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ANIMABEYONDSCIENCEv5 0 PDF
ANIMABEYONDSCIENCEv5 0 PDF
1
Anima: Beyond Science is a fan-made, non-
profit supplement to the Anima: Beyond
Fantasy RPG. No infringement of intellectual
property law is intended.
2
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
3
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
6
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
7
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.
8
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.
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.
9
Advantages Changed Advantages
10
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.
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.
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.
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.
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.
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.
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.
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.
15
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.
17
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.
18
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
22
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.
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
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.
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
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.
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
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
44
Name Dam Speed Req Str Clip Range Special Cost
age Str
45
Grenades and other Explosives
Name Damage Speed Range Special Cost
46
Melee Weapons
Name Damage Speed Special Cost
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.
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
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
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
Accelerator (weapon)
+1/+2/+3 Strength
Cost: 10/30/60 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
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
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.
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.
Additional Rules:
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
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
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.
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
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
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
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
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