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Contents

INTRODUCTION........................................................................................................................................2
REFERENCE...............................................................................................................................................3
Attributes......................................................................................................................................................4
Classes..........................................................................................................................................................5
Frontline Classes......................................................................................................................................5
Objective Classes.....................................................................................................................................6
Supportive Classes...................................................................................................................................7
Races............................................................................................................................................................7
Humans....................................................................................................................................................7
Styxians....................................................................................................................................................8
Rhonins....................................................................................................................................................9
Titans......................................................................................................................................................10
Chronos..................................................................................................................................................11
Perks...........................................................................................................................................................12
Combat Perk...........................................................................................................................................14
Support Perk...........................................................................................................................................15
Social Perks............................................................................................................................................16
Utility Perks...........................................................................................................................................17
Main Ship and Squad.................................................................................................................................18
Main Ship...............................................................................................................................................18
Squad......................................................................................................................................................18
Combat.......................................................................................................................................................19
Making an Attack...................................................................................................................................19
Making an Assassination........................................................................................................................19
Making a Defensive Stance....................................................................................................................19
Making Acrobatics.................................................................................................................................19
Combat Stance........................................................................................................................................19

INTRODUCTION

“This is Skyline A1. Commander Ares reporting in… Activating Ion Cannons…”
“Roger that commander, you may engage hostile target…”
“Ion Cannon Launching, hold tight!”
“This is Skyline A1, hostiles at Alpha C1 Gaze is neutralized.”

Alpha C1 Gaze is the capital planet in the solar system BK Nemei-01. This solar
system contains over a 100 of different artifacts, many of them still unexplored;
some of the artifacts contain hidden alien treasures... And some contain Monsters
beyond your imagination. The Institute has full control of the Capital and its nearby
Artifacts.
It is said that this solar system was named after a mythogical creature called the
Nemei-01. For those who would come in touch with this strange being would be
promised power and glory by the Institute.
You however... You are a mercenary; you arrived at the Alpha C1 Gaze just the other
day.

What is your story?

Archon Warrior

REFERENCE
Aeons: The currency in Alpha C1 Gaze is Aeons, small titanium coins that represent
the richness of the Capital. Most traders accept Aeons, but the trading is different in
the slums. Food and scrap parts are more valuable here than Aeons since it’s hard
for the people in the slums to get into the diamond market. Make sure to check
every corner for Aeons, you will need them during your travel to repair your ship,
weapons (Ammunition) and to buy mods.
Artifacts: Alien planets or planetary structures within the BK Nemei-01.
Archons: Archons are the most powerful Soldiers or Espions in the BK Nemei-01,
they are dangerous and will do anything to achieve their purpose. There are about
100 Archons (130 Million Population in the Capital) and some are on S-rank missions
in other solar systems. Some Archons fight for a Peaceful world while some fight to
become Limitless.
Limitless: There are at the moment three known person that have the rank
Limitless. These are the most powerful beings within or nearby BK Nemei-01. Leader
of the Institute “Varghast XI”, Leader of the nearby Alien Planet Gleisheiss XY and
the Lonely Wanderer.
Commando Bridge: You and your crewmembers gather here to decide your next
destination and mission. A Character with high Social Skills will affect the outcome of
this result.
Espion: Mercenaries from nearby solar systems or star clusters, the Institute chose
to give them this name.
Hardcore: This game is hardcore, which means if your character dies its dead and
can't be resurrected (expect for some special items). However, don't be intimidated
by this. Creating a new Character isn't hard and you can always store items inside of
your Main Ship, by saving equipment, you can make sure that your next character
gets powerful from the start.
Institute: The army of thee Alpha C1 Gaze is called the institute. They protect and
serve the citizens in the capital as well as expanding its presence onto nearby
Artifacts.
Main Ship: You can access other ships but your Main Ship is where your crew hangs
out, you can't store equipment in other ships than your Main Ship.
Missions: There are many types of missions that Espions may take on, some
requires stealth, assault or defending a specific location. Missions have different
ranks depending on how hard it is to complete. Be careful, Characters that gives out
missions will not always tell the truth just to get done with the task. Missions ranks
are D, C, B and A-Rank (Easier to harder) and the hardest missions S-Rank which
only the elite should take on.
Mods: Everything is modable; you can improve the first hand gun you receive to
make it as powerful as the institute’s rifles. You can also mod your space ship,
vehicle and armor, making yourself worthy Espion. Moding your weapons, armor and

vehicles is the best chance to survive in BK Nemei-01.
Scraps: You can pick anything up, clocks, broken weapons or even cables from
Vehicles. Do not forget this or your character might have a hard time within the BK
Nemei-01. You will require a lot of scrap to create mods of your liking.

Attributes
Players start their adventure with 3 attributes points.
Depending on what race you chose, your starting attributes will look different. You may spend
these 3 attributes in any way you like.

Body
A measure of how physically strong a character is. Strength controls the maximum weight the character
can carry and melee damage.

Endurance
A measure of how sturdy a character is. Endurance increases Hit Points and Resistances.

Fortitude
A measure of how resilient a character is. Fortitude increases your natural Defense Value.

Reflexes
A measure of how agile a character is. Reflexes increases movement and accuracy, as well as evading an
opponent's attack.

Social
A measure of a character's social skills. Social greatly influences prices when trading and increases the
chance to make people trust you.

Sense
A measure of a character's common sense. Sense increases the chance to communicate with alien life
form. Sense also increases your thought process when entering a new vehicle.

Perception
A measure of a character's openness to their surroundings. Perception increases the chance to detect vital
clues, traps or stealthed enemies, as well as increasing your accuracy.

Fate
A measure of a character's luck. Luck will influence anything, encounters, combat or talking to other
people. It increases your chance to success even though the odds are against you, as well as increasing the
chance for a critical hit.

Classes
Frontline Classes
Medic
The medic class is specialized in aiding their allies with medical treatment and suppressing fire.
Your squad is very depending on you to make sure they aren’t killed on the battlefield.
Starting Perks: First Aid (Rank 1), Prism (Rank 1), Sense +1
Starting Equipment: Handgun, Stimpack (3), and Medics Field Armor.
Banshee
Moves quickly on the battlefield while stealthed, the banshee delivers fatal blows with either
handguns or melee weapons. They are the assassins on the battlefield, dealing with high priority
targets effectively.
Starting Perks: Acrobatics (Rank 3), Hand to Hand (Rank 1), Stealth (Rank 1)
Starting Equipment: Handgun, Steel short sword, Light Armor
Recon
The Recon class is focused on suppressing fire during combat and putting up shield for its allies.
They must learn to move quickly on the battlefield to support snipers with ammunition and shield
while standing in the frontline to protect the medics.
Starting Perks: Shield (Rank 1), Assault (Rank 1), Agility +1
Starting Equipment: Assault Rifle, Light Armor and Plasma Shield (2).

Soldier
Your standard soldier is used to take orders from the Field Commander. Killing the enemy is your
job while protecting the Recon and the Medic on the battlefield.
Starting Perks: Assault (Rank 2), Body +1, Endurance +1)
Starting Equipment: Assault Rifle, Light Armor
Field Commander
A born squad leader makes sure the morale is high on the battlefield. Never let your Squad down,
you will be placed in the frontline with heavy armor, make sure you make good use of that.

Starting Perks: Commando (Rank 1), Assault (Rank 1) and Hand to Hand (Rank 1)
Starting Equipment: Handgun, Steel Sword, Heavy Armor

Objective Classes
Sniper
Snipers are placed on high grounds to support the Frontline. Field Commander makes the order
on dangerous targets, but it’s important that the snipers understand how to prioritize his bullets
and when to stay out of dangerous situations.
Starting Perks: Ballistics (rank 1), Stealth (Rank 1), Archery (Rank 1)
Starting Equipment: Steel Bow or Sniper Rifle, Leather Armor, .50 Caliber / Steel Arrows (10)
Medieval
Using an old fashion bow and sword, the medievals are placed closer to the frontline with their
ability to snipe dangerous targets with the bow and a hand on hand master to eliminate roaming
enemies that forces through the frontline.
Starting Perks: Hand to Hand (Rank 1), Archery (Rank 1), Acrobatiics (Rank 1)
Starting Equipment: Steel Bow, Leather Armor, Steel Arrows (10), Steel short sword

Supportive Classes
Arsenal
Supports the frontline with heavy artillery, using heavy weapons, grenades and EMP to stop
enemy turrets and to make sure the frontline doesn’t get swarmed. They can also be in the
frontline placed with a flamethrower to wipe the small bugs.
Starting Perks: Assault (Rank 1), Demolition (Rank 1), Endurance +1
Starting Equipment: Gauss Rifle, Heavy Armor, Frag Grenade (2)
Pilot
The pilot is specializes in driving vehicles, the most experienced Pilots can even drive alien ships,
tanks and other vehicles without having to read the manual. They make sure to avoid danger
during flight, such as dodging bandit ships and asteroid fields.
Starting Perks: Piloting (Rank 2), Scavenger (Rank 1), Crafter (Rank 1)
Starting Equipment: Handgun, Extra Aeons (+5), Leather Armor
Trader
Skilled with bartering and haggling prices, the trader make sure that your squad gets the
equipment for the right price. Traders also have high social skills and can see through lies and
deceit.
Starting Perks: Barter (Rank 2), Traders League (Rank 1) Perception +1, Sense +1, Social +1
Starting Equipment: Handgun, Extra Aeons (+10), Red laser sight mod (1)

Races
Humans
The Humans left the earth centuries ago, a lot of them are still remaining but spread across the
universe, their home is located on Alpha C1 Gaze, The Capital.
Allegiance: Friendly against The Institute, Unfriendly against Gleisheiss XY, Dislikes Titans

Attributes (+3 Attributes Points)
Body: 1
Endurance: 1
Fortitude: 1
Reflexes: 1
Social: 1
Sense: 1

Perception: 1
Fate: 2

Styxians
The Styxians are souls that have resurrected themselves in human bodies. They tend to seek
battlefields with individuals to resurrect as powerful as possible.
Allegiance: Friendly against The Institute, Friendly against Gleisheiss XY, Dislikes None.

Attributes
Body: 1
Endurance: 1
Fortitude: 1
Reflexes: 2
Social: 1
Sense: 2

Perception: 2
Fate: 1

Rhonins
Rhonins doesn’t have any Capital Artifact, they travel throughout the universe to find a home
suitable for them. Many call them the scavengers of the universe.
Allegiance: Hostile against The Institute, Friendly against Gleisheiss XY,
Dislikes Titans, Friendly against Humans, Friendly against Styxians.

Attributes
Body: 1
Endurance: 1
Fortitude: 1
Reflexes: 1
Social: 1
Sense: 2
Perception: 2
Fate: 2

Titans
Habituated on the nearby Artifact AGaze-2, the titans are prideful and search for power beyond
the ones they are born with.
Allegiance: Neutral against The Institute, Neutral against Gleisheiss XY,
Dislikes Chronos, Dislikes Styxians, Dislikes Humans, Dislikes Rhonins.

Attributes
Body: 2
Endurance: 2
Fortitude: 2
Reflexes: 1
Social: 1
Sense: 1
Perception: 1
Fate: 1

Chronos
The friendly and natural habitants of Alpha C1 Gaze, sworn protectors of BK Nemei-01, it is said
that their heart is made of Mantra (Energy Crystals)
Allegiance: Friendly against The Institute, Unfriendly against Gleisheiss XY,
Dislikes Titans, Dislikes Humans.

Attributes
Body: 1
Endurance: 1
Fortitude: 2
Reflexes: 1
Social: 2
Sense: 1
Perception: 1
Fate: 3

Perks
Perks are special abilities that your character is specialized in. You start with 3 Perk points. Depending
on what class you chose, your starting perks will look different. You may spend these 3 Perk points on any
perks of your liking.
You can rank up your perks from Trainee (rank 1) to Novice, Skillful, Master, Legend (rank 5). Each point
giving your improved chance to success with attacks or other behaviors that your perk describes. Some
perks are required to use specific weapons, you need at least rank 1in those perks that requires to use
these weapons.
Perks are very important for your character development; make sure you have at least rank 1 in those
perks that interests you. Do not focus too much on one perk in the beginning, you will gain levels and gain
more perk points, you can then chose what perks that you really want to advance.
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Combat Perk
Assault (Rank 1-5) BODY
Allows you to use Rifles and Heavy Weapons, Assault will also improve your attack pool and critical hits
when using Rifles or Heavy Weapons. Assault is mainly used by the frontline classes. Increasing the rank
will also improve your weapon mods attached to Rifles and Heavy Weapons.

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Hand to Hand (Rank 1-5) BODY/REFLEXES
Allows you to use Daggers, Psionic Bladed and Light Sabers, Hand to Hand will also improve your attack
pool and critical hits when using melee attacks. Skillful hand to hand users can throw their weapons onto
enemies to deal devastating attacks; some will be able to deflect shots fired against you from a long
distance. Increasing the rank will also improve your melee weapon.

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Ballistics (Rank 1-5) REFLEXES/SENSE
Ballistics increases your ranged combat experience; you can find openings that you have never seen
before. Your character will also develop a keen sense to understand when firing a weapon is futile, and
will save you an action during combat instead of trying to shoot.

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Archery (Rank 1-5) REFLEXES/PERCEPTION
Allows you to use Steel, Plasma Bows/Crossbows and Sniper Rifles. Archery will also improve
your attack pool and critical hits when using ranged attacks with Bow, Crossbow or Sniper
Rifles. Increasing the rank will also improve your weapon mods attached to Bows, Crossbow and
Sniper Rifles.

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Assassination (Rank 1-5) FATE
Increasing the assassination perk will increase the chance to ONE-HIT targets that are unaware
that they are being targeted. However, assassins are not welcomed by the Institute, but the
Gleisheiss are welcome them with open arms. Assassinations are very useful on stealth missions.

Support Perk
First Aid (Rank 1-5) SENSE/PECEPTION/FATE
Everyone can use a stimpacks or drugs, but not everyone can use them effectively. Increasing First Aid
will increase the amount of healing from Stimpacks as well as increasing drugs duration. A skillful medic
will also be able to heal critical injures such as broken arms or legs.

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Shield (Rank 1-5) ENDURANCE/SENSE
Increasing the shield perk will allow its activator to move more freely inside the shield without having
problems to keeping it up. Archon squads always have one shield user to make sure the squad can move
through heavy suppression fire. Increasing shield will also negate the damage reduction inside the shield
and will make the shield last longer.

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Demolition (Rank 1-5) FORTITUDE/ENDURANCE
Demolition perks makes sure that your character can completely annihilate swarms of enemies.
Increasing the rank will make your character more used with explosives and flame throwers, with
increased level, grenades, flame throwers or explosive weapons will have increased damage and area of
effect.

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Channel (Rank 1-5) SENSE/PERCEIPTION
Channel perk is mostly used by snipers, banshees and other assassin classes. Channel will allow
character to deal devastating combination attacks. While a sniper suppresses the enemy,
banshees can sneak up upon them to deal a fatal blow. Channel is mostly thought as a sixth
sense, combination attack sometimes just occurs because of the squad’s morale.

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Prism (Rank 1-5) SOCIAL/BODY
Prism users boosts soldiers defense on the battlefield as well as their own. Used by many banshees
because of their weak armor and fortitude. Prism creates plasma shields that can take one or two blows
before they are completely depleted. Increasing Prism Rank will also increase the power of your prisms.

Social Perks
Commando (Rank 1-5) SOCIAL/BODY
Commando increases the squad’s morale, increasing the commando rank will give the player abilities to
perform war cries to improve attack, defense or morale. It’s very important the squad has a designated
leader; otherwise the squad may split up during hard engagements.

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Archon and the Limitless (Rank 1-5) FATE
Some of you want to become Archons, or even beyond that, Limitless. Improving this rank will
increase your characters morale towards his main quest and will increase the amount of clues on
how to progress towards finishing it.

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Barter (Rank 1-5) SOCIAL/PERCEPTION
Increases your trading skills, you will be able to make better deals with your Aeons. Most traders are very
strict with their prices, but with increased social skills will make sure that you get your items for the right
price.

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Intimidation (Rank 1-5) PERCEIPTION/BODY
Sometimes your squad is engaged by other squads, this can lead to heated arguments and
engaged combat. If you are intimidating enough, small squads won’t dare to engage you.
Increasing the rank beyond that will make sure that those unfriendly guards stay away from you.

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Traders League (Rank 1-5) SOCIAL/SENSE
There is a secret society within the universe called the Traders League. The most valuable and exotic
items are located at stores that are hidden within the capital and other artifacts. Increasing this perks will
give your character clues about where these secret shops are. They have much better prices than your
regular traders and have more to offer.

Utility Perks
Piloting (Rank 1-5) SENSE/PECEPTION/REFLEXES
Pilots make sure that the squad gets to their destination safe. Increasing this perk will help your
Character to navigate through Psionic Storms, Asteroid fields or Flight Combat. But this is not the only
perk they get. They will be able to drive alien ship and vehicles and use them during combat.

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Crafter (Rank 1-5) SENSE
Crafters make sure that all Armors, Weapons, and Vehicles are fully upgraded. They can craft mods for a
less parts by removing the “Not Necessary Parts” from the recipe. They can also create powerful mods
called Scions.

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Scavenger (Rank 1-5) ENDURANCE/SENSE/PERCEPTION
You become a master at scavenging products from the universe. Instead of receiving just a small amount
of parts, increasing this perk will make sure that you don’t have to waste all your Weight Capacity and
junk.

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Acrobatics (Rank 1-5) REFLEXES/FORTITUDE
Acrobatics perk make sure that you can do outstanding maneuvers, such as jumping from rooftop
to rooftop. Increased acrobatics will also increase the chance to evade an enemy ranged or melee
attack.

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Stealth (Rank 1-5) REFLEXES/PERCEPTION
Stealth perk increases your characters ability to go unseen in cities or on the battlefield. Increasing this
rank will help your squad on Stealth Missions or Assassination Missions.

Main Ship and Squad

Main Ship
Your squad will have their base located on the main ship, these ships are usual medium sized but some of
the bigger squads have larger sized ships. Your squad will always attend to briefing before and after a
mission, to make sure all tactics are set and to split on the spoils and scraps. You each have a room for
yourself, your character can rest in his or hers specific room to gain experience points while other squad
members are on missions. The ship also contains a room for storage, were you can put old guns that is not
currently being used, that new squad members can start off with. It is also only possible to mod your
weapons, armor or vehicles on your ship.

Squad
The squad consists of the total amount of players. Your squad will most likely to be replaced quite often
when you lose squad members. Not all squad members will agree on everything, make sure that your
squad have a leader to break up those fights. You will also find allies within BK Nemei-01, they are
helpful NPC’s that can join you on missions that requires a larger scale of assault, or you can send them to
search for scraps, do other missions by themselves or look for information. Each ally will have his or hers
special abilities, make sure you used them wisely.

Combat
Making an Attack
Whenever you chose to attack a target, you must see if you are close enough to the enemy. Some weapons
are short (Red Marker), Medium (Orange Marker), Long (Yellow Marker) or infinite ranged. If it’s
possible for you to attack the target, you may create your dice pool. Check the dice value on the weapon
or weapons (if dual wielding), add that many dices to your pool. Choose your attack card; add as many
dices to your pool as the card stance. Now you have your Attack Pool, you can swap out any Blue dice for
either Calm or Aggressive dices (see below, combat stance) depending on your stance.
To see if you did any damage, simply apply Attack Power from your Weapon + Attack Card (Some attack
give bonus damage based on attributes). Then subtract the total value with the enemy’s Defense Value +
Cover Value (Chosen by the GM).

Making an Assassination
Sometimes, full sized assault isn’t the answer for a quick victory. Your squad must be prepared to make all
fights even, Assassination attempts should always be used (if possible) to snipe down stronger looking
enemies. With high Perception, your character can develop a sense on dangerous targets. Assassination
attempts must be within the ranged and a successful attack roll. Missing a shot will alert the enemies and
they will mostly move towards the sound or take cover, making the fight into your disadvantage.

Making a Defensive Stance
Make sure you always make use of covers, it will increase your defensive values. Shields are also helpful,
standing in the frontline with a shield will make sure that targets behind you are safe. Some Ability Cards
can be used when an enemy targets you. You can use them to deflect, evade and foresee enemy attacks.

Making Acrobatics
You are at any time during combat allowed to make stunts, successful stunts will boost the morale of your
Character and sometimes add attack dice or have other good effects. However, stunts that is to hard can
lead to serious injury. Stunts are always chosen by the GM if it’s a success or not.

Combat Stance
Your combat stance is very important, do you want to fight reckless or calm? At the start of your turn, you
can move your stance marker towards the more aggressive or calm stance, or you can chose to stay
neutral. Reckless attacks will tend to do more damage but reduced aim while Calm stances make sure you
will hit your target. Neutral stance is a balance of both aggressive and the calm stance.