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Anima: Beyond Science is a fan-made, non-
profit supplement to the Anima: Beyond
Fantasy RPG. No infringement of intellectual
property law is intended.

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Contents

Introduction 4
Character Creation 5
Classes 13
Secondary Abilities 23
Equipment 25
Weapons 30
Armour 38
Training Modules 40
Advanced Technology 44
Genetics 49
Cybernetics 55
Heritage 62
Accidents and Hazards 66
The Galactic Stage 70

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Introduction
Anima: Beyond Science is a fan- The basic Anima rules have been
made supplement to the popular largely left intact to ensure that
Anima: Beyond Fantasy role- your experience moving from one
playing game, attempting to to another is quick and easy, and
combine the feel and atmosphere to enable you to add components
of the best science fiction with the of one to the other, such as
versatile rule mechanics of the Psionics or Magic.
Anima game.
Beyond Science is an ongoing
Whether cinematic Space Opera, project, and continues to be
gritty cyberpunk or star-faring updated with new material and
western in space, Beyond revisions are slowly made to rules.
Sciences objective is to give you
Because of this, suggestions and
the tools to run that game using
comments on the project are
Anima rules.
particularly welcome.
Anima: Beyond Science requires
the Anima RPG rulebook to play.

4
Character
Creation
Players generate their
rolls using the normal
methods. Appearance and
wealth are rolled at the
same time, players may
choose which to allocate.

Bonuses to primary
attributes that are not
racial in nature are halved
if they would bring the
total to above 10. Odd
bonuses are rounded
down, and only the excess
above the maximum are
affected in this way.

Concepts such as
Inhuman or Zen no
longer exist, you can gain
the full benefit from your
attribute regardless of Agility (AGI)
how high it might be. Defence, Movement, Actions

Characteristics Constitution (CON)


Life Points, Physical Resistance,
There are eight primary
attributes, as in Beyond Intelligence (INT)
Fantasy. The effect that Secondary Skills and Technology
they have on a character
differ slightly however, as Power (POW)
shown: Heritage, Style, Leadership

Strength (STR) Willpower (WP)


Melee damage, Wear Armour Mental Resistance

Dexterity (DEX) Perception (PER)


Attack, Actions Sensory Increment 5
Resistances Genetic Adaptation is the
maximum level of genetic
There is no such thing as Presence in
modification you can
Beyond Science, and there are only
undergo. Your adaptation is
two types of resistance- physical and
added to your constitution
mental. Each resistance begins at 20
score for this purpose.
plus either your constitution modifier
(physical) or your willpower modifier Cybernetic Potential is the
(mental), and increases according to cost for purchasing cyber
your class. points, which you can spend
on enhancements.
Combat Abilities
Integrity is the maximum
Attack depends on Dexterity
level of cybernetic
There is no block or dodge ability in modification you can
Beyond Science, replaced by a single undergo. Your integrity is
Defence ability, which depends on added to your constitution
Agility. score for this purpose.
Wear Armour depends on Strength. Prototype Development is
your ability to invent new
Training Modules are no longer simply
forms of technology and
for combat, and subsume martial arts.
depends on intelligence.
Technological Abilities
Artificial Intelligence is your
Genetic Potential is the cost for ability to program computer
purchasing gene points, which you code and depends on
can spend on enhancements or intelligence.
splicing.

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Fumbles and Opens
Fumbles occur on a roll of 01-05
and incur a d100 penalty to the
action. Opens occur on a roll of
96-100 and apply a d100 bonus
to the action. You cannot receive
more than one open per check.

Mastery
Every 100 points of final ability
is known as a mastery level.
Each mastery level a character
Mechanical Engineering is your ability achieves alters the roll required
to create robotic chassis and heavy to incur a fumble or an open by
duty equipment and depends on one point in your favour.
intelligence. For example, 01-05 becomes 01-
04, and 96-00 becomes 95-
Other Abilities 00. Remember, however, that a
Heritage is an affinity to your 01 is always a fumble.
ancestors, and a source of unexpected
ability during times of difficulty. It Creation Notes
depends on power. All characters
receive one heritage point per level, The maximum number of points
including the first. you can spend on any primary
or secondary skill is one quarter
Sensory range is your effective range your maximum.
with skills and attacks and depends For example, a level one
on perception. character cannot spend more
than 150 DP on a single skill.
New Character Creation Rules
This rule supersedes all
Natural Bonus previous limits on purchasing
skills.
Characters no longer receive a natural
bonus, instead they gain a bonus to Characters may spend any
two secondary skills of their choice amount of their points on
each level equal to their intelligence combat or technological skills,
modifier. If the character has a but must spend at least one
negative intelligence modifier they do quarter of their development
not gain this bonus. points on secondary skills.
Human characters also receive a +10 There is no longer a
innate bonus to five secondary skills maximum cap on innate
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of their choice at each level, called a or class bonuses.
Racial Bonus.
Wealth
Creation Points CP: 1,2, 3
New Advantages You gain 200k, 500k or 1m CR at
character creation, depending on how
Heritor many creation points you invest on this
CP: 1,2,3 advantage. Additionally, every session
For every Advantage point after the first, you receive 1/10th of this
you invest into this amount, representing canny investment.
advantage, you gain a
Heritage Point. Superb Conditioning
CP: 2
Tech Jockey You gain a +15 bonus to physical and
CP: 1,2,3 mental resistances, and an additional
For every Advantage point +5 to both every level, on top of your
you invest into this normal bonus. Additionally, you gain a
advantage, you gain 50 +2 bonus to attribute tests.
Technology Points.
Transcend Limits
Mutant Physiology CP: 1,2,3
CP: 1,2,3 Your constitution is treated as being 2
Gain 2 Genetic Potential points higher for the purposes of
Points for every advantage cybernetic or genetic abilities. Each
point you invest into this additional point increases your
advantage at character effective constitution for this purpose
creation. by 2.

More Machine than Man Weapons Training


CP: 1,2,3 CP: 2
Gain 2 Cybernetic Potential You gain a +5 class bonus to attack
Points for every advantage per level. This bonus does not apply if
point you invest into this your class would ordinarily give you a
advantage at character class bonus to attack..
creation.

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Signature Starship
CP: 2,3
You start off with 2m credits, which
may only be spent on a starship or
on starship equipment. A third
advantage point increases the
allowance to 5m credits.

Additionally, for every 10 Tech Points


you normally receive, you gain 5
more for use on your starship only.

If you invest 3 creation points in this


advantage, you gain 10 more tech
points instead for use on your
starship.

Signature Equipment
CP: 1,2,3
You begin play with a special weapon,
suit of armour or other piece of
equipment. The benefits this gives you
will be unique, and must be negotiated
with the DM, though a greater
investment of CP will bring greater
benefit.

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Advantages Changed Advantages

Not all advantages from the core Anima Acute Senses


rules are appropriate for a Sci Fi setting.
The following advantages are approved In addition to the usual
for use in Beyond Science. benefits, Acute Sense
increases your perception
Approved Advantages by one for the purposes
of calculating range
Ambidextrous Immunity to Pain
increments.
Charm and Fatigue
Disquieting Fortunate
Nearsighted
Animal Affinity Quick Reflexes
Danger Sense Learning
In addition to the usual
Been Around Natural Learner
penalties, Acute Sense
Aptitude in a Subject Natural Learner,
reduces your perception
Aptitude in a Field Field
by three for the purposes
Good Luck Light Sleeper
of calculating range
Jack of all Trades
increments, to a minimum
Untiring
of 1.
Uncommon Size

Advantages from Other Sourcebooks


New Advantages may be taken from other sourcebooks in the Anima series with DM permission

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Disadvantages
New Disadvantages

Adrift
CP: 1
Whether by cruel fate or
deliberate choice, you have no
link to your past. You receive
no heritage point at first
level, but gain them normally
thereafter.

Sensitive System
CP: 1
You receive half effect from
combat enhancement drugs,
twice the side-effect and
must pay double for
cybernetic or genetic
potential points.

Rookie
CP: 2
You start the game as a level
zero character (400 DP),
and must gain 75 experience Approved
points to progress to level Disadvantages
one. Keep in mind, however,
that being level zero will Bad Luck
increase the difficulty of most Severe Allergy
encounters and therefore, the Addiction/
amount of experience that Serious Vice
you will receive. Deep Sleeper
Reduced Attribute
Unfortunate
Exhausted
Severe Phobia
Slow Healing
Slow Learning
Unattractive
Vulnerable to
Heat/Cold 11
Slow Reaction
Aliens
Players may choose to make their starting character an alien. Aliens
receive a number of advantages over humans, but also have costs
associated with them.
Firstly, aliens only receive 2 advantages at creation, rather than the 3
that humans receive. Second, aliens cannot choose their Racial Skill
Bonuses they wish to receive a +10 per level innate bonus from, instead
they are assigned them.
It is important to note that racial bonuses to attributes are an exception
to the rule halving attribute bonuses above 10.

Praav (Mikael)
A race of philosophers. missionaries and
priests, the Praav are determined to be a
force for good in the galaxy. Peaceful and
optimistic, and with a penchant for charity,
they are appreciated nearly everywhere they
go.

+1 willpower; Sensory Empathy; Acute


Hearing; Respect for Life
Medicine; Repair; Composure; Persuasion;
Cultures

Caidos (Meseguis)
A once proud people, now enslaved
by the Lide, Caidos are nonetheless
determined to make those who
would belittle their race pay dearly.
They are now as famous for their
acts of terrorism as they are for
their reverence for their ancestors.

+1 constitution; Ancestral Spirit; Heat Resistance; Cold


Vulnerability; Infrared Spectrum
Demolitions; History; Withstand Pain; Intimidate; Security 12
Purnata(Barakiel)
Undisputed masters of a number of primitive
worlds on the fringes of civilised space, the
Purnata make up the Deity caste among their
own people. Used to being the centre of
attention, and commanding a considerable
number of lesser minions, many believe their
own propaganda and are convinced that they
are gods given form.

+1 power; Extra Arms; Deific Grandeur; Slow


Learner 2
Leadership; Style; Science; Athletics;
Composure

Yed
Yedig (Abbadon)
Slimy in more ways than one, nearly all Yedig
possess considerable disdain for concepts of
law and morality, a quality which has made
them into ideal crime lords, loan sharks and
moneylenders. Yedig are an extremely old race,
and the race possesses more reserves of
Precursor technology than almost anyone else.

+1 agility; Aquatic Breathing; Profiteering;


Vulnerable to Heat; Aquatic Movement
Swim; Persuasion; Hide; Theft; Appraise

Tuerii (Raphael)
Honourable and compassionate, the Tuerii
were originally one half of a symbiotic race.
Though this is no longer the case, the Tuerii
retain an instinctual desire to protect the
helpless.

+1 strength; Protect the Weak;


Armoured Skin; Nave
Feats of Strength; Forging;
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Leadership; Demolitions; Climb
Anlayis (Erebus)
Keepers of Secrets, the Anlayis consider machine
maintenance and innovation to be a religious
duty. Meticulous and close-lipped, Anlayis
habitually take on cybernetics at each stage of
their biological development, until nothing is left
but machine.
+1 intelligence; One additional cybernetic
potential point per level; Hear the Machine;
Forlorn; Ultraviolet Spectrum
Computers; Repair; Science; Technology;
Analysis

Karran (Noah)
Obsessive and excitable, the Karran evolved
on a world thought too dangerous for
sentient life. A race of thrill seekers, the
Karrans often decide to do something simply
because the odds are against them. Neither
particularly nefarious or virtuous, Karrans
admire skill and daring, even in their enemies.

+1 dexterity; Redundant Systems; Cardium


Addiction; Immune to Climatic Conditions
Pilot; Forging; Science; Art; Athletics

Lide (Jedah)
Manipulative and independent, Lide have
an instinctive need to control their own
destiny- and the destiny of others. They
are ancient, almost as old as the Yedig,
moving slowly and remaining behind the
scenes.

+1 intelligence; Night Vision; Tentacles;


Voice of the Master; Light Sensitivity
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Persuade; Leadership; Analysis;
Memorize; Appraise 14
Caius (Zemial)
Brilliant, deadly and numerous, it is just
as well the Caius find it difficult to work
together. Premier hunters and assassins,
the Caius are natural psychopaths,
completely lacking empathy or remorse.
+1 strength; Withstand Death; The Grand
Hunt; Dement; Thermal Spectrum
Herbal Lore; Tracking; Stealth; Intimidate;
Jump

Lupa (Raphael)
Self-proclaimed caretakers of life in the
galaxy, the Lupa consider genetic
manipulation to be a natural part of
evolution, and include a new code in every
generation.

+1 constitution; Shaperate; Sense the


Forest; Hate the Machine
Animals; Herbal Lore; Tracking; Notice;
Traps

Gla
Glaade (Gabriel)
Lovers, not fighters, the Glaade appreciate
beauty and peace in all its forms. Evangelists
and entertainers, the Glaade travel
everywhere in search of new experiences to
document for the famous Overmind, which
contains all the experiences of an entire race.

+1 Perception; Sensory Overload; Quick


Learner 2; Respect for Life
Art; Music; Style: Acrobatics; Navigation

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Alien Abilities
Sensory Empathy
The Praav can take on anothers
negative emotions and pain. The
creature touched has the penalty of
any emotional or pain effect
currently active on him halved. The
Praav takes no penalty in return,
but the use of this ability can be
extremely uncomfortable for him,
Ancestral Spirit
Caidos naturally feel the imprint of
history everywhere they go. It is
not an exact science, but Caidos Protect the Weak
often get glimpses of important Tuerii suffer no penalty to defend
events that have occurred nearby. another, and may do so more than
The DM may roll a d100 for the once a round. When fighting to
Caidos in an area where an directly defend another weaker
important event took place. On an than themselves, they may add
Open Result (using the Caidos their willpower as an all-action
History), they get a glimpse of the bonus.
event occurring, as if using the See
in History Sentience Power at Zen Hear the Machine
Level. Anlayis can realize faults in
Deific Grandeur machinery just by listening to its
operation. Fumbles with machinery
Millennia of godhood has left the that an Anlayis is using are
Purnata confident of their personal treated as 40 points lower, to a
and collective destiny. Purnata add minimum of 0.
an attribute bonus of their choice
to all social rolls and to all coercion Forlorn
bonuses or penalties they inflict. Anlayis dont understand people,
Profiteering and suffer twice their intelligence
bonus to all social interactions,
Yedig know opportunity when it not including resisting coercion.
presents itself, and rarely let it
pass them by. They add their Redundant Systems
intelligence and their power Karrans have an extra set of most
modifier to critical results they major organs, and are therefore
inflict, and to all secondary skill very difficult to kill. They 16
rolls that the DM believes to be to receive a +40 bonus to PhR.
satisfying a base interest.
Cardium Addiction The Grand Hunt
Karrans are notorious for their Caius are patient hunters, and famous
love of a semi-legal drug known for always getting the prey
as Cardium. Karrans that take eventually. A Caius receives a
Cardium receive twice the normal cumulative +5 all action bonus (to a
benefits and side-effects. maximum of +50) against a
particular enemy every time they face
Voice of the Master them, after the first. This bonus also
Lide have extremely complex applies to all rolls to track or find
vocal chords, capable of them.
mimicking just about any sound. Dement
In addition, the complexity of
intonation available improves the Caius are solitary creatures, finding
Lides social secondary skills by little comfort in social interaction. All
their intelligence modifier. social interactions are considered one
step more difficult for them. Intimidate
Light Sensitivity is an exception to this rule.
Lide come from a shadowy world Additionally, Caius suffer a -10 all
where all light is simply reflected action penalty in large crowds.
from other planets. As a result, Shaperate
they suffer a -10 all action
penalty in bright light (such as Lupa see value in genetic diversity,
daylight). Darkened lenses will and are constantly encouraging their
not reduce the penalty, as the race to take on the traits of aliens.
darkening of vision will have the They gain one additional genetic
same effect, though it may be adaptation point per level.
more comfortable for the Lide. Hate the Machine
Lupa take a penalty equal to their
level x5 on all attempts to use or
create robots, cybernetics or other
advanced technology.
Sensory Overload
Glaade receive a bonus equal to their
perception to initiative and social
interaction.
Respect for Life
Praav and Glaade receive a non-
cumulative -20 all-action penalty
after killing a sentient creature.
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This penalty disappears at a rate
of 5 per day without firsthand
witnessing violence.
Sensory Increment Short Range 2m
A weapons range is no longer limited Medium Range 5m
only by the weapon in Beyond
Science. In an age when most Long Range 10m
weapons can hit the horizon, a
weapons maximum range is less Extreme Range 20m
important. What matters more is the
spatial awareness, hand-eye- Sight and Sound are considered
coordination and all round skill of the to be extreme in range. A Human
user, which is where sensory sense of smell is considered to
increments come in. be short range. Touch and taste
are not affected by sensory
Weapons come in four range increment.
varieties: Short, Medium, Long and
Extreme. You multiply the distance Different species may have
modifier of your weapon by your different sensory increments.
perception to get your weapon Perception attributes above 10
increment, beyond which you begin to have additional bonuses, as
suffer a penalty to your attack. You detailed in Dominus Exxet.
suffer a -50 penalty for attacking
beyond your increment, plus another -
50 per increment beyond, to a Optional Rule: Sniper
Snipers Eye
maximum of -200. You may substitute your
Notice and Search checks are also perception bonus for an aiming
affected by your sensory increment. bonus if it would be higher.

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Combat
Each round, before initiative is
rolled, players must declare
how many actions they intend
to take.
For each action beyond the
first, they receive a -25
penalty to their initiative that
round.
Drawing a Weapon
Drawing a light or pistol sized
weapon is considered a
passive action.
Drawing a heavy or rifle sized
weapon is considered an active
action.
Cover
Your cover bonus is taken from
an enemies ranged attack
when you are benefiting from it,
1/2 cover -40
3/4 cover -60
9/10 cover -100
Visibility
Visibility modifiers are now the
same as they are in melee
combat.
Changing Target
Each time you change target actions next turn. Each defence you
during a turn you take a make inflicts a -10 penalty to your
cumulative -25 penalty to next attack, whether melee or ranged.
attack. Counterattacks are unaffected by
this rule. You may not suffer more
Defences than a -100 penalty from this
rule. 19
Failing a defence does not
prevent you from taking active This penalty is called Taking Fire.
Elite Trooper
Archetype: Military
Life Points: +15 per level
Initiative: +5 per level
Resistance: +10 per level
Attack: 2:1 +5 per level
Defence: 2:1 +5 per level
Wear Armour: 1:1 +10 per
level

Technological Abilities
Genetic Potential: 40
Cybernetic Potential: 40
Prototype Development: 3:1
Artificial Intelligence: 3:1
Mechanical Engineering: 3:1
Tech Points: 25 per level
Adaptation: +1 per level
Integrity: +1 per level

Secondary Skills
Athletics 2:1
Social 2:1 The best of the best, elite
Perceptive 2:1 troopers are taken from the
Intellectual 3:1
top of their classes in each
Technical 2:1
Vigour 2:1 academy throughout the
Subterfuge 2:1 galaxy and trained
Creative 2:1 exclusively in the art of war.
+10 composure per level Heroes each, their only
+10 leadership per level
failing is that in a universe
Training Modules cost half full of freaks, they are only
the normal DP for an elite human. Elite troopers have
trooper. the best armour and
weapons training in the
game, but lack special
abilities. 20
Infiltrator
Archetype: Military,
Scoundrel
Life Points: +5 per level
Initiative: +10 per level
Resistance: +5 per level
Attack: 2:1 +5 per level
Defence: 2:1 +5 per level
Wear Armour: 2:1 +5 per
level

Technological Abilities
Genetic Potential: 40
Cybernetic Potential: 40
Prototype Development: 3:1
Artificial Intelligence: 3:1
Mechanical Engineering : 3:1
Tech Points: 25 per level
Adaptation: +1 per level
Integrity: +1 per level

Secondary Skills
Athletics 2:1
Social 3:1
Perceptive 2:1
Intellectual 3:1
Technical 2:1
Never fight fair if you can Vigour 2:1
Subterfuge 1:1
help it. Though superbly Creative 2:1
trained in combat, the
infiltrators true strength is +10 notice per level
+10 stealth per level
their skill with stealth and
+10 hide per level
explosives. +10 demolitions per level
+10 security per level
Powerful combatants with
superb subterfuge skills but
low cybernetic ability. 21
Cyborg
Archetype: Military,
Cybernetic
Life Points: +10 per level
Initiative: +5 per level
Resistance: +10 physical
per level
+5 mental per level
Attack: 2:1 +5 per level
Defence: 2:1 +5 per level
Wear Armour: 2:1 +5 per
level

Technological Abilities
Genetic Potential: 40
Physical Potential: 25
Prototype Development:
2:1
Artificial Intelligence: 2:1
Mechanical Engineering :
1:1 +5 per level
Tech Points: 50 per level
Adaptation: +1 per level
Integrity: +2 per level
Whether by freak accident
Secondary Skills
Athletics 2:1
or lust for power, Cyborgs
Social 3:1 use technology to rebuild
Perceptive 2:1 themselves, stronger, faster,
Intellectual 2:1 tougher than before.
Technical 2:1
Vigour 2:1
Subterfuge 2:1 Dangerous combatants with
Creative 3:1 excellent cybernetic abilities
+10 forging per level
but weak genetics and few
+10 science per level social graces.
+10 repair per level

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Supersoldier
Archetype: Military, Genetic
Life Points: +20 per level
Initiative: +5 per level
Resistance: +10 physical per
level
+5 mental per level
Attack: 2:1 +5 per level
Defence: 2:1 +5 per level
Wear Armour: 2:1 +5 per
level

Technological Abilities
Genetic Potential: 25
Physical Potential: 40
Prototype Development: 3:1
Artificial Intelligence: 3:1
Mechanical Engineering : 3:1
Tech Points: 25 per level
Born and bred for war, every Adaptation: +2 per level
Integrity: +1 per level
major military keeps millions of
genetically altered super soldiers Secondary Skills
ready and trained for war. Athletics 2:1
Social 3:1
Perceptive 2:1
Quick-grown, and not as module- Intellectual 3:1
heavy as the elite troopers, Technical 3:1
super soldiers make up for any Vigour 1:1
Subterfuge 2:1
lack of training in spades with Creative 3:1
the best in genetic conditioning
and mental reprogramming +10 feats of strength per
available, making them the level
+10 withstand pain per level
toughest combat type in the
game.

23
Android
Archetype: Cybernetic
Life Points: +15 per level
Initiative: +5 per level
Resistance: +10 physical
per level
+5 mental per level
Attack: 2:1
Defence: 2:1
Wear Armour: 3:1

Technological Abilities
Genetic Potential: N/A
Physical Potential: 20
Prototype Development:
2:1
Artificial Intelligence: 1:1
+10 per level
Mechanical Engineering :
1:1 +10 per level
Tech Points: 50 per level
Adaptation: +0 per level
Integrity: +2 per level
Hacking 1:1 Constructed, not born, androids
Secondary Skills
are built for a variety of
Athletics 2:1 purposes- espionage,
Social 3:1 infiltration, sabotage. Illegal on
Perceptive 2:1 most worlds, Androids must
Intellectual 2:1
Technical 2:1 cope with being cybernetic in a
Vigour 2:1 galaxy full of biologicals.
Subterfuge 2:1
Creative 3:1 Unusual, with no genetic
abilities at all, androids would
+10 computers per level
+10 repair per level
suit a player looking for a more
+10 analysis per level complex role-playing challenge.

Androids cannot be hacked, nor can they buy frame


components. They can, however, purchase AI packages and 24
are always considered to possess a CPU of the same
Intelligence they are.
Ace Pilot
Archetype: Specialist
Life Points: +5 per level
Initiative: +10 per level
Resistance: +10 per level
Attack: 2:1
Defence: 2:1 +5 per level
Wear Armour: 3:1

Technological Abilities
Genetic Potential: 40
Physical Potential: 40
Prototype Development:
3:1
Artificial Intelligence: 3:1
Mechanical Engineering :
3:1
Tech Points: 50 per level
Adaptation: +1 per level
Integrity: +1 per level

Secondary Skills
Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 3:1
Subterfuge 2:1
The flyboys, daredevil Creative 2:1
smugglers and elite pilots of Special
the galaxy, Ace Pilots are fast, Pilot 1:1
tough and always look like Composure 2:1
they have a plan.
+10 pilot per level
+10 repair per level
Aces are clever scoundrels, +10 analysis per level
with decent skills, and are the +10 style per level
+10 persuasion
quickest combatants in the per level
25
game.
Operative
Archetype: Specialist
Life Points: +5 per level
Initiative: +10 per level
Resistance: +5 per level
Attack: 2:1
Defence: 2:1
Wear Armour: 2:1

Technological Abilities
Genetic Potential: 30
Physical Potential: 30
Prototype Development: 2:1
Artificial Intelligence: 2:1
Mechanical Engineering :
2:1
Tech Points: 50 per level
Adaptation: +1 per level
Integrity: +1 per level

Secondary Skills
Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 2:1
Subterfuge 2:1 When something needs
Creative 2:1 getting done and no-one else
can do it, corporations and
+10 to two skill fields of
your choice per level, the
governments turn to the
skills of which become 1:1 in operatives.
cost thereafter. These
fields must be chosen at Highly skilled in a number of
first level. fields, the operative is a
catch-all class designed for
the player unsure of what
to specialize in. 26
Scientist
Archetype: Specialist
Life Points: +5 per level
Initiative: +5 per level
Resistance: +5 physical
per level, +10 mental per
level
Attack: 2:1
Defence: 2:1
Wear Armour: 2:1

Technological Abilities
Genetic Potential: 30
Physical Potential: 30
Prototype Development: 1:1
+10 per level
Artificial Intelligence: 1:1
+10 per level
Mechanical Engineering :
1:1 +10 per level
Tech Points: 75 per level
Adaptation: +1 per level
Integrity: +1 per level

Scientists specialize in Secondary Skills


Athletics 3:1
uncovering the secrets of Social 2:1
technology and cybernetics, Perceptive 2:1
though rarely stoop to Intellectual 1:1
experimenting on themselves. Technical 1:1
Vigour 3:1
Scientists have the best Subterfuge 2:1
Creative 2:1
technological and inventive
powers and superb technical +10 science per level
skills, but poor personal +10 repair per level
+10 analysis per level
abilities and are usually weak +10 technology
in combat. per level
+10 medicine per level
27
Evolutionary
Archetype: Genetic
Life Points: +10 per level
Initiative: +5 per level
Resistance: +10 physical
per level, +5 mental per
level
Attack: 2:1 +5 per level
Defence: 2:1 +5 per level
Wear Armour: 3:1

Technological Abilities
Genetic Potential: 20
Physical Potential: 50
Prototype Development: 3:1
Artificial Intelligence: 3:1
Mechanical Engineering : 3:1
Tech Points: 25 per level
Adaptation: +2 per level
Integrity: +1 per level

Secondary Skills
Athletics 2:1
Social 2:1
Perceptive 2:1
Life is strength, or so say the
Intellectual 2:1 evolutionaries. When natural
Technical 3:1 selection gets a little slow,
Vigour 2:1 why not give it a push?
Subterfuge 2:1
Creative 2:1 Evolutionaries specialize in
+10 animals per level practical genetic engineering,
+10 herbal lore per level using cutting-edge life
+10 medicine per level sciences to produce
astonishing biological effects.
They have little interest in
other technologies, however.

28
Scum
Archetype: Specialist
Life Points: +10 per level
Initiative: +10 per level
Resistance: +10 physical
per level, +5 mental per
level
Attack: 2:1 +5 per level
Defence: 2:1
Wear Armour: 2:1

Technological Abilities
Genetic Potential: 30
Physical Potential: 30
Prototype Development: 2:1
Artificial Intelligence: 3:1
Mechanical Engineering : 3:1
Tech Points: 25 per level
Adaptation: +1 per level
Integrity: +1 per level

Secondary Skills
Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 3:1
Subterfuge 1:1
Experts on all matters Creative 2:1
criminal and illicit, scum are
unpredictable, innovative and +10 intimidate per level
+10 repair per level
opportunistic, always waiting +10 theft per level
for that next big score. +10 disguise per level
+10 trap lore per level
Scum are survivors with a
wide range of skills and
abilities.
29
Secondary Skills
Obsolete Skills
The Occult, Magic Appraisal,
Lockpicking and Poison skills
no longer exist.
New Skills
Analysis [Perceptive] (Int)
The ability to analyse data,
such as a crime scene,
historical records or star
map and reach a logical
result.
Security [Subterfuge] (Dex)
The ability to disarm or evade
security measures, such as
mechanical locks, alarms,
motion sensors etc.
Cultures [Intellectual] (Int)
Knowledge of strange or alien Piloting [Technical] (Dex)
cultures, traditions and The ability to manoeuvre and control
etiquettes. all kinds of vehicles, mecha and
New Skill Field: Technical starships effectively.

Demolitions [Technical] (Int) Technology [Technical] (Int)


The ability to create, set and Knowledge of cutting edge or alien
disarm explosive devices of technology, such as specs, alternate
all kinds. uses, new prototypes etc.

Computers [Technical] (Int) Repair [Technical] (Int)

The ability to effectively use, The ability to repair mechanical or


hack or create computerised electronic equipment.
devices. Repairing in combat suffers a -80
Hacking in combat suffers a - penalty to the result.
80 penalty to the result.

30
Note: Making Poisons now requires the Herbal Lore Skill
Piloting Vectored Thrust
Piloting Techniques: An unexpected, jerky movement,
allowing the pilot to make a
Evasive Maneuvres
change of any direction while
For one round, the defence of the moving.
piloted craft is replaced by a
Requires a Piloting Check of:
piloting check, modified by the size
of ship. The pilot may not make
attacks with the weapon systems 45 degrees Moderate
while taking evasive manoeuvres. 90 degrees Hard
135 degrees Very Hard
Ramming Speed 180 degrees Absurd
Make a piloting check rather than
an attack to ram into another Vector Thrust movement during
ship. You deal base damage equal a turn can surprise an opponent
to your size modifier multiplied by if in a dogfight, or leave
the movement value you attain themselves vulnerable. In a
while ramming, to both yourself dogfight the enemy must make a
and the enemy ship. piloting check opposed by the
players. The loser is considered
surprised against that opponent
if he failed by 40 or more.
Only light cruisers and smaller
can make a vectored thrust
manoeuvre.
Broadside
You may take a -30 penalty to
your defence to grant a +10
bonus to your attack. You may
do this up to three times to gain
a cumulative effect.
Flying Cautious
Alternatively, you may take a -
30 penalty to your attack to
grant a +10 bonus to your
defence. You may do this up to
three times to gain a cumulative
effect.
31
Starships
To accelerate past the
speed of light, and
explore beyond their own
systems the races of
Beyond Science
developed a technology
enabling a ship to fold
space, dramatically
reducing the amount of
time spent in transit. Gravity Wells

Speed Any object with a mass of a small moon or


greater is considered to have a gravity well.
A ships sub-light speed Gravity wells cannot be folded through- your
is worked out by trip will end when you enter a gravity well.
subtracting its size from You may also not fold inside a gravity well,
the engine power as a you must leave it first.
fraction of the speed of
light. It is quite typical for a fold route to take a
ship through many gravity wells, which is
Those ships capable of it where the majority of space combat will take
may also fold space by place.
the amount given, which
is multiplied with the sub- If a sub-light engines speed would reduced to
light speed to give the less than 0,1 of the speed of light, they are
ships Fold Speed. instead reduced to 0.05 instead. If the same
would increase an engines speed above 1.0, the
DM may decide if he wants the law of Lorentz
Invariance to be absolute in his game- or not.
Classifications

Size Category Examples


Big 0.1 Super-Light Snub Fighter; Personal Shuttle
Enormous 0.2 Light Bomber; Planetary Shuttle

Giant 0.3 Heavy Small Freighter; Superiority


Fighter
Colossal 0.4 Frigate Freighter; Missile Ship

Cruiser 0.5 Drone Host; Commercial


Freighter 32
Battleship 0.6 Capital Ship; Super Freighter
Object Type Well The well radius given is for ships moving at
Radius light speed. Multiply the time required by
your sub-light speed to find the amount of
Small Moon 1 round
time you need to escape the gravity well. All
Large Moon 2 rounds values assume you are moving at full speed.
Planetoid 3 rounds Working out your exact speed is not
Life-bearing 4 rounds necessary, as all distances will be measured
Planet as if moving at the speed of light- i.e. Light
years- so you just need to divide the time
Gas Giant 5 rounds given by your sub-light speed.
Small Star 1 minute Your fold speed multiplies this speed by the
Medium Star 2 minutes number given when folding through open
space.
Large Star 3 minutes
Giant Star 4 minutes Module Effect Cost
Neutron Star D50 F-Type Fold X750 Fold Speed 4 10k
minutes A-Type Fold X1000 Fold Speed 5 50k
Black Hole D100 S-Type Fold X1250 Fold Speed 7 120k
minutes
X-Type Fold X1500 Fold Speed 9 250k
M-Type Fold X2000 Fold Speed 11 600k
Certain races may have access to more powerful fold engines.

33
Starship Costs
Every starship starts off as a frame, which by itself does nothing but take
punishment and hold modules. The larger the frame, the more modules it
can carry inside of it, and the more modules it has, the more it can do.
Remember that you must pay for both the frame and modules for a ship to
work.
Frame Cost Manoeuvre/ Module Size
Mass Slots
Personal Shuttle 15k 9/11 4 Super Light
Escape Pod 20k 8/12 4 Super Light
Snub Fighter 30k 8/12 5 Super Light
Planetary Shuttle 25k 7/13 6 Light
Heavy Fighter 50k 7/13 8 Light
Bomber 60k 7/13 10 Light
Small Freighter 200k 6/14 15 Heavy
Yacht 360k 6/14 20 Heavy
Missile Ship 520k 5/15 25 Frigate
Freighter 600k 5/15 30 Frigate
Assault Ship 720k 4/16 35 Frigate
Drone Host 800k 3/17 40 Cruiser
Commercial Freighter 1.2m 3/17 60 Cruiser
Blockade Runner 1.6m 2/18 80 Cruiser
Super Freighter 5m 1/19 100 Battleship
34
Carrier 6m 1/19 120 Battleship
Capital Ship 10m 1/20 200 Battleship
Module Effect Slots Cost
Single Pulse Sub-light 0.4, requires 1 Power 1 10k
Engine
Twin Pulse Sub-light 0.6, requires 2 Power 2 25k
Engine
Impulse Engine Sub-light 0.8, requires 3 Power 3 60k
Flow Engine Sub-light 1.0, requires 4 Power 4 150k
Splash Engine Sub-light 1.2, requires 5 Power 5 400k
Life Support Supports 5 human-sized biologicals: 1+ 2k
each slot doubles this number per
(stacking exponentially), requires 1
Power
Weapon 1 slot +1 per size category above 1+ 6k
System Medium, each weapon requires 1 per
Power
Tech Array 1 slot +1 per size category above 1+ 10k
Super-Light; uses Tech Points, each per
array requires 1 Power
Facility A Medical Bay, Workshop or other 1 6k
facility
Fusion Reactor Provides 2 points of power per slot 1+ 15k
Living Quarters Allows 1 person to survive onboard 1+ 3k
for long trips: each slot doubles this per
number (stacking exponentially)

Quality modules
require 1 less slot per
grade of quality
(minimum 1). They also
grant their bonus to
any relevant checks
or tests to use them.
35
Starship Rules
In most respects, a starship is
treated as being a creature
directly controlled by the pilot.
For example, a starship rolls
defence using the pilots base
defence primary ability,
modified by its agility
(manoeuvre) instead of the
pilots own. Quality increases both manoeuvre and
Initiative is calculated as if the mass attributes by 1 point, and increases
pilot were using the ship as a available module slots by 50%.
weapon, with the base Double the ships manoeuvre to find its
initiative being its speed. Flight Value when in atmosphere.
Ships gain life points as if The ships Lift Value is equal to its mass,
they were level 0 damage and it can carry as much cargo as a
resistance characters with a human of that strength could have as its
constitution equal to its mass maximum load. Battleships can carry 1m
attribute. tons, not an infinite amount!
Ships have physical You may reduce the ships Lift Value for
resistance equal to 25 plus the purposes of cargo by any amount to
their constitution modifier gain the same amount of module space, to
(assuming the ships mass a minimum Lift Value of 10.
attribute is considered to be
its constitution), Ships have
no mental resistance.

Size Physical Natural Base Action Multiple Damage Armour


Attack Weapon Initiative Area Resistance
Frigate 80 160 -40 50m 25 12
Battleship 100 200 -60 100m 30 14

The Importance of Piloting


36
A starships maximum defence and initiative bonus is limited to
the final skill bonus of the pilots Pilot secondary skill.
Module FROM TO
Shield -50% x2 Regen
Regen
Weapons Half Extra
Base Grade of
Damage Quality
Life Barely No effect
Support enough
to
survive
for 24
hrs
Engine Half +0.1
speed sublight

The above table lists the effect of


rerouting power away and
towards a module. You cant
overcharge a module with extra
Power units of power, it must be
rerouted.
Engine generate Power every round,
which can be used to power a ships Rerouting for a long period of
sub-light speed, shields, weapon time can be dangerous. Modules
systems, and a number of functions. that have been rerouted power
TO them can suffer the effects of
Power can be rerouted with an easy a long-term build up of power.
computers or repair check
(depending on whether the character For each minute of time that
is using a computer or manually passes while rerouting power TO
rerouting power), drawing most of a module, roll a d100. On a roll of
the power from one module and a 01-05, the module short-circuits
putting into another. and becomes damaged. Each
minute that passes the roll
Each unit of power rerouted in a becomes 5 points more difficult-
round increases the check difficulty 01-05 becomes 01-10.
by two grades. In a combat
situation, this check may be subject Quality modules are not damaged,
to the relevant penalties. but temporarily lose a grade of
quality instead. This does not
These effects are temporary, but effect the number of modules they
once rerouted, the bonus and take up.
penalty remains in place until 37
rerouted again.
Damage Targeting a Module

Ships take damage as characters do, The difficulty of targeting a


applying their defence and AT to module depends on what
attacks, then subtracting the result percentage of the ships total
from their life points. Similarly, they modules it makes up.
receive critical hits as characters do,
when suffering 50% of their remaining Percentage Attack Penalty
life points in a single blow, or when a <5% -100
vital point is struck for 10% of their
5-10% -80
remaining life points.
10-25% -60
A ships reactor and bridge is
considered to be a vital point for this >25% -40
purpose.
Additionally, specific modules may be
targeted to damage or destroy them.
Dealing 10% of the ships remaining life
points will inflict a special critical
dependent on the type of module
attacked.

Module Hit Level of Effect


Failure
Engine Per 10 -0.1 sublight
Weapons Fail Damaged
condition
Life Fail As FROM table
Support
Bridge Fail As Critical
Reactor Fail As Critical
Hull Per 20 Decompression
38
in one area
What
Whats a credit worth?
Value Purchase

1 A newsdisc or a
bottle of distilled
water
5 A basic meal or a
Galactic Net
subscription
20 A RTE meal or a
standard travel fare
to another city
100 A standard
ammunition clip or a
wilderness survival
kit
500 A handgun and a clip
of ammo or 1 months
rent in a standard
dormitory
1k Standard fare for an
interplanetary trip
or an entertainment
system
10k A second-hand land
transport or a 2yr
lease on a standard
Equipment dormitory
20k A new land
Characters roll a d10 to determine transport or a
their starting wealth: cramped dormitory
freehold
1 Underclass 4k Credits
100k A small freighter or
2-4 Proletariat 8k Credits a dormitory suite
5-7 Petty Bourgeois 15k Credits freehold

8-9 Bourgeois 25k Credits


10 Minted 40k Credits 39
Quality
Not all equipment is created
equal. Superior craftsmanship,
better materials and cutting-
edge technology can set a select
few apart from others. Of
course, this kind of power
doesnt come cheap- costs are
multiplied accordingly, and the
level of skill required to craft
them ensure they remain rare.

Quality Cost Multiplier


-5 X0.5
+0 x1
+5 x20
+10 x50
+15 x100
+20 x200
Community Size Maximum
Purchase
Availability Village/Fuel 5k CR
Keep in mind that high quality Depot
weapons and armour are difficult Town/Mining 10k CR
to come by. Even a +5 weapon Colony
represents decades of experience
and tens of thousands of credits Minor 20k CR
of investment, beyond the simple City/Orbital
cost of purchase. Not every Station
community is capable of such a Major City/ 50k CR
feat, much less eager to do so. Deep Space
Purchasing beyond these limits Station
requires special circumstances, Metropolis/Pira 200k CR
such as an auction or unique te Mega Station
trade deal.
Hub/Galactic 1m CR
Exchange
40
Note: When making a conversion from Beyond
Fantasy, assume a credit is worth 1 Silver Piece
Rebreather Fire Extinguisher
A more advanced form of gas Highly pressurized foam held
mask, the rebreather filters out tightly within a handy red
airborne toxins and allows for a container. Extinguishes a 1m/1m
short time spent in zero area per round, up to 10
atmosphere. The air supply will applications per canister.
last 8 hours in areas without Cost: 50 CR
oxygen, 24 in areas of low oxygen.
Cost: 500 CR Med-
Med-pack
In extensive use throughout the
Spray-
Spray-on LCD galaxy, the humble medpack
Performs all the usual functions of grants a +40 bonus to medicine
a monitor, on any surface and at checks. Higher quality versions
any size. grant a +20 bonus per grade of
Cost: 200 CR quality.
Cost: 100 CR
PersoCom
Available in a variety of sizes, this NutriPAK
small computer performs all the Ubiquitous artificial food on the
functions you would expect of a go, NutriPAK is available in
modern computer and more. thousands of different flavours
Cost: 300 CR and surprisingly nutritious,
though the texture is worryingly
PersoComs grant a +20 bonus to consistent with cardboard.
computers checks per grade of Cost: 1CR 41
additional quality.
Power Generator Power Cell
Constructed in a multitude of Smaller than a generator, and
different ways, power generators without the tell-tale signature,
use ionized water to produce Power Cells store energy in a
energy. Note that a fully fuelled complex series of compressed
power generator is fairly heavy nanotubes. Provides one energy
(10kg), and produces a distinctive unit for 10 rounds of use.
energy signature that can be read Recharging a cell is possible,
by most sensors at range with an but dangerous, and voids the
analysis check. More generators warranty. After a recharge, a
make a signature easier to read. result of 51-00 on a fumble
causes the cell to explode,
Cost: 2k CR
inflicting damage as per an
Multitool Overloaded Power Source.
The quintessential tool, able to Cost: 100 CR
perform a vast array of electronic
Portable Jamming Device (PJD)
and mechanical tasks. Grants a
+40 bonus to all repair, security A handheld, easily concealed
and forge tasks. Each 5 points of device that jams most forms of
quality improve this bonus by 20 wireless communication.
points. Requires a Computers check to
use and has an effective range
Cost: 2.5k CR

42
500m. Higher quality versions jam but they remain popular in
at an increased range (1km per arcades and in other public
grade of quality) and grant a +10 entertainment areas.
bonus per grade of quality to the
Immersion feed is difficult to
computers check. The DM dictates
design, requiring at least a very
the difficulty of the check depending
difficult computers check to
on the strength of the signal, from
design simple programs.
routine for a childrens walkie-
talkie to near impossible for a Cost: 50 CR per hour, 15k CR to
planetary defence alarm. A own
successful result jams all signals
OPTCAM
(including friendly ones) of that
grade or lower within the range. Cheap, ubiquitous security,
OPTCAMs function like modern
Cost: 4k CR
CCTV over a wireless or cable
Complete Immersion Chamber (CIC) network. Special programs and
connection to a CPU is required
As often used for training as
to recognise insignia, faces,
entertainment, the CIC allows an
weapons etc. Notice checks are
individual to experience scripted
considered to be made by the
events and view Immersion feed as
camera at a +20 bonus.
if she were actually there.
Expensive to buy, and complicated 43
to program, few own a chamber, Cost: 100 CR
Weapons
Name Dam Speed Req Str Clip Range Special Cost
age Str

Holdout 30 20 3 7 4 Short 600


Light Pistol 40 10 4 7 8 Short 400
Heavy 50 0 5 9 8 Med 800
Pistol
Machine 35 5 5 7 16 Short Burst 1.8k
Pistol
Dart Pistol 20 20 2 5 8 Short Poison 2k
Flame 40 0 5 - 4 5m Immolate 2.4k
Pistol
Rocket 80 -40 6 11 2 Med Blast 1m 8.4k
Pistol
Hunting 60 -10 5 9 8 Long 1.6k
Rifle
Shotgun 70 -20 7 11 8 Short 1.2k
Assault 55 -15 6 9 16 Med Burst 4.8k
Rifle
SMG 45 -5 6 9 16 Med Burst 3.6k
LMG 65 -25 7 11 16 Med Burst 6.4k
MG 75 -35 9 13 16 Med Burst 9.8k
HMG 95 -55 11 15 16 Med Burst 12.4k
Light AAR 80 -30 8 13 4 Long Blast 1m 8.6k
Heavy AAR 100 -50 10 15 4 Long Blast 10k
3m
Sniper Rifle 90 -40 7 13 4 Ext Scope 7.4k

44
Name Dam Speed Req Str Clip Range Special Cost
age Str

Flame- 60 -20 6 - 4 10m Immolate 4.8k


thrower
Industrial 50 -5 7 11 8 Short 280
Rivetgun
Needler 40 10 4 7 8 Med Poison 6k
Machine 35 5 5 7 16 Short Burst 1.8k
Pistol
RPG 100 -80 9 15 2 Long Blast 4.8k
5m
Energy 50 0 5 - 8 Short Energy 8k
Pistol
Energy Rifle 70 -20 7 - 8 Med Energy 12k
Web Rifle - -20 5 11 4 Short Trapping 6k
Compression 20 0 5 13 8 Short Knock- 4.2k
Rifle back
Beam Rifle 65 -25 7 - 16 Med Beam, 24k
Energy
Underslung - 0 +1 9 - Med Grenade 600
Launcher
Launcher - -20 6 11 - Long Grenade 1.2k
Rifle

45
Grenades and other Explosives
Name Damage Speed Range Special Cost

Frag Grenade 60 0 Thrown Blast 3m 400


ANAR Grenade 80 0 Thrown Ignore AT 1k
CRYO Grenade 40 0 Thrown Freeze 1k
INC Grenade 40 0 Thrown Immolate 800
Pulse Grenade 80 0 Thrown Pulse 2.2k
Shock Trigger 40 0 Thrown Stun 1.4k
Impulse 20 0 Thrown Knockback 15 1.8k
Grenade
Render Mine 120 -100 Stationary Blast 5m 3.2k
Tear Gas - 0 Thrown PhR 140 1.6k
Incapacitate
10m
Flashbomb - 20 Thrown PhR 140 800
Blind 3m
Overloaded 50 0 Thrown Blast 3m -
Power Source
Smoke Bomb - 0 Thrown Blast 10m; 100
Obscure
EMP Bomb - 0 Thrown Blast 10m; 400
Interference
Fusion Bomb 200 -100 Stationary Blast 20m 12k

46
Melee Weapons
Name Damage Speed Special Cost

Plasma Torch 20 0 Energy 2k


Breach Axe 60 -10 Ignores 2 AT 400
Longknife 40 10 Precise 240
Stunrod 40 -10 Stun 1.2k
Combat +10 -10 Unarmed 50
Gloves
Power Fist +40 -20 Unarmed 6.2k
Industrial 80 -40 Improvised 200
Chainsaw
Combat 90 -30 4k
Chainsaw
Industrial 70 -50 Double Damage on Trapped 2.4k
Pincers Opponent; Precise
Industrial Drill 50 -40 Ignores 4 AT 400
Whisperblade 50 0 Notice 80 or Partially Blind 1.4k
Power Claw 80 -20 Unarmed 4.2k
Energy Blade 40 15 Energy; Precise 12k
Energy Sword 70 -35 Energy 28k

47
Notable Manufactories
DynaTech
A Human/Anlayis company
based on Veraya, DynaTech
specializes in designing state-
of-the-art computerised
weapon systems as well as a
well established reputation for
pushing the acceptable limits
of VI technology.
DynaTech weapons have a
fumble and open range two
points higher than normal (01-
05 becomes 01-07 and 96-
00 becomes 94-00).
Additionally, you can ignore
half the penalty to attack from
a single combat manoeuvre
with a computers check with a
difficulty equal to the
opponents defence. This
feature requires a HUD to Additionally, Reaving weapons reload one
activate. action faster than normal (becoming
Cost: 1.5x normal cost passive if already one action), and never
suffers a Break or Explodes result on a
Reaving fumble. Replace such a result with Jam.
More religious than corporate, Cost: 1.5x normal cost
this Caius-owned manufactory
takes quality very seriously, KomaCorp
putting out weapons on a A newly formed Karran company,
case-by-case basis, and KomaCorp uses liquid-dispersal
threatens its employees with technology to reduce recoil and heat loss.
corporal punishment for poor
work. This unusual setup KomaCorp weapons have a required Str
appears to work, for it one lower and their speed is 5 points
produces reliable weapons of faster than normal.
the very highest quality every Additionally, KomaCorp armour has its
time. Wear Armour requirement reduced by 10.
Reaving weapons have a This does not affect its cost.
48
fumble one point lower than Cost: 1.5x normal cost
normal.
Nightborn Industries their pride in their work evinces
itself in every piece they produce.
A Yed-ig consortium of
considerable influence, Nightborn SynTale weapons always possess
specialize in covert operations, the Precise quality, and increase
and their equipment demonstrate the open range of any weapon by 1
their mastery of subterfuge. per grade of mastery the wielder
possesses in that weapon group.
Nightborn weapons have very
little muzzle flash or weapon Cost: 6x
trail. Attempts to detect their
presence have their difficulty
increased by two steps.
Additionally, the final damage of
the weapon is increased by 50%
against an opponent who does
not know where the wielder is.
Nightborn armour suffers no
natural penalty to stealth or hide
checks, and improves Stealth
Fields, increasing the difficulty to
spot them by one grade.
Cost: 2.5x
SynTale Masters Guild
Innovation and perfection is the
mantra of SynTale, a Glaade
society dedicated to designing
the perfect weapon. They do not
take just any commission, and

49
Fumbles Fixing a break requires
When making a fumble with an components worth 1/10th the cost
attack roll while using a firearm, of the weapon (taking into
there is the chance that the weapon account any quality multipliers)
can jam, break, or even worse- and a difficult repair check,
explode. When fumbling with a increasing in difficulty one grade
firearm, consult the following table. per grade of quality.
Explode
Fumble Result Effect
An explosive component
01-40 As Normal
overheats and explodes,
41-60 Jam showering the wielder with heated
61-80 Break shrapnel.

81-00 Explode The weapon explodes as if it were


an overloaded power source in
Jam the wielders hands. Its attack is
considered to be Absurd (180).
A Jammed weapon cannot fire until
it is fixed. You must make a repair As you might expect, the weapon
check of moderate difficulty to is ruined after an explode result.
unjam it. Remember that Combat
A weapon may be rigged to jam,
modifiers to this check may apply
break or explode the first time it
in challenging circumstances.
is used with a moderate repair
Unjamming a weapon takes an
check, increasing in difficulty one
action per attempt.
grade per grade of quality.
Break
A crucial component in the weapon
overheats and breaks, leaving the 50
weapon useless.
Additional Weapons
Rules
The physical AT of all
archaic armour (pre-
modern) is halved against
attacks made by firearms.
Fully Automatic weapons
can attack a number of
metres up to 1/3 their
maximum clip size in a line
as a Full Automatic
attack, attacking
everything within that arc.
The attack is made at a -
40 penalty and costs half
the maximum clip size in
ammunition. Everything
stepping into that arc
during that turn is also
attacked at the same
penalty.
Weapons whose Strength
is higher than the
strength of the enemy hit The weapon must have hit and caused
may knock their target damage, and suffers a -3 to this test if
over. In such a case, both it did less than 100% damage.
weapon and enemy must Knockback weapons always incur this
make an opposed test, regardless of strength, and grant a
strength test. +2 bonus to the weapons result.
If the weapon beats the
target by 3 or more, the Reloading
opponent is knocked
prone. Every projectile-based weapon has a set
If the weapon beats the clip size, after which the character must
target by 6 or more, the reload. Reloading time depends on the
opponent is knocked range of the weapon:
flying back a number of
Short 1 Active Actions
metres equal to the
Medium 2 Active Actions
amount they failed by, 51
Long 3 Active Actions
then falls prone.
Extreme 4 Active Actions
Counterattacking
Remember that only melee
weapons are capable of
being used in a
counterattack. To make a
counterattack when
attacked in melee, you must
be wielding a melee weapon,
have a bayonet or similar
device attached, or possess
a natural weapon.
Bayonets deal 30 base
damage and have a +20
speed modifier. They inflict a
-10 penalty to attack to
whatever weapon they are
attached to. It is an active
action to attach or remove a
bayonet, and are enhanced
separately to the weapon.
Alternatively, you may
counterattack with a melee
weapon in your offhand, an
unarmed strike or a natural
Required Strength attack.
Many firearms are too heavy or have too
much recoil for a weak character to Weapon Special Qualities
properly use. For each point a character
fails to meet the required strength of a Burst
weapon, they receive a cumulative -10 to Burst weapons can target
initiative and attack rolls. an area instead of an
individual. For each metre of
Increased Size radius you choose to attack,
The same rules for increasing the size of you receive a -20 penalty to
a weapon apply in Beyond Science as attack, to a maximum of
they did in Beyond Fantasy. Larger 10m.
weapons are often used in weapon
systems on vehicles and mecha. Immolate
Immolate weapons force an
Quality and Resistance enemy hit by the attack to
Weapons that induce resistance checks roll on the In Flames
increase the difficulty by 10 per grade of table, page 216 of
52
quality. the Core Anima rulebook.
Poison Trapping
Enemy hit must make a PhR Traps enemies hit, at weapons
check against the damage dealt strength.
plus 40, taking an all-action
penalty equal to the failure, and Knock-back
to all future applications of this Always forces enemies hit to make
poison. Failure by 80 or more opposed knock-back tests. Weapon
knocks the enemy unconscious. receives a +2 bonus to these tests.
The penalty wears off at a rate
of 1 point per minute. Beam
The base damage of the weapon
Blast increases by 10 points per
Affects everything and everyone consecutive round it hits a specific
within the blast radius. enemy. Damage resets if a round
passes without the weapon hitting
Scope that enemy, even for no damage.
After aiming with a weapon with
a scope, you halve the penalty Grenade
for making a directed attack on Weapon fires a grenade, rather than
the next attack roll. dealing damage directly.
Energy
53
Hits enemy on the Energy AT.
Freeze stunned for a number of rounds
Enemy hit must make a PhR check equal to the failure.
with a difficulty equal to the
Stun weapons do not deal life
damage plus 40, taking a penalty
point damage.
to initiative equal to the failure.
Failing by 40 or more inflicts Obscure
minor paralysis, while failing by
Sight or shooting through
80 or more inflicts partial
obscured area is considered
paralysis. Penalties fade at rate of
partially blind. Sight or shooting
1 per minute.
through 6m of obscured area is
considered completely blind.
Pulse
Special methods of vision, such
Electrical equipment and robots hit
as infrared can negate this
with a pulse weapon must make a
penalty. For twice the cost, an
PhR check with a difficulty equal
obscure weapon can obscure one
to the damage plus 40, Failing by
special method as well as normal
60 or more causes the equipment
sight (ie. Hot smoke obscures
or robot to shut down, restarting
thermal imaging).
in 1 minute.
Interference
Pulse weapons only deal damage
Electronics are blocked out within
to electrical equipment and robots.
the affected area, preventing HUD
use and wireless communication
Stun
including giving commands to
Enemy hit must make a PhR check
robots, much like a jammer, but
with a difficulty equal to the
much smaller in range, and
damage plus 40, losing an active
requires no knowledge of
action next round per 10 points of
computers.
failure. Losing more active actions 54
than you have results in being
Armour
Armour Cut Impact Thrust Heat Ele Cold Ene Required

Armoured 1 1 2 1 1 1 0 10
Clothing
Jumpsuit 1 1 1 2 3 2 1 20

Thinsuit 2 2 2 3 3 3 1 30

Flak 3 2 3 1 1 1 1 40
Jacket
Tactical 3 2 5 1 2 1 1 50
Vest
Riot 3 4 4 3 1 2 2 75
Armour
Light 4 5 5 3 1 2 2 90
Combat
Medium 5 6 6 3 1 2 2 105
Combat
Heavy 6 7 7 3 1 2 3 130
Combat
Assault 7 8 8 3 1 2 3 160
Plating
Armoured 2 2 2 8 6 8 4 200
Spacesuit

55
Modifying Armour Costs
In addition to enhancing armour Generally speaking, armour costs
with technology points, you may the requirement to wear it squared
also improve a single AT of your in credits, though circumstances
choice for each 10 points of may alter the price.
additional requirement. This
increases the cost of the armour
as normal. If this enhancement
Additional Rules
occurs after the armour has
already been paid for, you must If your wear armour is lower than
pay the difference between the the requirements of the armour,
current and improved armour. you take the difference as a
penalty to all physical actions,
Damage Barrier including initiative.
Your damage barrier in armour is You may no longer stack armour.
your modified AT x10 against the
56
weapon used, rather than a set
number.
Training Modules
Weapon Class Modules
To effectively use a class of
weapon, you must possess the
weapon class module relating
to it. If you use a weapon
without the requisite module,
you suffer a -30 penalty to
attack and initiative.
Each weapon class module
costs 20 points. You may buy
a particular weapon class
module once then once again
per level of mastery. Buying the
same module again grants a
stacking +10 attack and
initiative bonus when using
that weapon class. This is
called a specialization.
Specializations beyond the
first one grant additional
bonuses:
2nd Specialization Weapon Classes

+20 criticals with class Pistol

Make additional attacks at - Rifle


20 penalty Energy
3rd Specialization Heavy
+40 criticals with class Blade
Make additional attacks at -15 Unarmed
penalty
Blunt
4th Specialization
Polearm
+60 criticals with class
Exotic (per weapon)
Make additional attacks at -10
penalty
57
Mental Conditioning Hail of Bullets
Whenever your will might be You only suffer a -10 penalty per
tested, either by torture, additional attack when making
propaganda or confidence tricks, multiple attacks in a round, while
your training always sees you using a semi-automatic weapon.
through. Cost: 30
+2 on willpower tests and +10
mental resistance Combat Martial Arts
Cost: 40 You deal 30 points of damage with
your unarmed strikes, and gain a
Linguistic Training +10 nonclass attack bonus when
You can speak any language still striking unarmed.
in circulation and available to the Cost: 30
galactic community, regardless of
your intelligence. Defensive Martial Arts
Cost: 40 You halve the penalties to attack
when attempting to trap, take down
Perfect Form or disarm an opponent. You gain a
You reduce the Strength +2 characteristic bonus to perform
requirements for wielding a these attempts.
ranged weapon in two hands by Cost: 40
2 points.
Cost: 30 Bodyguard
You can defend someone else
Trained Marksman before or after your initiative, and
While aiming, you are treated as take no penalty to do so.
if you have aimed for an Cost: 30
additional round.
Cost: 40

Double-Tap
You may gain an additional
attack with a semi automatic
weapon once per round. The usual
multiple attack penalties apply.
Cost: 40

Bull's-eye
You are treated as aiming for a
round after spending an active
action doing nothing but aim. You
may do this once per round for
58
each time you take this module.
Cost:
Cost 40 (may take up to 3 times)
Galactic Fighting Championship Coolness under Fire
Contender You gain a +40 bonus to
Prerequisite: Having qualified to composure, and take only half the
fight in the GFC; Combat Martial normal penalty for Taking Fire.
Arts Cost: 40
You now deal 50 points of
damage with your unarmed Rapid Reload
strikes, ignore 2 points of You can reload in half as many
armour and increase criticals active actions. Short range weapons
inflicted by your unarmed may be reloaded with a passive
attacks by 20 points. You gain action.
an additional +10 attack and Cost: 30
+20 initiative when fighting
unarmed. Longshot
Cost: 50 You take half the normal penalty for
attacking beyond your range
Shoot from the Hip increment.
You suffer no penalty to ranged Cost: 40
attacks when moving quarter
your speed in a turn or less. If Hacking Protocol
you run faster than this, the No penalty for attempting to hack
penalty for making ranged computer systems during combat.
attacks is halved. Cost: 40
Cost: 30

59
Defensive Specialization your base damage during a counter,
Requires 100 Defence per grade and gain an additional +20 to
You gain an additional defence defence and +10 to initiative when
per turn, a +10 training bonus to fighting unarmed.
defence, and a +1 bonus to Cost: 50
attribute tests to defend against
combat manoeuvres. You may Extreme Sports Fanatic
take this module multiple times. You gain +10 physical resistance and
Cost: 60 +1 to all physical characteristic tests.
Cost: 40
SPEC-OPS Training
Halve the penalty for using Lightning Draw
unfamiliar equipment or You suffer no penalty for attacking in
weaponry. the same turn that you draw a
Cost: 30 weapon, and gain a +20 attack on
one attack immediately after drawing
Glahan Do a pistol-sized weapon. You may only
Prerequisite: Trained for at least gain this bonus once per combat.
two years in traditional Glaade Cost: 40
martial arts; Defensive Martial
Arts Combat Technician
You take no penalty to trap, No penalty for attempting to repair
takedown or disarm an opponent, equipment or vehicles during 60
add four times your opponents combat.
strength modifier as a bonus to Cost: 30
Armour Specialization
Reduce all Wear Armour
requirements for armour you
wear by 10. Additionally, you
may reduce the final damage
from blows you take by 5
points when wearing any type
of armour.
You may take this module more
than once, but each additional
time requires you to have
gained a mastery in Wear
Armour.
Cost: 40

Assault Training
You gain the Shield Weapon
Module. When using a shield, you
may declare one direction for it to
face at the beginning of your turn.
When attacked from that direction
by a ranged attack, your physical
AT increases by 2 +1 per grade of
quality that the shield possesses.
This bonus stacks with armour.
Cost: 50

Lightning Reflexes

You do not have to pay the first -


25 initiative penalty to gain an
additional action on your turn.
Cost: 50 61
Training Packages Caius Headhunter
Rifle Module; Trained Marksman
Often a particular race or group
Increase difficulty to be tracked two
will train their members in a
steps
particular set of skills, a holistic
Cost: 40
package rather than one aspect
at a time. Training packages are
Human Special Forces
a larger investment, but each
Mental Conditioning; Defensive
part of the package will be
Martial Arts; Unarmed Module
cheaper, and often will have
Half effect from enemy coercion
benefits greater than the sum of
Cost: 60
the whole.
You may only take one training Tuer
Tuerii Peacekeeper
package at each level. Assault Training; Bodyguard;
Shotguns Module
Gla
Glaade Celebrantte Ignore PhR checks of less than 80
Linguistic Training; Extreme Cost: 80
Sports Fanatic
Additional Racial Bonus
(Cultures)
Cost: 80

Karran Errant
Blades Module; Coolness under
Fire; Lightning Draw
In the Face of Adversity (see
Core Book p267)
Cost: 80

62
Any armour with a Wear
Armour requirement of more
than 200, unmodified by
training modules is classified as
Super-Heavy Armour.
Being Super-Heavy has a
number of benefits and
restrictions.
The character using Super-
Heavy Armour suffers a -40
penalty to initiative and any
secondary skill that would be
affected by Natural Penalty in
the Core Rulebook.
Similarly, the character suffers
a -2 penalty to movement speed.
Neither penalty can be reduced
by virtue of the characters
Wear Armour.

Super-
Super-Heavy Armour
Lying somewhere between heavy
armour and Mecha class, super-
heavy armour or Tactical
Battlesuits enable the most
experienced and well-off soldiers
the same kind of protection as
being behind six feet of steel. Many
sport exotic abilities and defences,
such as protective force-fields,
radar and power-assistance, but
their prohibitive cost in both
training to use and expensive
components leave them out of the
reach of the ordinary soldier.
63
Technology
Sufficiently advanced technology credits will be found here- for
may appear as magic to the everything else, see the equipment
uninitiated, but for the properly section.
educated, it can mean the If you see the asterix symbol (*),
difference between life and death. then the technology requires a
This section details how players power source to function. More
can use advanced technology to asterixes mean more power is
improve their equipment and required.
construct prototype weapons and
droids. Inventor
You may develop new technologies
Only cutting edge equipment that using the Prototype Development
cannot be easily bought with primary skill.
Cost: 50 TP

Massive Calibre (weapon)


+5/+10/+15 Final Damage
Cost: 10/30/50 TP

Carbide Matrix (armour)


+5/+10/+15 Damage Barrier
Cost: 10/30/50 TP

Digital Camouflage* (armour)


+40/+80 Hide
Cost: 10/30 TP

Polymer Mesh (armour)


+1/+2/+3 AT (two types)
Cost: 10/30/60 TP

Accelerator (weapon)
+1/+2/+3 Strength
Cost: 10/30/60 TP

Linear Compensator (weapon)


-10/-20/-30 Range Penalty
Cost: 10/30/60 TP

Custom Action (weapon)


64
+5/+10/+15 Speed
Cost: 10/30/60 TP
EX Rounds (ammunition)
1m blast radius
Cost: 30 TP

Gel Rounds (ammunition)


Non-Lethal
Cost: 20 TP

HUD* (equipment)
Combat-ready computer and
display
Cost: 10 TP

IFF (weapon)
Requires HUD, area attack
with an automatic weapon
safely, never hit friendly
targets
Cost: 10 TP

TrIdent (weapon)
Requires HUD
Halves cover bonuses
Cost: 20 TP

SecLock (equipment)
Requires HUD
Raises difficulty to hack HUD
one or two grades Cost:
10/30 TP
Environmental Shielding* (armour)
Monoedge (weapon) Immunity to inclement weather
Bladed weapons only, ignore condition, the vacuum of space and
1/2/3 AT and increase final low level radiation
damage 5/10/15 Cost: 40 TP
Cost: 10/30/60 TP
Power Assistance* (armour)
Ultraviolet Lenses* Strength 9 or +1 strength
(equipment) Cost: 50 TP
See enhanced spectrum
(ultraviolet) Enhanced Power Assistance**
Cost: 20 TP (armour) 65
Strength 11 or +2 strength
Cost: 90 TP
AEX Rounds (ammunition)
3m blast radius
Cost: 50 TP

Tracer Rounds (ammunition)


+10 attack
Cost: 30 TP

Target Lock (equipment)


Requires HUD,
+10 attack on same opponent
attacked last turn
Cost: 10 TP

PeRad (equipment)
Requires HUD, automatic notice
180 to spot movement within
100m.
Cost: 30 TP

Phosphorous Rounds
(ammunition)
Ignites on receiving damage, roll
on table 73 In Flames.
Cost: 30 TP

Hollow Rounds (equipment)


+40 critical, -2 AT penetration
Ultimate Power Assistance** Cost: 20 TP
(armour)
Strength 13 or +4 strength Hidden Compartment
Cost: 130 TP (equipment)
Hidden compartment the size
Depleted Rounds (ammunition) of the object it is placed in
Ignores 2 AT Cost: 10 TP
Cost: 10 TP
Concealed Radiation
APDS Rounds (ammunition) (equipment)
Ignores 4 AT Conceals the signature given
Cost: 30 TP off by a power source for 10
rounds per minute. You may
Infrared Lenses* (equipment) only have one radiation
See enhanced spectrum (infrared) concealment device per 66
Cost: 20 TP power source.
Cost: 20 TP
Magnified Targeting (equipment) Thermal Camouflage (armour)
Requires HUD You gain a +200 bonus to hide
Halve penalty to shoot beyond normal from thermal imaging.
range when aiming for at least 1 round. Cost: 30 TP
Cost: 10 TP
Plasma Sheathe (weapon)
Electric Generator * (per grade) Ignore 20/40/60 points of
(weapon) damage barrier. Melee weapons
Deal extra 10/20/30 electrical only.
damage with melee attack,, may stun Cost: 10/30/50 TP
opponent at full damage dealt
Cost: 10/30/50 TP Cardio-
Cardio-Regulator (armour)
+10 PhR, increase regeneration
Thermal Sink (weapon) by 2 points and automatically
+10 speed, increase clip size 50% stabilizes wearer when he is
Cost: 40 TP between life and death.
Cost: 50 TP
Integrated Equipment (armour)
Integrates a piece of equipment or Miniature Power Source
weaponry into a suit of armour. (equipment)
Cost: 5 TP A miniature but stable fusion
reactor, producing 1 unit of
Hidden Equipment (armour) power with no telltale signature.
Conceals an already integrated piece Cost: 20 TP each
of equipment or weaponry in a suit of
67
armour.
Cost: 10 TP
Flechette Rounds (ammunition) up to three times.
Doubles damage for purposes Cost: 30TP
of inflicting criticals only.
Cost: 20 TP Shield Capacitor (equipment)
Requires Personal Shield
Personal Shield * (equipment) Increases the maximum LP of a shield
A 100LP shield, protecting the by 100 points. This does not increase
character at a defence of 140. the shields regeneration rate.
Each round the shield takes no This technology may be taken any
damage, but still has power it number of times.
regenerates 10LP, to a maximum Cost: 20 TP
of 100. Damage that exceeds
the personal shields LP is Shield Regenerator * per grade
transferred to the user. The (equipment)
maximum LP and regeneration Requires Personal Shield
is multiplied by 10 when placed Increases the LP regeneration of a
on a starship instead of a shield by 10 points per round. This
person. increases the amount of power
Cost: 40 TP required by one per regenerator
technology.
Shield Projector * per grade Cost: 10 TP
(equipment)
Requires Personal Shield Power Recirculator (equipment)
Increases the defence of the Requires a power source, but does
shield by one grade- from 140 not draw power
to 180, or from 180 to 240, for Recycles a point of power for use
example. This does not increase from every two a character uses in a
the LP of a shield. round.
This technology may be taken Cost: 30 TP/50 TP for starships

68
High Yield Explosives
(equipment)
Characters regain the TP
from explosives after the
session they use them.
Explosives must be set
with timer or detonator.
Cannot be detonated on
the same round they are
set. All TP costs are for
one explosive.

Damage 100 Blast 10m


Cost: 10 TP Result to difficult, instead of turning off.
Cost; 70 TP
Damage 150 Blast 20m
Cost: 30 TP Nanoparticle Spray (equipment)
Detonates missiles, grenades and other
Damage 200 Blast 30m explosives currently moving through the
Cost: 50 TP air towards you. Detonation occurs at a
distance of 4m, which may leave you in
Stealth Field Generator**
Generator the area anyway. Missiles travelling
(armour) through this area but not targeted at you
Grants an Absurd Hide are still affected. This technology must be
result, irrespective of skill activated to work, and lasts for 5
or penalties, including rounds, and can be activated 5 times
being in front of someone. before needing a refuel at a cost of
50CR.
Shooting or taking any
other offensive action ends Cost: 40 TP
the field effect until your Reactive Nanoparticles (equipment)
next round. Cannot be used Requires Nanoparticle Spray
in the same round as a
Shield Generator. Increases the range of detonation to 8m,
but quadruples the refuel cost.
Cost: 50 TP Cost: 30 TP
Stealth Field Augmentation
* (armour)
Requires Stealth Field
Increases Hide check result
to Almost Impossible, and
69
taking offensive actions
only reduces the check
Multi-
Multi-Chamber (weapon) costing the tech points squared,
You may assign two clips of an hour per tech point and a repair
ammunition to a firearm, using check to fix.
only one at a time. It is a passive Creating technology takes the tech
action to switch between the two points needed to use it squared in
clips. credits, a relevant secondary skill
Cost: 20 TP check and two hours per tech
point to create.
Composite Materials
The strength required to use the Purchasing or creating technology
modified firearm is reduced by 1,2 does not mean you have the tech
or 3 points. points to use it. Technology only
Cost: 10/30/50 TP functions for you if you can invest
the tech points into it. If not, the
technology either remains dormant
The Cost of Technology
or breaks, as you do not yet
Purchasing new technology costs
understand how to maintain it.
the tech points needed to use it
squared times 10 in Credits. What you can do is swap
technology in and out, using one
Purchasing used technology costs
for a while, then deactivating it
the tech points needed to use it
and activating another, as long as
squared times 5 in Credits, though
the technology points of the
any fumble made while using it will
equipment you are using does not
lead to the technology breaking,
exceed your maximum.
Technology can be applied to other
characters as well as yourself, but
you can only sustain one
particular piece of equipment
every time you pay the technology
cost.
Inventors with a mastery in
Prototype Development reduce the
time required by one half.
Possessing two masteries in that
skill reduces the time required by a
further quarter.

Instead of gaining a Heritage


Point at a level up, you may
choose to receive an extra 50
Technology Points. 70
Genetics

71
Splicing
Splicing is the art of genetically
combining two species to gain the
benefits of both. Splicing is expensive,
requiring both genetic abilities and
advantage points, but the results it
produces are superior.

Splicing requires a minimum


constitution plus genetic adaptation
equal to or greater than the
requirement, and the Spliced
advantage.

Additional Rules:

Splicing bonuses are not subject to


Attribute Bonus rules- the remaining
bonus is not halved once the attribute
is increased above 10. Penalties will
however, reduce your maximum.

You may splice more than once, but


add all the requirement value of all
previous splices to the requirement of
the new splice you want to acquire,
and requires you gain the Spliced
Advantage again.

Racial bonuses are added to your


normal list, gaining a +10 to that
secondary skill every level.
72
Feline
+1 Agility; +1 Perception
Night Vision; Acute Hearing
Racial Bonus (Notice)
Requirement: 6

Canine
+1 Constitution; +1 Willpower
Acute Smell; Natural Weapon
(Bite)
Racial Bonus (Track)
Requirement: 6

Rodent
+1 Dexterity; +1 Intelligence
Small Frame (-2 Size);
Increased Movement 2
Racial Bonus (Stealth)
Requirement: 6

Primate
+1 Strength; +1 Power Rhinoceros
Large Frame (+2 Size); Rage +2 Strength; +1 Constitution
+20/-30 -1 Power
Racial Bonus (Climb) Nearsighted; Natural AT 2; Natural
Requirement: 6 Weapon (Gore)
Racial Bonus (Withstand Pain)
Crocodile Requirement: 8
+2 Constitution; +1 Strength
-1 Intelligence Avian
Vulnerable to Cold; Natural +2 Agility; +1 Perception
Weapon (Bite); Increased -1 Constitution
Regeneration 2 Natural Flight 6; Acute Senses (Sight);
Racial Bonus (Swim) Natural Weapon (Beak)
Requirement: 8 Racial Bonus (Search)
Requirement: 8
Shark
+2 strength; +1 agility Instead of gaining a Heritage
-1 Dexterity Point at a level up, you may
Reduced Movement 2 choose to gain an
Aquatic Breathing; Natural enhancement relevant to your
Weapon (Bite) splice with a cost of 1 Genetic
73
Racial Bonus (Swim) Point.
Requirement: 8
Mutaven Xenat
+2 Intelligence; +1 Power; +1 +1 Agility; +2 Constitution; +1
Dexterity; -2 Constitution Dexterity
Basic Shapeshifting (Humanoid Only) -1 Perception; -1 Intelligence
Racial Bonus (Cultures) Survivor Advantage;
Requirement: 10 Appearance = 2
Racial Bonus (Acrobatics)
Darkener Requirement: 10
+1 Mental Attributes
-1 Physical Attributes Ravager
Mental Communication (Medium); +2 Strength; +2 Dexterity; +1
Half Penalty for Unfamiliar Agility
technology or weapons; Double Cost -1 Constitution; -2 Intelligence
Physical Secondary Skills -6 Adaptation; Immune Inclement
Racial Bonus (Technology) Racial Bonus (Intimidate)
Requirement: 10 Requirement: 12

74
Enhancements Ambidexterity
-10 penalty only for off hand
Enhancements require a Can be taken once
minimum constitution plus Requirements: 5
genetic adaptation equal to Cost: 1
or greater than the
requirement, and costs a Aquatic Breathing
number of genetic potential Breathe normally underwater
points equal to the cost. Can be taken once
Requirements: 9
Cost: 2
Increased Damage
+20 damage to natural
Natural Weapon
weapon
Gain a natural weapon
Can be taken up to 3 times.
Can be taken up to 3 times.
Requirements: 3 per grade
Requirements: 5 per grade
Cost: 1
Cost: 1
Increased Speed
Acute Sense
+10 initiative
+40 to use of one sense and +1 to
Can be taken up to 3 times.
sensory increment
Requirements: 6 per grade
Can be taken up to 5 times.
Cost: 1
Requirements: 3 per grade
Cost: 1
Increased Physical Ability
+1 to any physical ability and
+10 to a skill of that type
Can be taken up to 3 times
per ability.
Requirements: 4 per grade
(even if in different abilities)
Cost: 1

Unusual Size
Change size by 5 points
Can be taken once
Requirements: 7
Cost: 1

Regeneration
+2 regeneration
Can be taken up to 3 times
Requirements: 5 per grade 75
Cost: 1
Cardiovascular Endurance Aquatic Compatability
+40 athleticism and +2 fatigue +40 swim and Aquatic Movement
Can be taken up to 3 times. Can be taken once.
Requirements: 6 per grade Requirements: 8
Cost: 1 Cost: 2

Natural Poison Alacrity


Level 40 Poison+20 levels per +2 Movement
grade thereafter Can be taken twice.
Can be taken up to 3 times. Requirements: 6 per grade
Requirements: 7 plus 4 per grade Cost: 1
Cost: 1
Flight
Increased Critical Natural Flight 6 +2 per grade
+20 critical with natural weapon thereafter
Can be taken up to 5 times. Can be taken up to 3 times.
Requirements: 4 per grade Requirements: 9 per grade
Cost: 1 Cost: 2

Tentacles Extra Heart


Trapping 8 +4 per grade thereafter +20 to physical resistance
Can be taken up to 3 times. Can be taken twice.
Requirements: 6 per grade Requirements: 7 per grade
Cost: 1 Cost: 1
76
Hive Mind
As Mental Communication at
Moderate Difficulty.
Can be taken once.
Requirements: 9
Cost: 3

Advanced Hive Mind


Requires Hive Mind
Improves result to Very
Difficult.
Can be taken once.
Requirements: 11
Cost: 2

Genetic Memory
+40 to three secondary
skills
Can be taken up to 3 times
for the same three skills.
Adding an additional grade
increases the bonus by 40,
or adds 3 new secondary
skills to receive the same
bonus.
Requirements: 5 per grade
Cost: 1 Cold Tolerance
Gain a Cold AT of 4, and a +80 to all
Perfect Physique physical resistance checks to resist
Increase Appearance to 10 cold effects.
Can be taken once. Can be taken once
Requirements: 3 Requirements: 9
Cost: 1 Cost: 1

Heat Tolerance Electrical Resistance


Gain a Heat AT of 4, and a Gain a Electrical AT of 4, and a +80
+80 to all physical to all physical resistance checks to
resistance checks to resist resist electrical effects.
heat or fire effects. Can be taken once
Can be taken once Requirements: 9
Requirements: 9 Cost: 1
Cost: 1
77
Armoured Skin Can be taken once
Physical AT +2 Requirement: 18
Can be taken up to 3 times Cost: 3
Requirements: 7 per grade
Cost: 1 Phase Out
You may become Intangible for 1
Modifications round for every 5 rounds that
pass.
Can be taken once
Modifications function exactly like Requirement: 21
enhancements, but are far more Cost: 4
invasive and have much more
dramatic results. Modifications are Ionic Epidermis
suitable for higher level genetic
You gain a natural AT of 4 against
specialists. Energy attacks.
Can be taken once
Napalm Breath Requirement: 17
Damage 100 Cost: 2
10m cone
Immolate on hit Psionic Potential
Useable once per 10 rounds
Choose one level one psychic power
Can be taken once from the telekinetic or telepath
Requirement: 19 discipline. You may use this power
Cost: 3
as if a psychic.
Can be taken as many times as
Chameleon Skin
required.
When not moving and not wearing Requirement: 15 plus 3 per
armour, others must make a Notice 78
grade
check of Very Difficult to spot you. Cost: 2
Humans were literally being
made obsolete. Concerned, the
Global Council acted, and made
cybernetics that actually
enhanced abilities illegal, and
only accident victims were
legally able to obtain cyberized
organs.
However, cybernetics still
continues to advance along the
fringes of society and in
secretive government research
facilities, as the lure of
enhancement has only ever
grown stronger with time.
Opinion of cybernetics differs
among alien groups. Some,
such as the Yed-ig and Karrans
view it with indifference, while
others, such as the Lupa and
Purnata hate anything related
to cybertechnology with a
passion.
The Anlayis however, see
Cybernetics cybernetics as the natural
progression of evolution, and
continue to sell enhancements,
Cybernetics started as a way to even on planets where
replace body parts that had been enhancement is banned, leading
damaged or destroyed, allowing the many humans to pick up
user some semblance of their former wetware from the Anlayis,
utility. However, as technology grew highly illegal cybernetics
ever more advanced, prosthetics designed to look and feel
began to outperform their biological completely natural.
counterparts. The result was that
perfectly healthy people began to Those who would cheat nature
choose to remove parts of their body had better beware, however, as
and replace them with cybernetic enhancement always carries a
versions. cost beyond simple credits.
Worse, an obsession with becoming
better led to corporations pressuring 79
their workers to get implants, and
firing those that didnt.
Enhancements
To purchase an
enhancement, a character
must first pay the required
amount of cybernetic
potential and possess a
cybernetic integrity bonus
equal to or exceeding the
integrity prerequisite.
There may also be a CR
cost associated with the
enhancement as well, but
this is waived at character
creation.
Replacement limbs and
organs that are identical to
the characters natural
function have no potential Mechanical Arm
cost, and are considered Popular with construction workers and
Grade 0. soldiers, mechanical arms offer
All enhancements possess massively increased strength without
an AT of 4+their grade overly affecting the bodys natural
when attacked. functions.
Each cybernetic In addition to the listed strength, a
enhancement chips a piece mechanical arm is treated as a Natural
of the users sense of Weapon, and are fitted with a Grade 0
identity as an organic being mechanical hand at no cost.
away, meaning that heavily
enhanced creatures have a Grade Effect Potent. Integ.
difficult time understanding
I STR 9 1 7
and adapting to societal
norms. II STR 10 2 9
For each piece of cybernetic III STR 11 3 11
enhancement taken, a IV STR 12 5 13
character receives a
cumulative -5 penalty to all V STR 13 7 15
social interaction with living VI STR 14 9 17
beings, except resisting
VII STR 15 11 19
coercion.
80
Note: Potential Costs and Integrity Requirements are not cumulative. Upgrading an
enhancement costs the difference between the grades in potential.
Mechanical Hand Grade Effect Potent. Integ.
Originally designed for delicate I +20LP 1 9
surgical procedures, Mechanical
Hands offer precise and dextrous II +40LP 2 11
movement and hand-eye III +60LP 3 13
coordination.
IV +80LP 5 15
Grade Effect Potent. Integ. V +100LP 7 17
I DEX 9 1 8 VI +150LP 9 19
II DEX 10 2 10 VII +200LP 11 21
III DEX 11 3 12
Retinal Prosthesis
IV DEX 12 5 14
Available in a variety of spectral
V DEX 13 7 16 wavelengths, Retinal Prosthesis
VI DEX 14 9 18 give sight to the blind.

VII DEX 15 11 20
Grade Effect Potent. Integ.
Metallic-
Metallic-Skeletal Implant I PER 9 1 8
Invasive in the extreme, Metallic- II PER 10 2 10
Skeletal Implants offer massively III PER 11 3 12
improved resistance to pain and
injury. IV PER 12 5 14
In addition to the extra Life V PER 13 7 16
Points, this implant grants half VI PER 14 9 18 81
its bonus to physical resistance
against the effect of critical hits. VII PER 15 11 20
Mechanical Legs
Originally designed to help
para-athletes compete in
games, Mechanical Legs are
treasured by thieves, couriers
and long-distance runners all
over the galaxy.
Mechanical Legs do not come
separately, always in pairs.

Grade Effect Potent. Integ.


I MV 9 1 7
II MV 10 2 9
III MV 11 3 11
IV MV 12 5 13
V MV 13 7 15
VI MV 14 9 17
VII MV 15 11 19

Inbuilt Weaponry
Cybernetics may be illegal on
most worlds, but inbuilt Wetware
weaponry is a declaration of Wetware makes cybernetic
war on all but a few. Most enhancements look, sound and feel
conceal their true purpose until natural, though intense scrutiny may
moment of use. reveal an artificial origin (flesh that
Inbuilt weaponry costs 1 doesnt sweat, bleed or flush red, for
cybernetic potential per example).
weapon, and can be placed Wetware costs Credits, not cybernetic
inside any other cybernetic potential, as shown on the following
enhancement as an upgrade. table:
More innocuous equipment,
such as PerCom units and Grade Notice Difficulty Cost
other tools can also be inbuilt
at the same cost. It doesnt I Difficult 1k
cost much, either way: 1k CR II Very Difficult 4k
A Search check reduces the III Absurd 9k 82
difficulty to notice wetware by one
grade. IV Near Impossible 16k
Protein Therapy Grade Effect Potent. Integ.
Capable of quickly and safely I +100 1 7
regenerating damaged tissue, PhR vs
Protein Therapy Implants are gases;
standard issue for many Aquatic
commando units. Breathing
1 hour
Unlike natural regeneration,
Protein Therapy cannot reattach II Immunity 2 9
or regrow missing limbs, only to Gas
heal damage. effects;
Resist
Grade Effect Potent. Integ. Decompre
ssion for
I Regen 4 1 9
1 minute
II Regen 6 2 11
III Regen 8 3 13 Ascension Leg Upgrade
IV Regen 10 5 15 Enhances a characters
Mechanical Legs, allowing them to
V Regen 12 7 17
make incredible leaps easily and
VI Regen 14 9 19 reliably.
VII Regen 16 11 21
Grade Effect Potent. Integ.
Implanted Rebreather I Jump 1 7
180
A lifesaver in toxic conditions,
the Implanted Rebreather does II Jump 2 9
the work of an additional lung, 280
filtering out chemicals and
oxygenating blood.

Secondary Skill
Upgrades, such as the
Ascension replace a
characters secondary
skill, rather than adding
to it. You may still roll
normally, however, and
gain the bonuses of any
masteries you have.

83
84
Robotics Frame
Robots are machines designed to Size Check Manoeuvre/
perform a task independently of the Mass
user. A character may use robots Miniscule 180 7/3
as assistants, guards or even as
mecha. Tiny 120 6/6

A Robots physical characteristics Medium 40 5/9


are dependent upon its Frame, Big 80 4/11
while its mental characteristics (if
Enormous 120 3/14
any) are dependent upon its AI.
Giant 140 2/17
A character can build a Frame with
a Mechanical Engineering check, Colossal 180 1/20
and an AI with an Artificial
Intelligence check. Creating a frame AI
requires access to robotic
components and relevant tools, Check Development
while creating an AI requires a Points
useable computer and a data disc. 80 100
Creating a Frame costs the 120 150
Mechanical Engineering check
160 200
squared, while creating an AI costs
nothing. Both require a number of 200 250
hours work equal to the check. As 240 300
with Inventor, each mastery in the
relevant skill reduces the time 280 400
required to build it. 320 500
To a frame cost, components may 360 600
be added, which increase the
Mechanical Engineering check
85
required to create it, and the
subsequent cost.
Components Technology/Equipment Array
Allows a single piece of
Pilot (Big or Larger Frames Only) technology/equipment to be added to
Adds a piloting compartment to the frame.
the frame, allowing it to be Cost: 10
manually controlled from inside.
Cost; 20 Weapon System
Allows a single weapon of equivalent
Loadbearing Joints size to be added to the frame.
Increases the frames strength by Cost: 10
one point.
Cost: 20 Additional Limbs (arms)
Adds two additional arms to the
Composite Construction chassis.
Increases the frames agility by Cost: 40
one point.
Cost: 20 Additional Limbs (legs)
Adds two additional legs to the
Gimballed Joints chassis.
Increases the frames dexterity by Cost: 20
one point.
Cost: 20

Hardened Chassis
Increases the frames constitution 86
by one point.
Cost: 20
87
Program Packages
Assassin Package
Two Specializations in one weapon
type, without requiring the
prerequisite masteries
Add Intelligence modifier to all
Attack rolls
40 DP
Protocol Package
Linguistic Training module
Add Intelligence modifier to all
Social Field skills
20 DP
Sensor Package
Halve all penalties for distance
Artificial Intelligence
Add Intelligence modifier to all
A robots AI may be spent on Perceptive Field skills
Mental Characteristics, Combat
and Secondary skills. They may 30 DP
not purchase technological skills, Firewall Package
and do not receive heritage points,
class bonuses, Locks out after failed hacking
attempt for a determined period of
Mental Characteristics must be time.
purchased using Table 81
(Characteristics in Magical Beings) Add twice Intelligence modifier to
from the Core Rulebook. hacking difficulty

An AIs willpower characteristic 30 DP


increases the difficulty to hack it. Computerized Package
Add twice the AIs willpower
modifier to its difficulty when an Hacking Protocol module
attempt is made. Add Intelligence modifier (again) to
As you might expect, AIs can all Technical Field skills.
specialize in certain tasks. For the 40 DP
listed cost in DP, an AI may have a
Program Package, allowing it to
88
perform specific tasks more easily.
An AI can have as many Program
Packages as it can afford.
Hacking Hacking or Artificial Intelligence
check is made. Success by less
Hacking into a robot without an AI
than 40 confuses the AI, and it
is easy, you just need to connect
makes no actions this turn.
to it with a computer. Most AI-less
Success by more than 40 allows
robots require a direct connection
the winner to command the AI this
via cable to do this, leading many
turn. Success by more than 80
engineers secure the access panel
induces a lockout, and prevents
at the back with locks and other
the loser from making another
security measures. Since robots
attempt for a pre-set amount of
have only one access point, only
time, set at creation, usually a
one person may attempt to do this.
minute.
Hacking an AI is more in-depth,
Access Panels (Security)
requiring a connection and a
hacking check with a difficulty Type Cost Access
equal to the result needed to
create the AI. Successfully hacking Unprotected None Routine
an AI allows you to give it Basic 50 Moderate
commands as if you were its
Advanced 200 Difficult
owner and edit or remove existing
instructions. Expert 1k Very
Difficult
If more than one person is trying
to command an AI- e.g. two Master 10k Absurd
hackers, or one hacker and the Welded None Wireless
rightful owner- an opposed Shut Only

89
Heritage Survival of the Fittest 2pts

The men and women of the Perhaps your culture had an interest
future come from a very long in social Darwinism, your family
line, their genetic code inherited married for genetic strength, or
from many who have defined perhaps youve had a few
their civilization. Heritage is a modifications along the way. In any
means of quantifying the effect event, youre much more than the
that being the product of average specimen of your kind.
thousands of generations of
heroism and evolution, as well Each of your attributes under 10
as the inspiring effect an increases by 1 point. This does not
advanced culture can have on increase your attribute maximum.
those that live inside it.
Political Savant 1pt
Characters receive one heritage
point per level, rather than
Your ancestors knew when to talk,
receiving a bonus to a
when to listen, and how to get what
characteristic every other level.
they wanted.
Bonuses to attributes are
subject to the usual rules if they Add your power modifier to all skills
would increase an attribute from the social field. If the skill was
above 10. already modified by power, you may
add the bonus twice.
90
Standing on the Shoulders of Giants Legacy of Dread 2pts
1pt
req. Disquieting
Youre only one in a long line of
innovators- their genius is your genius, Your ancestors sat on a throne
and your hard work is only the end of of the skulls of the vanquished,
a long line of struggle for the unapologetic about the
betterment of mankind. suffering they had caused. You
are similarly unconcerned with
Add your power modifier to all the petty plights of others, and
knowledge skills. are able to channel your
Hidden Legacy 1pt ancestors malevolence in your
own life.
Never in the spotlight, your ancestors
preferred to work behind the scenes. Intimidate always costs 1:1 for
you. Using Coercion with
You gain your power modifier to all intimidate increases the
subterfuge skills. penalty by your power modifier
when used successfully.
Kill Streak 1pt
Your ancestors specialized in
making sure others met theirs.
After dropping an opponent to
0LP, you gain your power
modifier as a bonus to
initiative and attack for the
rest of this and your next turn.
Child of Karras 2pts
Your ancestors believed life to
be the ultimate competition,
and they aimed to win.
You ignore your power modifier
worth of penalties when rolling
percentile dice.
Machine Lord 1pt
Youve never been more at
home than among whirring
gears and hissing pistons.
Note: Child of Karras has no race You gain your power
91
restriction, anyone can take it. modifier to all technical
skills.
The Call of Duty 1pt
None may ask for what your
ancestors delivered.
You die at (5+power)x
constitution rather than 5x
and automatically overcome
the state between life and
death.
Fearless Pioneer 1pt
Your ancestors boldly went
where none had gone before.
Add your power modifier to
checks to resist natural
hazards, such as pitfalls or
acid. Additionally, you may
add your power modifier to
all social rolls with other
species.
Daredevil 1pt
Danger never stopped your
ancestors from surviving to
adulthood.
In Blackest Night 2pts
Add your power modifier to
Req. The Call of Duty
all athletic skills.
Your willpower is legendary, your
Ladies Man/Black Widow
strength of purpose unbeatable.
2pts
You add your power modifier to all
Maybe Casanova was a
resistances.
distant relative of yours?
Enhanced Ability 1pt
Add your power modifier to
all checks opposed by a Stronger, faster, smarter.
member of the opposite sex.
Increase one of your ability scores by
Additionally, these types of
one point.
opponents will usually try to
capture you alive rather than Genetic Recombination 2pts
kill you, unless explicitly
The animal within
ordered to do so. To retain
this benefit, you must seek to You may take a spliced template, 92
do the same. provided you have the genetic potential
to pay for it.
History of Service 1pt When reduced to half or less life
points, when engaged in an
Your father served in the military,
impossible ranked challenge, or
and his father before him, and his
when a companion has just been
father before him, and his father
reduced to 0 life points or less
before him within your line of sight, you
You gain your power modifier as an may enter your Finest Hour,
all action bonus whenever you are gaining an all action bonus equal
affected by an emotional effect to your power, halve any critical
(even a negative one). When or fatigue penalties and
commanding others, you may grant becoming immune to all
this bonus with a leadership check. emotional effects. This lasts for
the current scene, or until you
Finest Hour 1pt die heroically. As a side effect,
You have a reputation for amazing this ability improves all style
heroism under the worst situations. results by two categories when
When cornered, you are able to active.
share this cultural relic with those
sceptical of your prowess. Strong-
Strong-Minded 1pt

Your ancestors werent the


smartest or the strongest of
their race, their true strength
was their persistence and
determination to never give up.

You ignore the penalty for the


fear effect, and take half effect
from terror. Additionally, you
add your power modifier to all
mental resistance checks.

93
Accidents and Gravity
Hazards Zero gravity inflicts a -40 all
action penalty, while low
The universe is a dangerous place for
gravity inflicts a -20 all
the unprepared. Acid, killer plants and
action penalty. High gravity
low gravity represent new threats for
halves each characters
adventurers to face.
derived lift capacity and
Acid movement speed.
Powerful acids or alkali can cause Radiation
serious, long-lasting damage to
Radiation causes an all action
characters. Significant contact (ie.
penalty equal to the amount
splashed) causes damage equal to the
the character fails the
amount the character failed her PhR
Physical Resistance check by,
by. Total immersion causes double the
and a -1 to all physical
failure rate in life point damage.
attributes per 10 points of
Visibility failure. Radiation poisoning
must be treated with a
Areas of low visibility require
medicine check, and does not
perception tests to see through. Notice
heal naturally.
checks and attack rolls suffer a -20
penalty per point of failure. Vacuum
The cold vacuum of space is
not a safe place to be.
Unprotected, characters take
a PhR check of 40 every
round, taking damage equal to
the failure. The difficulty
increases by 20 for each
additional round thereafter.
Breathing apparatus reduces
the difficulty by half, and
wearing an environmental suit
negates this effect.

94
Overcoming Death three fields of at least 10 masteries
worth, at least 1 mastery per member.
For high level or wealthy
characters in Beyond Science, Third, you need the body of the
even death may not be final. character, mostly intact. Organs can
With sufficient resources, be replaced, but the more you lose, the
technology and disrespect for more difficult the procedure is. More
the natural order, characters can difficult procedures cost more, require
be rebuilt. more from their team and cause more
strain on the character.
First you need a scientific facility
equipped for the task, it must The Lead Scientist makes three skill
have dedicated facilities at least checks at the end of the project- one
10 million credits in value. for Science, Medicine and Technology.
The dead character must make three
Second, you need a lead scientist
constitution checks. To revive without
and team. The lead scientist
incident, all three must be passed.
must have at least 2 levels of
mastery in Science, Medicine and If any fail, consult the next page
Technology. The team must have
a combined skill total in each
these

Condition Secondary Constitution Procedure


of Body Skill Check Cost
Difficulty Difficulty
Intact 280 10 25k CR

Minor 320 12 50k CR


Damage
Significant 440 14 100k CR 95
Damage
Playing God
Some forces were never
meant to be tampered with,
and even the most cunning
and insightful discover more
than they bargain for. These
forces rarely work in the
favour of those that would
subvert natural laws.
Failing a Secondary Skill
If the lead scientists
secondary skill check fails to
meet the target number, the
constitution check required
by the character to be
resurrected is increased by 1
for every 20 the lead
scientist failed by.
Failing a Constitution Check
If the character fails one or
two of the constitution
check, it can have a
significant effect on his
faculties. Roll on the
following table for each
failed check.

Roll Result
1 Disfigurement Reduce appearance to 2
2-3 Muscle -2 to all physical attribute
Atrophy (determined randomly)
4-5 Brain Damage -2 to a mental attributes
(determined randomly)
6-7 Damaged -30 Initiative
Nerves
8-9 Weak Immune Halve Physical Resistance
System 96
10 Memory Loss Lose a level
Psychological
Dangers
Not all dangers an
adventurer faces will be
physical. The universe is full
of things so terrifying, so
mind-blowing that even the
staunchest of wills and
highest of intellects have
trouble comprehending
them.

Mind Control
Failure to pass the mental
resistance against these
effects results in being emotional effects may run much longer.
controlled for 1 minute per
point of failure. You get Mental Overload
another save for each
different act against your A sudden influx of knowledge requires an
nature you are asked to intelligence check. Failure will reduce all of
commit. your mental scores by 1 per 3 points of
failure, for 1 hour per point. Reducing any
Resisting Direct Control mental score to zero causes the character
requires opposed mental to enter a permanent vegetative state.
resistance checks. Passing
three times renders you Coercion
immune to the effect for an
hour. Attempts to manipulate a character rely
Trauma on skills from the social field and are
resisted by mental resistance. Consider
Short-term mental trauma, the difficulty of the tests to be half the
such as losing a close result of the secondary skills. The effect
friend, or being surprised by will be appropriate to the intent and will
a particularly gruesome be at most half the level of failure.
sight requires a mental
resistance check. You take Coercion may only be attempted once per
an all action penalty equal combat on a target or group, and requires
to half the level of failure. a shared language, or suffers a -100
The penalty lasts for 1 97
penalty. The DM is the final arbiter of
minute per point, though the what coercion can or cannot do.
The Galactic Stage with pirates, slavers and privateers
remain a constant concern for those
The Galactic Stage is the travelling the hyperspace routes.
phrase sentients use when they Blockades are unfortunately very
talk about what is going on in common as well, as friendly rivalries
at a galactic scale. Developed over trade overflow into embargoes
over millennia, it has seen and quasi-legal sanctions.
countless races rise and fall,
Every race handles its own affairs,
and its face changes with
and is responsible for its own
every event.
defence. Though Tuerii patrols and
Generally speaking, every race Karran Bounty Hunters may
has a role in the galactic stage. occasionally save merchant ships
Though species may spread passing through neutral space, it
their resources out to remain remains a hazardous place to linger.
independent, every species
However, many enterprising souls do
does one thing well- or else
exactly that, as uncharted territory
they wouldnt have risen to
can be a lucrative opportunity for the
prominence.
business-savvy. With the discovery
All-out war is uncommon, as of the Rim, a vast collection of
few species have the resources habitable worlds far removed from
or manpower to assault whole normal space, it is the beginning of a
systems. However, skirmishes new Age of Discovery.

98
The Rim So far, only one colony has been
established in the Rim, the now
This sudden discovery has led to legendary Heavens Gate biosphere,
the formation of thousands of hovering over a gas giant at the
minor expedition companies being hyperspace entry-point to the
formed, each seeking to make their sector.
fortune in the Rim.
Millions of new species have also
The rewards are many- some of been documented in the Rim, some
these Rim worlds were once so alien as to be completely unlike
thriving communities of long dead anything found elsewhere. Others,
species, who left behind highly like the Ravager and Mutaven were
sought after Precursor thought to have been hunted to
Technologies. Others hold vast extinction, and have recently been
reserves of natural resources rediscovered.
desperately in demand back in
normal space, such as Iridium,
Bauxite and liquid Wiscardium, a
semi-organic mineral which can
command up to a hundred
thousand credits per kilo in Karran
space. 99

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