or
DEEP HOVEL ‘tainted’ by too much exposure to cultists or Twisted
Imperial core worlds, more often than not, have Psychics, PCs may go rogue (gaining the Hunted
become overcrowded symbols of urban blight. flaw) and fight for survival against a suddenly hostile
Towering hab complexes dominate grim city skylines, Empire.
their brutalist architecture blotting sunlight already
obscured by a pollution-haze. A citizen’s place in
society is represented by their verticality, with a GOLDEN CUIRASSIERS
lower, middle, and (literally) upper class. The bowels An elite squad of Royal Marines, this unit serves as
of these structures are overrun with a colorful, bodyguard to the Undying Queen herself, when not
Dickensian underworld of rogues and violent youth undertaking perilous missions deemed essential to
gangs. the Empire’s welfare! They wear titular powered
The slum world Deep Hovel stands as the most armor, well-maintained since ancient times (see
famous example of such societal decay, a sprawling, stats on pg. 84), and bear high TL melee weapons
nigh-ecumenopolis with close to 90% unemployment. for backup, including collapsium maces and plasma
The complexes here routinely engage in ‘hab wars,’ glaives.
where organized tenants enact tribal conflict to Members are statted as Heroes rather than Toughs.
settle old rivalries, compete for parking spaces, and Appointment to the Cuirassiers is based on merit, not
generally try to reduce the number of dole recipients birthright, making it the most hotly competed-for
in a homicidal ‘more for us’ mob mentality. post in the armed forces.

232
11. BUST-UP ON BUg
Planet
ADVENTURE OVERVIEW The planet Vermis was originally featured in the
Bust-Up on Bug Planet is a brief adventure Everywhen quick start adventure The Fomorian,
introducing the world of Vermis, inhabited by several and is expanded upon here. Though written
types of humanoid insects. PCs are hired to rescue for the Hypergiant setting (pg. 227), Bust-Up
a stranded noblewoman named Gretchen D’Ora, on Bug Planet can easily be adapted to other
whose yacht recently crashed. Arriving via drop- campaigns.
pod, heroes first visit the human enclave of Tumble, The scenario works best as an introductory
where they can arrange an expedition to the crash adventure for fledgling heroes; powered armor
site. After a series of encounters, they discover the and heavy weapons can make encounters with
yacht wreckage being towed towards the alien City of the low TL natives much less challenging.
Palanquins. Unfortunately, Lady D’Ora is not aboard, Discretion is encouraged with such items!
having already been captured.

233
PCs arrive in the city just as D’Ora is auctioned off ‘SMU’ stands for Standard Monetary Unit, and the
to her new master, the Phasmid queen Maronis astronomical sum hints at just how important the
623. From there, they must chase Maronis back to Baroness is. Cash-strapped PCs can’t pass this up, but
her mountain hive-fortress, where a climactic battle for further inducement, the steward adds that their
ensues. Heroes hopefully escape with Lady D’Ora passage costs will be refunded if they accept (the
intact, only to discover a sinister plot involving the ship’s captain is receiving a cut from House Kirche).
Phasmid reproductive cycle. A review of the ship’s library or personal computing
device can yield basic information about planet
Vermis (see pg. 235), as well as verify the existence
NOTE: This adventure assumes PCs don’t have of a Baroness D’Ora in the galactic equivalent of
ready access to a starship, or an excursion Who’s Who.
vehicle like a rover or flyer. Otherwise, the
On acceptance of the mission, planetary co-ordinates
overland travel portions of this scenario are
are provided for the likely crash site. House Kirche
handled too easily. If not following the events
has already dispatched a fast ship, but this will take
outlined in Start below, the GM is encouraged
several days to reach Vermis. The Filthy Lucre is
to have any ships owned by PCs to crash land,
slowing down enough to enter orbit and launch a
or perhaps impounded by Boss Murtaugh when
drop-pod with PCs aboard; they’ll be effectively
they set down at Tumble’s starport (see pg.
stranded until the retrieval ship arrives. If pressed,
236). Any vehicles carried aboard will likewise
the Lucre’s captain admits her aging cargo ship hasn’t
be damaged or seized.
tried an atmospheric landing in over a decade, and
doubts its ability to safely do so.

START
PCs are chartered passengers aboard the cargo PLANETFALL
liner Filthy Lucre, traveling from point A to point The drop-pod also doubles as the Filthy Lucre’s
B. Perhaps they’re in hot- or cryo-sleep, or already lifeboat. A heat-shielded sphere, it has drag-shrouds
awake and bored out of their minds from the long and enough fuel in its attitude jets to slow descent,
journey. Whatever their state, a nervous steward but that’s it. After a jostling insertion into Vermis’s
speaks with them, explaining an emergency message atmosphere, it drifts down over an expanse of rocky
has just come through on the ship’s communications badlands known as the Vespid Barrens. Jets fire,
laser. The message bears the code-seal of House shroud lines cut, and the little craft lands with a jolt.
Kirche (or similar great noble family). Stepping out, PCs are treated to a hot, dry wind
smelling faintly of rotten eggs. Pale yellow dunes
ripple into the distance, but about 7 kilometers
ATTENTION, COMMERCIAL CRAFT FILTHY LUCRE. away juts a hill of solid rock. This marks the
YOU ARE CLOSEST VESSEL TO PLANET VERMIS. location of Tumble, the only human settlement on
IMMEDIATE RESCUE OF HOUSE PERSONNEL the planet. According to House Kirche, D’Ora’s last
REQUESTED. BARONESS GRETCHEN D’ORA AND communication was that she’d try to crash-land
HER PHYSICIAN HAVE CRASHED. TWO MILLION somewhere near it.
SMU REWARD FOR SAFE RETURN. MORE No handy vehicle means PCs will have to hoof it for
DETAILS ON ACCEPTANCE OF ASSIGNMENT. the ‘city.’ Luckily, there are no encounters along the
END MESSAGE way (unless the GM desires otherwise; see pg. 242
for potential encounters).

234
VERMIS
Diameter: 14,480 km
Gravity: .87 G
Atmosphere: 78% nitrogen, 16% oxygen, 4%
methane, trace sulfur dioxide and xenon
Moons: None
Average TL: 2

Vermis is a low-metal, semi-arid world with little seasonal variation. Approximately 40% of its land mass
is covered with shallow, tideless seas. Fungus grows in moist vales across the planet; the savannah-like
equatorial regions support trees similar to acacias, with sheets of symbiotic moss hanging from branches.
Vermis is renowned for its abundance of insects. The planet hosts three prominent species of intelligent
life: savage Thrips, industrious beetles (present in millions of different forms), and the mystic Phasmids,
apex parasites who lord it over the other two. Phasmids have developed an unusual form of bio-
technology based on the selective breeding of ‘lower’ insects.
Humans on Vermis have usually been brought there by slavers, traded to the Phasmids for rare poisons,
decorative chitin, and fungus-based medicines. Seen as chattel, humans are used for larvae incubators and
disposable troops in Phasmid ritual warfare.

EQUIPMENT
PCs arrive on Vermis with their personal equipment, weapons, and armor. As a lifeboat, the pod carries
standard survival equipment, as well as a precious voder (see Equipment, pg. 95). This device allows
two-way communication among natives, translating their cicada-like chirps into human words and vice
versa. Local humans without voders have evolved a sort of trade-pidgin, but this conveys only limited
information.
• 1 voder.
• 1 inertial compass.
• 1 survival blanket per PC.
• Water and emergency rations (enough for 2 people to last 4 days).
• 2 universal power cells.
• 1 omnitool.
• 1 medi-kit (non-automated; someone has taken all the painkillers).
• 1 thermal cube.
• 1 macroscope with IR and UV filters.

235
WELCOME TO TUMBLE
Heroes will smell Tumble long before their eyes can At the base of the hill lies a flat circle of fused silica,
pick out specific details. Clusters of shacks and lean- with a slightly radioactive fuel depot and ancient
to’s have been built into the hillside, with a flattened transponder nearby. This arrangement serves as
top for a bazaar and a semi-fortified compound Tumble’s ‘starport.’ Unless the GM decrees otherwise,
belonging to the local strongman, Boss Murtaugh. there are no starships parked and none coming, until
Roughly 500 people, mostly escaped slaves, outlaws, the House Kirche ship arrives (see Endgame, pg.
and expatriates, along with the occasional bounty- 250).
hunter or merchant, can be found within. Aggressive Tough as Tumble looks, PCs who keep on their toes
insects are kept at bay by Murtaugh’s goons, some should be able to avoid casual violence like mugging
of whom carry energy weapons, and the enclave’s or assault, unless they split up. If the latter occurs,
general reputation. A few Thrip mercenaries and one of the smaller parties will be ambushed as soon
low-caste beetles can be glimpsed milling among the as they take a side street or pass a trash-filled alley.
unwashed humans, but no Phasmids, aside from Val There will be 3 x PCs number Rabble, and they attack
268, Murtaugh’s personal bodyguard. Most Phasmids with abject desperation.
wouldn’t be caught dead in a dump like this!

236
GUTTERSNIPES (RABBLE)
A success with either cajoling or threats nets the
following information: about 2 days prior, a fireball
Attributes Combat Abilities was seen descending to the northwest, somewhere
Strength 0 Attack +0 melee near the Phasmid City of Palanquins. There was
Agility 0 Damage d3 no subsequent explosion, however. No one from
Mind 0 Defense 0 Tumble went to investigate as humans avoid the city
Appeal 0 Protection 0 at all costs, and the residents there would claim any
Lifeblood 3 salvage.
On a Mighty or Legendary Success the helpful
informant estimates the ship went down some
These emaciated men wear rags and wield filthy 200 kilometers away, a 4 day hike under optimal
knives, though their dire situation gives them conditions.
strength. They are interested in stealing PCs valuable
tech and/or metal. They won’t fight to the death, and
can be cowed with a significant show of force. Treat
THE BAZAAR
as rank 1 Criminals or Drifters. Tumble boasts a motley marketplace of stalls and
tents, where the settlement’s usual odors give way
to fungal-based spices. The bazaar offers a little of
ASKING AROUND everything, including off-world tech, insect livestock,
PCs looking for information regarding D’Ora’s crashed and, unfortunately, human beings. Badland slavers
ship can try accosting passersby, visiting one of the sell people to Phasmid representatives here, mainly
local watering holes, chatting-up market goers, as larvae hosts.
or even demanding audience with Boss Murtaugh Because Vermis is metal poor, standard currency
himself. This last option is risky—see The Compound consists of iron shavings weighed out on a scale.
on pg. 238 for more details. Barter is more common, however. PCs can buy
Gathering information is generally an Appeal roll, enough water and food (cakes made from pounded
modified by charismatic careers like Entertainer or grubs) to round out their supplies. A paddock at
Merchant. Simply walking up to someone and asking the edge of the market sells the local horse analog;
questions on the street entails a Hard (-1) to Tough a broad-backed dray beetle, capable of bearing
(-2) modifier. Making queries in the marketplace 2 people plus gear. Thrip guides familiar with the
or a bar is more natural, with only a Moderate (0) Vespid Barrens are also available for hire.
modifier. This rises to Easy (+1) to Very Easy (+2) if Sharp PCs may realize their abandoned drop-pod has
the PC purchases an item from a bazaar vendor, or value. ‘Salvage rights’ can be sold for enough iron to
buys someone a drink (most likely a foul-smelling easily make the above purchases.
fungal ale, laced with hallucinogens). See The
Bazaar for information on the local currency. DRAY BEETLE (TOUGH)
Intimidation is also an option, using a character’s
Strength and any ranks in martial careers. This
approach, however, entails a Hard (-1) modifier, as Attributes Combat Abilities
Tumble’s populace are a hard-bitten lot. Additionally, Strength 5 Attack +0 melee
any heroes doing so will be noticed by one of Agility 0 Damage d6L+2
Murtaugh’s goons (see pg. 238), who hurries back to Mind -2 Defense 0
tell the boss. The sight of strangers shaking people Appeal — Protection d6-2
down naturally piques his curiosity. Lifeblood 10

237
THE COMPOUND
Squatting atop the highest portion of the hill, this
ramshackle fortress commands a good view of the
marketplace and surrounding badlands. A 3m wall of
scrap-metal, stone, and adobe brick surrounds a little
courtyard and 3 buildings. The wall is thick enough to
allow a lone sentry to pace atop, night or day, with a
laser rifle at the ready.

MURTAUGH’S GOONS (TOUGHS)

Attributes Combat Abilities


Strength 1 Attack +1 ranged/melee
Agility 1 Damage by weapon
Mind 0 Defense 0
A domesticated beetle, bred for hauling capacity Appeal 0 Protection d6-3
and easy temperament. Their carapaces are near- Lifeblood 6
flat, making it easy to sit atop and lash cargo. The
driver sits directly behind the creature’s head and
can manipulate its antennae as if they were reins, Murtaugh maintains a band of elite thugs, who serve
controlling direction, speed, etc. Though dray beetles as Tumble’s default police and defensive militia.
can’t gallop, their scuttling feet can move fast as a They are armed with either lasers or coilguns (rifles
trot, and they are nigh-tireless. or pistols) and wear leather dusters over nanotube
vests (light protection). About half carry osmium
THRIP GUIDES (RABBLE) combat knives and the other half shock rods. Treat as
rank 1 Criminals, rank 1 Soldiers.

Attributes Combat Abilities If formally hailed by PCs, who identify themselves


Strength 0 Attack +0 melee and give a credible reason for seeing Murtaugh, the
Agility 0 Damage d3 sentry will open the gate at D, after first warning Val
Mind 0 Defense 0 268 and the Boss to expect visitors.
Appeal 0 Protection 0
Lifeblood 2 Building A
Communal quarters for Murtaugh’s thugs. There
are bunks, a chemical toilet, a dining room/kitchen
These are outcasts from the Thrip nomad tribes, area, etc. The gang totals 1.5 x PCs number Toughs,
forced to work for humans in their dung-heap round up (minimum 6). At any given time, half will
town. Thrips resemble 2m tall humanoid silverfish, be here, and the other half dispersed through the
slightly stooped and covered with tiny white bristles. enclave, doing thuggish things. Note that Murtaugh
Non-warriors (Rabble) are not nearly as strong can muster a much larger force, if necessary; about
as their bellicose counterparts and can’t use their 4 x PCs number Rabble, using the guttersnipe stats
impressively long antennae as weapons. The guides’ given on pg. 237.
low status is denoted by the lack of metal worn on Building B
their bodies; these dregs have only a bangle or two This is a reinforced cargo container, with several
made of cheap tin alloy. Treat as rank 1 Scouts. insulated cables running from it to buildings A and

238
COMPOUND MAP

B =2m

C. The hatch has a sophisticated biometric lock, VAL 268, BODYGUARD (RIVAL)
keyed to Boss Murtaugh. Bypassing it requires a
Formidable (-6) Mind check and the Engineer career.
Inside is a barrel-sized fission micropile powering the Attributes Combat Abilities
compound, along with hoarded valuable tech and Strength 1 Initiative 1
weapons. Agility 3 Melee 1
Building C Mind 0 Ranged 1
The largest shack contains Murtaugh’s office and Appeal 0 Defense 1
sleeping quarters. Immediately noticeable is some Lifeblood 11 Protection d6-2*
type of vehicle kept under tarps atop the roof. This is
a military surplus jet copter, currently unflyable as it
needs new parts. Murtaugh has these on back order, Careers Boons/Flaws
but no one really knows when the next cargo hauler Noble 1 Alert
is going to set down. Soldier 2 Thick Skin
The strongman’s personal bodyguard, Val 268, is Scout 0 Taciturn
usually lounging around the front door, controlling Drifter 1
access to the boss. A Phasmid warrior, she has a Rival Points 5 PP/AP/FP 0
stridulator in a low-slung holster across her bony hips
and a sickle-shaped sword.

239
* Light armor + 1 pt. chitin. Minimum protection 1. Murtaugh greets PCs with both feet planted on his
Val 268 was formerly a retainer attached to one of desk, smoking a cigar and sipping Tullamore laced
the larger Phasmid noble clans. Unfortunately, both with euphorine—which he might offer to heroes, if
her lord and the other members of her cadre were they prove genial enough. He keeps his plasma caster
slain by a rival family. A lordless warrior has no place trained on PCs, beneath the concealment of his desk;
in Phasmid society; Val 268 could either kill herself all drinking and smoking is done with his left hand.
or wander the sandy wastes, alone. She opted for
the latter and wound up in Tumble, making her
humiliation complete. SPEAKING WITH THE BOSS
Though speaking with the local crime lord might
If a group of PCs looks important enough, and shows strike PCs as a pragmatic thing to do, it’s not
a modicum of respect, Val 268 escorts them back to really a good idea here. As long as heroes keep a
Murtaugh’s office, where she will linger for moral low profile in Tumble, they can gather necessary
support. information, outfit themselves for an expedition
to the suspected crash-site, and be on their way
BOSS MURTAUGH, STRONGMAN (RIVAL) with minimal fuss. However, if they demand
an audience, or if their actions bring them to
Murtaugh’s attention . . .
Attributes Combat Abilities
As PCs are likely a motley lot, the Boss doesn’t
Strength 2 Initiative 0
assume they’re here for some earth-shattering
Agility 0 Melee 1
reason. This changes abruptly if they mention
Mind 1 Ranged 2
they’re looking for a crashed noblewoman
Appeal 1 Defense 1
and/or the amount of money involved. Either
Lifeblood 12 Protection d6-2*
revelation gains Murtaugh’s full attention! He
immediately schemes how to get his hands on
all that SMU, more than enough to finally get off
Careers Boons/Flaws this miserable rock.
Barbarian 1 Detect Deception Most likely, Murtaugh will send Val 268 along
Merchant 0 Fear Resistance with PCs on their mission as ‘help,’ while he
Mercenary 1 Greed arranges an appropriate ambush for when they
Criminal 2 return with D’Ora (see Endgame, pg. 250). This
Rival Points 5 PP/AP/FP 0 could be useful if the adventuring group needs
additional muscle, as well as prove valuable
once within the City of Palanquins, with Val
* Medium carbon nanotube armor. 268 serving as a (reluctant) guide to Phasmid
Murtaugh is a burly, balding man going to fat, culture.
with blue woad facial tattoos from his homeworld Note both Murtaugh’s Fear Resistance and
of Skath. A thorough opportunist, he’s not above Detect Deception boons, which make him good at
extortion and outright robbery, though he’s ignoring threats while sniffing out the PCs true
mellowing (somewhat) in his old age. His lordship motives.
over Tumble is the culmination of several unfortunate
events, which he is loath to relate. He carries a
plasma caster pistol and osmium forest axe (use stats
for sword), the latter as a reminder of his origins.

240
SKY-HIVE

SEA of Worms

City of
Palanquins

CRASH SITE
X
Vespid
DROP POD barrens = 20 km
X (Landmarks not
TUMBLE to scale)

BADLANDS
Hopefully, PCs take the time to outfit themselves Aside from cold temperatures, the Barrens is a far
properly before undertaking the next step of their more dangerous place at night. Packs of Small sized
journey, a search through the northern Vespid nocturnal predators, resembling furred locusts with
Barrens for D’Ora’s crashed ship. Though there are no sickle-bladed appendages, awaken to hunt. Their
roads connecting Tumble to the City of Palanquins, ululating cries reach a crescendo whenever they
there are several trails, and the presence of Thrip corner something, and echo until dawn.
guides can make navigating this area academic.
DEATH HOPPER (TOUGH)
The Barrens present a rocky, alkaline landscape,
dotted with patches of low-lying scrub and shallow
valleys. Though it seems a wasteland to human Attributes Combat Abilities
eyes, the area is actively utilized by nomadic Thrip Strength 1 Attack +1 melee
clans, grazing their insect livestock among the vales. Agility 1 Damage d6L
Visibility is excellent except for occasional sluggish Mind -2 Defense 1
sandstorms, which aren’t strong enough to present Appeal — Protection 1 pt.
more than a nuisance. Temperatures during the day Lifeblood 6
are a consistent 33 degrees Celsius (92 degrees
Fahrenheit) but drop rapidly at night to around -4.4
degrees C (25 degrees F), below freezing.

241
THRIP RAIDER (TOUGH)
These insects are roughly the size of a Siberian
wolf. Aside from sickle-claws and striped fur, their
most notable feature is a pair of powerful hind legs, Attributes Combat Abilities
like a grasshopper’s, allowing them to leap up to Strength 3 Attack +1 melee/ranged
10m horizontally for a killing pounce. Like wolves, Agility 0 Damage by weapon
they howl to communicate with one another and Mind 0 Defense 0
effectively ‘herd’ prey. Appeal -1 Protection 1 pt.
Hoppers usually avoid groups of unwounded Lifeblood 8
Medium-sized creatures (like humans), especially
with campfires, though they may skulk around the
perimeter, hoping to catch a straggler. A standard Considered barbarians by the other intelligent species
pack consists of 1 to 2 per PC. of Vermis, Thrip raiders are immediately noticeable
by the bits of hammered metal (usually copper and
iron) used to strengthen their chelicerae and whip-
As noted previously, reaching the suspected crash site like antennae, with the latter serving as weapons
will require about 200 kilometers of overland travel, (d6L+1 damage) in a pinch. The creatures’ long,
or roughly 4 days on foot. If PCs thought to purchase willowy limbs belie a ferocious strength.
dray beetles, this time is cut in half. The GM can roll In addition to their high TL weaponry, the Thrip
for 1 encounter during the day or simply choose leaders carry sickle-bladed swords (d6+3 damage).
from the events below. Encounter #5 is strongly They view armor or shields as cowardly, and
encouraged as it foreshadows flying beetles, which therefore only rely on natural chitin for protection.
will likely be utilized by PCs later in the adventure. Treat as rank 2 Raiders.

1) Huge grub-like creatures, the size of small hills,


THRIP WARRIORS (RABBLE)
are spotted in the distance. These giant grazers (size
scale 3) are being tended to by a tribe of nomadic
Thrips. Closer inspection reveals the herders scaling Attributes Combat Abilities
the grub’s sides with grappling hooks, where they Strength 0 Attack +0 melee
used curved flensing-knives to cut away sections of Agility 0 Damage d3
flesh. The grubs don’t seem particularly bothered by Mind 0 Defense 0
this treatment. Appeal 0 Protection 0
These Thrips are not warlike and will attack only to Lifeblood 3
defend themselves or their property. Use the Thrip
guide (Rabble) stats on pg. 238.
These hardy creatures are armed with crescent-
2) A Thrip raiding party spots the heroes and attacks. bladed spears. Well-organized, they attack using the
There is 1 Tough leader armed with an off-world horde option (see Everywhen, pg. 63). Treat as rank
coilgun rifle and his Tough lieutenant, carrying 2 1 Raiders.
epoxy grenades. The rest of the group (2.5 x PCs
number, round up) are Rabble. All are intent on 3) Carrion dragonflies can be seen circling over a
acquiring the PCs tech and copious amounts of metal! stretch of unusually oppressive terrain. If any Thrip
If Thrip guides were hired in Tumble, they will sense guides are present, they become nervous and advise
the approaching raiders and give warning, allowing PCs to skirt this area before going any further. Doing
PCs a chance to hide or arrange an ambush. so adds 1 day to travel time.

242
If heroes press on, they soon come upon a large The Bladeybug uses its wings for assisted hops up to
pack of Death Hoppers, decapitated, disemboweled, 50m away. Its high defense value reflects sudden,
bisected, etc., in what appear to be creatively erratic movements that make it difficult to draw a
inspired ways. Very little of the remains have been bead on. The beetle will spend Rival Points to Shake
eaten, suggesting the Hoppers were killed for sheer off Wounds as well as invoke Vital Blow on melee
amusement. At this point, any Thrip guides attempt attacks, allowing its steel-hard scythes to carve
to desert. through even powered armor!
Eventually, PCs reach a mound of rotting 4) A deserter from Boss Murtaugh’s gang has been
exoskeletons surrounding a large boulder. Atop the tailing PCs ever since they left Tumble, and now
rock, sunning itself serenely, is what appears to be chooses to reveal himself. Jaryx Thurl delivers an
an innocuous, Medium sized beetle with a cherry- impressive list of grievances concerning his employer
red carapace. Black, eye-shaped dots cover its back, to anyone willing to listen. He tactfully explains the
perhaps to scare away predators. PCs “seem like a better class of losers” than the usual
At this point, the beetle notices PCs. Its carapace Tumble standard and offers to throw in his lot.
splits down the center and slides back, revealing
wings and three pairs of scythe-tipped limbs, JARYX THURL, DISGRUNTLED THUG (TOUGH)
unfolding themselves in preparation to attack!

BLADEYBUG (RIVAL) Attributes Combat Abilities


Strength 2 Attack +1 melee/ranged
Agility 1 Damage by weapon
Attributes Combat Abilities Mind 0 Defense 0
Strength 4 Initiative 0 Appeal -1 Protection d6-3*
Agility 2 Melee 1 Lifeblood 7
Mind -1 Ranged 0
Appeal — Defense 3 (4)*
Lifeblood 14 Protection d6-2 * Light carbon nanotube armor.
Jaryx’s background is the typical hard luck story of
most goons for hire, notable in that he sees himself
Careers Boons/Flaws as an eternal victim and complains incessantly. He
-None- Slippery Target carries a needler pistol (“I always get the rubbish
Savage gear”) and an osmium combat knife. Treat as a rank
Rival Points 5 PP/AP/FP 0 1 Scout, rank 1 Criminal.
Jaryx’s actual sincerity is up to the GM. If treated well
enough, he may attempt to warn PCs if he senses
* vs. ranged attacks they’ll be ambushed by Murtaugh on their return to
This greatly feared apex predator, the basis for many Tumble (see Endgame, pg. 250). On the other hand,
legends in Thrip lore, revels in slaughter and has the if treated poorly, he may try a double-double cross,
morbid habit of decorating its nests with ‘trophies’ betraying them to Murtaugh at some opportune
killed for sheer sport. This last behavior is theorized moment and claiming this was his intention all along.
as a means of attracting mates.

243
WARRIOR BEETLE (TOUGH)
5) A flight of winged beetles can be seen in the
distance, noticeable because of their altitude. Attributes Combat Abilities
The creatures are flying in a delta formation. Strength 2 Attack +2 melee
Magnification reveals they have Phasmid riders Agility 1 Damage by weapon
dressed in flowing gray cloaks. This is a scouting Mind 0 Defense 0 (1)
party; they evince no interest in the PCs and fly off Appeal -1 Protection d6-2
immediately if fired on. Lifeblood 7
6) A half-dozen humanoid beetles, wearing cowled
robes and keeping their heads bent, are making slow
progress across the Barrens. One female is covered Vermis is home to nearly 3 million different beetle
with hundreds of smaller, squirming beetles (her species, most of them bred by Phasmids to be
young). All are peaceful. If communicated with, the peaceful and submissive. Warrior caste beetles are
beetles explain they are on a pilgrimage to seek ‘The an exception. These are rank 2 Soldiers, used as the
Worm of the World,’ a legendary annelid said to main infantry in Phasmid ritual warfare and a police
encircle Vermis at the equator. force for urban centers.
Treat the beetles as Rabble with 2 lifeblood apiece, Warriors have especially thick chitin (1 pt.
and 1 rank in the Mystic career. If PCs are friendly protection), wear helmets and small shields, and are
enough, the pilgrims explain they have lost half their armed with hooked lances (d6+2 damage) and heavy
number to Death Hoppers and inquire if they can throwing sticks (d6L + 1 damage, range increment
share camp for the night, in mutual protection. The 4m).
first PC to agree is blessed by the group and receives
a Faith Point.

CRASH SITE
With the spindly, termite-like towers of the City of
Palanquins looming in the distance, PCs at last come
upon a flat expanse marred by a long, scorched
gouge. There is no crater; this is exactly the kind of
mark a small yacht would make while crash-landing.
The yacht is gone, however. At the terminus of the
gouge are a cluster of large footprints and a line of
scraped sand disappearing towards the city.
Following the trail leads directly to the yacht, the
Vivant, being dragged by a pair of house-sized dray
beetles at a sedate pace. Several humanoid beetles
marching alongside have claimed the wreck as
salvage. There is 1 Rabble beetle (2 lifeblood, rank
1 in Merchant) and 1 Tough warrior beetle per PC,
though the group will be more curious than hostile.
If asked, the beetles explain the yacht’s human crew
have already been captured and are slated to be sold
in the City of Palanquin’s slave market.

244
THE GOOD DOCTOR
The beetles can be bribed, or less diplomatically, PCs who inquire about the slave market and/or the
overcome to allow access to the Vivant. Every item humans taken from the Vivant are directed to a vast
aboard not bolted down has been taken. A diligent plaza near the city’s center. On arrival, they notice a
search of the ship’s engine room and a Tough (-2) commotion; a group of Phasmids clustered around
Mind check, modified by ranks in Engineer, uncovers someone. Over a low roar of clicks and hisses a
signs of sabotage. shouting human voice can be heard!
At this point, any Thrip guides will take their leave Closer inspection reveals a tall, distinguished man
and head back to Tumble. with gray hair dressed in court livery. His uniform,
now somewhat bedraggled, bears a silver caduceus,

THE CITY OF PALANQUINS which has also been prominently tattooed across his
forehead. He is arguing with the Phasmids, holding
Numbering close to half a million inhabitants, this up a humming vibro-scalpel and proclaiming it as a
is the largest settlement on Vermis’s Southern weapon.
Continent, situated close to the Sea of Worms. As This is Dr. Bhatt, court physician of House Kirche,
PCs approach, they first pass through fields of pale and Gretchen D’Ora’s personal doctor. He is trying
fungus grown in carefully tended vales. Spindly to demonstrate his status as a ‘warrior’ to the caste-
towers made from secreted resin mark the perimeter. conscious Phasmids and thus avoid being sold as a
Within the city proper move throngs of humanoid slave.
insects, mostly beetles, present in a bewildering array
of shapes and sizes, but also smaller groups of Thrips DR. BHATT, ROYAL PHYSICIAN (TOUGH)
and aloof Phasmids, the city’s nominal rulers.
The city is so named because of its main concourse,
a series of concentric roads. Higher-caste dwellings Attributes Combat Abilities
are mobile, schlepped along on the backs of dray Strength 0 Attack +1 melee
beetles in endless procession. Among the stationary Agility 0 Damage by weapon
buildings are stone amphitheaters where games Mind 3 Defense 1
of tawalle * are re-created, markets, and Phasmid Appeal 0 Protection 0
tea houses. Vermis tea is surprisingly excellent, and Lifeblood 5
could become a major off-world export with minimal
investment.
Leonid Bhatt comes from a distinguished family
PCs will find their presence in the alien city met with highly trusted by House Kirche. Unfortunately, he is
indifference. Armed humans are considered warriors, tragically consumed with revenge for a heinous crime
and therefore not chattel. As long as they follow the committed against his parents. The Vivant’s crash-
rules of polite society, heroes can make purchases, landing on Vermis was engineered by Bhatt as part
engage in small-talk, and generally go about their of a larger scheme (see pg. 250).
business. Any overt hostility, however, will bring
down squads of warrior-caste beetles (see pg. 244) Bhatt is a rank 2 Physician with the Genius and
to imprison the offender. Psionic Resistance boons, as well as the Obsession
flaw. His Resistance comes from intensive training;
* A chess-like game, played on a hexagonal board. medical knowledge concerning high-born patients
Tawalle is multigenerational, meaning an individual is considered sacrosanct and protected against
Phasmid is allowed only a single move—they spend a telepathic intrusion.
lifetime contemplating their turn.

245
Though Bhatt is genuinely surprised to see PCs, he
will try to turn their appearance to his favor,
begging for assistance in convincing the
Phasmids he isn’t property. The heroes’
presence alone is enough to sway
the impressionable aliens, who
promptly back off.
Grateful, Bhatt explains he and the
Baroness D’Ora were forced
to crash land after engine
failure. As Gretchen
carried no weapons when
brought to the city, she
was deemed part of the
ship’s salvage, and sold to
a high-ranking Phasmid
noble. The transaction
took place scant hours
ago; he’s been arguing with the
alien slavers since. Perhaps if they hurry,
Gretchen can be tracked to the noble’s estate
and rescued!
Doctor Bhatt is omitting several important details BY AIR OR BY SEA
in his story. He sabotaged the Vivant’s engines Directions to the queen’s fortress are readily
and suggested D’Ora crash-land near the City of available. Though the distance isn’t formidable, the
Palanquins, as he had already made a deal with structure is situated high atop a mountain range. A
the Phasmid Queen, Maronis 623, to purchase the straight path from the city is blocked by the Sea
Baroness. However, wily Maronis reneged on the deal of Worms; a shallow body of pearlescent water,
after buying Gretchen and left Bhatt to his fate in teeming with algae and aquatic annelids.
the marketplace. See the sidebar on pg. 250 for full The quickest route is via flying beetles, kept in
details of Bhatt’s devious scheme. pens throughout the city. Dr. Bhatt can suggest this
If PCs think to ask any bystanders, or the Phasmid option, if necessary. Though relatively easy to fly
slavers themselves, they helpfully elaborate on what (see sidebar), these specially trained beetles are
has happened to D’Ora. “She is slated to bear the expensive, requiring valuable barter. Attempting
larvae of no less than Maronis 623, a queen of the to steal beetles is also possible, though PCs are
Phasmids. Surely, she must be a great person among then forced to figure out how to pilot them without
your people to be granted such an honor. Even now helpful instruction.
they head towards the queen’s fortress, the exalted Traversing the Sea of Worms can also be done
Earth-to-Sky Conjunction Fastness. No doubt, the via ship. The city’s northern fringe connects to
ritual of larvae implantation will begin soon.” a waterfront district, where a cargo galley lies
The GM can emphasize the urgency of this last point anchored. The ship’s hull consists of a giant beetle
by describing several winged beetles, taking flight carapace, inverted, with Thrip slaves manning the
in the distance. After spiraling up to gain altitude, triple-ranks of oars. PCs will have to negotiate with
the group banks sharply to the north-east, with both the beetle captain for passage, which might require
human and alien royalty aboard! becoming rowers themselves!

246
FLIGHT SCHOOL
Flying beetles are Medium sized creatures, If approached from the air, any PCs scrutinizing the
capable of bearing a single humanoid rider. Bred fortress with a macroscope or similar device can
for docility and intelligence, they respond to make a Tough (-2) Mind check to notice a 20m high-
guidance from a pilot’s knees and manipulation gain antennae attached to the rear of the structure
of their backward curving antennae, which (area I). This bit of tech is definitely not of Phasmid
functions like a flight yoke. Basic commands are origin.
launch, up, down, land, and changing pitch and Flying beetles can safely put down on a small landing
yaw, as well as speed. area (B) with an attached paddock. Doing so during
Learning all this requires roughly an hour’s the day, however, raises a general alarm. Maronis
instruction from a beetle-seller, who 623 and her security staff will arrange a welcoming
demonstrates command with a stationary beetle committee at area E, waiting behind cover to open
and then a tethered one, ‘flying’ about 5m off fire as soon as PCs step into range.
the ground. Heroes approaching from the ground can take a
If desired, the GM can simulate training by series of switchbacks up to the rock shelf. From
having each hero make a single Easy (+1) Agility there, they’ll either have to make a laborious climb
or Mind roll, modified by ranks in Pilot. The up the ropes (requiring several Strength checks)
Ace, Beast-Friend, Horseman, and Xenophile or wait for one of the elevator cages to descend.
boons all grant a bonus die, while the Unsettling The cages are lowered once at midday, to drop off
flaw incurs a penalty. A failed roll means the garbage and pick up supplies. Hopefully, PCs can hop
PC falls or crashes, taking d6L fatigue damage. inside without drawing too much attention!
A Calamitous Failure makes this damage On the positive side, the Fastness is lightly guarded.
normal. Once a success has been scored the Only Phasmid staff will react to intrusion, while
PC is ‘proficient’ and doesn’t have to roll while the servant-caste beetles dutifully go about their
flying a beetle, unless they attempt some tricky routines, ignoring the heroes. Maronis 623 has 1.5 x
maneuver. PCs number (round up, minimum 6) Tough Phasmid
Note that Val 268, if present, is familiar with warriors.
flying beetles and can provide helpful tips,
yielding a +2 modifier to the roll above. She can PHASMID WARRIOR (TOUGH)
also serve as an instructor if heroes opt to steal
beetles instead of paying for them. Attributes Combat Abilities
Strength 1 Attack +1 melee/ranged
Agility 2 Damage by weapon
Mind 0 Defense 1 (2)
SKY-HIVE Appeal -1 Protection d6-2*
On the wing, it takes half a day to reach a steep Lifeblood 7
mountain range formed from black and red granite.
Maronis 628’s fortress/palace, the Earth-to-Sky
Conjunction Fastness, is easy to spot; a spiky, * Light armor + chitin; minimum protection 1.
hemispherical mass jutting from a flat section of These are hand-picked elites, chosen to serve as royal
mountain top. One portion (A on the map) overhangs bodyguards. See Aliens, pg. 162 for a full description
a sheer drop to a rock shelf below, some 300 meters. of this caste. The warriors carry TL 5 boarding shields
A rope and pulley arrangement dangles a pair of (see Equipment, pg. 85), stridulators, and one of
cages that can be lowered to the shelf. two insecti-tech weapons.

247
I The fortress proper consists of honeycomb-like
chambers clustering off a vaulted main hall (E).
A) Elevator room. A pair of capstans, powered by
H dray beetles, raise and lower the two elevator cages.
=3m J B) Beetle landing area. The paddock here maintains a
dozen flying beetles for immediate use by staff.
G
C) Storage.
F D) Armory. Spare weapons for the Phasmid warriors
are stored here, as well as chitin-based light armor.
E) Communal area.
D E F) Kitchen.
G) Larval creche.
H) Bedroom. Maronis 623’s private chamber.
I) Laboratory. This is Maronis’s workroom, crowded
C with human TL 5 equipment in the process of being
B disassembled and carefully labeled. The high-gain
A antennae potentially spotted earlier connects to
a subspace radio here, in one corner of the room.
Maronis had used this to communicate with Dr. Bhatt
earlier (see sidebar, pg. 250), though, if present he
EARTH-TO-SKY CONJUNCTION feigns surprise that ‘primitive’ aliens would have
FASTNESS MAP access to such tech.
J) Vivisection Chamber. If an alarm has not been
• Hawking Beetles raised earlier, Maronis 623 will be here, along with
This is a winged beetle the size of a human hand, her pet/bodyguard Face-Devouring Ochre Doom.
kept hooded and tethered to its master’s wrist. When Exsanguinated human corpses, in various stages of
the hood is removed, the beetle flies straight towards dissection, hang from the crossbeams, while fully
a target and bites with poisoned mandibles. Treat upright versions, preserved in enamel with hellish
as a +2 ranged attack with the homing property; a taxidermist’s skill, are situated about the room.
success does d6L damage per round until the beetle
is removed. Any scratch damage inflicted requires FACE-DEVOURING OCHRE DOOM (TOUGH)
a Tough (-2) Strength, or the target loses 1 Agility
from paralysis venom.
Attributes Combat Abilities
• Death Mite Grenades
These are resin pods filled with voracious red mite Strength 2 Attack +2 melee
analogs. Only a single target is affected; the mites Agility 1 Damage d6+1
inflict 1 pt. of normal damage per round and incur Mind -1 Defense 1
a penalty die on most actions. Only sealed armor Appeal — Protection d6-1
provides protection; otherwise, the insects crawl Lifeblood 10
around plates, beneath helmets, etc. Killing the mites
requires a target’s full attention for d6L rounds.

248
This 2m long horror looks like a heavily armored Highly territorial, Maronis 623 attacks any humans in
pill bug (‘roly-poly’). It can travel rapidly by flexing her ‘special’ chamber on sight. Strangely, Dr. Bhatt,
into a ball and rolling around, but is also capable if present, takes an active part in combat, vigorously
of suddenly un-flexing to spring at a target! After a attacking the queen with his vibro-scalpel even if PCs
successful attack it latches on, doing damage until manage to subdue her. Bhatt will try to explain his
forcibly removed or killed. sudden valor as vengeance on behalf of Gretchen, his
Face-Devouring Ochre Doom has the Alert and Hard- charge, though in actuality he is just trying to silence
as-Nails boons, as well as the Savage flaw. Maronis 623 before she can spill any details about his
scheme (see sidebar, pg. 250).
MARONIS 623, PHASMID QUEEN (RIVAL) Also present in this abattoir-like chamber, lying
bound to slab of smooth stone, is Gretchen D’Ora.
She is stuporous from drugs, but otherwise appears
Attributes Combat Abilities healthy. Several minutes of conversation and/or a
Strength 0 Initiative 0 dose of stimulants can bring her around. Dr. Bhatt,
Agility 1 Melee 0 if present, will insist on examining her, claiming
Mind 2 Ranged 2 he is concerned about larval infestation. After a
Appeal 1 Defense 2 perfunctory test of her vitals, he states that she is
Lifeblood 10 Protection 1 pt. free of any infestation. Gretchen herself has no
memory of the past 24 hours.

Careers Boons/Flaws GRETCHEN D’ORA, BARONNESS (TOUGH)


Noble 3 First-rate Facilities
Scientist 1 High-Born Attributes Combat Abilities
Assassin 0 Arrogant Strength 0 Attack +1 ranged
Merchant 0 Agility 1 Damage by weapon
Rival Points 5 PP/AP/FP 0 Mind 1 Defense 1
Appeal 0 Protection 0
Lifeblood 5
Maronis 623 comes from a long line of queens known
for their copious breeding capacity. Though she
considers humans repugnant, she also finds them Gretchen is tall and willowy, with ash-tinted hair
fascinating, and schemes to use their technology as a arrayed in a fantastic coif. A minor noble of House
means of elevating her family line. Kirche, her betrothal to the Margrave Arcuri of
Maronis 623 sees infesting a human noble with House Sforza is a political move intended to improve
larvae as an opportunity to spread her genes off- relations between the two families. Gretchen has
planet. No ordinary human will suffice for carrying serious doubts about the arrangement, however. She
her royal offspring! had originally set out on a 2-week pleasure cruise in
In combat, Maronis 623 wields a plasma-caster pistol the Vivant at the suggestion of Dr. Bhatt, to “settle
modified to fit her hand. She’ll spend Rival Points to her mind” about the upcoming marriage.
invoke a special variation of Meat Shield; a successful Gretchen is a rank 1 Noble, rank 1 Pilot with the
attack against her will hit one of the preserved High-Born boon.
human ‘manikins’ instead.

249
Unfortunately for Gretchen, larvae implantation their diligence, PCs receive a hefty bonus over the
has already occurred. D’Ora was insensate at the stated award—especially if Dr. Bhatt is returned to
time and there are no obvious signs of trauma. Kirche staff alive. Once House Sforza learns of the
Her condition is not detectable without an invasive danger averted towards the Margrave Arcuri, they
body-scan, the technology for which doesn’t exist will likely reward the PCs as well . . . with offers of
on Vermis, and the larvae won’t hatch for several further employment.
months.
If Dr. Bhatt is around at this point, he will want to
get Gretchen back to Tumble as quickly as possible, BHATT’S GRAND SCHEME
to await the House Kirche retrieval ship and seal his As noted previously, Bhatt seeks revenge against
plans for revenge. House Sforza for torturing and killing his parents.
He talked Gretchen into taking an idle space-
cruise after first communicating with Maronis
ENDGAME 623 and arranging a deal; he would hand over
Depending on whether PCs spilled the beans about a human noble for larval infestation, who would
their mission to Boss Murtaugh, and what kind then be promptly returned to him.
of shape they’re in after assaulting the sky-hive, Phasmid reproduction is virus-like; a queen
Tumble’s resident strongman might have an ambush will infest a host (usually a female of another
awaiting when they return. If such is the case, he will species) with microscopic larva. The host is then
want to incapacitate (not necessarily kill) the heroes freed, so she can unknowingly spread the larva
and present Gretchen to house Kirche himself when through sexual contact. Months later, the larva
their ship arrives, thus claiming the reward. rapidly devours the host from within, until they
Any ambush will take place on the outskirts of emerge as 30cm Phasmids.
Tumble, where Murtaugh’s forces have optimal The infestation would essentially transform
concealment and cover. If Val 268 or Jaryx Thurl Gretchen into an unwitting assassin, capable of
accompanied PCs on their journey and are still slipping past House Sforza’s elaborate defenses
around at this point, either might betray the heroes and infecting the Margrave Arcuri on the couple’s
as soon as the trap is sprung—or might have a change wedding night. Bhatt’s vengeance would thus
of heart, and issue a warning, especially if the PCs be complete, inflicting a horrible end to a proud
have treated them well. Boss Murtaugh is not an scion of House Sforza. Gretchen’s loss, though
ideal employer! regrettable, would be a small price to pay.
Once the retrieval ship sets down, the heroes are Phasmids, however, are just as treacherous as
safe regardless of whether they managed to rescue humans. Maronis 623 left the good doctor to
Gretchen or not. Even if they weren’t successful, his fate, shortly after acquiring Gretchen. Her
the pilot (grudgingly) will drop them off on a more intention was to infest the Baroness before
civilized world, sans reward. ransoming her back to a human buyer for
If Gretchen was saved, and PCs communicate valuable tech, thus completing two personal
any suspicions about larval infestation to House goals at once.
Kirche staff, or if Dr. Bhatt’s plot was discerned, the
Baroness will be immediately checked in the retrieval
ship’s med bay, and her condition discovered. For

250
INDEX
Alien Inscrutability, 50 Casting Requirements, 184 Drifter, 25
Alien Mysticism, 203 Cerebral Implant, 48 Drives, 117
Alien Templates, 147 Chameleon, 50 Drugs, 96
Aliens, 145 Chatterjee Equations, The, 195 Dueling, Melee, 205
Apport, 196 Chigwitz, 158 Dueling, Ranged, 207
Arcana, 195 Cirrot Prime, 177 Duelist, 26
Arcane, 45 Clairvoyance, 182 Easy to Maintain, 106, 140
Arch Foe, 45 Class ‘Z’ Aliens, 146 ECM Systems, 106, 140
Armor, 85 Clunker, 105, 139 Emergency Repairs, 113
Armor, 50 Cold Read, 186 Emotion Emulator, 55
Armor, Alien 87 Cold-Blooded, 53 Empath, 45
Artifact, 45 Combat Precognition, 186 Energy Screen, 140
Assassin, 20 Companion, 45 Engagement Rolls, 111
Astral Projection, 189 Compulsively Honest, 54 Engineer, 27
Augmented Attribute, 48 Concealed Weaponry, 140 Enhanced Equipment, 58
Aura, 185 Contact Mind, 186 Entertainer, 28
Autorepair, 105 Control Mind, 189 Entropic Blast, 201
Axiom of Adaptability, The, 167 Crafting, 97 Environment Adapted, 51
Azm’s Last Theorem, 200 Crashes, 112 Environment Dependent, 53
Azm’s Three Lock Box, 200, 202 Criminal, 24 Environmental Damage, 210
B.E.M., 53 Cryokinesis, 189 Envoy, 29
Backup Copy, 54 Cyber Arm, 49 Equipment, 73
Barbarian, 21 Cyber Ear, 49 Events, 58
Bio-Components, 105 Cyber Eye, 49 Excursion Vehicle, 106
Bioelectric, 50 Cyber Hand, 49 Exotic Sense, 51
Blank Slate, 47 Cyber Leg, 49 Explosives, 82
Boons and Flaws, Ships, 105 Cyber Organ, 49 Extra Appendage, 52
Boons, Standard, 45 Cyber Weapon, 50 Extra Sense Organs, 52
Boons and Flaws, Vehicles, 139 Cyberware, 48 Extradimensional Pocket, 196
Boons, Alien/Mutant, 50 Damage Control, 140 Fast Time, 196
Boons, Robot/AI, 54 Dark Secret, 47 Fearsome Design, 140
Bounty Hunter, 22 Deadeye, 45 Financed, 106
Bureaucrat, 23 Defensive Fire, 103 Flaws, Alien/Mutant, 53
Bust-Up on Bug Planet, 233 Dipping, 182 Flaws, Robot/AI, 54
Calamities, 57 Dirty Plastic, 223 Flaws, Standard, 47
Cancri, 157 Distinct, 106 Foot Chases, 210
Capacitor, 54 Divine Powers, 203 Force Globe, 192
Career Event Sub-Tables, 60 Dodgy, 54 Foresight, 187
Careers, 18 Dramatic Challenges, 111 Freight, 121

251
G Monkey, 45 Loot, 74 Origin, Low G, 15
Gearhead, 46 Lydekker’s Dragon, 160 Origin, Mutant, 15
General Equipment, 89 Maintenance, 121 Origin, Pantrope, 16
Genres, 218 Malleable, 52 Origin, Robot, 16
Golden Age Gear, 88 Martial Artist, 46 Origin, Synthetic, 17
Governments, 176 Martial Careers, 19 Origin, Uplifted, 18
Gravity, 210 Material Benefits, 59 Origins, 13
Great Reset Events, 222 Mecha, 131 Pax Decapoda, 158
Grenades, 81 Mechanics, 204 Personal Code, 48
Grimpo, 160 Merchant, 30 Phasmid Warrior, 162
Gritty Heroes, 68 Mighty Success Options, Ships, 113, Phasmids, 162
Guild, 46 126 Physician, 33
Hacker Visor, 50 Mighty Success Options, Vehicles, Piercing Cry, 53
Hacking, 211 141 Pilot, 34
Hangar Queen, 106 Military Grade, 106 Poison, 53
Hero Point Options, Ships, 114,126 Mind Bomb, 190 Poisons, 96
Hero Point Options, Vehicles, 141 Mind Shield, 187 Poor Seals, 55
Hex, 201 Mind Shield Mk. II, 190 Pop-Up Turret, 106
High Maintenance, 140 Mind Speech, 185 Precognition, 182
Hive Mind, 52 Missile Pod, 140 Precursor Tech, 107
Homeworld, Advanced, 12 Missing Sense, 53 Precursors, 146
Homeworld, Decadent, 12 Move Enormous Object, 192 Primitive, 48
Homeworld, Established, 11 Move Heavy Object, 190 Professional, 35
Homeworld, Frontier, 11 Move Object, 187 Professional Rivalry, 48
Homeworld, Primal, 10 Mutant Power, 52 Programmer, 36
Homeworld, Space, 13 Myrmidon, 161 Promotion, 56
Homeworlds, 10 Mystic, 31 Property, 56
Homeworlds, Player-Created, 67 Myxos, 178 Prophecy, 192
Homeworlds, Random, 168 Nanite Blood, 50 Psionic Aptitude, 46
Hot, 106 Nanite Healing, 54 Psionic Circuits, 54
Hypergiant, 227 Natural Weapon, 52 Psionic Resistance, 46
Hyper-Hand, 196 Navigation, 119 Psionics, 181
Hypersight, 197 Never-Setting Suns, 230 Psionospheres, 176
Illusion, 187 New Havana, 178 Psychic, 37
Infernal Breath of Chorax, 202 No Self-Repair, 55 Psychic Crush, 188
Infernal Shield, 201 Noble, 32 Psychometry, 188
Non-Combat, 140 Pyrokinesis, 190
Jet Assist, 140
Non-Humanoid, 53, 55 Quirk, 107
Karn, 177 Non-Martial Careers, 19 Radiation Resistance, 46
Languages, 69 Nudge, 186 Raider, 38
Lateral Timestep, 198 Open Frame, 106 Ramming, 112
Law of the (Space) Jungle, 167 Orbit Only, 106 Random Careers, 69
Less Human Than Human, 47 Organ Redundancy, 50, 52 Remote Viewing, 188
Linked Events, 59 Origin, AI, 13 Reputation, 46
Logic Bound, 55 Origin, Alien, 14 Resolve, 213
Long Teleport, 198 Origin, High G, 15 Resolve Attacks, 214

252
Resolve Checks, 214 Stop Time, 199 Wodesek, 164
Rhizarian, 162 Sub-Dermal Armor, 50 Worker, 43
Rigel-5, 179 Sucker Punch, 47 Worlds, 166
Rival Point Options, Ships, 114, 126 Suggestion, 188 Worlds, Dystopian,175
Rival Point Options, Vehicles, 141 System Redundancy, 54 Worlds, Vanilla, 167
Robophobia, 48 Tactical Nuclear Ordnance, 83 Xenohealer, 47
Robots, 134 Tactical Ship Combat, 122 Xenophile, 47
Rule of Remoteness, The, 67 Tech Level, 74 Xenophobe, 48
Sample Ships, 107 Tech Stagnation, 75 Xhovid, 165
Sample Worlds, 177 Telepathy, 182 Yesterday’s Model, 56
Savant, 46 TK Assault, 191 Yronwode, 180
Scale Track, 105 TK Blow, 189
Scientist, 39 TK Shield, 189 Zeno’s Paradox, 199
Scorns the Heat/Cold, 46 TK Wall, 191
Scorns the Void, 46 Transhuman Angst, 50
Scout, 40 Travel, 113
Séance, 191 Traversal, 53
Sensitive, 46 Tripartite Law, 56
Servitor, 192 Twisted Psychic, 37
Settings, 217 Typhus, 179
Sever the Silver Cord, 202 Tyrian Anglers, 163
Shield, 140 Universal Order of Benign Sentience,
Shields, 107 The, 203
Shields, 85 Upgrade Fever, 56
Ship Characteristics, 101 Upgraded Armor, 107, 140
Ship Fear, 107
Ships, 99 Vehicle, 47
Shockwave, 193 Vehicles, 136
Short Teleport, 197 Verboten Tech, 75
Sick, 48 Vermis, 235
Simultaneity, 198 Veteran, 47
Skarobus, 203, 209 Vision, 191
Skim Mind, 188 Void Ourangs, 164
Slippery Target, 46 Vortex, 193
Slow, 53 Vulnerability, 54
Slow Time, 197 Warp Gravity I, 198
Soldier, 41 Warp Gravity II, 199
Spacer, 42 Warp the Veil, 201
Speedy, 53 Water-Born, 47
Spider-Configuration, 140 Wealthy, 47
Starship Crews, 117 Weapon Properties, New, 76
Stasis, 197 Weapons, Alien, 82
Stealth, 215 Weapons, Heavy, 80
Stealth Capability, 140 Weapons, Melee, 76
Stealth Suite, 107 Weapons, Ranged, 78
Stellar Link, 193 Weapons, Unfamiliar, 216
Stigma, 53 Windfalls, 57

253
NAME

Lifeblood

HERO POINTS
STRENGTH AGILITY MIND APPEAL

AP/FP/PP

CAREER RANK
1ST RESOLVE
2ND
INITIATIVE RANGED
3RD
4TH
5TH MELEE DEFENSE

6TH
COMBAT

BOONS FLAWS WEAPONS & ARMOR PROT./DMG.

EQUIPMENT

XP
Portrait or symbol

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