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Dexter Klaygon (order #2911013) 7

Dexter Klaygon (order #2911013) 7


Credits
Designed and Written by: Bill Coffin

D6 System and additional material by: Greg Farshtey,


Douglas Kaufman, Fred Jandt, Peter Schweighofer,
Bill Slavisek, Bill Smith, Ed Stark,
George R. Strayton, Nikola Vrtis, Teeuwynn Woodruff,
and others to numerous to mention.

Cover Art by: Malcolm McClinton

Logo and Design Features by: Aaron Ace

Interior Illustrations by: Aaron Ace, Jon Hodgson,


Malcolm McClinton, John Moriarty, Adam Peck, Philip
Renne, Jeff Ward, and Maria William

Cartography by: Keith Curtis

Layout by: Eric Gibson

Editing by: Erin McCole-Cupp

Additional Editing by: Eric Gibson, and Amanda M Wolfe

Published by: Eric Gibson

With Special Thanks to: Ryan Wynne

WEG54000 Version 1.0


For more information on Septimus and the D6 System, please visit or
website: http://www.WestEndGames.com.
For free support and to help contribute to the D6 System, please visit
the OpenD6 web portal: http://www.OpenD6.com

© 2009 Purgatory Publishing Inc. and Bill Coffin. All Rights Reserved. Septimus is a trademark and property of Bill Coffin,
published under license. WEG, West End Games, The D6 System, and Open D6 all trademarks for Purgatory Publishing Inc.

Dexter Klaygon (order #2911013) 7


Table of Contents
01: Setting 4 Genomod Limitations 249
The Seventh Empire 4 08: Metaphysics 252
The Sphere 13 Designing The Manipulation 254
The Sindavar Extent 20 Manipulation Difficulty 256
Arcopolis 23 Releasing The Manipulation 259
The Seven Cities 69 Sample Manipulations 261
The Newcomers 73 09: Hardware 266
Archipelago 77 Weapons 271
02: The D6 System 99 Armor 285
Attributes 99 Robots 289
Movement 105 Ground Vehicles 292
Combat 112 Aircraft 296
Combat Options 115 Starships 299
Healing 121 Megascale Construction 304
Corruption 124 Appendix: Templates 308
03: Characters 128 Bodger 316
Step One: Attributes 128 Dragoon 318
Step Two: Determine Your Priorities 128 Flatliner 322
Step Three: Modifications 130 Hardcase 324
Step Four: Hardware 131 Helix 326
Interlude: Who Are You? 133 Hierarch 328
Step Five: Demeanor 133 Hyperion 330
Step Six: Motivation 135 Merchant 332
Step Seven: Persona 137 Morituri 334
Finishing Up 140 Pathfinder 338
Improving Characters 140 Prole 340
04: Skills 141 Settler 342
Skill Descriptions 141 Sleepwalker 344
Boons 171 Spacer 346
Banes 190 Spoilsport 348
06: Nanotech 213 Steeljack 350
Nanomod Descriptions 214 Stringer 352
07: Genotech 236 Synthient 354
Genomods 238 Zealot 356
Genomod Enhancements 248

Dexter Klaygon (order #2911013) 7


01: Setting simply too desperate to leave the Empire,
or too hard-bitten, to care about what they
This chapter will give you an overview don’t know about the place. Chances are,
of the thematic backdrop of the game: the wherever these people are coming from,
imaginary landscape where all of its ac- anything within the sphere is preferable to
tion, character development, drama and the death throes of the Seventh Empire out
resolution takes place. it is here where tour in realspace. These are the naïve travel-
adventures will take place, where your he- ers who often end up as fodder for preda-
roes will meet their destiny, confront their tors along the way, for if there is anything
worst enemies, and perhaps do their part certain about Septimus, it is this: you bet-
to nudge the course of human history just ter realize what you are in for before you
a little in the right direction. The game of make the trip, because going to a place like
Septimus has a multi-headed setting, where Septimus is not the kind of trip you can just
the game can take root just as easily in one back out of. When you go, you must go all
place as much as any other. The setting the way. If you are to do that, then you had
includes: better do your homework first. All too often
sufficient preparation is what separates the
• The galactic Seventh Empire, which successful travelers from those skeletons
spans all known space in torn spacesuits drifting across the cold
darkness of space; a grim warning to those
• The mysterious worldsphere Septimus, foolish enough to repeat such folly.
which is big enough to accommodate the
entire galactic population, and which lies
on the edge of known space

• The worlds within Septimus, including


numerous planets, moons and asteroids,
each with its own unique culture

• The domain of the tyrannous Sindavar


Extent, including the edges of its territory The Seventh Empire
where its own law and order have begun
The game of Septimus takes place in a
to crumble
galactic civilization that has run its course
• And finally, the practically endless fron- and now is going through an extended
tier of the sphere’s surface where any- death spasm. This civilization is the vaunted
body can get lost anywhere just by hiding Seventh Empire, the greatest single politi-
out in plain view, no more visible against cal entity ever crafted by humanity. The
the vast backdrop of the surface than a Empire’s mostly undisputed reign over all
single grain of sand on a beach. known space has extended for more than
seven millennia, and during the time it has
However, before one can explore the seen the colony ships of a thousand worlds
sphere, learn its mysteries, fight its over- reach out across the darkness of space to
lords and partake of its dramas, one must create new settlements. Endless expan-
actually get to Septimus. And as anybody sion has been the hallmark of the Empire,
from the Seventh Empire knows, getting giving it the growing resources it needed
anywhere these days is a pretty tall order. to sustain an increasingly affluent culture,
Little of the system is known, and what but that has all come crashing down with a
has been reported is almost certainly lies, speed and suddenness that took all but the
exaggerations and misinterpretations. For most prescient of forecasters entirely off
many of those going to Septimus, they are guard. Since then, the history of the Em-

Dexter Klaygon (order #2911013) 7


pire has been one of desperate attempts to that the galaxy seemed to be smothered
cling to what it has, while entire systems under the weight. It was from this environ-
fall by the wayside, and every past grudge ment that the seed of the Seventh Empire
and grievance harbored in the hearts of the sprung.
Empire’s subjects has become a cause to Although the galaxy had long been ruled
secede, to rebel, to turn away. It is a dark by elite groups of one kind or another,
time for the Empire, and many of its lead- the rise and fall of the various empires of
ers are simply content to hold on the what history never did much to dislodge these
wealth they can, living lives of isolated entrenched groups from their power. Some
comfort while their great social construct were destroyed with each great upheaval,
disintegrates. Others have joined the mass of course, but many of these institutions
exodus to Septimus, where they hope to were older and more stable in their ways
re-establish their power base within the than the empires of which they were part.
worldsphere. Still others have tried to stick So it was that simple companies, military
it out but have been dislodged from their institutions, social groups, extended fami-
homes and positions by forces beyond their lies and other populations bound by en-
control. Such is the way of the Empire these during commonalities became long-lived
days. dynasties, each with its own brand of power
and styles of leadership. Each had culti-
History vated the kind of wealth that perpetuates
itself. Each had developed a way of life that
It was not always like this. The Seventh was unique and as much a part of history as
Empire took root more than 7,000 years ago the empires of old. Each had become some-
through the collective effort of those space thing greater than its individual members,
faring powers who left their various home- something that the common people of the
worlds behind many thousands of years galaxy clung to during times of trouble. The
before and joined in the depths of space to greatest of these is the Aedos Dynasty,
create a star-spanning society that would a large family of self-styled nobles whose
be a mutual benefit to all. Wildly divergent financial interests stretch across the entire
social, military and commercial priorities galaxy. Its philosophers have shaped the
soon pushed this patchwork collective to pattern of thought for trillions of people. Its
the brink of collapse, so it fell to the elites soldiers have enforced its will across the
to impose their will upon their charges, stars. Its factories have manufactured the
demanding they sacrifice some freedom very building blocks of an empire. Its will
for the sake of stability. Thus was born has been absolute.
the first galactic empire, whose name has The Aedos nobility has ruled for more
been lost to the passage of time. It ruled in than seven centuries from Aedos Prime, its
its own way for a time before it fell to the homeworld near the center of the galaxy.
same perils that consume all great empires: Ensconced in almost unimaginable levels
infighting, greed, passion, sloth, decadence, of wealth, power and privilege, the Aedos
jealously, brutality, elitism, tyranny. Thus nobles consider themselves almost a race
the empire fell, and a great chaos reigned apart from the rest of humanity, carefully
in its stead until a new empire was reborn and selectively bred into a particular geno-
from the ashes of the old, restoring peace type that has made the Aedos bloodline
and plenty among the worlds of the gal- very much an isolated gene pool from which
axy and reminding its people what it could all future lords of the galaxy are meant to
mean to be part of something great. Alas, come. The elitism and special rule of the
all empires must die, and so too did the Aedos has been made possible by its many
third, fourth, fifth and sixth, until such time tiers of leadership, each lording over the
as the wreckage of history had piled so high

Dexter Klaygon (order #2911013) 7


one before it. The members of these tiers eties with great economic power and needs.
are in turn driven by the hope that in reach- As the empire has thus expanded, the Ae-
ing the pinnacle of their particular level of dos industrial base has been there to build
the pyramid they might be granted the op- cities out of wilderness, to bring civilization
portunity to interbreed with the Aedos. This where there is none. Those who settled the
would ensure that one’s own descendants outlying worlds of the empire have exploited
might become part of the Familia Galac- new resources and sent them back to the
tica. It is a wild dream held by the most core of the empire for sale and to further
ambitious of commoners, and somehow the enrich the entire system. As competing
dream endures despite the grand scope of interests among the populace have created
the galaxy and despite the fact that incredi- friction and even internal warfare — many
ble fortunes can be made without ever com- other companies, organizations and clans
ing into contact with the core of the Aedos have built their own militaries, even if they
Dynasty. Such is the power of the Aedos. pale to that of the Aedos — it has been the
self-important Aedos warfleet that has kept
The economics of the Empire have been a
the peace. Capable of subjugating entire
simple, if gigantic, network of manufacture,
planets in a single bombardment, the vari-
trade and retail. A constant force in the
ous armadas of the fleet keep all imperial
galaxy has been rising population and the
subjects in line and working in relatively
necessary colonization of other worlds. As
peaceful productivity. Still, old grudges die
intrepid settlers have tamed new planets on
the galactic frontier, they created new soci-

Dexter Klaygon (order #2911013) 7


hard, and beneath the seemingly placid opinion was drowned out by a galactic cho-
exterior of imperial life lies a seething caul- rus of voices so happy with the system the
dron of unresolved conflict. Seventh Empire had for indeed, it was deliv-
ering unprecedented prosperity to all, and
These long-standing hostilities would be
no one could be bothered by the thought
the empire’s undoing in the long run. For
that the empire was in fact destroying the
as long as there has been travel among the
very thing that sustained it. And so for the
stars, there has been the use of hyperdrives
first century of its existence, the Seventh
that instantaneously transport ships from
Empire underwent extraordinary expan-
one spot of the galaxy to another by creat-
sion as it reached out to those thousands
ing a temporary wormhole through the skin
of systems that had fallen away during the
of space-time. These wormholes essentially
last imperial collapse, reestablishing trade
create the effect of folding space so that
routes and re-incorporating them into a
any two points become as one. However,
new order; this was the Ascension.
space is not actually folded by these drives.
When engaging a hyperdrive, a starship The second century was the Expansion,
creates a tunnel that runs — for lack of a where the Aedos lords challenged their
better explanation — beneath, alongside subjects to conquer the furthest reaches of
and apart from realspace. It is through this known space, allowing nothing to stand in
tunnel that the ship travels in defiance of the way of bringing the Empire to the edge
the natural speed limits of the universe, of infinity. This great crusade to settle the
instantaneously leaping from point to point. unsettled more than doubled the Empire’s
These tunnels are channels in hyperspace, size and put greater stress upon hyper-
which Imperial scientists explain is essen- space as the numbers of ships traveling
tially the flip side of realspace. The theoreti- through it increased exponentially.
cals of it are generally beyond the under- During the third century came the Domi-
standing of most people, and truth be told, nation, that time when a number of outly-
nobody really wants to know how it works. ing sub-empires, formed from the wreck-
They simply are interested in being able to age of previous regimes, were connected.
travel anywhere at any time, regardless of Unwilling to join the Aedos, there arose the
the distance. first great conflict of the Seventh Empire’s
Hyperdrive is what has made the entire history. On seven different fronts the Em-
Seventh Empire — and every other empire pire fought in total warfare against these
before it — possible. It is what has enabled confederacies that would not assimilate into
settlers to send huge amounts of raw ma- the Aedos way. For decades, vicious war-
terials to factory worlds, for factory worlds fare ranged all along the frontier, and many
to send finished products to population great engagements took place within hyper-
centers, and for population centers to send space itself, and the resulting destruction
fresh settlers to the frontier. It is a simple doubtlessly caused even further damage.
triangle trade that works out very well, all All along, a growing number of voices within
because of hyperspace. the scientific community raised the alarm
that hyperspace was faltering, that it would
Until now.
collapse if its abuse continued, and that if
The long-standing and intensive use of practices were reversed, perhaps the dam-
hyperspace has caused it to degrade and age to hyperspace could repair itself. To do
grow threadbare. Actually, research de- this, however, would require massive shifts
scribing the first signs that hyperspace was in behavior throughout the empire. It would
breaking down were published not long mean no more rampant expansion, no more
after the formation of the Seventh Empire. ubiquitous luxury — sacrifices nobody was
However, that single dissenting scientific willing to make.

Dexter Klaygon (order #2911013) 7


The wars of assimilation were long and the Empire that had once controlled them.
costly, and they drained much of the ma- This was the Corrosion, and it was the be-
terial wealth of the Empire as well as its ginning of the end of the Seventh Empire.
collective psyche. Gone was the mind-set of We now are in the seventh century of
endless opportunity and growth. Now, the the Empire’s reign, and it is known as the
Aedos and their subjects merely wished to Dissolution, for the social, financial and
recover from the great wars and to main- military phenomena that began during the
tain what they had already built. It was no Corrosion have accelerated at great pace in
longer so important to tame the galactic the Dissolution. Hyperspace is rapidly falling
frontier; the goal became to bring the level apart, to such a degree that even the small-
of development seen in the core worlds out est ship runs a great risk of losing its way.
to the furthest reaches of the galaxy. There Only the most skilled pilots can hope to ply
was no need to invent new things, only to the old interstellar routes, but even then
deliver what was already possible to the such a thing requires more courage than
places where it was not. It was a time to skill. The old trade routes are falling by the
enjoy the fruits of the empire’s labors and wayside, and more than half of the planets
simply to maintain the status quo. This was within the Empire essentially have become
the Stagnation, and the scientific commu- cut off trade-wise from the Aedos core
nity that had tried to warn the Aedos of the worlds. The Aedos warfleets still patrol but
situation in hyperspace simply went quiet. far less frequently than before and in far
But after a century of societal stasis, the smaller numbers. This has given any world
long-standing tensions within the Empire with even the slightest hint of independence
began to grow ever more intense, as the the will to break away, to denounce its al-
outlying systems of the Empire were no lon- legiance to the Aedos way, and to cease
ger policed as heavily as had been before. sending back any trade revenue whatso-
At first it was thought that the imperial fleet ever. Small- and medium-scale warfare
was simply not doing its job, but then it has broken out throughout the Empire as
became known that the fleets were in fact old grudges fan into full war and as seces-
disappearing. Their thousand-ship armadas, sionist systems fight to break away from
known for making mass hyperspace jumps, their old masters. Still other systems have
were misshaping, ending up thousands of fallen to anarchy or civil war as they try to
light-years off course, or simply disappear- find a way to govern themselves without
ing into hyperspace, re-emerging weeks, the Aedos hand to guide them. And all the
months or years after they jumped. Some while, the Aedos themselves have largely
never returned at all. It was then that the withdrawn to the core worlds, where the
populace finally realized that the dire warn- hyperspace lanes are at their strongest, and
ings of old about the fraying of hyperspace where their incredible wealth still enables
were true, and now the space travel that them to live at a level of comfort and regal-
the Empire had built itself upon was in great ity unchanged from previous centuries. As
jeopardy. The huge fleets of trade ships the empire stumbles and falls, bleeds and
and manufacturing barges that powered burns, its rulers have decided to look the
the Empire now stayed in dock, afraid to other way and allow it all to happen. The
venture forth. The level of trade and income strength and will that led them to forge
across the galaxy fell, and entire systems this great Empire is gone. Their inventive-
found themselves on their own, forced to ness and their ambition have been squan-
fend for themselves, but they also were free dered. The Aedos have become like every
from Aedos edict and the threat of the Ae- other great Imperial family before them: an
dos warfleet. Thus, these worlds went feral, addled continuum of over-privileged aristo-
fighting amongst themselves and forgetting crats so distanced from the realities of their
own Empire that they lack the collective will

Dexter Klaygon (order #2911013) 7


to recognize that something must be done, it once ruled. The Seventh Empire is in its
and those few that do have no clue how to final days, and as with all great beasts, its
save it. death throes can be massive, violent and
destructive. None will be spared.
But not all frontiers have gone fallow.
The announcement of Septimus, an alien
worldsphere on the edge of known space, Cartography
has galvanized many in the Empire to seek
out this mysterious place and perhaps find There are seven main sections to the
sanctuary there. The greatest minds and Seventh Empire. Together they encom-
most ambitious hearts of the galactic popu- pass the entire galaxy, measuring nearly
lace are leaving their homeworlds in droves, 100,000 light years across. They are the
willing to brave the dangers of a long inter- Core Worlds, the Inner Expanse, the Outer
stellar trip in the hopes that a better life can Reaches, the Periphery, the Horizon, the
be made for oneself within the worldpshere. Void and Hyperspace. These various sec-
All walks of life are heading to Septimus, tions form concentric rings, like the growth
and according to one demographic report, rings of a giant tree. As such, each section
nearly 1% — a trillion people — have al- resembles a ring spanning the galaxy. With
ready made the trip. By the end of the cen- the exception of the Core Worlds, which
tury, that figure is likely to climb to 10% of is rather small and technically part of the
the galactic population — nearly ten trillion Inner Expanse, each section of the Empire
people — despite the huge numbers likely is about 10,000 light-years Wide, which is
to be lost in hyperspace along the way. The an enormous distance. Very large empires
idea of the Empire itself is dead. All that re- could exist within that kind of magnitude
mains now is the will to survive individually, and never come into contact with each oth-
and going to Septimus is the only thing that er — and in the days between the galactic
binds this collective will together. The hold empires, that is exactly what happened. It
the Aedos once had over its people is gone, probably will again once things settle to the
and the enigmatic allure of Septimus has point where star systems might once again
taken its place, even if most have no clue come together for a common purpose. But
what Septimus really is or what it can do. for now, these sections of space are just the
But it is the hope it embodies that makes different districts of an increasingly self-
it so irresistible to so many, and thus with alienated Empire that has lost its way.
each passing day a thousand new starships Each section of the Empire has become
begin the trip there with the intention to fairly separated from the other, given the
never return to the worlds from which they Empire’s collapse, and within the game of
came. The intellect and strength and cour- Septimus, chances are most players will not
age of the Seventh Empire itself is bleeding be traveling too much within these parts of
away like a fatal wound. the galaxy. But as people from all across
This is the state of the Seventh Empire the galaxy are flocking to Septimus, they
today, a once-great expanse of worlds that will bring with them the history and condi-
is unraveling at a pace far faster than the tions of the parts of the Empire from which
rate at which it once grew. At the present they hail, and thus the expanse of the Sev-
even the Core Worlds will be in upheaval enth Empire might somehow condense itself
within a century, and the next age that be- to exist in full within the single worldsphere.
gins will be the first one in nearly a millen-
nia where there is no appreciable Seventh The Core Worlds
Empire to speak of. There will only be the These are the star systems at the heart
mammoth diaspora of worlds it once gov- of the galaxy. The stellar density here is
erned, frontiers it once tamed and peoples quite high, and the distances between stars

Dexter Klaygon (order #2911013) 7


is very short, so it has been theorized that the galactic population, and it is here that
hyperspace has always been much stronger the worst infighting has been occurring.
here than elsewhere and can still withstand One might think that the civil war in the
high levels of traffic. That is why the core of Empire would happen farther from the Core
the galaxy has not yet felt the effects of the Worlds, but it has been here that the sup-
galactic unraveling. Even though the Core pressed conflicts between power blocs has
Worlds make up perhaps 1% of the galactic been simmering the longest. These wars
expanse — a territory with a radius of about tend to be concentrated in flashpoint sys-
500 light years from the galactic center — it tems, which keeps the fighting contained,
is home to fully 25% of its total population. but the political fallout has been massive,
Living in supertech luxury, these people are with huge numbers of systems still stay-
going on as if nothing has ever befallen the ing faithful to the Empire, but refusing to
Empire. Surely the reports of widespread have anything to do with each other. This
instability are exaggerated, they feel, and it has created a very fractious Empire, with
is only a matter of time before some scien- large swathes of its territory not working
tist finds a fix for hyperspace, the Imperial together or trading with one another. This is
warfleet settles things down, and things get the quiet catastrophe that has undercut the
back to normal. Because the Core Worlds Empire terribly; a huge portion of its wealth
were the primary recipient of the galactic comes from the Inner Expanse, and here it
trade structure, its wealth and resources is anything but business as usual. Many of
are still at very high levels. They are not re- the extended elements of the Aedos have
plenishing themselves, however and within their power bases here, and one by one, as
a decade or so, it will become obvious that they realize that the Aedos cannot hold the
the general level of wealth within the Core Empire together as before, they are each
Worlds is starting to dwindle. Already, there quietly picking up and heading out, some to
are those who see the writing on the wall Septimus, others to hidden enclaves on the
and have left for Septimus under the guise outskirts of the galaxy where they can wait
of tourism or adventurism. But in reality, out, in relative peace and quiet, the mad-
the hierarchs and industrialists and gener- ness that is consuming the Empire.
als and free citizens of every kind are leav-
ing the Core Worlds while they still can, for The Outer Reaches
they know that it is only a matter of time Beyond the Inner Expanse are the Outer
before the hyperspace lanes here dissolve Reaches, which for most of the life of the
too, and by then, it won’t just be too late to Seventh Empire, was the main frontier area
get to Septimus — it will be too late to get where large-scale colonization, terraform-
anywhere. ing and resource mining took place. During
the Empire’s era of Expansion, it was in the
The Inner Expanse Outer Reaches where most of the colony
Covering a ring of territory extending ships touched down. Even today, there is
about 10,000 light years beyond the Core still a considerable level of development
Worlds, the Inner Expanse is the heart and going on here, executed by a hardy breed
soul of the Seventh Empire. This is the ter- of settler that got used to making its own
ritory that has been settled since the earli- fortune and getting by without any help or
est galactic empires, so the societies here interference from the Empire. There is not
are quite advanced and developed. There a lot of fighting out here, but a whole lot of
is very little unknown territory here, and quiet secession as systems just stop report-
almost every world has either been settled, ing home. The Aedos Warfleet is trying to
developed for resources, or earmarked for crack down, but there are just too many
one or the other to occur at a later date. dissident systems to make a meaningful dif-
The Inner Expanse contains nearly 40% of ference. As such, large supply chains of raw

10

Dexter Klaygon (order #2911013) 7


materials are not getting from this district bors gets longer out here, meaning longer
to the other parts of the Empire, which is jumps and a greater danger when going
also stunting growth in a huge way. Where into hyperspace. As such, the risks of travel
there is open fighting and rebellion, it tends in the Periphery have really killed interstel-
to be much more directed specifically at the lar trade and exchange, with most systems
Aedos Dynasty rather than at other subject preferring to rough it on their own rather
worlds (though there is a bit of that going than tempt fate by jumping into the tat-
on, too). More importantly however, the tered remains of hyperspace. This is where
fighting is much more large-scale than the the first scientific study of the degradation
various insurrections seen elsewhere in the of hyperspace was conducted, and more
Empire. Here military engagements require than a few systems took it upon themselves
large deployments of the Aedos Warfleet to to address the issue rather than wait for the
meet equally large concentrations of insur- rest of the Empire to get with the program.
rectionist warships intent not just on kick- It was out here that genotechnology —
ing out the Aedos power structure in the the science of altering the biology of the
area but also counter-invading and strik- human body and mind — was pioneered,
ing hard at Aedos-controlled worlds deep largely to lengthen human lifespans in
within the Inner Expanse and even the Core order to make interplanetary travel using
Worlds. It is here that the hardest and most slower-than-light (STL) means plausible. At
destructive fighting is done, and more than this moment, large numbers of STL ships
one planetary system has been scourged are cruising between the stars, powered by
of nearly all life, as giant battleships duke solar sails, ramscoops, ion engines and a
it out in deep space with every manner host of other low-tech propulsion systems
of population-killing technology at their that will take decades just to cross the
disposal. The irony out here is that many of distance to the next closest star. Still, to
the power blocs fighting against the Aedos these people the long game is the only way
have no real plan for life afterward. They to go. Besides, many of them believe that
are just as unable to maintain interstellar after decades in the isolation of deep space,
trade routes than the Aedos themselves the technology and knowledge they brought
were, so the speculation is that if and when with them might be all that remains of the
these breakaways throw off the Aedos yoke, Empire once they finally land on a planet
they might very well turn inward and fight again. Meanwhile, there are also those sec-
amongst themselves for control over their tors that have already successfully broken
own dwindling resources. Unsurprisingly, away from the Empire and have established
more than half of the local population here themselves as powers of their own. These
has been displaced themselves or is har- breakaway empires are the real nail in the
boring those who have been. The notion of Imperial coffin, for if these areas can oper-
leaving for Septimus is very powerful here, ate in open defiance of the Empire and not
since the Aedos and their enemies give even suffer the mildest retribution, then
everybody out here more reasons to leave surely the Empire cannot possibly hold on
every day. to all who wish to abandon it.

The Periphery The Horizon


Beyond the Outer Reaches lies the Periph- The next band of 10,000 light-years is the
ery, where the stellar density really starts Horizon, the effective frontier of the Em-
to thin out. While there are still many thou- pire. This is where the settlements get very
sands of star systems here in the middle patchy. Most of the planetary colonization is
band of the galaxy, there are notably fewer at varying stages of development, and the
than in the Outer Reaches. Moreover, the breakdown in the Imperial transit channels
average distance between stellar neigh- means that there is a wildly varying level

11

Dexter Klaygon (order #2911013) 7


of Imperial support to these settlements. space, or get lost in a deep space jump, so
Some of them are somehow still getting the Aedos warfleet captains figure they will
decent amounts of material supplies in, and take what they can while they can and let
as such are shipping home large quantities destiny run its course.
of exports. Others are virtually cut off, with
their only connection to the Empire coming The Void
in the form of hyperspace radio broadcasts This is the outermost edge of the galaxy.
that at least let them tune in to propaganda It is the final band of territory, where the
coming from the Core Worlds as well as spiral arms of the galaxy really taper down
competing chatter from every other system and the proximity between the stars be-
looking to get the word out about some- come huge rifts that are dangerous to cross
thing. It is said that there are still robust even without hyperspace being all shot
hyperspace channels way out here because through with holes. Technically, this entire
the level of ship traffic was never all that district is considered to be part of known
bad this far from the Core Worlds. Such a space, and hence, part of the Seventh
theory is widely discredited by experienced Empire, but that is only how it looks on the
ship drivers, but it has not been enough official records. In reality, most of the space
to keep plenty of refugees from coming out here is uncharted. Most of the worlds
out here, hoping to rebuild a version of are unsettled, and the few that are are little
the Empire's glory days out in the galac- more than lonely outposts struggling to
tic boondocks. Such recolonization efforts survive in the cold, dark harshness of the
are usually not carried out with the best of galactic edge. There is very little out here
intelligence, and more often than not they to encourage the majority of spacers to
fail miserably, with their naïve participants come out all this way, especially with hyper-
marooning themselves on less than desir- space being in such a state of disrepair, the
able stellar real estate far from any appre- trip is likely to be one-way. One enticement
ciable network of support or service. The is that out here a number of weird spatial
Horizon is the stretch of space where most phenomena have been observed, rang-
people pass through on their final leg of the ing from the discovery of the worldsphere
trip to Septimus, and by the time they get Septimus to strange hyperspace depres-
out here, they really know that they are far sions where entire planetary masses seem
from home. The Empire never even got very to be dwelling half in realspace and half
well established on most of the worlds here, in hyperspace; to temporal disturbances
and since they are so spaced out, and their where time seems to move faster, slower or
populations are so low, it almost feels in in a strange parallel to the areas around it;
entire sectors that the Empire simply never and the reception of radio signals of un-
was. For all intents and purposes, it might known but possible sentient origin. Despite
as well never have been, because there is the extreme age and breadth of humanity's
almost nothing to show for it. There are life among the stars, nowhere in the galaxy
the occasional Aedos warfleet patrols, but have any sentient aliens been encountered.
these ships have basically become roaming It is just humanity and the stars so far, and
warlords answerable only to themselves and that is all. Given the bleak, cyclical nature
not bothering to check in with their masters of human civilization, it has occurred to
at all anymore. Relatively self-sufficient, many philosophers during the final days of
these roaming enforcement patrols "live the Seventh Empire that perhaps our only
off the land" by pillaging whatever small way of breaking free of our self-destructive
settlements they can find and moving on in behaviors as a species is to get a little
a never-ending course through the Horizon. help from another sentient race that could
For them, it is only a matter of time before provide us with a little perspective if noth-
they either run out of supplies and starve in ing else. The search for sentient life occurs

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mostly out on the edge of the Void, and so and beyond that other layers of extraspatial
far there have been many enticing leads but dimensions that form an endless layering
nothing concrete. What progress has been through the universe through and between
made also has been disqualified by those which there might exist entire alternate
who insist that humanity is alone in the realities. Whether that is the case is some-
universe and therefore unique and supreme thing only the bravest, the most foolhardy
among all beings. It boggles the mind of and most naïve are left to ponder, for most
scientists looking for alien life that this kind everyone else with a well-developed sense
of conflict would flare up so far from the of self-preservation simply will not enter
rest of civilization — while an entire Empire hyperspace anymore. It just is not worth it.
is falling apart — it seems that wherever
two humans are, the potential for conflict
persists And so it goes.

Hyperspace
The last section of the Empire is hyper-
space itself, which is easily the least under-
stood part of the galaxy. As far as scientists
can tell, hyperspace extends across the The Sphere
entire universe, connecting galaxies with
massive quantum strings, phase doors,
dimensional vortices and a host of other Getting There
theoretical constructs of which only the
Septimus is a remote, high-tech settle-
most advanced scientist has even a loose
ment that plays a unique role in galactic
grasp. What is commonly known is that
politics, being at the fringe of interstellar
wherever you can go in the galaxy, you
exploration, diplomatic cross currents, and
can go in hyperspace, too, only there is no
the ever-increasing need for the Seventh
real physical distance to hyperspace, which
Empire to enhance trade and industry
is why going into and out of it translates
among the few remaining hyperspace lanes
to instantaneous travel here in realspace.
that connect its remaining systems. Despite
Going through it is like pushing a needle
its geographical isolation, Septimus is on
through cloth; once or twice and you don't
the minds of nearly everyone within the
even notice what it does to the cloth. But do
Seventh Empire, for it is the system that
it a million times, and soon the cloth itself
contains Septimus, the mysterious alien
is shot. For it to have collapsed as it has is
worldsphere, discovered by the Sinda-
quite a blow to the mindset of the spacefar-
var Extent years ago, colonized, and now
ing culture of the Seventh Empire. To most
opened to the galactic populace as a safe
ship passengers and drivers, it just doesn't
haven as the rest of the Empire crumbles.
seem possible that it is no longer safe to go
Those who come to Septimus will find that
through hyperspace. Some try to prove that
getting to Septimus is no small matter.
it is safe to themselves by going through for
the heck of it while others make repeated It is on the far side of a series of galac-
jumps in the hopes that something bad ac- tic rifts — large expanses of deep space
tually will happen. That way, they can study without any star systems to stop at along
the effects of it up close and in so doing, the way (usually, in order to refuel by skim-
maybe discern a way to fix it. By traveling ming what you need from the local star).
through hyperspace in specially modified As such, arriving at Septimus entails first
scanning vessels, some scientists profess jumping across the Sorenceti Rift and land-
to have found spaces beneath hyperspace ing at either Caldehot or Boreena, both of
— infraspace, magnaspace, ultraspace — which are breakaway systems with no love

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for the Empire and even less for Imperial theory, anyway. Hyperspace itself might
citizens who like to pass through on their not last for too much longer to see if the
way to Septimus. After that, one must then theory holds water.
jump across the Uulekose Rift, landing at For those who finally get to Septimus,
the outpost world of Nos Terhain, most of surviving the many chancy hyperspace
whose inhabitants died recently in what jumps required to even get this far, what
appears to be a massive biological weap- they arrive at is a dark system with all of
ons malfunction. All that remains are a few the mass of a solar system reading on a
crazed survivors who are slowly mutating ship’s scanners, but no star to see, just
into something distinctly inhuman, as well an enormous gravity well surrounding the
as automated message buoys exhort- point where the system star ought to be,
ing ships not to land here. Beyond that is out to a galactic astronomical unit. Auto-
the third and final expanse, the Koli Rift, mated message buoys around the system
beyond which is the Sargasso, an expanse greet incoming ships with a pleasant but
of systems all just out of realspace travel disturbingly vague message that does not
distance from each other. Most of these seem to have changed over the last few
systems are barren and uninhabited, while decades. And what it says is simple to the
a few might have the occasional exile col- point of distraction:
ony or rock hermit eking out a living in the
distant void of the galaxy. At the outermost “This is the Sindavar Extent, wel-
edge of the Sargasso lies Septimus. coming any and all to Septimus,
For ships traveling to Septimus, either a our world of worlds on the edge of
high-end jump drive is required, or ships known space. As you flee the chaos
must carry enough fuel to make it to the consuming the galaxy, know that
next stop in the journey. Over the years, within the confines of the Septimus
the midway worlds between the galac- worldsphere awaits a world free of
tic rifts have survived almost entirely off want and conflict. Supertechnology
the processing and sale of starship fuel, advances and the wondrous artifacts
drop tanks, and charging transit fees for left by the alien ancients who built
all ships heading to and from Septimus. this sphere have enabled us to build
Most travelers heading to Septimus only a perfect society where human-
get hit with a minor tariff upon landing. ity and technology can live as one,
Laden cargo ships leaving Septimus, on the without fear or envy and without
other hand, are taxed according to their want. You have come far to share in
tonnage and cargo mass, so the charges our dream. Take your final step in-
get pretty hefty. Still, this is little more side our world, and become part of
than legalized robbery, and even though what we have built. Septimus and its
the rates the midway worlds charge are wonders await.”
outrageous, the travelers going through
pay them because they have little option The message is well known throughout
otherwise. It is worth noting that various the galaxy and itself is something of a
energy companies in the midway worlds story. The Sindavar Extent are a strange
have set up additional refueling stations in technology-obsessed cult that left the
the area, where they charge traffic going to Empire many years ago to seek out what
Septimus barely more than production cost they knew was an amazing discovery on
for ship fuel and drop tanks in the hopes the edge of Known Space. At the time, they
of encouraging more traffic to Septimus. were written off as a pack of deluded pil-
The more traffic that goes to Septimus, the grims, and when nobody heard from them
more traffic that’s likely to come out with after their departure, they figured the Ex-
a heavy load ripe for taxation. That’s the tent died out on the void’s edge. But when

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this message began transmitting across energy must go somewhere, but wherever
the entire galaxy about 10 years ago, sud- that somewhere may be, it’s not outside the
denly the joke of Septimus wasn’t so funny Sphere’s shell. That means that ships can’t
anymore, and the Sindavar Extent looked siphon solar energy to keep going. Onboard
less like crackpots and more like visionar- reactors can run for centuries but are prone
ies. That said, this message is all anybody to breakdown, and out here, a downed
has left to remember the Extent by. The reactor is a death sentence. Staying out of
entire population of that society relocated the Sphere is to live a life of slow resource
to inside the Sphere, and none has ever depletion of some kind, but there are those
returned from it. This spare message is all who try to do it, and the outer surface
that marks their existence to the universe of the Sphere is littered with the hulls of
outside of Septimus. To see what the Extent hundreds of ships that for whatever rea-
is up to, one must enter the Sphere. son could not or would not enter. It is also
homes to those ships that have landed on
However, not all who come to Septimus
the Sphere’s surface and simply scrounge
can summon the courage to enter the
what they need from the wreckages of oth-
Sphere. The hyperspace signature around
ers. It is a bleak, cannibalistic life, but for
the Sphere is especially unstable, mean-
those unwilling to take that final step into
ing that any ship that tries to enter the
the sphere, it is the only option.
Sphere runs more than a 50% chance of a
catastrophic misjump that could place them The jump inside the Sphere, if it goes well
millions of light-years off course, destroyed, (and for those playing the game, we’ll as-
or simply lost forever within the reality- sume that it does), feels like any other jump
bending properties of hyperspace itself. A through hyperspace, but on the other side
common reaction when the local readings awaits not the familiar deep space of the
of Septimus’ hyperspace signature are read Seventh Empire but the awesome sight of
is that even if one does jump inside the the worldsphere Septimus.
sphere, the chances of being able to jump
out are very sketchy. Are there properties
within the Sphere that will make return im- What Is Septimus?
possible? After all, none has ever come out Septimus is a Dyson Sphere, an artificial
of it. Is that because they do not want to… construct that completely surrounds a star,
or because they simply cannot? called Helion, and encloses it in a shell that
As compelling as this concern may be, the has an internal radius of exactly one astro-
reality is that by the time travelers get to nomical unit — the distance from Earth
Septimus, they are already so isolated that to the Sun. The inner surface of the sphere
it is not just a matter of jumping to another is one big Earth-like environment, with a
system if they cannot summon the cour- normal atmosphere, untouched wilderness
age to jump inside the Sphere. To get to and 1 G. of gravity. The surface area of the
anything even remotely civilized, one would inside of the sphere is several million times
have to make multiple jumps, and even that of most rocky planets. In fact, Imperial
then still be stuck in the boondocks. There cartographers who have come inside the
is always the possibility of staying out- sphere have estimated that there is more
side of the Sphere, but there are no major habitable living space within Septimus than
settlements on the Sphere’s surface, and on all of the habitable worlds of the Seventh
there is not even any local starlight to pro- Empire combined. Given that the Seventh
vide some semblance of energy. The Sphere Empire spans over much of the galaxy, that
mysteriously gives off no appreciable heat is an incredible comparison indeed. Immedi-
or other energy, considering that it contains ately upon entering Septimus, one can see
a star, science demands that its contained how this place could become the universal

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Dexter Klaygon (order #2911013) 7


fallout shelter for the entire Empire. Truly, This was the first continuous habitat about
the whole of the Empire could fit within this the central star, and it was most likely from
one massive world and still have plenty of here that the effort was undertaken to
room and resources to go around for as create another equatorial ring, this time at
long as anybody would foretell. a 90 degree angle to the first, creating a
crossing superstructure onto which every
The sphere itself is constructed of an
other swarm plate would eventually be at-
unknown material since whatever comprises
tached.
the shell is covered by a very thick crust
and mantle of Earth-like geology, complete Obviously, the construction of a device
with a deep subterranean asthenosphere such as Septimus challenges the limits of
that makes the surface of the sphere tec- even the most advanced forms of theo-
tonically active. Scientists have speculated retical science within the Empire. Current
endlessly on what properties the Sphere’s scientific thought dictates that the nature
basic building blocks must exhibit to make of a solid shell about a star would in fact
this even possible, but so far all such hy- have no gravitational relationship with that
pothesizing has been little more than mere star, since the shell itself could easily drift
guesswork. The truth is, whoever built from its position around the central star
Septimus did so with a far more complete and eventually collide with it. Likewise, the
knowledge of science and the universe than biosphere placed on the inside of the shell
any human possesses, which is why to us a should have no gravitational compulsion to
Dyson Sphere is a perplexing hypothetical stay on the shell; it too should simply drift
construct. To the ancients who built Septi- away from the shell and fall inward to col-
mus, such a thing is not just a theoretical lide with the central star. Furthermore, a
possibility but a proven reality. For them, solid shell entraps all of the energy output
some think, it would be no problem to build from the central star; without any mecha-
several, and maybe they have. But what- nism to harness this energy, the surface
ever they did, the fact remains that they would absorb all of it. This should also
had access to knowledge and abilities that adversely affect the inner biosphere, but
far exceed anything known in the Seventh those who live on the surface can attest
Empire, and that reality has in fact discour- that somehow, it does not. On a purely
aged many of the Empire’s greatest minds engineering front, the pressure placed upon
from studying Septimus; they feel that to any point of the shell should be equivalent
do so would be little more than a dog trying to that of the base of a dome 1 Astronomi-
to watch a hologram and understand the cal Unit in height and under the equivalent
principles behind it. of the star’s gravity. No known material in
the Seventh Empire even comes close to
The leading theory is that an ancient and
being able to exhibit the kind of strength
alien race (one that somehow seemed to
that is required to keep Septimus from
eliminate all record of its existence from
breaking apart. Yet the sphere maintains
the universe except for this sphere — which
itself with no signs of breaking down.
may have been their intentional legacy)
built what could initially be thought of as a Then there is the point of raw material; it
swarm construct — a complex array of or- is theorized that an entire Earth-like solar
bital plates placed in a sphere configuration system would have to be mined in entirely
around the star at the heart of Septimus. – every single planet, moon and asteroid
These were built over time and put into just to make what would amount to a fairly
place one by one. After that was completed, thin Dyson shell. Intense scanning efforts
the project went into phase two, wherein suggest that the thickness of the Septimus
an equatorial band of swarm plates were shell is nearly the diameter of an Earth-
fused to form a ring about the central star. class planet. This means that multiple solar

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systems would have to have been mined not an optimistic lot, and the motivation for
to create the Sphere. This might account nearly all who come to the sphere is to see
for the numerous galactic rifts that lead up what can be learned from this, the greatest
to Septimus, but even still, the resources and most significant mystery ever posed to
necessary to mine an entire solar system, the human race. To the rest of the Empire
break it down to its elemental components that has not gone to Septimus, the exis-
and then use those components to build tence of the sphere has fired the imagina-
something else simply boggles the mind. tions of engineers everywhere. At present,
there are more than a dozen Septimus-style
These are just a few details that display
projects under construction. Each is but a
how Septimus is, in many ways, an ongo-
pale shadow of Septimus itself, but they
ing contradiction of current galactic science.
bear witness to the profound
This has been a big factor why, even when
way in which the sphere
scanning footage was broadcast through-
has inspired humanity
out the galaxy, most of the official scientific
to try to build what
organizations of the Empire dismissed the
it does not yet fully
very existence of Septimus as a hoax. How-
understand. Most of
ever, as more and more travelers encoun-
tered the sphere and sent back scanning
evidence of it — or in some cases, landed
on the surface and took home wreckage
that had crashed there — it became pro-
gressively more impossible to deny that
Septimus was real, even if building
something like it was utterly beyond
current human capabilities. The truth
is, Septimus has existed for many
millennia, and is likely to continue
existing for many more. So any
scientific precepts that the sphere
seems to have broken by its exis-
tence or by its means of construction
or maintenance in fact do not break
any known laws of science. Instead,
it is upholding laws that are as yet
unknown to the greatest minds of the
Seventh Empire.
This is perhaps the sphere’s most
endearing trait to the scientific com-
munity, that it is physical evidence of
undiscovered knowledge (and quite a
bit of it, too). One can easily conclude
that the secrets used to build Septi-
mus could be the secrets of humanity
as well, if only it could bring itself to the
level of the Septimus engineers. It may
be a very long journey, and the chaos
of the Empire’s dissolution does not
help the situation any, but the scien-
tists studying Septimus are nothing if

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these building projects are either “Septimus one encounters. The second is the Surface,
swarms,” Septimus bubbles” or “Septimus which is simply the interior biosphere of
nets.” Septimus. It is the surface area of several
million Earths, and the large continents and
A Septimus swarm is simply an array,
oceans visible from the Deep Sky under-
as described earlier, of habitational plates
state just how enormous the geological
placed in a sphere-like configuration around
features of the surface really are. Seen from
a central star. A Septimus bubble is similar
space, the large continents on the surface
to a swarm in that it entails the placement
are large enough to accommodate the
of many elements around a single star.
surface area of many Earths; the smaller
However, these are all freely positioned sat-
islands the size of just one, and this is just
ellites within a fixed orbital distance, uncon-
the largest, most visible geology. There are
nected and able to move as they like. The
countless smaller land masses on the sur-
Septimus nets take this concept one step
face that only come into view when one gets
further, as the various satellites of a bubble
to the shallowest areas of the Deep Sky
somehow string themselves together, usual-
and near the atmospheric envelope of the
ly with hyper-molecular filament, creating a
surface. Only then do Earth-level land mass
mesh structure that fully encloses the star,
and water bodies come into focus.
even if it is highly open and easily passed
through. None of these kinds of projects Within the Deep Sky, it is otherwise like
are even close to completion, however, and normal deep space in that there is no at-
even under the best of circumstances, they mosphere or gravity. There are high, even
would take decades to finish. As it stands, lethal levels of solar radiation that would kill
with the Empire suffering ongoing politi- those humans unprotected by spacesuits.
cal chaos, and the collapse of hyperspace The level of, for lack of a better term, “day-
making it impossible to ship large amounts light” that is present everywhere, however,
of building materials, it seems unlikely that often requires those in the Deep Sky to
any such project could be completed under figure out some way of simulating dark-
present conditions. ness for at least part of the 24-hour cycle.
Otherwise, a lengthy adaptation process
must begin where one gets accustomed to
On The Inside there being no night-time darkness what-
soever. Just as it has been recorded else-
Once a ship crosses into Septimus, the
where in the Empire that those exposed to
first thing one notices is just how bright it is
too much darkness in the day tend to suffer
inside. The albedo, or luminary reflective-
for it psychologically, those exposed to too
ness, of the Earth-like surface of Septimus’
much sunlight also tend to suffer the same
interior is quite high — think of how brightly
effects, becoming strangely morose, dis-
Earth shines against the darkness of space,
tracted and even quarrelsome.
and then think of that same brightness sur-
rounding you entirely on all sides. For the Some relief for this can be found on the
ship drivers that cross into it, even though surface of the sphere, where the natural en-
there is a considerable expanse of deep vironment ranges from tropic, to subtropical
space within Septimus, it sure doesn’t feel and temperate. It is worth noting that there
like the black void they just left. It feels are no true “polar” regions of Septimus,
like an huge expanse of sky, really, in which and as such there are no really cold envi-
wherever you look, you see the vast surface ronments. In fact except for microclimatic
spreading out in front of you, above you, to variance on the surface, the overall climate
the sides of you, and below you. This is the and environment on the surface is rather
Deep Sky, and for those within Septimus, uniform. The weather is usually agreeable,
it is one of the three primary environments the precipitation manageable, and overall, it

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is a very pleasant place in which to survive. come together into a massive patchwork
The leading theory for why this is true is quilt biosystem that has worked pretty well.
that there lies within the substructure of the There have been some mass extinctions
sphere a weather manipulation matrix that it seems, but for the most part the plants,
creates hyper-realistic simulations of known animals and protests of the Empire seem to
weather patterns, and that the weather on have been transplanted by the ancients to
Septimus is no natural process, but simply the sphere. Then again, as some suggest,
just another construct that looks, behaves perhaps the creatures of the Empire really
and feels like the real thing. If there is a came from the Sphere and were sent to
weather matrix, then it must malfunction proliferate across the inner galaxy. Without
every now and again, for there do form proof of either possibility, adherents to both
periodic superstorms that, each the size of camps debate their points endlessly and
a large planet, and with a force capable of without any real chance of convincing the
destroying virtually any human construc- other side of “the truth.”
tion in its path. These killer storms do not
occur often, but when they do, they leave
thin scars of damage on the surface that
take many years to recover. Eventually
the recovery does happen, as the natural
processes of the biosphere (or what passes
for natural processes, anyway) take their
course. Water flows, soil moves, trees re-
grow, animals repopulate, and in the grand The Sindavar Extent
scheme of things, life goes on.
Just as the physical history of Septimus is
It is worth noting that the gravity felt on
murky at best, so too is its political history.
the surface is identical to that felt on the
Everybody in the galaxy now knows of the
most Earth-like planets within the Seventh
Sindavar Extent, but nobody really knows
Empire. This is yet another scientific conun-
who they are, what they want or how they
drum, since the sphere does not seem to
set out to accomplish it. They simply know
be rotating to gain gravitational effect, for
that about a century ago, the Extent, long
if it did, then there would develop “po-
known as a radical fringe group that openly
lar” regions where the gravity was much
advocated the creation of artificial intel-
weaker. However, no such poles have been
ligence and the nanotechnological augmen-
detected, and gravity appears to be uniform
tation of humans (despite the illegality of
across the sphere. The likeliest explanation
both), tired of trying to convince an unsym-
for this is a network of gravity generators
pathetic galaxy of the legitimacy of their
built into the sphere, but like the weather
views, packed up and moved out, announc-
manipulation matrix, there is no proof for
ing that it had discovered an alien artifact
this. There is not even evidence that might
of immeasurable power, and that they were
hint of proof.
going to colonize it. The Extent’s departure
Those on the surface will eventually was ignored, and their disappearance was
run across nearly every kind of Earth-like met with a galactic shrug. So much for the
environment, flora and fauna encountered Extent — or so the Empire thought.
throughout the Seventh Empire. In fact,
The Extent is a community of scien-
the biological content of the sphere seems
tists, philosophers and technologists who
to represent a kind of ark that contains a
are bound by the concept that there is no
sample of all of the indigenous life that can
problem that cannot be solved through
be found within the Empire. These many
the proper application of technology. To
different species of plants and animals have
that end, artificial intelligence is seen as

20

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an extension of human evolution, and the persona digitization that enables people to
mechanical modification of human biology make copies of themselves ad infinitum.
(e.g., through the implementation of nano- What began as a relatively small group has
technology) is thought to be a common- mass produced itself into a society of tril-
place extension of natural abilities. To the lions where the greatest duty is to conform,
Extent, if science can conceive of something the greatest show of loyalty is to not think
and execute it, then it is, in fact, as natural too hard, and the highest honor is to believe
as the human ability to breathe oxygen or what your leaders tell you.
to bear live young. To the Extent there is no At the top of the Extent is the sinister
ghost in the machine; for all machines are Cadre, whose exact identity is known only
simply echoes of the human soul, and those to themselves. The Cadre is thought to
who fail to see that simply doom them- be an elite group of seven thinkers within
selves to a life of spiritual unfulfillment and the Extent — perhaps its original founders
the misguided use of technology to ends — whose fusion with artificial intelligence
that are not compatible with human destiny. and alien technology have so far removed
This outlook earned the Extent “lunatic them from humanity as to be an entirely
fringe” status because of the prevailing new race of beings. They dwell somewhere
attitude across the galaxy that technology within the heart of the territory controlled
is good but only in moderation. A spate of by the Extent (most likely within Arcopo-
wars fought by self-aware robots and artifi- lis, the Extent’s capital city) and they rule
cial intelligences very early in the Empire’s by joint decree, coming to a consensus
history made the Empire forever distrustful amongst themselves and simply ordering
of technology that was too sophisticated. As that it be done by its legion of drone-like
such, the supertech advances that the Ex- followers. They tolerate no insubordination,
tent professes to support and develop were and they will do anything to crush whoever
more than enough reason to suggest to opposes them. They are cruel as they are
the Extent that maybe its members should kind, providing for their subjects a life that
settle some place far, far away. The Extent is, by Extent standards anyway, purely
was only too happy to oblige. peaceful and idyllic. Indeed, the Cadre does
allow for the average Extent subject to live
Today, the Extent is the power in control
without having to work (unthinking robots
of Septimus, but it is a far cry from what it
take care of all of that), deal with poverty
once was. Something happened to the Ex-
(nanotech compilers tap the limitless re-
tent upon entering Septimus, and the alien
sources of Septimus itself to make almost
technologies it encountered there seem to
anything one desires with the push of a
have forever altered their group identity
button) or think about the unpleasantness
and psyche. Instead of a core of techno-
of the outside world (an aggressive propa-
cultists content to mechanize themselves
ganda campaign makes sure the people of
in peace and isolation, they have become
the Extent know only what the Cadre wants
now a paranoid militant empire bent on
them to know and nothing else). So long as
subjugating all who come into contact with
you can play within those rules, you and the
it. The Extent seemed to have fulfilled the
Cadre will get along just fine. But step one
very prophecy that led to their initial ouster
inch outside of that and the Cadre will come
from the galactic population: they dabbled
down on you like a hammer, wiping your
too deeply with technologies they did not
memory and replacing it with something
understand and thus have been trans-
more acquiescent. Or maybe they’ll just kill
formed into something distinctly unsettling.
you and make your friends and family forget
Occupying massive arcology cities on the
that you ever existed. In a society like the
surface, the Extent has developed rejuve-
Extent, and to a power base like the Cadre,
nation and cloning technologies as well as

21

Dexter Klaygon (order #2911013) 7


22

Dexter Klaygon (order #2911013) 7


memory is a weapon, and its use begets the Arcopolis
fear that keeps most who even dream of
defying the Cadre in line. The world of the Sindavar Extent consists
mainly of the mega-city Arcopolis and its
The public face of the Extent is a synthet-
immediate surroundings. As vast as all this
ic personality known only as Machina (pro-
may be, it still represents an utterly tiny
nounced “MAH-heen-ah,” as in the second
portion of what the Extent refers to as the
half of the term, “deus ex machina”). She is
Prime Sector. The Prime Sector is, accord-
a regal, queen-like figure (depicted on the
ing to Extent analysis, a single hexagonal
cover of this book, in fact), who is broad-
block of territory on the surface of Septi-
cast in all of the public media throughout
mus that contains Arcopolis and all of its
the Sindavar Extent as the leader of the
outlying development as well as the widely
Extent, its moral center, its guardian, its
dispersed series of alien ruins on top of
prophet and as its all-seeing, all-knowing,
which Arcopolis was built.
benevolent godhead.
At least a few of the Seven Cities are
The majority of the Extent, Machina is the
thought to be somewhat intact, but at the
only true authority figure they know. Sure,
moment there is really no way of knowing.
there are the many security agents of the
The people of Arcopolis are, for all intents
Cadre, but they are seen almost as priests
and purposes, cut off from the rest of the
serving the godhead; they are the agents of
world and anxiously await the day when
Machina’s will, and despite their oppressive
communications come back on line and the
methods, they are accepted as required to
global community begins re-establishing its
safeguard the greater good.
connections.
This sheep-like attitude is something the
Why this has not yet happened is a trou-
Cadre actively promotes. The widespread
bling mystery to the people of the Extent.
phenomenon known as the Corruption is
One would think that with the incredible
felt everywhere throughout the Extent. At
technologies at the Extent’s disposal, mak-
first, it was seen as a massive systems fail-
ing contact with any remaining arcologies
ure of the mechanization technologies that
would be a simple matter. But for reasons
were central to the Extent’s social identity.
the Extent’s technicians have been unable
That is when the Cadre formed, seeing
to discover, the communications blackout
the Corruption as a chance to remake the
remains in effect. Some think Steel Helix so
Extent into something different, something
severely damaged the world’s technology
with the purity of an insect colony. It was
that only entirely new forms of Corruption-
the Cadre that began the massive cultural
free equipment must be designed and built.
indoctrination program that convinced those
Others think there is a hostile cloud of
living within the Extent that corruption is
nanites in the atmosphere suppressing all
actually a good thing, since it will bring you,
but the most local of communications. Oth-
incrementally, to a state closer to a true
ers think there is simply nobody left to with
fusion between man and machine, a state
whom to communicate; that Arcopolis and
that will bring you closer to Machina herself.
the hostile states surrounding it is all that
In that regard, the Extent’s populace gener-
are left in a vast and unfriendly junkyard
ally does not fear the corruption, though
world.
they do not seek it out quite as enthusiasti-
cally as the Cadre would like for the more Many in Arcopolis have made it their
people who are corrupted, the more people life’s work either to establish contact with
who will be willing to kill and to die for the the rest of the world or to ascertain once
good of the Extent. To the Cadre, that is all and for all that there is no one else left.
that matters. Those in the Grayscale tend not to care
about such things as much. Those in the

23

Dexter Klaygon (order #2911013) 7


Scraplands generally don’t care about it tent citizen is more than content to wake up
at all, unless they are interested in salvag- each day, spend his days doing nothing of
ing technology or recruiting an ally for their consequence, watching way too much hol-
war against the Extent. For all three groups, orama and checking up on Trencher gladi-
however — the Extent’s civilians, the Gray- ator stats before having dinner, watching
scale, and the Scraplanders — the world more holorama and finally retiring to sleep.
they know is both enormous and confining, Such a lifestyle is not completely without
familiar and strange, both welcoming and productivity, however. With so few press-
hostile. It is the only world these people ing duties on hand, there has developed a
have ever known, and in the years since the rich and varied Prole culture full of hidden
devastation of Steel Helix and ZPG, it may meanings, intentions within intentions, mul-
very well be the only world they are ever tiple layers of manners, double, triple and
likely to know. Some take this truth with quadruple entendres, and the like, For many
a despairing resignation that humanity’s Proles, life is just one big courtly intrigue,
greatest years are far, far behind it. Others with people spending inordinate amounts
accept this with a shrug and a nod and keep of energy wondering who attended who’s
on keeping on. Other still recognize the latest party, what the hidden meaning of
challenges before them as their canvas on somebody’s latest correspondence might
which to somehow, someway, paint a better mean, why one family might seek to donate
world — not just for themselves alone, but its genetic records to that of another family,
for all of humanity, now and forever more. who would duel (in holorama simulation, of
course) if a particular slight to one’s charac-
Another Day In Paradise ter were not corrected in time, and so forth.
In the event that life as a Prole gets
Nearly 90% of the Extent’s citizenry are boring, most citizens turn to holorama to
what are known as “Proles,” simple people entertain themselves. This fully immersive
with few ambitions, modest nanomodifica- digital reality medium offers endless chanc-
tion and minimal skill specialization. On the es to engage in interactive storytelling,
other hand, they tend to be fairly Corrup- role-playing, sim/stimulation, and carrying
tion-free, and those who become adventur- on in games of every kind. Holorama is also
ers, soldiers of fortune or outlaws find that the medium of choice to tap into watching
their high capacity for rejuvenation gives a Trencher deathmatch, an exercise that
them a lease on life few others can appreci- allows citizens to either hover above one
ate. These people are the “blank slates” of of the gladiatorial battlefields like an invis-
the Extent. They start with little, but that ible bird, viewing the action below from a
gives them the most room to maneuver free-floating camera angle, or through the
when it comes to later customization. eyes (and sensorium) of one of the fight-
Despite their unique qualifications for ers, feeling everything the fighter feels. In
a life of adventure, nearly all Extent citi- the event an observer’s “mule” (the civilian
zens never embark on one. They live a life name for a fighter they piggyback on during
where, even in these troubled times, the a holorama session) dies, the civilian is sim-
Extent sees to their every need. They de- ply transferred to the free-floating camera
scend from a people who have learned over vision until he hooks up with another fighter
the course of generations that they do not on the field. There is no risk to watching a
need to do much of anything to get what deathmatch which is why so many Proles,
they want. Most have become so slothful who crave excitement and unpredictability
and indolent that they have forgotten that — but would not have the slightest clue how
sometimes pleasure can come out working to react were they actually confronted with
for the sake of working. No, the average Ex- it — love their holorama so.

24

Dexter Klaygon (order #2911013) 7


Despite their lives of endless luxury, Pro- have routinely appeared as auxiliary sol-
les also embody a quiet desperation pervad- diers and consultants to the Cadre, either
ing the entire Extent. These are bad times, of their own accord or because they were
what with rampant Corruption and enemies pressed into service by the powers that be.
all around the Extent trying to overthrow, Either way, the Morituri touch on the battle-
and even though the Proles do an excellent field is a considerable asset to any fighting
job of insulating themselves from the harsh force, and the Morituri themselves are all
realities of life beyond Arcopolis, they can- too glad to be considered the Extent’s top
not forget that they have been victimized by experts on battle.
the Steel Helix and by the Extent’s enemies. The war games in the Proving Grounds
For them, the fears of the next blow to their are a major source of entertainment to the
way of life are exceeded by one thing: their rest of the Extent, which follows the action
grim conviction that there is nothing they via holorama. This has made the Morituri
can do about it. celebrities who can expect to be mobbed
by fans when they venture out into public.
Life Is A Battlefield Especially famous gladiators often have fan
clubs and devoted followers who track their
Born out of a social experiment designed every battlefield statistic.
to cure humanity of its latent aggressions, As the Proving Grounds grow in popular-
the Morituri are a caste of professional glad- ity, the majority of the Morituri lead in-
iators within the Extent. They generally live creasingly isolated lives. Most are content
apart from the rest of the citizenry, inhabit- only to live within the Proving Grounds and
ing warrior towns and villages within vast have little interest in the vast megacity that
battlefields called the Proving Grounds surrounds them. They have no need for
that are located in the heart of Arcopolis. the comforts of the Extent or the dramas
The Morituri participate in a never-ending affecting it from abroad. All the average
series of live-fire war games that are just as Morituri needs is a steady supply of military
deadly as any real battle, only the partici- hardware, medical technology, a barracks to
pants have no real grudge against each oth- bunk down, and a rallying point. Everything
er, have no political motivation for fighting, else is ancillary.
and see their combat merely as a way to put
their skills and love of warfare to good use. The basic social group for the Morituri
Thanks to the Extent’s incredible medical is the Combat League, a strange combi-
technology, injured and slain Morituri can nation of professional sports team, army
be fully restored moments after they take a unit, and familial clan. Most Morituri are
bullet or catch some shrapnel, allowing tem randomly assigned their Combat League
to wage endless wars no matter how many when they first enter the gladiatorial life.
times they get injured or killed. Once assigned, Morituri do not change, and
many have their Combat League’s insignia
Despite the painful lives they lead, the branded to their face or some other com-
Morituri generally do not mind their bloody monly seen part of their body. The League
existence, nor do they carry many lasting and the soldier are one, and Morituri who
psychological scars from a lifetime of car- buck this trend run the risk of being viewed
nage and casualties. To them, this is what as dangerous renegades by the others.
they were meant to do, plain and simple.
That said, not all Morituri fight for a Com-
Because of their great combat experi- bat League. There are many independent
ence, Morituri have been recruited by the gladiators in the Proving Grounds and in the
Cadre as freelance soldiers for the Extent, a Extent at large, fighting on their own terms
move that probably saved the Extent during and sometimes getting involved in larger
the Battle of Arcopolis. Since then, Morituri

25

Dexter Klaygon (order #2911013) 7


adventures with the Cadre, in the Gray- The Grayscale suffered massive dam-
scale, or within the Scraplands. While there age during the Steel Helix attack, and it
is talk of large numbers of Morituri defect- has only been modestly rebuilt since then,
ing to the Scraplands and starting their own so the entire region sports something a
Traitor Nation, there remains no proof to of high-tech shantytown appearance, a
back up such stories…yet. cobbling of nanofoundry supertech and
recycled debris. It makes for a strange look
There are, at present, sixty-four Combat
and lends an even stranger character to the
Leagues split into four divisions (Blue, Red,
area, but it only matches the people that
Green and Gold) of sixteen Leagues each
live there.
(sporting names such as Section Eight,
Crossbones, The Scream League, Army Also known collectively as the Gray-
of Darkness, and others). Each division scale, this fringe element of the Extent is
has a set schedule of which Leagues fight a largely lawless bunch, given to working
when and what war games they will play. both sides of the Extent-Scraplands con-
flict. In many cases, Grayscalers will deal
Typically, Morituri remain at their Com-
with spies, smugglers and saboteurs from
bat League’s staging area until their units
the Scraplands, and then turn right around
are informed they have been selected for a
and cut similar deals with operatives from
match. Then the soldiers suit up, are trans-
the Extent. While the Grayscale does not
ported to their start zone deep within the
always have to worry where it’s getting its
Proving Grounds, and go to work. Morituri
next meal from, it lacks the material excess
adhere strictly to the rules and regulations
of the Extent, so some of its people will use
of whatever game they are playing. There
money and bartering to get the things they
is no room for cheaters in this gladiator cul-
want but have difficulty manufacturing.
ture, and those who break the rules are of-
ten ejected from their Combat League and Grayscalers generally feel like they have
simultaneously barred by the others from been abandoned by the Extent, which
joining them. Thus, the disgraced fighter explains their simmering hostility towards
must live life as a shamed independent or their parent society. But for all of their
drop out of the life altogether. posturing and double-dealing, life in the
Grayscale is much more comfortable than
life in the Scraplands, and most Grayscal-
Shades Of Gray ers are only too aware of it. They like the
freedom they enjoy from the Extent, but
In its weakened state, the Extent can only
they want the full benefits the Extent has to
extend its reach to a modest distance out-
offer. It is a contradictory set of demands
side of Arcopolis’ borders. Beyond that are
the Extent — and the Cadre in particular —
the Scraplands, which dominate the many,
many miles between Arcopolis and whatev- have a hard time sympathizing, when Cadre
patrols enforce the law in the Grayscale,
er is left of any of the Seven Cities. Where
they are trying to send a double message:
the Extent and the Scraplands meet is the
one to the Scraplands that any incursions
Grayscale, an interzone where the lawless-
will not be tolerated; and one to the Gray-
ness of the Scraplands meets the technol-
scalers that neither will any funny business
ogy of the Extent. Technically, Arcopolis
from them. The Cadre has already deported
claims dominion over the Grayscale and
numerous people from the Grayscale to
is on a mission to enforce law and order
the Scraplands to make examples out of
there, even if its residents can live without
them, and in some cases it has worked.
the Extent’s interference.
The people there are more respectful to
the Extent and friendly to the Cadre forces
patrolling the area. Other areas use such

26

Dexter Klaygon (order #2911013) 7


actions as further justification to carry out people soon learned to loathe their former
their clandestine campaigns of disobedience homeland and were driven to thoughts of
and sabotage against an Extent they find bloody revenge.
too tyrannous to bear but too powerful to In the years following, the Scraplands
oppose openly. are still as wild and woolly as they ever
So it is that the Grayscale remains as have been. Those that live there are on a
double-sided as ever. On one face it is a constant search for salvageable technol-
struggling outland section of the Extent ogy, energy sources and food. Banditry and
trying desperately to rebuild itself and barbarism are rampant in these ruins, and
regain the comfort it once knew as a part anybody traveling alone had better be well
of Arcopolis proper. Then there is that other armed, or they might end up as some sav-
side, the dark side, an underground econo- age’s lunch. But at the same time, numer-
my and society made up of creeps, crooks, ous communities have formed out of the
killers, smugglers, hackers and rebels who chaos and darkness, and these groups are
resent the society that spawned them. growing both in number and in strength.
These underlings will gladly do whatever They are united by a common goal — the
it takes to express their low regard for the downfall of the Extent. Accepting the Ex-
Extent, stopping just short of open rebel- tent’s name for them — the Traitor Na-
lion. No, that task can fall to the Scrapland- tions — these Scraplanders are resource-
ers, thank you very much. The bad boys ful, vicious and tough. They are used to
of the Grayscale are happy to live lives of living on the edge of survival, where noth-
crime and disorder, not full-blown revolu- ing can be taken for granted and where the
tion. only law is what comes at the end of a gun
barrel.
Noble Savages In the Traitor Nations, life has recovered
enough that many of the Scraplanders there
Beyond the outer limits of the Grayscale no longer focus on survival but on their de-
are large areas that were reduced to rubble sires to deliver some payback to the Extent.
altogether. These areas cover many square As a result, many of the Traitor Nations are
miles and are a symbol of the limit of the little more than warrior collectives, filled
Extent’s power. Here is where the Extent with legions of soldiers for whom life is a
decided it was simply not worth it to rebuild dodgy risk at best, and dying in battle is the
after the Steel Helix attack, and hundreds greatest joy one can ever hope to attain. It
of thousands of people were left to fend for is this mentality that inspired Scraplanders
themselves. This is the part of Arcopolis to launch a suicidal raid on Centropol three
that has been reduced to an endless super- years ago, known ever since as the Battle
tech junkyard where there is no law, only of Arcopolis. It is also this mentality that
barbarism and aggression. These are the sustained the Scraplanders when the Cadre
Scraplands, the nemesis to the luxurious counterattacked afterward, pushing deep
paradise of the Extent. At least, that is what into the Scraplands and utterly destroyed
the Extent would have you believe. two entire Traitor Nations. They have be-
come so used to conflict and hardship that
The Scraplanders who live beyond the
they will work for ten thousand years if that
Extent’s reach are the survivors and de-
is what they must do to destroy the Extent.
scendants of survivors from the Steel Helix
And that is why, if the Extent is ever to be
attack. One day, they lived in the lap of
free of the Scrapland menace, the Scra-
luxury, the next day they were fighting just
planders must be defeated entirely, to a
to stay alive. Angry that they were never
man, without quarter.
retrieved by the Extent (which was busy
with its own problems at the time), these

27

Dexter Klaygon (order #2911013) 7


The Scraplanders know this, too. They time you get as far as the Scraplands, the
also know that for the moment the Extent Extent’s idea of contact is military surveil-
is not yet dedicated to the total war ef- lance, but hey, you have to start some-
fort required to tame the Scraplands, and where, right? The sections of Arcopolis are:
this gives the Traitor Nations even greater
courage. But on a higher level than mere Centropol
aggression or a lust for revenge, the Scrap- This is the heart of the city and the
landers abhor what the Extent has become: central district where the Extent’s power is
a decadent empire of idle times, a massive concentrated. It is here that the Cadre is
waste of resources, a temple dedicated to headquartered and where the bulk of the
treating the most precious aspects of life Extent’s supertechnology can be found.
with the utmost triviality. They see the Most of the nanoproduction in Arcopolis is
Cadre as a tyranny more sinister than any- researched and developed right here.
thing that has ever plagued mankind, and
they see the extreme merging of man and The Proving Grounds
machine as dire aberration that will bring
ruin upon the whole of mankind. Already, Massive free-fire arenas so huge that the
many Scraplanders are beginning to feel gladiators fighting in them do not realize
the effects of the Corruption, a condition that their battlefields are essentially in the
they wholly blame on the Extent. In fact, middle of city parks the size of small worlds.
numerous conspiracy theories abound that
the Corruption is actually a bioweapon The Homelands
developed by the Extent to finish off the The primary residential areas of Arcopo-
Scraplanders once and for all. This is wholly lis, where the bulk of its populace lives. It is
untrue, of course, but the Scraplanders also a primary target of the enemies of the
prefer their version of history and cling to Extent because of the enormous concentra-
it tenaciously. After all, the Extent lacks the tion of people here.
courage to fight a true war with the Scra-
plands, so why not infect it with a dread The Ring
plague?
This is what amounts to a middle wall
All of these things have contributed to a separating central Arcopolis from the
situation where there can be no peace be- Grayscale. The division makes sure that
tween the two sides. Not without a miracle insurgents and troublemakers from out-
anyway, and without one, the Scraplanders side of central Arcopolis can’t sneak in and
and the people of the Extent will continue to raise hell, but it also ensures that the two
tread an inexorable path to the next great sides will never be able to live together side
cataclysm, a war perhaps to end all wars. by side so long as they are separated by
a mighty reminder of the Cadre’s security
apparatus.
Lay Of The Land
Arcopolis is broken into several different
The Grayscale
sectors that each tend to operate as their The middle area between the part of Ar-
own societies. This is much like how the copolis that still works as it is supposed to
galaxy itself has been divided into inter- and that part of Arcopolis that never quite
stellar districts. The Extent is not unaware recovered fully from the Steel Helix attack.
of this, however, and it strives to maintain Those who enter the Grayscale do so at
close contact with the entire expanse of their own risk, and most of the time those
the mega-city, even with the Grayscale
and especially with the Scraplands. By the

28

Dexter Klaygon (order #2911013) 7


coming to it from within Arcopolis proper cern for the Extent, which is why finding the
are in search of something improper at location and transmit codes of each of the
best, illegal at worst. Seven Cities is a top priority. With those,
Arcopolis can cut off farcaster access to the
The Bulwark Seven Cities. Without it, the Seven Cities
This section resembles that of the Ring, will continue to be the most mysterious and
only it is more devoted to security and not safest back door into Arcopolis.
so much toward residence. It was substan-
tially built up after things got bad in the Centropol
Scraplands, and it is considered to be the
outer wall of the inner city. Nobody crosses This is the heart of Arcopolis, the central
over or through this without going through super-arcology that is the city’s largest
strictly controlled Cadre checkpoints. source of production, residential habitat,
command center, and logistics manage-
The Scraplands ment headquarters. As grand as Arcopolis
The wasteland that is Arcopolis’ back is, no single part of it compares to the utter
yard. Here there be monsters, namely in magnitude and scope of its crown jewel,
the form of anti-Extent insurgents look- Centropol.
ing to put the hurt on any city folk stupid Although Arcopolis is made up entirely
enough to wander out from behind their big of residential, recreational and industrial
walls. arcologies, the Centropol arcology is the
prototype from which all others gained their
The Traitor Nations design philosophy. Centropol is a single
These are large arcology cities that have mega-structure nearly one mile in diameter,
been established by newcomer settlers. built around a central nanofoundry large
These cities have been kept secret from enough to power and supply every personal
the Extent and are scattered across the and industrial automat in Centropol. Even if
surface of Septimus. Knowledge of them the population were to begin growing again,
is a carefully guarded secret among the the Centropol nanofoundry is expected to
Seven Cities, but select elements within the maintain current levels of production —
Newcomer coalition know of them so they which includes ramped up military produc-
can run supplies and personnel to and from tion on the Cadre’s behalf — for the next
these places while trying to avoid detection century or more. From the sky, the Centro-
by Cadre search ships. pol nanofoundry looks like a massive fusion
reactor, with a lava-like orange glow deep
The Seven Cities within its belly. The foundry chamber is
actually a first-stage production facility and
Collectively, the settlements known as a materials acquisition sink; the lowermost
the Seven Cities are not technically a part levels of the chamber receive both piped–in
of Arcopolis. They are in fact very far away raw materials as well as materials mined
from it, scattered across the surface in from the bottom of the chamber itself by
locations that have been kept secret from the nanofoundry. The materials shaft for
the Cadre. However, the farcaster platforms the facility is currently over one mile deep.
throughout Arcopolis are also hooked up It can go another mile before structural
to the same farcaster nodes used by the concerns will force the city to open another
Traitor Nations. Thus, those with the secret raw materials shaft. All of the waste, soil,
transmit codes of one of the Traitor Nations minerals, etc. dug from the shaft is fed di-
can easily teleport from there to Arcopolis rectly into the main foundry chamber where
and back again without anybody knowing it is broken down to the molecular level and
the difference. This is a HUGE security con-

29

Dexter Klaygon (order #2911013) 7


re-ordered into materials that can be more specialized and requires a lot of manufac-
easily transformed. Some of this material is turing time. The main foundry has to handle
then piped out to other parts of Arcopolis, the manufacturing needs of everyday things
where smaller-sized automats can turn this just to keep the city going. It cannot shut
base material into finished goods without down every other order just because the
much hassle. The rest of the material is Cadre needs military equipment right away.
kept at the nanofoundry, where it is manu- At the same time, if the Cadre ordered it, it
factured into every kind of good the people must be important. So, the backup found-
and the Extent need, ranging from simple ries come in to handle producing mundane
foodstuffs to fusion-powered heavy stra- goods while the central foundry shifts the
tobombers to next-generation synthetic bulk of its power to fulfilling the priority
intelligence arrays. If it can be thought of, order it has received. It is a very workable
the Centropol nanofoundry can produce it. arrangement, and even in the biggest man-
Lots of it. ufacturing crunch times there has never
been a need to make more than two of the
Ringing the central foundry are three
three backup nanofoundries go to work at
backup foundries which are kept opera-
the same time. The Extent’s most knowl-
tional but never more than at 25% capacity.
edgeable experts firmly (and with good
On any given day, they handle their manu-
reason) believe that as the Extent enters
facturing overflow from the main foundry
into full-blown warfare against the Traitor
if there is an order for goods that for some
Nations and begins rebuilding all that was
reason can not be adequately handled by
lost during the Steel Helix attack, Centro-
the central foundry. A good example would
pol’s nanofoundry can more than handle the
be military hardware, much of which is
production needs for the war effort. Natu-

30

Dexter Klaygon (order #2911013) 7


rally, this makes the central foundry a chief by residents despite increasing communal
terrorism and sabotage target, which is living — a Centropol domicile offers ev-
why it is so important that the three backup erything one needs for basic comfort: a
foundries are in place. Were this redundant sleeping area, personal automat for com-
system not in place, Centropol — and by piling food and basic consumer goods, a
extension, the rest of the Extent — would Datastream terminal, a Holoverse rig, some
be in a far more vulnerable position than comfy lounging furniture, and whatever else
it is now. As it stands, the Extent is taking which the occupant decides to fill the place.
no chances and beginning next year, it will After all, people living here are citizens of
start construction on a ring of nine tertiary Utopia. If an automat can make it, you can
nanofoundries that will be a backup for the have it, no limit.
backup, as well as an intermediary produc- Most folk, however, do not collect items
tion ring that can pipe out to the sectors and leave their domiciles fairly simple and
of the Extent outside of Centropol more plain. They do not mind their relatively
directly. small size because they use them for sleep-
Outside of the three backup foundries is ing, mostly. The average Centropol resident
Centropol’s biggest component, the Habi- spends the majority of his time out in the
tat Cylinder. This is a mega-scraper that vast public plazas between levels and on
hugs the nanofoundries’ outer cooling jack- the outermost edges of the Habitat Cylin-
ets, although the heat retention technology der. Throughout this section of the city are
of the foundries is such that the Cylinder enormous parks, pedestrian areas, gaming
is in no danger of energy bleed-through. centers, scenic vistas, holorama theaters,
No, the nearly one billion residents that Datastream hookups, the works. There are
live, work and play within the Cylinder’s vehicular tracks and skyways within the
250 levels are so deeply surrounded by the building itself in which people can zoom,
everyday luxuries of their supertech society and the public areas even feature small-
that they easily forgets they are adjacent to scale nanofoundries where those who are
the most powerful manufacturing machine inclined to hold a job may do so.
ever built. All things considered, Centropol remains
The Cylinder’s layout is actually fairly that part of Arcopolis closest to the Utopian
simple and repetitive but on a scale so ideal held by the Extent. It has been im-
large that the average resident never gets pacted hardly at all by the turbulence of the
a chance to appreciate how modular his Grayscale, the Scraplands, and the open
home really is. Every level of the Cylinder warfare heating up with the Traitor Nations
contains some four million individual do- and the Newcomers. To the vast majority
miciles, each of which is not exactly the of Centropol’s inhabitants, these troubles
roomiest arrangement, but it is comfort- might as well be on another planet. None of
able and welcoming. Many residents agree it affects their daily life in ways they can-
to share their domiciles, in which case they not simply ignore. One day, that might all
can retract the walls separating their units change — especially if Traitor Nation agents
and enjoy the benefit of communal space. were to launch an attack within Centropol
Indeed, this trend is so popular that some itself. But until such an unlikely scenario oc-
groups of people form large unions or clans curs (the super-arcology is extremely well-
spanning hundreds of people. The coopera- secured by robotic and human soldiers and
tive habitats that can be built in this way security apparatus), the people of Centropol
have been known to stretch halfway across continue living their carefree lives of idle
the course of the Cylinder, even spanning pleasure, constant indulgence, and joyful
multiple levels. For those who live solo — obliviousness to the much harsher world
which remains the prevalent choice made that surrounds them.

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Dexter Klaygon (order #2911013) 7


There are five main sections to Centropol: its unique and striking look. As the arcol-
the Underworld, Sector Zero, Century ogy spreads out, support struts ringing the
Circle, Watermark and High Guard. crater’s edge help hold up the upper levels.
Ultimately, this level umbrellas out over the
Underworld foundation crater, providing the arcology’s
This is the subterranean foundation to ground support and obviating the need
the entire arcology, devoted exclusively to for the original support struts, which were
industrial production, materials acquisition converted to materials conveyors for the
and handling, and energy production. The nanofoundry. Today, Sector Zero is home to
entire level is pretty much infrastructure a big chunk of Centropol’s industrial sec-
for the central nanofoundry, combined with tor, particularly finished products manufac-
a series of energy generators that keep turing. There are numerous spots on the
Centropol humming. The level’s footprint is level that interface directly with the cen-
substantially larger than the above-ground tral nanofoundry; there are also dozens of
portion of Centropol, both for support’s production bays where newly finished items
sake and because as time has gone on the come out of the macromats (industrial-
arcology has needed to expand its produc- grade automats) and are either deployed
tion and energy facilities; simply extending to those who ordered them or transported
them underground was the best way to do to safe storage until they are picked up.
it without disrupting the surrounding layout. When the Cadre places a hardware order,
There are very few permanent residents to Sector Zero becomes a frenzied place as all
Underworld. In fact, the level is almost en- production ramps up to meet the need. Like
tirely automated, and the spaces that might the Underworld, most of the work here is
have been used for human domiciles in- robotic, supervised by a few select humans
stead warehouse extra robots, spare parts who have been specially augmented for
and other materiel. There are, of course, the job. Still, there are plenty of people for
those gearhead humans who really want to whom working the macromats is the key to
be where all the heavy machinery is, and happiness, so there is and always will be a
for these devoted few exceptions have been place for them. Also, in addition to the pro-
made to carve out some living space for duction facilities on this level, Sector Zero
them. To the rest of Centropol, however, also houses the primary drivers for the
the Underworld is almost as forgotten as arcology’s farcaster (teleportation) net-
the world outside Arcopolis. The Centro- work, as well as the drivers for most of the
pol’s populace scarcely dwells on how their Extent’s farcasters. Most of the farcasting
automats are supplied or where all their done on this level is for shipping materials
energy comes from. They know the Under- between the nanofoundry and the various
world is responsible for it all, but beyond macromats as well as transporting finished
that they don’t know or care. goods to their clients. Most personal far-
casting is done on the next few levels up.
Sector Zero
Century Circle
So named because it resembles an
enormous chrome crater, Sector Zero is This middle level of Centropol takes up
the above-ground trunk of the Centropol the majority of the Habitat Cylinder as well
arcology. Its inwardly sloping design bears as a secondary outer shell that surrounds
testament to the early material well dug by the power half of the arcology with a heav-
the central nanofoundry; rather than fill in ily sloped surface, allowing for thousands of
the starter hole the well left, the builders verandas, porches, and other viewpoints.
simply shored up the crater and built out The bulk of Century Circle is dedicated to
from that. The result helps give Centropol personal domiciles, but there also exist
here the primary servers for the Holoverse

32

Dexter Klaygon (order #2911013) 7


as well as the realtime feeds to the Prov- Watermark
ing Grounds. This makes Century Circle the On top of the Habitat Cylinder is a sec-
entertainment capital of the entire Extent, ondary cylinder that is connected to the
something of which the residents here are nanofoundry chamber by a series of spoke-
plenty aware. A good portion of the Cen- like megaspans, between which are huge
tury Circle populace spends its time hooked circular landing pads for various types of
into one form of digital entertainment or aerial vehicles. This is Watermark, that
another, rarely venturing outside of their segment of Centropol devoted to residential
domiciles. However, the majority of the domicile and more high-minded cultural ac-
people are not quite so enamored of having tivities than what is typically found down in
their fun piped directly into their heads, and Century Circle. Here is where special nodes
as such there is a vibrant social atmosphere of the Datastream are contained that have
present throughout this part of Centropol. been specially hardened against any form of
People often gather together in “societ- interior or exterior assault. As a result, here
ies” and celebrate their common interests’ are found the most secure datacores within
ranging from art, song, and other cultural the Extent and the best on which to conduct
pursuits to high-tech extreme sports (aero any kind of heavy technical work. At first,
racing chief among them) to good old-fash- these datacores were restricted to general
ioned debauchery. use, but as time wore on, the lawless nature
The outdoor meeting areas of Century of the Extent prevailed, and even these se-
Circle, staffed with legions of robotic ser- cure datacores were opened up, where they
vants, make for the perfect places where became the second home of that generation
Societies can do their thing. Given the of designers and tinkerers who like to spend
security threats facing the entire Extent, their days coming up with new technolo-
however, these outdoor venues are in fact gies for the fun of it. Strangely, this group
enclosed with fully transparent plasteel of freewheeling tech experts has become a
shields to prevent any incoming hostile society within the Extent, one responsible
actions. Most folks do not even know the for the vast majority of its technological
shields are in place, however, since the progress over the last few years. Robotics,
shields themselves are made of a porous nanotechnology, genetics, mathematics,
nanoreactive material that lets wind and and virtually any other hard science in exis-
moisture through, and does not impede tence has its core of dedicated students and
natural light but will instantly harden and masters here, who have turned the secure
solidify the moment a threat is detected. datacores into a scientific campus that the
There are also throughout Century Circle non-technically minded generally avoid for
hundreds of farcasters. This makes it easy its serious nature and lack of cheap diver-
for people to get together with friends from sions. For those who can appreciate what’s
other arcologies, even those far removed going on in Watermark, this place is a
from Centropol itself. Indeed, farcasting is Utopia within Utopia, a community of pure
such a popular luxury that some Societies science, research and development where
are devoted to this mode of transportation anything goes, resources are limitless, and
alone, setting up grand parties that sur- the only stopping point is one’s own imagi-
round dozens of different farcaster nodes nation. Most do not realize it, but the recre-
and spending an evening jumping between ational scientists in Watermark are the ones
them all, sometimes to the frustration of really responsible for keeping the Extent
others who are trying to use the platforms the supertech paradise it is, and as long as
for less frivolous transport. Watermark stays up and running, there is a
good chance that any cure for ZPG and the

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Dexter Klaygon (order #2911013) 7


Corruption, as well as the next generation High Guard is essentially a small arcology
of secret weapons to pacify the Scraplands, slapped on top of a larger one, accessible
will come from here. only from the air and not built to interface
with the rest of Centropol below. It should
High Guard be noted, however, that there are many
Atop the uppermost levels of Centropol smaller replicas of High Guard throughout
sits a newly constructed extra level which the Extent, especially on the linear arcolo-
houses the Extent’s top administrators and gies (the Ring and the Bulwark) that wall
more importantly, the strategic headquar- off the Extent against outside incursions as
ters of the Cadre. Here is where the military well as within the Grayscale and elsewhere.
forces of the Extent make their decisions, These are the real field bases of the Cadre,
collate their intelligence, allocate resources, where the bulk of the fighting forces are
and plan the next Big Push into the Scrap- housed and equipped. High Guard itself is
lands for the greater glory of the Extent and more of a command center, a war room writ
the promise of a reclaimed, rebuilt world for large where every intelligence concern of
all. High Guard is one of the few places in the Extent can be monitored and analyzed
Centropol (or the rest of the Extent, for that with up-to-the-second information.
matter) that is restricted access. Only those
on official Cadre business may enter this The Proving Grounds
level, and even then the level itself is a hon-
eycomb of levels within levels, each with its These are the freefire arenas where the
own specific security clearance. Ultimately, Morituri fight their endless battles, where
only the Cadre’s supreme commanders and the populace watches their heroes per-
analysts have access to every part of the form and where the Extent breeds its next
level, but even then, no single individual can generation of super soldiers. In many ways,
go everywhere in High Guard. At the very these slaughteryards have become a fo-
least, it would take a concerted effort of at cal point for the entire Extent, which has
least a half dozen people to combine their discovered a seemingly endless thirst for
efforts to manage simultaneous access the heroics and carnage of its gladiators. If
throughout High Guard. But even then, the nothing else, the spectacle of the Proving
chances of such a group executing a nefari- Grounds is hardening the Extent’s populace
ous plan would be slim indeed, for there to the kind of hardship, horror and warfare
are robotic and human security measures it must adjust to if it ever is to exert total
everywhere on this level, where safety and control over the Grayscale and reconquer
stability have a premium over freedom and the Scraplands. Those who disapprove of
privacy. One of the reasons why High Guard the Proving Grounds and the Morituri have
was placed on top of Centropol was so it long since learned to hold their tongues,
would be as far out of the way of the aver- for as long as this form of bloody entertain-
age citizen’s daily routine as possible. While ment remains as popular as it is, and as
the Cadre feels it has need for a strong mili- long as there is a breed of people willing to
tary, and that by nature requires it to tram- live this kind of life, the Proving Grounds
ple on some of the freedoms that make the will remain as they are: a centerpiece of
Extent what it is, the Cadre is fully aware Arcopolis and a hallmark of the Extent.
that if it does not keep its disruptive pres-
There are six Proving Grounds in all,
ence as contained as possible it runs the
each the size of the Centropol arcology and
risk of contaminating the rest of the Extent.
adjacent to one of Centropol’s six faces.
The more people forget about the troubles
The Proving Grounds, while enormous, are
they face, the better, the Cadre thinks.
generally not designed for permanent habi-
The best way to ensure that is to interface
with the public as little as possible. Thus,

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Dexter Klaygon (order #2911013) 7


tation by the citizens of the Extent; many recovery. Most Morituri bunking areas are
Morituri, however, live their entire lives in spare, dormitory-like quarters with no frills
one of these artificial battlegrounds. and little comfort, just the sort of place
many of these professional warriors enjoy
Each Proving Ground is specifically dedi-
calling home.
cated for a particular kind of warfare event
— personal death matches, mass combat, Elsewhere underneath the ground here
vehicular challenges, even aerial dogfight- are on-site nanofactories dedicated to pow-
ing. Regardless of their specialty, the ering the surface-level terrain editors that
subterranean levels of each Proving Ground will determine the actual makeup of each
remains more or less the same. Here in gaming environment. A Proving Ground can
the multiple under-levels of the arenas do typically support many different games at
the Morituri gather into their clans, train once, each of which might have a differ-
in simulated combat, receive their mis- ent terrain and/or floor plan. The comput-
sion/game briefings, suit up for action, and ers that handle all of this are kept in their
return after a game for recuperation and own restricted area; it would not do to

35

Dexter Klaygon (order #2911013) 7


have unscrupulous Morituri hack into these there are hundreds of flying midge cameras
datacores and fiddle with the terrains, now at the scene that have a knack of captur-
would it? ing on video feed everything that happens
during a match. These matched with direct
The underground nanofoundries also pro-
holofeeds on fighter’s armor, weapons,
duce, service and store the various kinds
implanted in their very heads and slaved to
of armor, hardware and vehicles needed for
their nervous systems give spectators to
the games. The foundries here generally
view the action from multiple points of view,
aren’t designed for super-mass production.
even experiencing what the fighters them-
The central foundries in Centropol are for
selves experience. Only when a gladiator
that. No, the nanofoundries here are good
dies does the spectator feed cut out before
enough to keep the gladiators well armed
the shock of death feeds back to any along
and equipped, but that’s all. After each
for the ride.
match, weapons and hardware typically are
recycled for later re-compilation. Of course, for the Morituri, death is never
really the end, and slain fighters are typi-
Aside from the terrain editors, there is
cally collected after the game ends. Their
another series of computers stored under-
bodies are delivered to medical facilities
neath each Proving Ground that is re-
within the underground levels of the Prov-
sponsible for programming, deploying and
ing Ground. The primary form of medical
commanding any robotic forces to be used
care is that wonder technology, the regen
in the games. Most times, human gladia-
tank, also known as the Lazarus Tank,
tors are used on both sides, but there are a
an immersion chamber into which dead or
fair number of challenges in which humans
injured fighters are placed. Suspended in
are pitted against robotic foes (or required
a solution of medical nanites, the patient
to work alongside robotic allies). For games
can be brought back to full health, regard-
such as these, the Proving Grounds them-
less of the nature of the injuries. The regen
selves provide the robots to be used. They
tank can bring the dead back to life, even
are standard military models, but they often
if it only has pieces of the patient to work
fare poorly against the great combat skills
with. So long as there is a bit of you left,
of the vastly more experienced Morituri.
the Lazarus Tank can regenerate, rebuild,
Finally, the underground levels contain and rejuvenate you, given enough time. For
a massive series of farcasters that can the gladiators of the Proving Ground, time
teleport Morituri, weapons, equipment and is a commodity with which they are all too
vehicles from the subterranean levels to willing to part if it means they can return to
anywhere within the Proving Ground. These their beloved battlegrounds.
are typically used to deliver fighters from
There are six Proving Grounds: Fragland,
their ready areas to the battlezones above
and to bring soldiers back to their ready ar- Synth City, Dog Green, Omegaville, the
Skydome and the Uberzone.
eas after a mission. Injured or slain fighters
generally are farcasted straight to medical
Fragland
facilities.
This is an arena-style battleground where
Ultimately, the gladiators can only spend
Morituri fight solo or in small tactical units
so much time down below. Eventually,
in battlefields designed specifically for wild
they must surface into the harsh lights of
and woolly small arms combat. It was the
the arena floor, watched by hundreds of
first of the Proving Grounds and remains
different cameras and broadcast all over
to this day the most intensively used and
Arcopolis. There are no cheering crowds in
watched. There is just something thrill-
attendance at the Proving Grounds — there
ing and strangely intimate about the kind
would be no way to ensure their safety. But
of point-blank, man-to-man warfare for

36

Dexter Klaygon (order #2911013) 7


which Fragland was specifically designed trolled robotic body, which should give this
that makes it such a favorite both among battleground the unique feature of having
the warriors as well as those spectators innocent bystanders.
for whom Fragland is really just an excit-
ing place to watch others live on the razor’s Dog Green
edge. This Proving Ground can support up This Proving Ground is designed for and
to 144 different games at any time and devoted solely to mass combat. The scene
often does. The gamescapes range from editors can change the look and feel of
the inside of enormous vehicles to ancient the landscape from untamed wilderness
castles to alien environments, to high-tech to modern-day cityscapes and anything in
military facilities, and everything in be- between. The gamescape can either be one
tween. Most of these gamescapes are fairly environment or more likely a mixture of
enclosed and tightly arranged, enforcing a many. Wilderness with intermittent settle-
sort of up close and personal fighting that ments and the occasional cityscape is a
often means that he who shoots first lives popular and often-used mix. The thing with
to tell about it. Body counts in Fragland this proving ground is it can only support a
matches are high, and those who like pure single game environment at any given time,
bloodshed without a moment’s rest would designed as it is to accommodate full-blown
find it here. warfare situations. Tens of thousands of
Morituri can engage in a single massive,
Synth City multi-theatre conflict that may last up to a
Proving Ground number two is an urban year. While most matches here are much
warfare-oriented environment made to shorter in duration (raid-type missions be-
look, act and feel like a dense cityscape. ing the most common, which start and end
The scene editors can change the feel of the within 48 hours), longer scenarios often al-
landscape to anything from a burned-out low fallen warriors to rejoin the fighting af-
city from well before the Chrome Wars to ter their exit from the Lazarus Tank. Some
a supertech mimic of the heart of Arcopolis Morituri specialize in Dog Green fighting and
itself. This proving ground can also sup- have accepted it as a way of life, preferring
port up to 144 different games, each with to live in their proving ground barracks than
its own landscape, although many times out with the rest of society in a comfortable
gamescapes are combined for larger, more arcology. Others find the sheer numbers of
immersive environments that foster larger- Dog Green either a little intimidating, too
scale battles. Games in this proving ground impersonal, and too difficult for any one
typically last anywhere from an hour to a soldier’s exploits to stand out, making it dif-
day but very rarely much longer than that. ficult to establish a superstar career. After
Synth City was designed in part to maxi- all, there rarely are heroes in human wave
mize the collateral damage likely to occur assaults, just lots and lots of bodies.
from the fighting within, both by providing
plenty of buildings to demolish and enough Omegaville
open spaces to accommodate armored The fourth Proving Ground is the com-
ground vehicles and very small classes of bat gearhead’s dream environment. It is
fighting aircraft (mostly jumpgliders, flying specifically dedicated to vehicular combat,
buckets, battle skiffs and the occasional with many of the battlegrounds within the
microfighter). For those who like seeing lots arena allowing for potentially huge armored
of wreckage, Synth city is where it’s at. clashes. Most of the fighting done here is
Reportedly, civilian spectators will soon be on the ground, but there are allowances for
able to observe the action from within the low-flying aircraft to make their play in the
Proving Ground through a remotely con- games, too. Air fighting generally comes in

37

Dexter Klaygon (order #2911013) 7


the form of close air support and air-to-air are given proximity alerts as well, so there
defense of ground forces. Heavy, high- is no pilot worthy of the name who can
altitude dogfighting is pretty much forbid- claim he did not realize how close he got
den here on account of the low altitude to the edge of the field. Every pilot knows
limits placed on the games. For serious where he is when flying the Skydome. In
aerial combat, the Skydome is the Prov- a similar fashion, all bullets, missiles and
ing Ground to visit. In Omegaville, armored other weapons fired within the Skydome
vehicles of all shapes and sizes are the main will automatically self-destruct the mo-
playing pieces, though by matter of techni- ment they get to the outermost edge of the
cality, fighting robots and infantry in heavy Proving Ground’s airspace facility structure.
armored suits are allowed in too. Given the Unless weaponry or the central datacores
heavy weaponry involved, however, most of this Proving Ground are tampered with,
infantry stand little chance of survival if there is no chance of stray shots leaving
they get directly involved in big battles, but the arena and landing on some poor bas-
the wily armored soldier can prove to be an tard who has no idea a long-range missile
efficient spoiler while hiding in the wreck- is going to come from the sky unannounced
age of some cityscape with a few tactical and clobber him. There are a wide variety
missiles at his command — woe be the of missions available in the Skydome, but
tank that rolls in front of him unaware! The for the most part, the Proving Ground sticks
matches in Omegaville run the gamut from to one game session at a time so fliers from
point-blank death matches in open terrain different games do not accidentally inter-
to complex, large-scale battles spanning fere with each other. One commonly played
many environments and involving numer- scenario pits against each other solo pilots
ous groups of armored fighting vehicles or wing groups as large as 24 craft on a
(AFVs). Though it is gaining in popularity, side. Other games include ground-attack
Omegaville is perhaps the least favorite strike bombing against automated ground
of the Proving Grounds (though that is a defenses and aggressor aircraft, bomber
relative assessment, since they all have interceptions, suicide runs, unarmed recon
many millions of devoted fans) and as such into enemy territory, and so on. Skydome
it does not yet have certain games that are Morituri are an exclusive lot who see theirs
hard-core fan favorites. As a result, the as a more noble and skillful form of com-
arena experiments with all sorts of unusual bat than what is practiced in other Proving
games and unit mixes. For those looking for Grounds. As such, they tend to have their
combat a bit different from the usual fare, own subculture and an arrogant attitude
Omegaville never fails to satisfy. that both grates on other Morituri’s nerves
as well as endears them to their adoring
The Skydome fans.
This Proving Ground offers an enclosed
fighting environment for aerial battles. It The Uberzone
is not enclosed in a traditional sense — by The final Proving Ground is where the var-
a dome or wall — but by security counter- ious forms of fighting featured in the previ-
measures that ensure the shots fired and ous five all come together in huge mixed
craft flown here do not accidentally damage batches. In the Uberzone, anything goes.
other parts of Arcopolis. Though the aircraft Want to see a hundred guys with pistols try
have an unlimited flight ceiling, if they get to stop a tank? The Uberzone. Want to see
within 1,000 meters of the edge of the field, skydiving support gunners blast at each
their flight computers will automatically other in freefall? The Uberzone. Want to
override and turn the craft so that at the see ten heavily armored troops try to keep
very least it will hug the outer perimeter of from getting overrun by a thousand robotic
the Proving Ground. All craft in the arena goons? The Uberzone, baby. The Uberzone.

38

Dexter Klaygon (order #2911013) 7


The popularity of this arena is growing at Uberzone and its growing ranks of zealous
an incredible pace, thanks mostly to its fans for whom only the extreme carnage of
wild mixture of battle elements which often this arena will do.
runs to the extreme and bizarre (and this,
in an entertainment medium that already
runs to the extreme and bizarre). The ter- The Homelands
rain editor here gets a workout coming up This is where the bulk of the Extent lives,
with outlandish and alien battlescapes that builds and plays, a dozen supersectors filled
never repeat themselves. Battles have been with self-sufficient but highly interconnect-
fought on huge simulated polar icecaps in ed arcologies. Each sector of the Home-
the process of breaking apart and falling lands covers a footprint almost six times
into the surrounding waters, on the tops of the size of Centropol, yet houses almost the
super-tall skyscrapers, on platforms moving same number of inhabitants — one billion.
so fast it is nearly impossible to keep one’s And, it should be noted, that the arcologies
footing, on mega-freeways where tanks of the Homelands are much smaller than
blast at each other from various passing their Centropol counterpart, even if they
lanes, and so on. If it’s bold, brassy and are structured similarly to it. No, the Home-
bloody, it’s got a place here. Anything less land sectors are more decentralized, more
than that is not cutting edge enough for the

39

Dexter Klaygon (order #2911013) 7


ground-level, and more spread out than the time, but many folks do, in some part due
Extent’s super-arcology. Out here is really to the security presence on Topside. Flying
where the true nature of the Extent can be midge cameras keep an eye on everything,
seen. Out here, life is not so different than and at a moment’s notice they can give
in Centropol, but there is certainly a whole the call to arms to any of the many robotic
lot more of it. servants walking the parks who also double
as soldiers when crises arise. For additional
As mentioned before, each Homeland
safety, Cadre response units are situated
sector is based around a massive super-
in strategic locations throughout Topside
scraper arcology that houses the area’s
in retractable deployment hangars. When
main nanofoundry, Cadre command and
things go badly, huge hatches will pop out
control, energy production and other vital,
of the ground, disgorging Cadre soldiers
centralized services. This only accounts for
and attack robots, armored exosuits, and
a few hundred acres; the rest of the terri-
even tactical aircraft.
tory is covered by a seamless surface-level
arcology some 100 levels deep generally This, however, is an extreme contingency.
known as the Superstructure, which cov- So far, the need for Cadre intervention on
ers the original landscape of the surface. Topside has remained minimal, and the
This artificial second landscape is essen- Cadre aims to keep it that way. Topside is
tially a massive skyscraper that extends in the pacifist antidote to the Proving Grounds:
all directions for much farther than anybody those who crave peace, tranquility and
cares to travel, a uniform layer of construct beauty come here to escape. In that re-
that surrounds Centropol. gard, it is every bit as important a societal
safety valve as the Proving Grounds, and it
Life within these surface arcologies feels
will not do to have armored soldiers storm-
less like being in a huge building as it does
ing the place at the slightest hint of danger.
being underground. Granted, the majority
That’s what the robots are for.
of any surface arcology is not really sub-
terranean since it was built upon the true There are similar parks within the surface
surface. But to those living inside of it, the arcologies themselves, but they just don’t
lack of natural light, the hemmed in feeling feel the same. As such, there remains a
despite the generous hallways, rooms and division between Topside and the rest of
public areas all lend to a feeling of being the arcologies. Not that people dislike their
contained, trapped. To combat this, the admittedly comfortable lives in the Home-
Extent has recreated Topside, a simula- lands. Indeed, they do, but from time to
crum of natural landscape on the “roof” time, everybody needs to get away, even
of the surface arcologies, so all one needs in Paradise, and so at any given time there
to do is go to the uppermost level of the will be thousands upon thousands of folks
surface and exit into a vast network of open populating Topside, enjoying a nature which
woodlands, waterparks, driving and flying is not nature, not caring that the world as
lanes, recreational yards, the works. The they know it died out a very long time ago.
surface is basically one enormous recre- The superscraper arcologies at the center
ational preserve where people can spend as of each Homeland remain connected to
much time as they like. Cleverly concealed each other via farcaster, roadway and sky-
automats are never far away, someone can lane. Although farcasting and taking mass
call up some food or supplies when needed, transit (airbuses and hypertrains being two
as many in fact do when they decide to prevalent modes) are far more efficient
spend the night out under the evening sky. ways of traveling, people often will resort
There is the risk of Scraplander or Newcom- to more interesting forms of getting from
er incursions, however, so not everybody point A to point B. As a result, personal
feels safe staying out on the surface all the ground cars, aero vehicles, and even hik-

40

Dexter Klaygon (order #2911013) 7


ing in powered armor are all very popular phenomenon throughout the Extent, and
methods of going places. Given the tremen- here in Zoetrope, it has become something
dous populations of these sectors, there is akin to an entire lifestyle. People are known
always a brisk amount of traffic going to to live for days in the Holoverse, sleep-
and fro across the sector as people visit ing there and gaining sustenance either by
friends, acquaintances and so forth. The hooking themselves up with an intravenous
Cadre is uncomfortable with this because so nutrafeed or consuming a few days worth
much movement could easily cloak insur- of nutrient concentrate beforehand. Still,
gents, terrorists and saboteurs. Indeed, the there are plenty of folks in Zoetrope whose
terror attacks at the Extent’s edge have Holoverse usage gets the better of them
proven the Cadre’s concerns well-founded. and they click out only when they reach
the point of severe exhaustion or dehydra-
There are twelve different sectors that
tion, after which they recover in the nearest
make up the Homelands. They are: North-
med facility and jump right back in. There
line, Zoetrope, Harker, Durandal,
is no social stigma to this, at least not in
Ridscot, Archimedes, Infinity Gardens,
Zoetrope. For here the Holoverse is not just
Sydead, Dreamland, Lazarene, Berkey
a way of spending time. It is a means of
and Proyas.
role-playing, of telling stories, of examining
Northline the human and mechanical condition. Other
regions of the Extent do not share this
All Homeland sectors are self-sufficient, unabashed love for the medium, sometimes
with their own nanofoundries, energy nicknaming it the “hollowverse.” Still, Zoe-
centers, residential domiciles, recreational trope’s love affair with this world that is not
facilities and so forth, but Northline is dif- a world continues to grow. Many of the most
ferent. The people living here gravitated popular facets are the deep-immersion
toward lifestyles marked by working hard role-playing games it offers, in which users
with machines, especially nanofoundries, can assume the role of a hero or hardcase
farcasters and robots. After a while, the in any number of imaginary settings such
community here took on a life of its own, as Omega Reign (a pre-starship world that
attracting more and more gearheads to it. has been hit by an asteroid bearing an alien
In response to their common desires, the material that either gives you superpowers
sector slowly turned into a far more in- or makes you undead), Zarabar (an ancient
dustrial area than the others. Northline is archipelago in the age of sailing ships that
marked by at least three major nanofound- has become home to a gallant nation of
ries and a seemingly endless array of man- pirates who must struggle to remain free
ufacturing nodes. This particular arcology is against the oppression of large, tyrannous
in a strategic position relative to the Extent nations), Chronosphere (a time travel
and the Traitor Nations of the Scraplands. game where agents must go back in time
As a result, it often produces a lot of auxil- to keep alternate histories from develop-
iary hardware for the Cadre attack robots, ing out of control) and Thane (an ancient
armored vehicles, aircraft, etc. world of mystery and magic spread out
across five distinct ages). These are just the
Zoetrope most popular games, however. There are
Just as Northline has evolved into a home dozens more and users are encouraged to
for gearheads, so too has Zoetrope become create their own. Given the high technical
a center for the Holoverse, the fully inter- expertise of the average Holoverse fanatic,
active virtual reality entertainment medium programming a new venue is not that big
that is the only pastime that even comes of a deal. The greatest limitation is merely
close to the Proving Grounds’ games in one’s own imagination.
terms of popularity. The Holoverse is a true

41

Dexter Klaygon (order #2911013) 7


Harker no limit to what they could accomplish. The
As popular and prevalent as the Holo- people of Harker know this, relish it, and
verse is in the Extent, there could be no are simply waiting for the day the Cadre
Holoverse without the Datastream having asks them to bring their formidable talents
been developed first. It is, simply put, a to bear and somehow, some way, save the
decentralized network of datacores and I/O Extent itself. That is the Harker dream, and
terminals that grants everybody within the one day, it might very well come to pass.
Extent full and virtually unrestricted access
to the Extent’s entire information store. Durandal
Information networks like this are hardly Although it was never designed as such,
unique; there were versions of it in place this sector has become the Homeland’s
during even the oldest days of the Seventh Cadre headquarters. This grew out of the
Empire. What makes the Datastream so intersection of a few conditions: the sector
unique is its degree of decentralization. never really repopulated after the mayhem
Every single palmtop terminal carries a of Steel Helix, there have been consistent
substantial load of the Datastream’s to- threats against this sector by forces from
tal information, since the data itself is not the Scraplands, and the Cadre had always
stored permanently on any servers. There wanted a stronger presence outside of
is a backup for the Datastream in Centro- Centropol. Thus Durandal quickly trans-
pol, but this is pure storage, meant to be formed from luxurious residential district
decompressed only if something were to to a considerable less friendly and more
happen to the Datastream itself. The ver- severe military-industrial compound. With
sion of the Datastream that is currently heavy farcaster support, the area is a major
active is like a flowing river, stored, inter- military rally point, both for launching incur-
acted with and maintained solely through sions into the Grayscale and for marshalling
the terminals of those who use it without defenses within the city proper should they
being anchored or filtered through any cen- ever be needed. The central nanofoundry
tral datacores whatsoever. For a belligerent is scarcely as big as Centropol’s, but there
party to seriously disrupt the Datastream, it are numerous auxiliary foundries that make
would have to destroy the millions upon mil- the sector a prolific military production site.
lions upon millions of terminals used by the As the war against the Scraplands heats
populace to interface with it every day. The up, more and more civilians are leaving this
Harker sector alone would prove a nearly sector, making it the sort of military-only
impossible place to totally disrupt owing to subset of the Extent the Cadre has seem-
the extremely high Datastream usage of its ingly craved all along.
residents.
Just as the Holoverse is the prime mover Ridscot
of Zoetrope, the discovery of new infor- This otherwise unremarkable surface
mation and sharing it with others is what arcology is home to a most unusual breed
drives the people of Harker. Information of people who have formed one of the larg-
zombies to the core, these people have est societies within the Extent and whose
made data management an exact science, members make up over half of the sector’s
research an art, and cross-referencing a population. They are protohistorians,
religion. But before one writes them off as whose blend of sociological and mathemati-
an oddball bunch of library geeks, consider cal expertise makes it possible for them to
this: Harker represents the most powerful predict in broad terms the likely future of
collective data-crunching apparatus in the any large body of people. Protohistory is
entire Extent. Were these people to collabo- a young science yet, and its results vary
rate on a single project, there is probably wildly in their accuracy, attesting the many

42

Dexter Klaygon (order #2911013) 7


refinements the discipline needs if it is ever medes, there is an unusually large num-
to become a reliable forecasting device. But ber of design workshops where the public
for the people of Ridscot, not getting things can gather and work on their pet projects.
right is half of the fun, for it enables them Forums for showcasing new tech — called
to debate and discuss their various analyses technology gardens — also are every-
of current events, prognostications of the where, and at any given time, a tech garden
future, and other such topics. Nowhere else will have at least one big, bold new piece of
in the Extent will you find a microculture machinery on display, and half a dozen oth-
so thoroughly devoted to conversation and ers, too. Some laugh this off as a waste of
sharing of information. So far, the Cadre time, energy and resources, but the strange
has shown a predictable level of interest in visionaries of Archimedes know that one
protohistory as a concept, but every time it day, one of them will change the world with
has tried making decisions based on proto- one of their designs. Just wait. You’ll see…
historical conclusions, it has come to regret
it. Thus, this curious discipline remains Infinity Gardens
a phenomenon pretty much exclusive to On all of the surface arcologies is a
Ridscot, where it dominates daily life and rooftop level of simulated wilderness and
has made a deep and lasting imprint on the parklands where the citizens can enjoy
personalities who reside there. time away from all of the steel, plastic and
chrome that dominates arcology life. The
Archiemedes Infinity Gardens, however, takes this to an
Design studios and technology gardens extreme unseen elsewhere in the Extent.
can be found in abundance in Archimedes, The entire upper surface of the sector is
that sector of the Homelands where lov- pure wildlands. Because of the uniform
ers of all kinds of technology convene and climate enforced by the Extent’s airborne
share their thoughts, dreams and designs nanotechnology (it regulates the tempera-
for making this machine-driven world even ture to a moderate 60 to 70 degrees F),
more so. These are not tinkerers per se, as the environment is mostly forest and light
the average Prole here is not interested in jungle. Other climates, such as arctic ter-
actually building anything. For them, the rain and deserts are currently being simu-
art of design and the thrill of discovery is lated on smaller scales within the Infinity
the real deal, and so these quiet geniuses Gardens themselves, but there are no plans
spend most of their time on the datastream on wasting outside surface area on what
using autodrafters to plan new devices the Extent considers to be experiments in
and run simulations. The vast majority of desolation. There are also efforts to step up
the designs here are faulty or simply too genetic replication protocols so the wil-
impractical to work, so most never make it derness may be populated with recreated
out of the conceptual stage. Those few that animals found from the surface of Septimus
do are submitted to the Datastream so they and domesticated into a placid harmless-
might be included in the Extent’s nanofab- ness. These efforts have not yet worked,
rication datacores. Only then can any of however, so at the moment there is a lot of
these devices, big or small, be called up on plant life on the Infinity Gardens topside,
an automat or nanofoundry and manufac- but no animals to speak of. Perhaps one day
tured. Most times, items that make it that when life becomes a little less threatening,
far are a waste of material because they the surface of the Infinity Gardens will teem
either do not work, their inventors tire of with fauna both old and new, but such is
them and move on to the next project, and/ a peacetime dream and one on which the
or they have no wider application and are Extent will not embark for now. This sad-
not adapted by the Extent or the Cadre. To dens many residents of this sector, some of
cater to the design mania that drives Archi- whom have the biological and genetic ex-

43

Dexter Klaygon (order #2911013) 7


pertise to design their own animal species and resource-infinite lifestyle the people of
and set them loose up top. In fact, if the Dreamland carry out with vigor. The aver-
rumors are true, there are a few renegade age surface house here will be inhabited for
geniuses who might have done so already. less than a month; people come to Topside,
activate the building-grade nanofoundries
Sydead embedded in the surface, and put together
People across the Extent know the the components for a designed structure.
Sydead sector most for its bizarre internal After it is completed, the builders and their
structure, which is more akin to a grid-like society mates hold a big party to celebrate
arrangement of tall column-like buildings the successful design and build. After the
than anything else. With no bridges con- festivities die down, the place is abandoned
necting these column structures and a for other people to use. But more often
huge amount of vertical space surrounding than not, the place just stays empty for-
everything, aerial travel is the way to go ever — there are a zillion of them, after all.
here. The spaces between the buildings are The Cadre’s concern is that if there ever
wide enough to admit most small and me- is a hostile incursion into this sector of
dium aircraft. Personal flight devices, such the Homelands, all of these empty domi-
as jumpgliders, are a preferred method of ciles, which feature nonstandard floorplans
getting around. Unsurprisingly the people that have never been entered into the
of Sydead are all expert fliers, and it is Datastream, could present a difficult envi-
thought by some that the reason this sector ronment for soldiers to recapture. With so
was modified into its current form was to many homes to be converted all too easily
breed a generation of vehicular experts that into pillboxes, fighting in this sector likely
would have skills, readiness and technical would be relatively short, savage and com-
familiarity far greater than anybody from plete.
the Grayscale or the Scraplands might ever
possess. Indeed, as the Cadre is looking Lazarene
for more people to fill its ranks, this theory Every part of Arcopolis is self-sufficient
holds more merit, as many of Sydead’s and has plenty of medical facilities to serve
most daredevil fliers are pledging their the needs of its people. That said, Lazarene
service to the Cadre and becoming some of stands out as a sector largely devoted not
the most fearsome combat pilots the Extent only to basic medicine but also as the lead-
ever has seen. How they hold up to real ing R&D center for genetics, morphology,
combat, however, remains to be seen, but nanorejection and the Corruption. Nowhere
Sydead has every confidence that its patri- else in the Extent will you find a group of
ots will do them proud. citizen-scientists so fascinated with the hu-
man body and its study. They tend to fall
Dreamland into four basic Societies, each focused on
This sector’s most interesting feature is one of the four medical fields mentioned
the sprawling arcological suburbs spread previously. Genetics seeks greater under-
out on its rooftop level. Though the area standing of the human body’s most funda-
still features liberal amounts of open space, mental workings, perhaps so that it might
parkland and transportation lanes, there be better unlocked and modified so people
also are enormous neighborhoods with can enjoy their superhuman lives without
surface domiciles of many different shapes, relying on nanotechnology. Morphology
styles and constructions. This is like an ar- focuses on mutation, genetic drift, micro-
chitect’s dream gone rampant, with millions evolution and the symptomatic effects of
of domiciles adhering to every conceivable the Corruption. Nanorejection is that most
type of design, a reflection of the carefree rare disorder where one’s body refuses any
nanomodification whatsoever. In a soci-

44

Dexter Klaygon (order #2911013) 7


ety like the Extent, not having access to Proyas
nanotech is a true cause for pity, even if At the behest of its residents, this entire
those who suffer the condition often don’t sector has become a grand experiment in
mind. Finally those devoted to studying the modular architecture. The interior of the
Corruption carry out endless research and surface arcology is in nearly constant mo-
risky experiments to find out exactly what tion, with huge sections of it moving and
started the Corruption, what it does to one shifting into new and innovative floor plans,
when at Death’s door, how the Corruption always in flux, always being modified so no
can be contained, and how or if it can be matter where each section of the arcology
cured entirely. Setting the tone and theme is, it remains fully linked and interfaced with
of this section of the center city is the fact those adjacent to it. For visitors, this is a
that the current version of the regen tank maddening condition, for there is no way
was designed here, and as a matter of pride of telling where anything is from one mo-
and tradition, all future rejuvenation re- ment to the next. To the people of Proyas,
search is carried out in Lazarene, usually by however, their home arcology is a great big
select committees of people from all of the piece of kinetic art. But more than that, it is
different sector Societies. an example of the supreme adaptability of
arcological design, which is something the
Berkey Cadre should pay close attention to if ever
This sector is, essentially, the Extent’s the city suffers another major structural
art colony, populated largely by those who attack along the lines of the Steel Helix. As
have taken full advantage of the scarcity- hyperdynamic as the arrangement of Proyas
free lifestyle the Extent offers and devoted may be, it also is in a state of constant
themselves entirely to pursuing crafts and rebuild, recycle and reorder, making it more
matters of culture. Singing, acting, writ- stable in the long run. For if the sector can
ing, drawing, painting and sculpting are handle being changed around on a constant
just the beginning of the artistic diversions basis, chances are it can handle any other
practiced with gusto in Berkey. The Societ- disruption as well. Just the same, living in
ies here often are focused on a particular Proyas is an acquired taste for most people,
type of artistic expression, and even then and the vast majority of the Extent will not
sub-Societies form devoted to even more come here even to visit their friends. For
specific genres, styles and schools. Life them it is too much like spending time in a
here generally consists of people working funhouse.
on their art for part of the day, taking a
break from it to stay fresh, and then either
returning to their work or sharing it with
The Ring
others. Major artistic releases are big news This linear arcology was built as both a
here, and even though there is supposed defensive measure and an additional indus-
to be no real hierarchy among the creative trial base on which to pin the Extent’s mas-
types, most people can’t help but feel that sive manufacturing needs. The Ring is noth-
they really are competing with their peers ing more than a supermassive skyscraper
for recognition. There are those who have one thousand stories tall, nearly a quarter
gained superstar status with what they do, of a mile wide, and nearly 80 miles long. It
especially if their work has become popular encircles the outer edges of the Homeland
outside of the sector, and Berkey practically sectors, ultimately looping back on itself
stops when these rare individuals put their forming a huge barrier between Arcopolis
latest work on display. proper and the Grayscale. Since the Ring is
so obviously a defensive measure against
any nasty surprises from either the Gray-

45

Dexter Klaygon (order #2911013) 7


scale or the Scraplands, few people were is the perfect retiring spot, because it has
willing to live there aside from ex-Cadre always maintained a more stripped-down,
and retired Morituri. After it became clear less luxurious culture than what can be
that the Grayscale and not the Ring would found in Arcopolis proper. Plus, there are
be the first probable battleground in the plenty of grunts to swap war stories with
event of an invasion or raid on the Extent, and relive the best parts of the old days.
people slowly warmed up to the thought of Besides, the place is close enough to the
living in this imposing superstructure. The Grayscale that there is the veneer of danger
Extent sweetened the deal by outfitting it even if there isn’t really any.
with numerous medium-grade nanofound- Today, the Ring serves mostly as the
ries, material sinks, Datastream nodes, and gateway through which people must pass
enormous Holoverse hookups. This enticed if they are moving between Arcopolis and
additional folks to come out here, but it was the Grayscale. Aircraft are strictly forbid-
a slow process, and even now the arcology den from flying over the Ring wall unless
is not entirely filled with permanent resi- granted special permission to do so (per-
dents. Most of those who live here are tech mission which, it should be noted, is almost
heads of one sort or another, ex-Cadre or impossible to obtain unless you are actively
ex-Morituri. For retired soldiers, the Ring

46

Dexter Klaygon (order #2911013) 7


serving in the Cadre as a field officer). Ring’s security apparatus for crossing to
Those who violate this rule are intercepted and from the Homeland sectors. A deep and
immediately by robotic microfighters that a quarter-mile wide moat provides a neutral
will give two warnings to offenders before ground where Cadre midge robots can scan
shooting them down. Sounds harsh, doesn’t any travelers, robots and vehicles for arms,
it? Well, that’s what you get when you try suspicious ID codes, and other data that
to bluff a robot cop. This is one of the very, might identify a potential threat. The moat,
very few hard and fast rules of the Extent. which has no cover whatsoever within it,
An identical rule applies for flying over the makes for a killing ground for any hostiles
Bulwark, the other liner arcology of the crossing it. Cadre live-fire exercises have
Extent, which forms the border between shown that just a few gunners on top of
the Grayscale and the Scraplands, though the Ring’s Inner Ring or situated in sniping
some daredevil pilots can and do make the perches along any of its balconies or veran-
flight over the wall there. Given how utterly das can wreak havoc on any raiding parties
anarchic things are in certain sectors of the trying to exit the Ring on the ground. The
Bulwark, it’s no surprise that border gets moat angles up away from the Ring, mak-
crossed sometimes, but nobody dares that ing it an uphill climb for exiters, something
over the Ring. This sector has a 100% se- that also stands against belligerents. Aside
curity record; no unauthorized aircraft has from the moat, the numerous gateways on
ever crossed this airspace and landed safely the Ring’s ground level feature air lock-style
afterwards. portcullises that require all passers-through
to undergo multiple scanning passes while
The Ring consists of three basic sections:
they enter or exit the arcology. Those trying
the Inner Ring, the Middle Ring and the
to smuggle through this gauntlet will have
Outer Ring. Unlike certain other areas of
their work cut out for them, as any offend-
the Extent, however, the component areas
ers will be confronted immediately by a
of the Ring run into each other and it can
potent mix of robotic and human security
be difficult to tell where one section ends
personnel.
and another begins. The component sec-
tions are mostly differentiated by function
The Middle Ring
rather than the cultures of the people who
live there. Nicknamed “the Octagon,” this section
of the Ring is best known for its network
The Inner Ring of eight super heavy farcasters, designed
by the Cadre for moving armored vehicles,
Considered the most secure area of the
large infantry units, even grounded air-
Ring, the Inner Ring is dedicated to indus-
craft. For the moment, there is no clear and
trial purposes, featuring nearly all of the
present danger to inner Arcopolis, so the
Ring’s nanofoundries, material sinks, and
farcasters are used for industrial purposes
production facilities. From here, materials
only. But if and when the Cadre decides it
and goods can be sent to and from the Ring
must hold the line at the Ring, the farcast-
via industrial-grade farcasters. Most of the
ers will switch over to military use only as
production stays within the Ring, however,
they bring in huge amounts of hardware
and very little of it is ever exported back
and personnel from Centropol. The people
into the Homeland or Centropol. However,
who live in the Ring generally make their
the Ring does sometimes suffer raw materi-
homes here, comfortably separated from
als shortages because its material sinks are
the Inner and Outer Rings, where one is
a little less than dependable, so sometimes
not constantly reminded of the uncertain
the Centropol superfoundry will shunt some
security situation. Aside from that, though,
of its output to the Ring directly. Aside from
many people who are not ex-Cadre or ex-
production, the Inner Ring also features the
Morituri find living here difficult because

47

Dexter Klaygon (order #2911013) 7


of the ever-present atmosphere of danger. there will always be those determined to
Elsewhere in the Extent, people can live in leave sooty blast marks on even the most
complete isolation from the larger troubles innocent of locales.
of the world but not in the Ring. That draws
a certain breed of daredevil or trouble-
shooter to the area, for whom the uncer- The Grayscale
tainty of the situation provides an exhila- Although the Extent has had much suc-
rating thrill. Most of the societies here are cess with brainwashing the majority of its
some forms of ex-soldiers’ group that exist people, the remainder have been thor-
to trade war stories among other things. oughly disillusioned by the Cadre’s actions.
You don’t have to be an old grunt to get into Some of these people identify themselves
one of these societies or to feel that you fit as the descendants of those who were once
in the Middle Ring, but it sure does help. the original members of the Extent (just as
the Cadre themselves do) but were pushed
The Outer Ring
aside when the Extent militarized and
This is inner Arcopolis’ first and best line became what it is: a massive body bank
of defense against any hostiles looking to and security apparatus meant to serve the
come over from the Grayscale. The Outer whim of the Cadre.
Ring, designed very similarly to the In-
For years, the Cadre actively sought out
ner Ring, features a huge defensive moat,
and cracked down on those who showed
multiple staging areas where visitors are
the least amount of individuality or resis-
screened and scanned prior to letting them
tance to total authority. These dissidents
through, and a fast-response staff that is
were dealt with harshly, but for every one
second to none. As an added defense, the
that got nabbed, ten more went under-
gateway portcullises leading to the Gray-
ground (literally, in some cases, hiding out
scale are contained within a series of para-
in the subterranean levels of Arcopolis) and
pet towers equipped with robotic gun em-
formed a loose countercultural resistance.
placements and IFF scanners. If any hostile
They called themselves the Grayscale, and
parties approach this end of the Ring, the
though they were not a rebel movement
chances are by the time the human guard
per se, they simply wanted to live with the
shows up, the bad guys will probably have
Extent’s technology, though not within the
been turned to giblets by the Ring’s auto-
Extent itself and certainly not subject to its
guns. Despite such physical security, the
laws. Over the years, the Grayscale grew
lawless culture of the Grayscale does seep
despite the Cadre’s efforts to destroy it
in somewhat, encouraging certain residents
entirely. When the Corruption grew to the
of the Outer Ring to engage in criminal ac-
point where it was beginning to crash the
tivity: smuggling to and from the Grayscale,
Extent’s social and industrial architecture,
giving unauthorized people safe haven in
that’s when the Grayscale turned from a
the Ring, hacking into the nanofoundries to
criminal problem to a full-blown second so-
make dangerous goods (weapons, armor,
ciety within the domain of the Extent.
etc.) without the system ever knowing it,
and so on. This has given the Outer Ring, Today the Grayscale exists on the edge
and by extension the rest of the Ring a bid of Arcopolis and its outlying settlements,
of a bad rap of the Extent. Its not really the a kind of societal transition between the
Ring’s fault — it and its people are doing mindless droning of the Extent and the wild
everything possible to prevent Grayscale individuality of the Newcomers from outside
bad apples from turning the arcology into of the sphere. For what it is worth, most
a wretched hive of scum and villainy. But people in the Grayscale don’t really support
one or the other. They just want to be left
alone, but because of their middleman sta-

48

Dexter Klaygon (order #2911013) 7


tus in the struggle between the Newcom- connection with some Newcomer so you can
ers and the Extent, the conflict has a funny become their trade connection. Life in the
way of reaching into the lives of everybody Grayscale is a harsh and lonely one, but ask
within the Grayscale, whether they want it most blighters scrounging a living out here
there or not. what they think of it, and they will most
likely tell you that they wouldn’t have it any
The Grayscale is a huge collection of
other way.
individuals. There are really no major social
groups to speak of; most of the people here From a geographical standpoint, the
live as loners or in the loosest of affilia- Grayscale is that highly contested middle
tions. In many ways, life in the Grayscale ground between Arcopolis and the Scra-
is like what social critics used to say of the plands — the outermost reach of the city
cities of the Seventh Empire: big, sprawl- that has fallen into ruin and wreckage. The
ing places where millions of strangers live Grayscale is both a part of Arcopolis and
right next to each other yet are somehow the endless junkyard wasteland beyond. It
totally alone. That is the Grayscale, made is both friendly and hostile, cooperative and
even more so by the broken down nature of antagonistic, simple to behold yet madden-
things, the fear of dealing with the Extent ingly complex to master. It lacks the refine-
and the competition of being able to make a ment, luxury and simplicity of the Home-

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Dexter Klaygon (order #2911013) 7


lands and Centropol, being as it is in partial something for themselves only to watch
decay and without the full supertechnology some ill-planned Cadre operation destroy it
that delivers a scarcity-free existence to with stray fire, blundering tactics, or simple
the Extent’s citizens. But despite this, the carelessness (such as landing a microfighter
Grayscale has compelling strengths of its on somebody’s home or workshop). The
own: a wildly diverse population where ev- Cadre has never considered launching any
ery culture of the world might live in a crazy kind of public relations campaign to miti-
kind of harmony, coping with conditions that gate the hard feelings its operations create,
the pampered citizens of Centropol and the and so it comes to them as a great mys-
Homelands could never understand. tery why, despite its many efforts, so many
Grayscalers seem so hostile to them. Some
Somehow, the Extent remains oblivi-
mystery.
ous of the resentment this situation might
engender. After all, the Cadre is stationed There are three primary elements to the
throughout the Grayscale, constantly pa- Grayscale: Shadescape, the Interzone
trolling and shaking people down in search- and the nefarious Boondocks. Despite
es for evidence of bootlegged nanomanu- their differences in sophistication, lawless-
facture, knockoff weapons, or anything ness and culture, they all resemble high-
else smugglers might try bringing outside tech shantytowns, possessing a decrepitude
to the Scraplands. Out there, there are no that could only come from the Scraplands
nanofoundries, and the endless technology and an ever-present technopresence that
manufactured by the Extent is treasured could only come from being in the shadow
in by the Extent’s enemies, making for a of Arcopolis. Most of the Grayscale is a vast
healthy black market and smuggling indus- stretch of arcologies of various sizes and
try. This more than anything is the primary stages of disrepair. On the street level is a
security trouble of the Grayscale. Not that constant buzz of activity as scrap dealers,
smuggling itself is so bad; the Cadre figures salvagers, junkyard packrats, retrotech ex-
not enough technology is getting out to the perts, outland adventurers and other such
Scraplands to make a difference. No, the sorts rub elbows and do business under
problem is dealing with Scraplanders is like- constant watch of the Cadre and in danger-
ly giving them access to the Grayscale, and ously close proximity to the Scraplands and
that might ultimately parlay into greater its agents.
enemy infiltration, bringing Arcopolis itself
one step closer to being invaded. The Cadre Shadescape
can’t have that, so they have imposed a Divided into twelve sectors of roughly
rough police state here in the Grayscale, equal size, Shadescape is easily the most
where there is no law except whatever the high-tech, cared-for and Extent-friendly
Cadre feels like enforcing in its endless part of the Grayscale. Abutting against
quest to lay the smack down on Scraplander the Ring, this sector has numerous Cadre
infiltrators, insurgents and their various al- command posts, garrisons, farcasters and
lies and agents. resupply centers in its midst, which has
While many Grayscalers appreciate the helped keep things under control. Most of
Extent’s hard-handed tactics to root out the action happens in the other sections of
any traces of Scrapland influence, many the Grayscale anymore, since this area has
others resent this sort of behavior, see- been pretty much pacified. Thus, the people
ing it more as tyranny than liberation. That here tend not to have the same resent-
the Cadre can create collateral damage it ment of the Cadre and by extension, of the
never repairs while chasing its targets is Extent. Without that anger simmering under
of special concern to angry Grayscalers, the surface, there is no reason for Shades-
many of whom toil their whole lives to build capers to smuggle goods to the Scraplands

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Dexter Klaygon (order #2911013) 7


or help Scrapland insurgents with their dealers and other criminal sorts to hide
various covert operations within the Gray- out, conduct their illicit business, and keep
scale. In fact, the average Shadescaper is away from the Cadre’s prying eyes. The
likely to alert the Cadre upon learning of Interzone is the first place where crime and
any Scraplander activity in his or her midst, insurgency becomes a serious problem and
making this place pretty safe. The area got many of these hashed-together buildings
its name because it stands, both literally mentioned before become junkyard for-
and figuratively, in the shadow of Arcopolis. tresses when the Cadre burst in looking to
It possesses an above-average number of round up whatever opponents they will find
small-scale nanofoundries and farcasters, there. Indeed, there is a large and robust
so it keeps its people pretty well supplied. community of pro-Extent, hard-working,
The majority of its buildings, skyscrapers civility-minded people living in this part of
and sub-arcologies have been more than the Grayscale, and to them, life is espe-
80% rebuilt, though most of them still ad- cially hard, since they must deal with both
here to an organic street layout, rather than the specter of criminals and revolutionaries
the clean, grid-like orderliness of inner Ar- in their midst as well as the heavy-handed
copolis. For the Shadescapers, this uneven methods of the Cadre to deal with it all. Talk
layout is part of the charm of their home; it about living amid crossfire. Despite all this
reminds them that cities are living organ- disruption, there still exists a decent indus-
isms, with their own unique pulse and soul. trial base, with a few third-rate nanofound-
They cannot all be laid out like honeycombs, ries, unreliable farcasters here and there,
as Centropol is. Indeed, some Shadescap- and a lot of shops that specialize more in
ers would argue that any such city, no mat- bodging together broken bits of old technol-
ter how perfect it seems, is destined to fail. ogy than manufacturing something shiny
One thing is for certain, though, Shades- and new. But don’t let the low-tech look of
cape is populated by skilled and thoughtful this place fool you. There are hundreds of
people who appreciate both the Extent and genius designers and builders here, and
their home outside of it in all the ways that some of the best mecha work to come out
matter. of the Extent in the last decade (particularly
innovations in robotics and armor technolo-
The Interzone gy) got its start in the secondhand makings
Split into 24 different sectors of varying of Interzone gearheads.
size, shape, density and layout, the Inter-
zone is where the Extent’s real struggle to The Boondocks
control the Grayscale takes place. Unlike It’s pretty darn difficult to tell the Boon-
the Shadescape, the Interzone is consider- docks apart from the Scraplands. The vast
ably more decrepit, showing much of the majority of the cityscape here is pure ruin.
first-hand damage that resulted from the There are no buildings on the scale of Ar-
Steel Helix attack years ago. While plenty copolis. Most buildings are sub-arcologies
of densely packed skyscrapers still stand, that fell to ruin, the husks of even smaller
most of them are barely more than metal buildings that covered the area before the
and supercrete skeletons ready to collapse central redistribution of Arcopolis oth-
at any moment. The buildings that are ers are defunct factories, flat-out wreck-
sound have been patched up, re-welded and age and crazy reconstruction areas where
reverse engineered since the Steel Helix. amok nanotech tried to rebuild the damage
These are secondhand, retrotech monu- from the Steel Helix and ended up produc-
ments of the kind of junkyard sensibilities ing square miles of insane architecture.
the Scraplands will have to offer. In such On top of all that, the landscape is further
nonstandard buildings, there are plenty of punctuated by dozens of half-built, half-
places for bad guys, mercenaries, double- demolished buildings whose occupants are

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Dexter Klaygon (order #2911013) 7


trying desperately to bring back online, insurgents, it’s usually the chance to hit the
probably for some anti-Extent purpose, like Extent where it will do the most damage.
giving Scraplander insurgents a forward For everybody else living in this somewhat
base or safehouse, setting up a bootleg forsaken place, it’s all about keeping down,
nanofoundry that pirates materials from sticking to cover, and wondering why the
Arcopolis, or illegal farcasters that hack into hell you bothered to stay here after all
the Extent’s farcaster network to ride the these years.
lines without authorization (which is dan- These are the Boondocks. No, they’re not
gerous by the way; unauthorized farcasting likely to get much better any time soon.
sometimes results in two or more people
getting mashed together then they re-ma-
terialize at the same time in the same spot The Bulwark
— it’s happened). What buildings have been
left intact are probably rigged to collapse The second of the Extent’s two linear
by some gang of insurgents, gunrunners arcologies, the Bulwark, differs from the
or thrill killers looking to bag a few Cadre Ring in that it was designed for defense first
agents. There are some civilians here, sure, and for providing additional living space and
but those with any sense moved closer to manufacturing capabilities a distant second
Arcopolis long ago. There is no safezone and third, respectively. The Bulwark is the
in the Boondocks, just miles and miles of structure that holds the Scraplands at bay,
hazardous junkland filled with an endless the rallying point from where Cadre units
number of nooks and crannies where bad launch their daring missions of conquest
guys can do bad things and ambush any into hostile territory, the outermost declara-
hero, hardcase or heavyweight looking to tion of the Extent’s sovereignty, and for the
come after them. The only thing not making people of the Scraplands themselves, the
the Boondocks a Scraplander insurgent’s first of the Extent’s many garish displays of
paradise is that there are a dozen heavily wealth and power.
fortified, large-scale farcasters in the region The Bulwark is a stark, huge, imposing
through which the Cadre routinely sends building with virtually no discernible out-
enormous combat patrols consisting of ward features. All windows and living space
dozens of armored troops, fighting vehicles have been incorporated into the building
and close air support. These patrols are structure all for the sake of armor. The
looking to shoot any thing that moves, and result is that the Bulwark might as well be a
they blaze a trail through the Boondocks, wall of solid steel; it is virtually impregnable
sweeping and clearing anybody without to outside damage, so the only way for
the sense to keep his or her head down. enemies of the Extent to defeat it is either
Inevitably, those criminals and revolutionar- to sneak through or to fly over it. Because
ies can’t resist the urge to scrap with the the Cadre can not field nearly enough hu-
Cadre, and so they oblige them, usually man operatives in the Bulwark to secure it
getting plastered in the process. Time and properly, and because the robotic troops
again, this brute force method of pacifying deployed in people’s stead are easily fooled,
the Boondocks is employed only because gaps in the defenses can and do exist, and
it works so well. In the downtime between it never takes the Scraplanders long to
combat sweeps, the Scrapland insurgents find and exploit them. The most common
and their Grayscale middlemen scramble breaches are in the air, where scrapped
about the wreckage, trying to put together together fliers make the daring run be-
that big score, that real deal, that once in a tween the Grayscale and the Scraplands.
lifetime op that will put them or their cause Fully 50% of these blockade runners are
on the map. For the Grayscalers, usually it’s
a quest for street cred. For the Scrapland

52

Dexter Klaygon (order #2911013) 7


destroyed in the attempt, but the odds are Homelands. So far, the Bulwark has proven
still good for those who don’t mind playing too difficult for the Scraplanders to infil-
coin toss with their lives. trate in large numbers or to overwhelm with
massed attacks. The automated defenses
When renegade fliers go over the top,
plus the ability for the place to resupply
automated defense turrets take care of
itself infinitely are aces in the hole the Scra-
the problem. When there are more serious
plands so far has been unable to counter.
breaches, Cadre and robotic soldiers are
But that does not mean they won’t keep
dispatched, emerging from numerous rally
trying, however, and it is only a matter of
points built into the arcology and slaved
time before that next big attack comes.
to the Bulwark’s farcaster network. In an
When it does, the troops stationed here will
instant, any of the thousands of Cadre
respond to it with energy and enthusiasm,
soldiers stationed here can be deployed
for they all know that if the Bulwark were to
anywhere along the Bulwark’s perimeter.
fail, the forces of destruction would be let
Reserves from the Grayscale, the Home-
loose within the Grayscale, an all-too-fertile
lands, the Ring or Centropol can be ral-
breeding ground for even more enemies.
lied immediately to the Bulwark in time of
need, a contingency that has only been Structurally, the Bulwark is nearly identi-
exercised twice, and even then, it involved cal to the Ring except its entire aesthetic
only soldiers from the Grayscale and the is geared toward military applications. The

53

Dexter Klaygon (order #2911013) 7


number of domiciles, common areas and ers trying to cross this had better either be
recreational facilities has been drastically in fast vehicles or have some kind if flight/
reduced, and in their place are additional speed ability, because ground soldiers run-
staging areas for troops, combat robot ning and gunning across this killing zone
warehouses, repair yards, nanofoundries, are simply doomed. In the years since the
spare equipment depots, and farcasters. Extent has finalized this defensive pack-
The Bulwark’s floor plan is also a bit laby- age, there have been a half-dozen serious
rinthine, making it difficult to navigate and attempts to breach the Bulwark by force
even more difficult to move large numbers by different militant groups. Each time, a
of people throughout much of the facil- pitched battle resulted, but the invaders
ity. While this makes little impact on the never even made it to the defensive moat.
highly trained and drilled Cadre soldiers and Even attackers coming in by air were taken
robots, it will prove a big obstacle if and apart well before they could cross into the
when soldiers from the Scraplands rush the Grayscale. To thank for all that carnage are
place and make it into the interior sections. the vast array of heavy support guns, snip-
The idea is that, baffled and stymied by ing nests and missile batteries that line the
the floor plan, snipers and sappers within ten D-rings. For the Bulwark’s defenders,
the Bulwark can massacre any invaders. the chances of any firing station running
The plan has worked flawlessly in military low on ammo is virtually nonexistent, espe-
simulations thus far. Whether it works when cially since each station has a small farcast-
the moment of truth arrives remains to be er right there where gunners can request
seen. additional supplies from the depots deeper
within the facility, which are then transport-
Like the Ring, the Bulwark is divided into
ed to the gunnery station within seconds.
three sections, each with its own structural
In one incursion, a single sniper accounted
purpose: The Point, Fallback, and The
for 492 confirmed kills, thanks in large part
Narrows.
to the Bulwark’s ability to keep its outer
The Point combatants constantly supplied with what-
ever they need to lay the smack down on
This is the outermost ring to the Bulwark, those who assault the Extent. Indeed, the
a section specifically dedicated to monitor- defenses to the Bulwark have been so good
ing the immediate area and for providing that there has not been a massed incur-
that crucial first line of defense against any sion attempt in over three years, as many
Scraplander incursions. There are ten sepa- of the Traitor Nations and other militant
rate levels lining the outside of the Bulwark groups in the Scraplands realize that they
(also known as the “defensive rings” or can no longer afford to throw their precious
“D-rings”) where automated and manned manpower against such a monolith. The
stations constantly scan the area out to better way is to sneak through the Bulwark
ten miles away from the Bulwark itself. The somehow, which has prompted an internal
junklands have been cleared over time out reshifting of priorities on the Extent’s part:
to nearly two miles, making it additionally internal security, counter-intelligence, and
difficult for hostile parties to approach the developing a new breed of operative that is
facility. Once within the ten mile scanning as skilled in good old-fashioned dirty tricks
range, most hostiles can be tracked and as their myriad opponents certainly are.
monitored. That last two miles, however,
provides virtually no cover, just a long, Fallback
flat terrain to cross before assaulting the
In the grim event that enemies breach
city of cities herself. The final quarter-mile
the Bulwark’s Point level, the Fallback sec-
features a downward-sloping moat just like
tor provides a second line of defense, where
what is on the inside of the Ring. Attack-
soldiers can retreat from the Point and

54

Dexter Klaygon (order #2911013) 7


regroup within the Bulwark itself, deploy- foundry networks for this section all can be
ing to internal strategic hardpoints that will cut off permanently at a moment’s notice
hopefully prevent any further Scraplander by the sector commanders, as well as set
advance. Thanks to the maze-like floorplan on self-destruct. One of the reasons why
of Fallback with its narrow hallways and the Scraplands insist on invading the Extent
turning corridors, invaders are likely to run is to steal its nanofoundry technology and
in circles or into dead ends or into any of to enjoy the ability to produce their own…
the many traps that the Cadre defenders everything. It is part of the final defensive
can and will lay for any unwelcome guests. protocols for the Bulwark to make sure all
Here, even a single combat robot can rack of the Extent’s secrets stay safe. And if that
up an impressive number of kills while situ- means destroying them and perhaps some
ated behind a gunnery shield and hammer- of the Cadre defenders in the process, then
ing away down a hallway where invaders so be it. The stakes are simply too high to
have nowhere to run or hide. In circum- do otherwise.
stances such as these, only an utterly mas-
sive number of invaders, who could press
forward despite losses, would prevail. That, The Scraplands and Beyond
or invaders who somehow are immune to Once past the Bulwark, the landscape
the Cadre’s weaponry, a situation the Cadre extends endlessly into a field of wreck-
reckons is so remote as to not merit serous age, craters and urban decrepitude. These
discussion. But still, the Traitor Nations are are the ruins of the former Golden Age,
known to design their own weird weapons, of a world that had rebuilt itself after the
and when they make their next big push, Chrome Wars, only to face a greater dev-
the enemies of the Extent might indeed astation than ever before at the hands of
carry arms for which the Bulwark provides the Steel Helix. These are the Scraplands,
the wrong kind of defense. and as far as anybody in the world of ZPG
knows, there is no end to them. With the
The Narrows
exception of the Seven Cities, which have
This is the sector of the Bulwark closest yet to be found by anyone (that is, found
to the Grayscale. It is also the last stand and reported), Arcopolis might very well be
area, that part where the Cadre defenders the last bastion of the supertech paradise
are to rally and hold their ground or die try- that has been destroyed. The Scraplands
ing. Many of the floors and walls here are are now the baseline for the entire world;
themselves lined with automated weaponry their wreckage and desolation are the back-
as well as offensive set-ups that will elec- drop against which humanity’s drama will
trify or heat the corridors to lethal intensi- continue to play for the foreseeable future.
ties. It would not be pleasant to command
The Scraplands are much like the worst
the troops responsible for running through
parts of the Grayscale, only more so. The
here, as they would face a wall of suicidal
buildings and arcologies have been largely
defenders through which the only way
abandoned and in most cases, at least par-
would be to destroy them all. As an addi-
tially destroyed. The superdense street lay-
tional precaution, there are numerous self-
outs are choked with rubble of all kinds —
destruct mechanisms placed throughout the
building debris, slag, broken down vehicles
Bulwark to partially collapse the structure
and mecha, junk infrastructure manufac-
if a full breach seems inevitable. In this
tured by nanofoundries run amok in the last
case, the Cadre’s position is that it would
hours before they died altogether.
be better to destroy the “infected” parts of
the facility before the enemy could fortify There is discarded technology every-
them or make them impossible to retake. where out here, ranging from the smallest
Along similar lines, the farcaster and nano- handheld items to enormous super-indus-

55

Dexter Klaygon (order #2911013) 7


trial machinery, all of which can be sal- people living in the Scraplands must hunt
vaged to some degree if you have the right and scrape every day just to find enough
expertise. For this reason, scroungers and food to survive. They must find or manufac-
tinkerers love to prowl the Scraplands in a ture some kind of shelter. They must search
never-ending quest to find that one spare for every basic necessity for life. Things like
part, that mystery component, that missing staying warm, getting decent medical care,
piece of machinery they need to complete transporting from place to place, and other
whatever contraption they’re building back such travails are all deadly serious busi-
at their workshops. But make no mistake: ness out here. Nobody is in the Scraplands
even for those born to the Scraplands, for their health. They are out here because
there is hardly a single person eking out a they were born to it, because they see no
living here who would not rather live a more other way to live, and because they see the
comfortable life. All the scraphunting done Extent as a strange and alien place not to
out here is in the name of survival, and the be trusted and certainly not to be joined.
junkyard techs who make a living out of Despite all the wreckage of the world,
cobbling together secondhand machinery do there still exist, many believe, large and
it for the love of the craft, sure, but more undiscovered caches of ancient technology,
because it is the only way they know how things that could re-deliver the magic of
to make it out here. The vast majority of nanoscience to the Scraplands and elimi-

56

Dexter Klaygon (order #2911013) 7


nate scarcity once again. This is the golden Slags, those areas of total destruction with-
find that really compels most of the people in Ground Zero. They are a reminder of just
who live out here: they all want to find the how damaging the Steel Helix really was,
hidden technology that will put them on top. lest anybody be foolish enough to forget.
After all, because everything is scarce out While Slags do not offer very many places
here, things have value in ways that do not for people to hide or seek shelter, they are
exist in the Extent. Out here, there is an good rallying points for large numbers of
economy. There is trade, currency, wealth bandits, militants, or other such folk, since
and poverty. There are all the trappings of they provide some of the only relatively
the old ways out here, where the bold vision flat ground in the Scraplands. Everywhere
of the future has died. Here, the thought of else tends to be littered with wreckage and
possessing the supertech of the Extent is tightly confined into a dense urban land-
seen not as a way of delivering Utopia once scape. Not so in the Slags, which is why so
more to all, but as a way to gain power and many warlords see them as potential com-
wealth and glory for oneself. In a world mand areas.
where survival is so paramount, it is hardly
surprising that self-interest is everyone’s Scrapheaps
prime motivator over pursuing a grander These are areas that have been pretty
vision for humanity in general. much destroyed but they never experienced
There are five basic kinds of territory the extreme conditions that would have
within the Scraplands: Slags, Scrapheaps, made an area a Slag. Most often, these are
Labyrinths, Ghostzones and Enclaves. residential areas that simply were destroyed
Scrapheap territory accounts for 80% of like everything else, turning a once-proud
the Scraplands in general. Slags, Labyrinths arcology farm, for example, into a rubble
and Ghostzones each account for about 4 field many stories high, filled with danger-
percent. Enclaves, including the Traitor ous nooks and crannies that might contain
Nations (which will be described in the lost technology — or it might trap forever
next section) account for the final 8 per- those who have forgotten that curiosity
cent. killed the cat. In these areas of near-total
wreckage, some salvage opportunities still
Slags exist, especially among the larger buildings
and arcologies, many of which have rela-
These are sites of total ruin, wreckage
tively untouched interiors if only you could
and meltdown. During the Steel Helix, many
get to them. Clearing the wreckage blocking
power stations and nanofoundries either
them off is a major undertaking, especially
melted down or went critical and exploded.
since the best places in the Scrapheaps are
Either way, they destroyed not only the
also where various hermits and hardcases
central facility but most of the surrounding
can be found. Given the lack of decent living
area, too. Many of these sites generated
conditions out here, expect anybody whose
heat so intense that they melted build-
home has been detected to put up a fight
ings up to a mile away, creating enormous
about it with lethal intensity. Just because
craters of fused metal, plastic, supercrete
the people out here make do with second-
and other materials. In some places, this
hand, salvaged gear does not mean they
melting effect was not quite as strong, leav-
can’t protect what they think is their’s with
ing behind utterly ruined buildings; they are
amazing ferocity.
slumped, appear to be oozing or dipping
into the ground, or look like they are on the
verge of total collapse. Areas such as this
offer virtually no technology to salvage nor
places to hide and get rest. They are the

57

Dexter Klaygon (order #2911013) 7


Labyrinths assault came afterwards. In places such
When the Steel Helix crashed the incred- as these, the infrastructure and remaining
ibly complex and interconnected machine technology is in pretty good shape. There
world that once existed, one of the first vic- are just no people. Furthermore, in many
tims were the many nanofoundries. These Ghostzones, residual traces of ZPG have
machines proved especially vulnerable to been reported to infect explorers and scav-
the Steel Helix and were instantly struck engers, killing them even if they have been
with the compulsion of producing obscenely treated with immunization nanotechnology.
large amounts of materials before they Whether or not this is the case is a bit of a
flamed out and died. In most cases, the mystery, since no reliable studies have been
nanofoundries depleted their material re- done and few accounts on the Ghostzones
serves in order to spew forth huge streams can be assumed accurate. Is it possible that
of molecular gibberish, strange materials some wild variant of ZPG remains like a
that covered the surrounding areas with booby trap? Perhaps, but unlikely.
nanotech goo, fast-setting megacrete, spare A better explanation of the Ghostzone
parts that could not possibly work for ma- phenomenon is that people are simply
chines that were never invented, and so on. creeped out by the prospect of scour-
In many cases the nanofoundries went into ing through a place where everybody just
an arcology-building mode, which would dropped dead from ZPG, and as a result,
not be so bad if they had not built incred- their minds come up with all sorts of novel
ibly complex, maze-like structures that only reasons for why the Ghostzones are not
a machine could truly appreciate. Many of to be visited. The theory of the moment
these so-called Labyrinths extend for miles changes regarding why visiting the Ghost-
and possess a fractal pattern or a repeating zones is a bad idea, but they usually range
motif that lends some degree of stability to from stories about lingering bio-agents to
the design. Still, these places are elaborate rebellious robots that will kill all organics
traps for those who dare enter them, for they find, to stories that actually suggest
they are the size of small arcologies but the Ghostzones are under some form of
were never intended for human habitation. magic spell or curse that will destroy all
Thus, explorers who check these things who tempt it.
out would be well warned to consider that
For those who can shrug off the Ghost-
once you enter a Labyrinth, you really might
zone’s sinister reputation, there are ex-
spend the rest of your life there. The reason
cellent salvaging opportunities to be had.
why these dangerous places are such draws
Weapons, nanofoundries, vehicles, robots,
to explorers, scroungers, adventurers and
armor, it’s all there for the taking, provided
the like is because at the center of most
you are willing to make the effort. Unfor-
Labyrinths is the remains of a nanofoundry.
tunately, such heavyweight salvage opera-
There persist rumors that some Labyrinth
tions require lots of manpower, or at the
nanofoundries are not destroyed merely in
very least lots of robot power, and those
a dormant state. If they could be revived,
who seek to do some serious tech-scroung-
they could be used to build a new supertech
ing in the Ghostzones need to reconcile
community in the middle of the wastelands,
themselves with the fact that there are
a prospect many Scraplanders look upon as
people within the Scraplands who will attack
outstanding success.
scavengers at every turn. Some are merely
Ghostzones bandits looking to steal whatever the scav-
engers find. Others are more concerned
These unusual sectors somehow endured with stopping the scavengers before they
the worst effects of the Steel Helix, but uncover something terrible in the Ghost-
suffered total depopulation when the ZPG zones, whether it be a new strain of ZPG or

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the angry spirits of the millions of people on their neighbors. There are also those
who died there. Whatever their reasons, that fall into neither category, most often
these interlopers fight without reason and because they are so isolated that they do
kill without mercy. They are to be moni- not realize that even now, their little world
tored and fought hard at every opportunity, is about to be disrupted by the presence of
lest such powers get their hands on some outsiders. Such “neutral” Enclaves often are
ages old supertech and do something truly powerful waystations for traveling adven-
awful with it. turers, mercenaries and explorers who are
always in the market for a friendly place to
Enclaves stay. Naturally, the average Enclave will not
This is a catch-all category that counts for let any strangers inside unless they have
any region in the Scraplands, be it a Slag, a something to offer the Enclavers. Trading
Scrapheap, a Labyrinth or a Ghostzone that skills is one common form of exchange, as
has been permanently settled by a decent- are gifts of technology — the more ad-
sized group of people. In most cases, vanced, the better. Providing an Enclave
Enclaves are tiny communities that consist with any elements of nanofoundry technolo-
of 20 to 50 people, but there are larger gy is likely to win you a friend-for-life rating
Enclaves out there supporting much larger from its members.
populations. The greatest of the Enclaves
are where the various militant societies The Traitor Nations
known as the Traitor Nations make their
bases of operations, having populations The mightiest (and fewest) of the Scrap-
of tens of thousands or even hundreds of land Enclaves, the Traitor Nations are the
thousands of people. only powers in the world of Septimus that
The degree to which the citizens of any present a serious threat to the Extent.
given Enclave have developed their territory Indeed, the danger from the Traitor Nations
varies considerably. A tribe of neosavages (a name given by the Extent itself but gladly
who have given up all but the last vestiges accepted by these militant Scraplanders)
of civilization may live among the ruins of is severe as they grow stronger and bolder
a Scrapheap, hunting other people for food with each passing day.
and using for tools whatever items they can Most of these hodgepodge nations are
find. Meanwhile, a large and sophisticated relatively small in scope and do not even
group might lay claim to a Labyrinth, clear have clearly defined boundaries. But they
out any existing wreckage, map the ground- are united in their hatred of the Extent and
work, restore power and basic services, and their desire to bring no small amount of
even get some kind of automated manu- pain, suffering and revolution to Arcopo-
facturing back online. Out in the Scrap- lis, either transforming it in their image or
lands, one Enclave never exactly resembles destroying it altogether. But that is where
another. They are like fingerprints: each a their unity ends. For each Traitor Nation
unique and complex thing unto itself. All diverges wildly from the next in terms of
survive on the strength, courage, resilience its culture, strengths, weaknesses, and
and ingenuity of their citizens, however, and motivations outside of warring with the
as a result, any given Enclave is likely to Extent. To no small degree, these divisions
be fiercely independent. This has given rise are keeping the Extent alive, for the Trai-
to an increasing strain of militancy among tor Nations can not truly agree on anything
all Enclaves, an alarming number of which for a long period of time, making a lasting
are either seeking to defend themselves alliance between them, even against a com-
from unknown (and sometimes imaginary) mon enemy, a fickle prospect at best. Most
invaders, or looking to impose their will times, the Traitor Nations will form small

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coalitions of up to three or four member to these, especially as the Traitor Nations
groups, posing a serious threat to some themselves splinter and form offshoot so-
sector of the Extent, but the alliance never cieties and Arcopolis’ outcasts travel even
lasts. Either it disbands after achieving its further into the Scraplands to establish
goals (giving the Extent much-needed time their renegade realms. But these twelve
to recover from the attack), or it is struck are the ones that pose a clear and present
by the Extent and in face of overwhelming danger to the City of Cities, and as such,
firepower, breaks apart, not to reform until they are the outermost part of Septimus’
an entirely new alliance can be drafted from center stage.
the ruins of the old.
The Nation Of Rust
It is not unheard of for the Traitor Nations
to war amongst each other, but this is usu- This is a society of tinkerers, scroungers
ally kept to modest skirmishing and raiding. and packrats who are experts at finding
These nations generally do not yet have big choice bits of discarded technology and
enough axes to grind to merit truly going bodging it into something workable. To
to war with each other. But the seeds of spend time in the Nation of Rust’s enclaves
conflict are there, and should the Extent fall is to journey through a bizarre retrotech
one day, the Traitor Nations might very well scrapworld filled with dilapidated machinery
find themselves in a bloody and internecine yet possessing a strange kind of grandeur.
factional conflict that will spell their collec- This Traitor Nation has, in its own way,
tive doom. captured a sense of style and greatness
that few other Traitor Nations have. They
There are a dozen Traitor Nations cur-
have converted miles and miles of ruined
rently within striking distance of Arcopolis:
cityscape into a rusty and barely-working
The Nation of Rust, The Arsenal, the Lu-
parody of the world before the Steel Helix
natic Fringe, Hammerhead, the Enclave,
struck. Everything is on the verge of break-
Highcastle, Inferno, the Chromeworks,
ing down, but since the average member of
Xenopolis, Ganymede, Outer Babylon,
this society is highly proficient with any kind
and the Tribelands. There may very well
of machinery, making the constant repairs
be additional Traitor Nations in addition

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needed just about everywhere is never a After the Steel Dream, many citizens (the
problem. In fact, with so many mechanics majority of whom suffered substantial Cor-
around, the Nation of Rust is in a constant ruption from the Steel Helix attack) decided
state of upgrading, remodification and tech- that the Extent had become a victim of its
nical evolution. own excesses, and that they would venture
into the wastelands and build their own
This nation will never achieve the great-
version of the Extent, newer, simpler, purer,
ness of the Extent, but it does not care. Its
better. In the years that have followed,
mindset is only to master the weapons and
this group of outcasts and misfits have,
armor it can field. Everything else is incon-
improbably enough, fired up a few half-
sequential. That is, except for one thing: its
functional nanofoundries and built a ram-
utter hatred of the Extent and its need to
shackle version of the Extent. It has hardly
reduce Arcopolis to a smoking pile of rub-
the amount of luxury that Arcopolis offers,
ble. Nobody, not even the oldest members
nor its military power or pure technologi-
of the Nation of Rust can explain exactly
cal prowess, but what it does have is lots
how they came to hate the Extent so. Per-
and lots of people, none of whom are afraid
haps it is simple jealously: they covet the
of being severely modified with the latest
beautiful and advanced machines that live
combat nanotech. The result is a series
there. Or maybe the Nation of Rust, so used
of bodged-together city-states that house
to having to fight for the best supplies and
a virtual army of seriously corrupted and
spare parts, is starting to lose patience with
combat-ready “citizens” all of whom blame
the hardscrabble life out in the Scraplands
the Extent for bringing the Steel Helix upon
and has decided to take what it feels it de-
itself. And, by extension, these people hate
serves to move itself into a bigger, bolder,
the Extent for destroying the world and
better future where the retrotech founda-
pushing humanity to the brink of extinction.
tion it has established may springboard into
For that, these self-styled “citizen soldiers”
further greatness. To this end, the Nation
decree the Extent must die, and a bold new
of Rust spends a great deal of its resources
society of tomorrow will be built upon its
building huge robot armies for the ultimate
smoking ruins. To this end, these warriors
goal of swarming over the Arcopolis walls,
call themselves the Arsenal, a traitor nation
storming the innermost reaches of Centro-
committed almost exclusively to breeding
pol, and planting the Nation of Rust’s flag
its people for war and to maximizing its mil-
there once and for all, where all might see
itary output (its nanofoundries constantly
who is the new and rightful and true heir of
verge on critical failure thanks to overuse).
the world.
The average Arsenal warrior is a lethal
The Arsenal fighter in melee, gunplay and heavy com-
Within the Extent, there is always a select bat. They work well in large units, partly
portion of any given population who are because they are usually all networked on
unhappy with their living conditions, no a system of redundant remote links to each
matter what the circumstances. The proto- other’s brains. They have no fear of death,
col for dealing with these folks has been to usually because they are so hopped up on
encourage them to simply leave the Extent. combat nano that they can’t feel pain any-
The reason why most don’t, of course, is more, and their greatest pleasure is to die
because like it or not, life in the Extent is with the knowledge that they have taken a
a heck of a lot more comfortable than life piece of their enemies with them.
out in the Scraplands. That said, there are The territory of the Arsenal is, ironically,
those who so dislike the Extent and its phi- much like the Extent itself. There is no com-
losophies that they will abandon it for the merce, no private property, no exultation
tender mercies of the wastelands beyond. of the self at the expense of others. There

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is merely a communal hatred of a huge and oneself, and the things that can be devoted
seemingly indomitable enemy, and that to in degrees of three. Caught all that? No?
hatred and preparation for conflict unites Neither did we.)
this entire society. Without that, the Arsenal Since the Lunatic Fringe’s members are
would fall into harmless rabble. For the mo- all as crazy as they come, their makeshift
ment, its most able and decorated soldiers Societies rarely hold together for very long.
lead by virtue of their combat ability, and And, those that do often recycle their entire
when they are not plotting the next big of- membership within a span of months or
fensive against the Extent, they are spy- even weeks. The mental instabilities of the
ing on it, sending in saboteurs and suicide most disturbed Scraplander, combined with
squads to shake things up, and generally their innate paranoia and religious devo-
keeping an eye on its Utopian arch-enemy. tion to conspiracy theories, makes it simply
The Arsenal does not, however, possess the impossible for any one group of Lunatics
regen tank technology, so once an Arsenal to hold together long enough to get any-
soldier dies, he dies unless somebody drags thing done. The closer these people get to
the carcass elsewhere and revives him or reaching any sort of societal critical mass,
her. The Arsenal philosophy vehemently the more likely it is to fragment, sending
opposes this, however, and most Arsenal its members back into their individual lairs,
soldiers will simply commit suicide the mo- where they can wrangle with their inner
ment they learn they have been revived. demons solo for a while.
Some will try to take out the regen tank
that revived them first, and then do them- What makes the Lunatic Fringe a nation
selves in. Some social experts believe that in the loosest sense of the word is the large
the true nature of Arsenal hatred for the number of malfunctioning insomniac robots
Extent stems entirely from its refusal to ac- that serve the people here. As nutty and
cept life after death, whatever the context, distorted as their human masters, the Luna-
whatever the cost. Until an outsider actually tic robotic population never fully fragments
does a serious study of these people, how- or splinters, and as such, they provide
ever, nobody is likely to know what exactly the tenuous baseline the Lunatics need to
makes them tick. consider themselves an ongoing community
instead of a densely packed mob that pulls
The Lunatic Fringe together into varying cliques from time to
time.
They say misery loves company. Well, in
the world of Septimus, the same is true for Where the Lunatic Fringe most impacts
insanity. As if they had a gravity all their the lives of those outside their territory is in
own, the Lunatic Fringe proves that the the realm of conspiracy theory. Any given
renegades of the Scraplands definitely have nutcase usually has two or three really good
a knack of gathering together in frightfully alternate explanations for the nature of
large numbers. Their territory is an endless the world of Septimus and the motivations
warren of hermitages and places to hole up of everyone in it. Each contain a scrap of
while the members of this scatterbrain so- truth, no matter how small, and if somehow
ciety mill about, forming temporary cliques all of these theories were to coalesce, the
and Societies based on the most bizarre conspiracy community might very well put
points of reference. (The Brotherhood of together a revelation that would shake the
Triskadekaphobes, a unity of those fear- world to its very core. Most times, other
ful of the number 13, is a decent example. Traitor Nations and academics in the Extent
So is the Skalagad Continuum, whose discount whatever the weirdos have to say.
members are devoted to three things: But once in a great while, the Lunatic Fringe
people who are devoted to three things, comes up with an idea, a theory so infec-
three things to which one might devote tiously convincing (despite its patent illogic)

62

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that it becomes an infectious meme in the while fighters were in safe zones, or while
minds of all who learn of it. It replicates outside of the Proving Grounds. The cast-
and passes from person to person until away Morituri have come together over
somewhere, somebody accepts it as truth a long period of time, and they and their
and begins to act on it. This phenomenon progeny have created a Traitor Nation of
has altered the course of history on more professional warlords and combat spe-
than one occasion, prompting other Trai- cialists who have been honing their skills
tor Nations to go to war with the Extent, to and battlefield instincts. Collectively, they
make peace among themselves, to seek out consider themselves the Hammerhead clan,
strange new technologies, and so on. In this the lost clan of the Morituri, the outcast
sense, the Lunatic Fringe are the unlikeli- army who shall one day return triumphantly
est oracles of the Septimus world, but they to the Proving Grounds, defeat all com-
are, despite their nature, the most effective ers, and reign as the rightful lords of the
ones, too. fields of battle. All told, these people are
a little kooky, and their desire to rule the
Hammerhead Proving Grounds but not destroy them, not
In the Proving Grounds of the Extent, to mention their overlooking of how they
every gladiator will get a chance to know would ever play into the larger picture of
victory and glory in some measure if he the Extent if they ever achieved their goals,
stays around long enough. The law of aver- makes them a short-sighted bunch. Known
ages demands it. Even the most marginal of for having more enthusiasm than brains,
warriors is bound to get lucky once or twice Hammerheads are often taken advantage of
and enjoy his victorious moment in the by others, especially those who plot to bring
light. On the flip side, no matter how good down the Extent but who do not care to use
a gladiator is, all know death and defeat at their own resources to do it. For jobs such
some time, too. Often, Morituri are fragged as these, the naïve and foolish Hammer-
more commonly than they survive. This too heads make the perfect disposable heroes.
is part of what it is to be a Morituri: to fight
with honor and to die without fear. There The Lineage
are many different Morituri subcultures The Steel Helix assault did more than
within the Proving Grounds who ascribe to sentence the remainder of humanity to a
that general state of mind, but there are slow extinction. It poisoned the minds of
always those who do not. These are the many of the Extent’s citizens, making them
misfits within misfits who see no point in radically reject the very notion of any sort
playing fair or in maintaining honor to any of nanomodification, use of robots, or any
degree, for whom winning is worth villainy, other form of technology that merges man
and for whom the taste of defeat is too bit- and machine. These zealots celebrate the
ter to endure. Every year since the Proving human potential to its utmost, convinced
Grounds have opened, a small number of that with enough skill, training and spirit,
Morituri have left the Extent, angry or put the human body could outperform any
off by their failure to achieve their goals machine it competed against. At the same
within the strictures of the Proving Grounds. time, however, they do not reject technolo-
Some feel their skills are wasted in games gy altogether. They will gladly use high-tech
where the consequences of death have weapons and devices against their enemies.
been minimized. Others have grown to hate They simply will not use any machinery
specific clans within the Morituri subculture that they feel blurs the line between where
but have no patience for getting payback humanity ends and technology begins.
against them within the Extent’s war games Exoskeletons, cerebrally piloted vehicles, all
and have been expelled from them for at- forms of nanotechnology and any sort of ro-
tacking fellow gladiators between games, bot are all prime examples of what forms of

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machinery these people consider an affront however, are the ruins of one of the super-
to humanity itself. Known collectively as the massive space needles that covered the
Lineage, these human extremists uphold world before the Steel Helix crashed every-
their convictions with a religious intensity; thing. Dubbing their stronghold Hightower,
any who dare oppose or reject their views is these lawless villains soon drew many fol-
an enemy of the Idea, and must be convert- lowers. Their followers turned into a gang,
ed or destroyed. Given the violent behav- and that gang turned into an army, and that
ior the Lineage philosophy demands of its army now stands poised out in the Scrap-
adherents, there was no way these people lands like a dagger aimed at the Extent’s
could remain in the Extent, not when they heart. For in the heart of Highcastle is a
were so prone to going on killing sprees sputtering nanofoundry and a compromised
against simple civilians and plotting to de- datanode, so not only can these vicious
stroy nanofoundries, power generators, and killers build whatever kind of weapon, ar-
other symbols of the Extent’s supertechnol- mor, vehicle or equipment they want, they
ogy. As a result, the Cadre rounded up as can also hack their way into the Extent’s
many Lineage members as it could find and Datastream and if they are lucky into off-
expelled them to the Scraplands. There, the limits datacores to boot. Most of the time,
Lineage has only grown in number, as more Highcastle devotes its energies to trying
and more disaffected people who blame to destroy the Extent’s data infrastructure
the Extent for all of their problems join this from within, but none of their hackers have
cult and its war to destroy the world’s last the expertise to do it, which limits their ef-
semblance of Utopia and rebuild it, to the forts largely to highly political vandalism.
exclusion of everybody who does not think, Of infinitely greater danger, however,
talk, act and live as they do. Despite their is Highcastle’s long-running program of
considerable strength — they are one of providing heavy weapons and other military
the largest Traitor Nations in terms of sheer hardware to whomever wants it. Hight-
population and territory controlled — and ower mostly provides tech to second-rate
their desire to bring the Extent down, the gangs of mercs, assassins, revolutionaries,
Lineage almost never confronts the Ex- bandits and adventurers. Money is virtu-
tent directly (or any of its other enemies, ally worthless to these black marketers, so
for that matter). It prefers to send agents they usually trade for information (Extent
to infiltrate and destroy from within or to security codes are favored) or favors. The
hire freelancers for dangerous missions or standard operating procedure for many of
better yet to manipulate the other Traitor Highcastle’s clients is to arrange an equip-
Nations to do their fighting for them. ment pickup, receive a job request for
Highcastle as a way to pay for the gear, get
Highcastle
a few weapons or items in advance to help
Not all Traitor Nations are mini-civiliza- them carry out the job, and then pick up
tions that run counter to the Extent. Some the bulk of the shipment when the job is
are simply glorified gangs of killers, bandits done. People generally don’t try to double-
and hooligans who thrive on bloodshed and cross Hightower on this, because any Scra-
excitement and who see the Scraplands as plander with half a brain knows that cross-
one huge playground in which to raise holy ing these guys will earn you a death mark.
hell 24-7 using the heaviest weapons avail- As a result of this “guns for jobs” arrange-
able. The mercenary army known simply as ment, Highcastle is a major producer of the
Highcastle is a perfect example. These guys various criminals and insurgents who make
were just another large and well-armed trouble for the Extent, particularly along
band of Grayscalers and Scraplanders try- the outermost sectors of the Grayscale,
ing to make a living beyond the creature where life has a funny way of turning into
comforts of Arcopolis. What they found, one big bullet festival.

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The Cadre would dearly love to send a a crater of fused glass and stone. However,
strike force against Highcastle itself, but some amok nanofoundries find a crazy sort
this Traitor Nation is probably the most of equilibrium, churning out millions of tons
heavily fortified of them all. To overtly at- of raw junk each year, but never drowning
tack and destroy the space needle would itself in it or running out of material it can
require and overwhelming number of compile into the next layer of its infinitely
troops, time, and diversion of production expanding outer shell. Inferno is a prime
capability to sustain the assault until its example of the self-sustaining rampant
completion. And even then, there would nanofoundry.
be no guarantee that the assault would The Inferno arcology resembles a child’s
destroy Highcastle entirely. No, the Cadre dribble-sand castle from afar, being a
would much rather conserve its warfighting huge mountain of blobs dripped on top of
capabilities to defending the Extent against each other to form a mountainous mega-
direct attacks. It is building up its reserve structure reaching up into the sky. Deep in
strength for the major offensives to come its convoluted heart lies its central nano-
against Highcastle and other priority targets foundry, which glows red with heat and
in the next few years. For now, the Cadre’s molecular slag. Periodically, Inferno ejects
plan for dealing with Highcastle is to use waste material that not even its compiling
the Traitor Nation’s methods. Rather than computers know what to do with, forming
mount a huge frontal assault, it routinely lava-like gouts streaming down its sides. In
sends in highly trained covert agents and the surrounding area have lived huge num-
mercenaries to destroy the space needle bers of neosavage brutes who have all but
from within. Thus, the Extent and what- forsaken technology and its many uses and
ever Grayscalers and Scraplanders who have reversed to a barbaric style of life. To
work for it often sneak into Highcastle to them, Inferno is truly fascinating, and many
scout it out, sabotage its heavy equipment, have come to revere the structure as a god,
gain critical intelligence and eliminate key routinely offering sacrifices of junk, tech-
personnel. So far these incursions have had nology, and most importantly people into its
only modest success, but the Cadre is con- central shaft as a sacrifice. Anything thrown
vinced that with the right people, Highcastle into the mouth of Inferno will fall straight
would be no more. into the foundry pool itself (unless they
save themselves somehow), where they will
Inferno
be incinerated, compiled into the foundry’s
The damage from the Steel Helix ranges raw material pool, and used to fabricate
from outright destruction of entire ar- something down the line. It is a fate most
cologies to relatively moderate amounts of people, especially those from the Extent,
damage to sectors that are otherwise run- find both chilling and barbaric. With regards
ning about well as they ever have. Some- to the Extent, the Inferno barbarians see
where between those two, there are those Arcopolis as the home to a rival pantheon of
nanofoundries that were knocked offline gods that must be destroyed. The Extent’s
and corrupted somehow by the attack, so people, by extension, are agents of these
when they recovered and fired their produc- dread gods, and they too must be dealt with
tion matrices once more, they began pro- by being fed into Inferno itself.
ducing insane quantities of what amounted
to molecular gibberish. Such nanofoundries The Chromeworks
usually ended up feeding back on them- This Traitor Nation is comprised of fa-
selves, either failing completely (and leaving natical devotees to the thought of not just
behind an alien structure as a testament to augmenting themselves with nanotechnol-
its rampaging production) or self-destruct- ogy but with actually merging themselves
ing so spectacularly they leave nothing but

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with machines. Somehow crossing the line whole thing in a short, overwhelming cam-
that separated the two and becoming a new paign. For the Extent’s part, the Cadre have
synthetic species of man and machine is extensive intelligence on this threat and
the idea here, to become something greater have noted its major weakness: virtually
than the sum of each. In the Extent, this no heavy vehicles of any sort. When the
train of thought is considered to be taking Chromeworks attacks, it will be a massive
the Extent’s love of technology and human mechanized infantry assault. The Cadre
integration to an insane extreme, but out hopes that with its incredible air power they
in the Scraplands, it makes perfect sense can stem the tide of Chromeworks’ inva-
to those who are indeed crazy as loons but sion, but until both sides’ battle plans truly
also to those who simply crave power or are tested, there is no reliable way to fore-
the means of striking back at the Extent. cast who will prevail.
For all such people, there is the dreaded
Chromeworks, a series of moderately dam- Xenopolis
aged nanofoundries and arcologies that A Traitor Nation of genetic experiments
have been taken over by megalomaniacs gone wrong, these freaks and misfits are
who share the twisted dream of committing defined by their universal application of a
the human genetic record to digital memory bizarre form of self-replicating cosmetic
and to transforming the last vestiges of hu- nanotechnology similar in effect to the vari-
manity into shiny robotic versions of itself. ous kinds of nano used in the Extent to give
Known as the Chromeworks, this mighty oneself an alien or monstrous appearance.
Traitor Nation has forsaken regen tank Only the nano used out here seems to be
technology in favor for highly specialized some kind of mutant strain changed by the
persona digitalization infrastructure that Steel Helix attack and kept “alive,” for lack
enables its citizens to undergo full persona of a better word, by its constant transferal
transfers, leaving their bodies behind and from person to person. As a newcomer
living the rest of their lives as the digital enters Xenopolis society, he is injected
souls of a new kind of robotic hybrids. The with the blood of another citizen already
Chromeworks is a nation of Chrome dedi- infected with the mutant nanotech. Within
cated to the end of all flesh, and they have hours, the nano attaches to the newcomer’s
the means to do it. Their every convert is, genetic structure and affects a permanent
in essence, a powerful war machine merely and teratogenic change throughout the
awaiting weapons outfitting and the orders entire body. Those who join Xenopolis are
to go to battle. forever crafted in its monstrous image;
The production capabilities of the those who wish to leave never can, for they
Chromeworks are truly frightful, since they shall always appear to others as part of this
are geared exclusively to churning out new outlandish and virulent society.
robotic shells and the various replacement Exactly who founded Xenopolis is a mys-
parts and support technology needed to tery as is the reason why anybody would
keep such a highly mechanized society wish to join it. It has no unifying social
up and running. Weapons development is agenda, no common philosophies, no driv-
also a high priority, and the Chromeworks ing goals except for a nebulously defined
when it goes to war will be one of the most hatred of the Extent and pretty much every
thoroughly armed civilizations ever to field other Traitor Nation. In simple terms, Xeno-
an army. polis seems to hate anything prettier than
So far, the Chromeworks seems to be bid- itself, which means just about everybody
ing its time for the perfect opportunity to else in the world. Considering the sad state
make that singular assault that will breach most of civilization has been reduced to,
the Extent’s defenses and lay waste to the that is saying a lot.

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Of special note is that “first-generation” anthill, but a cohort of warlords have taken
citizens of Xenopolis, those who were born them over and turned them into a fortified
outside of it and are modified once they stronghold. Used to living a Spartan life,
join, typically suffer extreme and progres- the warrior-bandits who command the area
sive Corruption as the result of their nano- require few creature comforts, seeking only
modification. They also tend to develop ad- to establish their dominance. These are
ditional nanotechnological abilities as they a junkyard people who have been raised
grow older, a sign that their nanotech is in a amid the wreckage of a lost age, who have
mutagenic state and developing on its own. learned to spill blood in order to survive,
Even more fascinating is that “second gen- and who consider themselves as impossible
eration” Xenopolites, those descending from to accept an outsider as any kind of friend
first-generation citizens, are born with mu- or ally. This Traitor Nation is known as Gan-
tagenic nano already inside them, so they ymede, named after the severely damaged
appear monstrous from birth. However, AI who used to administer the nanofound-
as they grow older and develop ever more ries here but has long since died. Ganymede
nanotech abilities, their Corruption level soldiers, scouts and spies routinely roam
stays the same. It is widely suspected that their surrounding area in search of travel-
third generation Xenopolites and all other ers to bully and persecute, which often gets
future generations will also have this abil- them into big trouble. However, Ganymede’s
ity, making this Traitor Nation the unlikely central nanofoundries are still in operation,
cradle of a new offshoot of humanity, a mu- pumping additional nanoform to displace
tant species that truly is a merger of man what it has already produced. This means
and machine. What the future has in store, that Ganymede, which is already some two
especially regarding the Extent’s bid to miles in diameter, is constantly growing
reclaim the Scraplands, remains to be seen. bigger. One day, the top muckety-mucks of
Will the Xenopolites embrace another stab this Traitor Nation will feel that they have
at Utopia, offering their unusual perspective “grown” sufficiently close to Arcopolis, and
on humanity for future generations, or will when that day comes, the soldiers of Gany-
they resist the Extent and any other civili- mede will assemble, lay siege to the City of
zation that tries to rebuild the world, happy Cities, slay its people, and litter the ground
only to preside over the wreckage of former with their bones. Why? Because it is there.
golden ages, the stewards of an inexorable That’s why.
descent into darkness?
Outer Babylon
Ganymede The Traitor Nation of Outer Babylon is a
Nanofoundries driven amok by the Steel breakaway society founded by citizens of
Helix are to blame for this region. Dam- the Extent who rejected the callous violence
aged to the point between utter unreliability of Arcopolis’ Proving Grounds, the deca-
and actual systems failure, the foundries dence of Arcopolis, the wasteful produc-
here have kept sputtering along for years, tion of the nanofoundries and the general
spewing forth enough junk nanotech and idleness of Utopian life. Leaving the Extent
molecular gibberish to transform the local behind, these people struck out for the
landscape into something that looks more Scraplands intent on jump-starting or com-
at home at the bottom of the ocean than on mandeering a nanofoundry and using it to
dry land. Here, rolling hills and valleys of build a replica of the Extent in their own
nanoform stretch for miles in every direc- style, a place where life was comfortable
tion their understructures a vast and in- but production was free to everyone, where
credibly complex warren of tunnels, cham- life would adhere to the order and wisdom
bers and hollows. Many Scraplanders would of a leadership class, and where a common
choose not to live in this oversized nanotech ideology would unite all of its citizens. Not

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surprisingly, Outer Babylon is one of the their Extent-borne skills and modifications
few Traitor Nations that is losing people, as to great advantage. One by one, these
nobody wants to leave the Extent to join reckless adventurers assumed control of
its more tyrannical, less comfortable dop- these tribes personally, creating cults of
pelganger. Likewise, many of the cultural personality strong enough to assert leader-
revolutionaries who founded Outer Babylon ship over a million subjects or more. Over
have since come to their senses (and left), time, these exiles assumed control of these
lost the fanatical resolve that made the vi- tribes personally. The Extent exiles then
sion of this Traitor Nation a reality, or died turned on each other, no longer trusting
and were never replaced. one another to share power. In a series of
brief and bloody encounters, the exiles slew
At the same time, the core nanofoundry
each other to a man, leaving their huge
that this society has based itself on has
patchwork nation effectively leaderless.
failed, and Outer Babylon must cannibalize
Shrewd war leaders from the various fac-
its own technologies and buildings in order
tions making up the Tribelands have sought
to scavenge what it needs to survive. In
to ascend to control the coalition, crafting
short, this is a repressive, paranoid rogue
deals with likely allies and killing whom-
nation version of the Extent trapped in an
ever gets in their way. Thus for now, the
inevitable death spiral. However, in its hey-
Tribelands governs itself loosely through a
day, it did attract a huge number of Scra-
council of some two dozen war leaders who
planders who preferred Outer Babylon’s
each have an equal say in things and who
comforts and tyranny to the abject poverty
jointly decide courses of action through a
of the Scraplands. That is why there are
vote, much like how a parliament might
still well over a million citizens loyal to this
act. Still, they know that only war against
failing society, all of whom sense that their
a common enemy will really provide the
homeland’s time is near and that before
glue to hold this super-nation together,
everything crashes down around them, per-
and so the Tribelands are gathering what-
haps they ought to salvage what remains
ever scrounge-worthy weapons, armor and
of their small but powerful supertech army
equipment they can for a massive assault
and drive it straight into the heart of Ar-
on the Extent. When they bring this fight to
copolis. That way, Outer Babylon may per-
the Extent, the entire Tribelands shall go on
ish from the Sphere, but so will its nemesis.
the march, every man, woman and child,
For many Outer Babylonians, that would be
regardless of what role they have to play
a good enough end.
back home. This shall be a total war effort,
The Tribelands and it will either overwhelm the Extent or it
will falter on the Extent’s defenses, causing
The largest Traitor Nation in terms of ter- the Tribelands themselves to separate into
ritory and population, the Tribelands are an a hundred fragments, likely never to come
amalgamation of the Scraplands’ greatest together so completely ever again.
Alpha Tribes. They were united by outcasts
from the Extent who were exiled for their
transgressions in the Proving Grounds and
determined that they would gain their re-
venge by forming a composite army-nation
of barbarians from beyond who would one
day return to the Extent and dismantle it.
There were six of these exiles originally,
and through brutality and combat, they
gained control of tribe after tribe by defeat-
ing their leaders in single combat, using

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Dexter Klaygon (order #2911013) 7


case, however, because the Seven Cities
are to them a big blank spot in its collective
memory.
The Seven Cities Numerous searches for the Seven Cit-
To anyone in Arcopolis, the Traitor Na- ies have turned up nothing. Most notably,
tions represent the outermost frontier of any aerial surveillance sent out has always
the world. Indeed, most citizens of the failed. In fact, most of the craft are never
Extent never venture far outside their home seen or heard from again once they pass
sectors, much less out of Arcopolis entirely the Second Circle, that perimeter which is
and into the Grayscale. For them, any given as far from the Traitor Nations as the Trai-
Traitor Nation might as well be on another tor Nations are from Arcopolis. Beyond this
planet. Likewise for the Traitor Nations: point, scanners, sensors and other instru-
though Arcopolis is a hated and target en- ments fail, pilots are stuck flying blind, and
emy for most, it still represents a long way navigating becomes very, very difficult.
off. The Traitor Nations form a ring around Those pilots who do not turn back typi-
the City of Cities; outside of that ring, as far cally get so lost that they never find their
as anyone can tell, is an endless expanse of way home. Some suspect there are energy
increasingly desolate wreckage. The farther fields far out in the wastelands that will
away from Arcopolis you go, especially once destroy any person or vehicle that crosses
you pass the Traitor Nations, the less hos- them. Such things remain as unproven as
pitable the wasteland becomes. Soon there the whereabouts of any of the Seven Cities,
is nothing more to scavenge than rusting but that sure doesn’t stop the people of
metal, broken rock and crumbling synthet- Arcopolis and the Grayscale from believing
ics. There is no water, no movement, no that the Second Circle is, for all intents and
life. Just the disintegrating ruin of the past. purposes, the edge of the world.

Beyond the Traitor Nations, nobody from Still, the very notion of the Seven Cities
the Extent, Grayscale or the Scraplands has captures the imagination of anybody in the
measured how far it is to the next settle- Septimus world who yearns for a better
ment of note, much less what that settle- place but somehow does not believe that
ment might be. Historical records refer to such a thing will ever occur. To those who
the Seven Cities, whose grandeur and despair for the future — and they are le-
level of technology is surpassed only by gions in these times of trouble — the Seven
Arcopolis itself. The thing is, despite their Cities represent many things. A fresh start.
many mentions in various datacores and A world less touched by the horrors of the
archives, the locations of any one of the Steel Helix and the Corruption. A place
Seven Cities remains a complete mystery, where war is still a memory, not a mocking
as does their status. It is likely that all ghost who threatens to visit once again.
seven perished in the Steel Helix catastro- So it is that certain people in the Extent,
phe. Then again it is just as likely that one the Grayscale and even in the Scraplands
or more of them survived, perhaps to face spend the lion’s share of their time and ef-
a similar fate as Arcopolis does right now, fort searching for any information they can
besieged as it is by the forces from out- find on the Seven Cities. Where they are.
side its borders and from internal decay. What their status is. Who might live there.
Or maybe some of the surviving cities have Why they remain so utterly undetectable to
stabilized and are busy reclaiming their any technology used to find them. And, if
particular corner of the world and restoring their existence can be verified, and if their
it to greatness. Nobody from the Extent or location can be determined, and if whoever
its neighbors would know of it were that the lives there can be contacted, whether they
would be willing or able to involve them-

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selves in the troubles surrounding Arcopolis city to move and click into place like a set
and bring the festering conflicts there to of gears, allowing entire sectors to realign
some kind of resolution. for more easy transference of people,
equipment and materials. In an age where
It is a dream for those who interest them-
farcasting technology makes such a fea-
selves in such matters but a dream worth
ture irrelevant, the modular elements and
chasing. After all, if the Seven Cities have
kinetic nature of Triad remains a fascinating
survived the horrors of recent years, then
mystery. Leading theories insist that the
perhaps there really is some hope after
design is actually an energy generating and
all that the world can return to the way it
regulating mechanism, since the city sits
was. Maybe the damage can be undone,
atop the world’s largest cluster of energy
and paradise might once more return to
production facilities. The turning, chang-
this battered and bruised world. Currently,
ing nature of Triad may help the energy
life demands much from everyone in it,
disperse evenly and prevent critical build-
even those living in the sheltered luxury of
ups and overloads. Then again, maybe it is
Arcopolis. For no matter how insulated from
just home to lots of kinetic engineers who
the troubles of the world one becomes, the
thought that it would be fun to build a mov-
world is always there, as is one’s knowledge
ing city.
of the darkness it represents. It is a dark-
ness from which many can see no escape,
Vermilion
and so they look to the Seven Cities,
because in these trying days, sometimes According to record, the name of this city
fantasy is more compelling than reality. keeps changing from color to color as the
primary purpose of it changes. For most
The Seven Cities consist of Triad, Ver-
of its existence, it was named Indigo as it
milion, the Well, Polaris, Halcyon, Over-
focused almost entirely on nanotech pro-
mark and Gnosis. The sparse notes that
duction. As Emerald, it focused on mo-
follow represent the entire body of knowl-
lecular reclamation and recompilation. As
edge that exists on these locations. Most
Onyx, it switched to a military footing until
of what has been learned about the Seven
the advent of the Steel Helix catastrophe.
Cities is so spotty, fragmented and contra-
In the wake of the worldwide crash, the
dictory that there is upwards to a 90 per-
city reportedly renamed itself once again to
cent chance that the information is either
Vermilion, but the purpose of the change
false or so incomplete as to be worthless.
to justify the new name has never been dis-
Rumors persist of entire datacores hid-
cerned. Some believe the color code refers
den somewhere in the Scraplands that will
to a rebirth of the city, like a phoenix rising
give the whole scoop on the Seven Cities,
from its ashes. Less optimistic experts sus-
but the chances of finding such a treasure
pect the color code refers to a state of alert
trove of information are probably about
— not quiet yet red but getting there. Still
as likely as finding one of the Seven Cities
others believe the new code refers to next-
themselves. Even with that in mind, data
generation Lazarus Tank technology the city
hunters throughout the Extent search on
has developed that not only provides true
for whatever will reveal the secrets of the
immortality to its people but eliminated the
Seven Cities. To these researchers, simply
prospect of Corruption altogether, as well
learning about the Seven Cities is as good
as performing genetic modifications with
as finding out where they are.
virtually no chance of any kind of genetic
feedback or rejection.
Triad
A three-tiered megalopolis built on three
massive triangular platforms. The base of
these foundations can rotate, allowing the

70

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The Well would later become the Lazarus Tank. On
This city is best known for a resource more than one occasion, civilization has had
shaft dug several miles into the crust, both to pull itself back from the brink and rebuild
as a way of mining raw materials and tap- what it had lost. Polaris took a lead role
ping geothermal vents for additional energy. in each rebuilding, becoming a haven for
Exactly how deep the Well goes remains top-flight researchers, designers and other
undocumented. Some say it reaches mol- visionaries. As such, a culture of building
ten rock, while others insist such a detail is has taken root here, along with a fierce
pure folly. Either way, the Well is a remark- can-do spirit that has made Polaris home
able technical achievement. The city has of the “last-minute miracle,” an engineer-
very little structure on the surface; over ing term for finding a solution to a problem
90 percent of it has been built into the well after the deadline had passed. What
walls of the resource shaft, making this the makes Polaris especially interesting is that
most vertically aligned settlement in hu- if it were found again, it might have special
man history. Nanofoundries are likewise technologies within that will give whomever
built into the shaft walls, with their output discovers them such a military edge that
vents pointed into the shaft center. When the war threatening to engulf the Extent
producing aircraft, this arrangement makes could be over very quickly indeed.
the nanofoundries something like launching
pads, as newly-built craft rocket out of the Halcyon
foundry and up into the shaft where they fly Just as Polaris has made a name for itself
to their destinations. Heavy ground units, as a leader in “hard” technologies, Halcyon
however, must be airlifted from the foundry is considered the cutting edge in nanotech
if being transported to other places. For this R&D, especially nanotech modifications to
reason, farcasting is more prevalent here the human body. Nanomods are thought
than in other cities; to move large numbers to have been first mass produced here,
of men and materials any other way would and over the years, Halcyon scientists and
be overly burdensome. Rumor has it that design houses were responsible for at least
new developments in farcasting here have 60 percent of all new nanomod upgrades,
led to unusual technological advances, such patches, and fixes. Much of Halcyon’s
as twinning (using a farcaster to create a nanotech testing was done on simulators,
duplicate of yourself), hitchhiking (bounc- but it did conduct some experimentation
ing one farcaster signal off multiple farcast- on willing human subjects. Over the years,
er nodes to make long journeys take much these test subjects developed greater and
less time), and cramming (deliberately stranger nanotech modifications on their
sending more than one person or object to own, as if the nanomods inside them were
the exact same location at the exact same growing and evolving. This story echoes to
time using different farcasters, but in such some degree the mutation phenomenon
a way that the arriving cargoes merge into governing Xenopolis right now, so some
an inert block of molecular material which in the Extent feel that Halcyon might very
can be later un-integrated). well be a hoax cooked up by Xenopolites
to better justify what the rest of the world
Polaris sees as an unhealthy obsession with turning
Long heralded as a center for supertech people into monsters.
research and development, this city is the
birthplace of numerous landmark technolo- Overmark
gies, including later-generation nanotech This city was supposedly built off of the
production matrices, molecular compilation ruins generated from the Battle of Over-
protocols, and the foundations for what mark, when the bulk of the Imperial war-

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ships from the Seventh Empire made their Gnosis
unified effort to destroy the Extent warfleet Thought to be the birthplace of a rogue
in the Deep Sky. Unsurprisingly, the details AI known as Caliban. Little is known of
of the battle are as yet unknown, but it is this figure except that he is highly wanted
believed to have been an epic conflict be- by the Cadre, whose members will stop at
tween the two sides that was as vicious as nothing to find Caliban and destroy him.
it was internecine. In the end, the Seventh Some believe that Caliban, upon gaining
Empire ships that engaged were destroyed, sentience, raided the datacores of Arcopolis
as was the entire Extent fleet. The big dif- and caused massive damage to the city’s
ference was that the Extent could simply mainframe before escaping. Others believe
build a new warfleet, whereas the Seventh the AI was perhaps involved with the Steel
Empire loyalists could not. Thus, the Sev- Helix attack. Some believe that Caliban
enth Empire’s one big chance to take over retreated to Gnosis after the Steel Helix,
Septimus from within evaporated. Mean- where he remained hidden until he could
while, as the Extent set to rebuilding its further his murderous rampage against
war machines, Newcomer settlers suppos- the Extent. What that revenge could be is
edly salvaged the remains of the destroyed anybody’s guess, but a lot of people point to
fleets and used the materials to build a new the Steel Dream as an obvious candidate.
city for themselves in a hidden location on What else could motivate an AI to violence
the surface. than the notion of its fellows having been
As for the city itself, it is believed to have reduced to slavery? This has made the no-
a central supertower ringed by a wall of tion of Gnosis a drawing point for doomsday
megascrapers that provide plenty of views fanatics who embrace the thought of the
into the battleground. Beyond the crater world finally coming to an end on Caliban’s
sector, the city is much like many other dark terms.
large urban centers, except it is much Apparently, this attitude has some appeal,
larger and more densely arranged. Over- because the Cadre has noticed a grow-
mark gained some renown for having such ing number of Gnostic zealots throughout
efficient arcologies that it could accom- the Grayscale and especially in Scrapland
modate up to twice as many people in a territory not yet affiliated with any Traitor
square mile of territory than any other city, Nation. The Sons of Gnosis (SOG) are an
but until the site is examined firsthand, ascending group that the Cadre believes
the truth will remain a mystery. Numerous is likely to become the next Traitor Nation.
members of the Cadre are interested in this Utterly devoted the concept of Caliban, the
bit of information because it lends credence SOG are devoted to learning anything they
to the theories that Overmark’s scientists can about Gnosis, which they consider to
and techs had pioneered new advances not be a holy place where Caliban resides and
yet replicated throughout the Extent, that is building a robot army that shall wipe
could mean a second revolution in matter the world clean of all flesh once and for
conservation and nanodesign efficiencies. all, committing humanity’s entire genetic
If realized, these achievements would make history to digital record. Not surprisingly,
Arcopolis able to build anything with even the Cadre is interested in learning if Gnosis
less material, if such a thing can be imag- indeed exists as the SOG thinks, for if Cali-
ined. In a war situation where the number ban’s presence can be affirmed anywhere
of units carries the momentum, any kind of in the world, that is where the Extent must
production enhancement is welcome news concentrate its defensive efforts. In the
indeed. meantime, however, the Cadre is scouring
the Grayscale and parts of the Scraplands
in search of any SOG soldier they can find.

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Standard operating procedure with these inside of it called themselves the Newcom-
especially dangerous militants is to cap- ers, and they looked forward to a new life
ture, question, and then destroy them. No within Septimus.
mercy is shown to this particular group, for Of course, by the time the Newcomers ar-
they have made it clear they will show none rived at Septimus, they found a world ruled
to the Extent. To the Cadre, aligning with by a tyrannous government that was bent
Caliban even on hypothetical terms is itself on incorporating all visitors to the sphere
a death sentence. into the totalitarian, brainwashed hegemony
that is life within the Extent. Many Newcom-
ers rebelled against this, opting to settle on
the many planets and moons orbiting within
Septimus — known collectively as the Ar-
chipelago — instead. The Extent chose not
to pursue the issue too strongly, for by that
time, insurgency from within its own ranks
had become a big enough problem that the
The Newcomers Extent chose to focus on cleaning house on
the surface before returning its attentions
As has been made clear by the recent
to the Archipelago. That the Extent naval
news broadcasts coming from Septimus
forces are still rebuilding after the major
itself, the political situation in Septimus has
battle with the Aedos warfleet helps keep a
become critical. Originally settled as a sci-
lid on things, too, but it is only a matter of
ence colony by the Sindavar Extent, Septi-
time before the Extent make another seri-
mus was later seen as the only safe haven
ous push to conquer the entire Archipelago,
in a galaxy that had literally fallen apart at
and that scares the hell out of the Newcom-
the seams. Eager to perpetuate its power
ers.
within Septimus, the Aedos imperials tried
to annex Septimus by decree. In so doing, For a brief time, the Newcomer popula-
the Empire proclaimed that the worldsphere tion, as diverse as it was, stood united
had been cleared by the Seventh Empire for against the Extent, but infighting amongst
mineral development and sent one of its Ae- the Newcomers brought civil war to the Ar-
dos warfleets to enter the sphere and pacify chipelago, and for now both the Extent and
it for Imperial interests. Of course, the the Newcomers are distracted by their own
Aedos fleet was given a rude welcome by a internal problems. This is what has pre-
Sindavar battle fleet even larger and more vented all-out war thus far, but both sides
advanced than the outmoded Aedos war- are counting down to the inevitable standoff
ships. In the epic battle that followed, the that will bring things to a very nasty head.
Aedos fleet was reduced to ruins and with it In the meantime, there exists a lot of
the Seventh Empire’s hopes of incorporating small-scale action by both sides against the
Septimus into its domain. other. The Extent routinely sends spies,
Despite the battle between the Aedos and assassins and saboteurs to various strong-
the Extent, conditions in the Empire contin- points in the Archipelago in search of sci-
ued to deteriorate to the point of encourag- entific data or to weaken key power players
ing beleaguered people from all walks of so when the big war comes, the Extent will
life to relocate to Septimus. All the while, have an edge. Much more commonly, how-
subspace transmissions from Septimus pro- ever, Newcomers venture into Extent ter-
moting the Sindavar way of life and a virtual ritory to try to rescue friends who came to
Utopia within the sphere only made the Septimus but whose ships were intercepted
migration even larger. Collectively, those by Extent patrols and who were forced into
heading to the sphere to join those already captivity. Newcomers who see the Extent as

73

Dexter Klaygon (order #2911013) 7


a major threat are also known to go to the liced only by those decent enough to want
Scraplands or the Extent and join in the un- the job, or those brazen enough to sense an
derground resistance there, hoping to bring opportunity for power when they see one.
down the Extent from within. It’s an uphill At present, there are five main factions
battle to be sure, but for many Newcomers fighting for control over Septimus: the
it is the only one worth fighting anymore. Commonwealth of Maximus, the Cigomi
This sort of situation normally would Consortium, Sarkis Intertrade PLC, the
be handled in the Seventh Empire by the Blackfeet and the Fellowship of the Sep-
intervention of an Aedos warfleet. However, timus Proletariat. There are also dozens
the possibility of martial law descending on of tiny groups, crews and factions running
Septimus might have been real cause for through the system trying to get by, as well
concern in previous years, but the Aedos as many independent ships who simply stay
warfleet in the area is just a shadow of its within system space, but will not approach
former self, its numbers depleted by defec- any of the Archipelago’s planets and moons.
tions, ships lost during mass hyperspace They figure life is difficult enough as it is
jumps, and ships destroyed or disabled in without landing in some pirate haven, prac-
the constant border fighting with the vari- tically daring its leaders to boost your ship.
ous militant groups in the area, as well as
large-scale secession happening elsewhere The Commonwealth Of Maximus
in the galactic sector. This is what remains of the original Im-
The reality is that things could probably perial exploration teams that settled Septi-
get a lot worse in Septimus before the Ae- mus. Originally comprised of scientists and
dos warfleet would really do anything about technicians, the exploration team learned
it. Commanders dispatched to the sector that once they needed to settle Septimus
would know that their assignment would permanently in order to fully research
most likely be a permanent one, making the system’s many scientific mysteries, a
them the de facto rulers of Septimus. Little formal leadership would have to be estab-
do the people of the system know that this lished. Though a noble family came with the
has caused a bit of a power struggle within original survey team for just such a pur-
the Aedos high command, with numerous pose, the nobles themselves were weak and
high-ranking fleet admirals squaring off apathetic, allowing the true rulership of the
with each other to be the one to get sent system to fall upon the exploration team,
to Septimus. This is why the sector fleet which ultimately formed the Common-
patrolling has been reduced to tatters and wealth of Septimus. As the system’s politi-
has not been relived: there are too many cal nature unraveled, the Commonwealth
top brass who want the job. Irony continues retreated to the orbit of Maximus, where
to flourish in the Seventh Empire, even if its settlements were strongest. Renaming
efficient rule and common sense do not. itself the Commonwealth of Maximus, it
is in the process of reluctantly converting
The Aedos warfleet patrolling the sec-
some of its impressive science-industrial
tor maintains only a handful of surveillance
complex to military production in the hopes
ships in the system. The rest of the fleet
of reclaiming the system before the Impe-
are elsewhere, chasing down enemies of
rial Navy does.
the state, exploring weird fringe systems
where hyperspace exhibits strange new
The Cigomi Consortium
qualities that might offer a means of repair-
ing and restoring the rest of hyperspace, This faction is a commercial mining com-
and keeping renegade systems from turning pany that has laid claims to the three inner
their backs on the Empire. This means that orbits of the Septimus system, even though
Septimus really is on its own for now, po- there is no formal trade pact authoriz-

74

Dexter Klaygon (order #2911013) 7


ing such sovereignty. Based in the Cigomi ship change within the company suggests it
planetary rosette, the Consortium largely is is considering making a run at conquering
concerned with chasing out all other com- the whole system. Should it succeed, it will
mercial and governmental interests within strip mine all of Septimus, possibly destroy-
the first three orbits, but a recent leader- ing whatever scientific wonders remain to

75

Dexter Klaygon (order #2911013) 7


be discovered there. At present, the Con- as tensions rose among the system, the
sortium has so severely undermined the Fellowship became increasingly political
independent democracies of the Cigomi in nature, and now has decided that the
rosette that they effectively control those only way to return justice, law and order to
worlds. Septimus is to overthrow every single com-
mercial, military and governmental institu-
Sarkis Intertrade PLC tion in the system and replace it with ones
Sarkis entered the system as a general in line with the Fellowship’s totalitarian,
goods manufacturer, supplying both the property-less philosophy. In recent months,
mining consortium and the outer settle- the Fellowship has “nationalized” a large
ments with everything required to make amount of industrial equipment and facili-
frontier life more comfortable. To do this, ties throughout the system and has begun
Sarkis formed a massive commercial fleet, outfitting a fleet of ships for war. What the
a fleet that now more closely resembles a Fellowship lacks in material strength, it
military flotilla than a commercial enter- makes up for with pure zealotry, which is
prise. Sarkis has only a few strongpoints what makes them so very dangerous.
throughout Septimus, but its heavily armed Aside from the Five Factions, there are
trade runners are threatening to cordon various other power blocs within Septimus
off entire orbits and disrupt all trade within further complicating the situation.
Septimus unless all governments cede their
authority to the Sarkis Executive Council.
The Splinter Factions
The Blackfeet
Each of the Five Factions has its own
A violent and unpredictable paramilitary splinter factions which not only are mak-
organization present almost everywhere ing the political landscape that much harder
throughout the system, they began as to figure out but in their drive to grab power
a labor union among the various mining and prestige are resorting to drastic and
colonies but soon corrupted into little more dangerous measures to make sure their
than a vastly diversified criminal empire message is heard and their presence is
dedicated to making money off of the many noticed.
illicit industries heavy industry always
creates — drugs, prostitution, gambling, Pirates
loan sharking, robbery, etc. For years, the
Pirates absolutely love it in Septimus,
Blackfeet have been too fragmented to be
both because of the pervasive lawlessness
more than a ubiquitous criminal threat to
everywhere and because of the heavy com-
any settlement with more than a few dozen
mercial traffic, providing buccaneers with
people. But as Septimus has slid into civil
a target-rich environment. The system’s
war, the group has unified and now is us-
many uninhabited moons and planetoid
ing terrorism and guerilla warfare — both
belts provide these scallywags with more
on planets and in space — to enforce its
than enough places to hide, and so they
increasingly vicious and greedy demands.
have moved into Septimus like a swarm,
The Blackfeet will not rest until it controls
preying on the weak and unsuspecting and
all of Septimus.
eroding whatever social order is left.
The Seventh Proletariat
Smugglers
The Seventh Proletariat (also know as
Smugglers also thrive here, especially as
“the Fellowship”) is what the Blackfeet
trade is dwindling amid constant demands
originally meant to be: an organized labor
for raw materials and finished goods.
union. It is still that to some degree, but
Unwilling to pay the outrageous transit

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fees of Caldero, Boreena and Nos Turhain, Regardless of their affiliation or former
these rebellious business folk often refuel allegiances to power structures outside
off those systems’ water or gas giants il- of the sphere, Newcomers mainly occupy
legally before heading to Septimus. Once three areas within Septimus. The first are a
here, they buy and sell wares from whom- scattering of settlements on the surface of
ever they like without regard for those with the sphere itself. Some of these have even
whom they are doing business or to what gotten to nation strength and have loosely
end the money they make further destabi- affiliated with each other. These are in fact
lizes the system. Most smugglers are now the Seven Cities, and they stand in opposi-
affiliated with criminal guilds, from lowly tion to the Sindavar Extent, quietly build-
street gangs to super-organizations like the ing themselves up using technologies that
Blackfeet. somehow render them invisible to Extent
scanning. They are invisible to conven-
Mercenaries tional scanning as well, which leads some
Mercenaries have entered Septimus in re- to believe that the Seven Cities are nothing
cord numbers, smelling civil war and want- more than a myth. But they are real, for
ing to get in on the action. Since so many of they have developed a number of advanced
the planetary systems of the Seventh Em- technologies and shared them with other
pire are nonmilitary in nature, hiring mercs Newcomers. They just don’t want others
quickly is becoming standard practice. This joining them for the moment, and as such
has led to a nearly ridiculous proliferation of prefer to live off the radar.
freelance patriots throughout the system, Then there are the settlers of the Deep
who do not always obey the rules of war Sky, the space within Septimus where
and are prone to looting whatever they can hundreds upon hundreds of ships — some
in order to extract a “proper payment” for by themselves, some in convoys and fleets
themselves. — live in isolation. Conventional wisdom
considers the Deep Sky to be that space
Bounty Hunters from the upper reaches of the surface
Bounty Hunters are at first a good thing, atmosphere to the edge of the inner plan-
as they are coming to Septimus to nab etary system known as the Archipelago.
ne’er-do-wells. But their methods tend to be The Archipelago is the third main Newcomer
excessively harsh and entail a fair amount habitat within Septimus. These planets
of innocent casualties. They also acknowl- that themselves bear the evidence of alien
edge no law other than their own and when placement and modification have become
not on paying jobs they often become little the new homes for the Seventh Empire’s
more than mercenaries or pirates in order refugees.
to tide themselves over.

Privateers
Privateers are private warships autho-
rized to make war on behalf of a political
power. With five factions fighting it out, the
privateer population has exploded. This is
the real root of civil war within the system;
while the lawlessness that has flourished as
Archipelago
a result of it is a major problem, Septimus Within the Deep Sky is an entire solar
might become more governable once the system’s worth of planets, moons and as-
various factions’ privateer fleets are de- teroids all in orbit around Helion, the central
stroyed or somehow made to disband. star of Septimus. This is the Archipelago,

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Dexter Klaygon (order #2911013) 7


which consists of seven “orbits,” seven dif- most unusual planetary arrangement is,
ferent orbital tracks that have planetary like the other rosettes within the Deep Sky,
mass on them. Three of these are rosettes almost certainly the work of whomever built
– orbits that have multiple planets on the Septimus. These planetary formations just
same orbital track, like a planetary string of don’t appear in nature. At least thousands
pearls. These are obvious signs of massive and thousands of years of stellar cartogra-
planetary engineering conducted by whom- phy across the galaxy have yet to discover
ever built Septimus. The mass differentials a natural rosette, which means that the
between these worlds should have these three found here must be constructs of the
rosettes flying apart, but somehow, they do most ambitious kind. More than that, these
not, something planetologists within Septi- three planets are physically identical, as are
mus have been scratching their heads over their moons. It is as if somebody cloned an
ever since. The remaining orbits either have entire world and its moons and then placed
asteroid belts on them or single planets all three systems together as weird reflec-
that seem to have formed naturally around tions chasing each other around Helion.
Helion. Still, even these tend to have unique The name Cigomi is an amalgamation
qualities to them, raising the question if of the three planets of the rosette — Citi-
the Septimus engineers might have placed gal, Gorin and Mikente. All of these worlds
these weird worlds within the sphere also, and their moons are identical geologically
perhaps to study them, perhaps to exploit and are rich in heavy metals and transi-
their unusual resources, or perhaps as plan- tion elements used for making supertech
etary trophies of a kind to make a spectac- energy production equipment. The plan-
ular place even more so. The Archipelago’s ets’ small size (3,200 km diameter), lack
seven orbits consist of: of surface water, low gravity and lack of
atmosphere makes mining a bit difficult, but
• Cigomi rosette, consisting of the
it also makes exporting the ore off-planet
worlds of Citigal, Gorin and Mikente.
a breeze, which is why Newcomer mining
• An asteroid belt known as the Barrens concerns have fought over control of these
planets for years.
• Kelani rosette, consisting of the Each planet in the rosette has three
worlds of Kerendu, Lanoce and Ninette moons only 300 km in diameter. All are
uninhabited, supposedly protected by a
• An asteroid belt known as the Growl-
scientific charter established by a series of
ers
unmanned beacons on the moons that warn
• Mathreba rosette consisting of the ships to stay away in order to preserve the
worlds of Maximus, Thrence, Reneb moons’ unique environment, whatever that
and Badrigal is supposed to be. The beacons do not say
who decreed that the moons are off-limits,
• The planet of Serena and its two or what will happen to those who visit the
moons and moons, but most legitimate spacers stay
away just to hedge their bets. (Remote
• Coda, a lonely singleton world halfway scanning shows the moons have no ap-
between Helion and the surface preciable mineral wealth, making compli-
ance with the beacons easy.) Recently, the
Commonwealth of Maximus has taken to
The Cigomi Rosette enforcing the no-landing order protecting
the moons and allows only specially desig-
Cigomi, a rosette of three small planets,
nated scientific survey teams to even make
each orbited by a rosette of three moons
a close approach to the surface. Ships that
occupies the innermost orbit of Helion. This

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violate this order trip off remote sensors, lante posses, and shootouts between them
which report the breach back to the Com- and criminal gangs are becoming a serious
monwealth. Despite this, outlaw miners threat to everyday life.
and other rogues often find ways to sneak Being a vacuum world, the majority of
through security and set up operations here this settlement — including the mines —
anyway. is below the planet’s surface. It’s simply
While originally settled by three differ- easier to contain a breathable environment
ent mining corporations, the Cigomi planets under such conditions. A few contained
have since evolved into truly independent, structures are on the surface, mostly
democratic governments. Forming a loose around the local port facilities. This is true
alliance, they had been able to act as a also of Gorin and Mikente, the other worlds
unit for years until the Cigomi Consortium in the rosette.
gradually infiltrated these worlds’ markets Citigal’s moons are Eovar, Laska and
and governments, expelling anybody with
Voss, and they are, like the other moons in
ties to the old commercial roots and install- the Cigomi rosette, uninhabited rocks with
ing representatives more friendly to the no obvious value other than as a hideaway
Consortium. This has been good for the for people who know that they probably
Consortium’s profits but bad for the worlds should not be there.
themselves, all of which now stand on the
brink of revolution. Gorin
Citigal Unlike Citigal, the second Cigomi world of
Gorin has only about 50,000 people living
Citigal is the first world of the Cigomi on it making use of the primitive spacer fa-
rosette, and its half-million inhabitants are cilities here. The weapons restrictions here
part of one of Septimus’ few representa- are the same as on Citigal, but a generally
tive democracies, ruled by elected repre- more stable environment here leads to far
sentatives. At least, that’s what it says in less gunplay between locals and visitors.
the Senate chamber. Everybody knows law One would think that this would have fos-
and justice is open to the highest bidder on tered a much more successful community,
Citigal, and as long as you’re paying from a but the reality is that Gorin’s community
Consortium bank account, you will always is much younger here, formed recently by
get what you pay for. The company is not those who left the uncertainty and violence
officially in bed with the government here, of Citigal behind. It’s still in the early stag-
but has completely taken over the mining es, but in another decade or so Gorin might
operations, running them like fortress cities become the primary world in the rosette.
cut off from the rest of the settlement. The It’s moons are Stunes, Jinn and Rabaal.
mining centers have their own spaceports
and are self-sufficient through Consortium Mikente
supply ships. The rest of the world, liv-
ing largely on Consortium handouts, has The third world of the rosette, Mikente,
become a criminal free-for-all. The thriving has set itself apart by getting a primitive
arms markets here are giving heavy weap- terraforming project off the ground. There
onry to all the wrong people. is only a thin, unbreathable atmosphere
here, but given time, this world might
The law on Citigal restricts most con- develop something of a livable biosphere,
cealed weaponry but allows larger, heavier which will certainly make it prime real
guns, and as a result, citizens are increas- estate for anybody looking for a home in
ingly walking about fully armed, just in case the Deep Sky. About 50,000 people live
they encounter trouble. With crime being here as they do on Gorin, with an unusu-
what it is, scared civilians are forming vigi- ally good spaceport fostering lively trade

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and travel. Despite — or perhaps because and curmudgeons of the system who want
of — this success, the planet’s government, remote places to live out their days without
the Republic of Mikente, has become thor- many people coming to bug them. To that
oughly corrupt as the Cigomi Consortium end, the Barrens are a great place to hide.
has systematically bought out its govern- Unfortunately, criminals have also figured
ment. Politicians who challenge this Cigomi- that out, making this region a very popular
allied power base are often blackmailed out hideout for crooks on the run. On any given
of public office. As such, the populace is day, there is probably a greater population
unhappy and on the verge of some form of of transients in the system than permanent
violent action, even if only rioting and loot- settlers, and chances are all of those drift-
ing, to protest their deplorable political situ- ers are up to no good.
ation. Not surprisingly, the world’s weapon Technically, the Barrens are a Cigomi col-
restrictions are openly flouted. The people ony. The Consortium supposedly controls it
here are just itching for a fight. Wear- from afar but it has refrained from outright
ing pistols is almost universal here. The takeover in order to discourage the Seventh
moons of this world are Aldovar, Ghen and Proletariat from setting up shop in the Bar-
Bakran. All are uninhabited rocks, heavily rens and disrupting operations there.
cratered and barren.
Personal weaponry is prohibited through-
out the Barrens. Most of the folks here rely
The Barrens on themselves, so regardless of the law
(which is pretty much unenforceable any-
This large planetoid belt was the first way), they carry what they feel necessary.
place where commercial miners struck Lack of funds prevents most residents from
their claims when Septimus was opened for arming themselves to the teeth, though,
development. Now, the Barrens largely have heavy automatic weapons and shaped ex-
been stripped of the valuable commercial plosives are the weapons of choice.
mineral deposits, so the corporate concerns
have moved on. Today, only a token popu-
lation of rock hermits and prospectors re- The Kelani Rosette
main, hoping to strike that big chunk of ore
the major players missed, or even better, Between the two asteroid belts of Deep
to crack open a planetoid containing some Sky is The Kelani Rosette, a collection of
kind of alien artifact. There are only primi- the worlds of Kerendu, Lanoce and Ninette.
tive spacer facilities here, mostly consisting Unlike Cigomi, these worlds really don’t
of the deep space equivalent of small, in- have much of a collective identity, with each
dependent truck stops nestled in the nooks one being a fairly insular orbital community.
and crannies of larger asteroids. There are Trade between the rosette worlds exist, as
only about 100 permanent residents in the does political rivalry, infighting and other
asteroid belt, most of whom are determined drama.
miners looking to make a lucky strike. Since
vital resources such as water must be im- Kerendu
ported or mined from the rock in the form Kerendu was the original advance base
of ice, the Barrens are probably maxed-out, for the Septimus expedition, the first New-
population-wise. comer fleet of ships that came to the sphere
There is very little sense of commu- after the Sindavar Extent colonized it. The
nity out here. Lots of the spacers live in expedition chose this world for settlement
their ships or might tunnel a little home largely because initial readings indicated
for themselves in a planetoid. The Bar- huge amounts of metallic deposits with
rens are also home to the various hermits unknown spectrographic signatures. It was

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only after the expedition team landed that the world so it can be piloted as a suicide
it realized the readings were in fact due to a craft and slammed into a highly populated
sensor malfunction. The hastily constructed world of the Blackfeet’s choosing.
research outpost was abandoned soon
thereafter as the expedition team moved to Lanoce
the far more promising orbit of Maximus. Lanoce is an airless world about 8,000 km
Since then, Kerendu has been a cipher in in diameter. Serviced by a top-rate space-
the Archipelago, a smallish world (6,400 km port and extensive colonization resources,
diameter) of virtually no value to anybody the world has become home to some
thanks to its thin, unbreathable atmosphere 100,000 people, nearly all of whom are em-
and lack of water. In recent years, however, ployees of Sarkis Intertrade PLC.
the anonymous nature of the world and its
moons has made it the perfect hideout for The Cigomi Consortium originally settled
pirates, mercs, smugglers and other bellig- Lanoce, but a stoppage of operating capital
erent parties. delayed any serious colonization or com-
mercial development until recently. But by
From time to time, small pirate kingdoms then, Septimus had become a warzone, and
are formed on Kerendu, but local paramili- rival corporation Sarkis Intertrade PLC took
taries and mercenaries usually break them the opportunity to invade the world and
up. With war between the Extent and all annex it. The takeover was carried out with
takers engulfing the system, Kerendu has lightning speed, taking Cigomi completely
been left to its own devices. As a result, the by surprise. Since then, there has been sur-
Blackfeet have taken over large portions of prisingly little additional fighting between
the world and its moons and have set up the two companies.
training camps, weapon production facilities
and other terrorist infrastructure here. The The leading theory is they struck a deal
total Blackfeet population is dynamic and soon after the takeover effectively burying
remains unknown, but the latest intelli- the hatchet. Another theory points to how
gence from the Commonwealth of Maximus Cigomi was looking to divest itself of the
is there might be as many as ten thousand world anyway, as its operating costs were
Blackfeet fighters scattered across the becoming prohibitive in the face of take-
planet, as well as sophisticated production over efforts in the Cigomi rosette. Likewise,
facilities and even a primitive shipyard and Sarkis seems to be more interested in
spaceport. fighting with the outer worlds of the system
(especially the Commonwealth of Maximus)
Unusual qualities in the stones making and has no problem turning its back on the
up Kerendu’s rings create a communica- Consortium.
tions blackout for any ships passing through
them. While in the rings, no radio messages Although the Cigomi Consortium gave the
may be sent or received. This makes the planet up without much of a fight, many of
rings a perfect ambush spot for fighters its citizens feel betrayed and wish not only
and other small craft under 20 tons, which to kick out Sarkis but to gain revenge on
can hide pretty well among the rocks. Ships Cigomi as well. This, coupled with Sarkis’
larger than that stand out too easily. less than effective policing efforts, have
given rise to a well-organized and moti-
Domo is Kerendu’s only moon, a heavily vated underground resistance here that
cratered rock in space that receives little to threatens to rise up as a guerilla army
no attention. Recent reports suggest, how- capable of wresting control of the planet
ever, that Blackfeet technicians are in the away from Sarkis and adding a sixth faction
process of building huge mass drivers onto to the witch’s brew that is the Archipelago’s
political climate.

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To further complicate things, the revolu- eras probably dropped their garbage here,
tionary atmosphere has allowed for strong and it is being misinterpreted as something
elements of both the Blackfeet and the more important than it really is.
Fellowship of the Septimus Proletariat to in- Lanoce has three moons — Skoto, As-
filtrate Lanoce. Chances are, should Sarkis tand and Kuriens — each about 5,000
lose control of the planet, the civilians, the km in diameter, but with no atmosphere
Blackfeet and the Fellowship will continue or water. As dead moons, they have also
fighting each other. This world has the po- been declared off-limits preserves, just
tential for prolonged, savage infighting if it as the Cigomi moons. And like the Cigomi
is not stabilized immediately. moons, the Commonwealth of Maximus
Lanoce is governed by the Sarkis mana- helps enforce the no-landing laws here…to
gerial elite; citizens are company employ- the extent that they really can be enforced.
ees. Sarkis Intertrade PLC keeps its head- This is the Deep Sky, after all. It’s kind of
quarters on a massive trade ship in high like the Wild West on booster rockets.
orbit over Lanoce that is guarded by a fifth
of the total Sarkis fleet. Ninette
Possession of any weapon outside of one’s Despite being a dry and desolate world,
residence is prohibited. Sarkis is having Ninette has become a major population
difficulty enforcing this in light of the grow- center, thanks to a concerted colonization
ing resistance movement, though. People effort by the Cigomi Consortium. A steady
inclined to fight the company have become stream of supplies from outside of the sys-
very proficient at hiding their arsenals and tem keeps the standard of living here fairly
at smuggling additional hardware onto the comfortable. The strict corporate laws laid
planet. The tight orbital security, however, down by Cigomi give its Security Bureau
restricts most shipments to small arms and free reign to crack down on troublemakers
light explosives, so the rebels are in dire as they see fit. The Security Bureau has
need of heavy weaponry if they intend to become a kind of secret police and para-
openly challenge Sarkis’ security detach- military strike squad, ruthlessly hunting
ments. down rebels, criminals and dissidents where
they find them. On Ninette, they answer
Lanoce was at one point a staging ground
only to the Cigomi upper executives, but
for scouring the Barrens for alien artifacts,
more often than not they are left to their
as well as for exploring the many traces of
own devices. So far, they have not caused
alien civilization present on Lanoce itself.
a serious amount of bad will among the
Several caches of alien technology were
civilian populace, but it’s only a matter of
discovered years ago, but largely they were
time before they do. In the meantime, the
smashed, and only fragments of what must
Security Bureau is busy recruiting addition-
have been a much larger amount of tech-
al members, procuring heavy weaponry and
nology were ever recovered. From what sci-
training for war as it prepares to subjugate
entists could tell, the aliens who once lived
the worlds of the Cigomi rosette if they do
on or visited Lanoce commanded technol-
not soon cede all authority to the company.
ogy somewhere between TL 18-20. Chances
are, there is a large amount of archeologi- Ninette is 16,000 km in diameter, but it
cal treasure still waiting to be found here, has no free-standing water, relying on im-
but Sarkis has never given much thought ports from elsewhere to keep itself going.
to the matter, as it does not really believe This world is the regional headquarters of
that the findings so far are actually alien the Cigomi Consortium, which has largely
in nature. The official company line is that settled and developed this world on its own
rogue traders and smugglers from bygone (and at great cost, too). The Consortium
cedes most decision-making authority to

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local managers but isolates the top ex- moons of the Commonwealth of Maximus
ecutives from the goings-on there in case in the adjacent orbit. To that end, it is
things get really violent (as is likely to be much rumored that Sarkis has begun hir-
the case on the Cigomi world of Mikente) ing privateers to plunder Commonwealth
thereby allowing the company heads to ships rather than the Sarkis fleet. Now that
divorce themselves from a potentially sticky Maximus has formed the Septimus Rangers
legal situation. Corps, it is a sure bet that Commonwealth
privateers will begin staging similar raids,
In addition to the corporate headquarters
which will turn the Archipelago into a major
here, Ninette is also very rich in mineral
battleground.
wealth, and the majority of all Consortium
mining operations occur right here on the Only a few hundred people live within the
HQ planet. This is a world with a standard, Growlers, and these are almost entirely
breathable atmosphere, but the harsh independent spacers who are extracting
desert environment makes life hard for the valuable metals (especially gold and plati-
millions of inhabitants. num) from the planetoids. Unfortunately,
the Blackfeet have begun mining the aster-
Laws are currently going through cor-
oids as well, and to protect their “claims,”
porate channels to outlaw all weapons, a
they have taken to mining entire asteroids
change that will probably take effect within
just to keep other miners off of them. They
the next month or so. Already, anybody
decline to tell anyone which asteroids are
known to carry weapons of any sort can
mined, however, so periodically some poor
expect an unpleasant visit from the Cigomi
spacer blows himself to kingdom come
Security Bureau. After all, there are nearly
while trying to extract some ore. The point
eight million people living and working on
is to scare everybody off the asteroids. So
Ninette, and maintaining strict law and or-
far, it’s working pretty well.
der is a top priority for the Consortium.
Sarkis technically rules the Growlers, but
the reality is that their law only extends
The Growlers to Sarkis-owned ships traveling within the
asteroid belt. Independent ships are not
This is the second major planetoid belt
chased off, and they tend to follow their
within the Septimus System, and it too is
own law or none at all.
controlled by Sarkis Intertrade PLC. Un-
like Kerendu, however, Sarkis took control
of the Archipelago from the start, using it The Mathreba Rosette
both as a waystation for shipping within
Septimus and to lease its mineral rights to This is the third of the Archipelago ro-
independent miners. settes, between the orbits of the Growlers
and the world of Serena. It consists of the
Sarkis keeps the majority of its Septi-
planetary systems of Maximus, Thrence,
mus fleet stationed within the Archipelago,
Reneb and Badrigal. Like the Kelani rosette,
where it is relatively safe within the rocks.
the planetary mass along the Mathreba or-
Pirates still make routine forays into the
bit is not even close to being perfectly bal-
Archipelago looking to prey on Sarkis
anced, yet somehow these disparate worlds
ships, spacers and other traffic that comes
are strung together by some force unknown
through here, prompting Sarkis to deploy
to the current boundaries of science. There
fighter patrols along the edge of the orbit.
are some planetologists who think that
It’s not doing much to keep out the hos-
the planetary engineering here is an even
tiles, however, but that’s not really a major
more ambitious feat than the construction
concern of Sarkis, because it often is too
of Septimus itself, since aligning worlds
busy deploying ships to raid the space and
into uneven rosettes could be more easily

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replicated throughout the galaxy than the it is hardly visible (the Commonwealth try
construction of multiple spheres. Of course, to interfere in these moons’ internal mat-
were the ancients to have done this, it only ters as little as possible) and because the
would have begged another unanswerable presence of Commonwealth fighters have
question. Why? left these moons relatively undisturbed
amid the fighting that has disrupted so
Maximus much of the rest of the system.
Maximus and its moons are the most Maximus also has incredible stores of
highly developed segment of the Archi- exotic elemental deposits, and despite
pelago. Maximus is a large gas giant (like intense, ongoing mining efforts, it has only
Jupiter or Saturn) with eleven moons, exported a small fraction of its total stores,
many of which are essentially small planets ensuring economic stability for the system
themselves. After the initial survey teams for at least another century, should the sys-
made a false start colonizing Kerendu, they tem calm down enough to enjoy it.
moved to Maximus because it provided
accommodating environments, plentiful Kinjin
remnants of alien civilizations to study, The first moon of Maximus, is a large
and because the gas giant itself emanated
(14,400 km diameter) ocean world with a
coded, alien radio messages similar to those
standard atmosphere. While nearly 100,000
coming from Septimus itself. The watery people live here, nearly all of them have
moons of Maximus hold the greatest prom-
settled on artificial islands or, more com-
ise of discovering major alien ruins and/or monly, undersea facilities. Mining still goes
technology, as it is believed that whatever
on here, despite the oceanic conditions,
race(s) once lived here, they were either
both by drilling into the surface of the world
aquatic or amphibious in nature. Unfortu- as well as by filtering the ocean water for
nately, Maximus’ greatest ocean moons
trace elements. Given the high concentra-
have fallen into the hands of the Seventh tions of lanthanum in the water, filtration
Proletariat, which has little interest re-
mining has proven surprisingly effective
searching alien civilizations; it is too busy
and profitable. Kinjin is ruled by a restricted
trying to overthrow the Commonwealth of minority, with little or no input from the
Maximus and the entire Archipelago.
masses. A coup d’etat several months ago
Because it is a target worth fighting for, put this moon in the control of the Seventh
the Commonwealth mobilized what little Proletariat. In the savage fighting that fol-
paramilitary forces it had at the outbreak lowed, most Commonwealth loyalists were
of war to place most of the independent slain, imprisoned or deported. Now, the vast
governments in this orbit under protective majority of people who live here are Fellow-
custody, largely to deny the Fellowship from ship loyalists who have emigrated here from
absorbing them and to provide the Com- Badrigal.
monwealth with a greater range of bases
The Fellowship has tried to export water
from which to operate. The Commonwealth to Badrigal (which has none) but Com-
promises this is merely a temporary solu-
monwealth privateers have stymied such
tion, and once peace arrives they will relin- efforts. Weapons of a strict military nature
quish all controls over other territories. So
(machine guns, automatic rifles) are pro-
far, the Commonwealth has given no reason
hibited. This is a holdover from the heavy
why anybody should not trust them, and the fighting days, when the Fellowship allowed
states under their control are confident they
its loyalists to arm themselves in order to
will enjoy full freedom once the war ends. “liberate” the moon. Ongoing but sporadic
The people of these moons do not grate un-
resistance has led the Fellowship reluctantly
der Commonwealth leadership both because
to keep this special weapons status in ef-

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fect. When this world was in Commonwealth enjoys special protected status as a non-
hands, it was undergoing an extensive un- military zone because it is the only major
dersea survey in search for alien ruins. The agricultural producer in the Deep Sky. That
survey was only a third complete when the coupled with the high-tech farming methods
coup happened, and Commonwealth sci- in use here (including hydroponics) en-
entists are confident that substantial ruins able Murtz to feed the entire Archipelago.
and perhaps even lost technology caches As such, its export ships are usually left
are waiting to be found on the ocean floor alone by pirates and privateers, although as
somewhere. the war gets worse food ships are likely to
become a more enticing target. The Com-
Rallow monwealth has effectively taken control of
The second moon of Maximus, which is this world but has refused to meddle in the
also an ocean world like Kinjin, but slightly exportation of food to all other settlements
smaller (9,600 km diameter). Its population within the system. It may be in a civil war,
is much larger (nearly 750,000) however, but the Commonwealth refuses to starve
due to safer conditions. As with Kinjin, anyone, including its enemies. Most of the
Rallow also has been overthrown by the Commonwealth’s enemies do not seem to
Fellowship. Ongoing labor disputes here, appreciate this gesture. (This world was
however, have provided the Fellowship with originally settled as a colony of Maximus
a much larger native power base, so there Prime and to this day has not fully sev-
was far less fighting involved with this moon ered its legal and constitutional ties to that
than on Kinjin. Today Rallow is a major ral- moon. That is why the Commonwealth so
lying point for Fellowship operations within easily asserted its control here, and why, to
Maximus. It is fortifying itself and expects some extent, the people of Murtz welcomed
major military activity to commence imme- it.) Carrying military-grade small arms is
diately. common practice when out in the rural
areas of the moon. Within settlements and
Rallow was always something of an anar- cities, heavy weaponry is usually stowed
chistic mess, and the Fellowship’s takeover out of politeness, but SMGs, shotguns,
did nothing to improve that. Still, despite pistols and blades still are worn by almost
the lack of weapons restrictions (or perhaps everybody.
because of it), there is very little crime or
unrest, so the Fellowship in a rare show of Xinder
wisdom kept the rules the way they were.
Should mercs or spies ever infiltrate the The fourth moon of Maximus, which is
another water world about 9,600 km in di-
planet, though, they can do so fully armed,
which is of some concern to Fellowship ameter. Because it has much larger islands
on which to settle, it has about twice the
commanders in charge of Rallow. Like Kin-
jin, this world is thought to have major alien population of Murtz (nearly 10 million). The
ruins on the ocean floor somewhere, but the few islands that exist here are prime real
estate and are almost exclusively owned
planetary survey done by Commonwealth
scientists is only 33% complete. by the rich and powerful for use as private
residences. One major island, however,
Murtz houses the moon’s spaceport and adminis-
trative centers. The rest of the settlements
The third moon of Maximus, which is are either on artificial islands or in subsea
some 4,800 km in diameter, has a breath- facilities, themselves often connected to
able atmosphere and a thriving biosphere. artificial islands. The vast majority of all
It has nearly five million inhabitants and settlements here are connected by “go
a good spaceport, making it one of the
success stories of the Archipelago. Murtz

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tubes” that enable people to travel quickly tries affiliated with it. The Commonwealth
and over long distances under water with- asserted its control here on a reluctant ba-
out getting wet. sis because it wants nothing to do with the
military research going on here. As a result,
Weapons restrictions here are virtually
the Commonwealth is even more hands-off
non-existent. It might seem strange for
with this moon than with others. Weapons
heavy weaponry to be allowed on a moon
of a strict military nature (machine guns,
where so much habitation involves con-
automatic rifles) are prohibited, but every-
tained (and therefore, breachable) environ-
thing else is fair game. Like Xinder, wearing
ments, but weapons ownership is a part
guns is just part of the culture around here,
of the culture here, and nothing is ever
even if actual shootouts are fairly uncom-
likely to change that. As a result, most of
mon.
the habitats, viewports and go tubes have
been specially reinforced to withstand any On the business side, filtration mining is
damage up to starship gunnery. On the tapering off here because the lanthanum
business side of things, Xinder carries out a levels in the water are getting too low to
highly profitable filtration mining operation. justify the cost of operations. Environmen-
It does not conduct surface mining in order talists are very concerned over the damage
to preserve the diverse and rich environ- surface mining could cause, however, and
ment. Thousands of species of aquatic and violent radicals have begun killing miners
amphibious life dwell here, and scientific and sabotaging equipment. Added to this,
studies only really understand about a the roughneck mining community has a
tenth of that. An ongoing subsea survey taste for the many illegal pleasures so often
has covered about half of the moon and has found in industrial communities, allowing
discovered three major underwater alien the Blackfeet to move in and set up opera-
ruins, although mysterious electromagnetic tions. In recent months, agents from the
disturbances always kill the equipment of Fellowship also have infiltrated in the hopes
any exploration team that gets close to the of fomenting discontent and engineering a
ruins. workers’ uprising.

Morskell Jitrandos
The fifth moon of Maximus is a large The sixth moon of Maximus is a small
(12,800 km diameter) water world with a rock world (4,800 km diameter) with only
nasty, corrosive atmosphere. Common- a trace atmosphere and no standing water.
wealth scientists have begun harvesting the One might think this would lead to Jitrandos
atmosphere for weaponization purposes. being a ghost town, but actually it is a thriv-
Should they succeed in synthesizing the ing community of some five million people.
unique molecular structure of Morskell’s It was originally settled by researchers who
atmosphere, it could be one of the most wanted to explore the world’s geothermal
dangerous chemical weapons ever pro- dynamics as a possible energy source to
duced. This project is very low-key, and export. The idea had been to convert heat
most citizens (and government officials) energy into a light beam and shoot that to
know nothing about it. Because there is receptors elsewhere in the Archipelago.
virtually no land to settle on, and because Weaponization concerns shut the project
anything above the surface would be eaten down before it ever got too far, however.
away, all settlement is underwater. Despite The research lab was also dedicated to
initial colonization difficulties, Morskell has geothermal energy in concordance to alien
turned into a powerhouse settlement of ruins that extend deep within the moon’s
some six million settlers. Most work for the crust. It seems that aliens once tapped
filtration mines or the many support indus- the core of the moon for energy, much as

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Maximus does now, only they did it with is conducting extensive testing of these
much more efficiency. Today, with research new metals and their possible applications.
having hit a dead end, the push to explore Despite these successes, Oolong recently
the depths of the world in search of alien faced a severe cash crunch as a result of
artifacts comes mostly from grass-roots ef- massive and systemic corruption and fraud
forts by amateur archeologists. Without the by senior government officials. As such, the
R&D to keep things going, the world turned new government that took over after the
to mining its molten resources, which has old leaders were imprisoned was only too
been a huge success. As a former colony of happy to allow Maximus to run things while
the Commonwealth, Jitrandos was not ex- the moon worked on regaining financial sol-
actly pleased to find its old masters looking vency. Piracy is still a major problem here,
to take over. As such there is some animos- and buccaneers in subs and grav craft often
ity about the whole affair, even if the major- raid outlying parts of the Oolong super-city
ity of people accept it as a necessary evil as well as remote mining stations. Thus, the
to keep the Fellowship contained. That said, average Oolongite lives heavily armed.
Jitrandos, having always been a wild and
wooly sort of place, has serious crime and Maximus Prime
insurrection problems, and attacks upon The eighth and most important moon of
Commonwealth offices and facilities, while the Maximus planetary system is Maximus
deplored by the public, are increasingly Prime, and it is essentially the capital of the
common. Military weapons are restricted Archipelago. It has an Imperial-level star-
here, but nothing else. If fewer guns were port with excellent fuel services, overhaul
available openly here, the Commonwealth capabilities and shipyards. The M.Prime
would not feel like it is facing such hostile shipyards have only recently completed
territory. But as long as Blackfeet smug- militarization and can now provide support
glers keep moving in Fellowship-made and upgrades for warships. Full production
weapons, Jitrandos will remain an ongoing of large warships, however, remains out of
bullet festival. the facility’s reach, largely because of the
populace’s reluctance to devote a perma-
Oolong nent portion of their industrial complex
The seventh moon of Maximus is one of to military production. Even though it is a
the largest (12,800 km diameter) water small, airless world (3,200 km diameter), it
worlds in the planetary system. Home to is massively populated, with some 20 billion
nearly 50 million people, Oolong is con- inhabitants. All of its water is imported from
stantly swept by savage storms and dan- nearby water world moons, such as Xinder,
gerous tidal action. Any surface craft that Morskell and especially Oolong (which sup-
stays out in the open for long risks get- plies M.Prime with over three-quarters of its
ting swamped. The best bet for landers water supply). Strict conservation, recycling
is to enter the water directly. Once a few and stockpiling have led to M.Prime’s devel-
hundred meters below the surface, things opment of vast water caches deep within
calm down considerably. Oolong has a the planet that have become so large that
single, massively spread-out settlement on the world is nearly self-sufficient in regards
the ocean floor that extends many levels to water. However, M.Prime will probably
into the moon’s surface, where the mining continue importing water from its allied
operations happen. Aside from harvest- moons for at least the next few years.
ing the moons extraordinary abundance of There is little development at the surface
plant and animal life, many other valuable of M.Prime (aside from starport facilities,
minerals can be extracted here, including surface mines and other industrial facilities)
three that have never before been recorded because it has no atmosphere. The vast
by Imperial science. The research lab here

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majority of M.Prime’s enormous population There were once research stations on
works and lives within a network of artificial M.Prime, but they all have closed down so
tunnels and chambers excavated from the that research can be conducted closer to
moon’s crust. In some places, the subter- actual phenomena. Still, all research activi-
ranean development extends very deeply, ties within the system (or the Common-
and there are even geothermal shafts that wealth, at least) have administrative offices
tap the moon’s core for energy harvest- on M.Prime, and there are vast data arcolo-
ing purposes. In the rest of the system, gies here that keep backup records of all
M.Prime is sometimes called the “beehive,” filed scientific findings. Mining on M.Prime
the “rat’s nest,” the “warren” and other is pretty much tapped out. Most of the ex-
nicknames for its underground structure. cavation today involves tunneling out more
Regardless of how odd an existence this of the moon for residential, commercial
might seem to outsiders, the triumph of and industrial use. It may not be lantha-
M.Prime’s ability to house so many people num mining, but for contractors who don’t
in such a small place is a testament to the mind steady work the construction mines of
scientific and practical competence that has M.Prime can be a lucrative place to make a
been the hallmark of both Septimus and the living. So far, the Commonwealth has made
Commonwealth of Maximus. sure to pay its miners handsomely and with
generous bonuses and benefits, to discour-
No central ruling authority exists; rival
age their need for forming a union like the
governments compete for control. It must
Fellowship of the Septimus Proletariat.
be noted, however, that this is only the of-
ficial classification for the Septimus system
Polsom
overall. The government of M.Prime, how-
ever, is 100% in the hands of the Com- The ninth moon of Maximus is Polsom. It
monwealth. There are diplomatic offices for is a relatively small (6,400 km) world with a
the other factions on M.Prime, and indeed, trace atmosphere, a little bit of free water,
sectors of the moon have large numbers of and about 10,000 people. Most are science
loyalists to other factions, but at the mo- staff with a small contingent of support
ment there is no overt struggle for the con- administrators and paramilitary security
trol of the capital of the Septimus system. personnel. In the hopes of stemming any
Of course, that all could change overnight foreign incursions, raids or bombardments
were militants of a rival faction to kill or Polsom considers itself neutral even though
destroy the governmental apparatus or oth- it is a captive government of the Common-
erwise impose their control over the moon. wealth. So far, this has worked, but for how
much longer?
Most firearms are prohibited on Maximus
Prime, and the carrying of any weapon Polsom is the last pure science colony in
openly is discouraged. In general, openly the Septimus system. It is devoted to deci-
carrying firearms is only tolerated for police phering what appears to be a massive set
and recognized paramilitaries (such as of alien glyphs carved onto the moon’s sur-
the Septimus Rangers Corps). Despite the face. Heavy cratering since the glyphs were
weapons controls in place, as fears of ter- carved makes them very difficult to discern
rorism, political unrest and criminal infiltra- and translate, thus the Polsom Project is a
tion spread through M.Prime, an increasing long and arduous one. Should it pan out,
number of its people are illegally storing however, the scientists here are convinced
heavy weaponry at their homes and work- that the language codes on Polsom are the
places and are concealing weapons on their key to understanding not only the aliens
persons, with blades, daggers and body pis- who once colonized this system, but they
tols being most common. could also tell researchers where to locate
other ruins and how to decipher them.

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Technically, one can carry any weapon he Rilen
likes on Polsom, but the truth is the people The eleventh and last moon of Maximus
here are generally a non-aggressive lot who is Rilen. It is a small, airless world some
appreciate their right to arm themselves 3,200 km in diameter, and it is the home
but in practice almost never do. That might of about a quarter of a million people. Like
change, however, if and when the ugly Maximus Prime, the people of Rilen work
reality of the war that the Extent is waging and live underground. Much of Rilen’s ex-
eventually lands on Polsom. tensive undercity was designed by M.Prime
engineers and built by work crews on loan
Drover from that moon. There was once a work-
The tenth moon of Maximus is Drover. It ing spaceport on the surface, but as the
is 8,000 km in diameter and more than half population has largely withdrawn to Rilen
covered by water. The thin atmosphere on alone, the spaceport facilities have gone by
the world allows it to get fairly cold, so most the wayside. Ships can land here, but there
of that water is ice, slush and snow. This are no major services waiting for them. This
world’s roughly 50,000 people are governed moon was originally a colony of M.Prime but
by the Drover Hegemony, a highly diversi- it was granted full independence ten years
fied group of clan-based power blocs that all ago. Financial mismanagement after that
share power along a convoluted and arcane led to widespread cash shortages and labor
methodology that only natives truly under- strikes, creating an environment in which
stand. the Fellowship of the Septimus Proletariat
could thrive. The Proletariat took over, but
Drover’s somewhat unique status as a
the people of Rilen soon discovered how
farming planet gives it strong export power,
volatile and self-destructive that regime can
and commerce here is heavily attached to
be. So in a counter-coup, the Fellowship
the power structure; families with greater
was overthrown on Rilen, and the moon
shares of power are allowed to harvest
immediately petitioned the Commonwealth
more valuable foodstuffs, while families
to come in and set up shop, both to stabi-
with little or no power get stuck with try-
lize Rilen society and to protect against the
ing to make a few credits off of dry meal
Fellowship’s inevitable attempt to retake
and leftover husks. The vast farms on this
the moon by force. The Commonwealth has
world have made for a lot of rural territory,
done so, and things were perceived (wrong-
in which outlaws can easily hide. There
ly so) to have stabilized quickly. Power has
are few weapon restrictions on this world,
since been handed over to the independent
a tradition which largely stems from the
commercial guild known as the Rilen Min-
world’s frontier culture, which has never
ing Consortium (RMC), which is owned,
really gone away. The idea is that a well-
operated and administrated exclusively by
armed society is also a polite one and hence
natives of Rilen. The RMC is spending con-
one less likely to start fighting with each
siderable time and energy cleaning house
other: why quarrel with the neighbor who’s
here in order to turn it back into a thriving
got your outhouse sighted in on his Howit-
production center, not a criminal and para-
zer? The research here is mainly devoted
military freezone in the making.
to enhancing food production and is one of
the few science programs not devoted to At the moment, the people of Rilen keep
deciphering the many alien mysteries and heavy arms on them at all times, so they
phenomena in Septimus. As a result, the act as a kind of decentralized militia in case
rest of the system’s scientists do not take any hostile parties invade. In reality, the
the researchers here very seriously. booming weapons market here has led to
both the easy infiltration by the Blackfeet,
who are natural arms merchants, and Fel-

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lowship spies, who come to the world under whoever is in charge of Thrence once the
guise as indie arms dealers. Right now, fighting ends stands to profit greatly from
there is a critical crime and terrorism prob- it. This is probably why the Fellowship is
lem waiting to be born on Rilen. Chances fighting so hard for it.
are the RMC was not properly equipped to Thrence is a large gas giant, like Maxi-
deal with the underlying problems on Rilen, mus, with a unique ring system that has a
and despite its best efforts the planet likely prismatic quality that refracts laser light.
is to spiral downward into a seething mess Any laser fire within the rings will automati-
of internecine warfare, fear and chaos. Un- cally miss. Other ship’s weapons, such as
less, that is, someone can intervene and missiles and energy weapons other than
give this troubled world the chance it needs lasers, are unaffected. Beyond the rings,
to right itself. Thrence has nine satellites: Aldovar,
Purge, Isul, Danat, Sunder, Regovia,
Thrence
Forb’s Folly, Sanctum and the Outskirts.
At the moment, Thrence — the second
planetary system of the Mathreba rosette Aldovar
— is an uninhabited dreadzone, but it was The first Threncian moon, it is an airless
not always that way. Before war engulfed
world 6,400 km in diameter and is home
the Archipelago there was a fair amount of
to no one. This moon has been protected
mining and interplanetary commerce going by the Commonwealth of Maximus. Only
on here. Once the fighting broke out this
specially designated scientific survey teams
system became a major battleground, as may even make a close approach to the
the various commerce settlements under-
surface; ships that violate this order trip off
went varying kinds of revolution fomented
remote sensors, which report the breach
by the Fellowship of the Septimus Prole- back to the Commonwealth. Despite this,
tariat or devolved into crime courtesy of
outlaw spacers and other rogues often
the Blackfeet. Once law and order broke find ways to sneak through security and
down, pirates and mercs virtually took over
set up operations here anyway. The Fel-
and any civilians who could leave did. Now
lowship honors the restriction, however, in
the entire orbit is a war-torn no man’s land the hopes that by abiding by it, it can later
where any pirate, privateer, mercenary,
show itself as a legitimate form of govern-
bounty hunter or belligerent can park his ment worthy of Imperial recognition and
ship, set up shop, or simply cruise around
not just a bunch of violent revolutionaries.
looking for a fight.
The large bodies of water on Aldovar are
Pacifying Thrence and its moons is a ma- thought to contain fully intact alien cities
jor acquisition goal of the Commonwealth of somewhere on the bottom. However the
Maximus, as it would provide both a buffer high mineral content of the water confounds
against incursions into Maximus space, and scanners, and early surveys were unable to
it would be a strong blow to the Fellowship find any signs of alien civilization, despite
of the Septimus Proletariat, with which the strong archeological evidence on other
Commonwealth is in serous conflict over the worlds within the Archipelago that there
fate of certain moons and planets. was a major civilization of some sort living
Anybody who ventures to Thrence at here beneath the waves.
the moment should expect some form
Isul
of space combat. Anybody who thinks of
permanently relocating here should have The second Threncian moon is almost
his head checked, at least until the fighting identical physically to Aldovar. Likewise it
dies down. Of course, there still is a great is a specially protected scientific preserve.
deal of mineral wealth to be had here, and The oceans covering 40% of its surface

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suggest that subsea alien cities are in exis- Forb’s Folly
tence here. The wide diversity of life within The sixth Threncian moon, Forb’s Folly,
the moon’s oceans suggests that aquatic is a small, airless moon of some 3,200 km
sophonts could easily have built a substan- in diameter. It has only a trace atmosphere
tial settlement under the waves, especially and has no free water, and is home to no
if those sophonts commanded the incred- more than 40 or 50 inhabitants (numbers
ible technologies hinted at elsewhere in the are sketchy). Virtually everybody who was
system. Adventuresome scientists from able to leave this place has done so. All that
Maximus sometimes run their own surveys are left are die-hards who refuse to leave
of this moon at great risk to themselves. under any circumstances. Their numbers
Until the fighting stops, however, serious are being whittled down, however, as every
research of this moon will remain stalled. time rival factions fight for the control of
this moon, they lose a few of their number
Danat in the crossfire. This was once a marginally
The third Threncian moon, Danat, is a successful independent government of min-
small (1,600 km diameter) and uninhabited ers and industrial exporters. Now that the
rock in space. Various belligerent parties fighting has broken out, any time pirates,
frequently use Danat as a temporary base. mercs or other warships enter the area,
It is likely that numerous base camps have they often come in and take over this out-
been built secretly on the moon at different post, toss it for valuables, and then declare
times and by different groups and may still dominion over it. The beleaguered people of
be active to some degree. Forb’s Folly just want the craziness to end.
They are tired of living in their hardsuits
Sunder and Regovia out in the planetary boondocks every time
it looks like somebody else is going to take
The fourth and fifth Threncian moons,
them over.
Sunder and Regovia, are like Danat’s big
twin brothers. They are both several times
Sanctum
larger (8,000 km and 6,400 km diameters,
respectively), but have no water, atmo- The seventh Threncian moon, Sanctum, is
sphere or any other really outstanding about 4,800 km in diameter and is a life-
qualities. Like Danat, their undesirability as less, uninhabited wasteworld. The Fellow-
permanent settlements of any kind have ship of the Septimus Proletariat have laid
made them home to the various insurgents claim to this moon and have stationed ships
and outlaws secretly camping there. In fact, in high orbit above it. Any ships that do
there is a good chance that conflicting par- not immediately declare their loyalty to the
ties may inhabit base camps on this world Fellowship when approaching the moon will
at the same time and not even know it, be fired upon. Since the Fellowship’s craft
because the moons are so big. are largely small and retrofitted for military
purposes, anybody with more powerful
weaponry could easily drive off the Fellow-
ship blockade. But if Sanctum is so worth-
less, why is the Proletariat so willing to fight
for it?

The Outskirts
The eighth and last Threncian moon, the
Outskirts, is another wasteworld much like
Sanctum, except it is about twice as large,
and like Sanctum, the Proletariat have laid

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Dexter Klaygon (order #2911013) 7


claim to, and blockaded the high orbit of, rale. Despite the relatively minor strategic
this moon. However, none can fathom what importance of the spying station, the Com-
their motivations for this action might be. monwealth is feeling increased pressure to
destroy it, if only to deny the Fellowship the
Reneb ability to make any more propaganda off
The site of perhaps the worst fighting of it. While additional Commonwealth ships
in the Archipelago is the Reneb planetary eye this as a potential target, more Fellow-
system, the third system in the Mathreba ship members are readying to defend the
rosette. Reneb is contested both by the station as a point of honor.
Commonwealth of Maximus and the Fellow-
ship of the Septimus Proletariat. Both sides Screed
hold territory here, and both sides actively The first true Renebian moon, Screed, is
are sending armed forces to harry the oth- about 6,400 km in diameter and can barely
er. The Fellowship, having seized production support life. As such, just under 100 people
facilities in the Badrigal orbit, has actually have settled here. The Fellowship of the
begun building its own warships, while the Septimus Proletariat took over this moon a
Commonwealth of Maximus, reluctant to year ago and set up a puppet government
militarize its vast industrial power despite that answers to the Fellowship’s high com-
the political realities, has opted to employ mand in Badrigal. The Fellowship is working
privateers instead. Both sides’ combatants hard at imposing a much stricter sense of
meet head-on in Reneb more often than law and order in Screed, but there seems to
not, making it one of the most dangerous be little point. So few people live here, and
places in all of Septimus. those who do require serious weaponry to
defend themselves from the various preda-
The Reneb ring system is unique among
tors, making living on the surface of this
the Archipelago for being the only ring
moon a chancy proposition at best. Some
system that has a permanent population.
of the creatures of Screed are so extreme
There are only about 30 or 40 intrepid souls
in their physiology that scientists repre-
living here, mostly affiliated with a spying
senting various causes have made trips out
station built here by the Proletariat to moni-
here more than once to take samples for
tor Commonwealth movements. The sta-
use in Imperial bio-weapons research. Still
tion itself is extremely heavily shielded and
no word on whether they ever made any
armed, despite its small population. To date,
progress. An interesting note about Screed
the few Commonwealth privateers that
is that the high iron content in the rocky
have attempted to destroy the station have
ground makes it possible for a person with
failed. Meanwhile, the intelligence this sta-
a metal tool to bang a rock and make it ring
tion provides allows Fellowship combat craft
out like a bell. People have been known to
to more easily intercept Commonwealth
communicate over long distances using this
ships (and any others for that matter). The
method. This has saved a few crash victims,
Commonwealth would very much like to see
that’s for sure.
the station destroyed or better yet, cap-
tured. Possession of any weapon outside
Gocz and Zaheera
of one’s residence is prohibited, despite
the irony that the station itself is almost The second and third Renebian moons are
exclusively military in nature, but that’s Gocz and Zaheera. Both are small, airless
the Fellowship for you. The Reneb ring has rocks with nobody living on them. These
become a matter of pride for both the Fel- moons are restricted scientific reserves by
lowship and the Commonwealth. Every time Commonwealth decree. The Commonwealth
Commonwealth ships try and fail to destroy hopes to study them some day for archeo-
the station here, it builds Fellowship mo- logical evidence of ancient alien habitation.

94

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Contrarily, the Fellowship wishes to strip- exports. Virtually all weapons are prohib-
mine them, but it will only invest resources ited here. This has been the custom in Easy
in these moons once it has settled its ongo- Money in reaction to its early days when
ing conflict with the Commonwealth one there were no weapons restrictions and the
way or the other. They had better figure moon became a freefire zone. Even with-
that out soon, since a growing number of out weapons, however, the miners of Easy
mining concerns within the Proletariat sense Money like to stay fit for combat, so most of
great mineral wealth to be had from Gocz them become accomplished martial artists.
and Zaheera, and they are tired of waiting Despite this moon’s optimistic name, it has
for the go-ahead to obtain it. not generated the vast fortunes for which
its settlers hoped, nor is it ever likely to,
Chalker suggesting that maybe the incredible initial
The fourth Renebian moon is Chalker, scanning results of this moon were “salted”
which is also a restricted scientific preserve to attract mining business.
like Gocz and Zaheera. Unlike those moons,
Chalker is much larger (9,600 km diam- Roundabout
eter) and mostly covered by surface ice The sixth Renebian moon is Roundabout,
with small oceans of liquid water trapped which is quite similar physically to Easy
beneath them. It has been widely reported Money, but it is a scientific reserve as de-
by independent scientific surveys (operating creed by the Commonwealth. However, it is
without the approval of Commonwealth, it extremely tectonically active and is pres-
should be noted) that alien radio signals are ently suffering a major series of volcanic
emanating from the depths of its massive eruptions and planetquakes that are literally
oceans, signals that seem to be directed at tearing the world apart. For those who wish
the star Helion, which is somehow receiv- to brave the dangers of this moon — and
ing those signals and responding to them by flaunt the laws that quarantine it — there
broadcasting follow-up signals to the rest of are few better chances to conduct some
the galaxy. What all of this means is a com- major planetary geology studies in this part
plete mystery, and despite major research of the galaxy. Studying Roundabout may
done on the moon by dedicated Common- provide some insight as to why this system
wealth teams, nobody knows for sure what is so rich in lanthanum; a discovery that
it means. could ultimately lead to increased transition
element production throughout the Archi-
Easy Money pelago, even on worlds previously thought
The fifth Renebian moon is Easy Money, to have none or to have exhausted their
a small (4,800 km diameter) vacuum world supplies.
that supports a mining colony of around
500 people. Easy Money was once inde- Badrigal
pendent, but the Commonwealth has since The fourth and last planetary system of
moved in and taken the moon into protec- the Mathreba rosette is also the home sys-
tive custody so that the Fellowship may not tem of the Fellowship of the Septimus Prole-
profit from it. With the exception of allow- tariat, a labor movement that has morphed
ing Commonwealth privateers to station into a revolutionary cult of personality
here and receive provisions from the basic whereby the ideological whims of its up-
spaceport, life in Easy Money continues permost leadership — a mysterious cabal
much as it always has. The people work of unidentified conspirators known only as
hard in the mines, process the ore they the Revolutionary Council — are law. The
extract, ship it off, and hope they get paid Fellowship was formed to address the gross
for it before pirates steal or blow up their inequities the Archipelago miners suffered

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when the system was opened for commer- the Fellowship that believes that a) when
cial development, but since then, the orga- Vandle breaks up it will signal the ascen-
nization has become increasingly erratic, sion of all mortal believers into Paradise,
violent and revolutionary, now seeking to and b) those who speed this occurrence will
overthrow all of the Archipelago, starting receive preferential treatment in Paradise.
with the Commonwealth of Maximus. As a result, cultists are supposedly working
hard at forcing Vandle out of its orbit and
The Fellowship, while relatively small in
will accept anybody’s help, including agents
numbers (compared to the billions of people
from other governments, in this endeavor.
in the Commonwealth) has converted its
industrial base almost entirely to a military
Hardpoint
footing and is now beginning to produce
cheap, low-grade warships. Most of these The second moon of Badrigal is Hard-
are cut-rate system defense boats and point, which is fairly large (11,200 km in
patrol craft, but unless it is stopped, the diameter), but it has no atmosphere or
Fellowship will produce such large numbers water, which has limited its population to
of them that it will simply flood the system about 25,000. Were this moon more ac-
with military vehicles that any self-pro- commodating in its environment, its popu-
claimed freedom fighter, rebel or revolu- lation would surely be ten times larger.
tionary will receive gratis. Hardpoint was once an independent mining
and research colony of the Commonwealth
Most of the mineral wealth in Badrigal
of Maximus, but a recent coup d’etat by
was mined and exported long ago. That,
the Fellowship has wrested control of this
coupled with Badrigal’s lack of basic re-
place, much to many citizens’ dismay. Law
sources (water chief among them) makes
enforcement here is particularly harsh,
this part of the system dependent on im-
especially since there is an ongoing resis-
ports to survive. With no trading partners
tance to Fellowship rule. To stabilize things,
nearby, this has forced the Fellowship into
the Fellowship is forcing thousands of its
large-scale piracy (or nationalization, as
loyal citizens to emigrate to Hardpoint in
they like to think of it). As such, Fellowships
order to foster a culture of obedience and
routinely raid Commonwealth territory,
submission. Chances are, things will come
as well as any outside ships entering the
to open bloodshed before the situation
system.
here is resolved one way or another. The
Badrigal is a small-sized gas giant with a Commonwealth wants very badly to place
ring system and three additional satellites: operatives undercover here, to hook up
Vandle, Hardpoint and Last Chance. The with the resistance and give whatever aid it
rings of Badrigal are so thin and narrow needs, but so far, it has been unsuccessful
that some have suggested that they might in its attempts to do so. Long arms such as
have been an artificial ring set constructed shotguns and rifles are prohibited, leaving
but never finished by the Septimus engi- only pistols and personal melee weapons as
neers. legal hardware. Many defiant citizens like to
wear multiple pistols as a sign of disdain for
Vandle the new Fellowship rules here. Others saw
The first moon of Badrigal is Vandle, a break-open shotguns down to pistol length
tiny rock merely 200 km in diameter. A and wear them that way. While there is still
minor satellite even by minor satellite’s a decent amount of mining work being done
standards, Vandle is in a degrading orbit, here, many workers stage slowdowns or
and one day it will break up and become have fake accidents to halt production as
part of the planetary ring system. Appar- a means of protest. Likewise, the science
ently, there is a secret religious cult within

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facility here has conveniently misplaced its Serena is a small world 8,000 km in
entire data archive in order to deny the Fel- diameter with a very thin, unbreatheable
lowship access to it. atmosphere. More than half of its surface
is covered by water which must be purified
Last Chance before it can be fit for human consumption.
The third and final moon of Badrigal Because of the challenging environment,
is Last Chance, a medium-sized vacuum no more than a few hundred people have
world (9,600 km in diameter) that is home settled here. But of those who did make
to some five million permanent inhabit- Serena their home, a self-perpetuating
ants. Like Maximus Prime, Last Chance is oligarchy consisting of Fellowship opera-
an almost entirely subterranean city, with tives has arisen to lead them. Nearly all of
a vast maze of passageways and chambers Serena’s inhabitants are part of the water
burrowing deep into the planetary surface. export operation and construction team
The surface facilities left behind when the that is hard at work building a new space-
rest of the moon went underground have port to facilitate exporting.
fallen into serious disrepair, making as- Most firearms are restricted, and the car-
sisted landings on the moon more than a rying of any weapon openly is discouraged.
little bit difficult. Last Chance is where the Really, if you’re a good Prole, you’ll keep
Fellowship of the Septimus Proletariat got your weapons at home, won’t you?
its start, and this world is now the head-
Aside from its mining operation, Serena
quarters for the movement. Aside from its
also is home to a research facility dedicated
oligarchical nature, the Fellowship is also
to studying the possibility of alien ruins
extremely bureaucratic and authoritarian.
deep beneath the planet’s oceans. The
Its rules are stifling and often contradictory,
widespread insecurity and political chaos
allowing Fellowship authorities — especially
among the Archipelago has discouraged
the Armed Proletariat, its paramilitary wing
most scientists from giving this planet any
— to abuse its power. Most weapons, natu-
of their time, and the Fellowship has nei-
rally, are restricted.
ther the technical know-how nor the spare
manpower to launch a serious expedition
Serena into the depths.

This orbit is also a stronghold of the Fel- Serena Minor


lowship, although a pervasive Blackfeet
This is the first of Serena’s two moons.
presence is destabilizing things more and
It is more than half the size of its mother
more by the day. This is especially troubling planet (4,800 km). It has no atmosphere
on Serena itself, where the Fellowship is
or standing water, which probably explains
desperately trying to export water to the why only about 50 people have made this
Badrigal orbit. Blackfeet syndicates there,
place their home. The community here is
having been stymied from their attempts to
little more than a tiny Fellowship outpost
control the water export industry and skim established partly as a matter of pride and
profits from it, have now taken to sabotag-
partly so the Fellowship could claim do-
ing that industry in order to intimidate the minion over the whole of the orbit. Due to
Fellowship into letting the Blackfeet have
increasing Blackfeet in the area, the Fellow-
what they want. Both sides should know
ship High Command has reluctantly allowed
that the other will not fold, but thy remain citizens to arm themselves in order to
firm anyway, setting the stage for a costly
apprehend or kill Blackfeet whenever they
and intractable conflict. are encountered. So far, this policy is little
more than window dressing; with so few

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people on the moon, the chance of them surface, making its way out in the middle of
restraining any Blackfeet in the area, heavy nowhere. It orbits in a lonely track, seem-
weapons or not, is low. ing very much like a world that naturally
accreted around Helion and was trapped
inside Septimus when it was built. Only
Note: This moon has an enormous crater 16,000 km in diameter, it is 30% water with
on it. It’s so big, in fact, that scientists a dense, breathable atmosphere that has
often wonder how the moon survived the made this world relatively habitable. Home
impact without being shattered into a mil- to nearly 100,000 Newcomers, Coda serves
lion fragments. Some suspect the moon’s mostly as a waystation for Fellowship ships
core is of an exotic material that possesses that are heading out to or returning from
special, indestructible qualities. patrols and nationalization missions. If
given the right attention, this planet could
Serena Major be terraformed and made into a serious
Serena Major is the second moon of Ser- population center.
ena, and it is even bigger than the first, at The spaceport here is a ramshackle facil-
6,400 km in diameter — almost as large as ity with few services other than refueling.
the mother planet. Because of the close- Back when this was a pure mining facility,
ness in size between Serena and its moons, that’s all anybody needed, but then the Fel-
some consider it to be a trinary planet lowship took over. The miners here initially
system rather than a traditional planet- welcomed the Fellowship but have since
and-moon arrangement. Despite its size, come to regret it. Now outnumbered by the
S.Major is uninhabited because of its lack Fellowship immigrants who have arrived
of atmosphere and strange surface water. to develop the settlement into a military
Some 30% of S.Major’s surface is covered station, the original miners are consider-
with water, but it is so thoroughly infused ing either leaving or forming some kind of
with microscopic lanthanum particles that resistance.
it is impossible to drink or even bathe in
without serious filtration. Still, the unusual That might not be so easy. The law of the
qualities of this water are what prompted land here prohibits anything heavier than
Newcomer scientists to research it in the simple personal weapons; because of per-
hopes of designing a kind of fluid-state sistent Blackfeet troublemaking, the Fellow-
jump drive that could theoretically give ship allows greater weapon privileges here
ships the push they need to jump out of than they would prefer. But security is se-
Septimus. Rumors persist that when the curity, even if letting Proletariat zealots gun
science staff abandoned the moon, they down anybody they even suspect of being
had a working prototype of their 7-G drive, in league with the Blackfeet. In the mean-
but their ship disappeared and has not been time, the Fellowship is keen to transform
heard from since. The abandoned base they this once-quiet mining colony into a military
have left behind has gone unexplored. installation fueled by its mineral resources,
which can be used to craft and entire fleet
of warships.
Coda
From the standpoint of the worlds clos-
est to Helion, the central star of Septimus,
Coda, is the outermost world of the Deep
Sky. From the surface, however, it is the
closest world of the Deep Sky. Either way, it
lies about half way between Helion and the

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02: The D6 System of the player’s actions is up in the air. To
determine whether these kinds of actions
What follows is a quick overview of how succeed or fail, the player must throw a
the D6 rules work. These are pretty simple, number of six-sided dice and hope that the
and after a quick read-through you should right number comes up. Rolling dice is a
be good to go to with Septimus. big part of this game, and the core concept
to all of this is the die code. Every one of
your character’s basic attributes (such as
Attributes Strength, Agility, Endurance, etc.) has a die
code assigned to it. Anything your character
The first thing you need to know about might try to do defaults to the appropri-
how to run this game is that every charac- ate attribute. For example, if you have a
ter has a series of basic characteristics that strength of 3D, then any time your charac-
describe him — how smart, strong, person- ter tries to do something strength-related,
able, insightful or proficient he is. These are you roll 3 six-sided dice to see if you suc-
the character’s attributes. Every character ceeded or failed.
in Septimus has six attributes:
Sometimes you will want to try specific
• Agility is a measure of a character’s tasks for which you have a skill. Skills are
coordination, balance and physical fi- based off of your attributes, and every
nesse. character has a certain number of skills that
represent the things at which he is naturally
• Knowledge is a character’s education better than other characters. Suppose that
and knowledge of facts and data. your character has the lift skill, which is
based off of your Strength attribute. Your
• Mechanical is short for “mechanical lift die code will essentially be your Strength
aptitude.” It gauges the character’s abil- die code plus a few more dice attached
ity to control vehicles and other complex to it. A starting character might have a
technology. Strength of 3D and a lift skill of 4D or 5D.
• Perception measures the sharpness Sometimes, your die code will have a little
of a character’s senses, his ability to bonus added to it, such as “+1” or “+2.”
interpret the behavior of others, and his These are referred to as PIPS: you add
powers of observation. these to the total result you roll on the dice.
So if you have a lift skill of 3D+2, you roll
• Strength is a measure of the charac- 3 dice and add 2 to the result. No die code
ter’s physical prowess including stamina, can have a pip of greater than “+2” at-
the ability to heal, and athletic abilities as tached to it. If a die code has a pip of “+2”
well as raw physical strength. and it gets another pip added to it, then the
die code rounds up to the next highest die
• Technical is short for “technical apti- code. For example, if you have a lift skill
tude.” It is an instinctive feel for technol- of 3D+2, and you use a really good shovel
ogy and learned vocations. which would give you another +1 to your die
code, the total result would be 3D+3. Since
you can’t have a pip of +3 however, the die
Die Codes code rounds up to 4D.
Many of the actions the players undertake
in this game will have uncertain outcomes. The Wild Die
Whether they are trying to fix a malfunc- Whenever any player, including the
tioning suit of power armor, pilot a jump- gamemaster (GM), makes any roll, one of
glider, or battle an opponent, the final result the dice must be different from the rest

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(in size or color). This is the Wild Die and it Penalties:
represents the randomness of life, like the When a character suffers a penalty, the
direction of the wind affecting the flight of character loses the Wild Die and the highest
a bullet, that is too small to warrant its own die for that round. If more than one die is
difficulty modifier. tied for highest roll, the character loses only
Example: If a character’s Agility attribute one die.
is 3D+1, when he tries to jump on a table,
he rolls two regular dice and one Wild Die. Complications:
If the player has only 1D to roll, then that Complications are much more creative
one die is always the Wild Die. than simply taking away a character’s high-
est die, and they help tell a more inter-
If the player rolls a 6 on the Wild Die, esting and exciting story. Sometimes the
then a Critical Success has been rolled; results are disastrous for a character, while
the player may add that 6 to the total result other times they are simply intriguing or
and then roll the Wild Die again. If it rolls even humorous. They should be unusual
another 6, then the player adds it and keeps events that help move the story along or
on rolling, repeating the process until the help amplify exciting or dramatic situa-
Wild Die finally produces a number other tions, such as the conclusion of an exciting
than 6. This is known as an Exploding adventure.
Die Roll. The Wild Die’s value essentially
explodes upon rolling a Critical Success be- Complications may put characters into
cause theoretically, the Wild Die could never more danger, but they shouldn’t be imme-
stop turning up 6s, making the potential diately fatal; instead, the characters should
result limitless. Where the effect of a Criti- have to use their utmost courage and skill
cal Success really comes into play is that it to deal with the situation.
allows characters the chance, however slim, A complication may also be a way of
to successfully do something that might balancing characters. If one character has
otherwise be effectively impossible. become invincible due to a fantastic set of
If the player rolls a 1 on the initial toss of armor, for example, when the character
the wild die, this is a Critical Failure and rolls a complication, the armor may mal-
the GM may chose one of two options for function.
the result, depending on the gravity of the Complications should be directly related
situation. to the skill or attribute being used when the
The Critical Failure cancels out the high- mishap was rolled. The game master must
est roll. Then the player adds the remaining be sure to keep his complications fair and
values and the roll is determined normally. balanced; the players will get very upset if
they think you are misusing the complica-
Add the dice results normally, but a tions rule.
penalty or a complication occurs. The GM
gauges the significance of the penalty or Here are some suggested complications
complication. While the type of mishap is you might want to spring upon your charac-
left strictly up to the gamemaster’s inter- ters. Complications must be customized to
pretation, penalties are much more com- reflect the current situation and the story,
mon than complications. Penalties are rou- so the gamemaster should take a few a
tine; complications are special events which minutes to come up with complications for
increase tension and add to the drama of key scenes in his adventures.
the story. If you want a simple mechanic,
roll a die: on a 1-4, the character suffers a • One of the characters kills a guard in
penalty; on a 5-6, the character suffers a combat. Unfortunately, when the soldier
complication. hits the ground, it triggers the grenade on

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his belt. Most of the characters are within Difficulties
blast radius, and the characters only have
a few seconds to react. Difficulty numbers are a simple way to
resolve whether or not a character does
• A character is trying to sneak up on something when he’s not acting directly
enemy troops when his comlink squawks against another character. Each type of task
on (“Hey! Have you guys infiltrated the should be ranked as one of six difficulty
base yet?”), alerting the troops. levels: VERY EASY, EASY, MODERATE, DIF-
FICULT, VERY DIFFICULT, and HEROIC. Each
• A character slips and falls while mov- one of these difficulty levels has a numeri-
ing, possibly injuring himself (if he twists cal difficulty range assigned to it. The dif-
his ankle, he might only be able to move ficulty range represents the target number
at walking speed) or at the very least, a character must roll his or her relevant die
being caught out in the open during the code against when trying to accomplish a
middle of a battle. task.

• A character is bargaining for a good Very Easy 5 (1-5):


price on a weapon when a complication
happens: someone else comes up offering Almost anybody should be able to do this
what the seller is asking for the weapon. most of the time.
This is especially helpful if the weapon Examples: Firing a weapon at point-blank
is somehow necessary to continue the range; driving a jumpglider across open,
adventure. flat terrain; knowing that Septimus is a Dy-
son Sphere within the Seventh Empire.
• The characters are tracking someone
with a beacon. The target has dropped Easy 10 (6-10):
the beacon or somebody else has taken it,
leading the players on a wild goose chase. This task is a little tougher, but most
characters should be able to do this most of
• The characters are piloting a vehicle the time.
when a complication happens; the vehicle Examples: Firing a weapon at short
runs out of fuel, its controls freeze up or range; driving a jumpglider over somewhat
its cannons begin to misfire because that rough terrain, like a choppy lake; knowing
patch job you did on the wiring finally that Septimus has been colonized previ-
gave out. ously by the Sindavar Extent.
• A character is in a sword fight with Moderate 15 (11-15):
another character. He successfully parries
the other character’s attack but rolls a This kind of task requires some skill, ef-
mishap. The gamemaster decides that the fort and concentration.
two weapons have entangled with each Examples: Firing a weapon at medium
other, and both characters must make range; driving a jumpglider over a big ditch
Strength rolls to free them. or other obstacle and keeping control;
Note: Unlike rolling a Critical Failure knowing which sectors within Arcopolis are
initially on the Wild Die, no complications safe havens for Newcomers and which are
occur when a 1 shows up on later tosses of not.
the Wild Die in the same roll.

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Difficult 20 (16-20):
Normally only professionals will be able
to pull off this kind of task. These kinds
of tasks require thought and effort. Luck
wouldn’t hurt, either.
SOME SAMPLE MODIFIERS:
Examples: Firing a weapon at long
range; driving a jumpglider at high speed The characters are racing to get
around moving pedestrians and other ob- information out of a computer system.
stacles; knowing where in Arcopolis your If one character already knows this
character can safely hide out in a manhunt. system inside and out, and the other
character has never seen a system like
Very Difficult 25 (21-29): this at all, the first character might get
a +1D bonus modifier to his die roll.
Even professionals have to really work at
succeeding at very difficult tasks. Only the Two characters are playing a dice
most talented individuals in the galaxy will game. One character has a set of
succeed at these tasks with any regularity. cheater dice, so he can control what
kinds of numbers he will throw. He
Examples: Shooting at someone at long might get a +2D bonus modifier to his
range who is behind very good cover; be- gambling skill roll.
ing able to safely drive a jumpglider at high
speed through a traffic jam by taking to The players’ characters are trying to
walkways and making insane maneuvers; sneak out of a Sindavar outpost unde-
knowing which members within the Sinda- tected. The Sindavar overlord knows
var Extent are open to bribery. the layout of the base and is aware
that the characters have escaped. He
Heroic 30 (30+): might get a +3D bonus modifier when
rolling his search skill to figure out
Something that’s almost impossible to do which route the characters will use to
and calls for extraordinary effort and luck. escape.
Very seldomly will this kind of success “just
happen.” Whoever has the advantage adds
the modifier to any die rolls he or she
Examples: Shooting out the knee joint makes. For a list of sample modifiers,
of a suit of power armor at long range with see the list below:
small arms; piloting a jumpglider between
streams of tracer fire without getting hit; +1 to +5 Character has only a
navigating a hyperspace jump from within slight advantage
Septimus. +6 to +10 Character has a good
Not all tasks within a given difficulty advantage in this situa-
tion.
range are the same — some are a little
harder than others. Therefore, each diffi- +11 to +15 Character has a de-
culty level has a range of possible difficulty cisive advantage and
numbers. Once the GM has chosen the dif- should win.
ficulty, he should pick a difficulty number +16 and Character knows much
from that range. beyond more about the situation
than the competition.
Example: A suit of Newcomer power
armor has been damaged in combat and re-
quires a Moderate Mechanical roll to fix. The
GM chooses a difficulty number of 12, since
the character in question is already famil-

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iar with Newcomer armor designs. If the Fate Points
armor had been designed by the Sindavar All player characters begin the game
Extent, with whose designs the character is with Fate Points. These give characters
not familiar, that same Moderate difficulty the chance to be successful at a task when
number might be 14 or 15, depending on they really need to, but because they are so
the GM’s ruling. limited in quantity, characters aren’t guar-
anteed success on a whim.
Opposed Rolls Ordinary characters start with one Fate
Point. They may have a maximum of five
Characters will make opposed rolls when Fate Points. A character may only spend
they are acting directly against another one fate point at a time. He must declare
character. Sometimes characters will use that he is spending the Fate Point prior to
the same skill or attribute. Often characters declaring any other actions for that point in
will be using different skills against each the game. Once a character spends a Fate
other. Point, all of his skills, attributes and special
When opposed rolls occur, each charac- ability die codes are doubled temporarily.
ter makes a roll. Whoever rolls higher has Weapon damage values, armor values and
the advantage or succeeds. In combat, if other technology or tool values are not dou-
the shooting character rolls higher than bled. Only the innate abilities of the charac-
his target’s dodge, he hits. If characters ter using the Fate Point are doubled. Melee
are wrestling to get a knife, whoever rolls weapons are an exception to this, since
higher gets it. damage for the weapon is usually based on
the user’s Strength, with a bonus for the
weapon itself. Roll double the Strength, but
Modifiers not the weapon’s bonus damage.
If one character has a clear advantage The duration of the effects of a Fate Point
over another, you may want to assign a are up to the GM to decide. Most often, a
modifier to reflect this. Fate Point’s effects will only last for one
round of game time (which will be described
Modifiers aren’t used when one charac-
later).
ter simply has a better skill than the other,
because that’s taken care of with the skill Being Evil:How Fate Points are used dur-
codes. Instead, modifiers are used to reflect ing an adventure determines whether or not
unusual situations where skill is not the only the character gets the Force Point back at
determining factor. the end of the adventure. If the character
uses a Fate Point to do something evil, such
as kill a helpless innocent, cause unneces-
Improving A Roll sary harm to innocents, or knowingly act
against his normal personality, the charac-
The average person fails at average
ter will not get the Fate Point back at the
activities nearly half the time. Characters,
end of the adventure. Instead, he gets a
however, are not average people, so they
Corruption Point. When he gets too many
need ways to beat those odds. Thus, they
of those, his character is taken out of the
have Fate Points and Character Points,
game and falls under the GM’s control as a
which represent those surges of adrenaline,
villainous NPC, more monster than man.
sudden insights and other unexplained help-
ful acts of chance. Being Unheroic: If a character spends
a Fate Point to do something that is not
particularly heroic but not evil either, the
character doesn’t receive the Force Point

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back at the end of the adventure. It is lost. adventure. This rule applies only to charac-
Examples of being unheroic include avoid- ters who begin an adventure with no Fate
ing danger, saving your own life, achieving Points.
personal gain, or using lies or deception for
gain or advantage. Character Points
Being Heroic: When a character is hero- Character Points are yet another way for
ic while spending a Fate Point, the character characters to improve their rolls. Character
receives the Fate Point back at the end of Points are more plentiful than Fate Points,
the adventure. Examples of being heroic yet much less powerful. There is no limit to
include exposing yourself to great danger in the number of Character Points that a char-
the name of good, making sacrifices to help acter may have.
others, and fighting the forces of evil. Character points are awarded to charac-
Being Dramatically Heroic: When ters by the GM at the end of an adventure,
a character is heroic at the dramatically depending on how the character performed
appropriate moment, the character re- during the adventure. These points can be
ceives the Fate Point back at the end of the used to increase the character’s attributes
adventure and gets another one as well. and skills in between adventures, but any
Dramatically appropriate moments are any Character Points a character has left over
time when success is vital to the story. at the beginning of an adventure can be
Examples of being heroic at the dramati- used during the course of the game to gain
cally appropriate time include: conquering a temporary boost to skills or attributes.
a more powerful evil foe; saving a city from A character cannot spend Character
destruction; or preventing the deaths of Points in the same round in which he is
millions of innocent people. In most cases, spending a Fate Point.
the dramatically appropriate moment for a
character will happen during the climax of Unlike Fate Points, a character can wait
an adventure, or at most, one other time until after an attribute or skill is made
during an adventure. before deciding to spend Character Points.
However, the points must be spent before
Not all characters will have a dramati- any other characters make any die rolls.
cally appropriate moment available to them
in every adventure, though they probably When a character spends a Character
should. Since most player character groups Point, they roll one extra die and add it to
stick together through the adventure, they their total. If the roll is a 6, add six to the
will most likely all be around at the dramati- total and roll again. Like the Wild Die, a
cally appropriate moment. Character Point can dramatically increase a
character’s score. Characters so not suffer
Doing The Right Thing: Characters may a mishap if they roll a 1 when spending a
spend Fate Points in unheroic or wrong- Character Point.
ful ways. If a character only has one Fate
Point and spends it in such a way that he A character can spend more than one
shouldn’t receive it back at the end of the Character Point on an action, declaring their
adventure, it is lost and he has no Fate use one at a time. Characters can spend
Points left. How does he get Fate Points character points to influence their own ac-
back? By being heroic no matter what the tions but may not spend points on another
risks. If, in the opinion of the GM, the char- character’s actions. In addition, characters
acter is heroic at the dramatically appropri- can spend Character Points on actions that
ate time, no matter the risks, the character take longer than one round to complete, as
receives a Force Point at the end of the long as the character isn’t spending a Fate

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Point on that action and that is the only Running
action that is being done for the whole time
period. The difficulty to cover rapidly a distance
on foot is determined by the number of
Awarding Character Points extra movements the character takes. One
movement equals the character’s Move
Player characters get awarded additional
value; two movements equals twice the
Character Points at the end of each adven-
Move value, and so on. For each movement
ture to reflect their experience and how
beyond the first, add 5 to the base difficulty
successful they were. Typically, a character
of zero.
should receive between three and fifteen
Character Points depending on how he did. Example: A character with a Move of 10
If the players worked well as a group and meters per round who wants to move 20
the adventure was a general success for meters in one round has a running difficulty
them, then each character should receive of 5, while a character who wants to move
6-8 Character Points, depending on how 40 meters has a difficulty of 15. A character
hard the adventure was. Any player who who fails his running roll in the first round
played exceptionally well, either by roll- covers only his Move or may even trip, de-
ing very well throughout or by executing pending on how badly the player missed the
brilliant planning or tactics, should receive roll. See the “Accelerating and Decelerat-
another 2-3 Character Points. If the group ing” section for details on what happens in
of players worked well as a team, each subsequent rounds.
player should receive another 2-4 Character
Points. Players who played in character and
Swimming
really got into the act should receive anoth-
er 3-4 Character Points. If the entire group A hero’s swimming Move equals half his
had fun playing, then everybody should re- normal Move (rounded up). One movement
ceive another 3-4 Character Points. Finally while swimming equals the swimming Move,
players should receive another 2-3 points two movements equals twice the swim-
for playing in character, that is, always ming Move, and so on. Increasing this rate
acting consistently with the character’s likewise increases the base difficulty of 5
motivation and demeanor, as described in by +5 for each movement beyond the first.
the Characters chapter. The total amount Thus, the difficulty for a character to move
of Character Points gained from a single 2 times his swimming speed is 10 (5 for
adventure should not exceed 15. the base difficulty plus 5 for the additional
movement).
Without preparation, a character may
hold his breath for a number of seconds
equal to 5 times a roll of his Strength or
stamina. Pre-oxygenating his lungs gives a
character a bonus. The maximum any char-
acter can hold his breath with preparation
Movement is 10 times a roll of his stamina in seconds,
though this requires having the stamina
During the course of an adventure, char- skill. The bonus should be much less for the
acters usually have plenty of reason to run, average person.
jump, swim and otherwise hustle them-
selves into and out of danger.

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Climbing Short Distances
Characters who have the climb/jump skill A character may move up to 50% of his
can move up a surface at their normal Move movement rate (swimming, flying, or base
(barring adverse environmental factors) Move) without this counting as an action.
with a base difficulty of 5. Those without Thus, a character with a base Move of 10
such a skill move at half their normal move- could move five meters on land or 2.5 me-
ment rate. Increasing the rate increases the ters in the water with no action penalty.
difficulty by +10 for each additional one-half
of the base climbing Move (rounded up).
Maximum Movement
Example: A character with a running
Move of 10 and without the climb/jump skill Characters may perform only one move-
wants to move quickly up a tree. His base ment action of each type per round unless
climbing Move is 5. To increase this to eight a special ability allows them to do other-
meters per round means a difficulty of 15 wise. Gamemasters may choose to limit the
(5 to climb the tree plus +10 to increase the speed at which characters may travel to 4
movement by one half, or three meters, of times the Move rate for each type of move-
his base climbing Move). ment.

Jumping Accelerating And


A character’s total leaping distance (ver-
Decelerating
tically and horizontally) from a standing When it becomes important to the sce-
position equals one-quarter of his Move in nario, such as a race or a chase scene, the
meters (rounded up). The base difficulty is GM may choose to include acceleration and
5 to move this distance and +10 for each deceleration rules for running, swimming
additional two meters (vertically and hori- and flying characters. A character may in-
zontally) the character hopes to cover. If crease his current movement rate by up to
there is enough room, the character may 2 times that rate, regardless of whether his
try running before jumping. The character movement roll would allow him to travel a
may add 5 to his skill total per round of the greater distance. The maximum increase is
running start, up to a maximum of +10 (two 2 times the character’s base Move for that
rounds). The character must have beat the type of movement.
running difficulty in both rounds in order to
get the full bonus. Example: A character with a base walk-
ing Move of 10 has a maximum swimming
change of 10 which is 2 times his swimming
Flying Move of 5.

Characters who fly do so at the base rate Example: A character with a Move of 10
designated in the special ability or equip- is chasing a thief, who just swiped her cred-
ment description. To increase this rate, use key lanyard. In the first round, she may
the same rules as for running, except that move up to 20 meters, which has a running
the character relies on the flying/0-G skill. difficulty of 5. In the second round, she can
Characters may not use this skill unless increase her speed to 40 meters, which has
they have a means of propelling themselves a running difficulty of 15. If, in the second
through the air or they are in a zero-gravity round, the player generates a running total
environment. of 20, by the acceleration rules, she may

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only move 40 meters, even though her run- difficulty of 5 when using the stamina or
ning total meets the difficulty to move 50 willpower skill in an attempt to overcome
meters. the fatigue.
Similarly, if a character does not make a
movement roll that would allow him to move Movement Difficulty
at the previous round’s rate, that charac-
ter automatically slows by 2 times his base
Modifiers
Move. (The GM may lower the movement The base difficulty for movement such as
even more if the player rolled particularly running is 5. For other forms of movement,
poorly.) In other words, subtract 2 times such as swimming or climbing, the base
the base Move from the current movement difficulty is 5. However, the terrain over or
rate to get the new movement rate. If this through which one travels often plays a role
makes the current movement zero, then the in how rough the going will be. Consult the
character stops. If it’s less than zero, the list below for terrain-based difficulty modi-
character trips. fiers for movement.
Example: The character chasing the Easy terrain (0): flat surface, smooth
thief increased her speed to a rate of 40 water, using a ladder, light breeze, light rain
meters per round. To maintain this speed, or fog
her player needs to continue generating a
total of 15 with the character’s running skill. Moderate terrain (+5): uneven surface,
If the player gets less than 15, then her small obstacles, choppy water, climbing a
character’s speed drops to 20 meters per tree, strong winds, heavy rain or fog
round (40 minus 2 times her base Move of Rough terrain (+10): large but ne-
10). Characters traveling more than 4 times gotiable obstacles, strong undercurrent,
their base movement rate must slow down climbing a rough wall, flying near unyielding
gradually or risk hurting themselves by obstacles such as pillars or trees
stopping suddenly.
Very rough terrain (+15): dense and
large obstacles, stormy weather, a few air-
Fatigue borne hazards, hail
Hazardous terrain (+20): minefield,
Keep in mind that most characters can-
narrow walkway, many airborne hazards,
not move rapidly for long periods of time.
large waves, climbing a smooth surface,
Determine a suitable length of time depend-
complete darkness
ing on existing conditions, the Strength
of the character, and any relevant special Very hazardous terrain (+25): corri-
abilities the character has. Any additional dor filled with falling debris and explosions,
fast movement beyond that predetermined swimming or flying in a hurricane
length requires a fatigue modifier of +3 to Note: The GM may include additional
the difficulty for each additional round that modifiers or require an additional related
the character continues running. The modi- skill roll for any form of movement, depend-
fier is cumulative. Thus, one round beyond ing on surrounding conditions, such as high
the maximum is +3, two rounds is +6, and winds, numerous obstacles, slick surfaces,
so on. sharp turns, and so on.
The gamemaster may use the fatigue
modifier for any repetitive action performed
for an extended period of time. A GM also
can use this as the modifier to a base

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Vehicle Movement Rapid acceleration and deceleration also
warrant rolls, enhanced by the vehicle’s
Vehicles have five speeds of movement: maneuverability, to see if the operator
stopped, cautious, cruising, high, and all- maintains control. These maneuvers have
out. They may make one movement action an initial difficulty of 10, adjusted based on
per round. existing conditions (see the “Stunt Difficul-
Stopped: The vehicle is motionless. This ties and Modifiers” chart for some sugges-
requires no roll. Air vehicles should be on tions). A vehicle or flying character may
the ground when at this speed level. reduce or increase movement by two levels
in one round. Failing this roll means that the
Cautious: The vehicle travels at half its character has lost control for one round.
Move. This is generally a free action re- If some immovable force doesn’t stop the
quiring no roll, but terrain conditions may vehicle or character during that round, he
increase it from its base difficulty of zero. may attempt to regain control (with a base
Air vehicles at this level must be attempt- difficulty of 15) on the following round.
ing to reach a higher or lower altitude at
this speed; they cannot maintain altitude at If a character wishes to perform any oth-
cautious. er actions in addition to exoskeleton opera-
tion, piloting, vehicle operation, or flying/0-
Cruising: The vehicle travels at its Move. G, he must make the appropriate skill rolls
This requires an action, but since it has a for all actions, reduced by the multi-action
base difficulty of zero, the character need penalty, regardless of the situation. The
only roll if movement conditions dictate base difficulty for normal operation be-
otherwise. comes 5. Stunts still have their established
High: The vehicle travels at twice its base difficulties.
Move. This requires an exoskeleton opera-
tion, piloting, or vehicle operation roll with
a base difficulty of 5, modified by existing
Ramming And Sideswiping
conditions. Ramming is done with the nose of a
All-Out: The vehicle travels at four times vehicle, while sideswiping is done with its
its Move. This requires an exoskeleton side. The character makes the appropriate
operation, piloting, or vehicle operation vehicle roll, including the vehicle’s Maneu-
roll with a base difficulty of 10, modified verability. If the character fails the roll, the
by existing conditions. Vehicles may travel vehicle misses and spins. Land and water
anywhere between half their current speed vehicles turn up to 180 degrees and lose
and the full current speed at each level. power, while space vehicles continuing spin-
Rapid acceleration and deceleration are ning. The character must then spend one
considered stunts and are dealt with later in round starting it or regaining control and
this section. another getting back in the right direction.
Should the character instead succeed,
Vehicle Stunts she keeps the vehicle reasonably straight
and may try for another sideswipe or ram
For normal vehicle use or casual flying on the next turn. The pilot of an air vehicle
under ideal conditions, a character need not that rams or sideswipes another vehicle
make a skill roll. When the conditions turn automatically loses control. About the best
less than favorable or he decides to attempt she can hope for is to make a successful
a fancy maneuver, his exoskeleton opera- but rough landing. Both vehicles take dam-
tion, piloting, or vehicle operation skill plus age (the mechanics of this are explained
the vehicle’s Maneuverability code or his later in this section) in a successful ram or
flying/0-G skill determines his success. sideswipe.

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Heavy: Vehicle loses 2D from Maneuver-
VEHICLE AND PASSENGER ability or, if at 0D in Maneuverability, top
DAMAGE Move speed is decreased by two levels. The
Damage Vehicle Passengers loss or modifier remains until repaired.
Total > Damage Suffer...
Resistance Severe: Vehicle is out of control, de-
Total By celerating by two levels each round until it
comes to a stop or crashes into something.
1–3 Very Light No damage
4–8 Light 1/4 damage Destroyed: The vehicle will never oper-
total ate again.
9–12 Heavy 1/2 damage
total COLLISION DAMAGE MODI-
13–15 Severe 3/4 damage FIERS
total +3D Head-on
16+ Destroyed All damage -3D Rear-end, sideswipe
total
+0D Nose to side
Note: All modifiers are cumulative. A ve- +0D Into something very hard
hicle may take an unlimited number of Very
Light and Light levels of damage. At Heavy -1D Into something yielding
or above, any additional level of damage
above Very Light bumps the damage to the
next level. SPEED DAMAGE MODIFIERS
+2D Stopped speed
Gamemasters may include or substitute
damage to other systems if the vehicle has +4D Cautious speed
them (ex., weapons, navigation, or sensors). +6D Cruise speed
Very Light: Vehicle loses 1D from Ma- +8D High speed
neuverability for this round and the next. +10D All-out speed

Light: Vehicle loses 1D from Maneuver- Note: Modifiers are cumulative in the situ-
ability or, if at 0D in Maneuverability, top ation the damaged vehicle is in.
Move speed is decreased by one level. The
loss or modifier remains until repaired.

Vehicle Attacking And chapter). That means a person shooting a


Dodging car has a +6 to his attack total, while a car
sideswiping another car has no modifier.
The base difficulty to hit a vehicle is 10, If the driver wishes to fire a small-arms
modified by distance and the sizes of the weapon, he must make both an Easy
attacker and the defender (using the scale exoskeleton operation, piloting, or vehicle
modifier listed in the “Combat Options” operation roll (modified by the vehicle’s
Maneuverability code) and a firearms roll.

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Vehicle Stunt CONDITION MODIFIERS
Difficulties & Modifiers (LAND AND WATER VEHICLES)
+3 Moved or moving over curb
STUNT DIFFICULTIES or debris

6 Docking (water), parking in a +3 Limited parking or docking


specific spot (land) area

10 Landing (air vehicles)


0 Moving on a straight way
CONDITION MODIFIERS (AIR
15 Regaining control (other than VEHICLES & AERIAL CHARAC-
ramming or sideswiping
TERS)
10 Sideswiping
-3 Unlimited landing area
5 Easy turn (less than 45 de-
grees from current direction) +3 Limited landing area

9 Fast 45-degree turn +6 Almost no landing area

15 Fast 90-degree turn +3 Rough or unsteady landing


area
21 Fast 180-degree turn
+6 Climb or dive of 45 degrees
or more from current direction

CONDITION MODIFIERS (ALL Note: For modifiers due to various


VEHICLES) terrain conditions, use the “Movement
+6 Moving in reverse Difficulty Modifiers” table.
+10 Ramming

Because he’s doing two actions, he also fense total. The defense total becomes the
incurs a multi-action penalty to both rolls. new combat difficulty and is in effect until
Drivers cannot generally fire vehicle-mount- the character’s turn in the next round.
ed weapons while maneuvering the vehicle.
Passengers may shoot with few or no penal-
ties. (Note that these actions would not be Vehicle Damage
possible in some vehicles.) When a vehicle takes damage from a
A character may also attempt to maneu- weapon or another vehicle, it’s the level of
ver the vehicle out of the way of incoming destruction that matters. Use the follow-
projectiles or other vehicles. Instead of the ing guidelines and compare the result to
dodge skill, the character uses his exoskel- the “Vehicle and Passenger Damage” chart.
eton operation, piloting, or vehicle operation Modify the damage total of the attacker or
skill plus the vehicle’s Maneuverability code. the damage resistance total of the target
Use the active partial or full defense rules by the scale modifier, as appropriate for
for characters to determine the new de- the situation. A vehicle’s damage resistance

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total equals its toughness plus the value of She would also take 6 points of damage un-
any armor. Character Points or Fate Points less she sufficiently succeeded at her jump
may not be spent on this roll. (90/15 = 6).
With weapons, compare the weapon’s
damage total to the target’s damage re- Repairing A Vehicle
sistance total, including the scale modifier
for the vehicle (if the GM uses that option). The difficulty to repair a damaged vehicle
When a vehicle collides with something depends on the amount of damage and
else, decide how fast it was going when it availability of parts and tools. For difficulty
made the collision, and modify based on and modifier suggestions, please refer to
the circumstances of the collision. Com- the description of the repair skill in the
pare that to the damage resistance total. Skills chapter.
Should two vehicles be involved, both take
damage. See the sidebar for the speed and Vehicle Familiarity
collision modifiers. Use the following table when a character
is not familiar with the vehicle she needs to
Crew And Passenger Injuries operate. If the character does not have the
Depending on how badly damaged the correct operating skill at all, these difficul-
vehicle becomes, the crew and passengers ties are in addition to the untrained modi-
may be harmed, too. Use the “Passengers fier.
Suffer” column of the “Vehicle and Passen-
ger Damage” chart as a guideline. Adjust
+3 Very common or simple: car,
it based on how much the passengers are
truck
exposed (for example, motorcycles and
jumpgliders offer little protection to their +6 Common: industrial tractor, mo-
torbike, motorboat,
cargo).
+8 Moderately common: speedboat,
bus
Leaping Out Of A Vehicle +11 Uncommon: jumpglider, tank,
rocket pod, monocycle
Leaving a land or water vehicle that is
moving at less than 10 kilometers per hour +14 Unusual: prop plane, solar glider
is a very easy acrobatics or Agility roll (or +17 Rare: scramjet, submarine
climb/jump if the character leaps from the +20 Exotic: starship, powered armor
vehicle). If the vehicle is moving faster
-3 Instructions are in a language the
than that, the base difficulty becomes 15,
character understands
with +1 added to it for every 10 movement
kilometers per hour the vehicle is traveling
(rounded down). Additionally, the character
takes damage from the fall at a rate of +1
for every 15 kilometers per hour the vehicle
is moving (rounded up) minus the result
points from the roll.
Example: If the driver of a car travel-
ing at 90 kilometers per hour decided to
leave the vehicle before it hit the tree it was
traveling toward, the difficulty would be 24
(90/10 = 9, plus the base difficulty of 15).

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Melee Weapons
Melee weapons have a difficulty to use
(very easy, easy, moderate, difficult, very
Combat difficult or heroic), which is listed with the
weapon. The gamemaster has to pick a
Characters in this game get into a lot of
specific difficulty number from that difficul-
fights — combat is central to the stories
ty range when the weapon is used.
of the setting. Combat is always fought in
rounds and uses all of the rules explained in The gamemaster then has to decide
prior chapters. which combat modifiers apply to the attack.
Once all of the modifiers are added in, the
gamemaster has a final difficulty number.
Combat Difficulties
The combat rules are identical to the Rounds And Initiative
basic rules: determine the difficulty to hit,
just like any other skill use. If the attacking Generally, time in a roleplaying game
character rolls higher than the difficulty, he doesn’t matter too much. A character may
hits and causes damage. spend several hours searching a library,
though only a minute passes as far as the
Ranged Weapons players and GM are concerned. To keep the
story line moving, sometimes it is neces-
Ranged weapons have several ranges
sary to skip the tedious parts.
listed with them: short, medium and long.
Anything closer than short range is con- More intense scenes require more detail.
sidered to be point-blank. Each weapon’s In these cases, time slows to units of five
ranges are different, so pay attention when seconds called rounds. Each character may
characters are using different weapons. take one action in the round with no penal-
ty. Once a round ends, the next one begins,
• Shooting at someone at point blank continuing until the scene ends (with the
range is a Very Easy task. task completed, the opponent subdued,
etc.)
• Shooting at someone at short range is
an Easy task. Since all characters in a scene are making
actions in the same fie-second round, the
• Shooting at someone at medium range actual length of game time taken up by an
is a Moderate task. action is usually less than five seconds. This
is obviously the case when a single char-
• Shooting at someone at long range is a acter is performing multiple actions, but it
Difficult task. is also true when one character reacts to
This difficulty can be modified by the what another character is doing. Actions in
target’s cover, the scale of the target (see rounds are not simultaneous (actions out of
Section 3.3, “Scales.”) and other modifiers, rounds sometimes are).
such as rain and darkness. Determining initiative does not count as
Most ranged weapons have finite ammu- an action.
nition. When a weapon runs dry, reloading Once rounds have been declared and
takes an action. depending on the situation, the GM deter-
mines in what order everyone goes. This
is done by having every character make
a Perception roll. Then the characters all
go in the order in which they rolled, from

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COMBAT DIFFICULTY MODIFIERS

OPTION DIFFICULTY DAMAGE OPTION DIFFICULTY DAMAGE


MODIFIER MODIFIER MODIFIER MODIFIER

GUNPLAY ALL AT-


TACKS
Burst fire as 0 -2D
single Low gravity -1D (-3) 0
Full auto -2D (-6) +2D No gravity -2D (-6) 0
Single fire as -1D (-3)* +1D* Heavy grav- +3D 0
multi ity (+10)
Sweep -2D (-6) -3D

CALLED
* Modifiers are per additional round of
SHOTS
ammunition, up to the maximum that the
weapon holds. Target is...
10 to 50 cen- +1D (+3) *
BRAWLING, timeters long
MELEE COMBAT
1 to 10 cen- +4D *
All-out -2D (-6) +1D timeters long (+12)
Grab +2D (+6) * Less than +8D *
a centimeter (+24)
Lunge +1D (+3) -1D
long
Knockdown, +2D (+6) *
trip
OTHER MODIFIERS
Push +1D (+3) *
The attacker is +4D (+12) to the
Sweep -2D (-6) -3D blind or blinded combat difficulty.
Tackle +1D (+3) * The target is -4D (-12) to the
blind or blinded combat difficulty.
or attacked from
behind

the highest roll down to the lowest. When Multiple Actions


the last character acts, then the round is Characters may, if they choose, act more
over, and the process begins anew with the than once in a given round. If a character is
next round. Characters roll for initiative making two actions in a single round, then
once again (by rolling their Perception), and each die code for that action is reduced by
perform their actions in turn until the scene 1D. Three actions, reduces all die codes by
is resolved. Characters who roll identical 2D. Four actions reduces all actions by 4D
initiative rolls act simultaneously. and so on. Eventually, every character will

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hit a point where his abilities are so down- Full Or Normal Defenses
graded by multiple actions that none of A character who declares a defensive
those actions will actually succeed. Multiple skill use has two things he or she can do: a
actions are used most often in combat, full use (full dodge, full melee parry, and so
when characters use specific combat skills forth) or a normal use (dodge, melee parry
more than once to get off multiple attacks. and so forth).
Note that some weapons have autofire Full Use: When a character does a full
options that give “free” extra attacks that defensive skill use (full dodge, full melee
do not apply skill penalties. Single-shot parry, full brawling parry, etc.), they roll
weapons do not have this feature. their character’s defensive skill and add it
to the difficulty to hit the character.
Defensive Skills When a character does a full defensive
skill use, they may only do that and make
Characters have several skills that they one normal speed movement that round
can use to get out of the way of different (see “Movement”): the character may not
kinds of attacks. These skills can increase so any other action, such as attack or use
the difficulty to hit the character. another skill.
Dodge is used against any ranged attack, Note that characters can’t do multiple full
whether it is a blaster bolt, a bullet, mis- defensive skill uses in a round – for ex-
sile weapon, or other attack made from a ample, a character couldn’t do a full dodge
distance. and a full brawling parry in the same round.
Melee Parry is used when the character In fact, the only thing a character can do in
is attacked in hand-to-hand combat and the the same round as a full defensive action is
character has a melee weapon or makeshift one move.
weapon in his hands (makeshift weapons Normal Use: When a character makes
include bottles, chairs, and anything else a normal defensive skill use, the character
that is grabbed out of desperation). simply rolls their skill dice. The player can
If the character is being attacked by then choose to use either the skill roll as
someone who is using a weapon or is at- the value for all attacks in that round or use
tacking with very sharp natural tools, the each individual attacker’s difficulty in that
character rolls their skill naturally. round. This decision applies to all attacks
made in that round, and must be made at
If the character is defending against
the time the roll is made.
someone who is attacking unarmed and
without sharp natural weapons, the char-
acter gets a +5 bonus modifier to his parry Damage
roll.
When characters are hit in combat, they
Brawling Parry is used when the char-
roll to see how badly they are injured. First,
acter is attacked in hand-to-hand combat
whoever hits rolls the damage for the weap-
and is unarmed. Characters use this skill
on they are using. Then, the character rolls
normally when they are attacked by some-
their Strength attribute to resist damage.
one who is also unarmed and doesn’t have
If the damage result is greater than the
sharp natural tools like claws; they simply
Strength result, than the character is hurt,
roll their skill. If the character is defending
according to the levels described below.
against someone who is attacking with a
weapon or sharp natural tools, the attacker Stunned (0-3): Stunned characters suf-
gets a +10 bonus modifier to their attack fer a penalty of -1D to skill and attribute
roll. rolls for the rest of the round and for the

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next round. A stun no longer penalizes a use of fate; the character may not get the
character after the second round, but it is Fate Point back at the end of the adventure
still “affecting” him for a half an hour, un- (though there are undoubtedly exceptions).
less the character rests for one minute. If a
character is being “affected” from a number
of stuns equal to the number before the “D” Armor
for the character’s Strength, the character Some characters wear armor; other
is knocked unconscious for 2D minutes. characters or have natural armor (by way
Wounded (4-8): Wounded characters fall of genetic or alien modification). Armor
prone and can take no actions for the rest adds to a character’s Strength roll to resist
of the round. The character suffers a pen- damage. Different levels of armor provide
alty of -1D to skill and attribute rolls until different levels of protection. A simple blast
the character is healed (through medkits or helmet might just provide a pip or two to
natural rest). A character who is wounded a your Strength roll, whereas a full suit of
second time is incapacitated. combat armor might provide as much as
3D or 4D. Generally speaking, heavy armor
Incapacitated (9-12): An incapacitated
also detracts from your Agility attribute and
character falls prone and is knocked uncon-
any skills derived from it, so there is a bit
scious for 10D minutes. The character can’t
of a tradeoff involved. For details on vari-
do anything until healed. An incapacitated
ous armor options, check out the Hardware
character who is wounded or incapacitated
section.
again becomes mortally wounded.
Mortally Wounded (13-15): A mortally
wounded character falls prone and is uncon-
scious. The character can’t so anything until
healed. The character may die – at the end
of each round, roll 2D. If the roll is less than
the number of rounds that the character
has been mortally wounded, the character
dies. A mortally wounded character who is Combat Options
incapacitated or mortally wounded again is
killed. So far, you have been given all the rules
Killed (16+): A killed character dies im- you need to run a combat scene in this
mediately. game, but if you want to make fighting a
more intricate affair, you may incorporate
Note: Characters can spend Character any of the following additional and optional
Points to increase their Strength to resist rules to your game.
damage. That is why we encourage GMs not
to tell the player what they rolled for dam-
age — just how many dice they used. Using The Modifiers
Fate Points can also be used to increase All modifiers listed in this section are
Strength dice to resist damage, but they still cumulative, though the GM doesn’t need to
have to be declared at the beginning of the include all of them. Modifiers may never ad-
round, during the declaration phase. This is just the total combat difficulty below 3. The
usually only done if a character knows he GM rolls the indicated modifier and adds it
is going to be hit, or if it is vitally important to the combat situation. A standard modi-
that he not take damage this round. Al- fier is included in parentheses after the die
most always, resisting damage is a “selfish” modifier, should the GM prefer not to roll.

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Gunplay Options Brawling/Melee Combat
Burst Fire As Single: A character may
Options
perform this attack only with a weapon ca- Acrobatic Tricks: Acrobatics can also
pable of burst fire (like an assault rifle) and enhance brawling and melee combat at-
switching to single fire. The firer fires only tacks. The character must perform the
one shot instead of a burst; it is primarily acrobatics trick and the attack on the same
used to conserve ammunition. turn. The GM determines the exact diffi-
Full Auto: This attack is only possible culty of the acrobatics attempt. The player
with weapons that can fire at fully automat- may add one-half of the difference (rounded
ic settings (such as assault rifles, subma- up) between the difficulty and the success-
chine guns, and machine guns). Since the ful acrobatics roll to the amount of damage
character takes time to “hold down the trig- done (not to the combat skill roll). One ac-
ger” and pump ammo into the air, the extra robatics trick roll can affect one attack only.
“to hit” and “damage” bonuses are some- All-Out: The character attacks with no
what compensated for by the modifier to thought to the consequences. This maneu-
the character’s defensive value during the ver increases the chance of the character
round he is performing a full auto attack. striking the target, but, in that round, the
Single Fire As Multi: The character fires attacker cannot perform any other action at
a weapon several times in a round at the all — not even to defend actively.
same target. The most common example is Lunge: The character takes a step for-
when someone fires a pistol several times ward to jab at an opponent, usually with an
in a row at the same target. Characters edged weapon. This adds about a half-me-
may use this option only when a weapon ter (more or less depending on the stride)
automatically reloads itself after firing a to the range of the attack, but it lowers the
single shot or when it is fairly easy to ready effectiveness of the attack.
it for firing again (such as a .45 automatic,
which puts a new shell in the slide as soon Knockdown/Push/Trip: Using brawling
as the first one clears the barrel). It in- or a blunt melee weapon in the usual way,
creases the character’s chance to hit a the attacker causes his target to stumble
target as well as the damage. It does not and, instead of taking damage, the oppo-
count as a multi-action as long as the shot nent loses 2D from her next Agility or Agil-
is taken at the same target: one target, one ity-based skill roll. If this is a knockdown
die roll, one damage total. or trip attempt, she must also spend one
action to stand up again. Generally, unless
Sweep (Ranged): The character wants the character has special training, she may
to “spray an area” with ammo. Only charac- only knockdown or push a character whose
ters with weapons that go full auto, burst, Strength (including special abilities or Bane
or single fire as multi (in general, just about modifiers) is equal to or less than her own.
any automatic weapon) can perform this
maneuver. The gun uses the amount of Sweep: These attacks, usually foot
ammunition needed by whichever setting sweeps or roundhouses, are used when the
is used. They gain a positive modifier to hit character wants to make certain he hits the
(because of the sheer volume of shots), but target, regardless of how much injury is
this “non-targeted” attack results in a lower caused.
damage total. Tackle: Tackling is much like grabbing
(see below), except that the attacker seeks
to overcome the target entirely. Charac-
ters may perform this with brawling only.
If successful or the target chooses not to

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struggle, the character captures the target object, the target takes the damage score
and may, if desired, do normal damage. The of the object (usually determined by its
target, meanwhile, may make no actions toughness, but the GM may adjust this) plus
other than attempt to escape (see the es- the attacker’s Strength Damage. The object
cape rules herein). On subsequent rounds, being slammed into takes the Strength
the attacker may choose to do his Strength Damage of the opponent.
Damage only (no modifiers). Arm Pin: The hero grabs his target’s arm
Grab: The attacker physically grasps a and forces it around behind him, pinning it
target. Few melee weapons allow this op- there. After the first round, the player has
tion, so it is used generally only in brawling three choices as to what his character can
attacks. What effect this has on the target do. Each option counts as a separate action.
depends on the type of grab. (The ones
listed here are choke, flip, hold, slam/throw, • Option 1: The character does his
and arm pin.) See the escape rules in this Strength Damage only for each round he
section for details on getting out of grabs. has the arm pinned.
On subsequent rounds of a grab, the at-
tacker may do his strength damage only (no • Option 2: The character tries to break
modifiers except those from special abilities the opponent’s arm. The attacker must
or equipment), if he defeats the victim’s es- make a successful Strength or lift roll
cape attempt or if the defender chooses not versus a breaking difficulty.
to resist. Some grab variations may offer Against an opponent who does not resist,
other options. the difficulty equals 2 times the target’s
Choke: Ropes and hands can cut off the Strength or lift die code plus the pips plus
target’s source of air. Damage on the first any relevant protection. Failing to beat the
round equals the character’s Strength Dam- breaking difficulty in this case means the
age plus any modifiers. target takes damage as in option 1. Should
the target choose to resist, he may make no
See the general grab rules for damage on other action in the round, but he may move
subsequent rounds. his turn up. Instead, the player rolls his
Flip: The character reaches out, grabs his character’s Strength or lift and adds 5 and
opponent’s wrist, arm, leg, or similar body any relevant protection to the total to gen-
part, and jerks violently, causing the op- erate the breaking difficulty. Failure by the
ponent to fall to the ground. The opponent attacker to beat the breaking difficulty in
takes 3D in damage from slamming into the this case means that the target escapes and
ground and must spend the next round get- may freely take action on the next round.
ting to her feet (if she can).
• Option 3: The character may attempt
Hold: The character does less damage to force the target to the ground while
(-3D or more, at the player’s option, to the maintaining his hold on the arm. The at-
damage total), but he has hold of the target tacker rolls his brawling against a submis-
with a successful attack. sion difficulty. If the opponent does not
Slam/Throw: The character grabs or resist, the submission difficulty equals 2
picks up his opponent and hurls him into times her Agility die code, dropping the
the ground, a wall, a bus, or another ob- pips. Failing to beat the breaking difficulty
stacle. Lifting the opponent counts as an in this case means the target takes dam-
action (using the lift skill), as does slam- age as in option 1. If the target chooses
ming or throwing the target (which uses to resist, the opponent may make no
the throwing skill). The character must be other action in the round, though he may
strong enough to pick his opponent up to move his turn up. Instead, the player rolls
use this maneuver. Once slammed into an his character’s Agility and adds 5 and any

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relevant modifiers to the total to generate
the submission difficulty. Failure by the
attacker to beat the difficulty in this case
means that the target escapes and may Hit Locations
freely take action on the next round.
Hit locations are a special kind of
called shot that allows a character to
Called Shots shoot or strike a specific point on his
target’s body. The table is used to
The character chooses a specific target, determine the modifiers for hitting a
like a pistol in a dragoon’s hand, and aims target of human proportions in differ-
for that. A called-shot modifier represents ent areas of his body. Note that aiming
the difficulty of this (see the combat diffi- at an arm or leg actually causes less
culty modifiers table below), which is added damage; this is because the character
to the combat difficulty. On a successful at- took extra care to shoot an area that
tack, he knocks the item out of the target’s is “less vital.”
hand, grabs the limb, pins the target to a
wall, or does damage of +1D or more at the OPTION DIFFICUL- DAMAGE
GM’s discretion. The exact result depends TY MODIFIER MODIFIER
on the situation and the player’s intent. Head +1D (+5) +12
Heart +4D (+15) +12
Breaking Things Chest, +0 +0
abdomen
Use the demolitions skill guidelines for Left/right +1D (+5) -2
determining the effect of damage on items. arm
Left/right +1D (+5) -1
leg
Disarm
Left/right +4D (+15) -2
If the disarm attempt is successful and hand
the target character has not made an action
yet, she may move up her action to try and
keep a grip on the item she’s holding. The
defending character makes a Strength or except for trying to break free. The target
lift roll against the amount of damage done. may escape by snapping the bonds or slip-
If the defender’s roll is greater than the ping free, each of which counts as an ac-
damage, the target character retains the tion. To break the weapon, he must make a
item. If it is less than or equal to the dam- Strength or lift roll that meets or beats the
age, she drops it. damage total of the weapon. To slip free, he
needs to roll an Agility or acrobatics total
Entangle equal to or higher than the weapon’s dam-
age total.
A character throws an entangling weapon
at her opponent. On a successful firearms,
missile weapons, or throwing roll (as ap-
Escape
propriate), the end of the weapon wraps To break free from any hold, the char-
itself around the target. Unless the weapon acter must make a successful opposed
is spiked, electrified, or enhanced in some strength or lift roll versus the holder’s
other way, it does no damage, but it pre- Strength or lift. This counts as an action.
vents the target from doing any action

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Group Attack some external force, whichever comes first.
The target receives only half the wound
This is a coordinated action. See the de- levels or body point damage inflicted (round
scription of the tactics skill for details. down).

Effects Multiple Weapons


At the gamemaster’s discretion, sufficient Weapons that characters can use with one
damage to a particular hit location can af- hand and in either hand, such as knives or
fect the target’s ability to use that part. most guns, may be employed at the same
Except for blows to the chest, the modifier time in the same round. The character in-
lasts until the character heals that portion curs a multi-action penalty.
(which typically takes a few days, as body
points or wounds are recovered for the
body as a whole, not just a specific part). Prone And Crouching
When the medicine skill or a healing effect
is applied, it can be specified to repair one Attacking a target that is crouched on the
particular location. ground adds the combat difficulty by +3. If
the target is moving while crouching, then
Hit location modifiers are in addition to the combat difficulty increases by +6, but
wound level modifiers. If you are using the defending character’s normal Move, free
them instead of the wound level modifiers, Move, or running roll is halved.
then all -1 modifiers increase to -1D modi-
fiers. For prone targets, subtract 2D (6) from
the combat difficulty when attacking at
Chest: The character can do no more point blank or short range, but add 2D (6)
than passively defend in the next round. to combat difficulty when attacking at me-
Foot Or Leg: -1 to all acrobatics, sneak, dium or long range.
movement, and initiative totals. Characters who willingly get low to the
Hand Or Arm: -1 to all acrobatics, brawl- ground or make themselves small may get
ing, climb/jump, melee combat, missile into and out of the position as a free action.
weapons, sleight of hand, throwing, lift, and However, a character forced into that posi-
any other rolls involving the hand or arm. tion, such as a result of being thrown, need
to make an effort to stand, which counts as
Head: -1 to all Knowledge, Perception, an action.
and initiative totals.

Quick Draw
Knockout
This option allows the character to act
This option does only half of the normal rapidly or draw and fire a weapon in the
damage, but it can render the target im- same round as one action. The character
mediately unconscious with a successful may use any combat skill or appropriate
attack. It requires a successful called shot specialization. If she also is using a weapon,
to the head. If after the resistance total has it must be suitable for quick drawing (a bow
been subtracted the target sustains at least and arrow, a loaded pistol, a dagger).
two wound levels or 50% of his maximum
body points in damage, then he falls uncon- Before initiative is rolled, the player must
scious for a number of hours equal to dif- announce that she intends for her character
ference between the combat skill total and to draw her weapon quickly. The player may
the combat difficulty or until he’s awoken by then take some of the skill dice and add
them to the Perception die code for pur-

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poses of increasing initiative for that round Scale
only. The player must leave at least 1D in
her skill. If the character wants to make Occasionally, objects of vastly different
multiple attacks, she subtracts 1D for each sizes get involved in fights. The scale modi-
attack beyond the first from the number fier accounts for the fact that bigger items
of dice in the skill she’s using before the are easier to hit, and usually can take more
player moves dice around. She does not damage, than smaller ones. Use the accom-
take a penalty for the draw. panying chart as a guide for determining
the appropriate value for the two combat
All attacks by the hero in the same round participants. The GM may further subdivide
must be made with the same skill, though between levels.
the results are determined differently, and
they all occur at the same die code, be- If both opponents are either larger than
cause the multi-action penalty was already or equal to a human or smaller than or
figured in. equal to a human, subtract the larger num-
ber from the smaller one to calculate the
Example: Two mercenaries face each scale modifier. If one opponent is smaller
other in a stand-off. One of the mercenaries than a human while the other is larger, then
has 4D in Perception and 8D in firearms. He add together the two values.
may take up to 7D and add it to his Percep-
tion die code to determine initiative. The For most cases, use these rules: if the at-
mercenary, however, wants to fire twice. tacker is larger than the defender, then the
After subtracting 1D for the extra attack, scale modifier is added to the combat dif-
he now has 7D in the skill, which allows him
to add up to 6D to the initiative roll. He de-
cides to move only 3D. This gives him 7D in
Perception to determine initiative and 4D in
firearms. Now both mercenaries make their SIZE VS. VALUE
initiative rolls. Small moon 96
Once initiative is determined, at the Star freighter 50
character’s turn in the round he uses the Space yacht 46
remaining dice in the skill to determine his
Eight-story building 24
accuracy.
Four-story building 20
Two-story house 14
Ready A Weapon
Tank 10
It takes one action per item to draw a Average personal transport 6
gun, unsheathe a knife, reload a rifle, or
something similar. Although this generally Motorcycle 3
does not require a skill roll, the gamemas- Average human 0
ter may require one related to the weapon Small human child 3
in question for particularly stressful situa-
Briefcase 6
tions. Additionally, drawing and using the
weapon in the same round incurs a multi- Laser pistol 9
action penalty. The GM may add further Palm computer 12
modifiers for attempting to get out an item
Cred-key 15
from a restrictive location or ready an un-
wieldy weapon. Computer chip 21

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ficulty and the damage total. If the attacker or more modifier to the combat difficulty.
is smaller than the defender, then the scale The GM may decide that such factors as
modifier is added to the attacker’s combat experience, strength, and features of the
skill total and the defender’s damage resis- weapon (such as a well-balanced sword)
tance total.
Example: A smuggler has snuck into a
warehouse guarded by miniature robots.
The robots have a scale value of 6. With the
smuggler’s scale value of the zero, the scale
modifier is 6 (6 – 0). Because the robot is
smaller than the smuggler, the robot gets a
lower this modifier.
+6 to its firearms roll, while the smuggler
gets a +6 to his damage resistance total.
When the smuggler attacks the robot, the
scale modifier is added to the smuggler’s
Healing
combat difficulty and to his damage total, if Characters can heal through a variety of
he manages to shoot it. ways, but the four most common methods
In some cases, the object may be large of healing are natural healing, skilled medi-
but lightly constructed (such as a parade cal care, medkits, and regen tanks.
balloon). At these times, the gamemaster
should not add the scale modifier to the Natural Healing
damage resistance total.
Typically, a weapon’s scale when deter- A character can heal naturally, but this
mining how much damage it does is the process is slow. The character must rest a
same as the person holding it or the thing specified amount of time and then can make
it’s mounted on. So a rifle has a scale value a natural healing roll: roll the character’s
of 0, while a full-size tank’s gun has a scale full Strength plus any appropriate modifiers.
of 10. These would differ if someone tar- Then find the result on the chart related to
geted just the weapon. the character’s current Wound level to see if
the character heals.
Healing characters can do virtually noth-
ing but rest. Characters who try to work,
Surprise exercise, or adventure must subtract 1D
from their Strength when they make their
A hero who surprises her opponent may natural healing rolls. Any character who
either act first in the round (if initiative opts to take it easy and do virtually nothing
hasn’t already been determined) or gain for twice the necessary time may add 1D to
a +1D to her action. Attacks from behind, the Strength roll to heal.
ambush, or unexpected sources (such as
a companion) make up the most common The length of time it takes to recover
sources of surprise. naturally from a wound is listed below.
These times indicate how long a character
must rest and recuperate before attempting
Unwieldy Weapons to make a Strength roll to improve his or
her condition. These times do not take into
Melee weapons longer than 60 centi- account any special modifiers that might
meters, objects that are hard to throw or speed the process of recuperation.
grasp, ones relying on technology with
which the user is unfamiliar, or any weapons
otherwise difficult to wield may incur a +5

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hardware to help treat seriously injured in-
STUNNED 1 minute dividuals who can’t get emergency hospital-
WOUNDED 3 days ization and regen treatment. They are very
SEVERELY WOUNDED 3 days common on battlefields around the galaxy.
When someone administers a medkit to
INCAPACITATED 2 weeks someone, they roll their first aid or techni-
MORTALLY WOUNDED 5 weeks cal skill. The difficulty of using a standard
KILLED Give it up, chief. medkit depends upon the severity of a
That ship sailed the patient’s injury:
moment your heart
stopped. DEGREE OF INJURY DIFFICULTY
Stunned/Unconscious Very Easy
Wounded Easy

Skilled Medical Care Incapacitated Moderate


Mortally Wounded Difficult
Characters can heal others or themselves
with some basic field procedures for treat-
ing wounds. Such attempts don’t require If the medkit use is successful, the
a medical kit. Simply roll medicine skill to character is healed one level; unconscious
treat wounds in the field. A successful roll characters are revived, wounded characters
heals the character up one level: for in- are fully healed, incapacitated characters
stance, a successful medicine roll on some- improve to wounded, and mortally wounded
one who is wounded would bring him back characters improve to incapacitated.
to stunned. A character using a medical kit
If the roll is unsuccessful, the charac-
may add its bonus to the roll.
ter remains at the current level. If the
A character may only attempt to heal a roll misses the difficulty by more than 10
patient once per day. Other characters may points, the medkit has pushed the injured
also try to help the patient, adding their character’s bodily functions to their limits
expertise to the first healer’s. and no more medkits can be used on that
The difficulty of using pure medical skill character for a full day (24-hour period).
to heal somebody depends upon the sever- A character can have multiple medkits
ity of a patient’s injury: used on him, but each use gets more dif-
ficult. For every medkit applied in a single
DEGREE OF INJURY DIFFICULTY day, increase the level of difficulty of the
Stunned/Unconscious Moderate medkit use by one level.
Wounded Difficult Once a medkit is used, it is fully expend-
Incapacitated Very Difficult ed — characters who expect to heal several
characters must carry multiple medkits.
Mortally Wounded Heroic
A character can use a medkit on himself,
but suffers a -1D penalty in addition to any
other penalties.
Medkits
The standard “first aid” kit in the Sep- Regen Tanks
timus universe, the medkit, contains a
Regen tanks are specialized medical
combination of healing medicines, synthe-
healing vats in which characters may be
flesh, coagulants, body chemistry boosters,
immersed so they can heal from wounds
adrenaline drugs, and computer diagnostic

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faster. The attending physician can use the Activating A Clone
tank’s computers to inject surface medicine Cloning is the practice of duplicating a
into the regeneration fluid, inject medicines living body and keeping it in stasis. When
into the bloodstream, or dispense them the original body dies, a transmitted signal
orally. goes to the static clone, which then auto-
Characters must have the medicine skill animates. This has the advantage of letting
to use a regen tank. On most planets within the fallen character enter action immedi-
the Seventh Empire, only licensed doctors ately. Unfortunately, any Character Points
can administer regen treatments. A very gained by the character since the clone was
easy medicine skill is necessary to use created are lost. Likewise, recent memories
a regen tank — regardless of the wound are lost, too. Updating clones can be done,
level. If the roll is made, the character will but it is a costly practice. Cloned characters
heal — it’s just a matter of time. A charac- also gain 2 Corruption Points upon activa-
ter attempting to use a regen tank with- tion.
out the medicine skill must make a heroic
first aid or Technical roll. If the roll failed, Persona Transfer
the patient’s wound level increases by two A third way of cheating death is to digi-
(wounded to mortally wounded; incapaci- tize one’s personality profile and upload it
tated or mortally wounded to dead). to a robotic body. This is called a persona
If the roll is successful, the healing time is transfer, and it is an irreversible proce-
dependent upon the severity of the charac- dure. Once uploaded to a robotic chassis,
ter’s injuries. Wounded characters require the character is forevermore confined to
1D hours. Incapacitated characters require mechanical bodies. Destroyed robot char-
4D hours. Mortally wounded characters acters can have their personae transferred
require 1D days. to other robot bodies. Every time a persona
transfer is conducted, the character picks
up 3 Corruption Points.
Cheating Death
Cost And Availability
In Septimus, death is rarely final, at least
not the first time your character crosses While there are monetary costs associ-
over to the other side. Thanks to the ad- ated with each form of cheating death,
vanced medical technology available, dead consider each of them open to any charac-
characters often can be revived through a ter unless the GM notes otherwise. The GM
variety of means. should implement them as a story element
to the adventure at hand. Who is providing
Regeneration this support to the characters, and what will
they want in return? Whoever has meth-
Regen tanks are a common means of ods of cheating death at their disposal has
healing seriously wounded patients or great leverage over those who have need
bringing back the recently slain. As long as of such technology. And in large parts of
the dead person’s body can be retrieved Septimus there is no money to speak of, so
and placed within a regen tank, the per- often times having revivification technology
son can be regrown and reanimated. The on hand becomes the one and only form of
process usually takes a full 2 weeks, and it barter that is worth anything.
adds 1 Corruption Point to the character’s
total.

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character picks up an additional Corruption
point as a result of the new mod. However,
this only occurs if the character is already
Corruption picking up Corruption Points for that mod. If
the character managed to dodge additional
During the course of play, characters may Corruption for that particular upgrade, then
pick up Corruption Points. Characters can he does not need to roll for the extra Cor-
only take on so many of these before they ruption that comes from crossing the line
finally become irrevocably twisted inside, that separates nanotech and genotech. As a
becoming something that is equally mon- matter of good risk management, however,
strous and mindless, easily twisted to evil characters generally stick to either nano-
purposes by others as well as themselves. tech mods or genotech mods rather than
At that point the character becomes a vil- risk the extra Corruption.
lainous character to be played only by the
GM (often as an enemy to other player Alien Interaction
characters) and is taken out of play. The more one integrates with any kind of
alien technology, the more one’s chances of
The Downside To Perfection corruption tend to skyrocket. Alien technol-
ogy is one of the greatest enigmas within
Players can gain Corruption Points Septimus, because there is not much of it,
through a variety of ways. and what little there is tends to be so radi-
cally advanced that nobody can figure it
Overmodification out. Because of the Extent’s obsession with
personal modification, it has poured a huge
Every time a character is augmented by
amount of resources into finding ways to
genotechnology, nanotechnology or alien
use alien tech to alter one’s own physiology.
technology, that character gains Corruption
Alien mods are quite extraordinary things,
Points. Each mod has its own Corruption
and like regular genotech or nanotech
Point associated with it, the details of which
mods, each alien mod carries with it a Cor-
can be found in the Genotech, Nanotech
ruption cost. Unlike nanotech or genotech,
and Alienation chapters. In short, however,
the Corruption that comes from alien tech
the general rule is this: the more mods one
interaction is unavoidable. You cannot roll to
gets, the more Corrupted one gets. Corrup-
dodge Corruption Points that are associated
tion is a natural way to prevent individuals
with an alien tech mod. On the upside, alien
from getting every modification under the
tech does not conflict with nanotech or ge-
sun.
notech the way that nanotech and genotech
conflict with each other.
Mod Conflicts
Like any other kind of complex technol- Death And Resurrection
ogy, genotech and nanotech don’t exactly
As mentioned in the various descriptions
play nicely together, and those who undergo
of medical treatment, a good way to rack
modifications that combine the two run an
up a lot of Corruption Points is to die and
enhanced risk of picking up a Corruption
repeatedly come back. Every time a char-
Point for it. In addition the the Corruption
acter flatlines and cheats death, he picks
Points picked up for gaining new mods,
up Corruption. Eventually, there comes a
whenever a character gets a new mod that
point where that character cannot die again
is either from the “other side of the fence,”
without fully Corrupting, and at that point,
(i.e., getting a nanotech mod when cur-
it’s over. It is worth noting, however, that
rently having genotech mods or vice versa),
certain elements within the Sindavar Extent
roll 1D. A result of 1 or 2 means that the

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think Corruption is a good thing because mine which one of the character’s mods will
is converts individuals into perfect drones temporarily cease to work for the remainder
willing to do anything to further the regime. of the adventure.
Rumor has it that within the deepest, dark- Example: Freeman Kilgore the ship cap-
est recesses of the Extent, there are hierar- tain has an additional 2 points of Corruption
chies where those with greater Corruption that he picked up after the character was
rank higher than those who do not. But to initially created. That means that 2 times
whom all of these Corrupted individuals ul- per adventure, the GM has the right to
timately answer to, nobody knows. A rogue make Freeman roll to see if one of his mods
persona, perhaps? An Alien fragment em- malfunctions. At a dramatic moment, the
bedded within Septimus? Could it be Septi- GM makes Freeman roll, and he rolls a 5.
mus itself? So far, nobody’s talking. Yet. Since Freeman only has 3 mods, there is no
malfunction. Later in the adventure, though,
Determining Corruption
the GM strikes again, and Freeman must
Every time a character receives a Cor- roll for mod malfunction a second time. He
ruption Point, roll 2D. If the result is less
than the number of Corruption Points the
character has, then the character has
become Corrupted, and is taken out of the Persona Drift
game.
One of the first signs of Corruption is
the involuntary altering of one’s personal-
Symptoms Of Corruption ity. For every 3 or 4 points of Corruption
one accrues in addition to those gained
As characters accumulate Corruption during character creation, consult the table
below.
Points, even if they do not drift into a fatal
case of Corruption, they might still suffer # of Effect
the negative effects of gradual overmodifi- Cor-
cation and gradual degradation. These are ruption
the common symptoms of Corruption, and Points
once they become manifest, it becomes 3 Redetermine primary De-
increasingly impossible to delude onself that meanor
they do not have a serious problem on their
4 Redetermine primary Mo-
hands. The principal symptoms of Corrup- tivation
tion include persona drift, mod malfunction
and fugue states. 5
6 Redetermine secondary
Demeanor
Mod Malfunction 7

The involuntary breakdown or mutation 8 Redetermine secondary


Motivation
of current modifications is another com-
mon symptom of Corruption. However many 9 Add a third Demeanor
Corruption Points a character has gained 10
in addition to those he started with during
11
character creation, that is the number of
times the character must roll 2D per adven- 12 Add a fourth Demeanor;
ture for possible mod malfunction. If the add a third Motivation
roll is less than the total number of mods
the character has, then the GM may deter-

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rolls a 2, and the GM determines which one Repairing The Damage
of Freeman’s mods will stop working for the
rest of the adventure. Anyone who has Corruption wants to
know how to get rid of it. Good luck with
Fugue States that: there is no known cure for Corruption,
despite the very best efforts science. When
The last and most serious symptom of
you get a point of Corruption, it is for good.
Corruption is the involuntary loss of con-
No exceptions.
sciousness as the body begins to act of its
own accord, perhaps even controlled from
afar by some unknown force. If a character
has picked up 8 or more Corruption Points
in addition to those gained during character
creation, then the character
must make an opposed
roll of 3D against his
Perception at the begin-
ning of each adventure. If
the Willpower roll is less
than the Corruption roll,
then the character will
suffer from a fugue state.
While in a fugue state,
the character will have
no short-term memory
of anything that happens
to him while in the fugue
state. He also will have
no long-term memory
of things that happened
prior to the fugue state.
He will be a functioning
amnesiac for the duration
of the fugue state, which
will last for 1D scenes of
the current adventure.
While in this state, the
character will also have a
–1D modifier to all initia-
tive rolls. Once the fugue
state ends, the character
comes back to his nor-
mal state, remembering
everything that happened
up to the beginning of the
fugue state, but nothing
afterward. Once out of the
fugue state, the charac-
ter’s initiative rolls return
to normal as well.

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The Point Of No Return to prevent any further revivifications. One
popular method is to implant oneself with
The closer one gets to full Corruption, a failsafe against all known revivification
the more one knows it. Nobody accidentally technologies. A less drastic method is to
falls into Corruption nor manages to over- simply inform one’s friends and colleagues
modify themselves into oblivion without that they do not wish the be raised from
knowing it. There is something to Corrup- the dead, though it is impossible to enforce
tion that makes the one enduring it keenly such a decree when it counts most. This
aware that it is going on. Many who suffer brings us to the last option…
from advanced Corruption often will try to
find a way to repair the damage (as ex- Playing It Safe
plained above). But aside from that, those
Many characters who have not yet felt
with partial Corruption will usually look at
death’s sting or the growing horror of Cor-
how they can limit the chances of taking on
ruption take excessive risks with their lives,
more Corruption.
since they know that they can always be
No More Mods brought back from the brink thanks to any
number of methods. The closer one gets to
Halting any further modification is one full Corruption, however, this behavior tends
way to do it, but those who have undergone to change. Thrillseekers turn cautious.
substantial modification often find them- Adventurers consider retirement. Immor-
selves strangely addicted to it. The rush tals get paranoid. Everybody lives under
of new powers and the thrill of expanding the threat of Corruption, which is widely
one’s own abilities beyond normal human regarded as a fate worse than death, and
parameters often proves to be too allur- as a result, it tends to remind people that
ing to those who are being destroyed by it. indeed, death is something to be feared.
Another factor to consider is that getting If not for its own grim details then for the
a mod doesn’t always mean getting more even greater darkness of which it is the
Corruption, and those near the edge of full harbinger.
Corruption often begin to think that luck
is on their side and that they can sustain
more mods without getting that fatal, final
point of Corruption. Sometimes, luck holds
and an individual gets another mod stacked
on top of those they have, and sometimes
luck runs out and the poor blighter falls into
Corruption. That’s the thing about luck and
mods: sooner or later, the luck always runs
out. Always.

Do Not Revive
Another means of avoiding Corruption is
simply to refuse any further post-mortem
revivification methods. This is easier said
than done, however. In some parts of Sep-
timus, like in the Sindavar Extent, medical
facilities are required to raise any deceased
patients, regardless of potential Corruption
consequences. Under other circumstances,
some characters may feel it is no longer
worth the risk of Corruption and take steps

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03: Characters
In Septimus, you assume the role of your
character, an alter ego who represents your
actions within the game setting. Think of
your character as your playing piece for
the game, only you are not moving a mere
Step One: Attributes
token about on a board. You are assuming Ordinary people have attributes of 2D.
your character’s role. You are pretending However, player characters in this game are
to be him, determining who he is, what he a notch above ordinary folk, and as such
wants, how he would act in a given situa- have abilities at levels that set them apart.
tion. Your character is your gateway into As such, when creating your character, al-
the world of Septimus, your means to be- locate a total of 18D among your six attri-
come, if only for a little while, a heroic (or butes. Remember that each single die can
villainous) someone else. be broken into three pips equal to +1 each.
Making your Septimus alter ego is a mat- Also note that when dividing your initial
ter of selecting what traits you will have 18D, no single attribute may be higher than
and to what degree you have them. Charac- 5D. Likewise, no attribute may be lower
ter generation consists of twelve steps, laid than 2D.
out below. Each one of these steps provides Using this system, even the most lopsided
you with a new set of options with which to character could only have two attributes at
further personalize your character. Chargen 5D; the other four would be at 2D (mak-
can be a long or short process; it gener- ing for a potentially imbalanced character;
ally depends on how much time you like buyer beware!) Characters that distribute
to spend making your character. For some
people, the act of making a character is a
bit of a game in and of itself, and they like
to weigh every option carefully and think
things over, a little like if they were crafting
a character for a novel or a movie script.
Other folks like to put something together
quickly, often running into play with more
generic characters they figure will custom- their 18D evenly among all attributes will
ize naturally over the course of play. There have them all at 3D.
is no right or wrong way. There is only what
best suits how you would like to play this
game. Step Two: Determine
For those of you who would rather simply Your Priorities
grab a character and begin playing, you will
find at the end of this section a number of After you have decided what levels your
character templates. These are pre-gener- attributes are, you have a number of other
ated character archetypes that are com- elements to your character to customize.
monly encountered in the world of Septi- These include whether he is psionically ac-
mus. As the player, you can take any one of tive, how skilled your character us, what
these templates, customize it a little bit and natural advantages he might have, what his
begin playing with that. As the GM, you can level of Corruption might be, and how many
use these templates as stock characters the resources he has. The degree to which your
players are likely to encounter. character excels in any of these categories
depends on how important they are to your

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character. You must prioritize your skill dice, hybrids unable and unwilling to keep the
your boons and banes, your Corruption and company of the lowly creatures currently
your resources. The feature with top prior- inhabiting the sphere. While this has not yet
ity will be quite strong; the one last will be been fully verified through scientific study,
something of a disadvantage to you. You it does synch with theories that the aliens
cannot escape coming up short on some who built Septimus were creatures of pure
element of character generation; this is to energy, and the powers gained from their
ensure that no matter how you work the technology are simply baby steps toward
system, your character will have some kind becoming one of these aliens.
of Achilles’ heel to keep him grounded. For more information on what powers you
can acquire with your starting metaphysics
Metaphysics Dice dice (or how to gain further powers after
character creation), refer to the Metaphys-
These determine how many metaphysi- ics chapter.
cal powers your character starts with and
how strong those powers are. A character
starting with 6D in metaphysical abilities Skill Dice
has probably dedicated his life to mastering These are additional dice you may al-
his mental gifts. A character starting with locate to any one of your skills. No starting
3D has some inborn metaphysical ability, skill may be more than 2D higher than its
but he has not worked full-time to develop base attribute. A character with 11D has
it. A character with 0D has an inborn capac- obviously focused on bettering his natural
ity for developing metaphysical powers, but abilities through hard work and discipline.
has not done so yet; he must come into A character with only 3D has so far seen
contact with an alien artifact in order to little need, or has had little opportunity, to
awaken his metaphysical potential. Char- develop his skill set.
acters with an asterisk are metaphysically
inert and will never develop metaphysical
abilities, even after repeated contact with Boons & Banes
alien technology.
These are those innate qualities about
Throughout Septimus are the remnants of you that either help you along in life or get
the alien supertech that was used to de- in your way. Boons are advantages, while
sign, build and maintain Septimus. Most of Banes are disadvantages. A character
this stuff is either too broken to bring back starting with 4/0 has four points worth of
online or too complex to work properly. But advantages and zero points worth of disad-
some units of alien tech have been figured vantages. A character starting with 0/4 has
out by enterprising scientists from the no points worth of advantages, but has four
Extent, the Grayscale and the Newcomer points worth of disadvantages. Characters
factions, and those who are able to inter- may take on additional advantages and dis-
face with this technology often are altered advantages according to the GM’s permis-
personally, gaining both psychic abilities as sion, but these starting points must be al-
well as Corrruption Points in the exchange. located first before any additional points are
The process of taking on Corruption from accounted for. Thus, a character who starts
alien artifacts is known as “alienation,” and with any points in Banes must account for
it is said that those who enter final corrup- them before he continues. After that, any
tion by this process rather than through points spent on Boons picked up must still
additional rebirth, nanotechnology or geno- be offset by an equal number of points
technology, do not become dark and twisted spent on Banes. For more information,
evildoers but bizarre and detached alien check out the Boons and Banes chapter.

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Corruption Buffer all of your money tied up. Your Resource
code will be lower in other parts of Septi-
This measures the degree to which your mus depending on where you come from.
character can undergo genetic modification,
cellular reconstruction and psychic altera- SINDA- THE NEW-
tion without suffering the adverse effects VAR GRAY- COMERS
of such processes. Corruption is something SCALE
with which all characters must contend as SINDA- +/- 0D -1D -2D
they modify their characters, bring them VAR
back to life, or interface with alien technolo- THE -1D +/-0 D -1D
gies. Starting characters can either choose GRAY-
to spend their starting Corruption buffer SCALE
points to offset the corruption that comes NEW- -2D -1D +/- 0D
from obtaining genetic modifications. Or COMERS
they can hold these points in reserve to
ward off future Corruption that may occur
after they cheat death or undergo modifica- Thus, a character with 5D Resources in
tion. Or they can do some combination of the Newcomer Coalition will only have 4D
the two. Unlike starting points in Boons and Resources when he is within the Grayscale
Banes, you do not have to spend your start- Sectors and only 3D Resources when within
ing Corruption buffer points before your the Sindavar Extent.
character enters play.

Resources
In this game, material wealth is not mea-
sured in precise monetary units, but in a
more abstract rating of one’s wealth. Thus,
every character has a die code that deter-
mines what resources he can buy. Every Step Three:
item that can be bought in this game has a Modifications
difficulty number attached to it that repre-
sents how expensive it is. You roll your Re- Next is determining what kinds of special
sources die code to see if you were able to abilities your character has from genotech-
afford the purchase. Throughout the game, nology, nanotechnology, or alienation. All of
you can spend points you gain after ad- these mods carry certain Corruption costs
ventures to increase your Resources level, with them, and later in the game as you
just as you might come into large sums of spend character points to gain additional
money that might provide one-time bo- modifications, mounting Corruption might
nuses to your Resources die code. Generally threaten the character’s permanent exis-
speaking, characters with 5D Resources are tence. During character generation, your
rich while those with 1D are virtually broke. starting Corruption buffer may enable you
Resources tend to mean different things to to pick up a few mods “for free,” meaning
different people, depending on where they you can get them without incurring Cor-
come from. When you determine your char- ruption Points. Likewise, if you start with
acter’s domain, later on it will be within that psionics dice, you can get a few alien psy-
society that your Resource die code will be chic abilities at no Corruption cost. Other
strongest, because that is where you have than that, if you want to start with addi-
tional modifications you will have to incur
the extra Corruption that comes along with

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them. All additional modifications need to
be cleared by the GM so that your charac-
ter does not enter into play seriously out of
step with the other characters in the game. Step Four: Hardware
Using your Resources die code, you can
Genotechnology try to buy a number of different kinds of
gear with which to outfit your character.
Throughout the Seventh Empire, any kind There are several different categories of
of mechanical modification of one’s body stuff you can buy for your character in
is seen as a dangerous and undesirable this game, all of which are detailed in the
practice. Thus the techniques of selective Hardware chapter. How much equipment
genetic modification came about as ways you can enter play with is left to the GM’s
of pushing the envelope of human abilities discretion, but a good rule of thumb is that
while not incorporating mechanical tech- the combined difficulty rating points of their
nologies into the mix. Genotech still has a starting equipment should not exceed 100.
cumulative effect on the body, however, and Items obtained as a Boon, such as robots
it is just as susceptible to Corruption as any and starships, are not included in that.
other kind of modification. For specifics on
the various genotech abilities open to you,
refer to the Genotechnology chapter. Personal Equipment
This is the basic kind of personal tech
Nanotechnology that virtually anybody in Septimus can get
their hands on with minimal difficulty. Com-
The Sindvar Extent, with its weird sense mon examples include high-tech sunglasses
of techno-fetishism, virtually pioneered the that act as mobile computer terminals and
art and science of individual nanotech aug- vision-enhancing units, handheld supercom-
mentation. By inserting a shot of specially puters, and supertech pens that are univer-
designed nanobots into a subject, the bots sal information access devices.
would react with the subject’s specific biol-
ogy, augmenting it in amazing ways. Many
from the Seventh Empire see this prac- Medical Equipment
tice as a bastardization of genotechnology
at best and as an affront to basic human There are various ways to cheat death in
biology at worst. In the Extent, however, the world of Septimus, and having access to
nanotech is second nature, and its enthu- such technology is essential for those who
siasts point out that there is nothing about wish to take great risks and keep on living.
nanotech augmentation that is any more Regen tanks, medkits and persona transfer
contrary to human biology than genotech- equipment are all examples of the medical
nology. This fundamental ideological split technology commonly available to the gen-
is just one source of conflict between the eral populace of the Sphere.
Extent and pretty much the rest of the uni-
verse. For specifics on the various genotech Weapons
abilities open to you, refer to the Nanotech-
nology chapter. Septimus is a dangerous place, mostly
because there are so many well-armed peo-
ple prowling around looking for trouble. Be
sure to kit yourself out with a full comple-
ment of firepower so you can help be part
of the problem. Weapon categories include

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melee weapons, small arms, heavy weap- and assault – are really powered exoskele-
ons and demolitions (which includes shape tons that are equal parts robot, vehicle and
charges, mines, grenades and missiles). weapons platform, and often can only be
used under specific circumstances.
Most characters will either start off with
a weapon or two, or at least they will have Armor generally requires no security
access to arms if they desire them. Within clearance to wear unless it is armed, in
the Sindavar Extent, characters must be which case, the clearances required depend
specifically cleared to carry weapons, or on the nature of the mounted weaponry.
else when they go to a compiler for one Not everybody goes about wearing armor;
they will be denied, and their attempts to typically only hard core soldiers do because
illegally arm themselves will go on their it tends to be bulky and obvious to all that
records. For those who are not supposed you’re “plated.” Most folks trying to plate
to have weapons, hacking a compiler or up but be subtle about it resort to nanotech
getting them from outside the Extent is the mods. As a result the most common users
best bet. For those cleared by the Extent, of armor are the disposable heroes, the sui-
getting arms is as simple as dialing them up cide soldiers of the Cadre, Morituri, Gray-
from the nearest compiler. For those living scale and Scraplands. For these lost souls,
outside of the Extent, there are more than it pays to be plated because it will definitely
enough avenues to gain weaponry, whether extend your life, even if it makes your mar-
its from manufacturing sites set up within tial intentions impossible to conceal.
the Sphere, or from caches brought into the
Sphere from the outside.
Robots
Even those allowed to carry weapons
within the Extent must obtain certain clear- In the highly automated Seventh Empire,
ances for them. There are three: a Small the use of dumb robots (i.e., not self-aware)
Arms Clearance, a Concealed Carry is pretty commonplace as a means of elimi-
Clearance and a Heavy Weapons Clear- nating many kinds of menial and dangerous
ance. The small arms clearance allows you labor from the daily existence of regular
to carry any man-portable weaponry in people. In the Sindavar Extent, robots are
plain view. Morituri and Enforcers are good used to such an extensive degree that their
examples of the typical small arms clear- society is in fact more machine than hu-
ance recipient. A concealed carry clearance man. Elsewhere, robots are encountered
allows you to hide weapons on your person. as personal sidekicks, companions, helpers
Sleepwalkers often fall into this category. and defenders. There are five categories
Heavy weapons licenses allow you to man of robot: midges (tiny personal robots),
extra-personal weapons (i.e., support drones (humanoid units that do not resem-
guns, missile launchers, etc.). This is often ble people), proxies (humanoid units that do
reserved for special individuals within the resemble people), bugs (units that resemble
Sleepwalkers, Enforcers or the Morituri. large, stylized insects) and juggernauts
(units that are built specifically for military
purposes).
Armor
Protective technology in Septimus cov- Vehicles
ers a broad range of models and capabili-
ties. Generally speaking, the lowest tier of The size of the Sphere makes getting
armor, personal armor, is a simple suit of around on some kind of transport a must.
anti-weaponry materials that provides basic Most people have some kind of ground or
protection and can be worn like clothing. air vehicle at their disposal, whether it be a
The other three tiers – defensive, tactical wheeled runabout or jumpglider (a personal

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flying platform) or something else. Most These things can play a very strong role in
larger vehicles tend to be military in nature, helping to build your character’s backstory.
though a large number of military vehicles Since characters are ultimately meant to be
have unarmed civilian counterparts. narrative and dramatic tools rather than just
a bunch of statistics, the next few sections
Not all characters will start off with a ve-
are dedicated to fleshing out your charac-
hicle, and those who do typically are some
ter’s personality.
sort of specialist whose job it is to command
and maintain a personal vehicle. In the
cases of characters who do not start with
any sort of vehicle, do keep in mind that
the Extent has incredible mass transporta-
tion and that the chances of you obtaining
a vehicle of some kind later in the game are
excellent.
Step Five: Demeanor
Starships
This is how your character reacts on an
The trip to the Sphere is pretty much unconscious level to any given situation.
a one-way deal, meaning that every time This is the most basic measure of your
a new group of people arrives, their ship true personality. Everything your character
gets marooned within the Sphere. Although does is colored by your demeanor. In game
they cannot leave the Sphere, there still terms, demeanor really has little impact
is a huge amount of deep space to cross in combat results, successfully executing
within the Sphere’s interior. To those with skills, or other such activities. Demeanor
ships, these craft are often homes, bases is more of a role-playing tool, a way to get
of operation and battle platforms. There more deeply into the head of your charac-
are various classes of craft, ranging from ter and make your assumption of him more
civilian merchant ships to large colony ships complete. Don’t be afraid to get really into
to military battle carriers and everything character; that’s where the best role-play-
in between. Generally speaking, starting ing comes from.
characters will only have access to small
When creating your character, choose
or medium-sized ships. The challenge of
two demeanors. It is okay if you select two
maintaining such craft often makes them a
opposing demeanors, such as flamboyant
mixed blessing for those who have them.
and reserved, but you should figure out why
your character would be like this. Does he
have one demeanor in public and another in
private? Does he go by one demeanor most
times and revert to his other demeanor in
times of stress? Or do different people and
situations inspire different demeanors to
rise to the surface?
Interlude: Who Are There are thirty-two demeanors to choose
from in the list below, but that doesn’t mean
You? you can’t add to that list if you come up with
a novel demeanor of your own.
So far, your attributes, psionics, skills,
Boons and Banes, Corruption and Resources
all define what you can do, but they do not
necessarily define who your character is.

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Aggressive: You’re a natural born fight- Freewheeling: You rarely do the same
er, unafraid to throw down at a moment’s thing twice, savoring variety. Rules, regula-
notice. You’re not necessarily a psychopath, tions, and established ways of doing things
though. There is a difference. really get under your skin.
Artistic: You see things in terms of cre- Hardboiled: As far as you’re concerned,
ation, expression and emotion. You’re not you’ve already seen it all. This might make
detached from reality; you just have a way you a bit jaded, but it helps you stay cool
of seeing the artistic side of things. under pressure.
Attentive: What other people might Inventive: Even if there is a viable solu-
miss, you tend to pick up. Chances are, tion in front of you, you would rather shelve
you’ve got a fairly decent Perception at- it and try coming up with something new
tribute. just for the sake of blazing a trail.
Confident: Whatever the situation, Jovial: There is always something funny
you know that somehow, you’ll find a way to take out of any situation, no matter how
through. You’re not overly optimistic or dire. This gets you in trouble in situations
naïve. You just know you can get the job where humor is uncalled for.
done. Leisurely: You like to take things at a
Conventional: You don’t like straying slow and relaxed pace. Even in pressure
outside the generally accepted way of doing situations, rushing around is only going to
things. Too much innovation can be a bad inspire you to make mistakes.
thing if not properly thought through. Mercurial: Time waits for no one, espe-
Daring: You like to take chances and cially you. You’re always on the go, and you
buck the odds. The prospect of failure does have no patience for those who are slow or
not concern you, only the thrill of cheating indecisive.
defeat one more time. Passive: You avoid conflict whenever
Devoted: You are driven by a deep possible. You would rather flex with any
conviction: a political belief, an ideology, a given situation rather than confront it head
cause or quest, whatever. This often colors on, negotiate rather than fight.
how you view other people. Polite: You appreciate social mores and
Doubtful: Not only do you have low ex- acceptable behavior, and as such you try
pectations for yourself, you have them for hard not to offend people or to put forth a
everybody else, too. Success takes you by less-than-mannered public face.
surprise. Pragmatic: You are concerned with the
Eccentric: You see and do things differ- nuts and bolts of any given situation more
ently than everybody else. Others often than the niceties of things. Don’t bother
consider you an oddball at best and a sub- with needless detail; the bare bones will do.
versive menace at worst. Rational: There is a logical explana-
Ethereal: You are very imaginative and tion for everything, no matter how strange
often are lost in your thoughts. Long ago it seems. It always pays to think things
you got used to folks snapping their fingers through before enacting any course of ac-
in front of your face to get your attention. tion.
Flamboyant: Moderation is for monks, Relaxed: You like to take things easy, to
you’ve always said. Some folks might ad- kick back, not to work too hard. This is a
mire your zest for life while others might prominent attitude among those able to live
see you as a debauched showoff.

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in comfort, like addled Hierarchs from the
Seventh Empire, or the most blissfully igno-
rant elements of the Sindavar Extent.
Reserved: Head down, eyes front and
Step Six: Motivation
mouth shut. You draw as little attention to Everything you do has a motive behind it,
yourself as possible, and you interact with and then there is often an ulterior motive
people only when you really have to. behind that. Even further behind that is
Selfish: Everything is about you, baby. an ulterior ulterior motive. And so it goes
Whatever your doing at the moment, it’s until you get to the prime mover that in
most important you take care of yourself some way, shape or form, makes itself felt
first. in virtually everything you do. This is your
motivation, your reason for being. Not ev-
Selfless: You prefer to serve others’
erything you do is overtly governed by your
needs than your own. This works in heroic
motivation, but chances are your actions
and non-heroic situations alike. It is just
can always be traced to it to some degree,
how you are; placing yourself first is abhor-
no matter how small. True, your identifica-
rent.
tion with domain and phyle carry with them
Sensitive: You can see things from other certain inherent objectives, but in reality
people’s points of view, be they a dear your personal goals, desires and needs are
friend or a despised enemy, and this gov- far more potent drivers than one’s social
erns many of your actions. class or political allegiance.
Serious: The gravity of worldly issues When creating your character, select two
makes it difficult for you to laugh at them, motivations. Like your demeanors, it’s okay
and you are easily irritated by those more if your two motivations conflict with each
sanguine than you (i.e., everybody). other. In fact, we encourage it, since it
Social: You mix and mingle easily. This makes for interesting and complicated char-
does not mean you’re everybody’s friend, acters. Having said that, if your motivations
though. Plenty of weasels make good first do conflict with each other, try to come up
impressions. with a compelling reason why and what this
ultimately means for your character.
Solitary: You’ve always preferred your
own company to that of others. It might Keep in mind that these are not some
be because other people freak you out. Or form of mind control or overriding mania to
maybe you simply like the solitary life. do certain things. These are just the most
basic wants and desires your character
Timid: Risk-taking is just not in your might have. Use them as background tools
blood. Although not a coward, if given the for making your character more three-di-
chance to think things through first, you’ll mensional, more fully developed.
take the safe and easy way out.
There are thirty-two motivations to
Traditional: The way things have always choose from the list below. As with de-
been done holds a special significance to meanors, please feel free to add to this list
you. Change is not good. The established as you see fit.
order of things is something worth fighting
and dying for. Accomplishment: You crave the satis-
faction of having completed great deeds
Uptight: There’s serious, and then and leaving a mark on the world through
there’s serious. You’re part of the latter them. A few accolades wouldn’t hurt either.
camp. While this makes you ready for ac-
tion, it also makes you less personable.

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Adventure: You are a thrill junkie who Fear: You are so afraid of something that
enjoys cheating death and bucking the your life is spent in avoidance of it. Even-
odds. Chances are you’re a regular at the tually, however, you must confront your
regen tanks. demons.
Altruism: You like to provide for the Freedom: Who gave anyone the right
needy and underprivileged. In the Extent, to govern how you live? You want to break
your actions often take the form of doing free of the Extent or make it answer for its
good deeds for others. tyranny.
Compassion: You are a gentle soul who Guilt: You have done something you
seeks to alleviate others’ pain. You might be regret terribly. If you are to be free of this
a healer or counselor, or you might be dedi- torment, you must seek atonement.
cated to helping the powers that be bring Hatred: There is someone or something
solace to those hurt by the endless warfare to which you are a complete antagonist. You
within the Sphere. are consumed by the need to defeat this
Contentment: You simply want to be nemesis, regardless of cost.
happy doing whatever it is you that you Honor: There is a right way and a wrong
want to do, be it watercolors or aerial com- way to do things, and you have sworn to
bat. This is a really common motivation. live your life by truth, justice, and honesty.
Curiosity: You desire to know all you can. Honor always comes first.
The Extent’s data arcologies are a good Knowledge: You crave data of all kinds,
start, but you will soon be asking questions and somehow the vast libraries of the Ex-
the Extent would rather not answer. tent are not enough for you. You need to
Discontent: You are so unhappy with the know more, more, more.
way things are and you have decided to do Justice: You live to see that the wicked
something about it. Your outlaw potential is are punished and the law upheld in all
really high. things. This might just be on a personal
Duty: You are beholden to a particular level for an entire group of people.
person or organization. Maybe it’s your Longevity: Regeneration tanks and
friends, your caste, or your domain, but cloning are not enough for you; you so fear
you’ll die before you betray it. death as to seek immortality, whatever the
Enlightenment: You seek cathartic cost may be. Be careful what you wish for.
release from seeing past life’s everyday illu- You just might get it.
sions. Depending on the circumstances, this Love: In a world where there can be no
might encourage people to view you as a further reproduction, love has vanished
dreamer, a visionary or a nutcase, or maybe from much of the Extent, but not for you.
some combination of the three. Your bond with another is all-important, all-
Faith: Your particular belief structure is encompassing.
what keeps you going. It could be a belief Loyalty: You live to protect, defend, up-
in the divine, the inherent goodness of the hold or support another, even at the cost of
Extent, etc. your own life. This person may be a friend,
Fame: The more the public adores you, an ally, a mentor, or somebody to whom
the happier you are. Thus you routinely you are eternally.
seek those things that bring you maximum
mediatronic exposure.

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Oblivion: You are fascinated with all Survival: You have to keep going, no
forms of destruction, most of all your own. matter what it takes. You have to stay one
You are most likely an extreme risk taker step ahead of the regen tank, of the Big
because you have nothing to lose. That Sleep, of the Darkest of Darks. You have to
makes you dangerous. keep going.
Obsession: You are fixated on a particu-
lar person, place, thing or condition to such
a degree that you have tunnel vision. Ev-
erything you do must in some way involve
your fixation
Power: You crave the ability to exert
your influence over others. Maybe it will be
enough to become a high-ranking hierarch, Step Seven: Persona
or maybe you need to become a warrior
without peer. After your demeanor and motivation, it is
Pride: You have such great respect for time to figure out the remaining details of
yourself that you will undertake any mea- your character’s personality. These are all
sures necessary to restore it if it has been bits and pieces to make your character feel
damaged. This could prove to be your undo- less like a game piece and more like your
ing some day. alter ego in the world of Septimus.

Professionalism: Carrying out your ba-


sic career objectives and flawlessly execut- Name
ing your various skills is your reason for
being. There can be no higher purpose than What you go by. Most people who get in-
a job well done. volved in adventures tend to have an alias,
for various reasons. Hierarch aliases are
Revenge: Something somewhere has usually an honorific or a title to display their
wronged you, and you will make it pay status. Enforcers and Sleepwalkers assume
dearly for ever crossing you. No one and no aliases to prevent the bad guys from learn-
thing can stay your wrath. ing who they are and tracking them down.
Revolution: The powers that be in your The Morituri assume aliases because it
life (whatever they are) have oppressed you makes for good PR. Outlaws assume aliases
long enough. The time has come to take a to remain hidden to their many enemies.
stand and overthrow your oppressor. This Many Newcomers assume aliases to forget
time, it’s war. they were ever part of the Seventh Empire.
Socialization: You most enjoy interact-
ing with others, making friends and glad- Gender
handing. Maybe you are a genuinely friendly
sort, or maybe you’re just concerned with It is interesting to note that the Extent is
what others think of you. a society in which your gender really does
not mean much anymore. Thanks to Steel
Status: You require as much material Helix, there can be no more biological pro-
well-being as possible. Gaining upper-ech- creation, and most people have developed
eleon nanofactory access is a likely route, a strange indifference to the opposite sex.
as is becoming kingpin of the underworld Even if Steel Helix had not occurred, the
economy Extent’s preference for in vitro procreation
probably would have made doing it the old-
fashioned way tragically obsolete anyway.

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Still, within the Extent, there are those who nants of the Seventh Empire present within
fall in love and carry on passionate affairs, the Sphere as well as for a decent portion
even if such behavior is now seen to be of the Grayscale, which either escaped the
a little odd. Word is, there are nanotech relentless genetic breeding programs of the
treatments that will switch your gender all Extent or used various appearance-chang-
the way down to the genetic level, but the ing modifications. Having a distinct appear-
Extent never has mainlined them for public ance is a strong visual marker; not looking
use. In the Grayscale and among Newcom- like a drone of the Sindavar Extent makes
ers, gender still maintains the differences infiltrating them difficult without some form
and drama that it does for us in the world of disguise. Likewise, having the Sindavar
that exists beyond these pages, even if the look can make it difficult to mingle among
Steel Helix makes it impossible for these Newcomers. The Grayscale has made a
people to have babies as they once did. practice of using appearance to infiltrate
either side of the conflict, which has eroded
the importance of appearance as a clear
Age indicator of which side you’re on. But still,
looking like a Extent drone or a Newcomer
The Steel Helix attack happened 25
can have serious implications, depending on
years ago, so there is nobody around in the
where you are at any given time.
Extent who is under 25 years of age. Those
who live in Septimus quickly are infected by
the Steel Helix, which robs thems of their
ability to procreate, so the only kids within
the Sphere are those few who come in from
the outside at a very young age. In game
terms, however, most characters are either
adults or very close to it. That means no
children. Thanks to regen tanks and nano-
tech, most people can extend their lives
almost indefinitely, which means there are
a lot of folks who are one hundred years old
or more but look like they are a fraction of
that age. Surprisingly, most of these sorts
have not used their long lives to build up
incredible skill repertoires. That is mostly
the province of adventurers, who usually
end up dying prematurely anyway.

Appearance
In the Sindavar Extent, people look
astonishingly alike. Conformity and similar-
ity, even in the more lawless portions of the
world, are very strong social forces, and a
side effect is that most people simply look
like everybody else. It is the result of a
unified society gone to a ridiculous conclu-
sion: humanity had become so unified that
genetically speaking it grew less diverse
over time. This is not the case in the rem-

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Unless otherwise nanomodified, the aver- to have developed a backstory, a chronicle
age male ranges between 6’0” and 6’5” of how he got to be exactly who he is and
(1.8 to 2.0 m). The average female ranges where he is today. Your background is an
between 5’8” and 6’0” (1.7 to 2.0 m). This important bit of fleshing out your character,
is pretty tall for humans, but you can thank since it often provides you with the reason
long-term genetic modification, extremely why you are adventuring with other people,
good healthcare and nanotechnology for how exactly you intend to achieve what
that. you want to achieve, with whom you might
have special relationships, and so on. Don’t
The great thing about the Extent is that
overlook this part of character creation; it
most people look like they spent the last
is a crucial step to making a fully realized
few years at a health spa. Males range in
alter ego.
weight from 170 lbs. to 240 lbs. (77 to 109
kg), depending on how built up they are.
Females range in weight from 130 lbs. to Connection With Other
180 lbs. (59 to 82 kg), again depending on
musculature. This is mostly true for people
Characters
in the Grayscale as well. However, some In Septmus, there aren’t too many bars
Grayscalers and Scraplanders in general and taverns where characters can run into
do not look so nice. They are about the each other, so you’re going to have to figure
same size as people from the System, but out why and how you came to join up with
they look a lot rougher around the edges. the other characters in your group. If you
Clearly, they have not led a pampered life, notice on the various template descriptions
and it shows. They are wrinkled, scarred, later in this part of the book, you’ll find that
calloused and grimy. every template will already have some in-
Newcomers often have a wide range of formation to this end. You can just consider
looks and body shapes, representing the these as guidelines for how individuals of
wild variety of life present across the Sev- that template might typically interact with
enth Empire. Newcomers who naturally look others, not the last word on the matter.
like they might fit in within the Extent often That is left to you.
find themselves able to cross the battle
lines with ease and can enjoy interesting
careers as agent provacateurs as well as
Famous Last Words
Grayscale middlemen. There’s nothing quite Everybody’s got some turn of phrase
so effective as a natural disguise. that’s all their own, something people will
Also keep in mind your character’s distin- remember you by. Don’t feel compelled
guishing marks, features, characteristics, or to use this catchphrase in play; it’s just a
fashions. Adventurers are especially known way to sum up your character’s outlook on
for making themselves stand out in a crowd things.
— unless it fits their mission to blend in.

Background
This is largely determined by where you
come from (The Extent, the Grayscale or
the Newcomers/Seventh Empire), what
caste you belong to, and what genotype you
possess. After those starting characteris-
tics, there still is room for your character

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in all its forms — executing a clever plan,
thwarting the bad guys, promoting team-
work, and especially for playing “in charac-
Finishing Up ter” — essentially getting into the spirit of
the game and really playing your character
At this point, you are basically finished rather than coldly maneuvering him about
with your character. Congratulations! Make the game as an abstraction.
sure that you record all of your character’s
information on a character sheet. One has As you gather Character Points, you will
been provided in this book, which you can be able to spend them to further improve or
reproduce for personal use. change your character in a number of ways.
This includes, but is not limited to:
Also, when you and your fellow play-
ers first come together to play Septimus, • Learning and improving skills
the group should spend some time getting
to know who the characters are. The GM • Improving strength damage
should have each player introduce his char-
acter, what his most discernable features, • Improving attributes
desires and methods of operation are.
Your fellow players do not need to know • Gaining and losing Boons & Banes
everything about your character, but do
• Additional genomods
realize that in reality it will be difficult and
exclusionary to keep a deep secret about • Additional nanomods
your character from your fellow players.
The GM will have to know what that secret • Additional psychic abilities
is, and your fellow players might not react
well when they realize that as a player you • Battling Corruption
have been holding out on them. This is one The accumulation of Character Points and
of those cases where the defense of “But I how they might be spent can be found in
was just playing in character!” probably will the D6 System chapter.
not wash, so we strongly suggest that you
lare bare your character’s details to your
fellow players. If there is something about
your character that is supposed to remain
secret, let it become a role-playing chal-
lenge to the players to ignore it within a
game context.

Improving Characters
One last note. As your character goes
through adventures, he will accumulate
character points. These are doled out by
the GM as rewards for good role-playing

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04: Skills attempt and the climb/jump or running try
must be done on the same turn, incurring a
There are a number of specific skills in multi-action penalty.
this game. Whenever a character tries to do Instead of adding a modifier to the run-
something that would reasonably fall under ning or swim difficulty for particularly chal-
one of those skills, he must roll the die code lenging obstacle courses, the gamemaster
he has in that skill to determine success. may have the hero make an acrobatics roll
If he does not have the required skill, he in addition to a running or swim roll. Acro-
may roll his die code for the relevant at- batics can make a character appear more
tribute governing the skill in question. This intimidating. The player may add one-half
is sometimes referred to as defaulting to of the difference (rounded up) between the
the attribute or using the skill untrained or difficulty and the successful acrobatics roll
unskilled. The GM may include an unskilled to her intimidation attempt. The intimida-
modifier to the difficulty number. This modi- tion attempt may be made on the same
fier takes into account that people who are turn as the acrobatics roll or on the next
not trained or who do not have experience round.
in certain tasks usually have a harder time
doing them. Typically, this modifier to the During a fall, acrobatics may be used to
difficulty number ranges between +1 and reduce bodily harm. If the character has
+5, depending on the complexity of the not already used his turn for the round,
task: a lower modifier for simpler tasks, a he may rely on acrobatics in an attempt to
higher modifier for harder ones. The GM land properly. The character generates an
may rule that some situations, such as acrobatics total. For every five points over
building a spaceship or performing nanosur- the base difficulty number of 10, the hero
gery, are impossible for anyone to attempt reduces the damage total by one point in
without the proper training and the correct addition to a base reduction of one point.
skills. The damage total, however, cannot be lower
than zero.
When attributes are given in the text
along with the skill, do not apply the un- Acrobatics can also aid a character in
trained modifier. This also includes most escaping from bonds. The chart below con-
uses of the dodge and brawling skills in tains sample difficulty numbers for escap-
combat situations, attempts to find clues in ing from various kinds of restraints. Modify
a room with the search skill, and resisting the difficulty based on the circumstances
interaction attempts with the con or com- of the escape, such as the conditions the
mand skills. character works under or specially designed
restraints. The character may not use this
skill if completely immobilized. If in mul-
Skill Descriptions tiple restraints, the character must make a
separate roll for each one. A Critical Failure
Acrobatics (Agility) indicates that the character has pulled a
muscle (and he does his Strength Damage
Using acrobatics can also improve many to himself ).
of a character’s climb/jump and running
attempts. The gamemaster determines the Note that this skill does not substitute
difficulty of the acrobatics stunt. One-half for the sleight of hand skill. The character
of the difference (rounded up) between the may be able to pull his arms over his head
difficulty and the acrobatics roll is added to use his hands, but he may not be able
to the complementary skill. The acrobatics to slip out of the handcuffs unless they are
improperly secured.

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MANEUVER DIFFICULTIES
CONDITION MODIFIERS
Very Easy (5): Somersault; pirouette Flat surface to flat surface 0

Easy (10): Handspring; cartwheel; Unlimited landing area -3


handstand; swing over a obstacle Limited landing area +3
Rough or unsteady landing +3 or
Moderate (15): Round-off; backflip;
area more
vaulting over an obstacle
High surface to low sur- +3
Difficult (20): Bouncing off a surface to face
reach a specific destination
Slippery surface +3
Very Difficult (25): Walking up a wall Strong wind +3
(The character may “walk” a maximum of Add a twist of the body +3
his move in one round; he must have a flat (per twist)
surface to stop on at the end of his turn or
he falls and takes damage from the fall.) Performing the maneuver +3
underwater or backwards
Heroic (30+): Leaping long distances Almost no landing area +6
through an opening just large enough to ac-
commodate your body. Low surface to high sur- +6
face

SAMPLE RESTRAINTS DIFFICUL- Performing the maneuver +6


on a narrow surface
TIES
Performing an aerial ma- +9
Ropes 13 neuver in the air
Wires, chain 15
Note: Characters may combine one
Handcuffs 16 or more maneuvers in the same ac-
Straightjacket 18 tion. In this case, use the difficulty of
the most challenging maneuver, add
3 for each additional maneuver (up to
five additional maneuvers), and include
modifiers as if the complex stunt was
one maneuver.

Aliens (Knowledge) Very Easy (5): Something virtually any-


This skill governs information about the body would know (aliens had something to
mysterious, ancient aliens who built the do with Septimus)
Sphere and left it strewn with puzzling Easy (10): Common knowledge (ancient,
artifacts. When a character asks a question mysterious aliens built the Sphere)
regarding a particular piece of alien infor-
Moderate (15): Something not widely
mation (“How can I access alien technol-
known (alien ruins dot the landscape of the
ogy?”), use the following to determine the
surface)
difficulty number:

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Difficult (20): Something requiring spe- 10 He has typical layman’s knowledge
cialized knowledge of the subject (accurate of the topic — he knows that aliens
theories as to the origins and capabilities) built Septimus and left artifacts be-
of the ancients hind but knows nothing about those
artifacts or where to find them.
Very Difficult (30): Something only an
expert would know (how to operate alien 15 He has a broad, general knowledge
artifacts let behind) of the topic — he would know how to
identify alien artifacts on sight and
If a player asks a more general question that messing with these things tends
(“What do I know about aliens and Septi- to impart psychic powers, but he
mus?”), don’t determine a difficulty number. might not know what those powers
Instead have the player make a skill roll, may be.
and use the number rolled as a general 20 He has detailed, specific knowledge
measure of his knowledge of that topic: but might not be up on obscure de-
tails — he’d know about previous alien
sites explored and studied but might
5 He is pretty ignorant — he knows
be puzzled by a set of fresh ruins.
that aliens were at one point involved
somehow with Septimus, but not 30 He has truly comprehensive knowl-
much else. edge – he would have no difficulty
firing up ancient alien artifacts and
could intuit the true story behind who
the aliens were and what happened to
them.

Armor Repair (Technical)


REPAIR MODIFIERS Though there are many different kinds of
-10 Previously built or modi- repair skills, they all follow the same prin-
fied the item; intimately ciples. The base difficulty to fix or modify
familiar with item anything is 10. The amount of damage
-5 Has item’s designs sustained, the character’s familiarity with
the item, availability of parts, and complex-
+/-0 Common item
ity of the task can modify the difficulty.
+5 Has seen but not used The gamemaster may require a separate
item roll to determine whether the character
+10 Has never seen item can figure out how to repair an unknown
+/-0 All parts available item. Destroyed parts must be replaced,
which raises the difficulty. Additionally, if
+10 Some parts available
a hero rushes the job, not only is there an
+20 No parts available increased chance of failure, but the item
+/-0 Correct tools (tool kits could a
themselves might provide
their own bonuses) Artist (Perception)
+15 Makeshift tools The time needed to perform the artist
skill varies, depending on the quality and
The above repair modifiers are complexity of a piece. A simple amateur
ubiquitious, applying to all repair piece may only take a few minutes, while
skills. a complex, prize-winning endeavor could
require weeks or months. Characters may
also use this skill to judge works of art
created by others and possibly as a com-

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plementary skill to forgery to detect fake
artistic pieces. The higher the total is above If a player asks a more general question
the creation total for the piece, the more in- (“What do I know about jumping through
formation the judge knows about it (such as hyperspace?”), don’t determine a difficulty
flaws, alterations, its creator, and the like). number. Instead, have the player make a
skill roll, and use the number rolled as a
QUALITY OF PIECE DIFFICULTY
general measure of his knowledge of that
Amateur 9 topic:
Professional 15
5 He is pretty ignorant — he knows
Emotionally moving 18 that you need to plot a course.
Prize-winning 24 10 He has typical layman’s knowledge
of the topic — how to use a ship’s
COMPLEXITY OF PIECE MODI- onboard navigational computers.
FIERS 15 He has a broad, general knowledge
of the topic — what it’s like to jump
Simple; has one or two parts -5 through hyperspace.
Moderate; has a few parts 0 20 He has detailed, specific knowl-
Complex; has many parts +10 edge but might not be up on obscure
details — he’d know how to jump
Astrography (Knowledge) through degraded hyperspace.
30 He has truly comprehensive knowl-
This skill governs information about the
edge — he can make almost any kind
process of navigating starships through of hyperspace jump in almost any
deep space and jumping them success- conditions.
fully through hyperspace. When a charac-
ter asks a question regarding a particular Bargain (Perception)
piece of astrographic information (“How do
I navigate a starship?”), use the following to Characters use this skill to haggle over
determine the difficulty number: prices. The gamemaster should use a mix-
ture of roleplaying and die rolls to deter-
Very Easy (5): something virtually any- mine how the character is doing at acquir-
body would know (you need to plot a course ing or selling the desired goods or services.
when traveling through deep space). The player always has the choice to refuse
Easy (10): common knowledge (standard a deal. Similarly, if the gamemaster feels
travel routes used). that the character’s roll represents an
unfair deal, without the player embellish-
Moderate (15): something not widely
ing by roleplaying the situation, he should
known (restricted travel routes, how to plot
allow the gamemaster’s character to refuse
a hyperspace jump).
the deal as well. To resolve the haggling,
Difficult (20): something requiring spe- either make an opposed skill roll using any
cialized knowledge of the subject (where modifiers appropriate or select an appro-
hyperspace lanes are most degraded; how priate standard difficulty number. Subtract
to jump through degraded hyperspace the seller’s total from the buyer’s total and
lanes). look up the number on the chart below.
Very Difficult (30): something only an Multiply the price of the item (as credits or
expert would know (how to tell when a hy- a number) by the percentage given to get
perspace jump is going wrong and recover- its final cost. Be certain to include any price
ing from it; how to successfully jump back modifiers (as suggested in the “Equipment”
out of Septimus).

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chapter) before making the adjustment. If ons, then he must use the melee weapons
using Funds, this becomes the new number skill. Fighting with other kinds of weapons
the Funds roll must meet or exceed. requires use of the appropriate skill.

DIFFERENCE PRICE ADJUST- Bureaucracy (Knowledge)


MENT This skill governs information about the
-21 300% of local market value
process of dealing with the rules and regula-
tions of any given government or author-
-16 to -20 200% of local market value ity. This skill is used when cutting through
-11 to -15 150% of local market value red tape or getting officials to waive the
-6 to -10 125% of local market value enforcement of a particular rule. When a
character is looking for a particular piece
-3 to -5 110% of local market value
of information regarding bureaucracy (e.g.,
-2 to +2 At local market value “How do I get around rules and regula-
+3 to +5 90% of local market value tions?”), use the following to determine the
difficulty number:
+6 to +10 85% of local market value
Very Easy (5): Something virtually any-
+11 to +15 75% of local market value
body would know (you can bribe people)
+16 to +20 65% of local market value
Easy (10): Common knowledge (Extent
+21 or more 50% of local market value
officials are hard to bribe)
Characters also can employ bargain to Moderate (15): Something not widely
“pay” another person to behave dishonor- known (what a particular official might be
ably, such as through ignoring duty, looking in the market for or what might make him
the other way, or divulging secret informa- eager to flex the rules in your favor)
tion. Success depends greatly on the target.
A target who is loyal or wealthy or fears Difficult (20): Something requiring spe-
being caught is less likely to accept bribes. cialized knowledge of the subject (knowing
Use the difficulties listed under “Interaction specific loopholes in regulations that you
Skills” further modified by such factors as can use to your benefit)
the value of the money, goods, or informa- Very Difficult (30): Something only an
tion offered, the extent of favors given and expert would know (how to get even the
received, and the target’s attitude toward prickliest Cadre official to let you past a
the bribe. bureaucratic roadblock)

VALUE OF BRIBE MODIFIER Business (Knowledge)


Less than 50% of what is reason- +10 This skill governs the art and science of
able cutting a business deal. This skill is used
50% to 90% of what is reasonable +5 whenever buying, selling or trading some-
thing. When a character is looking for a
Larger than expected -5
particular piece of information regarding
Significantly larger than expected -10 commerce, use the following to determine
the difficulty number:
Brawling (Agility)
Very Easy (5): Something virtually any-
This skill is used whenever the character body would know (buy low, sell high)
tries to attack an opponent using his hands
Easy (10): Common knowledge (the gen-
or feet. When he uses hand-to-hand weap-
eral, current state of a given market)

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Moderate (15): Something not widely
known (where the market is likely to head
in the near future) Communications (Mechanical)
Difficult (20): Something requiring spe- Gamemasters can rely on the “Observa-
cialized knowledge of the subject (specific tion Difficulties” chart on the next page for
trends and developments that are affecting situations involving the gathering of infor-
prices and availability) mation. They can be used as difficulties to
beat or as a means of reading the results of
Very Difficult (30): Something only an
a dice toss.
expert would know (how to sell a set of gills
to a fish) To see if a character notices details of a
scene or situation, the gamemaster may
Climb/Jump (Strength) have the player make a Perception roll. Un-
less the characters are actively eavesdrop-
This skill is used for scaling sheer sur-
ping, searching, tracking, or performing a
faces, traversing vertical environments,
similar activity (and thus using the search
and for leaping up and over obstacles. Note
skill), this passive observance of a scene
that in climbing and carrying 50% or more
does not count as an action. Use the “Ob-
of the character’s body weight slows the
servation Difficulties” chart as a guideline
character down by two meters or more per
for how much the character notices. If the
round.
skill total meets or beats the difficulty, the
CLIMB CONDITION MODIFIERS character gains that much information.
Taking care in climbing -5 Observation Difficulties
Less than a 90-degree angle -3
Very Easy (5): Noticing obvious, generic
Less than a 60-degree angle -6 facts; casual glance
Less than a 45-degree angle -9 Easy (10): Noticing obvious details (ex.
Prepared for climbing -6 number of people)
Carrying 25% of body weight +3 Moderate (15): Noticing a few less obvi-
Carrying 50% of body weight +6 ous details (ex. gist of conversation)
Carrying 100% of body weight +15 Difficult (20): Spotting a few specific
details (ex. identities of individuals)
Many handholds –10
Very Difficult (25): Spotting a few ob-
scure details (ex. specifics of conversation)
JUMP CONDITION MODIFIERS Heroic (30+): Noticing many obscure
Flat surface to flat surface 0 details
Unlimited landing area -5 Command (Perception)
Limited landing area +5
Command governs the act of convincing
Almost no landing area +10 individuals to comply with specific direc-
Rough, slick, or unsteady land- +3 or tions, as well as maintaining morale during
ing area more group undertakings (such as combat or
Uphill (more than 30 degrees) +6
building large pieces of equipment). This
skill is typically used only with the game-
Carrying 50% of own weight +6 master’s characters, though sometime it
Carrying 75% of own weight +9 may be attempted with players’ characters
Carrying 100% of own weight +12 (such situations should be roleplayed first,
with a bonus or penalty to the command

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roll based on how well the group par- Never worked together before, or +15
ticipated in the activity together). A high more than half of the members hate
command roll can complement individual each other
participants’ rolls in a group activity, while
No interest in working together, +20
a low command roll can impose negative all members despise each other, or
modifiers. It generally requires at least one members can’t communicate with
round of planning to perform effectively. each other
Characters can use this skill to combine
their attacks. One person is designated
the leader and makes the command roll. If Computer Interface (Technical)
successful, everyone goes on the leader’s
This skill incorporates the programming,
initiative. Participants make their attacks
expertise and overall wherewithal to use a
with the hit location modifier (to reflect
computer terminal in order to obtain infor-
that they’re aiming for a designated loca-
mation, remotely control equipment that is
tion), but the target resists the combined
linked to that particular network, and other
total of all damage done it. If the command
such activities.
roll fails, determine initiative and actions
individually.
Interfacing Difficulties
Complexity Difficulty Very Easy (5): Accessing an open da-
tabase to get commonly available public
Very Easy (5): Uncomplicated; imprecise
information
Easy (10): Minimal precision required
Easy (10): Bypassing minimal network
Moderate (15): Requires effort or preci- security to get unprotected data
sion
Moderate (15): hacking through a pro-
Difficult (20): Requires high degree of tected network to get at hidden or secured
precision information; remotely accessing and oper-
Very Difficult (25): Requires much ef- ating networked technology.
fort or extreme precision Difficult (20): hacking into a highly pro-
Heroic (30+): Requires care and tected network (i.e., military mainframe) or
thoughtfulness, or exacting precision remotely controlling complex machinery.
Very Difficult (25): hacking into a
network protected by a persona construct.
TEAM MODIFIERS Remotely controlling large-scale tech, like a
nanofoundry.
All members willing to follow -20
leader’s orders no matter what Heroic (30+): hacking into an alien
All members willing to sacrifice life -15 computer (or what passes for one, anyway).
for others Somehow figuring out a way to hack into
some poor bastard’s nanotech mods
Trained together frequently to work -10
as unit
Computer Repair (Technical)
Trained together briefly to work as -5
unit Though there are many different kinds of
repair skills, they all follow the same princi-
Work together regularly, or willing 0
ples. The amount of damage sustained, the
to work together
character’s familiarity with the item, avail-
Worked together on a few occasions +5 ability of parts, and complexity of the task
Seldom work together +10 can modify the difficulty. The gamemaster

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may require a separate roll to determine Con (Perception)
whether the character can figure out how The con skill is used to trick, dupe, be-
to repair an unknown item. Destroyed parts fuddle or otherwise fool somebody into do-
must be replaced, which raises the difficul- ing something that they might not ordinarily
ty. Additionally, if a hero rushes the job, not do, or into believing a deception. Cons can
only is there an increased chance of failure, be simple or complicated; generally speak-
but the item could also break again soon ing, a simple con (bluffing your way past
after its next use. a guard) takes only one round. Very com-
plicated cons (aka “long cons”) can take
REPAIR DIFFICULTIES hours, days or even weeks to set up. The
Easy (10): Light repairs or modifications GM should determine how much time an at-
tempted con should require.
Moderate (15): Heavy repairs or modifi-
cations
Cultures (Knowledge)
Difficult (20): Extensive repairs or modi-
This skill governs understanding of the
fications
various ways of life present within Septi-
Very Difficult (25): Near-total recon- mus as well as across the Seventh Empire.
struction This skill is used to understand a particular
Heroic (30+): Complete reconstruction. aspect of a particular culture, which in turn
can be used to get along with people of that
culture. When looking for for a particular
piece of cultural information, use the follow-
ing to determine the difficulty number:

REPAIR MODIFIERS Very Easy (5): Something virtually any-


body would know (The Sindavar Extent is
-10 Previously built or modi-
into technology.)
fied the item; intimately
familiar with item Easy (10): Common knowledge (The
-5 Has item’s designs Extent promotes the use of nanotech even
though it has fallen out of favor in the rest
+/-0 Common item
of the Empire.)
+5 Has seen but not used
item Moderate (15): Something not widely
known (the philosophical differences be-
+10 Has never seen item tween the general aims of the Sindavar
+/-0 All parts available Extant and its radical offshoot, the Cadre)
+10 Some parts available Difficult (20): Something requiring spe-
+20 No parts available cialized knowledge of the subject (The inner
workings of obscure subcultures within the
+/-0 Correct tools (tool kits
themselves might provide Grayscale)
their own bonuses) Very Difficult (30): Something only an
expert would know (the secret doctrines of
+15 Makeshift tools
the Cadre’s inner circle)
The above repair modifiers are
Demolitions (Technical)
ubiquitious, applying to all repair
skills. The base difficulty is 5. For extra dam-
age and special effects, the character must
spend one round per difficulty number set-
ting up the explosives. The character also

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Base Difficulties CON INTERACTION
Easy (10): Conning somebody who MODIFIERS
is completely unprepared for it (i.e., a
Target is friendly or trusting -5
dimwitted or distracted guard)
Target is neutral toward char- 0
Moderate (15): Conning some- acter or of equal standing
body who is not actively trying to see
Target is hostile or has supe- +5
through the con, but who is naturally rior standing
suspicious (i.e., an alert guard)
Target is an enemy +10
Difficult (20): Conning somebody
Target is in weakened position -10
who is actively on guard against con-
ning attempts (i.e., a guard expecting Request is something target 0
conning attempts) would do anyway or target feels
is of minor importance
Note: Die rolls alone should not de-
Request is illegal or highly +10
termine interactions between players’
dangerous
and gamemaster’s characters. Game-
masters should have their players detail DISGUISE MODIFIERS
what their characters say and do to
before rolling the dice. The better the Specific person +15
player acts the role of his character, the Other sex +6
greater his chance of success should Different race or species +3
be, which gamemasters can reflect by
Great age difference +3
allowing up to a +1D modifier to the
skill roll. Likewise, the characters be- Much larger build +5
ing conned may try to actively defend Much smaller build +10
against it, in which case they may roll
Resembles the disguise al- -5
their willpower skill and apply the result ready
as a difficulty modifier to the person at-
tempting the con. Using skill on another char- +6
acter
Using skill unaided +3

needs to indicate how much explosive she’s Remember that, while a character may
using. If the attempt is successful, com- think an object is constructed of one type
pare the skill total with the object’s dam- of material, it may not be. Though this does
age resistance total (its toughness modified not alter the difficulty of setting the explo-
by size, thickness, flaws, supports, etc.). sive, it may change the results of special
Items that take at least 10 points above effects. For instance, an explosive set for
their damage resistance total are severely thin wood won’t do much good if that’s only
damaged, if not destroyed. Items taking veneer for reinforced steel.
less than that are weakened, and another
attempt may be made (with the object hav- Demolition Difficulties
ing a reduced damage resistance total and
possibly other problems).

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Very Easy (5): Setting a time bomb to Exoskeleton Operation (Mechan-
go off ical)
Easy (10): Rigging a bomb to a vehicle Operating an exoskeleton (the “power”
so it explodes the next time it starts element of powered armor) is much like
piloting a vehicle. It has a sense of reac-
Moderate (15): Blowing something open
tion and tolerances all its own that requires
without leaving permanent marks or burns
skill, practice and finesse to handle. The
Difficult (20): Rigging an explosion so rules on piloting vehicles apply to operating
its force goes in a specific direction an exoskeleton; use your skill die code for
Very Difficult (25): Rigging an explo- exoskeleton operation when trying to pull
sion so that only a certain, small piece of a off piloting stunts within a exoskeleton.
much larger object is damaged
Exoskeleton Repair (Technical)
Heroic (30+): Rigging a chain of explo-
sions, each set for a specific effect Though there are many different kinds of
repair skills, they all follow the same princi-
ples. The amount of damage sustained, the
character’s familiarity with the item, avail-
TARGET FAMILIARITY MODIFI- ability of parts, and complexity of the task
ERS can modify the difficulty. The gamemaster
Very familiar or common (tree, 0 may require a separate roll to determine
wall)
Familiar (bulkhead, bridge sup- +5
port)
Unfamiliar (building of unknown +10 REPAIR MODIFIERS
construction)
-10 Previously built or modi-
Completely unknown item or con- +20 fied the item; intimately
struction or more familiar with item
-5 Has item’s designs
OBJECT CONSTRUCTION +/-0 Common item
TOUGHNESS +5 Has seen but not used
Flimsy (plywood door) 1D item
Tough (hard wooden door, most 2D +10 Has never seen item
guns) +/-0 All parts available
Sturdy (bolted steel door, per- 3D +10 Some parts available
sonal safe)
+20 No parts available
Very sturdy (a few layers of steel) 4D
+/-0 Correct tools (tool kits
Reinforced (numerous layers of 6D themselves might provide
steel) their own bonuses)

+15 Makeshift tools


Dodge (Agility)
See the combat rules in the D6 System The above repair modifiers are
chapter for the difficulty to use combat ubiquitious, applying to all repair
skills such as dodging. skills.

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whether the character can figure out how Flight Systems Repair (Techni-
to repair an unknown item. Destroyed parts cal)
must be replaced, which raises the difficul- This skill is used to repair damage to the
ty. Additionally, if a hero rushes the job, not flight controls of any kind of vehicle, armor
only is there an increased chance of failure, and even starships. The amount of damage
but the item could also break again soon sustained, the character’s familiarity with
after its next use. the item, availability of parts, and complex-
ity of the task can modify the difficulty.
Repair Difficulties The gamemaster may require a separate
Easy (10): Light repairs or modifications roll to determine whether the character
Moderate (15): Heavy repairs or modifi- can figure out how to repair an unknown
cations item. Destroyed parts must be replaced,
which raises the difficulty. Additionally, if
Difficult (20): Extensive repairs or modi- a hero rushes the job, not only is there an
fications increased chance of failure, but the item
Very Difficult (25): Near-total recon- could also break again soon after its next
struction use.
Heroic (30+): Complete reconstruction Repair Difficulties
Firearms Repair (Technical) Easy (10): Light repairs or modifications
This skill is used to repair the dam- Moderate (15): Heavy repairs or modifi-
age done to firearms weaponry as well as cations
clear jams, eject misfired rounds, etc. The Difficult (20): Extensive repairs or modi-
amount of damage sustained, the charac- fications
ter’s familiarity with the item, availability
of parts, and complexity of the task can Very Difficult (25): Near-total recon-
modify the difficulty. The gamemaster struction
may require a separate roll to determine Heroic (30+): Complete reconstruction
whether the character can figure out how
to repair an unknown item. Destroyed parts Flying/0-G (Agility)
must be replaced, which raises the difficul- This skill is used for flying personally
ty. Additionally, if a hero rushes the job, not (i.e., by using certain kinds of modification
only is there an increased chance of failure, or psionic powers) or for moving oneself
but the item could also break again soon in zero-gravity environments. Use your
after its next use. skill die code for rolling against the various
movement modifiers that apply against any
Repair Difficulties particular stunts you wish to try when fly-
Easy (10): Light repairs or modifications ing. For a full description of flying modifiers
Moderate (15): Heavy repairs or modifi- and difficulty numbers, check out the D6
cations System chapter.

Difficult (20): Extensive repairs or modi- Forgery (Perception)


fications
The artist skill may complement this skill,
Very Difficult (25): Near-total recon- or the gamemaster may require it to be
struction used instead, with the appropriate forgery
Heroic (30+): Complete reconstructionn modifiers applied. Reduce the amount of
time spent on creating a forgery if the char-

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acter has repeatedly succeeded at making Easy (10): Inspector is intimately familiar
similar items in the past. Difficulty numbers with forged item
for forging items are: Moderate (15): Inspector is moderately
familiar with forged item
Forgery Difficulties
Difficult (20): Inspector is unfamiliar
Very Easy (5): Hard to read scrawl with-
with forged item
out a discernable style
Very Difficult (25): Inspector is unfamil-
Easy (10): Unofficial note or correspon-
iar with this entire type of item
dence
Heroic (30+): Inspector has never seen
Moderate (15): Somebody’s signature
anything remotely like the forged item
Difficult (20): Official document (identi-
fication documents, ship’s manifest)
FORGERY DETECTION MODIFI-
Very Difficult (25): Classified govern-
ment documents
ERS
Have a sample on hand -5
Heroic (30+): A top-secret document
or a public document widely known and Have special tools for detecting -5
forgeries
scrutinized
Item is poorly forged 0
Item well forged +5
Item superiorly forged +10
FAMILIARITY MODIFIERS
Intimately familiar or has sample -10
REPAIR MODIFIERS
Somewhat familiar; has seen it -5
-10 Previously built or modi-
quite often
fied the item; intimately
Passingly familiar 0 familiar with item
Have only had it described +5 -5 Has item’s designs
Guessing blindly +15 +/-0 Common item
+5 Has seen but not used
item
TOOLS MODIFIERS +10 Has never seen item
Have necessary tools and -5 +/-0 All parts available
some special ones
+10 Some parts available
Have necessary tools 0
+20 No parts available
Have some tools +5
+/-0 Correct tools (tool kits
Missing important tools +10 or more themselves might provide
their own bonuses)
The forgery skill can also be used to
detect forgeries. This has its own set of dif- +15 Makeshift tools
ficulty numbers and modifiers, as described
below: The above repair modifiers are
ubiquitious, applying to all repair
Forgery Detection Difficulties skills.
Very Easy (5): Inspector is the creator
of the forged item

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Gambling (Perception) these weapons can be confused with similar
Gambling doesn’t affect games that are weapons systems on smaller vehicles. Just
purely random, but does influence games to avoid confusion, if it’s mounted on a
with an element of strategy, like poker. spaceship, no matter how big the spaceship
When gambling against each other, all is, then use the gunnery skill. If the weapon
characters make opposed gambling rolls, is mounted on armor or any vehicle other
without spending Character or Fate Points, than a spaceship, then use the heavy weap-
and the highest roll wins. If one of the ons skill. And if the weapon can be hand-
characters does not have the gambling skill, held, use the firearms skill.
then use their perception attribute instead. While more detailed rules on hitting your
A character may cheat by using Character target are covered under the combat rules
or Fate Points on the roll, and the GM may of this game, the basic difficulties for gun-
give bonuses to rolls for people looking for play can be found below. Keep in mind that
a cheater or helping the cheater. The GM the ranges for each weapon in this game
should consider as many “angles” as pos- vary, so be sure you know what your range
sible when using the gambling skill and add really is before rolling. A target at a pulse
these as modifiers to one or more partici- cannon’s long range might only be at a mis-
pants’ rolls. sile’s medium or short range.

Genotechnology (Technical)
This skill is used to identify, implement
GUNNERY DIFFICULTIES
and even design genotechnological modi- Very Easy/Point Blank Range 5
fications. Genotech specialists are a rare Easy/Short Range 10
breed, often highly devoted to their work;
Moderate/Medium Range 15
this is not the kind of skill that is usually
taken by those with a casual interest in the Difficult/Long Range 20
science of genotechnology. Using this skill is Very Difficult/Very Long Range 25
subject to the following difficulties:
Heroic/Out of Range 30+

Genotech Difficulties
Gunnery Repair (Technical)
Very Easy (5): Knowing basic knowledge
of a given genotech mod This skill is used to repair damage to the
weaponry and fire control systems of any
Easy (10): Advanced knowledge of a
kind of ship-mounted weaponry. It can also
given genotech mod; IDing a mod on sight
be used to repair malfunctioning missiles
Moderate (15): Installing a standard or weapon systems. The amount of damage
genotech mod sustained, the character’s familiarity with
Difficult (20): Removing a genotech mod the item, availability of parts, and complex-
ity of the task can modify the difficulty. The
Very Difficult (25): Modifying a stan- GM may require a separate roll to deter-
dard genotech mod mine whether the character can figure out
Heroic (30+): Designing an entirely new how to repair an unknown item. Destroyed
genotech mod parts must be replaced, which raises the
difficulty. Additionally, if a hero rushes the
Gunnery (Mechanical) job, not only is there an increased chance of
failure, but the item could also break again
Gunnery skill is used to fire weapons soon after its next use.
mounted on spacecraft, such as heavy
missile systems, torpedo launchers, fu-
sion guns and laser batteries. Some of

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of any kind, use the gunplay skill. For firing
REPAIR DIFFICULTIES
weapons mounted on spacecraft, use the
Easy Light repairs or modi- 10 gunnery skill.
fications
While more detailed rules on hitting your
Moderate Heavy repairs or 15
target are covered under the combat rules
modifications
of this game, the basic difficulties for gun-
Difficult Extensive repairs or 20 play can be found below. Keep in mind that
modifications the ranges for each weapon in this game
Very Dif- Near-total reconstruc- 25 vary, so be sure you know what your range
ficult tion really is before rolling. A target at a wing
Heroic Complete reconstruc- 30+ gun’s long range might only be at a cluster
tion rocket’s medium or short range.

Gunplay (Agility) HEAVY WEAPONS DIFFICULTIES


This skill is used whenever you are trying Very Easy/Point Blank Range 5
to shoot somebody or something with any Easy/Short Range 10
kind of firearm that is man-portable (i.e.,
Moderate/Medium Range 15
not mounted on a vehicle or armor). For fir-
ing weapons mounted on armor or vehicles, Difficult/Long Range 20
use the heavy weapons skill. For firing Very Difficult/Very Long Range 25
weapons mounted on spacecraft, use the Heroic/Out of Range 30+
gunnery skill.
While more detailed rules on hitting your Hide (Perception)
target are covered under the combat rules The difficulty for a hide attempt is usually
of this game, the basic difficulties for gun- the opponent’s Perception or search, either
play can be found below. Keep in mind that as a die roll (if the opponent is actively
the ranges for each weapon in this game trying to find the object or person) or as a
vary, so be sure you know what your range derived value equal to the number in front
really is before rolling. A target at a pistol’s of the “D” in the opponent’s attribute or
long range might only be at a rifle’s medium skill times 2 and add the pips.
or short range.
CONDITION MODIFIERS
GUNPLAY DIFFICULTIES
Heavy rain or snow -3
Very Easy/Point Blank Range 5
Dawn, dusk, fog, many trees, -2
Easy/Short Range 10 large crowd, etc.
Moderate/Medium Range 15 Night -5
Difficult/Long Range 20 Inattentive observer -5
Very Difficult/Very Long Range 25 Dense concealment (thick jungle, -5
Heroic/Out of Range 30+ crowd of people in costume)
Many distractions (party, parade, -5
Heavy Weapons (Agility) combat)
This skill is used whenever you are trying Attentive observer +6
to shoot somebody or something with any Open terrain +6
kind of firearm that is mounted on armor or
Good lighting +6
vehicles. For firing man-portable weapons
Several observers +9

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Intimidation (Knowledge) willpower skill and apply the result as a
The intimidation skill is used to frighten difficulty modifier to the person attempting
opponents, defusing their intent to enter the con.
into combat or to otherwise resist the will
of the character doing the intimidating. Using Intimidate In Combat
Generally speaking, intimidation attempts Intimidation can enhance a character’s
only take a single round; a look of the eye, attacks and defenses. The player adds one-
a well-timed phrase, and a general demean- half of the difference (positive or negative)
or can all get the job done within single between the difficulty and the intimidation
round. However, using intimidate under roll to any one attack or defense attempt
longer-term circumstances (such as dur- (not both) made at point blank or short
ing interrogation as described below), the range. The character must use the ben-
intimidation attempt might take minutes or efit from scaring the target on the same
even hours. The GM should determine how turn as or on the round after the interac-
much time an attempted intimidation should tion endeavor. The user’s appearance and
require. demeanor can also affect persuasion, con,
or intimidation attempts. The more threat-
Base Difficulties ening the character looks or seems, the
Very Easy (5): Scaring the crap out of a more effective intimidation attempts are.
coward Ultimately, however, it is up to the GM to
decide how much the intimidation attempt
Easy (10): Rattling somebody who was affects its target.
inclined to do what you wanted anyway
Moderate (15): Spooking somebody who INTERROGATION MODIFIERS
is no pushover, and who is evenly matched
-10 Subject feels information is unim-
with the character
portant
Difficult (20): Cowing somebody who is +-/0 Subject feels information is of
a stated enemy or who has a slight upper minor importance
hand over the character
+5 Subject feels information is im-
Very Difficult (25): Intimidating some- portant
body who has a clear upper hand over the +10 Subject feels information is very
character important
Heroic (30+): Intimidating somebody +10 or Subject would rather die than
who would have no reason to even feel more reveal information
threatened by the character
Interrogation Vs. Torture
Note: Die rolls alone should not deter-
mine interactions between players’ and GM Note that there is a difference between
characters. GMs should have their players interrogating someone and torturing some-
detail what their characters say and do to one. If a character resorts to torture, he
before rolling the dice. The better the player will eventually get the subject to talk;
acts the role of his character, the greater everybody has a breaking point. Whether
his chance of success should be, which GMs the person will actually tell the truth at that
can reflect by allowing up to a +1D modi- point is questionable, since a broken subject
fier to the skill roll. Likewise, the characters might tell whatever he thinks the torturer
being conned may try to actively defend wants to hear just to make the pain stop.
against it, in which case they may roll their Torture is a grim activity that has the same
rules as interrogation, except a failed roll
automatically increases the subject’s wound

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level by one step. Keep failing, and you’ll tween the difficulty and the know-how skill
eventually kill the subject. The GM may roll to total roll for the attribute dictated
wish to assign Corruption points to tortur- by the actual skill required. The character
ers. It’s not something heroes do. may not use this skill in place of a skill she
already has. The GM may limit the number
Investigation (Perception) of times per hour this skill may be used on
When used to research a topic, a sepa- the same action.
rate roll must be made for each source
checked. Languages (Knowledge)
The common language of the Seventh
Investigation Difficulties Empire is called Basic. Almost everyone
Very Easy (5): Verifying something you speaks it, so communication is normally
already knew not a problem. However, some areas of
the galaxy have fallen so far afield of the
Easy (10): Common knowledge Empire or were so isolated to begin with
Moderate (15): Requires searching that the locals speak an offshoot of Basic
through several sources; introductory theo- that is the equivalent of a different lan-
ries guage. There are also cultures and factions
throughout known space that have devised
Difficult (20): Sources are of varying their own languages either to express a
reliability; cutting-edge information; spe- unique culture or more commonly, so that
cific information about harmless individual members of that group might communicate
or event in a secure fashion. (This is particularly
Very Difficult (25): Esoteric informa- true of powerful commercial guilds, military
tion; specific information about dangerous groups, and cultural enclaves such as the
individual or event Sindavar Extent.)
Heroic (30+): Information that has peo- The languages skill is used to determine
ple have made extended efforts to purge whether a character can understand what
from record someone says when speaking a language
other than Basic. There are two ways you
INVESTIGATION MODIFIERS can handle this.
Information closely guarded +5 There is the realistic way that requires
bookkeeping: when someone says some-
Character unsure of information +5
thing in a strange language, make a skill
sought
roll for anyone who overhears. If a charac-
Character knows exactly what infor- -5 ter’s roll is higher than the difficulty num-
mation is sought ber, he understands the language. Make the
player write the name of the language down
Know-How (Perception) on his character sheet, so if he ever runs
To use this skill to help with an activity into it again, he’ll know that he knows the
covered by another skill (which the char- language. Difficulty numbers are:
acter does not have), the character spends Very Easy (5): A dialect or slang version
the round before examining the situation, of Basic
performing no other actions, and making a
roll of this skill versus the difficulty set for Easy (10): A common language related
the action. The character gets neither the to Basic
unskilled modifier nor the preparing modifi- Moderate (15): A common language
er. Within the next 30 seconds (six rounds),
the character may add the difference be- Difficult (20): An obscure language

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Very Difficult (25): An extremely ob- Lift (Strength)
scure language At the GM’s discretion, a player may make
Heroic (30+): Any code language a lift check when his character first picks up
an object. Generally, if the object’s weight
would give it a difficulty equal to or greater
There is also an unrealistic way of resolv- than one-half of the character’s lift rounded
ing language rolls, but it’s simple. Even up, or the object is being lifted hastily or
though people speak different languages under stress, the GM should require a lift
in the Seventh Empire, most of the time roll. For each round the object is carried,
they understand each other anyway. When the character makes another check to see
a character says something in a non-Basic if she can continue to carry the object. If
language, determine a difficulty number. the player fails the roll, her character is too
Difficulty numbers are: exhausted and must put the object down. If
Very Easy (5): Saying something very the character is doing anything else at the
simple (“No.”) time (other than walking slowly or talking),
continuing to carry the object counts as a
Easy (10): Saying something simple (“I multi- action.
have a bad feeling about this.”)
Moderate (15): Saying something of WEIGHT DIFFICULTIES
average complexity (“The ammo’s getting 1 kg 1
low.”)
10 kg 3
Difficult (20): Saying something com-
50 kg 7
plex: (“If I had known that the hyperspace
depression around this sphere was one- 100 kg 12
way, I would have stayed home.”) 120 kg 13
Very Difficult (25): Using complex, 200 kg 17
technical terms (“The mantle of the surface 250 kg 18
consists largely of diorite and feldspar, al-
though upwellings from the artificial aesthe- 500 kg 23
nosphere have produced volcanic hotspots 750 kg 28
and seismic activity one would normally find 1,000 kg (1 ton) 33
on a typical terrestrial planet or moon.”)
1,100–2000 kg (+1 to base of 33 34-43
Heroic (30+): Using an archaic, forgot- per 100 kg over 1000 kg)
ten or otherwise rare form of the language
2,500–10,000 kg (+1 to base of 44.59
(“Whan that Aprill with his shoures sote / 43 per 500 kg over 2000 kg)
The droghte of Marche hath perced to the
15,000–100,000 kg (+1 per to 60-77
rote / And bathed euery veyne in swich
base of 59 per 5000 kg over 10,000
licour / Of which vertue engendred is the kg)
flour…”)
The more complex or obscure the thought
the speaker is trying to express, the higher The gamemaster may further subdivide
the difficulty number. Anyone who hears the the lift chart if desired to include weights
statement should make a skill roll. Anyone for difficulties not listed here.
who rolls higher than the difficulty number
understands the statement. This way, any- LIFTING TIME MODIFIERS
one can understand any non-Basic speaker
+/-0 1–6 rounds
at least some of the time.
-5 7 rounds to 3 minutes

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-10 3–10 minutes Easy/Short Range 10
-15 10–30 minutes Moderate/Medium Range 15
-20 30–60 minutes Difficult/Long Range 20
Very Difficult/Very Long Range 25

Note: After the first hour, the character Heroic/Out of Range 30+
must make a check once per hour at the
same difficulty as one hour. If the character Navigation (Mechanical)
fails the roll, then she must rest for twice as This skill is used for finding one’s way on
long as she was lifting the weight. any terrestrial environment, whether it be
on land, water or while flying. Navigation
Medicine (Technical) while traveling through space requires the
This skill is used to stabilize injuries, to use of the astrogation skill. The base dif-
heal wounds and to cure illness. For diffi- ficulty for navigation is 10, subject to the
culty numbers, modifiers and time required following modifiers:
to implement this skill, please refer back
to the healing section of the D6 System NAVIGATIONAL MODIFIERS
chapter. No idea which way is north +10

Melee Combat (Agility) General idea which way is north +0

This skill is used to wield hand-to-hand Familiar with terrain +0


combat weapons such as knives, clubs and Terrain completely foreign +5
whips. When fighting using nothing more Completely lost +10
than your hands and feet, use the brawling
Have a compass or similar naviga- -5
skill. To hit an opponent in melee combat,
tional tools
the weapon used will have a difficulty num-
ber that must be met or beaten to score Plotting a simple course +0
a hit. Opposing characters may use their Plotting a complex course +6
melee combat or their dodge skill to add to Plotting a dangerous course +9
the attacker’s difficulty number.
Determine exact location +15
Missile Weapons (Agility)
Missile weapons skill is used to fire any CONDITION MODIFIERS
kind of “simple” projectile weapon that uses Have a poorly drawn map +1D
purely mechanical means of propelling its
ammunition. Slingshots, bows and spring- Have a sketchy but accurate map +2D
loaded weapons all require the use of mis- Have a well-drawn map +3D
sile weapons. Size makes no difference; Have a misleading or purposely in- -1D
missile weapons would also be used for accurate map (and don’t know it)
siege devices such as large ballistae (huge
crossbows), catapults, and trebuchets. For Nanotechnology (Technical)
guns and more sophisticated projectile
weapons, use the gunplay skill. This skill is used to identify, implement
and even design nanotechnological modi-
fications. Nanotech specialists are a rare
MISSILE WEAPONS DIFFICUL- breed, often highly devoted to their work;
TIES this is not the kind of skill that is usually
Very Easy/Point Blank Range 5

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taken by those with a casual interest in the
science of nanotechnology. Using this skill is
subject to the following difficulties:
REPAIR MODIFIERS
Nanotech Difficulties -10 Previously built or modi-
Very Easy (5): Having basic knowledge fied the item; intimately
familiar with item
of a given nanotech mod
-5 Has item’s designs
Easy (10): Advanced knowledge of a
given nanotech mod; IDing a mod on sight +/-0 Common item
+5 Has seen but not used
Moderate (15): Installing a standard
item
nanotech mod
+10 Has never seen item
Difficult (20): Removing a nanotech mod
+/-0 All parts available
Very Difficult (25): Modifying a stan-
+10 Some parts available
dard nanotech mod
+20 No parts available
Heroic (30+): Designing an entirely new
nanotech mod +/-0 Correct tools (tool kits
themselves might provide
Personal Equipment Repair their own bonuses)
(Technical) +15 Makeshift tools
Though there are many different kinds of
repair skills, they all follow the same princi- The above repair modifiers are
ples. The amount of damage sustained, the ubiquitious, applying to all repair
character’s familiarity with the item, avail- skills.
ability of parts, and complexity of the task
can modify the difficulty. The gamemaster
may require a separate roll to determine
whether the character can figure out how
Persuasion (Perception)
to repair an unknown item. Destroyed parts
must be replaced, which raises the difficul- The persuasion skill is used to convince
ty. Additionally, if a hero rushes the job, not opponents into doing what you want them
only is there an increased chance of failure, to, making them unwilling agents of your
but the item could also break again soon character, even if only for a few seconds.
after its next use. Some persuasion attempts only take a
single round while others might take more
Repair Difficulties extended efforts. The GM should determine
how much time an attempted intimidation
Easy (10): Light repairs or modifications
should require.
Moderate (15): Heavy repairs or modifi-
cations Persuasion Difficulties
Difficult (20): Extensive repairs or modi- Very Easy (5): Persuading your biggest
fications fan
Very Difficult (25): Near-total recon- Easy (10): Persuading somebody already
struction friendly toward you
Heroic (30+): Complete reconstruction Moderate (15): Persuading somebody
who is neutral toward you

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Difficult (20): Persuading somebody who +5 Subject feels information is im-
is unfriendly toward you portant
Very Difficult (25): Persuading some- +10 Subject feels information is very
body who is violently hostile toward you important
Heroic (30+): Persuading somebody who +10 Subject would rather die than
has sworn to destroy you or more reveal information

Piloting (Mechanical)
Note: Die rolls alone should not deter- This skill is used for driving any kind of
mine interactions between players’ and GM aerial vehicle or spacecraft; use your skill
characters. GMs should have their players die code for piloting when trying to pull off
detail what their characters say and do to piloting stunts within a exoskeleton. For
before rolling the dice. The better the player more details, refer to the Movement section
acts the role of his character, the greater of the D6 System chapter.
his chance of success should be, which GMs
can reflect by allowing up to a +1D modi- Riding (Agility)
fier to the skill roll. Likewise, the characters
being conned may try to actively defend When a character first mounts a rideable
against it, in which case they may roll their animal, she must make a riding roll against
willpower skill and apply the result as a the creature’s willpower roll (the GM gener-
difficulty modifier to the person attempting ates this). The character’s riding total may
the con. be modified by the attitude of the animal
toward the character. The character stays in
Using Persuasion In Combat control if she ties or beats the beast’s roll.
If she fails, consult the table below for what
Persuasion can enhance a character’s at- occurs. When attempting to get the beast
tacks and defenses. The player adds one- to perform a special maneuver or during
half of the difference (positive or negative) events that might frighten it, the character
between the difficulty and the intimidation must also roll against the animal’s Knowl-
roll to any one attack or defense attempt edge or willpower. Examples of special ma-
(not both) made at point blank or short neuvers include jumping a fence, crossing a
range. The character must use the benefit raging river, moving faster, or slowing down
from persuading the target on the same quickly. The success of special maneuvers
turn as or on the round after the interaction are determined with the animal’s attributes
endeavor. The user’s appearance and de- or skills. A character attacking from the
meanor can also affect persuasion, con, or back of a beast takes a multi-action penalty
intimidation attempts. The less threatening for having to both control the mount and
the character looks or seems, the more ef- use a weapon.
fective persuasion attempts are. Ultimately,
however, it is up to the GM to decide how
much the persuasion attempt affects its ANIMAL’S ATTITUDE TOWARD
target. CHARACTER SKILL MODIFIER
+5 Friendly or trusting
PERSUASION MODIFIERS +/-0 Neutral
-10 Subject feels information is unim- -5 Hostile or wounded
portant
+-/0 Subject feels information is of
minor importance RIDING RESULT

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1–2 Beast stops and refuses to move Unfamiliar with robot type +5 or more
for 1 round.
Familiar with robot type -5 or more
3–6 Beast stops and refuses to move REPAIR MODIFIERS
New skill not related to kinds +15 or
for 2 rounds.
of tasks
-10robot designed to built or
Previously more
modi-
7–11 Beast bolts in a random direction undertake fied the item; intimately
for 1D rounds. familiarrelated
with item
New skill somewhat to +10
12+ Beast bucks rider; rider must kinds -5
of tasks robot
Hasdesigned to
item’s designs
make a Moderate riding roll to avoid undertake
being thrown off. +/-0 Common item
New skill almost but not quite +5
+5to kinds ofHas
related seen
tasks but not used
robot
Robotics Interface (Technical) item
designed to undertake
Most robots do not have attributes, +10has limited
Robot Has never seen item
memory +10 or
though sophisticated ones might. Instead, capacity
+/-0 more
All parts available
skills and their specializations represent the Robot
+10has largeSome
memory -5 or more
parts available
tasks a robot can perform. The programmer capacity
must have a means of inputting information +20 No parts available
into the robot, such as a computer terminal +/-0 Correct tools (tool kits
or hand computer. The time taken depends themselves might provide
upon the complexity of the task; a Very their own bonuses)
Easy (5) program might take only half an
+15 Makeshift tools
hour to program, but a Very Difficult (25)
one might take days or weeks to program.
The above repair modifiers are
Once the robot has the basic skill, skill car-
ubiquitious, applying to all repair
tridges, scholarchips, or additional program-
skills.
ming can upgrade it.

Programming Difficulties
Very Easy (5): Specialization of a skill
(first 1D); Additional +1 pip in previously
programmed skill
Robotics Repair (Technical)
This skill governs the inspection, mainte-
Easy (10): Additional +1 pip in previously
nance, repair and mechanical modification
programmed specialization
to robots. Changing their programming or
Moderate (15): Full skill (first 1D); ad- behavior requires the use of the computer
ditional +1 pip in previously programmed interface skill. The amount of damage sus-
attribute; Reformatting main memory (not tained, the character’s familiarity with the
hardwired memory) robot, availability of parts, and complexity
Very Hard (25): An attribute (first 1D) of the task can modify the difficulty. The GM
may require a separate roll to determine
whether the character can figure out how
SITUATION MODIFIERS to repair an unknown item. Destroyed parts
Each additional pip of skill, +2 must be replaced, which raises the difficul-
specialization, or attribute pro- ty. Additionally, if a hero rushes the job, not
grammed at same time only is there an increased chance of failure,
Hardwired program (cannot +30 but the item could also break again soon
be deleted by reformatting) after its next use.
Reprogramming hardwired +30
programs Repair Difficulties

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Easy (10): Light repairs or modifications Difficult (20): something requiring
specialized knowledge of the subject (The
Moderate (15): Heavy repairs or modifi-
themes and significance of a particular cycle
cations
of Outer Reaches epic poetry.)
Difficult (20): Extensive repairs or modi-
Very Difficult (30): something only an
fications
expert would know (Being able to quote at
Very Difficult (25): Near-total recon- length and from memory from an obscure
struction Outer Reaches epic poem.)
Heroic (30+): Complete reconstructio
Search (Perception)
Running (Agility) This skill is used when the character is
Difficulties for this skill is included in the actively looking in the immediate area for
movement section of the D6 System chap- a particular detail, clue or piece of informa-
ter. Unless otherwise stated or modified, a tion. To see if a character notices details
character’s base Move is 10. of a scene or situation, the GM may have
the player make a Perception roll. Unless
Scholar (Knowledge) the characters are actively eavesdropping,
searching, tracking, or performing a similar
This skill governs in-depth understand- activity (and thus using the search skill),
ing of a particular topic or subject. Scho- this passive observance of a scene does not
lastic knowledge is generally academic in count as an action. Use the difficulty and
nature — “book knowledge” rather than modifier tables below as a guideline for how
“street knowledge.” With that in mind, the much the character notices. If the skill total
best application of this skill is usually in meets or beats the difficulty, the character
an academic or intellectual environment,
gains that much information.
when research in the topic at hand might be
called for or when searching for an obscure
Search Difficulties
fact regarding a specific topic. When char-
acters take this skill, they should specify Very Easy(5): Noticing obvious, generic
what topic they have studied. Good exam- facts; casual glance
ples might include the noble history of the Easy (10): Noticing obvious details (e.g.,
Aedos dynasty, comparative philosophies of number of people)
secessionist star systems, or the history of
economic development in the Imperial core. Moderate (15): Noticing a few less obvi-
When facing a particular scholastic chal- ous details (ex. gist of conversation)
lenge, use the following to determine the Difficult (20): Spotting a few specific
difficulty number: details (ex. identities of individuals)
Very Easy (5): something virtually any- Very Difficult (25): Spotting a few ob-
body would know (There are different kinds scure details (ex. specifics of conversation)
of literature within the Seventh Empire.)
Heroic (30+): Noticing many obscure
Easy (10): common knowledge (The details
literature of the Outer Reaches is a favorite
When the search skill is used to eaves-
within the entire Seventh Empire.)
drop on or secretly watch an event or
Moderate (15): something not widely another character, the skill total indicates
known (Epic poetry is considered to be the the amount of information gained from the
oldest and purest form of written expres- surveillance. A Critical Failure could mean
sion in the Outer Reaches.) anything from no information obtained to
being immediately spotted by the character

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being observed, depending on the situation. Difficult (20): Trail is a week old; track-
When searching for a hidden object or per- ing through harsh climate (desert, arctic
son, the difficulty is generally the hide roll wasteland, or hard surface); shadowing
used to conceal the target. Otherwise, the through a massive crowd
base difficulty is 5, modified by the table Very Difficult (25): Quarry has taken to
below. the air or has disappeared into a crowd for
more than a few minutes
Eavesdropping/Observation Dif-
ficulties Heroic: Quarry has teleported away
Very Easy (5): Character knows target’s Security (Technical)
exact location
Opening locks that don’t require deftness
Easy (10): Character knows target’s ap- of hand fall under this skill, as does setting
proximate location up a defensive perimeter and installing a
Moderate (15): Character has vague security system. Security always requires
information about the target or its location special tools, which might give their own
bonus. This skill can complement investiga-
Difficult (20): Character has only gen-
tion when trying to survey the security of a
eral idea of what she’s looking for; search-
building.
ing for small objects
Very Difficult (25): Character has no Security Difficulties
idea what she’s looking for; searching for Very Easy (5): Entering an unprotected
obscure or tiny objects
facility
Heroic (30+): Searching for microscopic Easy (10): Bypassing a simple security
objects (might be impossible without special
system
equipment or abilities)
Moderate (15): Gaining entry into a
When attempting to track someone, the high-quality security system (most locked
base difficulty is 10 or the target’s sneak
down starships)
roll if the target is actively trying to hide
her trail. Characters also can use search to Difficult (20): Getting into specifically
track or “shadow” a target. The base diffi- protected facilities, such as banks and re-
culty for this use of the search skill is listed cords vaults
below. However, if the target is actively Very Difficult (25): Getting into high-
trying to hide from him pursuer, then use security complexes, such as military bases
the sneak skill to determine how well your and secured vehicle or starship depots
character was able to stay on his quarry’s
trail. Heroic (30): Getting past cutting-edge
security measures, such as gaining access
Tracking/Shadowing Difficulties to the personal sanctum of a leader of the
Cadre
Very Easy (5): Tracking a wheeled or
treaded vehicle going over soft ground Security Regulations (Knowl-
Easy (10): Tracking over soft dirt, mud edge)
or snow, through light undergrowth, or in a This skill governs understanding of the
thin crowd rules and regulations of the various secu-
Moderate (15): Trail is a day old; track- rity agencies operating within Septimus.
ing in inclement weather or heavy under- This skill gives its user a knowledge of the
growth; shadowing through a large crowd laws of any given area, as well as know-
ing the extent to which they are likely to

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be enforced. This skill also can be used in tracking, or performing a similar activity
a legal setting, should the character ever (and thus using the search skill), this pas-
find himself needing to argue a legal case sive observance of a scene does not count
before the authorities. When using this skill, as an action.
consult the difficulty numbers below.
Sensor Difficulties
Security Regulations Difficulties Very Easy (5): Eavesdropping on the
Very Easy (5): Something virtually any- Extent’s propaganda frequency; zeroing in
body would know (Stealing is likely to get on Arcopolis from low orbit
you in trouble.) Easy (10): Eavesdropping on a public
Easy (10): Common knowledge (the communications channel; finding a city on
exact laws of the Extent or the Newcomer the surface from low orbit
Coaliton that govern the punishment for Moderate (15): Eavesdropping on a pri-
theft) vate but unsecured communications chan-
Moderate (15): Something not widely nel; locating a particular industrial facility
known (exploiting a somewhat obscure legal or other large power source on the surface
loophole to get out of trouble) from low orbit
Difficult (20): Something requiring spe- Difficult (20): Eavesdropping on a se-
cialized knowledge of the subject (the exact cure, encrypted broadcast channel; locating
criteria the Extent uses to try supposed a particular starship within the Deep Sky
rebels and insurgents within Arcopolis) Very Difficult (25): Picking up a particu-
Very Difficult (25): Something only an lar conversation on a restricted, encrypted
expert would know (the fine print of ob- broadcast channel; locating a particular
scure regulations; finding weird loopholes in vehicle on the surface from low orbit
those regulations) Heroic (30+): Picking up the energy sig-
Heroic (30+): Something only a master nature of a particular individual’s nanotech
must know (discovering the legal flaw that from low orbit
undercuts an entire law or legal system.
Shields (Mechanical)
Sensors (Mechanical) This skill qualifies the character in the
This skill is similar to the search skill, ex- effective use of starship shield systems.
cept that it entails the use of scanning tech- Shields can be used in one of two modes:
nology to find things at great distances or screens and point defense. When in screen
to find a specific something in a huge crowd mode the shield is less effective, but it will
of background noise. This skill is indispens- block all incoming fire to some degree.
able for those on starships trying to find a When in point defense mode, the shield
particular area on the surface of Septimus. usually is able to deflect almost any incom-
This skill can also be used to eavesdrop on ing fire, but it the shield operator must
broadcast communications. All starships manually move the shield into place to
have sensor arrays; some vehicles and suits intercept the shot. The character’s die code
of armor come with them installed; those in this skill is used as a dodge roll against
that do not can have them retrofitted. incoming fire in space combat. If the shield
operator defeats the incoming shot, the
To see if a character using scanning tech-
shot is nullified. If the shot avoids the shield
nology notices details of a scene or situa-
operator, then it inflicts full damage to the
tion, the gamemaster may have the player
ship. For more information on ship combat,
make a Perception roll. Unless the charac-
check out the Hardware chapter.
ters are actively eavesdropping, searching,

164

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Sleight Of Hand (Agility) Difficult (20): Picking a high security
The difficulty for a sleight of hand at- lock on a restricted-access door
tempt is usually the opponent’s Perception Very Difficult (25): Picking a vault door
or search, either as a die roll (if the oppo-
Heroic (30+): Picking a fortified blast
nent is actively watching for tricks) or as a
door securing a top-secret area
derived value equal to the number in front
of the “D” in the opponent’s attribute or
skill times 2 and add the pips. LOCKPICKING MODIFEIRS
Having makeshift tools +10
Sleight Of Hand Difficulties
Having ordinary lockpicking tools +0
Very Easy (5): Fooling an unobservant
Having specialized or high-quality -10
or highly distracted target lockpicking tools
Easy (10): Fooling a confused or dis- Having blueprints or diagrams to the -10
tracted target; palming a tiny object; slid- lock
ing a hand into one’s own pocket unnoticed
Moderate (15): Hiding a small object Sneak (Perception)
on one’s person; drawing a weapon before The difficulty for a hide or sneak at-
somebody not expecting it, or obscured by tempt is usually the opponent’s Perception
cover (i.e., under a table) or search, either as a die roll (if the oppo-
Difficult (20): Hiding a large object on nent is actively trying to find the object or
one’s person; drawing a weapon unnoticed person) or as a derived value equal to the
out in the open number in front of the “D” in the opponent’s
attribute or skill times 2 and add the pips.
Very Difficult (25): Hiding an oversized
object on your person; drawing a weapon
unnoticed under watchful eyes zeroed in on SNEAKING MODIFIERS
you Heavy rain or snow -3

Heroic (30+): Managing to hide a rocket Dawn, dusk, fog, many trees, large -2
launcher under your trenchcoat (“Is that a crowd, etc.
cluster rocket, or are you just happy to see Night -5
me?”) Inattentive observer -5
Dense concealment (thick jungle, -5
Characters also may use sleight of hand crowd of people in costume)
to pick locks, but they may not attempt to Many distractions (party, parade, -5
do so without some kind of tools (ID cards, combat)
stiff metal wire, telekinesis, etc.). Impro- Attentive observer +6
vised tools do not add to character’s skill
Open terrain +6
roll, but specialized tools will.
Good lighting +6
Lockpicking Difficulties Several observers +9
Very Easy (5): The door is probably
open anyway Stamina (Strength)
Easy (10): Picking a poorly constructed The stamina skill enables the character
lock on a ramshackle door to keep going under conditions that might
otherwise exhaust or incapacitate him. This
Moderate (15): Picking a normal lock on is most useful during combat when the
a normal door character sustains a wound. If the character

165

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has the stamina skill, he may roll it instead generally unlikely, that a character would be
of his Strength attribute to see how well he well-liked by both upstanding residents and
shrugs off the effect of the injury. local criminals.
The GM also may allow a character to
Streetwise Difficulties
make a multiaction stamina roll to comple-
ment a strenuous activity, such as lifting or Very Easy (5): Things that are usually
running. The difficulty equals 5 times the easy to find (directions to the nearest police
current fatigue modifier. The character may station)
add one-half (rounded up) of the difference Easy (10): Things that require discretion
between the successful stamina roll and or careful investigation (asking if the local
the difficulty. The strenuous activity still law is straight or crooked)
receives the fatigue modifier. Whenever a
character fails a stamina roll, he is fatigued; Moderate (15): Risky services; finding
all actions are at -1D for every stamina illegal and well-regulated items (finding out
check failed until the character rests for as an appropriate bribe for the local law)
long as he exerted himself. Characters still Difficult (20): Services of unusual skills;
can continue if they are fatigued until they finding dangerous or carefully controlled
fail a third stamina check. At this point, the items (seeking a fence or a safecracker)
character is completely exhausted and must
rest for twice the amount of time that he Very Difficult (25): Finding a specific
exerted himself to remove the penalty. criminal in hiding; finding items or services
(such as rogue nanotech labs) possession of
To avoid the effects of a toxin (inhaled, or affiliation with means immediate impris-
ingested, or absorbed) or disease encoun- onment
tered in any manner, a character makes a
stamina roll. Several factors figure into the Heroic (30+): Finding a highly wanted
difficulty of the attempt, including the dead- public enemy in hiding (e.g., the leader of
liness and dosage of the poison in question. an insurgent cell operating undercover in
For example, a fatal bout of botulism has a the heart of Arcopolis)
difficulty of 9, while a killing dose of cyanide
has a difficulty of 42. Characters may at- CITY SIZE MODIFIERS
tempt to counter toxins once per day. Mega-city (one billion or more citi- -10
The GM might also call for stamina rolls zens; e.g., Arcopolis)
against falling asleep or unconscious. Large city (one million or more +0
Resisting sleep is a difficulty of 5 per hour citizens)
beyond the normal awake time, modified Small city (several hundred thou- +5
by environmental factors (too warm or too sand citizens)
cold, noise level, etc.).
Town (several thousand citizens) +10

Streetwise (Knowledge) Village (several hundred citizens) +15

Streetwise helps characters get around


urban environments. Some situations call
for seeking out those living outside the local
law, while others can be handled through
upstanding citizens. Generally, the modi-
fiers are the same for each situation, but
the GM should adjust them depending on
the circumstances. It is possible, though

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Easy (10): High mountains, ocean (near
AMOUNT OF LAW ENFORCEMENT shore)
OR TOLERANCE OF RESIDENTS Moderate (15): Desert, ocean (surface
MODIFIERS of deep water)
Martial law or no tolerance for +15
Difficult (20): Polar region
criminals or outsiders
Criminal activity overlooked as +10 Very Difficult (25): Non-Earth-like envi-
long as it’s discreet; slight tolerance ronment
of outsiders Heroic (30+): Space
Criminal activity overlooked as +5
long as it’s not dangerous to the
general public; tolerance of outsiders
SITUATION SKILL MODIFERS
Has been to this location frequently +1D
Criminal activity overlooked as +0
long as it’s not dangerous to the lo- Has been to this location within the +0
cal government; outsiders welcome past 10 years
Anarchy; outsiders given same -10 Has never been to this location -1D
respect as residents
Swim (Strength)
Roll skill dice when a character swims.
REPUTATION OF SEEKER MODI- Difficulty numbers for swimming are found
FIERS below:

Never been to the location; no +10 Very Easy (5): Swimming in a lake on a
contacts; not trusted by local under- or more good day in a calm area
world or residents Easy (10): Swimming in the ocean on a
Rarely visited; only passing knowl- +1 good day in a calm area
edge of how the local underworld to+9
operates Moderate (15): Swimming where there
are riptides or other dangers
Minor contacts; knows what to +0
avoid; criminals or residents have no Difficult (20): Swimming in a storm
reason not to trust character
Very Difficult (25): Swimming in a gale
Somewhat favorably known by lo- -1 to with huge waves and sheeting rain
cal underworld or residents; several –9
contacts Heroic (30+): Swimming out of a whirl-
pool
Well-known and liked by under- -10
world or residents If the character’s roll is less than the dif-
ficulty number, he begins to drown. Roll 2D
each round to determine whether he dies,
as you would for a mortally wounded char-
Survival (Knowledge)
acter. A drowning character is not, in fact,
Character can rely on survival to figure mortally wounded, and if rescued, needs no
out what to eat, where to sleep, how best further medical help.
to deal with native dangers, and other
Another character can attempt to rescue
information needed to get out of wilderness
a drowning character. To do so, he makes
situation alive. (Use streetwise for help in
two skill rolls, one to swim himself, and the
urban situations.)
other to rescue the other character. Be-
Survival Difficulties cause he is making two skill rolls, his skill
code is reduced by 1D. The difficulty num-
Very Easy (5): Woods

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ber for the second roll is 15. If he succeeds Very Difficult (25): Directing a 1,064-
in both rolls, he may rescue the drowning man brigade to secure an entire city or to
character. meet in open battle with a similar force
Heroic (30+): Directing an entire army
Tactics (Knowledge)
to engage in nation-level warfare
Tactics represents a character’s skill in
deploying military forces and maneuvering Throwing (Agility)
them for the best advantage. Characters This skill governs a character’s ability to
can rely on it for general knowledge of accurately hurl things as well as to grab
how best to stage a military operation or projectiles out of the air. The difficulty to
the best response to an opponent’s move hit things is detailed below and is gener-
in battle. Tactics attempts can comple- ally determined by range. The difficulty of
ment command and combat rolls for the catching an object is typically the thrower’s
group the character advises. The better the throwing roll. If the thrower wants the
result, the more details a GM should give to catcher to get the object, and thus takes
help the character win the battle. Hints can care to throw well, reduce the thrower’s
take the form of reminders about different skill total by 9.
moves the enemy can make, suggestions
on how to maneuver the character’s forces,
Very Easy/Point Blank Range 5
or (for especially good rolls) risky and
unanticipated moves that could throw the Easy/Short Range 10
enemy off guard. Nonetheless, characters Moderate/Medium Range 15
should keep in mind that tactics might sug-
Difficult/Long Range 20
gest a theoretically optimum solution, but
the execution might not come off as well as Very Difficult/Extreme Range 25
planned. Heroic/Out of Range 30+
Tactics difficulties should be based on
various factors of complexity within a Vehicle Operation (Mechanical)
battle: how many units are involved, the This skill is used for driving any kind
setting (empty space, asteroid field, plan- of ground vehicle; use your skill die code
etary terrain), and the difference in training for piloting when trying to pull off piloting
and equipment between units (battleships stunts within a exoskeleton. For more de-
versus in-system defenders; trained mer- tails, refer to the Movement section of the
cenaries versus primitive natives; space D6 System chapter.
military versus experienced rebels).
Sample difficulties for using tactics in- Vehicle Repair (Technical)
clude, but are not limited to: This skill is for the inspection, mainte-
Very Easy (5): Directing a four-man fire nance, repair and modificiation of any kind
team to breach a single room of ground or aerial vehicle (excluding star-
ships). The base difficulty to fix or modify
Easy (10): Directing an eight-man squad anything is 10. The amount of damage
to patrol a city block sustained, the character’s familiarity with
Moderate (15): Directing a 32-man pla- the item, availability of parts, and complex-
toon to storm a large complex ity of the task can modify the difficulty. The
GM may require a separate roll to deter-
Difficult (20): Directing a 128-man com- mine whether the character can figure out
pany to assault a small town how to repair an unknown item. Destroyed
parts must be replaced, which raises the
difficulty. Additionally, if a hero rushes the

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dard difficulties to determine the level. This
passive application of willpower is not an
action.
REPAIR MODIFIERS
-10 Previously built or modi-
fied the item; intimately
familiar with item
-5 Has item’s designs
+/-0 Common item
+5 Has seen but not used
item
+10 Has never seen item
+/-0 All parts available
+10 Some parts available
+20 No parts available
+/-0 Correct tools (tool kits
themselves might provide
their own bonuses)

+15 Makeshift tools

The above repair modifiers are


ubiquitious, applying to all repair
skills.

job, not only is there an increased chance of


failure, but the item could also break again
soon after its next use.

Willpower (Knowledge)
Willpower is generally used to resist
interaction attempts and mentally damag-
ing attacks. Characters with this skill may
generally use it instead of stamina to resist
fatigue, sleep, and unconsciousness, though
there may be some situations in which the
GM restricts its substitution.
See the stamina entry in this chapter for
information on difficulties. GM can also use
willpower (or Knowledge) to determine the
reactions of players’ and GM’s characters to
each other and to their surroundings. The
more the GM believes that the character
should be at ease or frightened, the greater
the difficulty. Use the descriptions of stan-

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05: Boons & ous character developments, and charac-
ters probably should not get buried beneath
Banes them.
Regardless of your occupation, culture or Boons are a beneficial character detail.
background, there will be things about your They are some kind of special talent you
character that additionally set him apart. possess, a fortunate aspect of your back-
These are innate qualities that cannot be ground, or just some lucky break your char-
prevented, mitigated or upgraded; they are acter has received along the way. Boons are
just quirks of the character that he must not superpowers, nor are they particularly
live with. Some of them are good, others reality-shaking, but they are the kind of
are bad, but everybody has them. These thing that form the background ability of
are Boons and Banes. a character, and as a player, you should
always be mindful of what your Boons are
Exactly how many Boons and Banes you and how they can be exercised in any given
start off with depends on what priority you situation. Remember, your Boons are the
assigned to Boons and Banes during char- edge you possess that few other characters
acter generation, ranging from four Banes might have. They help make your character
and zero Boons, and to four Boons and no unique and empower him to use unconven-
Banes. Every Boon and Bane has four levels tional methods to solve problems and get
to it, with each level making the Boon or out of trouble.
Bane that much more intense or diverse.
When characters select a Boon or Bane, it Banes are just that: something bad. One
counts as one choice; if they want, they can of the drawbacks, from a game design
spend more of their choices “upgrading” the level, of any RPG with a system like Boons
Boon or Bane. and Banes is that some players invariably
will select Banes that are really meant to
In addition, as your character goes act as a kind of advantage, or at the very
through more adventures, he will earn least as something not exactly unwelcome
Character Points with which he can upgrade to the player. For example, a player mak-
his character. Buying Boons or buying off ing a warrior-type character who loves
Banes is part of that. When buying Boons fighting might not see the harm in taking
with Character Points, the number assigned the Hunted Bane. From his point of view,
to each boon or Bane is how much it costs being hunted by one’s enemies isn’t so
in terms of Character points. A simple, bad, because it gives the warrior character
1-point Boon costs only one Character Point a steady stream of opponents to smack
whereas a major, 4-point Boon costs four down. This violates the spirit, if not the law,
Character Points. of how Boons and Banes are supposed to
Characters can buy off banes with Char- work. Any bane selected for your character
acter Points, however the point cost of any is meant to be a serious drawback, the kind
given Bane requires twice that number in of thing the character can not just blow off
Character Points to buy off. Thus, a charac- or disregard, and certainly not something
ter with a 3-point Bane would have to spend the character would in any way look for-
six Character Points to remove that Bane ward to experiencing. Banes are a burden
from his character. to shoulder, a hardship to endure, an addi-
tional challenge for the player to overcome
Also, Boons and Banes can, at the GM’s
during the course of the game.
discretion, attach to a character depending
on the developments of a particular adven- Generally speaking, the GM is encouraged
ture or campaign. However, the GM should to bring a character’s Banes into play once
be careful to not hand out Boons and Banes a game session as a way to enforce their
with abandon; these are meant to be seri- negative impact. By the same token, Banes

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are not meant to be character-killers. They have to spend three Boon selections to get
are the sort of thing that makes the charac- it: one to get comfortable, another to get
ter’s life more difficult (and in some cases, wealthy, and a third to get rich.
much more difficult), but they should not be Some Boons are not cumulative but
some kind of death sentence laid down by simply offer multiple benefits, such as the
the GM. Whenever a Bane comes into play, Acute Senses physical Boon, which consists
it should be in such circumstances that the of four different sub-categories — touch,
character has at least a fighting chance of taste & smell, hearing, and sight. If you
working a way around it. The crafty GM will were to select the Acute Senses Boon, you
keep his players’ Banes in mind at all times, would have to choose one of those four
not as a reason to victimize the characters categories, leaving the other three behind
out of the blue, but because these Banes unless you expended additional Boon selec-
are great adventure hooks to be used. tions on them, too. So a character starting
GMs, don’t be afraid of working Banes (and off with Acute Touch, Acute Taste & Smell,
Boons, for that matter) to your advantage. Acute Hearing and Acute Sight would have
Something else to consider is that as to spend four Boon selections on them.
you determine your character’s Boons and Some of these Boons are very similar to
Banes, try to come up with a reason for nanomods of a similar name or description.
why your character has them. Use this part This is not an oversight; they are simply re-
of your character to craft an interesting dundant abilities. The big difference is that
backstory and to throw more adventure getting Boons after character creation is
fodder at the GM. pretty difficult but doesn’t come at the cost
of any Corruption.

Acute Senses (Physical)


Your sense(s) are at a heightened level all
the time.
Acute Touch (1): Add +1D to Perception
rolls involving sense of touch.
Boons Acute Taste and Smell (2): Add +1D to
There are many different Boons in three Perception rolls involving sense of taste or
different categories: physical, mental and smell
social. There is no limit to how many Boons Acute Hearing (3): Add +1D to Percep-
you can have of any one group; they are tion rolls involving sense of hearing.
separated out mainly to make it easier to
Acute Sight (4): Add +1D to Perception
customize your character along a particular
rolls involving sense of sight.
theme.
Some of these Boons have multiple stag- Aegis Aura (Physical)
es to them, such as the social Boon, wealth. You have an uncanny sense that makes
It has four stages to it: comfortable, rich, you aware of everything around you. When
very rich and filthy rich. When taking a mul- fighting opponents within range of your
tiple-stage Boon, you automatically start radar, you get +1D to dodge all attacks
off with the lowest level; you can upgrade made on you within range, whether they
it by selecting it again, so a character that be missile or melee. Note: Missile attacks
wanted to start with the Rich Boon would made outside of this ability’s range can not

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be detected in time to get the dodge bonus. Knight (3): Your ally is an adventurer of
This sense works in rain, snow, fog and greater stature than you.
other adverse conditions. Rook (4): Your ally is a high-ranking
NPC, one who commands others to do his
Personal Aura (1) Range: 10 feet bidding.
Immediate Aura (2) Range: 25 feet
Extended Aura (3) Range: 50 feet
Alternate Identity (Social)
Area Effect (4) Range: 100 feet You have carefully crafted an alter ego
(or several) that you can assume at a mo-
Alertness (Mental) ment’s notice. Each alternate identity is
sufficiently detailed that it will fool most
Your sharp mind processes information anybody unless they perform an extensive
extremely well, increasing your ability to investigation into your background, but
carry out Intelligence attribute rolls and even then that might not turn up anything.
Intelligence-based skill rolls. Most times people will not check out the
Minor Alertness (1): Add +1D to your veracity of an alternate identity unless you
first attribute or skill roll in combat. do something to bring it into question.
Moderate Alertness (2): Add +2D to Double Identity (1): You have your real
your first attribute or skill roll made in a identity and your alternate identity.
crisis situation. Triple Identity (2): You have your real
Major Alertness (3): Add +3D to your identity and two alternate identities.
first attribute or skill roll made in a crisis Quadruple Identity (3): You have your
situation. real identity and three alternate identities.
Master Alertness (4): Add +4D to your Quintuple Identity (4): You have your
first attribute or skill roll made in a crisis real identity and four alternate identities.
situation. Keeping track of everything is beginning to
become a real headache.
Ally (Social)
Somewhere in the world is somebody who Ambidexterity (Physical)
will throw down for you in times of need. You can carry out feats of manual dexter-
This is not a servant or lackey; allies have ity well beyond a normal person’s capabili-
minds and wills of their own, and they are ties.
bound to you out of friendship and mutual
respect, which must be acknowledged if Ambidexterity (1): You can carry out
an ally is to remain as such. In turn, there feats of manual dexterity (i.e., fixing some-
may come a day when your ally requires thing, playing a musical instrument, firing a
something of you. Note that you will have to weapon), just as well with either hand.
work with the GM to determine who exactly Duo Dexterity (2): You can carry out
your ally is, and what power he or she pos- two completely unrelated tasks with either
sesses. hand at the same time with no penalty.
Pawn (1): Your ally is a low-ranking NPC Omnidexterity (3): Any task requiring
who would get slaughtered in open combat fine motor control, such as picking a lock or
but whose usefulness probably is not in the conducting fine mechanical repairs, re-
martial arena anyway. ceives a +1D bonus.
Bishop (2): Your ally is roughly on par
with you, an adventurer.

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Ultradexterity (4): Any task requiring Fast (2): Add +2 to all multiaction rolls.
fine motor control, such as picking a lock or Super Fast (3): Add +3 to all multiaction
conducting fine mechanical repairs, receives rolls.
a +2D bonus.
Ultra Fast (4): Add +4 to all multiaction
Appearance (Social) rolls.
You are a real looker, no two ways about Common Sense (Mental)
it. Ever consider modeling?
Thanks to your acute common sense, the
Attractive (1): Add +1D to all persuasion GM must alert you when you, as a player,
rolls made against members of the opposite are about to make a really stupid error or
sex. exercise really bad judgment on your char-
Handsome/Beautiful (2): Add +2D to acter’s part.
all persuasion rolls made against members One Reminder (1): The GM alerts you
of the opposite sex. only once per gaming session.
Stunning (3): Add +3D to all persuasion Two Reminders (2): The GM alerts you
rolls made against members of the opposite up to twice per gaming session.
sex.
Three Reminders (3): The GM alerts
Godlike (4): Add +4D to all persuasion you up to three times per gaming session.
rolls made against members of the opposite
sex. Four Reminders (4): The GM alerts you
up to four times per gaming session.
Alien Heritage (Social)
Companion (Social)
Your ancestors were heavily into the alien
legacy of Septimus. As such your genetic Unlike an ally, a companion is more of a
record is on file with the alien mainframe lackey, somebody who will obey your orders
(or what is left of it). This gives you an ad- without fail. Unfortunately, companions are
vantage when interfacing with alien tech- nowhere nearly as skilled as you are, nor
nology. do they have the potential to expand their
abilities. Should a companion die, you must
Minor Alien Heritage (1): Add +1D to all expend an experience point to replace him.
rolls regarding the examination, inspection As far as game statistics go, you may select
and use of alien technology. anybody from the Templates section to
Moderate Alien Heritage (2): Add +2D serve as a companion.
to all rolls regarding the examination, in- Sidekick (1): You have one companion.
spection and use of alien technology.
Followers (2): You have two compan-
Major Alien Heritage (3): Add +3D to ions.
all rolls regarding the examination, inspec-
tion and use of alien technology. Crew (3): You have three companions.
Legendary Alien Heritage (4): Add Small Army (4): You have four compan-
+4D to all rolls regarding the examination, ions.
inspection and use of alien technology.
Concentration (Mental)
Celerity (Physical) You can dramatically improve your chanc-
You require less time to carry out physical es for successfully executing a skill if you
actions than most other people do. spend time beforehand concentrating on
what you are about to do. Concentrating
Quick (1): Add +1 to all multiaction rolls. takes a full round, during which time you

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cannot be substantially interrupted. After I’m Lucky! (1): You have a daredevil
that, you need to execute the skill within reserve of 4D.
the next round or the effects of concentra- I’m Untouchable! (2): You have a dare-
tion will be lost. devil reserve of 8D.
Minor Concentration (1): Add +1D to I’m Invincible! (3): You have a daredevil
your roll after concentrating for a full round. reserve of 12D.
Moderate Concentration (2): Add +2D I’m Immortal! (4): You have a daredevil
to your roll after concentrating for a full reserve of 16D.
round.
Major Concentration (3): Add +3D to Deadshot (Physical)
your roll after concentrating for a full round. You are especially accurate with any
Master Concentration (4): Add +4D kind of firearm, missile weapon or thrown
to your roll after concentrating for 1 a full weapon.
round. Hawkeye (1): Reduce all range incre-
ments by one step.
Contacts (Social)
Eagle Eye (2): Reduce all range incre-
You have a large and well-established ments by two steps.
network of contacts you can draw on for
information, small favors, connections, and Bullseye (3): Reduce all range incre-
the like. Generally speaking your contacts ments by three steps.
are confined to a single country, but while Deadeye (4): Reduce all range incre-
you are in that country you can find a con- ments by four steps.
tact by making a Perception roll.
Social Contacts (1): Your contacts are Destiny (Mental)
strictly from within ordinary, civilian circles. Somehow, some way, your life is bound
Economic Contacts (2): You also may to end well. This is not you being confident;
draw upon contacts from trade guilds. this is something you know as a universal
truth. The only trick is living long enough to
Criminal Contacts (3): You also may make sure your destiny unfolds before you.
draw on contacts within criminal organiza- It might happen tomorrow, it might happen
tions. three days before your 100th birthday. Now,
Political Contacts (4): You also may it is possible to exceed one’s destiny. Those
draw on contacts within local governments. that do, however, tend to throw fortunetell-
ers into fits for “upsetting the skein of the
Daredevil (Physical) universe.”
You have a weird way of taking unusu- Common Destiny (1): You are bound
ally bad risks and succeeding at them, even to live a happy and fulfilled life, if not an
though you know that one day your luck will extraordinary one. You might become very
surely run out. This is an semi-expendable wealthy or of great station on a small scale,
boon, in that it gives you a number of extra such as mayor of a small town.
D6s per gaming session that you can al- Noble Destiny (2): You are bound to rise
locate to your various rolls as you see fit. above common status. You might even find
These are spent somewhat like Fate Points: yourself in a position of minor rulership.
you must announce that you are applying
one or more daredevil dice to the roll before
you actually make the roll.

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Heroic Destiny (3): You are bound to Moderately Double-Jointed (2):
become a widely hailed hero. Of course, Regardless of however many dice you roll
that does not mean you might not get there when attempting Agility-related tasks such
under false pretenses. as contorting yourself, reroll the two lowest
dice and take the higher of the two results
Mythic Destiny (4): You are bound to
for both.
become a figure of legend. Over time, your
story will grow and endure with the ages, Substantially Double-Jointed (3):
wiping all but your greatest transgressions Regardless of however many dice you roll
out of the present’s collective memory when attempting Agility-related tasks such
as contorting yourself, reroll the three
Divination (Mental) lowest dice and take the higher of the two
This Boon enables you to receive vague results for each die.
glimpses of the future that are up to you to Insanely Double-Jointed (4): Regard-
interpret properly. It takes you 1D minutes less of however many dice you roll when
to conduct a proper divination, and you attempting Agility-related tasks such as
can only do it on other’s behalf. Divinations contorting yourself, reroll the four lowest
generally only reveal hazy and imprecise dice and take the higher of the two results
details, but they can be dramatic enough to for each die. You can fit into really small
bear paying attention to. spaces and stay there for prolonged periods
Minor Divination (1): You can foretell of time.
events up to 1D hours away. A successful
moderate Perception roll (10) will reveal if Empathy (Mental)
the divination is accurate. You can detect people’s true emotions,
Moderate Divination (2): You can fore- even if they are putting up a good front.
Those not trying to resist you only require
tell events up to 1D days away. A successful
difficult Perception roll (15) will reveal if the a moderate Perception roll (15) to read.
Those resisting can simply roll their Percep-
divination is accurate.
tion against yours to resist.
Major Divination (3): You can foretell
events up to 1D weeks away. A successful Minor Empathy (1): You can detect
one’s true emotions if you have any kind of
very difficult Perception roll (20) will reveal
if the divination is accurate. physical contact with them (i.e., a hand-
shake).
Master Divination (4): You can foretell
events up to 1D months away. A successful Moderate Empathy (2): You can detect
heroic Perception roll (31) will reveal if the true emotions from 10 feet away.
divination is accurate. Major Empathy (3): You can detect true
emotions from 25 feet away.
Double-Jointed (Physical)
Master Empathy (4): You can detect
You possess an unusual degree of flex- true emotions from 50 feet away.
ibility in your joints, making you a natural
escape artist. Enhanced Attributes (Physical)
Somewhat Double Jointed (1): Re- One or more of your attributes is unusu-
gardless of however many dice you roll ally high. The maximum for any one of your
when attempting Agility-related tasks such attributes is now 6D, rather than 5D. You
as contorting yourself, reroll the lowest die also get additional dice to allocate to your
and take the higher of the two results. attributes, as described

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Great [Attribute] (1): Permanently in- Master Entrancement (4): You can en-
crease any attribute by +2 points, keeping trance others with +3D on your Perception/
in mind that any attribute at +3 rolls over willpower roll.
to the next highest die code.
Extra Lives (Physical)
Remarkable [Attribute] (2): Perma-
nently increase any attribute by +4 points, The moment you die, you will mysterious-
keeping in mind that any attribute at +3 ly revive within 1D minutes, providing that
rolls over to the next highest die code. at least one of your physical attributes has
not been reduced to below its permanent
Legendary [Attribute] (3): Perma-
damage threshold. When you come back to
nently increase any attribute by +6 points,
life, that extra life is gone forever, making
keeping in mind that any attribute at +3
this one of the few expendable Boons. But
rolls over to the next highest die code.
hey, you’re alive again, aren’t you? And the
Mythic [Attribute] (4): Permanently in- best part is, you will come back without
crease any attribute by +8 points, keeping incurring any additional Corruption.
in mind that any attribute at +3 rolls over
One Extra Life (1): This’ll come in handy
to the next highest die code.
someday.
Entrancement (Mental) Two Extra Lives (2): That first time I
died? That was just for practice.
You have the power to hypnotize others,
but you can only do so when your target Three Extra Lives (3): Dying is not a
is not physically running away or fighting good habit to form, my friend.
you, and it takes a full minute of unbroken Four Extra Lives (4): Have you con-
concentration on your part to make this sidered a less dangerous job? Like mine
work. Entrancing somebody requires you to clearing?
make a contested Perception/willpower roll
against your target. Once your target is en- Fast Learner (Mental)
tranced, however, he will become relatively
docile and will become susceptible to hyp- You pick up on new skills really fast, en-
notic suggestions. This means he will give hancing your future expenditure of experi-
up information, tell the truth, and can even ence points on buying or improving any
be convinced to carry out actions contrary skills.
to what he would ordinarily do, provided Head of the Class (1): Every six Char-
they are not patently harmful to himself or acter Points you earn, you get an extra one
radically outside his normal behavior. For for free.
example, an entranced Extent soldier will
not turn his gun on himself just because Cum Laude (2): Every five Character
you told him to. Points you earn, you get an extra one for
free.
Basic Entrancement (1): You can en-
trance others as described above. Magna Cum Laude (3): Every four
Character Points you earn, you get an extra
Enhanced Entrancement (2): You can one for free.
entrance others with +1D on your Percep-
tion/willpower roll. Summa Cum Laude (4): Every three
Character Points you earn, you get an extra
Expert Entrancement (3): You can en- one for free.
trance others with +2D on your Perception/
willpower roll.

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Dexter Klaygon (order #2911013) 7


Favor (Social) Speed Barrier (4): Your maximum run-
Somebody owes you big time, the kind of ning speed is quintupled.
favor that you hold on to for a while and call
in only when you really, really need it. Who- Guardian Angel (Social)
ever owes you this favor is at least an ad- You have an adventurer more powerful
venturer on par with yourself or somebody than you watching your back. Somehow,
of even greater ability or station. If you are you are connected to him, and he will
owed multiple favors, chances are they are always be willing to risk his life in order to
owed to you by different people. Feel free save yours. However, he is an independent
to work with the GM to determine exactly adventurer, and often will only help you for
who owes you your favor(s) and why. a short period time, when called. The abili-
One Favor (1): You really helped some- ties and the appearance of the Guardian
body out once, and now they’re indebted to Angel is left to the GM, though input from
you. the player should be encouraged.

Two Favors (2): Maybe you helped two Bodyguard (1): Your Guardian Angel will
people at once, or you’re just the helping come only when you are in mortal danger.
sort. Watchman (2): Your Guardian Angel will
Three Favors (3): You’ve got your hooks come only when you are in serious peril.
into everybody, don’t you? Sentinel (3): Your Guardian Angel will
Four Favors (4): Okay, who doesn’t owe come whenever you are in any kind of dan-
you something? ger.
Eternal Vigilance (4): Your Guardian
Fearless (Mental) Angel will come whenever asked.
You have never been easily scared, and
you’re not likely to start now. In game Heavy Hitter (Physical)
terms, you get a bonus to any willpower Not only are your bones so hard they al-
checks required of you to resist the effects most never break, but they are like built-in
of fear. brass knuckles that enhance the damage of
Mildly Fearless (1): +1D to all willpow- any brawling attack you make.
er-related rolls against fear. Bones of Stone (1): Add +1 to any Wild
Fairly Fearless (2): +1D to all willpower- Dice rolled when determining brawling dam-
related rolls against fear. age. If the modified total exceeds 6, then
add the extra to the next roll.
Seriously Fearless (3): +1D to all
willpower-related rolls against fear. Bones of Granite (2): Add +2 to any
Wild Dice rolled when determining brawling
Utterly Fearless (4): You don’t need to damage. If the modified total exceeds 6,
make a fear check. Ever. then add the extra to the next roll.

Fleet-Footed (Physical) Bones of Iron (3): Add +3 to any Wild


Dice rolled when determining brawling dam-
You possess unusual running speed. age. If the modified total exceeds 6, then
Sprinter (1): Your maximum running add the extra to the next roll.
speed is doubled. Bones of Steel (4): Add +4 to any Wild
Racer (2): Your maximum running speed Dice rolled when determining brawling dam-
is tripled. age. If the modified total exceeds 6, then
add the extra to the next roll. If the modi-
Hypervelocity (3): Your maximum run-
fied total of that next Wild Dice roll also
ning speed is quadrupled.

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exceeds 6, just keep rolling over the extra taken this Boon. The time to wait to cash in
to the next throw of the Wild Dice until you on this is measured not in real time, but in
get a result of less than 6. number of adventures played out by you,
the player.
Hidden Memories (Mental)
Minor Inheritance (1): +1D to your Re-
You have always had a strange connec- sources within 1D-1 adventures.
tion with your ancestors, as their memories
Moderate Inheritance (2): +2D to your
have been passed directly on to you. You
Resources within 1D+1 adventures.
can remember what your forebears knew
as easily as something you have learned Major Inheritance (3): +3D to your
directly. This confers a bonus to any Resources within 1D+2 adventures.
knowledge-based skills you possess. Physi- Enormous Inheritance (4): +4D to
cal skills sadly do not benefit from Hidden your Resources within 2D adventures.
Memories.
Second Generation (1): You gain a +1 Huge Size (Physical)
bonus to all knowledge-based skill rolls. You are obviously oversized but in a way
Third Generation (2): You gain a +2 that boosts your Strength and does not
bonus to all knowledge-based skill rolls. have any negative side effects.
Fourth Generation (3): You gain a +3 Brawny (1): You get to add +2 to all
bonus to all knowledge-based skill rolls. Strength-based rolls.
Fifth Generation (4): You gain a +4 bo- Hulking (2): You get to add +4 to all
nus to all knowledge-based skill rolls. Strength-based rolls.
Enormous (3): You get to add +6 to all
Higher Purpose (Social) Strength-based rolls.
You have dedicated yourself to a just and Monstrous (4): You get to add +8 to all
worthy cause and as such have a better Strength-based rolls.
chance of defeating temptation. This makes
you the undercover operative: able to get in Immunity (Physical)
bed with the enemy but remain true to your
cause. Somehow you have an innate immunity to
something that is commonly dangerous or
Worthy Cause (1): Add +1D to willpower even lethal to others.
rolls when resisting immoral temptations.
Immunity to Disease (1): No illness,
Great Crusade (2): Add +2D to will- from a cold to the deadliest plagues, affects
power rolls when resisting immoral tempta- you.
tions.
Immunity to Poison (2): You are so
Eternal Struggle (3): Add +3D to will- unaffected by toxins that you could even
power rolls when resisting immoral tempta- drink them.
tions.
Immunity to Hostile Nano (3): You will
Few Are Chosen (4): Add +4D to will- never suffer from exposure to nanotech
power rolls when resisting immoral tempta- designed to hurt you.
tions.
Immunity to Metaphysics (4): The first
Heir (Social) time a metaphysicist tries to use his powers
on you, they will fail. After that, they will
You are in line to inherit a major fortune. work as usual.
When you inherit and what you inherit both
depend on the extent to which you have

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Instant Karma (Physical) Major Jack of all Trades (3): Add +3 to
all rolls on skills in which you do not have
Luck has always been on your side to extra dice.
such a degree that sometimes you can just
sort of call on it, and things end up going Master Jack of all Trades (4): Add +4
your way. You tend to keep this in reserve to all rolls on skills in which you do not have
for times when you really need to step up extra dice.
and deliver.
Legal Immunity (Social)
Lucky Break (1): You may re-roll a failed
Because of your past good deeds, your
roll once per adventure.
reputation, your personal connections with
Lucky Devil (2): You may re-roll a failed local law enforcement or some combination
roll twice per adventure. of the three, you can get away with criminal
Lucky Bastard (3): You may re-roll a behavior ordinary folks could not. This Boon
failed roll three times per adventure. only applies to a single sphere of influence
— the Extent, the Grayscale or the Archipel-
Beyond Luck (4): You may re-roll a ago. Outside of the area in which you have
failed roll four times per adventure. immunity, you are on your own. When you
get into legal trouble, you may make a Per-
Inventive Genius (Mental) ception/bluff/con roll to get out of trouble.
You have always been able to come up This Boon helps those efforts.
with the strangest designs for things, and Minor Legal Immunity (1): Add +1D to
somehow, they all work! Whenever trying to rolls made to get you out of legal trouble.
invent, design, or build something, whether
you are going off your intelligence alone or Moderate Legal Immunity (2): Add
using a skill, you get a bonus. +2D to rolls made to get you out of legal
trouble.
Minor Inventive Genius (1): Add +1D
to all invention rolls. Major Legal Immunity (3): Add +3D to
rolls made to get you out of legal trouble.
Moderate Inventive Genius (2): Add
+2D to all invention rolls. Total Legal Immunity (4): Add +4D to
rolls made to get you out of legal trouble.
Major Inventive Genius (3): Add +3D
to all invention rolls. Leverage (Social)
Master Inventive Genius (4): Add +4D You have somehow gained leverage over
to all invention rolls. somebody, a favor that can never really be
paid. The trick with this is not exercising it
Jack Of All Trades (Mental) too often, or else the person you have le-
You tend to excel at everything you do. verage over might decide enough is enough
This, however, comes at the cost of you and do what it takes to get out from under
excelling at any skills in particular. you. Your leverage subject is a non-adven-
turer but somebody who might have consid-
Minor Jack of all Trades (1): Add +1 to
erable influence anyway.
all rolls on skills in which you do not have
extra dice. Mild Leverage (1): This person will do a
small favor for you once per adventure.
Moderate Jack of all Trades (2): Add
+2 to all rolls on skills in which you do not Moderate Leverage (2): This person will
have extra dice. do a small favor for you twice per adven-
ture.

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Serious Leverage (3): This person will Longevity (Physical)
do a small favor for you three times per You age at a much reduced rate. This is
adventure. not a magical effect; there is just some
Total Leverage (4): This person will do quirk of your body that has blessed you
a small favor for you four times per adven- with much-diminished decrepitude.
ture. Youthful (1): You will live to at least
65 before showing the slightest ill effects
Light Sleeper (Mental) of aging. Until then, you will possess the
You fall asleep and awake very quickly youthful good looks, vim and vigor of a per-
and lucidly, so there is little time where you son ranging from 18 to 25.
are groggy and off-guard. This comes in Ageless (2): You will live to at least 120
handy when rousing under crisis conditions, before showing the slightest ill effects of
like if you’ve been assaulted in your sleep. aging. Until then, you will be indistinguish-
Versatile Sleeper (1): You can make able in health and appearance from the
yourself fall asleep within a minute and can average 18 to 25 year old.
wake up within 3D6 seconds. Eternal (3): You will live to at least 250
Fast Sleeper (2): You can make yourself before showing the slightest ill effects of
fall asleep in 30 seconds and can wake up aging. Until then, you will be indistinguish-
within 2D6 seconds. able in health and appearance from the
average 18 to 25 year old.
Lightning Sleeper (3): You can make
yourself fall asleep instantly and can wake Immortal (4): You will never show the ill
up within five seconds. effects of aging and will forever be indis-
tinguishable in health and appearance from
Instant Sleeper (4): You can make
the average 18 to 25 year old. Only some
yourself fall asleep and wake up instantly.
kind of direct harm, wound or injury will
end your life, but chances are you’ll just
Light Touch (Physical)
rejuvenate in the Lazarus tank anyway and
When performing any feat of fine manual keep on keeping on, right.
dexterity, such as pickpocketing, picking
locks, disarming traps, etc., You get more Mastermind (Mental)
than one chance to roll for success, mak-
This Boon works similarly to Tactical
ing it much more likely for you to success-
Mastery below, in that your mere pres-
fully carry out your task in a short period of
ence helps others perform intellectual skills
time.
better. As long as you are not actually
Second Chance (1): Roll up to twice for performing a skill and are instead giving
skill rolls involving fine manual dexterity. commands, advising others, and overseeing
Third Chance (2): Roll up to three times the work of others in the immediate vicinity,
for skill rolls involving fine manual dexter- you confer to them a bonus for any intelli-
ity. gence rolls or intelligence-based skill rolls.

Fourth Chance (3): Roll up to four times Primary Mastermind (1): Up to four
for skill rolls involving fine manual dexter- of your comrades will receive +1D to all
ity. Knowledge rolls while you are assisting
them.
Fifth Chance (4): Roll up to five times
for skill rolls involving fine manual dexter- Secondary Mastermind (2): One of
ity. your comrades will receive +2D to all
Knowledge rolls while you are assisting

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them. Up to three others will receive +1D to Minor Metaphysical Affinity (1): When
all Knowledge rolls while you are assisting you get a new metaphysical ability as a
them. result of interacting with alien technology,
reduce the amount of Corruption you gain
Tertiary Mastermind (3): One of your
by one point.
comrades will receive +3D to all Knowledge
rolls while you are assisting them. Another Moderate Metaphysical Affinity (2):
comrade will receive +2D to all Knowledge When you get a new metaphysical ability as
rolls while you are assisting them, and up to a result of interacting with alien technology,
two others will receive +1D. reduce the amount of Corruption you gain
by two points.
Quaternary Mastermind (4): One
of your comrades will receive +4D to all Major Metaphysical Affinity (3): When
Knowledge rolls while you are assisting you get a new metaphysical ability as a
them. Another comrade will receive +3D, result of interacting with alien technology,
another will receive +2D, and another will reduce the amount of Corruption you gain
receive +1D. by three points.
Master Metaphysical Affinity (4):
Mentor (Social)
When you get a new metaphysical ability as
You were taught your skills by somebody a result of interacting with alien technology,
who had a well-deserved reputation among reduce the amount of Corruption you gain
adventurers. When hobnobbing, dropping by four points.
your mentor’s name will make it easier
for you to make an impression. This Boon Metaphysical Aptitude (Mental)
does not work with other members of your You are a natural-born psionic, and as
party, however. They’ve all known you long such, working psionics is easier for you than
enough not to be starstruck. it is for other people.
Prestigious Mentor (1): Add +1D to Minor Aptitude (1): Add +3 to all meta-
bluff or intimidation rolls when among other physical rolls.
adventurers.
Moderate Aptitude (2): Add +6 to all
Famous Mentor (2): Add +2D to bluff or metaphysical rolls.
intimidation rolls when among other adven-
turers. Major Aptitude (3): Add +9 to all meta-
physical rolls.
Legendary Mentor (3): Add +3D to
bluff or intimidation rolls when among other Master Aptitude (4): Add +12 to all
adventurers. metaphysical rolls.
Mythic Mentor (4): Add +4D to bluff or Metaphysical Resistance (Physi-
intimidation rolls when among other adven-
cal)
turers.
You have an unusual resilience to any
Metaphysical Affinity (Physical) metaphysical effect that causes direct harm
to your body, such as the blast ability.
You have a natural talent for metaphysics.
The Corruption you sustain from gaining Light Metaphysical Resistance (1):
new metaphysics abilities is lower than Add 1D to all rolls related to resisting meta-
usual. physical affects.
Moderate Metaphysical Resistance
(2): Add 1D+2 to all rolls related to resist-
ing metaphysical affects.

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Major Metaphysical Resistance (3): Lieutenant (2): You are in command of
Add 2D+1 to all rolls related to resisting 32 fully armed and equipped soldiers.
metaphysical affects. Captain (3): You are in command of 128
Incredible Metaphysical Resistance fully armed and equipped soldiers.
(4): Add 3D to all rolls related to resisting Marshal (4): You are in command of 512
metaphysical affects. fully armed and equipped soldiers.
Metaphysics (Mental) Mimicry (Mental)
You have inborn metaphysical powers. You are adept at copying sounds and the
You must take this Boon before taking any voices of others. What is a bit trickier, how-
other Boon that enhances your metaphys- ever, is mimicking the voices in ways that
ics. You do not incur any Corruption for can fool even the most sophisticated efforts
these initial metaphysical abilities. of detection. Since this is more of a tal-
Minor Metaphysics (1): You have 3D ent than a skill, mimicking somebody else
with which to purchase metaphysical abili- requires a successful con roll.
ties. Minor Mimicry (1): Roll a standard con
Moderate Metaphysics (2): You have roll to mimic somebody.
4D with which to purchase metaphysical Moderate Mimicry (2): Roll a con roll at
abilities. +1D to mimic somebody.
Major Metaphysics (3): You have 5D Major Mimicry (3): Roll a con roll at +2D
with which to purchase metaphysical abili- to mimic somebody.
ties.
Master Mimicry (4): Roll a con roll at
Master Metaphysics (4): You have 6D +3D to mimic somebody.
with which to purchase metaphysical abili-
ties. Natural Combatant (Physical)
Military Rank (Social) You are attuned to the sensory overload
of battle and can cross swords without hesi-
You are an officer (well, not in the case tation. You are always ready for danger.
of Sergeant) in the military of one of the
power blocs of Septimus. This is a mixed Cool Under Fire (1): Add +1D to your
blessing; while it gives you the command first action of the scenario.
of a certain number of soldiers, you must Quick Draw (2): Add +2D to your first
answer to your duties the instant you are action of the scenario and +1D to your sec-
called. You also may have a hard time go- ond action.
ing off on an adventure with your soldiers
following you, unless you have been given Iceman (3): Add +3D to your first action
special dispensation to operate indepen- of the scenario, +2D to your second action,
dently (e.g., a scouting group, guerilla and +1D to your third action.
warfare, etc.) For the stats on your soldiers, Stone Cold (4): Add +4D to your first
use the Dragoon archetype for Newcomer action of the scenario, +3D to your second
characters, the Morituri archetype for Gray- action, +2D to your third action, and +1D to
scale characters and the Enforcer archetype your fourth action.
for Extent characters.
Sergeant (1): You are in command of Noble Birth (Social)
eight fully armed and equipped soldiers. You are born of noble blood, which gives
you an immense social advantage; you are
held to different standards, can get away

182

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with breaking minor common laws, and you suffer the wrath of your superiors most
have access to the upper echelons of power directly. Add +4D to intimidation rolls when
in your home country. At the same time, among other nobles.
you are expected to behave like a noble, as
well. Chances are you are part of a large Past Life (Social)
and involved family that has a vested inter- You have been reincarnated into your cur-
est in seeing that you become a proper rent self, but you remember quite clearly
leader of the clan, not just some wastrel the happenings and memories of your past
adventurer who will only bring controversy life. These can help guide you sometimes,
and embarrassment. If you are playing an if you know how and where to delve deeply
archetype, then the clear choice is a Hi- enough.
erarch. However, plenty of people achieve
noble rank through other ways, so any One Past Life (1): Each game session
archetype can work. you get a single, expendable bonus of +1D
on any single Knowledge, Mechanical, Per-
Knight (1): You are a protector of the ception or Technical roll.
realm, charged with defending it against all
lawbreakers. You are also a soldier in the Two Past Lives (2): Each game session
national army with special dispensation to you get a single, expendable bonus of +2D
fight as you will, either on your own, in a on any single Knowledge, Mechanical, Per-
coterie of fellow knights, or as a charger of ception or Technical roll.
a large cavalry unit. Add +1D to intimida- Three Past Lives (3): Each game ses-
tion rolls when among other nobles. sion you get a single, expendable bonus of
Lord/Lady (2): You are among the +3D on any single Knowledge, Mechanical,
lowest ranks of landed nobles. Typically, Perception or Technical roll.
other Boons that go along with this are Four Past Lives (4): Each game ses-
Landed and Wealth. Not much is expected sion you get a single, expendable bonus of
of Lords and Ladies except to behave like +4D on any single Knowledge, Mechanical,
proper nobles, maintain the good standing Perception or Technical roll.
of their house, and to be ever watchful for
that fateful moment when the opportunity Patron (Social)
arises to propel the entire house upward in
There is somebody to whom you answer.
the noble hierarchy, usually when another
While your patron can require you to do
house falls from grace. Add +2D to intimi-
tasks, more likely he is somebody you can
dation rolls when among other nobles.
go to for protection, employment, and the
Baron/Baroness (3): You are a mid- occasional favor (which you’ll probably have
level noble, both watchful of upward mo- to repay).
bility and keeping an eye on hungry lower
Hero (1): Your patron is a retired adven-
houses that seek your house’s position. This
turer who made good.
is a dangerous place to be, and the house
needs you at court more than out in the Adventurer (2): Your patron is a current
field adventuring. Add +3D to intimidation adventurer now playing the role of power
rolls when among other nobles. broker.
Duke/Duchess (4): You are a high-level Leader (3): Your patron is the leader of
noble of a house that has both the national some powerful organization (e.g., a Mori-
leader’s ear and scrutiny. Do well, and you turi fighting clan, a group within the Archi-
shall be assured a place of power for many pelago)
years to come. Do poorly, and you might Nobility (4): Your patron is a noble
leader who has serious political weight.

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Perfect Balance (Physical) Immediate Premonitions (1): You
You have an amazing sense of balance. might see events one round before they
Very few things can truly disorient you, happen.
making you a natural for feats of agility and Short Premonitions (2): You might see
acrobatics. events one scene before they happen.
Sure-Footed (1): Add +2 to any Agility Medium Premonitions (3): You might
roll. see events one adventure before they hap-
Light on Your Feet (2): Add +4 to any pen.
Agility roll. Long Premonitions (4): You might see
Cat-Like Grace (3): Add +6 to any Agil- events one campaign (a series of linked
ity roll. adventures) before they happen.

Uncanny Dexterity (4): Add +8 to any Quick Thinking (Mental)


Agility roll.
You possess incredible problem-solving
Phyrric Payback (Physical) abilities, and can often come up with solu-
tions in a pinch. In game terms, this Boon
Any time any opponent strikes you in me- gives you a minimum amount of time “away
lee combat, you automatically get a chance from the table” to think things over and
to counterattack. This is an extra action come up with a plan whenever the GM gives
that has no time requirement to it, nor does you a challenge and only so much time to
it count as a multiaction. This only works do it in.
with melee attacks, and you may only
counter with a melee attack. This ability can Just a Minute (1): Take up to a minute
be used whether you actually take damage to think and kibitz with your fellow players.
from your enemy’s strike, you manage to Patience is a Virtue (2): Take up to 10
parry or deflect it, or if it hits but does no minutes to think and kibitz with your fellow
damage (e.g., you are too well armored). players.
Solo Counter (1): You can counter one Don’t Rush Me (3): Take up to an hour
opponent at a time. If you are struck by two to think and kibitz with your fellow players.
different opponents on the same second,
All Day (4): Spend as much time as you
you can only counter one of them.
like formulating plans and kibitzing with
Double Counter (2): You can counter up your fellow players. The GM can not impose
to two opponents at the same time. a time limit on you to solve problems within
Triple Counter (3): You can counter up the game.
to three opponents at the same time.
Rapid Healing (Physical)
Group Counter (4): You can counter up
to four opponents at the same time. You have always been able to come back
from wounds and injuries far faster than
Premonitions (Mental) what is normal. This makes you especially
well-suited to a life of danger.
You have a tendency to get vague flashes
of the future (specifically of things that Quick Healing (1): Add +2 to all healing
will happen directly to you and you alone). rolls for your character’s healing only.
When you have a Premonition is not up to Fast Healing (2): Add +4 to all healing
you, and interpreting these things is dicey rolls for your character’s healing only.
at best. Still, they have served you well in
the past, so you have learned not to ignore
them.

184

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Super-Fast Healing (3): Add +6 to all Major Relic (3): You possess a power-
healing rolls for your character’s healing ful artifact. Use it with care. Add +3D to
only. a single metaphysical ability roll, once per
adventure.
Ultra-Fast Healing (4): Add +8 to all
healing rolls for your character’s healing Unique Relic (4): You possess one of the
only. most powerful alien artifacts yet discovered
within Septimus. Add +4D to a single meta-
Reflexes (Physical) physical ability roll, once per adventure.
You react to things with remarkable
speed. Reputation (Social)
You are instantly recognizable to common
Good Reflexes (1): Increase all Percep-
folk (i.e., non-nobles, non-military, non-ad-
tion rolls for initiative by +2.
venturers) wherever you go, thanks to your
Great Reflexes (2): Increase all Percep- past record of deeds. Many heroes never
tion rolls for initiative by +4. really get the recognition they deserve (and
Greased Lightning (3): Increase all crave), so for you to be so well known at
Perception rolls for initiative by +6. this stage really is something of an aber-
ration. But the perks are great (free drinks
Faster Than the Eye (4): Increase all wherever you go, the adoration of strang-
Perception rolls for initiative by +8. ers, etc.), so why look a gift horse in the
mouth?
Relic (Social)
Well-Known (1): Add +1D to Perception/
You possess an alien artifact. Chances con/bluff/intimidation rolls made to impress
are, you inherited it from an ancestor, common strangers.
found it by blind luck, won it in a game of
chance, or bought it from somebody who Renowned (2): Add +1D+2 to Perception/
did not know its true nature and value. con/bluff/intimidation rolls made to impress
However you acquired the thing, it’s yours common strangers.
now, so make the most of it! For this Boon Famous (3): Add +2D+1 to Perception/
to work, the player really needs to work con/bluff/intimidation rolls made to impress
with the GM to come up with an item that is common strangers.
appropriate both for the character and the
power level of the campaign. The GM has Legendary (4): Add +3D to Perception/
final say on what specific item this Boon will con/bluff/intimidation rolls made to impress
yield for the player character. Be mindful of common strangers.
your Relic: once you’ve lost or broken it, it’s
gone for good. Resilience (Physical)
With this Boon, you can soak up much
Minor Relic (1): You own an artifact of
more damage than usual.
modest power. Cool, but basic. Add +1D to
a single metaphysical ability roll, once per Light Resilience (1): Reduce the amount
adventure. of incoming damage by one point per die up
to 4D.
Moderate Relic (2): You own a middle-
ranging artifact worthy of respect. Add +2D Moderate Resilience (2): Reduce the
to a single metaphysical ability roll, once amount of incoming damage by two points
per adventure. per die up to 4D.
Heavy Resilience (3): Reduce the
amount of incoming damage by two points
per die up to 5D.

185

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Super Resilience (4): Reduce the Autobug (2): You have an unarmed
amount of incoming damage by two points autobug as a sidekick. Arming it can be
per die up to 6D. done later, at your own cost and at the GM’s
discretion.
Robot (Social)
Humanoid (3): You have a humanoid
Somewhere along the line, you have robot as a sidekick.
obtained a robot sidekick that will work to
Android (4): You have an android as a
serve your needs. Because this robot is a
sidekick. Androids can pass for humans.
Boon and not a mere possession, if it gets
destroyed, it will be reduced to pieces, but Sanctuary (Social)
it can always be rebuilt, no matter how bad-
ly it got blasted apart. This robot can also You have a secret place where you can
earn character points for future upgrades. retreat to heal, gather your wits, re-equip,
For details on the different types of robots, and generally retreat from the madden-
see the Hardware chapter. ing world around you. You do not own
this place; it is instead a friendly location
Midge (1): You have a midge robot as a offered to you by a friend or ally. (If you
sidekick. take this Boon, you might want to take the
Ally Boon as well, since the two go so well
together.)
Retreat (1): Your sanctum is in a com-
mon place: a home, a shop, a temple, etc.
that provides you with no added security
other than it being your secret hiding place.
Bastion (2): Your sanctum is in a forti-
fied but common location, such as a small
factory, a storage center, house, a manor,
etc. It can ward off a small-scale assault.
Bulwark (3): Your sanctum is in a forti-
fied facility that can ward off medium-scale
assaults by the likes of a band of brigands,
small military parties, and so forth.
Fortress (4): Your sanctum is a powerful
military structure that can endure large-
scale assaults, at least, for a while. It can
also endure a prolonged siege.

Savant (Mental)
You possess a special degree of ability at
a single skill. It is your natural talent, and
you get a certain amount of extra success
with it each gaming session.
Minor Savant (1): Re-roll all 1s on skill
rolls for your savant skill.
Moderate Savant (2): Re-roll all 1s and
2s on skill rolls for your savant skill.

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Major Savant (3): Re-roll all 1s and 2s Strength Reserve (Physical)
and 3s on skill rolls for your savant skill. You can temporarily boost your Strength
Master Savant (4): Re-roll all 1s and 2s, by a certain number of points. This Strength
3s and 4s on skill rolls for your savant skill. boost only lasts for 1D rounds, although you
can cancel the boost at any time. After-
Sixth Sense (Mental) wards, your Strength will temporarily go
down by as many dice you boosted it by, for
You see dead people…walking around…
one round per die.
like regular people. Well, not really, but you
do see creatures that can change shape in Smash Doors! (1): You can boost your
their true form, no matter what configura- Strength by +1D.
tion they have taken at the moment. Break Chains! (2): You can boost your
Hand to Hand (1): You tell by touching Strength by +2D.
something what its true form is. Add +1D to Bend Bars! (3): You can boost your
all Perception rolls toward seeing through Strength by +3D.
disguise.
Lift Gates! (4): You can boost your
Face to Face (2): You can tell just by Strength by +4D.
looking at something what its true form is.
Add +2D to all Perception rolls toward see- Tactical Mastery (Mental)
ing through disguise.
So long as you are not carrying out any
Overheard (3): You can tell just by lis- offensive or defensive actions during a
tening to something what its true form is. battle or crisis situation, those who fight
Add +3D to all Perception rolls toward see- alongside you will benefit as you give snap
ing through disguise. commands, point out battlefield opportuni-
Sensing (4): You can tell just by being ties, and generally provide an unusually
within 100 feet of something what its true sharp grasp of the flow of the situation
form is. Add +4D to all Perception rolls to- and what actions will prove most likely to
ward seeing through disguise. succeed or fail in the coming seconds. This
Boon will not work while attacking, counter-
Starship (Social) attacking, defending or using metaphysics.
You can move about, however, without los-
You are the proud owner of your own
ing this Boon’s effects.
starship. In the Seventh Empire, having a
ship is the ultimate expression of freedom, While this Boon is active, you can decide
even if it means that you typically are broke who gets what benefits from it, and you can
because you sink all of your cash into up- change the direction of your tactical mas-
keep, fuel and other things. Still, it’s yours, tery benefits round by round.
and to most Spacers, ships are not just Primary Tactics (1): Up to four of your
vehicles; they are home. comrades will receive +1D to all combat
Deck Boss (1): You own a one-man craft rolls while you are exercising this ability.
like a fighter or a skiff. Secondary Tactics (2): One of your
Lieutenant (2): You own small ship like a comrades will receive +2D to all combat
yacht or merchantman. rolls while you are exercising this ability.
Up to three others will receive +1D to all
Captain (3): You own a medium ship like
combat rolls.
a freighter or a cruiser.
Admiral (4): You own a large ship like a
colony ship or destroyer.

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Tertiary Tactics (3): One of your com- pretty reliable memory, so add +1D to any
rades will receive +3D to all combat rolls Knowledge rolls made for trying to remem-
while you are exercising this ability. Another ber something.
comrade will receive +2D to all combat Minor Total Recall (1): You can perfect-
rolls, and up to two others will receive +1D. ly recall details 1D days old.
Quaternary Tactics (4): One of your Moderate Total Recall (2): You can per-
comrades will receive +4D to all combat fectly recall details 1D weeks old.
rolls while you are exercising this ability.
Another comrade will receive +3D, another Major Total Recall (3): You can perfect-
will receive +2D, and another will receive ly recall details 1D months old.
+1D. Master Total Recall (4): You can per-
fectly recall details 1D years old.
Threat Assessment (Mental)
You can tell the relative strength, health True Love (Social)
and combat worthiness of somebody just by There is only one person in this world to
looking at him. whom you belong, and he/she knows it and
Minor Threat Assessment (1): You can feels the same way about you. When you
assess opponents within 10 feet of you. are together, you are a better, stronger,
more powerful person — increase one of
Moderate Threat Assessment (2): You your attributes by +3, another by +2 and
can assess opponents within 100 feet of another by +1. Your partner also gains the
you. same bonuses. When you are apart, you
Major Threat Assessment (3): You can can feel that there is a part of you missing
assess opponents within 500 feet of you. — eliminate these bonuses as if you never
took this Boon. Should your True Love ever
Supreme Threat Assessment (4): You
die, you will suffer the penalties of being
can assess any opponents within eyeshot.
apart from him/her for a full year while
Tireless (Physical) you mourn, after which your attributes will
return to normal.
You can go on for extended periods of
time without sleep. Hand in Hand (1): You are united if you
stay within five miles of each other.
All-Nighter (1): You can go up to 24
hours (one day) without sleep. Across the Valley (2): You are united
so long as you stay within 50 miles of each
Weekender (2): You can go up to 48 other.
hours (two days) without sleep.
Throughout the Land (3): You are
Insomniac (3): You can go up to 72 united if you stay within 500 miles of each
hours (three days) without sleep. other.
Zombie (4): You can go up to 96 hours Under Starry Skies (4): You are united
(four days) without sleep. if your mate stays alive, regardless of loca-
tion.
Total Recall (Mental)
You have a memory like a steel trap, and Unbreakable (Mental)
you can recall with perfect accuracy any- You are able to withstand extreme
thing you have stored mentally. The dura- amounts of mental strain before cracking.
tion of your total recall may not be forever, This makes it very difficult to torture you,
but even beyond it, you tend to have a

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as your tormentors will probably not have it Ghost (4): People will only recognize you
in them to torture you long enough to make when making a very difficult Perception roll
you ever have to roll against their efforts. (25).
Minor Unbreakability (1): You can
Veteran (Social)
endure an entire hour of non-stop torment
before you have to make your first willpow- You have served in organized military
er roll to resist torture. campaigns in the past and are a more
battle-hardened adventurer because of it.
Moderate Unbreakability (2): You can
endure up to 6 hours of non-stop torment One Campaign (1): You get an addition-
before you have to make your first willpow- al 1D to spend on Agility skills.
er roll to resist torture. Two Campaigns (2): You get an addi-
Major Unbreakability (3): You can tional 2D to spend on Agility skills.
endure an entire 24 hours of non-stop tor- Three Campaigns (3): You get an ad-
ment before you have to make your first ditional 3D to spend on Agility skills.
willpower roll to resist torture.
Four Campaigns (4): You get an addi-
Total Unbreakability (4): You do not tional 4D points to spend on Agility skills.
have to make willpower rolls to resist tor-
ture. You would die first. Visions (Mental)
Unknown (Social) This Boon works the same way as Pre-
monitions, except Premonitions involves
You have worked long and hard to make involuntarily seeing things that will happen
sure that you are known by nobody. You to you, whereas Visions gives you vague
have destroyed old records pertaining to flashes of what is to happen to others (usu-
you, any artistic renderings of you, letters ally on a very large scale, too). Visions also
in which you were mentioned, etc. Officially, tends to see things much farther ahead in
you do not exist, not even in the most time than Premonitions.
extensive bureaucratic systems. That you
are now part of an adventuring party is an Immediate Visions (1): You might see
aberration to your normal pattern, so it’s events one adventure before they happen.
likely that you’ve also taken the Alias Boon Short Visions (2): You might see events
and know your friends through that. Your 1D adventures before they happen.
true identity however is a secret, which is
a good thing for anybody wanting to be a Medium Visions (3): You might see
spy, criminal, assassin, or an entrant into events one campaign (a series of linked
the many trades in which anonymity is an adventures) before they happen.
asset. Long Visions (4): You might see events
Blank (1): People will only recognize you 1D campaigns before they happen. These
when making an easy Perception roll (10). events might very well never come to pass
in the lifetime of the character played or in
Cipher (2): People will only recognize the lifetime of your game of Septimus itself,
you when making a moderate Perception but the knowledge of this will still weigh
roll (15). heavily on the character with the Vision.
Shadow (3): People will only recognize
you when making a difficult Perception roll Voicethrowing (Mental)
(20). Like a ventriloquist, you can speak with-
out moving your lips, and you can project
your voice so that is sounds like it’s coming
from elsewhere.

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Minor Voicethrowing (1): You can Wealth (Social)
throw your voice up to 10 feet. You have some form of savings, income,
Moderate Voicethrowing (2): You can investment or other mechanism that auto-
throw your voice up to 25 feet. matically earns you money. At the begin-
ning of each new adventure (that’s adven-
Major Voicethrowing (3): You can
ture, not gaming session), you get a pile of
throw your voice up to 50 feet.
money out of the blue, thanks to this Boon.
Master Voicethrowing (4): You can
Comfortable (1): You get a one-time,
throw your voice up to 100 feet.
+1D bonus to your Resources at the begin-
ning of each adventure.
Weather Sense (Mental)
Rich (2): You get a one-time +1D+2
You have an uncanny sense of what the
bonus to your Resources at the beginning of
weather will do, which is an awfully handy
each adventure.
ability to have if you do a lot of outdoor
travel, boating, or flying in airships. This Very Rich (3): You get a one-time +2D+1
ability also augments one’s survival skills. bonus to your Resources at the beginning of
each adventure.
Hourly Forecasting (1): You can accu-
rately predict the weather up to one hour in Filthy Rich (4): You get a one-time +3D
advance. bonus to your Resources at the beginning of
each adventure.
Daily Forecasting (2): You can accu-
rately predict the weather up to 24 hours in
advance.
Weekly Forecasting (3): You can accu-
rately predict the weather up to seven days
in advance.
Monthly Forecasting (4): You can accu-
rately predict the weather up to thirty days
in advance. Banes
As with Boons, there are 81 Banes to-
Well-Traveled (Social)
tal — 27 Physical, 27 Mental and 27 Social.
You have been all over the place and are Depending on what priority you assigned
familiar with the cultures of various other to Boons & Banes, you will have a certain
lands. When making culture rolls, you re- number of points to spend buying up Banes.
ceive a bonus. You must spend all of these points, and you
Border Crosser (1): Add +1D when cannot hold them in reserve, cancel them
making culture rolls for one territory of out by not taking Boons, or cancel them
choice. out by penalizing some other aspect of the
character generation process. Every hero
Journeyman (2): Add +1D when making has flaws; this is what makes great heroes
culture rolls for two territories of choice. great. Superman would be a boring god if
World Traveler (3): Add +1D when kryptonite did not weaken him. Frodo Bag-
making culture rolls for three territories of gins would be a dull hobbit if not for the
choice. constant temptation of the One Ring. Luke
Skywalker would be another whiny farm kid
Nomad (4): Add +2D when making cul-
if he didn’t have a major destiny to fulfill.
ture rolls anywhere within Septimus.
Try to look at Banes in that spirit. Will they
harm your character and make life more

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difficult for him? Most definitely. But can subject of the addiction can be a substance
they also be used to further develop your of some sort, (e.g., liquor, narcotics of any
character and enrich your role-playing ex- kind) or it could be a kind of behavior (e.g.,
perience. Oh, yeah. gambling, taking chances). When you go
too long without feeding your addiction, all
The most important thing to remember
of your attributes reduce by -2D. Likewise,
when selecting Banes is that they are sup-
any action takes twice as long to carry out.
posed to be harmful to your character. An-
other way of putting it is that your charac- The GM can determine any additional
ter should be played in such a way that his harmful effects the source of the addict’s
Banes are (to him, anyway) a real problem. habit may inflict, such as physical harm,
Any time an RPG features an advantages resource depletion, losing friends and fam-
and disadvantages system such as this ily. Likewise, the GM may determine to what
one, there will always be players seeking degree the character’s judgment may be
to find Banes that are, for them, anyway, impaired while going through withdrawal
blessings in disguise. While players should and is desperate to feed his addiction.
be commended for turning their charac- Minor Addiction (1): You can go up to
ter’s drawbacks into something more than three days before you must indulge in your
that, it is possible for players to overdo it. addiction.
For example, a player who wants to play a
samurai-style warrior might be tempted to Moderate Addiction (2): You can go up
take the Code of Honor mental bane, think- to one day before you must indulge in your
ing, “Samurai lived by a code of honor, and addiction.
this would be no big restriction for my char- Strong Addiction (3): You can go up to
acter, so I’ll just take that.” The problem six hours days before you must indulge in
is samurai did not see their code of honor your addiction.
as a drawback; for them it was something
to be proud of, so to this samurai-style Complete Addiction (4): You can go
character, Code of Honor is not a real Bane up to one hour before you must indulge in
because it is not negatively impacting how your addiction. Your addiction pretty much
the character would otherwise be played. defines your life.
In such a situation, it is up to the GM to
decide the appropriate course of action. Amnesia (Mental)
He could either require the player to pick a You are missing a chunk of your memory.
different Bane, or he could decide to make It might have been from some strange ill-
that Bane a negative one during the course ness, or more likely from a head injury of
of play, regardless of the player’s inten- some sort. You would know why you suffer
tions. Indeed, the samurai-style character from this Bane…if only you could remember.
might not mind having a Code of Honor, but
Mild Amnesia (1): You have lost the last
when adventures keep turning up situations
1D year’s worth of memories.
where the character must endure unpleas-
ant hardship because of it, he might not Moderate Amnesia (2): You have lost
view his behavioral restriction so favorably the last 2D years’ worth of memories.
in the long run. Serious Amnesia (3): You have lost the
last 3D years’ worth of memories.
Addiction (Mental)
Total Amnesia (4): You know nothing of
You require routine exposure to some- your past up to 4D weeks ago. Everything
thing that might not be that harmful in before that is a total mystery. Any Boons or
moderation, but your excessive consump- Banes that you have which would indicate a
tion of it is clearly self-destructive. The past are still in force, only you might not be

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aware of them (e.g., you might be Landed Transgenic Features (2): You have
only have not been reminded of it yet), so some kind of animal features, such as a
keep that in mind as you role play your forked tongue, backwards-bending legs,
character. scales, fish eyes, feathers instead of hair,
etc. Anybody trying to recognize you gets
Albinism (Physical) +2D to her Perception roll.
You lack any pigment to your skin and as Xenomorphic Features (3): You have
a result are highly susceptible to getting truly alien features such as a biomechanical
sunburned. When you are in direct sunlight appearance, extra eyes, rearranged sen-
without some form of protection on your sory organs on your face, an inhuman skin
skin (opaque creams, robes, armor, etc.), texture, etc. People trying to recognize you
you will take damage. get +3D to their Perception rolls. Also you
Minor Albinism (1): 1D of damage for get +1D to any intimidation roll made when
every six hours unprotected. trying to intimidate or impress somebody,
though the GM gets to determine when this
Moderate Albinism (2): 1D for every bonus kicks in.
three hours unprotected.
Teratogenic Features (4): You have
Major Albinism (3): 1D of damage for monstrous features, such as a demonic
every hour unprotected. face, cloven hoofs, spikes running down
Crippling Albinism (4): 1D of damage your back, bioluminescent eyes, etc. People
for every 15 minutes unprotected. trying to recognize you get +4D to their
Perception rolls. Also, you get +2D to any
Alien Features (Physical) intimidation roll made when trying to intimi-
date or impress somebody, though the GM
There is something freaky about you,
gets to determine when this bonus kicks in.
such as strange skin color, some funky
growth out of the top of your head, over- Animal Enmity (Social)
sized canine teeth, a forked tongue, etc.,
that makes it difficult for you to blend into You have never gotten along with ani-
crowds. While some might enjoy the added mals. It’s like they can just sense that
attention their weird appearance brings, the you’re no good for them, and they tend to
sad truth is you look like some kind of weird give you a hard time because of it.
creature, and people in general consider Minor Animal Enmity (1): Wild animals
you as a monster that should be destroyed. will attack you before anybody else in the
Thus you must conceal your appearance if party.
you don’t want to deal with angry mobs of
commoners waiving pitchforks and fire- Moderate Animal Enmity (2): Wild ani-
brands all the time. mals will attack you even if unprovoked.

Mutagenic Features (1): You have Serious Animal Enmity (3): Wild ani-
some kind of mildly inhuman appearance, mals attack you with extreme prejudice.
one that could feasibly (though improb- Domesticated animals will stay away from
ably) occur as a freak of evolution. Things you, attacking only if you corner them.
like extra or missing fingers, oddly colored Severe Animal Enmity (4): Wild ani-
skin, a really strange voice, funky-colored mals attack you with extreme prejudice. So
eyes, crunchy teeth, etc. Aside from look- do domesticated animals unless you keep
ing strange, this confers a +1D bonus to the your distance from them.
Perception roll of anybody trying to identify
you.

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Antisocial (Social) Mundane Components (1): Before you
You simply do not like the company of use metaphysics in an adventure, you must
other people. You prefer to go it alone, even procure and destroy an object with a mod-
if life would be considerably easier for you erate purchase difficulty (15).
if you didn’t. If this Bane prevents you from Specialized Components (2): Before
interacting with everybody in the party, you use metaphysics in an adventure, you
then be sure to role-play it. must procure and destroy an object with a
Mildly Antisocial (1): You keep in touch difficult purchase difficulty (20).
with up to six people, total. Exotic Components (3): Before you
Moderately Antisocial (2): You keep in use metaphysics in an adventure, you must
touch with no more than three people. procure and destroy an object with a very
difficult purchase difficulty (25).
Seriously Antisocial (3): You keep in
touch with just one person. That’s it. Precious Components (4): Before you
use metaphysics in an adventure, you must
Severely Antisocial (4): You don’t keep procure and destroy an object with a heroic
in touch with anybody. You’re a true loner. purchase difficulty (31).
Appearance (Physical) Arrogant (Social)
You are just not pleasant to look at. Sor- You are your own best fan, to the point
ry, there’s no delicate way to put that. Even of it hurting your relationships with others.
if you have a high appearance attribute, Where this really becomes a problem is that
there is something unsightly and unavoid- in a hair-trigger world like Septimus where
able about the way you look that people matters are most often settled at the point
can’t help but notice. of a sword or a gun, being an overbearing
Unattractive (1): Ugh. Reduce all per- nimrod can and will get you killed.
suasion rolls by –1D. Cocky (1): You just can’t stop running
Ugly (2): Eww! Reduce all persuasion your mouth, especially about how great you
rolls by –1D+2. are. At least once per adventure, you must
attempt to make a persuasion or intimida-
Hideous (3): Agh! Reduce all persuasion
tion roll on somebody at –1D. If you fail, the
rolls by –2D+1.
offended party will become your enemy.
Monstrous (4): Run! Reduce all persua-
Loudmouth (2): You have no shortage
sion rolls by –3D.
of things to say about the extent of your
greatness. At least once per adventure,
Arcane Restriction (Mental)
you must attempt to make a persuasion or
You must sacrifice physical components intimidation roll on somebody at –2D. If you
every time you cast a spell. While this does fail, the offended party will become your
not require you to spend more time casting enemy.
a spell, it does cost you money, as you must
Braggart (3): Your brash nature is a
replenish your component supplies if you
recipe for instant riots. At least once per
wish to keep casting. The unique nature of
adventure, you must attempt to make a
this Bane makes it so whatever component
persuasion or intimidation roll on somebody
is offered up will be consumed entirely by
at –3D. If you fail, the offended party will
the metaphysical process.
become your enemy. If you get a Critical
Failure, the offended party will try to attack
you (but not necessarily kill you) on the
spot.

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Boor (4): Your abrasive nature is the Major Berserker (3): You go berserk
stuff that starts wars, trashes treaties, and whenever you sustain a single wound level
generally disturbs the peace for years after of damage (beyond stunning) in a single
you’ve left somewhere. At least once per encounter.
adventure, you must attempt to make a Supreme Berserker (4): You go berserk
persuasion or intimidation roll on somebody whenever you sustain any damage.
at –4D. If you fail, the offended party will
become your enemy. If you get a Critical Blindness (Physical)
Failure, the offended party will try to kill
you on the spot. You have serious vision problems, which
is not the best thing for an adventurer.
Asymmetry (Physical) Whether you have bad eyes or are missing
one or both of them roughly depends on the
Physically you are structured in such a severity of this bane. For the purposes only
way that one side of you is more developed of striking or identifying anything outside
than the other. You have your choice of of your vision range, this bane makes any
attributes this Bane affects — Strength or Perception-based roll of heroic difficulty (or
Agility. Keep in mind that when an attribute impossible, of the GM so rules).
gets to +3, it rolls over to the next highest
die code. Poor Vision (1): You can only see out to
100 feet accurately
Minor Asymmetry (1): On one side of
your body, reduce your afflicted attribute Partially Blind (2): You can only see out
by -2. On the other side of your body, raise to 20 feet.
your afflicted attribute by +2 Legally Blind (3): You can only see out
Moderate Asymmetry (2): Raise/lower to six feet — melee range.
your afflicted attribute by +/-3. Totally Blind (4): You cannot see at all.
Major Asymmetry (3): Raise/lower your
afflicted attribute by +/-4. Bloodlust (Mental)
Crippling Asymmetry (4): Raise/lower You have an unhealthy fascination with
your afflicted attribute by +/- 5. carnage and will become uncontrollably
violent if your appetite for viewing it has not
Berserker (Mental) been sated.
You become uncontrollably violent when Minor Bloodlust (1): You must view 30
you become injured. When berserk, you points of damage inflicted over the course
can not distinguish between friend and of an adventure to receive any experience
foe; everybody within striking range is fair points from it.
game. You regain control of yourself once Moderate Bloodlust (2): You must
all possible opponents are dead or out of view 60 points of damage inflicted over the
range, you have been knocked out, or you course of an adventure to receive any expe-
are restrained and given 2D rounds to calm rience points from it.
down and see the insanity of your ways.
Major Bloodlust (3): You must view 90
Minor Berserker (1): You go berserk points of damage inflicted over the course
whenever you sustain three wound levels of of an adventure to receive any experience
damage in a single encounter. points from it.
Moderate Berserker (2): You go ber- Severe Bloodlust (4): You must view
serk whenever you sustain two wounds of 120 points of damage inflicted over the
damage of damage in a single encounter. course of an adventure to receive any expe-
rience points from it.

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Calling Card (Mental) the land, and to punish the wicked. Fail-
You are compelled to leave a calling card ure to uphold your Code of Honor means a
at the scene wherever you have a fight, penalty.
confront an enemy, or perform something Mild Code of Honor (1): The penalty for
for which you would not mind receiving dishonor is passing shame. The next three
proper credit. That you leave a calling card experience points you earn don’t count,
is not such a problem. That they tend to get as you will spend that time meditating and
expensive after a while is. Leaving a call- cleansing your spirit.
ing card requires you to make a successful
Moderate Code of Honor (2): The
resource roll. Failure to do so means being
penalty for dishonor prolonged shame. The
unable to leave a calling card behind, some-
next six experience points you earn don’t
thing the GM is sure to keep in mind when
count, as you will spend that time meditat-
rewarding Character and Fate points at the
ing and cleansing your spirit.
end of the adventure.
Strict Code of Honor (3): The penalty
Trivial Calling Card (1): Resource dif-
for dishonor is deep shame. The next nine
ficulty 5
experience points you earn don’t count,
Notable Calling Card (2): Resource dif- as you will spend that time meditating and
ficulty 10 cleansing your spirit.
Pricey Calling Card (3): Resource dif- Severe Code of Honor (4): The penalty
ficulty 15 for dishonor is ritual suicide. Now.
Precious Calling Card (4): Resource
difficulty 20 Combat Paralysis (Mental)
You are not a coward, but the prospect
Clumsy (Physical) of combat causes you to blow a fuse, and
You just can’t help it: in clutch situations, you lock up like a statue in crisis situations.
you’re the guy who has butterfingers, trips When this happens you must make a mod-
on his own feet, and generally becomes a erate willpower roll (15) to break free and
walking catastrophe. return to action.

Minor Clumsiness (1): In times of crisis, Mild Combat Paralysis (1): You lock up
reduce all Agility-based rolls by –1D. after three rounds of sustained action.

Moderate Clumsiness (2): In times Moderate Combat Paralysis (2): You


of crisis, reduce all Agility-based rolls by lock up after two rounds of sustained ac-
–1D+2. tion.

Major Clumsiness (3): In times of crisis, Serious Combat Paralysis (3): You lock
reduce all Agility-based rolls by –2D+1. up after one round of sustained action.

Severe Clumsiness (4): In times of cri- Crippling Combat Paralysis (4): You
sis, reduce all Agility-based rolls by –3D. lock up the moment action begins.

Code Of Honor (Social) Cowardly (Social)


You live by a rigid code of behavior that Your sense of self-preservation has
requires you to never lie, to never show crossed the line into repugnancy. You would
cowardice and to never steal (not even from be more willing to let your friends and
enemies or the dead). You are also required family get hurt than to take a stand. Only
to protect the innocent, to uphold the law of if you make a successful willpower roll can

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you face serious adversity, but even then Minor Dark Secret (1): Every fourth
most times you are likely to fail and will find adventure, make a difficult willpower roll
some way to weasel out of the fighting. (20) or permanently suffer a –1 penalty to
all future willpower rolls.
Lily-Livered (1): Lower your willpower
by –1D when rolling against it to take ac- Major Dark Secret (2): Every third ad-
tion. venture, make a difficult willpower roll (20)
or permanently suffer a –1 penalty to all
Yellowbelly (2): Lower your willpower by
future willpower rolls.
–1D+2 when rolling against it to take action.
Serious Dark Secret (3): Every second
Gutless (3): Lower your willpower by
adventure, make a difficult willpower roll
–2D+1 when rolling against it to take ac-
(20) or permanently suffer a –1 penalty to
tion.
all future willpower rolls.
Spineless (4): Lower your willpower by
Sinister Dark Secret (4): Every ad-
–3D when rolling against it to take action.
venture, make a difficult willpower roll (20)
Cursed (Social) or permanently suffer a –1 penalty to all
future willpower rolls.
You were born under a bad sign. No mat-
ter what you do, you must always contend Deaf (Physical)
with some undeserved hardship. And the
worst part about it is these things are You have atrocious hearing, either be-
cause you were born that way or because
always changing; just as you get used to
a problem, it goes away and a new one an event in your earlier life damaged your
hearing beyond repair.
comes up. In game terms, your Curse Bane
becomes different every time an adventure Mild Deafness (1): Reduce all Percep-
starts, so this is in effect an ever-changing tion-based rolls related to hearing by –2.
Bane. Moderate Deafness (2): Reduce all
Minor Curse (1): Pick a different one- Perception-based rolls related to hearing by
point social Bane at the start of each ad- –4.
venture.
Serious Deafness (3): Reduce all
Moderate Curse (2): Pick a different Perception-based rolls related to hearing by
two-point social Bane at the start of each –6.
adventure.
Total Deafness (4): You hear nothing
Major Curse (3): Pick a different three- and cannot make hearing-based Perception
point social Bane at the start of each ad- rolls.
venture.
Deep Sleeper (Physical)
Severe Curse (4): Pick a different
four-point social Bane at the start of each You are difficult to rouse from slumber,
adventure. which puts you at a disadvantage when all
hell breaks loose in the middle of the night.
Dark Secret (Social) Until you clear the cobwebs from your head,
You know something you really should all of your attributes are reduced by 6 when
not, a truth so sinister that the weight of making any kind of attribute or skill roll.
it is slowly eating away at your mind. You I’m Up! I’m Up! I’m…Zzz. (1): You are
dare not delve too deeply beyond what you groggy for one full minute upon waking.
already know, for you uncovered far more Morning Starts at Noon (2): You are
than mortal minds were meant to know.
groggy for five minutes upon waking.

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Hibernator (3): You are groggy for ten Juvenile Dependent (3): This might be
minutes upon waking. a child of your own or of a friend, an urchin
you adopted, or pickpocket who stole from
Is He Dead? (4): You are groggy for
you but you caught in the attempt and now
fifteen minutes upon waking.
sticks around. If your dependent dies, the
Delusions (Mental) next nine experience points won’t count, as
you will be spending that energy atoning for
You believe in things that have no basis your ward’s loss.
in reality. Most of the time, this results in
acute paranoia or visions of grandeur. Infant Dependent (4): This might be a
child of yours or of a friend, an abandoned
Mild Delusions (1): Delusions affect babe in the woods, or an orphan somebody
your decision-making at least once per willed to you out of desperation. If your
adventure. dependent dies, the next twelve experience
Moderate Delusions (2): Delusions af- points won’t count, as you will be spending
fect your decision-making at least twice per that energy atoning for your ward’s loss.
adventure.
Disfigured (Physical)
Serious Delusions (3): Delusions affect
your decision-making at least three times At some point you have receive a terrible
per adventure. injury that left very visible and unsettling
superficial damage to your body, especially
Severe Delusions (4): Delusions con- your face, neck, hands, and wherever else
stantly affect your decision-making. your character’s body might be commonly
visible. There is no remedy for this other
Dependent (Social) than magical reconstruction or alternation
It is your responsibility to look after of your appearance or covering yourself up.
somebody. This is always a common person Mild Disfigurement (1): All persuasion
with no special abilities or adventuring po- rolls are at –1D.
tential, so if you bring this person along on
adventures, you take a big risk in doing so, Moderate Disfigurement (2): All per-
because if your dependent dies, you must suasion rolls are at –2D.
atone for your negligence before a new Serious Disfigurement (3): All persua-
ward enters your life. sion rolls are at –3D.
Adult Dependent (1): This might be Severe Disfigurement (4): All persua-
a long-time friend, a potential love inter- sion rolls are at –4D.
est, someone who believes he owes you
a life debt and won’t stop following you, Doomed (Social)
etc. If your dependent dies, the next three
experience points won’t count, as you will You have a dark destiny before you, but
you do not know exactly what it is or when
be spending that energy atoning for your
ward’s loss. it will occur. No matter what you do, you
know that all you are and all you do will be
Adolescent Dependent (2): This might undone in one swift, terrible stroke. Your
be a child of your own, a child of a slain friends will suffer along with you, and the
friend, or a wannabe adventurer who has more power and influence you gain in this
adopted you. If your dependent dies, the life, the greater your doom shall be for
next six experience points won’t count, as all that you touch when the time comes.
you will be spending that energy atoning for For you, life is not a matter of struggling
your ward’s loss. against death; you are only too aware of
how precious life and happiness really are.

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Chances are you will keep this Bane secret, Total Enfeeblement (4): Reduce a
but you will become brooding and perhaps single attribute by four (1D+1) pips.
quiet because of it. It is plain that you bear
a terrible weight on your shoulders. Feral (Social)
Distant Destiny (1): You will meet your You grew up in the wild, apart from nearly
Doom within ten years. all forms of civilization. As a result you have
a difficult time fitting in with cultured soci-
Far Destiny (2): You will meet your
ety. You tend to make embarrassing scenes
Doom within five years.
with your crude ways and lack of culture.
Near Destiny (3): You will meet your Depending on the situation, your “barbar-
Doom within three years. ity” might even get you in trouble with the
Immediate Destiny (4): You will meet law if you step on the wrong toes.
your Doom within a year. Mildly Feral (1): Reduce your Perception
by two pips when in civilized company.
Expenses (Social)
Partly Feral (2): Reduce your Perception
You have a never-ending series of debts by four pips (1D+1) when in civilized com-
hanging over you that eat into whatever pany.
money you happen to earn, capture or find.
Mostly Feral (3): Reduce your Percep-
No matter how much you make, your debts
tion by six pips (2D) when in civilized com-
just never go away. Note that if this Bane
pany.
takes your Resource into negative numbers,
then you are not only permanently in debt, Completely Feral (4): Reduce your
but those to whom you are indebted will Perception by eight pips (2D+2) when in
doubtlessly hound you on a regular basis civilized company.
for their money. This might dovetail into the
Hunted Bane. Flashbacks (Mental)
Minor Expenses (1): Reduce your Re- There are certain events, environments,
sources by –1D. sights, sounds, and other elements of ev-
eryday life that trigger within you a deep-
Moderate Expenses (2): Reduce your
seated and crippling memory of something
Resources by –1D+2.
horrible you have suffered. It might be
Major Expenses (3): Reduce your Re- your parents dying, a torture session you
sources by –2D+1. endured, a monster that nearly ate you…
Severe Expenses (4): Reduce your Re- something of that ilk. When a flashback
sources by –3D. occurs, you must make a willpower roll in
order to prevent from being overwhelmed
Feeble Attribute (Physical) by the flashback for the next 2D minutes,
during which time you will act out the
Pick any single attribute and permanently events that you are reliving in your mind,
reduce its score to 2. How that attribute potentially posing a very serious danger
got that way is up to you. Was part of you to anybody nearby. As with the Berserk
deformed at birth? Is it a war wound? Bane, unconsciousness is the best cure for
Minor Enfeeblement (1): Reduce a a flashback, as is restraining the victim until
single attribute by one pip. he comes out of it.
Moderate Enfeeblement (2): Reduce a Rare Flashbacks: You suffer a flashback
single attribute by two pips. every 4 adventures.
Major Enfeeblement (3): Reduce a Uncommon Flashbacks: You suffer a
single attribute by three pips (a full die). flashback every 3 adventures.

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Regular Flashbacks: You suffer a flash- often are nursing some kind of splint, cast
back every 2 adventures. or sling. People with this bane are almost
never more than 95% of their total health,
Frequent Flashbacks: You suffer a
simply because the stress of living takes a
flashback every adventure.
horrible toll on their easily broken bodies.
Fragility (Physical) Mild Fragility (1): Add one more point of
You have brittle bones, even if you are damage for every four points you sustain.
of normal size and have decent muscula-
ture. You simply do not take a hit well and

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Moderate Fragility (2): Add one more Mild Gigantism (1): Add one pip to your
point of damage for every two points you Strength, but subtract one pip from your
sustain. Agility.
Serious Fragility (3): Add one more Moderate Gigantism (2): Add two pips
point of damage for every point you sus- to your Strength, but subtract three pips
tain. (1D) from your Agility.
Severe Fragility (4): Add two more Serious Gigantism (3): Add three pips
points of damage for every point you sus- (1D) to your Strength, but subtract three
tain. pips (1D) from your Agility.
Severe Gigantism (4): Add four (1D+1)
Free Bleeder (Physical)
pips to your Strength, but subtract four pips
Your blood continues to flow long af- (1D+1) from your Agility.
ter it should have clotted, meaning you
take more damage than usual from cut- Glory Hound (Mental)
ting wounds. For every minute you bleed, You are a showboat, a spotlight hog, an
you lose one additional point of Strength. attention junkie. The best way you know
What’s worse, each separate cut on your how to satisfy this is by making sure that
body will bleed separately, so if you have your heroics never go unnoticed. Unfor-
been wounded several times, this Bane tunately this pushes you to take extreme
might sentence you to a quick death by risks in the hope of pulling off something
bloodletting. The best ways to staunch worthy of public acclaim. Needless to say,
the flow of blood is to either keep steady this Bane tends to be a direct threat to the
pressure on the wound (which requires the health of those who choose it.
use of at least one hand, and is not effec-
tive for multiple wounds), to have a team of Small-Time Glory Hound (1): Each ad-
comrades dress your wounds using medical venture you must take at least one unnec-
skills, or better yet, the use of some form of essary, dangerous risk if you are to receive
magical healing. any experience points.
Mild Bleeding (1): It takes a cut 1D min- Big-Time Glory Hound (2): Each adven-
utes to stop bleeding. Roll an additional 1D ture you must take at least two unneces-
in damage once the bleeding stops. sary, dangerous risks if you are to receive
any experience points.
Moderate Bleeding (2): It takes a cut
2D minutes to stop bleeding. Roll an ad- Major League Glory Hound (3): Each
ditional 1D+2 in damage once the bleeding adventure you must take at least three
stops. unnecessary, dangerous risks if you are to
receive any experience points.
Serious Bleeding (3): It takes a cut 3D
minutes to stop bleeding. Roll an additional Supreme Glory Hound (4): Each adven-
2D+1 in damage once the bleeding stops. ture you must take at least four unneces-
sary, dangerous risks if you are to receive
Severe Bleeding (4): It takes a cut 4D any experience points.
minutes to stop bleeding. Roll an additional
3D in damage once the bleeding stops. Gluttony (Mental)
Gigantism (Physical) You are a creature of appetites, and you
spend an inordinate amount of time each
You are oversized but not in a good way. day eating and drinking. Unless you have
It is as if you have too many muscles for
your frame, and while you are quite strong,
your Agility really suffers for it.

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the metabolism of a shrew, it might be a Hallucinations (Mental)
good idea for logic’s sake to take the Obe- You see, hear, smell and even feel things
sity Bane, too. that simply are not there. This tends to
Mild Gluttony (1): You need to seek make you jumpy, irritable, and uncertain of
out a meal once every six hours. If you go damn near everything. How can you trust
without eating, reduce all rolls by –2 until anything once you realize that at least part
you eat. of what you think is real…is not? On top of
this, chances are that whatever it is you
Moderate Gluttony (2): You need to
are hallucinating, you also believe is out to
seek out a meal once every four hours. If
harm you. Thus, your friends are treated to
you go without eating, reduce all rolls by –2
the sight of you acting as if you are in peril
until you eat.
by something that they know for a fact does
Serious Gluttony (3): You need to seek not exist.
out a meal once every two hours. If you go
Mild Hallucinations (1): You hallucinate
without eating, reduce all rolls by –2 until
at least once per adventure.
you eat.
Moderate Hallucinations (2): You hal-
Severe Gluttony (4): You need to seek
lucinate at least twice per adventure.
out a meal once every hour. If you go with-
out eating, reduce all rolls by –2 until you Serious Hallucinations (3): You halluci-
eat. nate at least three times per adventure.
Severe Hallucinations (4): You halluci-
Greed (Mental) nate at least four times per adventure. You
You are driven by material wealth, and really shouldn’t skip your meds. They’ll help
above all things you desire to amass as if you just give them a chance.
much of it as possible. For every adventure
on which you embark, you will not rest until Haunted (Mental)
you achieve at least some degree of further You did or saw something a while back
prosperity. that has bothered you ever since. Maybe it
Mild Greed (1): You must obtain at least was a crime you committed or an atrocity
a one-time +1D bonus to your resources you witnessed. Either way, the images of
during the course of an adventure if you are this scene are burned onto your mind, and
to receive any character points from it. whenever you see something that reminds
you of your Haunting, you will be seriously
Moderate Greed (2): You must obtain at
distracted until you can somehow clear the
least a one-time +1D+2 bonus to your re-
imagery form your mind, either by isolating
sources during the course of an adventure
yourself from whatever triggered you for
if you are to receive any character points
the next 1D minutes or by making a difficult
from it.
willpower roll (20).
Serious Greed (3): You must obtain at
Minor Haunting (1): Reduce all attri-
least a one-time +2D+1 bonus to your re-
butes by two pips for the purposes of at-
sources during the course of an adventure
tribute and skill rolls while haunted.
if you are to receive any character points
from it. Moderate Haunting (2): Reduce all at-
tributes by four pips (1D+1) for the purpos-
Insane Greed (4): You must obtain at
es of attribute and skill rolls while haunted.
least a one-time +3D bonus to your re-
sources during the course of an adventure Major Haunting (3): Reduce all attri-
if you are to receive any character points butes by six pips (2D) for the purposes of
from it. attribute and skill rolls while haunted.

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Severe Haunting (4): Reduce all attri- Five Years (1): Lower your physical at-
butes by eight pips (2D+2) for the purposes tributes by a total of two pips.
of attribute and skill rolls while haunted. Ten Years (2): Lower your physical at-
tributes by a total of four pips.
Hunted (Social)
Fifteen Years (3): Lower your physical
You are on the hit list of some very pow-
attributes by a total of six pips.
erful people who will stop at nothing to see
you dead. The problem is that you can kill Twenty Years (4): Lower your physical
the leader of your pursuers and another attributes by a total of eight pips.
one will always be there to take his place.
What’s more, your pursuers will always Infamous (Social)
be far more numerous and more powerful You are well-known for a bad reason. You
than you and your allies, so fighting them are not necessarily an outlaw (for that, see
directly is not always the best option. You the Outlaw Bane), but whatever it is that
might get away with the occasional counter- has smeared your name, it is something
attack, but any prolonged fighting against serious and long-lasting. Your reputation is
your pursuers will inevitably result in your unlikely to come back in the eyes of certain
defeat. Get used to life on the run…if you people. The magnitude of this Bane de-
like living, that is. pends on how widespread your infamy is.
On the Run (1): You face an encoun- Should you encounter somebody with whom
ter with your pursuers at least once every you are infamous, all social interactions will
fourth adventure, regardless if that adven- be more difficult, at a –2D modifier for skills
ture has anything to do with your pursuers. such as con, intimidation, and persuade.
Watch Your Back (2): You face an Disgraced (1): Every person you meet,
encounter with your pursuers at least once there is a 1 in 6 chance that he/she doesn’t
every third adventure, regardless if that like you.
adventure has anything to do with your Disliked (2): Every person you meet,
pursuers. there is a 2 in 6 chance that he/she doesn’t
One Step Ahead (3): You face an en- like you.
counter with your pursuers at least once Detested (3): Every person you meet,
every other adventure, regardless if that there is a 3 in 6 chance that he/she doesn’t
adventure has anything to do with your like you.
pursuers.
Despised (4): Every person you meet,
Fight or Flight (4): You face an encoun- there is a 4 in 6 chance that he/she doesn’t
ter with your pursuers at least once every like you.
adventure, regardless if that adventure has
anything to do with your pursuers. Intolerance (Mental)
Imprisoned (Social) You live by excessively inflexible personal
beliefs, and in the instance of one particu-
You have spent time in jail, whether you lar group of people your inflexibility has
deserved it or were unjustly put there. Now crossed the line into downright incivility.
you are out, most likely because you served Whenever you are faced with the subject of
your time, although you could have broken your ire, there is no tactful way out of the
out too, in which case you should take a situation.
bane like outlaw to go with it. Living in a
dark, dank dungeon has taken its toll on Mild Intolerance (1): You can’t help but
your physical attributes (Strength, Agility). verbally abuse the subject of your dislike.

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Moderate Intolerance (2): You can’t Tough Break (1): The GM may without
help but physically bully the subject of your warning overturn one of your successful
dislike. attribute or skill rolls once per adventure.
Don’t give him any lip about it either. You’re
Serious Intolerance (3): You can’t help
the one who chose this Bane, after all.
but physically assault the subject of your
dislike. Bad Luck (2): The GM may overturn two
of your successful attribute or skill rolls per
Severe Intolerance (4): You can’t help
adventure.
but attempt to kill the subject of your dis-
like. Yeah. You’re that kind of evil. Seek Three-Time Loser (3): The GM may
some help. overturn three of your successful attribute
or skill rolls per adventure.
Jealousy (Mental)
Screwed (4): The GM may overturn four
You are unreasonably possessive of of your successful attribute or skill rolls per
your love interest/significant other/some- adventure.
body you worship from afar. Anybody who
gets close to this person sends you over Lame (Physical)
the edge, and you begin to think terrible You either have a leg that does not work
thoughts. Thoughts that involve hurting
well or it is missing altogether. Naturally,
your loved one for being untrue, of hurt-
this reduces your Agility, so you can no
ing the villain who dared get between you longer move as quickly or as gracefully as
and the person on whom you are fixated.
before.
Chances are the relationship you are ob-
sessed with will end once you take action Bothersome Limp (1): Permanently
on your jealousy, at which point this Bane reduce Agility by two pips.
will switch over to haunted. Serious Limp (2): Permanently reduce
Mild Jealousy (1): You will verbally in- Agility by three pips (1D).
sult the interloper and/or your love interest Missing Foot (3): Permanently reduce
Moderate Jealousy (2): You will try to Agility by four pips (1D+1). At least you
intimidate the interloper and/or your love have an interesting prosthetic foot, though.
interest Missing Leg (4): Permanently reduce
Serious Jealousy (3): You will assault Agility by four points (1D+2). Look on the
the interloper and/or your love interest. bright side: now you’ve got an artificial leg,
which increases your Perception by one
Severe Jealousy (4): You will try to
pip when in the company of fellow soldiers,
kill the interloper and/or your love inter-
criminals and adventurers, who see such an
est. How you intend to commit the murder amputation as a badge of honor.
depends on your personality. Will it be a
challenge to a duel, or will you go after your Low Pain Threshold (Physical)
innocent victim in cold blood?
You can not stand pain at all, and after
Jinxed (Social) suffering enough of a hit you will pass out
altogether. If you have Resist Unconscious-
You just can’t catch a break. At the worst
ness, you can use that to reduce the effects
times, your luck geeks out on you. Some- of this Bane.
times, you can tell that things just didn’t go
your way, but sometimes, it’s almost like Mild Pain Sensitivity (1): Make a mod-
there’s somebody out there who is arbitrari- erate stamina roll (15) or pass out for 1D
ly deciding to make things difficult on you. minutes if you take a single hit that inflicts
10 points of damage or more.

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Moderate Pain Sensitivity (2): Make Torture (3): You will run down fleeing
a moderate stamina roll (15) or pass out soldiers and torture prisoners for no rea-
for 1D minutes if you take a single hit that son.
inflicts 8 points of damage or more. Sadistic (4): You will run down flee-
Serious Pain Sensitivity (3): Make a ing soldiers and will kill prisoners without
moderate stamina roll (15) or pass out for cause. Women and children always make for
1D minutes if you take a single hit that in- decent target practice.
flicts 6 points of damage or more.
Miserly (Social)
Severe Pain Sensitivity (4): Make a
moderate stamina roll (15) or pass out for You are a natural hoarder, unable to share
1D minutes if you take a single hit that in- with others or to use any expendable re-
flicts 4 points of damage or more. source, no matter how great your reserves
of it may be.
Mental Block (Mental) Packrat (1): You can not make more
There is something that you are so re- than three Resource rolls per adventure.
pulsed by that you simply can not think Cheap (2): You cannot make more than
about it in any capacity. You and the GM two Resource rolls per adventure.
should decide on what this thing is, and
whenever it comes up in gameplay you will Frugal (3): You cannot make more than
be unable to acknowledge it or perform any one Resource roll per adventure.
Knowledge-based rolls regarding it. Scrooge (4): You cannot make more
Mild Mental Block (1): You hit a mental than one Resource roll per every two ad-
block at least once per adventure. ventures.
Moderate Mental Block (2): You hit a Missing Arm (Physical)
mental block at least twice per adventure.
You lost the use of one of your hands/
Serious Mental Block (3): You hit a arms, whether it was shriveled at birth, has
mental block at least three times per ad- been rendered lame by injury or disease, or
venture. has been removed altogether in battle or by
Severe Mental Block (4): You hit a medical amputation. For some reason sim-
mental block at least four times per adven- ply regrowing the appendage will not work
ture. for you, most likely due to a freak genetic
mutation that prevents a full regrowth of
Merciless (Social) your body via regen tank. Even if you get
blown to smithereens, regrowing your entire
You have no sense of restraint when it
comes to dealing with vanquished foes, body will not replace your missing parts.
Sorry, them’s the breaks.
helpless enemies, prisoners and detainees.
You see no reason why such folk should not Missing Fingers (1): One of your hands
be mistreated at will, but take heed: while is missing a few fingers. When conducting
you might enjoy spilling the blood of fleeing tasks with that hand, reduce your relevant
enemy soldiers or working over your pris- attribute for the task by two pips.
oners, the exact same fate will be inflicted Missing Hand (2): You are missing your
upon you should the tables turn. hand at the wrist. You can attach a me-
Kill ‘Em All (1): You will run down fleeing chanical prosthesis on the stump, but you
soldiers but draw the line at that. can only perform basic functions with it.
Even then, reduce your relevant attribute
Vicious (2): You will run down fleeing
soldiers and work over prisoners.

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for the task by four pips. You could, how- Nemesis (Social)
ever, attach a weapon prosthesis on the Somewhere out there is a foe who out-
stump and fight normally with it. matches you in nearly every way. Each time
Missing Forearm (3): You are missing you meet, you barely escape with your life,
your hand at the elbow. You can attach a and the next time you encounter him might
mechanical prosthesis on the stump, but be your last. Your paths have a strange way
you can never perform more than the most of crossing, as if destiny has decreed that
basic functions with it. Reduce your rele- you two shall battle each other until one
vant attribute for the task by six points. You or both of you are dead. Should you ever
could, however, attach a weapon prosthesis manage to defeat your nemesis, another
on the stump and fight with it, but reduce one will take his place after 1D additional
your Agility rolls by two pips when fighting adventures.
with your prosthetic arm. Rival (1): Your nemesis has 10 more
Missing Arm (4): You are missing your Character Points than you, and you encoun-
arm at the shoulder and cannot attach a ter him at least once every fifth adventure.
prosthesis to the stump. You must live with Opponent (2): Your nemesis has 20
the fact that you have only one arm. Take more Character Points than you, and you
care of it. encounter him at least once every fourth
adventure.
Mute (Physical)
Adversary (3): Your nemesis has 30
You cannot speak normally, either be- more Character Points than you, and you
cause of a mental block or because of an encounter him at least once every third
injury to your throat/voice box. adventure.
Broken Speech (1): You can manage Arch-Enemy (4): Your nemesis has 40
to speak in a broken form of your native more Character Points than you, and you
tongue. Both you and whomever you are encounter him every other adventure.
talking to must make easy Perception rolls
(10) to be understood. It is impossible for Obesity (Physical)
you to speak in a foreign language, and you
will always be considered to be slow, bar- You are unnaturally heavy, which hurts
baric, or just plain strange by others. your overall health as well as your ability to
move quickly and gracefully.
Guttural Speech (2): You speak in
something that barely resembles your na- Mild Obesity (1): Permanently reduce
tive tongue. Both you and whomever you your Strength and Agility by one pip each.
are talking to must make moderate Percep- Moderate Obesity (2): Permanently
tion rolls (15) to be understood. reduce your Strength and Agility by two
Emotive Speech (3): You speak in crude pips each.
grunts and noises, but sometimes you get Serious Obesity (3): Permanently re-
your point across anyway. Both you and duce your Strength and Agility by three pips
whomever you are talking to must make (1D) each.
difficult Perception rolls (20) to be under-
Severe Obesity (4): Permanently re-
stood. If either roll fails, you do not get
duce your Strength and Agility by four pips
your point across.
(1D+1) each.
Nonverbal (4): You cannot speak. Pe-
riod.

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Obligation (Social) Severe Obsession (4): You need to
You have sworn to uphold something, to role-play your obsession at least four times
carry out a certain duty, to maintain a par- per adventure in order to receive any Char-
ticular kind of task or deed. You are bound acter Points.
by your honor on this; should you ever shirk
your obligation for any reason whatsoever, On The Edge (Mental)
you must atone for it. You are strung out to the breaking point.
Duty (1): Upon breaking your obligation, Over the course of your life, you have seen
your next three character points do not too many horrible things, endured too much
count. hardship, are fearful of too much, to last
much longer. You are ready to SNAP! just
Oath (2): Upon breaking your obligation, like that. This means that when bad things
your next six character points do not count. go down, you must spend a few seconds
Vow (3): Upon breaking your obliga- pulling yourself together before you can
tion, your next nine character points do not take action.
count. Jumpy: Reduce the die code of your first
Bond (4): Upon breaking your obligation, roll in a crisis situation by –1D.
your next twelve character points do not Edgy: Reduce the die code of your first
count. roll in a crisis situation by –2D and your
second roll by –1D.
Obsession (Mental)
Twitchy: Reduce the die code of your
You are driven by the irrational desire first roll in a crisis situation by –3D, your
to perform some kind of act that has no second roll by 2D and your third roll by 1D.
particular bearing on your current situation
or environment. Whatever your obsession Freaky: Reduce the die code of your first
is — licking a gold Imperial coin every time roll in a crisis situation by –4D, your second
you cross the street, tying and untying your roll by –3D, your third roll by –2D and your
shoes three times before leaving the house, fourth roll by –1D.
maintaining insanely large collections of
things — it is at best a minor annoyance Outcast (Social)
and at worst, a crippling psychological con- You are hated by other members of your
dition. own society (the Extent, the Grayscale or
Mild Obsession (1): You need to role- the Archipelago) either for something you
play your obsession at least once per have done or for something your friends,
adventure in order to receive any Character family or political affiliates have done.
Points. Derelict (1): With members of your
Moderate Obsession (2): You need to society, you have a penalty of –1D on all
role-play your obsession at least twice per Perception rolls.
adventure in order to receive any Character Untouchable (2): With members of your
Points. society, you have a penalty of –1D+2 on all
Serious Obsession (3): You need to Perception rolls.
role-play your obsession at least three Pariah (3): With members of your so-
times per adventure in order to receive any ciety, you have a penalty of –2D+1 on all
Character Points. Perception rolls.
Exile (4): With members of your society,
you have a penalty of –3D on all Perception
rolls.

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Outlaw (Social) Casual Pacifism (1): The next three
You have broken the law and either have Character Points you earn don’t count, as
not yet been caught for it or you were you will spend that time meditating and
caught and have escaped before your pun- reflecting on your violent deeds.
ishment was completed. If your pursuers Sincere Pacifism (2): The next six Char-
find you, they will bring you back to their acter Points you earn don’t count, as you
jurisdiction, complete your punishment and will spend that time meditating and reflect-
impose additional penalties upon you for ing on your violent deeds.
being such a bother (How does life in prison
Strict Pacifism (3): The next nine Char-
sound? No? Fine. To the chopping block with
acter Points you earn don’t count, as you
you!). On the downside, you can’t really
will spend that time meditating and reflect-
maintain social contacts outside of your
ing on your violent deeds.
party for fear of recognition. On the upside,
being an outlaw raises your presence when Severe Pacifism (4): The next twelve
among other criminals. Character Points you earn don’t count, as
you will spend that time meditating and
Hooligan (1): You are wanted through-
reflecting on your violent deeds.
out your homeland (either the Extent, the
Grayscale or the Archipelago). To keep
Painless (Physical)
people from noticing who you are requires a
moderate sneak roll (15). Your nerve endings do not work properly
and as a result, you have a much-dimin-
Highwayman (2): You are wanted
ished sense of touch. While this means you
throughout your homeland and another so-
don’t feel pain (and are ineligible to take the
ciety within Septimus. To keep people from
Low Pain Threshold Bane), you also can’t
noticing who you are requires a difficult
tell when you are taking damage and might
sneak roll (20).
find yourself suddenly on death’s door.
Villain (3): You are wanted throughout The only way you can tell if you have been
all three major societies within Septimus. wounded is to make a Perception roll; only
To keep people from noticing who you are then will the GM tell you your health status
requires a very difficult sneak roll (25). at the moment. Otherwise, you can tell if
Public Enemy (4): You are wanted ev- you have been seriously wounded by seeing
erywhere. E V E R Y W H E R E. Even among yourself bleed, etc., but you will not know
isolated settlements on the surface of how close you actually are to dying until
Septimus. To keep people from noticing who you drop.
you are requires a heroic sneak roll (30+). Dull Nerve Endings (1): You must make
Better keep a low profile. an easy Perception roll (10) to gauge your
current health.
Pacifism (Mental)
Stunted Nerve Endings (2): You must
You will not fight with others for any make an moderate Perception roll (15) to
reason, even if you are directly threatened. gauge your current health.
You may run away, dodge, block and carry
Severed Nerve Endings (3): You must
out other defensive moves, but you will
make an difficult Perception roll (20) to
never attempt to hurt another. Should you
gauge your current health.
break your vow of pacifism, you will have to
undergo extensive meditation and reflec- No Nerve Endings (4): You must make
tion to reconcile yourself with your violent an very difficult Perception roll (25) to
deeds. gauge your current health.

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Persecuted (Social) Poor (Social)
The powers that be have it in for you No matter how hard you try, you just
because of factors beyond your control, can’t hold on to money. You don’t even get
such as your race, your cultural heritage, a chance to spend it like a drunken sailor.
etc. Wherever you go you are bound to find It just slips out of your hands somehow,
people who hate you simply for being who always leaving you scrambling to cover
and what you are. your debts. This Bane only limits how much
money your character may keep. It does
Mildly Persecuted (1): You face unjust
not limit how many items or things he owns,
persecution at least once an adventure.
but with so little money on hand his buy-
Moderately Persecuted (2): You face ing power will be limited. Taking this Bane
unjust persecution at least twice an adven- prohibits you from taking the Wealthy Boon.
ture. You also may not select Resources as any-
Seriously Persecuted (3): You face thing higher than your 4th priority during
unjust persecution at least three times an character generation.
adventure. Struggling (1): You may never have
Severely Persecuted (4): You face more than a total of 4D Resources at your
unjust persecution at least four times an disposal.
adventure. Broke (2): You may never have more
than a total of 3D Resources at your dis-
Phobia (Mental) posal.
You possess an irrational fear of some- Impoverished (3): You may never have
thing. When confronted by it, you will do more than a total of 2D Resources at your
everything in your power to avoid or escape disposal.
it. Should you find yourself cornered by
what you fear, you will become hysterically Destitute (4): You may never have more
violent, lashing out as if you had taken the than a total of 1D Resources at your dispos-
Berserk Bane, smashing everything in sight al. Better find some wealthy friends, mate.
until what you fear has been destroyed, you
have been knocked out, or you have been Poor Memory (Mental)
restrained by others and given time (1D You have a difficult time remembering
minutes) to calm down. Discuss your pho- anything in the short term. Only after re-
bia’s object with the GM. peating a bit of information many times do
you have any hope of reliably remembering
Mild Phobia (1): Reduce whatever at-
it. Most times you simply rely on others to
tribute you are rolling against by -2 when
remember things for you. When trying to
exposed to the object of your fear.
remember something, make an intelligence
Moderate Phobia (2): Reduce whatever roll.
attribute you are rolling against by -4 when
Short Memory (1): You forget things 24
exposed to the object of your fear.
hours after being initially exposed to them.
Serious Phobia (3): Reduce whatever You generally need to be exposed to some-
attribute you are rolling against by -6 when thing three times to commit it to long-term
exposed to the object of your fear. memory.
Severe Phobia (4): Reduce whatever Bad Memory (2): You forget things 1D
attribute you are rolling against by -8 when hours after being initially exposed to them.
exposed to the object of your fear. You generally need to be exposed to some-
thing six times to commit it to long-term
memory.

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Atrocious Memory (3): You forget Heavy Scarring (3): Reduce all persua-
things within an hour of being initially ex- sion rolls by -6.
posed to them. You generally need to be Grotesque Scarring (4): Reduce all per-
exposed to something nine times to commit suasion rolls by -8.
it to long-term memory.
What Memory? (4): You forget things Scatterbrain (Mental)
the minute after being initially exposed to You have a perpetually wandering mind
them. You generally need to be exposed and find it impossible to concentrate on any
to something twelve times to commit it to one thing for an extended period of time.
long-term memory. In the long run this makes it more difficult
for you to learn new skills, improve existing
Psychosis (Mental) ones, and the like.
You periodically suffer overpowering Lack of Concentration (1): Negate one
urges to inflict random violence upon some- character point per adventure.
thing or somebody. When you feel these
urges, a successful moderate willpower Short Attention Span (2): Negate two
roll (15) will enable you to suppress your character points per adventure.
murderous urges for the moment. Should Flaky (3): Negate three character points
you fail to repress your violent tendencies, per adventure.
nobody is safe. Not friends, not family, no
one. Not even yourself. Space Cadet (4): Negate four character
points per adventure
Mild Psychosis (1): You have a poten-
tially psychotic episode once an adventure. Seizures (Physical)
Moderate Psychosis (2): You have a You are subject to periodic and involun-
potentially psychotic episode twice an ad- tary seizures that render you unable to
venture. move. They tend to happen more when you
Serious Psychosis (3): You have a po- are emotionally agitated, but really there is
tentially psychotic episode three times an no telling when they will strike, nor do you
adventure. know how to prevent them. Each seizure
lasts 1D minutes. In game terms, the GM
Severe Psychosis (4): You have a po- will decide exactly when you will suffer
tentially psychotic episode four times an seizures, but to make sure that he does not
adventure. abuse this bane, you will receive one expe-
rience point for every seizure you suffer.
Scarred (Physical)
Mild Seizures: You suffer a seizure every
You bear the marks of horrible wounds 2D months.
suffered long ago. Chances are these are
no mere accidental markings; they are Moderate Seizures: You suffer a seizure
the legacy of a struggle you lost, and not every 1D months.
only do you bear the physical reminders of Serious Seizures: You suffer a seizure
that humiliation, you also bear the desire every 1D weeks.
to make things right against whomever or
whatever scarred you in the first place. Severe Seizures: You suffer a seizure
every 1D days.
Mild Scarring (1): Reduce all persuasion
rolls by -2.
Moderate Scarring (2): Reduce all per-
suasion rolls by -4.

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Sheltered Origin (Social) Suspended Animation (4): Reduce all
You were brought up in an isolated envi- initiative rolls by -8.
ronment, such as a monastery, where you
were raised to devote your life to a singular Slow Metaphysics (Mental)
pursuit. As a result, you can not learn as As you use any metaphysical ability, you
many different skills as other people. Once must verbalize it into a minor ritual. While
you reach fifth level in any skill, you can no this makes your use of the ability process
longer advance in it, and you will have to seem more impressive and dramatic, it
spend your experience points on something adds time to you getting the spell out. In a
else. life and death situation, those lost seconds
Mildly Sheltered (1): You may know ten can make a big difference.
different skills, maximum. Sluggish Psionics (1): Reduce your ini-
Moderately Sheltered (2): You may tiative roll by –2 when using metaphysics in
know eight different skills, maximum. the same round.

Seriously Sheltered (3): You may know Slow Psionics (2): Reduce your initiative
six different skills, maximum. roll by –4 when using metaphysics in the
same round.
Severely Sheltered (4): You may know
four different skills, maximum. Creeping Psionics (3): Reduce your
initiative roll by –6 when using metaphysics
Skin & Bones (Physical) in the same round.

You are unnaturally skinny, making it im- Frozen Psionics (4): Reduce your initia-
possible for you to build any serious muscle tive roll by –8 when using metaphysics in
mass on your wiry frame. If you take this the same round
Bane, you cannot take obesity as well.
Svengali (Social)
Skinny (1): Permanently reduce your
Strength by one pips. You were trained by a master who has
since been overtaken by his dark side (most
Scrawny (2): Permanently reduce your likely because of Corruption), which means
Strength by two pips. nothing but trouble for you.
Stick Figure (3): Permanently reduce Infamous Mentor (1): Your mentor has
your Strength by three pips (1D). since become an outlaw or a villain, mean-
Two-Dimensional (4): Permanently re- ing that you also share in his tainted repu-
tation. Lower your presence by two points
duce your Strength by four pips (1D+1).
when in the company of fellow adventurers
outside of your party.
Slow (Physical)
Resentful Mentor (2): You have over-
You possess poor reflexes, making you
shadowed your mentor, who now seeks
one of the last people in the party to act
to ruin your reputation, you insolent little
when trouble arises.
bastard, you!
Sluggish (1): Reduce all initiative rolls
Insane Mentor (3): Your mentor has
by -2.
gone off the deep end. And guess what?
Slothlike (2): Reduce all initiative rolls You are at the center of his insanity. Be
by -4. afraid.
Living Statue (3): Reduce all initiative Diabolical Mentor (4): Your mentor
rolls by -6. is now evil incarnate and either wants to
destroy you utterly or wants to make you

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his slave. Either way, he will not stop in his Pipsqueak (4): You are only half as tall
sinister quest until he is destroyed. And as an average member of your race. Re-
even then, his other students will pick up duce your Strength by three pips (1D) and
where he left off. increase your Agility by two pips.

Terminally Ill (Physical) Unstable Metaphysics (Mental)


You suffer from an incurable disease that While you might be naturally able to
will kill you eventually. There is no cure that handle metaphysical feats, there is also
you have discovered so far, not by natural something about you that scrambles them
medicine, nor by magic. Presumably, there somewhat, making actual metaphysics a
is some undiscovered remedy out there that more difficult affair than it ought to be. The
might solve your problem, but you have nei- problem is if you fail to use metaphysics
ther found it nor even heard of it, and time properly, then it feeds back on you, causing
is running out. you damage.
Recently Infected (1): You will succumb Minor Instability (1): A failed use of
to your ailment within 1D years. It might metaphysics inflicts 1D of damage on you.
sound like a long time, but try to think of Moderate Instability (2): A failed use of
this how your character would. 1D years is metaphysics inflicts 2D of damage on you.
not a long time until death.
Major Instability (3): A failed use of
Slowly Progressing Illness (2): You metaphysics inflicts 3D of damage on you.
will succumb to your ailment within one
year. Severe Instability (4): A failed use of
metaphysics inflicts 4D of damage on you.
Rapidly Progressing Illness (3): You
will succumb to your ailment within six Untrustworthy (Social)
months.
Your broken promises and double-faced
The Eleventh Hour (4): You have 1D deeds have branded you as a backstabber,
months before you succumb to your ail- a cheat, and a low-down scoundrel never to
ment. The end could come at any time, be trusted. At least that is your reputation,
striking out of nowhere, leaving you healthy and you seem unable to rid yourself of it,
one moment and dead within the hour. If whether it is well deserved or not.
you’re searching for a cure, you better get a
move on. Cheat (1): People get +1D to their Per-
ception rolls to recall your tainted character.
Tiny (Physical) Rogue (2): People get +2D to their Per-
You are unnaturally small, which reduces ception rolls to recall your tainted character.
your Strength but increases your Agility. Scoundrel (3): People get +3D to their
Shorty (1): You are only 85% as tall as Perception rolls to recall your tainted char-
an average member of your race. Reduce acter.
your Strength by two pips. Blackguard (4): People get +4D to their
Half Pint (2): You are only 75% as tall as Perception rolls to recall your tainted char-
an average member of your race. Reduce acter.
your Strength by three pips (1D).
Vile (Social)
Small Fry (3): You are only 66% as tall
as an average member of your race. Re- There is an innate sketchiness or sleazi-
duce your Strength by three pips (1D) and ness about you that puts you off to all but
increase your Agility by one pip. the most evil of people. This makes it very

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hard for people to accept you as a hero. If Moderate Vulnerability (2): You take a
you’re a bad guy, hey, at least you’ve got 1D+2 of damage when you come into con-
the villainous image down pat. tact or ingest the substance to which you
are vulnerable.
Smarmy (1): Reduce your persuasion
rolls by -2 when around non-villains. Serious Vulnerability (3): You take a
2D+1 of damage when you come into con-
Sketchy (2): Reduce your persuasion
tact or ingest the substance to which you
rolls by -4 when around non-villains.
are vulnerable.
Sleazy (3): Reduce your persuasion rolls
Lethal Vulnerability (4): You take a
by -6 when around non-villains.
3D of damage when you come into contact
Scumbag (4): Reduce your persuasion or ingest the substance to which you are
rolls by -8 when around non-villains. vulnerable.

Voices (Mental) Vestigism (Physical)


You constantly hear disembodied voices in Your innate abilities never developed
your head that tell you what to do. What’s properly, leaving you with a genetic hint of
worse is that every one of your voices has what your full capabilities could have been.
a separate motivation and demeanor from The further you try to develop your inborn
you, and none of them are in concert with abilities, the further you unravel.
each other. In addition to presenting you
Mild Vestigism (1): For each new Boon
with an increased role-playing challenge of
you develop, you sustain one point of Cor-
a character pulled in a different direction,
ruption.
this condition also will lower your willpower
as your sanity has been compromised. Moderate Vestigism (2): For each new
Boon you develop, you sustain two points of
The Voice (1): You have a single voice;
Corruption.
lower your willpower rolls by -2.
Serious Vestigism (3): For each new
The Opponents (2): You have two
Boon you develop, you sustain three points
voices; lower your willpower by rolls by -4.
of Corruption.
The Peanut Gallery (3): You have three
Severe Vestigism (4): For each new
voices; lower your willpower rolls by -6.
Boon you develop, you sustain four points
The Parliament of Crows (4): You have of Corruption.
four voices; lower your willpower rolls by -8.

Vulnerability (Physical)
You are acutely susceptible to exposure
to a certain substance, material or form of
energy. The subject of the vulnerability can
be something exotic, like an experimental
alloy, or something common, like salt. Gen-
erally, the higher a level of Bane this is, the
more common the substance.
Mild Vulnerability (1): You take a 1D
of damage when you come into contact
or ingest the substance to which you are
vulnerable.

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06: Nanotech have compilers are running them nonstop,
and they charge for the time it takes the
Nanotechnology is the science of manu- machine to operate.
facturing on an extremely small scale. The
largest nanotech constructs are microscop-
ic; the smallest can only be measured on a
Cost
molecular level. Nanotech was, for a time, For hardware, vehicles and the like,
the promise of ultimate technology within their costs will all be noted in the Hardware
the Seventh Empire until a number of wide- chapter. For the cost of nanotech mods —
spread techno-catastrophes turned public which are essentially syringes filled with
opinion against it. As marvelous as nano- nanite-saturated fluid and injected right
tech was, the prospect of it running amok, into the bloodstream — the pricing is pretty
self-replicating, and becoming a microscopic uniform.
threat to human survival eventually led to
this technology being outlawed within the • A one-point nanomod is moderately
Empire. expensive to buy — Resource difficulty
It still had its fans, though, and chief 15.
among them was the Sindavar Extent,
whose widespread promotion of nanotech • A two-point nanomod is difficult to buy
led to their public isolation and eventual ex- — Resource difficulty 20.
ile. The Extent never stopped experiment-
• A three-point nanomod is very difficult
ing with nanotech, particularly as a means
to buy — Resource difficulty 25.
of human augmentation, and when they
went to Septimus, the alien infrastructure • A four-point nanmod heroically difficult
they took over made it possible for them to buy — Resource difficulty of 31.
to begin producing nanotech on a massive
scale. Soon virtually everyone in the Extent
had some kind of nanotech augmentation, Availability
and almost everything made by the Extent
has been compiled by nanotech assembly Nanomods are freely available through-
devices. This has made life in the Extent out the Extent, and one only need to get
mostly a matter of going to a compiler to a compiler and make his resource roll
terminal, hitting a button and waiting for against the mod he wants to get it. But
the thing you want to come out of it. Even buyer beware: the Cadre monitors all mod
where compilers operate outside of the Ex- transactions, and the obtaining of a mod
tent, the throttling ingredient is not material may cause the Cadre to take notice. Out-
— for compilers generally can make some- side of the Extent, mods are only available
thing out of anything, meaning there are no where compilers are functioning. Compilers
raw material shortages — but time. It takes are fairly commong within the Grayscale
a while to compile something, and gener- and require only a moderate streetwise roll
ally the bigger and more complex an item (15 or higher) to locate. In the Archipelago,
is, the longer it takes. In the Extent, this they are more scarce and require a difficult
has made time the currency used to pro- streetwise roll (20) to find. Anywhere else
cure nanomanufacturing access. Sometimes in Septimus and one needs to make a very
you might want something, but the system difficult streetwise roll (25) to find a work-
is too overwhelmed with requests and you ing compiler.
have to wait and try again. Outside of the
Extent, the same is usually true; those who

213

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Installation • Action Tether

Nanomods take 1D6 hours to compile. • Agrav module


After that, they can be injected immedi-
ately. They will take effect within 1D6 hours • Ansible
after injection, since they need time to
circulate throughout the bloodstream and • Assimilator
replicate enough to produce the desired
• Audio Augmentation
physiological effect.
• Aura Broadcaster
Corruption
• Autoevasion
Nanomods are rated by points. Each
nanomod description has a number in • Autorecovery
perentheses behind it. This is how many
• Chronovision
points the mod has. One-point mods are
generally simple and low-powered, whereas • Battle Matrix
four-point mods are the most powerful on
the market. These numbers also tell you • Combat Reflexes
how many Corruption points you will pick up
if you get that mod. A two-point mod gives • Comlink
you two Corruption points. A three point
mod gives you three points, and so on. This • Cortex Vault
is why mod-crazy characters typically will
put a high priority on getting a good Cor- • Damage Compensator
ruption buffer during character creation,
• Datalink
since it will allow for the character to take
a bunch of mods without getting badly Cor- • Density Upgrade
rupted.
• Dermaplating
Stacking • Dominator
Characters cannot get any mod more • Energy Processor
than once. Characters can, however, up-
grade current mods to the next level up. • Force Projection

• Genius Module

• Genolock

• Holorama Module

• Hypertouch
Nanomod Descriptions • Internal Gyro

• Joint Flexors
Nanomod List
• Kinesis Module
• Acquisition Sense
• Mechalink

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Dexter Klaygon (order #2911013) 7


• Mediatronics Gladiator (2): You can acquire and track
up to four targets at a time. While acquired,
• Metabolic Engine you are at +2D when making any Agility-
based rolls against any of these targets.
• Multivision
Tactician (3): You can acquire and track
• Multivox up to eight targets at a time. While ac-
quired, you are at +3D when making any
• Neurolink Agility-based rolls against any of these
targets.
• O2 Processor
Strategist (4): You can acquire and
• Payback Module track up to sixteen targets at a time. While
acquired, you are at +4D when making
• Persona Transfer any Agility-based rolls against any of these
targets.
• Polykeratin
Action Tether
• Probability Engine
This mod enables you to set up your
• Radar moves well in advance, creating a series or
“tether” of actions that can have an awe-
• Reactive Strength some cumulative effect. This is especially
breathtaking in hand-to-hand combat,
• Reflex Recorder where heavily modified martial artists have
been known to score seven to ten unan-
• Reinforced Skeleton swered hits on an opponent. Naturally,
crowds go ape for this.
• Sensory Catalog
The trick with action tethering is that it’s
• Snipervision a huge gamble. Tethered actions require
only a single roll; if the roll succeeds, then
• Speed Enhancer all of the actions succeed. If the roll fails,
all of the actions fail. This makes tethering
• Strength Surge
a good option for things like trying to strike
• Striomers a particularly elusive opponent. When you
roll to resolve a string of tethered actions,
Acquisition Sense you first add up the total amount of time it
will take to complete all of the actions in the
You automatically gain bonuses to strike string. Then you put the string into motion
something the moment you lay eyes on as if it were a single event. When you reach
your desired target. Your target(s) will the end of the event time, then you roll to
remain acquired until they are dead/de- see if the string succeeds or fails. In the
stroyed, in which case you will automati- event of stringing together melee attacks,
cally release them from acquisition. You can for instance, you then roll up each hit to
release a target from acquisition instantly, calculate damage and compile the results.
but it will take a one second delay before
you can re-target anybody else. In defensive terms, an opponent must
treat each tethered action as a separate
Duelist (1): You can acquire and track event. However, if the string is successful,
one target at a time. While acquired, you then the opponent will do nothing but dodge
are at +1D when making any Agility-based
rolls against that target.

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during the course of the string, which if can touch down and immediately take off
nothing else, keeps him from doing any- from any surface, even those that could not
thing else. ordinarily support you, like a paper curtain
or a pool of water. You can also use this
A final rule: if you are disturbed while in
ability to perform a kicking dodge at +1D.
the middle of executing a string, such as
taking a hit, stopped from doing any fur- Jumpglider (4): You can defy gravity
ther actions, forced to dodge, etc., then the for up to ten seconds. You can move at up
string is broken. It is an automatic failure to your maximum leaping ability each and
and you will have wasted all that time for every second during this time. In the middle
nothing. of a leap, you can change your velocity
from full speed to almost stationary within
Simple Combo (1): You get a +1 bonus
the span of a single second. You can also
to all multiaction rolls.
change your direction at will, making this
Medium Combo (2): You get a +2 bonus less like leaping and more like flying. While
to all multiaction rolls. in the air, you are +2D to dodge any in-
Strong Combo (3): You get a +3 bonus coming attacks, and any attacks you make
to all multiaction rolls. while airborne are at +1D. You can also
perform a kicking dodge at +1D, if you feel
Monster Combo (4): You get a +4 bonus like staying on the ground.
to all multiaction rolls.
Ansible
Agrav Module
This mod is a major augmentation of your
An antigravity matrix made up of hun- communications ability. For it to work, you
dreds of networked pressor modules gives need the comlink mod. If you do, then the
the user an ability to float in the air and ansible will multiply the number of people
perfom acts of superhuman acrobatics. you can simultaneously and instantaneously
While this mod has obvious combat appli- communicate with at any given time. For
cability, it is most popular among gladiators those in leadership positions or who have
who can take combat showmanship to new the task of disseminating information, ansi-
levels with it. bular technology is the way to go. It is used
Air Control (1): You can defy gravity for most often by military commanders to keep
up to one second. While this does not seem in touch with their troops.
like a long time, if you time it with a jump, When communicating with multiple
you can double your maximum jumping dis- people, they do not need the ansible to
tance and height. You can also use this abil- communicate back to you, just a comlink.
ity to kick off a wall and perform a jumping Those contacted by an ansible can not hear
dodge at +1D. the communications going on with every-
Wall Walking (2): You can defy gravity body else in the group and you. They only
for up to three seconds. Not only does it are privy to whatever communications you
triple your leaping distance, but you can run have with them.
up walls and along ceilings for as long as a Squad Link (1): You can comlink with up
single round. You can also use this ability to to eight people at once.
perform a kicking dodge at +1D.
Platoon Link (2): You can comlink with
Hovering Feet (3): You can defy gravity up to 32 people at once.
for up to five seconds. This quadruples your
leaping distance and enables to you run Company Link (3): You can comlink with
along vertical and upside-down surfaces for up to 128 people t once.
as long as two rounds. When leaping, you

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Brigade Link (4): You can comlink with Rejuvenative Assimilator (4): You can
up to 512 people at once. heal yourself by four wound levels after 15
minutes of assimilation.
Assimilator
A derivation from the compiler technology Audio Augmentation
that has so totally transformed everyday These mods affect how well you can hear
life within the system, the assimilator mod things. A lot of folks overlook these mods,
enables you to disintegrate inorganic mate- forgetting that they are a supreme de-
rial simply by touching it, integrate into vice for eavesdropping on people. There is
your own body, and reassemble it molecu- always interesting information to be gained
larly into organic raw materials that can be by eavesdropping.
used to heal wounds. At the high end, this Noise Filter (1): You can fine tune your
mod can practically rebuild anybody, re- hearing to eliminate background noise and
gardless of how badly hurt they are, so long clutter. You can do this to such a degree
as there is something inorganic for them to that you can isolate a whispered convsera-
touch. If somebody should die, this mod will tion from the other side of a noisy room.
automatically kick in and begin repairing This ability is much improved when coupled
the wounds, ultimately bringing the victim with microhearing, below. This mod also
back to life. Though you did not have to go automatically cuts out your hearing when
through the regen tank, you still will gain loud noises occur, preventing you from be-
additional Corruption from the experience. ing accidentally deafened.
But for those who die far from medical help
or even friendly forces who might bring Microhearing (2): This mod includes the
your carcass to the nearest regen tank, benefits of noise filter, and it enables you to
having an assimilator mod can be what hear from very long distances away, up to a
stands between your next re-spawning and mile if conditions are right.
the Big Goodbye. High/Low Frequency Hearing (4): This
For each level of this mod, you will con- mod includes the benefits of noise filter and
sume one cubic foot of material per wound microhearing, and it enables you to hear
level healed (assimilation is still a crude things said or broadcasted on very high and
proces, relatively speaking, and a lot of raw very low frequencies. This is best taken in
material gets lost in translation). What is conjunction with the high/low frequency
different among the various mod levels is hearing mod, described under multivox
how fast your healing powers can work. below.
You can only use this mod’s abilities on Sonic Damper (8): This mod includes
somebody else with the assimilator mod. the benefits of noise Filter, microhearing
and high/low frequency hearing, and it en-
Replenishing Assimilator (1): You can ables you to automatically cut out any kind
heal yourself by one wound level after one of sonic focus attack, as mentioned under
hour of assimilation. the multivox mod family, below. The various
Restorative Assimilator (2): You can devices on your person, however, might not
heal yourself by two wound levels after 30 fare as well.
minutes of assimilation.
Aura Broadcaster
Regenerative Assimilator (3): You can
heal yourself by three wound levels after 20 This mod projects variable frequency
minutes of assimilation. energy pulses either directly into the brain
of a single target up to 500 feet away or
into the brains of everybody within a 100
foot radius of your current position. Effects

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range from mild disorientation to uncon- Autoevasion
sciousness, depending on variables. The This mod hardwires you to sense incom-
victim of this assault will not necessarily ing danger and to move automatically out of
know who is broadcasting to him, only that harm’s way: a must for those who routinely
his upper brain functions are under attack tempt fate. This mod stacks on top of what-
and that if he does not successfully resist, ever skill dice the character already has in
he will be subject to whatever effect is be- dodge. However, autoevasion also enables
ing beamed into his head. the character to dodge against attacks that
Aura broadcasts only work for 1D min- he is not fully aware of, giving him a chance
utes, after which the victim is immune to to avoid incoming shots from long distanc-
any further broadcasting for the next 1D es, sucker punches, etc. — all conditions
hours. that might otherwise defeat a conventional
dodge attempt.
Each successive level of this mod includes
the abilities of the levels that preceded it. Autoavoidance (1): Add +1D to all
dodge rolls.
Alpha Waves (1): This produces a calm-
ing effect. Anybody who is angry, or in a Autododge (2): Add +2D to all dodge
combative state of mind will become docile rolls.
and generally unwilling to fight. Anybody Autoevasion (3): Add +3D to all dodge
who is already in a docile state of mind will rolls; you can now dodge two incoming at-
get lethargic and drowsy (all skills and at- tacks at the same time, and you can divide
tributes are rolled at –1D). Anybody who is that +3D bonus between the two different
already drowsy will be put to sleep where dodge attempts.
they stand.
Autodefense (4): Add +4D to all dodge
Beta Waves (2): This produces a panic rolls; you can now dodge two incoming at-
effect that compels the victim to flee the tacks at the same time, and you can divide
scene immediately. The first thing the vic- that +4D bonus between the two different
tim lays eyes on will be the specific focus of dodge attempts.
his fear, and above all things he will endeav-
or to avoid it. Autorecovery
Gamma Waves (3): This produces an This transfers your mental profile and
anger effect that makes the target irra- transmits it to a clone in waiting and acti-
tionally hostile to everybody around him, vates it so you have virtually no memory
friend or foe. If the victim is already in a loss between clones should you die.
fighting state of mind, he will consider ev-
erybody in sight his enemy, which can bring When you die, if you have a proxy, or a
a predictable heap of chaos when applied clone already set up and ready to go, there
to the right people (e.g., enemy Morituri, can still be some time in between your ac-
Cadre enforcers, etc.) tual death and the moment when your clone
gets the green light. The time that elapses
Omega Waves (4): This produces a between then is called slippage, and it gen-
stasis effect in which the victim falls into erally takes 2D hours. This can be a source
a coma-like state and becomes unable to of trouble for hardcore warriors, especially
move, act, or even sense what is going on those engaged in battles that stretch on for
around him. To the victim’s point of view, long periods of time, in which combatants
he just blacked out and unless he is savvy are expected to die repeatedly and come
to aura broadcasting in general is unlikely back to keep fighting. To address this, the
to know that he was the target of an omega auto recovery mod reduces the amount of
wave action. slippage between your rejuvenations.

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Also, the auto recovery mod equips you War Matrix (8): When combat starts,
with a low-grade farcaster mod that will your first combat action gets a +4D bonus,
automatically teleport your proxy to a pre- your second gets +3D, your third +2D, and
determined spot, depending on the presets your fourth +1D.
you’ve establish earlier. Most folks like to
re-spawn 1D feet (direction determined at Chronovision
random) from where they died so if their
opponent is camping on the kill spot, you All things constantly shed tiny parts of
won’t re-spawn into an ambush. If one is themselves and leave them behind. Chro-
fighting in a Morituri arena, there may be novision enables you to filter through this
preset re-spawning sites within the facil- molecular debris and build a visual image of
ity, and you will re-spawn to one of them what happened in a particular place going
instead. And of course, you can always set back in time, based on temporal evidence.
up your own re-spawn spot, provided it is Reconstructing an image in this manner
within one mile of your point of death. Un- is chancy since you may not have enough
less you have the farcaster module mod, debris to make full image. Your willpower
you will not be able to re-spawn from any skill is what helps you fill in the gaps, clear
farther away than that. up the clutter, and make sense of the often
confusing molecular clues any given loca-
Autospawn (1): Your slippage is reduced tion has as to what happened there re-
to only one hour. cently.
Hyperspawn (2): Your slippage is re- Chronovision works out to a 100 foot
duced to only 5D minutes. radius initially, but if you are trying to track
Megaspawn (3): your slippage is re- the temporal image of a particular person
duced to only 3D minutes. or object, and if you locate that person or
object in your initial temporal reconstruc-
Ultraspawn (4): You now have zero
tion of a particular place, then you can
slippage; the moment you flatline, the new
“catch the trail” and track them like a tem-
you is on the scene and ready to get some
poral bloodhound, without having to make
payback.
an additional willpower roll, up to the limit
of your chronovision mod.
Battle Matrix
Investigators have found chronovision
This mod series reduces the time it takes
to be an invaluable tool for reconstructing
you to overcome the shock and surprise
crime scenes and testing the alibis of crimi-
of a dangerous situation, enabling you to
nal suspects.
spring into action that much faster. As any
soldier, rebel or Morituri can tell you, get- Combat Intuition (1): You can recon-
ting that first good shot off can sometimes struct a temporal image from 1D days ago.
mean the difference between life and death. Hypervision (2): You can reconstruct a
Skirmish Matrix (1): When combat temporal image from 1D weeks ago.
starts, your first combat action gets a +1D Retrovision (3): You can reconstruct a
bonus. temporal image from 1D months ago.
Assault Matrix (2): When combat starts, Event Plotter (4): You can reconstruct a
your first combat action gets a +2D bonus temporal image from 1D years ago.
and your second gets +1D.
Battle Matrix (4): When combat starts, Combat Reflexes
your first combat action gets a +3D bonus, Your reflexes have been enhanced and
your second gets +2D and your third +1D. upgraded so that when thrust into a dan-
gerous situation, you will think faster and

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hesitate for a shorter period of time. Sol- Regional Comlink(3): You can interface
diers are fond of this mod because it gives up to one hundred miles from your current
them that crucial edge in time at the begin- position.
ning of a fight that can mean the difference Global Comlink (4): You can interface
between life and death. up to one thousand miles from your current
Cool Under Fire (1): Add +1D to all Per- position.
ception rolls for determining initiative.
Cortex Vault
Quick Draw (2): Add +2D to all Percep-
tion rolls for determining initiative. This is basically a backup memorybase
within your brain for holding onto data,
Greased Lightning (4): Add +3D to all
applications, and even proxy upgrades and
Perception rolls for determining initiative.
entire persona matrices. Cortex vaults are
Speed Demon (8): Add +4D to all Per- the standard for holding on to secure in-
ception rolls for determining initiative. formation. To hack into somebody’s cortex
vault, a hacker must be able to interface
Comlink with the cortex vault via comlink. Then, the
This mod enables you to send and re- hacker must make his computer interface
ceive video and audio messages directly roll at –2D versus the target’s Knowledge
into your brainfeed. You can also directly attribute. A failed roll will alert the target to
interface with the Datastream or any other the attempt, and if the target has a comlink
computer network, provided you have the himself, he can trace the hacker by mak-
access privileges. Audio feeds simply sound ing a single intelligence roll. When a hack-
like a voiceover in your head. Video feeds ing target successfully fends off a hacking
can either superimpose over your vision or, attempt and traces the assault back to the
more commonly, appear in a small letter- source, it is called counter-hacking, and it
box in some corner of your eyesight, so you is every data criminal’s worst nightmare,
can catch your v-mail while keeping an eye because it means they have been compro-
on the rest of the world. Audio messaging mised. This explains why cortex hacks are
is all but a thing of the past nowadays and considered the riskiest job in the under-
is generally only used by those who do not world, the kind that only the most des-
wish to be seen. perate, reckless or skilled operatives will
undertake.
It should be noted that interfacing with
any communications node of the system Data Vault (1): You can hold and ac-
will enable you to interface anybody or any cess the equivalent of a small memorybase
memorybase within the system as well. So worth raw data in your head.
they are not bothered by unsolicited coms, Systems Vault (2): You can hold and
many people encrypt themselves so only access the equivalent of a medium memo-
messages by people who know the code will rybase in your head. This would be enough
get through. Likewise, memorybases often to store major systems applications.
have select lists of authorized users, with
Proxy Vault (3): You can hold and ac-
serious data security protocols in place to
cess the equivalent of a large memorybase
prevent unauthorized access.
in your head. This would be enough to store
Network Comlink (1): You can interface a proxy upgrade — the compressed and
up to three miles from your current posi- inactive version of a persona matrix (the
tion. digitized version of somebody’s non-corpo-
Local Comlink (2): You can interface up real self).
to ten miles from your current position.

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Persona Vault (4): You can hold and ac- their datafix whenever, wherever. It is also
cess the equivalent of a superlarge memo- practically required by the Grayscale un-
rybase in your head. This would be enough derworld that all hackers equip themselves
to store a fully expanded and active per- with this mod the moment they decide to
sona matrix, which would be like having an embark on a career of datacrime.
independent personality in your head able There is no limit to how long one may
to interface directly with your brain, sense remain interfaced, but it is suspected that
what you sense, and basically tag along staying linked for periods of longer than 24
as an internal sidekick until the matrix is hours will result in gradual additional Cor-
uploaded to a new body. ruption. You have been warned.
Damage Compensator Cursorlink (1): You must actually touch
the computer to interface it or have a con-
With this mod, you can shrug off punish-
nection cable running from your head (don’t
ing amounts of damage and still keep going.
worry — they’re non-intrusive and they
Pain Throttle (1): You get +1D when won’t take any hair with them when you pull
making an Strength/stamina check against them off) to the machine. Any interface or
pain. This comes in handy when resisting skill rolls made while connected are at +2D.
torture or not going into shock when suffer-
Megalink (2): You can interface with
ing a bad wound.
any computer remotely from up to one mile
Shock Throttle (2): You get +2D when away. In the system, there are so many
making an endurance check against pain. terminals around that your chances of actu-
You are immune to shock. ally maxing out your range are next to zero.
Cellular Memory (3): You are immune Any interface or hacking skill rolls made
to shock and pain. You still have the sense while connected are at +2D.
of touch, but when you should be feeling Gigalink (3): You can interface with any
pain, you feel a slight, nonpainful buzz or computer remotely from up to ten miles
tingle, almost as if that part of your body away. This is used mostly by those ven-
fell asleep. More than that, you have cellu- turing outside of the Extent but who still
lar memory, which makes it much easier for might want to remain connected to the
you to come back from the dead. When- Datastream or any of its memorybases. Any
ever you are rejuvenated or reconstituted, interface or hacking skill rolls made while
reduce the amount of Corruption you would connected are at +2D.
otherwise receive by 1 point.
Tetralink (4): You can interface with any
Molecular Memory (4): You are immune computer remotely from up to one hundred
to shock and pain. Your molecular memory miles away. Any interface or hacking skill
is such that whenever you are brought back rolls made while connected are at +2D.
from the dead, reduce your resulting Cor-
ruption by 2 points. Density Upgrade
Although the striomers mod grants you
Datalink superhuman strength, there are two other
This mod enables you to mentally inter- mods you will have to take in order to use
face directly with any computer, data ter- your incredible brawn without causing
minal, or Datastream nexus. Basically it is a yourself serious injury. The first is mass
means of programming and operating data enhancer, which gives you the additional
in a super-fast and super-efficient manner. muscular understructure you’ll need to
It is the way for serious data freaks to get lift and move huge weights without rip-
connected to the Datastream or to fulfill ping your body apart. The second is den-

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sity upgrade, which increases your bodily external armor, you are likely to be identi-
density to such a degree that you can strike fied as having major armor modification. All
with superhuman force and not smash your Agility-based rolls made from here on out
body into a bloody pulp. Regardless of your suffer a –2 penalty.
strength, this mod will increase the base
injury any hand to hand (HTH) strikes will Dominator
cause. Some adventurers will take this mod This is a form of broadcasted mind con-
without augmenting their strength just so trol that only works on nanomodified people
they can hit harder. or robots — things with advanced and
Hard Core (1): Add +1D to any Strength- mechanical thought processes. It utilizes
based damage rolls. a special form of comlink that targets the
upper brain functions of the victim and sup-
Man Of Steel (2): Add +1D+1 to any
presses them, making him acutely vulner-
Strength-based damage rolls.
able to your suggestions. This mod does not
Impregnable (4): Add +1D+2 to any work on dumb robots, but it does work on
Strength-based damage rolls. sentient machines, such as personas and
Impervious (8): Add +2D to any hardcases.
Strength-based damage rolls. In all cases, you must make a contested
Perception/willpower roll to successfully
Dermaplating carry out any form of domination.
This series of mods involves transforming All domination attempts require you to
your flesh into a sophisticated dermal ar- maintain eye contact with your victim until
mor. Most soldiers, spies and outlaws mod the battle of wills is over. It takes only one
themselves with some kind of exoplating; it second, but if you are interrupted during
just makes too much sense not to. that second, the domination will fail and the
Light Dermaplating (1): Add +1D-1 to victim will realize you tried to control his
any Strength-based rolls to resist damage. mind.
One can not tell by looking at or by touch- Hypnosis (1): You can hypnotize your
ing you that you have armored up. victim, getting him to divulge information
Medium Dermaplating (2): Add +1D to he normally would not give out. You also
any Strength-based rolls to resist damage. can implant subtle suggestions that the vic-
Only by making an difficult Perception roll tim carry out certain kinds of behavior once
(20) can somebody tell you have armored you release him from hypnosis. The sug-
up. gestions must not be too out of character
for the victim, or the hypnotic suggestion
Heavy Dermaplating (4): Add +1D+1 to will break down and chances are the victim
any Strength-based rolls to resist damage. will recall that you messed with his head.
By making a moderate Perception roll (15),
somebody can tell you’ve armored up. It’s Mind Control (2): You can control your
kind of obvious. At this stage, your armor victim’s mind to such a degree that he will
is a little bulky, and all Agility-based rolls carry out orders that obviously make no
made from here on out suffer a –1 penalty. sense or that contradict his character. This
does not go so far as to inflict harm on
Superheavy Dermaplating (8): Add himself, close friends and allies, or to carry
+1D+2 to any Strength-based rolls to resist out an action that will obviously result in his
damage. By making an easy Perception roll doom.
(10), somebody can tell you’ve armored
up. You are a walking tank, and unless you Brainwash (3): You can control your vic-
are wearing some sort of bulky clothing or tim so completely that he will do anything
you order him to. Anything.

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Puppet Master (4): This mod is essen- that is successfully rolled against is ab-
tially the same as brainwash except that sorbed and can be used for healing or chan-
you gain +2d10 on your presence roll when neled into an attack. However, every hour
attempting to dominate your victim. you build up an offensive energy charge of
1D points. You can build this up and release
Energy Processor this energy in the form of a directed energy
This series of mods enable you to deflect, blast from your fingertips, eyes or mouth
absorb, redirect, and synthesize high en- in increments of up to 4D. You will reach
ergy within your body. maximum charge within 24 hours, so the
most energy you will have in reserve at any
Energy Resistance (1): Add 1D to any given time will be enough for six 4D energy
Strength-based rolls against high energy blasts. After that, you’ll have to wait a few
damage (i.e., from a laser or arc gun). If hours to build your reserves back up. If you
your roll is successful, the incoming attack are topped out on energy storage, any ad-
will essentially be split into two; the en- ditional energy attacks will not be absorbed
ergy that is resisted and bounces off your and if resisted, will ricochet off you like they
body like a bullet hitting solid steel. The would with the energy resistance mod.
energy that bounces off you is, effectively,
a secondary attack that can strike and hurt Note: These mods only work at absorb-
those standing nearby. Determine randomly ing incoming energy attacks. They can not
who might get hit by the blast, then roll 2D be used to drain devices of their energy,
against their Agility or dodge to see if they but devices that have outward displays of
get hit. energy (e.g., power stations with big arcs
of electricity in the open air) can be treated
Energy Absorption (2): This works like as an energy attack for the purposes of
energy resistance except instead of the absorption.
energy bouncing off you, you simply ab-
sorb it. Absorbed energy can be used to Force Projection
heal pre-existing damage. Take the points
of the damage absorbed and treat them as To the untrained eye, this mod appears to
a medicine roll against your current wound grant the kind of move normally reserved
for some kind of martial arts holorama, but
level.
its effects are as real as real gets. This mod
Energy Channelling (3): This mod entails the installment of numerous mono-
works like energy absorption, except that kinesis projectors throughout your extremi-
you can also immediately redirect any ties so you can actually project the force of
unabsorbed energy right out of your body a punch, elbow strike, knee, kick, or head
like an energy blast. You can aim this blast butt out from your body as if it were some
so you have a far better chance of hitting kind of distance assault. You still need to
a bad guy than a carom off of the energy make an Agility roll to see if your projected
resistance mod. To determine if you hit with strike actually connects, but when it does, it
a channeled blast, make an Agility roll as if will inflict your normal Strength damage.
firing a gun. This counts as a standard ac-
tion, though, which means you might have When Morituri use this mod, it is edited
often in any holorama playback to look
to do this as a multiaction depending on
how the rest of the round plays out. like the fighter actually threw some kind of
fireball or lightning bolt, but in reality this
Fusion Chamber (8): You are a walking, attack is invisible. Those with augmented
talking high energy production cell, capable sight will notice a wavy disturbance in the
of building up and releasing lethal high en- air left by the attack’s traveling shockwave,
ergy blasts. Add +2D to any Strength-based but that’s it. One of the biggest perks to
roll against high-energy attacks. Any attack

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this kind of attack is that even if its target Genolock
successfully parries it, he will still take half This mod provides you with a one-time
damage. Better to dodge. reduction in Corruption but at a permanent
There is a drawback to this mod: any price. The moment you activate this mod,
attack using it will take two seconds to ex- you can never again obtain any additional
ecute instead of the usual one. In a pitched mods, nor may you ever upgrade any of
battle, that extra second can make a big your existing mods. You may use your ex-
difference. isting mods without problem, but in essence
your genetic structure has been permanent-
Long Fist (1): You can project a brawling
ly altered, so it simply is unable to accept
attack out to five feet from your current po-
any further nanomodification of any kind.
sition. This will extend to just a little beyond
your arm or leg’s reach. After obtaining a genolock, you can still
increase your Corruption through things
Alpha Slam (2): You can project a brawl-
like dying and being brought back to life.
ing attack out to twelve feet from your cur-
Just because you have reduced your total
rent position.
nano at one point does not mean that your
Rolling Thunder (3): You can project a Corruption is frozen in place forever. Got it?
brawling attack out to twenty-five feet from Good.
your current position.
Alpha Series: Reduce your Corruption by
Hyper Strike (4): You can project a 2 points.
brawling attack out to fifty feet from your
Beta Series: Reduce your Corruption by
current position.
4 points.
Genius Module Gamma Series: Reduce your Corruption
by 8 points.
This mod enables you to focus so com-
pletely on the execution of a particular skill Omega Series: Eliminate all of your Cor-
roll or attribute roll that you will succeed ruption points. You now are back to having
automatically at it unless you roll a Critical a clean slate.
Failure. Note: There is no Corruption cost for get-
Journeyman (1): You may allocate an ting this particular mod.
extra 1D to any one skill roll within a 24
hour period. You may break the 1D into two Holorama Module
pips if you like. This enables you to project images of
Expert (2): You may allocate a total of yourself, which is useful for distracting oth-
an extra 2D among your skill rolls within a ers. You are a walking, talking holorama
24 hour period. You may break the 2D into studio, complete with playback, recording,
pips. editing and broadcasting capabilities. Given
the explosion of holorama popularity in
Advanced (3): You may allocate a total
recent years, droves of amateur holo-artists
of an extra 3D among your skill rolls within
have taken this mod so they might cap-
a 24 hour period. You may break the 3D
ture the next series of critically acclaimed
into pips.
entertainment imagery. On the flip side,
Prodigal (4): You may allocate a total of holorama nanotech makes spying and recon
an extra 4D among your skill rolls within a an easy job. It’s also useful for criminals
24 hour period. You may break the 4D into and operatives who wish to scope a place
pips. out and report what they’ve found to their
superiors verbatim.

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Playback Module (1): You can directly Hypertouch
interface with any holorama feed, either by Your sense of touch is so acute and finely
hardwire or broadcast, playing the images tuned that you can detect and analyze
within your ocular sensorium. When playing things on a molecular level.
holorama in your head, it’s like a 3D movie
screen filters over your normal vision, treat- Microreaders (1): You are able to read
ing you to a visual show that tricks your and write in microcode, a form of super-
brain into thinking the imagery is what your small coded Braille that even people with
eyes are actually seeing at that moment, mods to their sense of touch can not pick
even though you know better. This is mostly up. Reading microcode requires this par-
an entertainment mod, but it works for ticular mod. Microcode is an increasingly
playing mission briefings, special messages, popular method of exchanging sensitive
and so on. information, plus it allows operatives to hide
information in plain sight — one need only
Recording Module (2): You can record know where to look for it. This mod also
whatever your senses pick up into an inte- enables you to write in microcode. All you
grated holorama file. You can record and have to do is press one of your fingertips
store up to 24 hours of feed in your head. to the surface where you wish to leave a
You can also interface with a holorama message, think of the message, and your
burner and commit your feed to permanent microcode-enabled fingertip will take care of
computer memory, either by imprinting it the rest. The entire process takes only one
on a memory disc or more commonly by second.
uploading your feed into the Datastream,
where it becomes part of the system’s vast Scanalyzer (2): This mod works like mi-
pool of data. croreaders, except you can also determine
the exact molecular makeup of any object
Editing Module (3): This is where having just by running your fingers along it. If you
a good imagination pays off. You can alter make a successful willpower roll, you can
any holorama feed in your head by inject- also tell what things or people came into
ing into it your own thoughts, feelings and contact and left their molecular footprint on
mental imagery. To do this in such a way the object being scanalyzed.
that it does not detract from the overall
holorama experience, you must make a Molecular Sampler (3): This mod works
successful willpower roll. In the world of the like microreaders and scanalyzer, except
Extent, this kind of fabricated holorama is you can also take a molecular sample of any
known as cogitas, and it is a major form of object you run your fingers across. You can
entertainment. Morituri-based cogitas are then deposit this sample in any nanocom-
far and away the most insanely popular, piler and make an exact copy of the object
although cogitas based on actual Cadre and you sampled. This nano has made it virtu-
Grayscale mission feeds are coming into ally impossible for the Hierarchy to keep any
their own, too. of its designs from falling into Grayscale or
Scraplander hands.
Broadcasting Module (4): You can
broadcast any holorama feed in your head, Stressfinder (4): This mod works like
either to another holorama-equipped microreaders, scanalyzer and molecular
user, or directly to a memorybase or the sampler, except you can also run your fin-
Datastream. Typically a person must be will- gers along a particular inanimate object and
ing to accept a broadcast holorama feed. If get a sense for its molecular strengths and
not, the broadcaster must win an opposed weaknesses. When attacking this object,
willpower roll with the target in order to add +2 to any Wild Die rolls; adjusted rolls
force him to watch the feed. of 6 or more allow you to roll another Wild
Die. The +2 bonus continues to apply.

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Internal Gyro distance and take no damage whatsoever,
Thanks to the latest stabilizing nanotech, but only if he lands on his feet; if he lands
you have a superhuman sense of balance. on his back or his head, he is done for.
Very few things can truly disorient you, Spinal Flexors (3): The character’s
making you a natural for feats of agility and spinal cord has been augmented, giving the
acrobatics. character increased back strength, flexibil-
Spatial Sense (1): Add +1D to any Agil- ity, and the ability to roll with damage. The
ity roll. character adds +1D to any Strength-related
roll that regards being flexible as well as
Perfect Balance (2): Add +2Dto any +1D to any Strength-related rolls against
Agility roll. any kind of blunt force trauma, such as a
Air Control (3): Add +2D to any Agility punch, kick, hit with a blunt weapon, or an
roll, but make that bonus +3D when making explosion shockwave.
any roll while in midair. Word to the wise: Body Flexors (4): The character’s entire
invest in agrav modules and really have body can bend and flex with uncanny abil-
some fun. ity and power. The character gets +2D to
Momentum Editor (4): You can actually any Strength-related rolls on tasks requir-
defy physics a little and shift your midair ing great flexibility, as well as against blunt
momentum. Add +2D to any Agility roll, but force trauma attack (punch, kick, blunt
make that bonus +4D when making any roll weapon, explosion shockwave).
while in midair.
Kinesis Module
Joint Flexors This mod enables you to lift, carry and
This mod augments the flexibility and move things without actually touching
durability not only of the character’s major them. By activating a series of tractor/pres-
joint areas but of his body overall. sor beam projectors within your body, you
can reach out and touch something even
Arm Flexors (1): The character can
from far away. An impressive mod with tons
bend and rotate his shoulders, elbows and
of applications for the inventive user. All
wrists a full 270 degrees, giving him incred-
kenesis modules have a range of 500 feet.
ible flexibility and also giving him a +1D to
escape any kind of handcuffs, manacles, Inflicting kinesis on an unwilling target
catchtape, or other security bindings. Arm requires you to make a successful willpower
flexors also can lock those same joints, roll, usually in opposition with the target’s
making it almost impossible for somebody Agility roll. If you fail the roll, you failed
to bend the frozen joints any further. This to maintain a good lock on the target. For
gives the character +1D on any rolls where every three seconds you maintain a kinesis
he must maintain his grip on someone or grip on an unwilling target, make an ad-
something. ditional willpower roll, but this time against
the target’s Strength as he tries to break
Leg Flexors (2): The character’s hips,
free.
knees and ankles have been augmented,
giving him increased leaping and landing Using any kind of kinesis to throw an
ability. The character can leap three times object grants an additional +2D to your
as long and as far as he normally can, and throwing accuracy.
he will not take any damage when land- Monokinesis (1): You can only push
ing from leaping such incredible distances. things around at up to your normal lifting
Also, the character can land on his feet strength.
from a fall of up to his maximum leaping

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Telekinesis (2): You can fully push, pull, Dronelink (3): Any piloting, exo or
lift, carry and manipulate things at up to vehicle skill rolls are made at +2D, but you
your normal lifting strength. can interface and control armor, vehicles
and dumb robots from as far as ten miles
Hyperkinesis (3): You can push, pull,
away. When interfacing with robots, this
lift, carry and manipulate things at up to
mod behaves exactly like the neurolink
three times your normal lifting strength.
mod, zonelink.
Ultrakinesis (4): you can push, pull, lift,
Robolink (4): Any piloting, exo or vehicle
carry and manipulate things at up to ten
skill rolls are made at +2D, but you can
times your normal lifting strength.
interface and control armor, vehicles and
Mechalink dumb robots from as far as one hundred
miles away. When interfacing with robots,
With this mod, you can mentally interface this mod behaves exactly like the neurolink
with any robot, suit of armor, or vehicle. mod, skylink.
With armor and vehicles, this means you
can pilot them with your mind, giving you Mediatronics
more precise handling. With robots, this
This technology is what enables virtu-
mod acts as the neurolink mod (see next
mod description) would with humans: a ally any surface of any object to function
means for connecting mentally with a robot as a television screen or a text ticker. In
some parts of the Septimus world, virtually
and communicating or sharing data with it
directly. Dumb robots can be taken over by everywhere you look has some kind of mov-
ing image or text on it, leading to a general
a human with mechalinks, but the humans
will have to make an intelligence roll to sense of information overload. It does not
overcome the robot’s synaptic defenses. help that mediatronic tattooing is a major
fashion statement nowadays, and fully 66%
Some robots are specifically protected
against this sort of hostile override and can of the system’s populace have some sort
of mediatronics somewhere on their bod-
be much more difficult to control. Intel-
ligent robots simply can’t be taken over ies. Those who do can determine the text
via mechalink. Their brains are simply too or imagery that appears on his body simply
by pulling something out of his memory or
advanced. Likewise, however, an intelligent
robot can’t try to take over a human mind composing it mentally and committing it to
mediatronic represenation. Political slogans,
via mechalink. For them, it would be like
trying to hack into a clock radio. Sure, it’s works of art, dream sequences, animal skin
a little computer, but on a whole different patterns and dense fields of numbers are
all popular mediatronic patterns. This is the
(and lower) plane of binary complexity.
Septimus equivalent of body piercing and
Autolink (1): Any piloting, exo or vehicle other forms of body adornment.
skill rolls are made at +2D. When interfac-
ing with robots, this mod behaves exactly Mediatronics are typically a cosmetic
like the neurolink mod, touchlink. modification, but they have been put to
more ingenious uses by the adventuresome.
Acelink (2): Any piloting, exo or vehicle Within the Grayscale, for example, en-
skill rolls are made at +2D, and you can crypted mediatronics that display only when
interface and control armor, vehicles and additional nanotech passwords are injected
dumb robots from as far as one mile away. into the carrier’s body is a preferred way to
When interfacing with robots, this mod courier sensitive information.
behaves exactly like the neurolink mod,
When mediatronics are not active, the
remotelink.
mediatronic area looks like it is a normal
part of whatever larger whole it occupies.

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Thus inactive mediatronics on a counter- Chemical Converter (2): This mod
top simply fade into the background of the works like caloric converter, except that
tabletop. There is no blank, empty screen you can also transform any harmful chemi-
taking up space. When mediatronics go ac- cal (e.g., poison, truth serum, mind control
tive, their imagery superimposes itself on substances, etc.) into your system into
the item on which it has been mounted. something harmless. The transforma-
tion only takes a second to neutralize the
Minor Mediatronics (1): You have a
unwanted compound, and it occurs auto-
mediatronic window that covers a relatively
matically upon detection of the compound’s
small part of your body, equivalent to a
presence. You will know when this mod
small to medium-sized conventional tattoo.
is kicking into action, but you will not be
Major Mediatronics (2): You have a adversely affected by the poison or by the
large mediatronic window covering much of transformation of it.
your body, equivalent to a large to full-body
Adrenolizer (3): This mod works like
tattoo.
caloric converter and chemical converter
Encrypted Mediatronics (3): You can except that with a single mental command,
scramble whatever imagery or text your you can also supercharge your system
mediatronics broadcast so that only those into a fight or flight reaction, giving you a
with decoder mods can see what your me- tremendous burst of speed and initiative.
diatronics are really broadcasting. Decoder For one round, you will move at up to twice
mods do not cost anything and carry no your normal speed, and your Perception roll
Corruption with them. They can be spread for initiative will be boosted by +1D. How-
by you to others simply by touching them ever, once your adrenalized rush ends you
or by uploading them via comlink or neuro- will feel fatigued for the next hour, during
link. which time you will move at only half speed
Concealed Mediatronics (4): You can and your Perception rolls for initiative rolls
display mediatronic imagery across your are at -2.
body at a visual frequency invisible to all Hibernation Protocol (4): This mod
but those who possess the specific decoder works like caloric converter, chemical con-
mods for it. This is useful for displaying verter and adrenolizer, except that you also
messages to people in the open without be- can enter into actual hibernation for a num-
ing detected. ber of weeks equal to your willpower score.
So complete is your stasis that you can sur-
Metabolic Engine vive deeply sub-zero temperatures, lack of
Your metabolism has been altered and food and water, and even a lack of oxygen.
upgraded so that you can eat virtually any- There have been reports of Morituri and
thing, supercharge your system with extra Cadre enforcers actually surviving vacuum
energy, and enter a near-death state if and environments by hibernating through them.
when you need to. Don’t snicker—if Mori- This mod also enables you to “go cold,”
turi champion Harker Hale hadn’t gone into making it impossible for most robots to you.
deep sleep during the Arctica III campaign, Very handy when on the run, huh?
the Battle of Northpoint would have gone
an entirely different way. Multivision
Caloric Converter (1): You can ingest The multivision mod is a suite of ocular
any organic material and obtain adequate enhancements originally most common
energy and nutrition from it. Even food that among clandestine operatives, spies and
is rotten or normally indigestible to humans criminals. Now, they are standard fare even
is proper fare for you. Too bad your taste for many civilians, for whom augmented
buds haven’t yet gotten the message. sight provides a funky kind of fun.

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Image Enhancement (1): This basic set Voice Modulator (1): You can change
of opticals grants you thermographic (heat- the volume, tone, pitch and treble/bass of
sensitive), light intensified (night vision), your voice flawlessly. You can store up to a
and x-ray vision. You can use only one of dozen preset voice templates, enabling you
these optics at any given time, but you can to change from voice to voice each second.
switch among them once per second. Voice Editor (2): This mod enables you
Microvision (2): You have telescopic to listen to a voice, record it in your head,
sight able to zoom in on a small object from and later write a voice modulator preset for
as far away as two miles. This does not ne- it. In the spy community, secretly copying
gate range modifiers for combat, since your somebody’s voice is called “doping.” This
ability to see things from far away and your mod includes all voice modulator abilities.
ability to gauge the flight of a missile from High/Low Frequencing (3): You can
point A to point B are two different things. speak at ultra-high and ultra-low frequen-
This mod is useful, however, for spotting
cies well outside the normal human vocal
targets from far off, sentry tasks, reconnoi- range. You can not hear at these frequen-
tering and spying in general. It is best used cies, however; for that you need the high/
on an open battlefield, as anywhere in the low frequency hearing mod mentioned
system is unlikely to have an open space so earlier in this section. Speaking at high or
large you can get the full two miles’ out of low frequencies is a simple way of speaking
the mod. The only exceptions are the sys- on a secure wavelength, since you can fine
tem’s major transport lanes, which stretch tune your vocal frequency to such a degree
on for dozens on miles at a time. Also in- that unless a listener is tuned in precisely
cludes all image enhancement abilities. to the degree you are broadcasting at, your
Macrovision (3): This mod gives you a message will go unheard. Spies and crimi-
270 degree arc of vision. This means when nals sometimes use operatives who have
looking straight ahead, your peripheral vi- this mod but not high/low frequency hear-
sion extends all the way around to the back ing, as a “mule” to deliver messages they
of your head. There is a blind spot directly themselves can not hear. The message is
behind you, but that is it. This makes it very typically implanted deep within the mule’s
difficult to sneak up on you; add +1D to Per- subconscious, and he delivers it automati-
ception rolls for detecting an ambush. Also cally upon hearing a particular command
includes all image enhancement and micro- word, which is known by the person to
vision abilities. whom the message is to be delivered. This
mod includes all voice modulator and voice
Corner Tracking (4): This mod uses im-
editor abilities.
age projection sensors that actually allow
you to see around corners. You can only Sonic Focusing (4): Have you ever seen
look around a single corner at a time, but that singer break glass with her voice? Well
if you engage microvision mod as well, you you can do the same thing, only you can
can do it from a really long distance. Also destroy just about anything, if given enough
includes all image enhancement, microvi- time. For every three seconds you maintain
sion and macrovision abilities. a destructive sonic output, you can inflict 2D
worth of damage to an inanimate object and
Multivox 1D worth of damage to a living object. You
This mod allows you to alter your voice can keep this up for only as many seconds
to various effects, making it a handy tool as you have points of endurance, or if you
for carrying out various kinds of deception, have the O2 processor mod. The effective
messaging, and even destruction. range for this is either a 10 foot radius or
up to 30 feet when directed at a single spot.
This ability can be used against moving

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objects. This mod includes all voice modula- There is no limit on how long people may
tor, voice editor and high/low frequencing remain interfaced. However, if somebody
abilities. dies on the interface, every other person
within the interface must make an intel-
Neurolink ligence roll or else they will die instantly
This mod is an interface that lets us- from the lethal feedback caused by the
ers communicate and transfer information flatline. This grim possibility is one of the
directly from one mind to another at nearly things that prevents huge interfaces from
lightspeed. This is essentially mechani- becoming more popular than they already
cal telepathy, except it can be intercepted, are.
jammed or monitored. In terms of connec- Touchlink (1): You actually must touch
tivity, users can crossload the entire con- another person in order to interface with
tents of a small cortex vault (data vault) via them. Alternately, connection cables that
neurolink in one second. A systems vault adhere to the surface of your skin may en-
takes two seconds, a proxy vault takes able tethered users to remain connected
three seconds, and a persona vault takes but not actually in physical contact. Most
four seconds. personal touchlink cables range in size from
There is no limit to how many people may five to one hundred feet, though an enter-
be part of a neurolink. Typically most inter- prising compiler user could probably design
faces are between two or three people, but one longer than that.
there have been interface parties with more Remotelink (2): You can interface with
than one thousand people all connected at other users from as far away as ten miles.
the same time. There are even interface There exists no infrastructure within the
cults, it is rumored, who have maintained a system to boost this, but the system says
steady neurolink for years, with individual it’s working on it. Some think it’s just an
users coming and going but the link itself excuse to find ways to monitor neurolink
never being broken entirely. According interfacing.
to the system, these cult interfaces are
Zonelink (3): You can interface with
dangerous and will almost certainly lead
other users from as far away as one hun-
to rapid Corruption of any who partake of
dred miles.
them.
Skylink (4): You can interface with other
Aside from data transfer, neurolinks are
users from as far away as one thousand
the most secure means of communicating
miles.
between two people. There is no method to
date for monitoring or recording a neurolink O2 Processor
connection if both parties in the link do not
make a record of the interface themselves. These mods make it possible for you to
Needless to say, this has made the mod breathe normally under adverse conditions
very popular with those who have some or to go without oxygen at all for varying
reason to hide information from the system periods of time.
or who want to communicate without the Oxygen Reserve (1): Your body has an
system knowing about it. Unfortunately for internal atmosphere reserve of 30 min-
the system, enough law-abiding civilians utes. Since this reserve is parceled into
use neurolinks just to converse privately tiny amounts throughout your entire cel-
that the use of a neruolink alone is not lular structure, there is no possibility that
enough to justify suspicion of wrongdoing. a wound will rupture your reserve, nor can
Criminals love that little loophole and will any set of circumstances cause this reserve
conspire their deeds in the open if done breath to “leak out.”
over a neurolink.

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Oxygen Converter (2): You can convert tank or respawn before you do, they may
any non-toxic gas into breatheable atmo- have a little un-welcoming party waiting for
sphere simply by inhaling it. This mod also you when you get back on your feet.
has the abilities of oxygen reserve.
Persona Transfer
Oxygen Synthesizer (4): Any gaseous
poison, toxin or harmful agent is automati- This enables you to upload your entire
cally rendered inert and transformed into persona matrix to a proper storage medium
breatheable atmosphere. This does nothing outside of your body. This will leave your
to protect you from non-gaseous toxins, body behind as if it were dead, since there
however. This mod also has the abilities of is no longer any living consciousness inside
oxygen reserve and oxygen converter. of it. Typically, one only uploads his persona
matrix if he is on death’s door already and
Vaccuum Resistance (8): Your body can
has nowhere else to go, if he has a better
survive in an entirely airless environment
body to upgrade into, or if he is one of the
for up to one hour. After that, you have
rare breed known as “whispers” who live
another 20 minutes to get back into some
their lives uploading themselves to unsus-
kind of atmospheric condition before you
pecting victims, overpowering them, and
die a rather gruesome death. This mod also
essentially hijacking their bodies.
has the abilities of oxygen reserve, oxygen
converter and oxygen synthesizer. The way a whisper (or any unwanted
persona transfer) works is he finds a target
Payback Module and uploads to him without the target’s
prior knowledge. A contested willpower roll
This is basically just a high-powered
ensues; if the whisper wins, he automati-
nanobomb distributed throughout your body
cally kicks the victim’s consciousness out of
and slaved to your biometrics. The moment
its dominant position within the contested
you die, the bomb goes off as a final bit of
host body. If the victim has the persona
payback to those who thought they got the
transfer mod, he will automatically upload
last laugh. You always get the last laugh.
to the body the whisper just left behind. If
Spoilsport (1): The nanobomb is pretty the victim does not have persona transfer,
small, doing 6D damage with a blast radius he will be compressed and stored deep in
of 50 feet. the recesses of the host body’s memory.
Avenger (2): This is a medium nano- Every 1D days, the suppressed per-
bomb, doing 9D damage with a blast radius sona can challenge the whisper to a fresh
of 100 feet. willpower challenge. Eventually, the whisper
Vindicator (3): This is a large nanobo- will tire of the body and will leave it, allow-
mb, doing 12D damage with a blast radius ing the suppressed persona to reclaim its
of 250 feet. rightful place within the host body’s mind,
thus regaining control of his own body. If
Angel Of Death (4): This is a micro- the whisper loses a willpower duel, he is
nuke that does 15D damage with a blast forced out of the host body altogether, and
radius of 500 feet. While the overt killing unless he can upload himself to another
power of this device might appeal to certain body right away, he will perish.
frothing-at-the-mouth Morituri who relish
the thought of atomizing a few dozen of the Network Transfer (1): You can trans-
enemy with this final act, consider this: you fer your persona only through dedicated
probably will have some friends in that blast hardware built for the purpose. This is often
radius, too. If they come out of the regen considered “medical transferring,” since
it is done under controlled circumstances
and with prior planning. It is most typically

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employed by older individuals who wish to to +3. On the downside whatever your poly-
jump to a younger, cloned version of them- keratin rating is, apply that same number
selves. as a negative modifier against all Agility
rolls while the armor is active. This mod
Personal Transfer (2): You can trans-
also includes all abilities from alter appear-
fer your persona matrix simply by touching
ance and form weapons.
another person.
Shapechange (4): You can change your
Local Transfer (3): You can conduct a
entire shape into any configuration you like,
broadcasted persona transfer up to 10 feet
providing you maintain your body mass
away from your current position.
and volume. If you are six feet tall and
Regional Transfer (4): You can conduct weigh 240 lbs., you can not shapechange
a broadcasted persona transfer up to 100 into something the size of a peanut. How-
feet away from your current position. ever, you can mimic virtually any inanimate
object, which makes you quite the infiltra-
Polykeratin tor. While you can mimic living things, you
Your body has been infused with a mem- do not get their abilities; if you turned into
ory material that can assume virtually any a giant bird, you could not flap your wings
configuration you want it to. This gives you and fly. Also, any weapons, armor, clothing
various shape-changing abilities, such as and technology on your (excluding mods
altering your appearance, forming weapons and internal tech, of course) will not change
out of your extremities and so forth. with you, leaving you buck nekkid once you
resume your normal shape. This mod also
Alter Appearance (1): You can in the includes all abilities from alter appearance,
span of a single round completely change form weapons and form armor.
your facial appearance as well as make vari-
ous cosmetic changes to you body (moder- Probability Engine
ate changes in height, apparent weight,
age, etc.). Seeing through the disguise will This mod enables you to take into consid-
require a very difficult (30) Perception roll. eration virtually every detail of your imme-
This mod makes you an instant master of diate surroundings, cross-referencing it with
disguise, and the best way for people to be everything you know or have access to, and
wise to your tactics is if they publish a list extrapolating it to determine the course of
of your known alias appearances. future events. This practice is often prac-
ticed by system analysts who are constantly
Form Weapons (2): You can change trying to divine what is the best course of
your hands and feet into cutting weapons action for the system to take. Granted, the
(e.g., swords and knives), bashing weapons future is not set, and there is no way any
(e.g., morning star) or chain weapons (e.g., probability engine can take into account
flail). The change takes only a single round 100% of the details that will ultimately
to take place. The weapon formed does determine what will happen next, but these
ordinary damage as if it were a separate mods are very good at providing a rough
melee weapon. Polykeratin is thus far unde- picture of what will happen, and danger-
tectable by any weapons scanner, making seekers of every kind have found good
this mod very popular with assassins who ways to apply these mods to their particular
need to hit targets in secure locations. This specialty.
mod also includes all powers from alter ap-
pearance. Crunching the future requires an intel-
ligence roll, taking into account whatever
Form Armor (3): You can change your bonuses your probability engine mod con-
exterior into an armored version of itself fers. If you make the roll, you will have a
with an armor that can be as strong as +1 reasonably accurate picture of the future.

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The GM is encouraged to make the details superhuman lifting and striking capabilities.
of a successful futurecast as vague or as This does not make you immune to kinetic
specific as would fit the game in session. As harm; if you get hit by a bullet, you will still
a rule of thumb, those who accurately futu- bleed. But if you survive, you will have a
recast should receive some piece of use- whole lot more Strength with which to get
ful information, but at the same time they some payback. Every 10 points of damage
should not learn the secrets of the universe you sustain (regardless of the wound levels
either. Also, the farther away one crunches that translates to) turns into 1D of extra
events, the less likely they are to transpire Strength. Each extra D of Strength lasts
as predicted. Thus, those who make long- one hour.
term futurecasts tend to look for large and Micro-Reactive Strength (1): When
general patterns or trends to identify, since sustaining any kind of physical damage
they are less likely to prove wrong when the from kinetic sources (punch, kick, death-
time comes. saw, bullet, explosive shockwave), the char-
Seer Engine (1): You can crunch events acter’s Strength will be augmented by up to
up to one minute away. 1D per hit, to a maximum of 5D.
Oracle Engine (2): You can crunch Macro-Reactive Strength (2): When
events up to hour away. sustaining physical damage, the character’s
Strength will be augmented by up to 2D per
Destiny Engine (3): You can crunch
hit, to a maximum of 6D.
events up to day away.
Hyper-Reactive Strength (3): When
Chronos Engine (4): You can crunch
sustaining physical damage, the character’s
events up to one week away.
Strength will be augmented by up to 3D per
Radar hit, to a maximum of 7D.

In the world of Septimus, radar really Ultra-Reactive Strength (4): When


isn’t radar anymore, it is just a generic sustaining physical damage, the character’s
term for any kind of sweeping sensor array Strength will be augmented by up to 4D per
that provides 360-degree object detection. hit, to a maximum of 8D. At this level, 4D of
The radar mod enables you to know where damage will seriously mess up your char-
everything is within range, making it impos- acter, so investing in some kind of personal
sible to surprise you. It also cuts down on protective mods might not be a bad idea.
negative range modifiers. When fighting op-
ponents within range of your radar, you get Reflex Recorder
to add +1D to any Perception rolls on initia- This mod enables you to temporarily learn
tive. Radar also adds +1D to all Agility rolls skills simply by watching others conduct
applied within range. Radar works in rain, them successfully. You can only record a
snow, fog and other adverse conditions. skill that has been successfully carried out.
Personal (1) Range: 10 feet This mod enables you to temporarily learn
skills simply by watching others conduct
Local (2) Range: 100 feet
them successfully. There is a version of this
Regional (3) Range: 1,000 feet mod in the works that will grant recorded
Universal (4) Range: One mile skills to take permanently, but no release
date has yet been publicized, leading many
Reactive Strength to believe that a “permanent” version is just
a rumor, a tantalizing hoax.
Whenever you receive a large dose of
kinetic energy, a portion of it temporar-
ily channels into your Strength, giving you

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Remember that any unsuccessful skill Sensory Catalog
attempt will yield nothing to the observing A nanotech sensory catalog preprograms
character, and you must have been doing you with the false memory of unexperi-
no other action while observing the skill. If enced sensory input, giving you a massive
you already have the skill you are observ- sensory encyclopedia. There are millions of
ing, there is no additional effect. This mod pre-programmed memories in each sensory
is for temporarily learning skills not known catalog. Each of these mods add +2D to any
by the character. Perception roll in which you are trying to
Copycat (1): You can retain a recorded identify a particular sense you remember
skill for 1D rounds. having experienced once before.
Savant (2): You can retain a recorded Taste/Touch Catalog (1): Add +2D to
skill for 1D minutes. any Perception roll for identifying a taste or
feeling of touch.
Mimic (3): You can retain a recorded skill
for 1D hours. Smell ID Catalog (2): Add +2D to any
Perception roll for identifying a scent or
Taskmaster (4): You can retain a record-
smell. This is particularly helpful when
ed skill for 1D days.
tracking someone or something by smell.
This mod includes taste/touch catalog.
Reinforced Skeleton
Sound ID Catalog (3): Add +4D to any
This mod laces your bone structure with
Perception roll for identifying any specific
a unique nanomolecular alloy that when
sound, noise, music clip, etc. This mod
grafted to organic bones makes them nearly
includes taste/touch catalog and smell ID
unbreakable. This in turn grants damage
catalog.
resistance and additional brawling damage.
Sight ID Catalog (4): Add +8D to any
Partial Reinforcement (1): Your bones
Perception roll for identifying any specific
are covered by a loose helix weave of rein-
visual image. This is particularly useful for
forcement alloy, making them unbreakable.
identifying somebody’s face or the face of
Add +2 points of damage to any brawling
their various aliases. This mod includes
attack only.
taste/touch catalog, smell ID catalog and
Major Reinforcement (2): Your bones sound ID catalog.
are covered by a tight reinforcement helix
weave. Add +4 points of damage to any Snipervision
brawling attack only.
This wildly popular mod superimposes a
Total Reinforcement (3): Your bones series of heads-up displays over your nor-
are encased in reinforcement alloy. Add +4 mal vision, making it easier for your to hit
points of damage to any brawling attack whatever it is you’re shooting at. It essen-
only, and double the length of time it takes tially duplicates the effects of the Deadshot
your opponent to recover from a wound Boon. Some gladiator clans require their
level caused by you. members to get this mod, as do certain
Double Reinforcement (4): Your bones Grayscale syndicates.
are encased in and infused with reinforce- Retinal Hud (1): Reduce all range incre-
ment alloy. Add +4 points of damage to any ments by one step.
brawling attack only, and triple the length of
Pipper (2): Reduce all range increments
time it takes your opponent to recover from
by two steps.
a wound level caused by you.
Range Finder (3): Reduce all range in-
crements by three steps.

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Trajectroy Plotter (4): Reduce all range Mega Surge (4): The user’s Strength
increments by four steps. increases by +3D for 1D rounds, after which
he must rest 2D hours before this mod will
Speed Enhancer work again.
This mod revs up how fast you can run. Ultra Surge (8): The user’s Strength in-
If you are wearing a suit of armor that also creases by +4D for 1D rounds, after which
boosts your speed, the highest single speed he must rest 2D hours before this mod will
booster takes effect over the other. work again.
Sprint Mod (1): Your maximum running
speed is doubled. Striomers
This mod augments one’s lifting strength
Racing Mod (2): Your maximum running
by actually fabricating synthetic muscle
speed is tripled.
fibers all along your major muscle groups.
Hypervelocity Mod (3): Your maximum The end result leaves you far bulkier and
running speed is quadrupled. more muscular than before, though your
Speed Barrier Mod (4): Your maximum actual frame size does not change. While
running speed is quintupled. this mod does not necessarily add to brawl-
ing damage, it does enable you to lift huge
Strength Surge things and drop them on your opponents,
which is just as good, wouldn’t you agree?
The user can channel extra energy into
his Strength, temporarily boosting his lifting Cut (1): You can routinely lift twice your
and striking ability. Typically, this is best normal Strength limit.
used for placing that one good shot needed Jacked (2): You can routinely lift three
to put a tough enemy down, or to lift or times your normal Strength limit.
move an object when the character’s life (or
the lives of others) depend on it. Because of Ripped (3): You can routinely lift four
the unique energy channeling that is going times your normal Strength limit.
on when one fires up a strength surge mod, Shredded (4): You can routinely lift five
the user need not have the appropriate times your normal Strength limit.
support mods to enjoy his temporary burst
of super-strength. However, any time this
mod is used, it only lasts for a very short
period of time, and if the user is still exert-
ing super strength (i.e., lifting something
over his head that he ordinarily could not
budge) after the mod kicks out, he is likely
to receive some serious damage.
Turbo Surge (1): The user’s Strength
increases by +1D for 1D rounds, after which
he must rest 2D hours before this mod will
work again.
Hyper Surge (2): The user’s Strength
increases by +2D for 1D rounds, after which
he must rest 2D hours before this mod will
work again.

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07: Genotech Archipelago and on the surface of Septi-
mus, where they can be manufactured in
As the Seventh Empire grew to distrust the medical facilities of large starships,
technology that too closely mimicked the hospitals and other such facilities. Gener-
capabilities of human biology, the nano- ally speaking, the procurement and use of
tech that is so loved and espoused by the genotech is not monitored by the various
Sindavar Extent was thrust aside in favor forces that provide this service in the Archi-
of something equally advanced but that did pelago. Genotech manufacture tends to be
not raise the old fears of humanity being much more widespread than nanotech be-
replaced by its own machinations. Thus was cause it only requires a decent medlab and
born the science of genotechnology — the the right expertise to make a mod. Funda-
selective mutation of the human genetic mentally, making genotech is not that much
code to produce a variety of effects. Geno- different than crafting an advanced phar-
tech had already been used to help Imperial maceutical, which is why it’s less expensive
scientists increase food production and ad- than nanotech. Its supply also is not bottle-
vance medical capabilities, but it was when necked by compilers, which explains why it
the demand came for human augmentation is so widespread even among Newcomers
that genotech really took off and became who don’t have the material wealth of the
the galactic phenomenon that it is today. Extent behind them.
Outside of the Archipelago and the sur-
Cost face of Septimus, genotech can still be had
in the Grayscale, but it tends to be a bit
For the cost of genomods — which are more expensive because the spoilsports
essentially customized mutagens ingested, who peddle them have to do so covertly,
inhaled or injected right into the blood- just as the medical geniuses who craft them
stream — the pricing is pretty uniform and must do likewise. The Cadre frowns on
in the same ballpark as nanotech, if just a genotech use, seeing it as a way to intro-
little cheaper. duce augmentation into the Extent that
cannot be easily tracked or monitored. This,
• A one-point genomod requires an easy of course, is probably why so many in the
Resource roll (10) to procure. Grayscale like it so much.

• A two-point genomod requires a mod- • A one-point Grayscale genomod re-


erate Resource roll (15) to procure. quires a moderate Resource roll (15) to
procure.
• A three-point genomod requires a dif-
ficult Resource roll (20) to procure. • A two-point Grayscale genomod
requires a difficult Resource roll (20) to
• A four-point genomod requires a very procure.
difficult Resource roll (25) to procure.
• A three-point Grayscale genomod re-
• Any genomod more than four points quires a very difficult Resource roll (25) to
requires a heroic Resource roll (31) to procure.
procure.
• A four-point Grayscale genomod
requires a heroic Resource roll (31) to
Availability procure.
Genomods are freely available through-
• Any genomod more than four points is
out the Seventh Empire, and as such, they
simply impossible to acquire in the Gray-
are also freely available throughout the
scale. Sorry. Try the Archipelago.

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Within the Extent, genotech cannot be since they need time to circulate throughout
procured legally, and as such it’s not worth the bloodstream and replicate enough to
one’s while — usually — to distribute it produce the desired physiological effect.
under the Cadre’s watchful eyes. However,
in any society, no matter how efficient its
tyranny, there will be a market for the il- Corruption
legal and forbidden, and thus there thrives Genomods are rated by points. Each ge-
a small and deeply underground genotech nomod description has a number in paren-
black market. theses behind it. This is how many points
the mod has. One-point mods are generally
• A one-point Extent genomod requires a
simple and low-powered whereas four-point
difficult Resource roll (25) to procure.
mods are the most powerful on the mar-
• A two-point Extent genomod requires a ket. These numbers also tell you how many
very difficult Resource roll (25) to pro- Corruption points you will pick up if you get
cure. that mod. A two-point mod gives you two
Corruption points. A three point mod gives
• A three-point Extent genomod requires you three points, and so on. This is why
a heroic Resource roll (31) to procure. mod-crazy characters typically will put a
high priority on getting a good Corruption
• Genomods that are four points or more buffer during character creation, since it will
are simply impossible to acquire in the allow for the character to take a bunch of
Extent. Once again, the Archipelago is the mods without getting badly corrupted.
best bet for getting such high-end modifi-
Bear in mind that mixing genomods and
cations.
nanomods will result in additional Corrup-
Bear in mind that in both the Grayscale tion. In addition to the Corruption points
and the Extent, failure to procure a mod picked up for gaining new mods, whenever
means that either the connection selling it a character gets a new mod that is either
failed to show up for the deal or he sim- from the “other side of the fence,” (i.e., get-
ply wanted more than the character could ting a nanotech mod when currently hav-
afford. Any failed effort at procuring ge- ing genotech mods or vice versa), roll 1D.
nomods in the Grayscale or the Extent runs A result of 1 or 2 means that the character
the chance of alerting the Cadre. It is up to picks up an additional Corruption point as
the GM to determine how likely a genomod a result of the new mod. However, this only
deal is to involve an Enforcer ambush, but occurs if the character is already picking
a general rule of thumb is to take the dif- up Corruption points for that mod. If the
ference between the difficulty number of character managed to dodge additional
the procurement and the failed roll. That Corruption for that particular upgrade, then
is the difficulty number for avoiding the he does not need to roll for the extra Cor-
authorities; roll against it with streetwise ruption that comes from crossing the line
to stay clear of the Enforcers. Failure to do that separates nanotech and genotech. As a
so results in a sticky situation that the GM matter of good risk management, however,
should determine how to handle. characters generally stick to either nano-
tech mods or genotech mods rather than
risk the extra Corruption.
Installation
Genomods take 1D6 hours to manu-
facture. After that, they can be injected,
ingested or inhaled immediately. They will
take effect within 1D6 hours after injection,

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Stacking The actions must involve the hands and
each action must require only one hand.
Unlike nanotechnology, certain forms of If the character performs only one hand-
genotechnology can be taken more than related action in a round, he does not get
once, See individual genomod descriptions the bonus. Some skills that characters could
for the details. Likewise, certain genomods employ with either hand include brawling,
can be upgraded later on. Upgrading exist- sleight of hand, firearms, throwing, lift, art-
ing genomods still requires the character to ist, forgery, and the map-making aspect of
make a resource roll at the new genomod’s navigation, though of course not every task
level. No discounts for already having a covered by each skill is relevant. A charac-
lower-level version of the mod. ter may take multiple ranks of this genomod
for two pairs of hands and multiple ranks
for each additional manipulative limb.

Animal Control (3)


This gives the character the ability to con-
trol one particular species of animal, bird,
or insect. The character gets a +10 bonus
to his survival: animal handling total for
Genomods that species. He must generate a survival:
Any genomod that gives a bonus to the animal handling versus the Knowledge or
die roll or the skill total also allows the char- willpower of the animal (more than one
acter to use that skill as if trained. Bonuses animal can be targeted, although this is a
received from taking multiple ranks of the multi-action). If the character gets a high
same genomod are added together. enough success (GM’s decision), the ani-
mal is controlled for a number of minutes
Skills gained with a genomod are not im- equal to the survival: animal handling skill
proved when that mod is improved. Instead, total times 10. A controlled animal serves
they are increased as a normal skill. its master faithfully, even sacrificing itself
Unless stated otherwise in the genomod on his behalf. The genomod has a range of
description, it does not count as an action sight or voice. The character may gain one
for the character to get the bonus from a more species for each rank.
mod. However, except for mods like natural Note: A swarm of insects counts as one
armor or combat sense, the character must animal, as does a school of small fish. Any
state that he is relying on the mod in order creature with a Knowledge die code of less
to receive the bonus. than 2D could be considered an animal, un-
less the GM says otherwise.
Accelerated Healing (3)
The character gains a +1D per rank to his Armor-Defeating Attack (2)
Strength for all natural healing attempts, When a character with natural weapons
and a Critical Failure is treated as 1 rather (the character’s fists, claws, teeth, etc.)
than having a negative effect on the die roll. attacks someone protected by armor, this
ability negates the armor value up to +1D
Ambidextrous (2) per rank. The character must specify how
The character is equally adept with his the attack negates the armor: an acidic
right or left hand. He may perform an ac- mist slips through any openings, nanotech
tion with each hand in the same round, and claws reach directly to the flesh, and the
though he takes the multi-action penalty, like. There should be at least one type of
he receives a +1 per rank to each skill total. armor that is unaffected by this.

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Atmospheric Tolerance (2) his target’s attribute points around, within
The character can breathe one form of certain limits. The close combat attack does
atmosphere (gas or liquid) that would be no damage. He may increase one or more
lethal to most other characters. A character related attributes by a number equal to the
may not have more than one rank in this amount he takes away from other related
ability, but he may have different versions attributes — but he may not decrease or
for different atmospheres. increase any one attribute by more than 2D
(6 pips). The change lasts for a number of
Attack Resistance (2) rounds equal to the difference between the
scramble attack and the target’s willpower
The character is highly resistant to a cer- or Knowledge. A character who has been
tain type of attack. He gains +1D per rank adjusted cannot be scrambled again until
to his damage resistance total against this the original adjustment wears off.
type of attack.
Kinetic Attacks: Resistant to physical Blur (3)
trauma such as punches, kicks, cuts, bullet The character can appear indistinct to the
wounds, explosions. naked eye or most visual aids (binoculars,
Energy Attacks: Resistant to blasts of cameras, etc.). Commonly a character with
heat, fire, electricity, radiation, light, cold, this genomod will only be spotted out of
and so on, but not the ability to survive in the corner of the eye. This adds 1 to the
extremes of such environments. character’s dodge, sneak, and hide totals,
as well as +1 to all default search, investi-
Metaphysical Attacks: Resistant to
gation, and attack difficulties against the
damage from any metaphysical attack.
character that the blurring character is not
actively trying to defeat. These modifiers
Attribute Scramble (4)
are per rank in this genomod. On the char-
The character can adjust an opponent’s acter’s turn, he may automatically become
(or a friend’s) attributes temporarily. He blurry, without taking an action, and remain
gains the scramble skill at +1 per rank in so until he chooses otherwise. Blurring also
a single version of this genomod (it is a makes it difficult for the character to hold a
Perception skill, described only here), which conversation with others.
he also can increase as a normal skill. The
scrambler must pick as his focus either Combat Sense (3)
physical or mental attributes, though never
The character can sense danger. He is
metaphysics, Resources, or nanomods.
never surprised. Rather, he and his attacker
(Physical attributes encompass Agility,
must determine initiative as normal. Even if
Strength, and Mechanical. Mental attributes
the attacker still goes before the character
include Knowledge, Perception, and Tech-
does, any combat modifier from the sur-
nical.) He only may do both by taking this
prise is reduced by 2. A character may not
mod once for each version. When he goes
acquire this ability more than once.
after a target with a brawling roll, he may
choose (as a multi-action) to also perform a
Confusion (4)
scramble attack versus a roll of his target’s
willpower or Knowledge (this is not an ac- The character can hamper at will the
tion for the target). No close combat attack thoughts of those with whom he comes
is necessary for a willing target, though into physical contact. He gains the confuse
the willpower or Knowledge roll must still skill at +1 per rank (it is a Perception skill,
be made. However, the act of scrambling described only here), which he can increase
still counts as an action. If the scrambler’s as normal. As a multi-action with a brawling
total is higher (not equal to), he may shift attack, he may also perform a confusion at-

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tack versus his target’s willpower or Knowl- sense. To have multiple enhanced senses,
edge (this is not an action for the target). If this genomod must be taken at least once
his total is higher (not equal to), the target for each sense.
is confused. Characters may not play cards
(if the GM is using game-enhancing cards Environmental Resistance (1)
with the adventures) or spend points, and The character is resistant to extremes of
they receive a +5 difficulty modifier to even heat, cold, and pressure and gains a +3D
simple actions for a number of rounds equal per rank to Strength or stamina checks to
to two times the rank of this genomod. resist ill effects from these environmental
conditions. The character is not resistant
Darkness (3) to heat or cold attacks, as these come and
The character can project a field of dark- go too quickly for the genomod to provide
ness around himself, adding +5 per rank to protection.
the difficulty of any sight-based skill totals.
The field extends in a half-sphere around Extra Body Part (0)
the character with a radius equal to one The character has an extra limb or organ.
meter per rank. The field can be maintained If external, these may be secondary arms
for a maximum of one minute per rank be- or legs, a tail, or some more exotic bodily
fore dispersing. addition, such as fins, tentacles, or anten-
nae. If internal, the parts are organs such
Elasticity (1) as extra eyes, hearts, or mysterious glands.
The character can stretch, elongate, and Unless specified by a disadvantage or limi-
compress his body, allowing him to expand tation, the extra parts are included in the
his height or become so narrow he can hero’s body tastefully. Additionally, except
pass through keyholes, cracks, or any other in cases where the character has an en-
opening he could normally see through. It hancement or another genomod that uses
takes one round or more to slip through this one (for example, Extra Body Part: Tail
small openings, depending on their depth. and Natural Hand-to-Hand Weapon: Tail),
The character gains +1 per rank to acro- the extra part is nonfunctional. A character
batics, dodge, or sleight of hand totals, in may have only one rank in this genomod,
addition to con totals when using that skill but he may have multiple versions to repre-
to disguise his own appearance. sent multiple additional organs or limbs.

Endurance (1) Extra Sense (1)


The character has great endurance and The character can detect something that
gains a +3D per rank to Strength or stami- a normal human cannot, such as changes
na checks when performing taxing physical in pressure, seismic activity, radiation
tasks (such as holding one’s breath under- fluctuations, and so on. He gains a +1D to
water for a long period or running a long his search rolls in attempting to detect the
distance). specific energy or environmental change
and +1D to his investigation rolls in figuring
Enhanced Sense (3) out the source or other relevant informa-
One of the character’s five senses is tion. The GM may also allow a +1 skill total
heightened to abnormal levels. The bonus bonus to other activities that would benefit
to the skill total received depends on the from whatever the extra sense can detect.
sense: sight is +1; hearing is +2; touch, All modifiers are per rank in this genomod.
taste, or smell are +3. The bonus is per
rank and applies to all skills related to the

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Fast Reactions (3) right by unnatural means (combat, grievous
The character gains +1D per rank to his accident, vehicular mayhem, chokes on a
Perception when determining initiative, and peanut) he indeed will perish, but medical
for up to three times during the adventure rejuvenation will not incur any Corruption
he may receive one additional action for loss, meaning that the character can be
one round. brought back an unlimited number of times
and not fear Corruption.
Fear (2) GM Note: Some might think that
The character can provoke fear in those this mod will unbalance the game. After
who can see or hear him. He gains a +1 per all, what drama can there be for characters
rank to all intimidation totals and combat who can not truly die? This is something to
defense difficulties against those so affect- bear in mind when a character seeks this
ed. The willpower or Knowledge difficulty to mod. Morituri looking to skirt the dangers
resist a fear attack is 15. of the battlefield should probably have a
much tougher time finding this mod than a
Flight (6) meek Hierarch who is simply afraid of the
Big Sleep. As with all special powers and
The character can fly, either by nature or
abilities, the risk they pose of throwing the
by virtue of having wings. The character’s
game out of whack lies almost entirely with
flying rate equals his base Move times 2
how the player wants to use the power and
times the number of ranks. The flying/0-G
how the GM lets that power be used.
skill is required to maneuver.
Immunity (1)
Glider Wings (3)
The character is highly resistant to dis-
The character can fly by drifting with air
ease and poisons and receives a +1D per
currents, provided there is sufficient wind.
rank to Strength or stamina checks when
The GM decides how much wind there is
determining whether he has contracted an
available and how fast it moves the glider.
illness or suffering from ingested poisons.
Characters with this genomod need the
flying/ 0-G skill to control their passage. A Increased Attribute (2)
character may not acquire this ability more
than once. Some extraordinary training or physi-
ological trait allows the character to gain +1
Hardiness (1) bonus per rank to all rolled totals related
to that attribute. For Strength, this also
The character can take damage better
includes the damage resistance total and
than normal. Add 1 per rank to his damage
Strength Damage. A character may have
resistance total against any type of dam-
multiple ranks of this genomod, as well as
age.
multiple versions of it.
Hypermovement (1) Note: Instead of the normal cost to
increase genomods, to get another rank in
The character is extremely fast, adding
this genomod after character creation costs
+2 meters per round per rank to his base
4 times the number in front of the “D” of
Move, which in turn affects all other types
the attribute that it affects plus the number
of movement.
of ranks currently in the genomod.
Immortality (7)
The character is immortal, though he will
grow older at a decreased pace compared
to the rest of his species. If he is killed out-

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Infravision / Ultravision (1) anything he picks up. Also, remember that
The character gains the ability to see in the character is transparent when invisible:
the dark using either infravision or ultravi- he can’t hide things behind his back.
sion. Infravision allows the character to see
changes in heat, while ultravision enables Iron Will (2)
the character to make the most of the avail- The character is highly resistant to all in-
able light. Each provides a +2 per rank in teraction attempts and mental attacks. The
a single version of this genomod to sight- character gains a +1D per rank to all will-
based rolls while in dim or dark conditions. power rolls and +2 to the standard difficulty
Obviously, extreme heat or bright light of any such attempts against this character.
(including daylight) prevent this genomod
from working. Life Drain (5)
This ability allows the character to drain
Intangiblity (5)
attribute pips, body points, or wounds from
The character can reduce his physical his target. The character must choose one
density to virtually zero for one minute per set of attributes to target, either physi-
rank. During that time, his damage resis- cal (Agility, Mechanical, Strength), mental
tance score against physical and energy (Knowledge, Perception, Technical), or
attacks is +3D per rank, but his movement wound levels. The player must specify in
rate is halved. An intangible character can what manner the character drains these
pass through solid objects providing they do attributes (drinking blood, hypnosis, or
not contain wards or other spells of pro- another means). It should involve some sort
tection designed to repel passage of this of successful attack result (either physical
nature. He may not pass through energy or mental). When the character wishes to
or electrified barriers. While intangible, the employ life drain, he makes an attack on
character cannot carry any object along his target using the relevant skill. For every
(including clothing), nor can he attempt four points over the target’s defense roll,
any physical attack. It takes a full round for the character drains one pip per rank off
a character to become intangible or solid, each of the target’s relevant attributes or
during which he can do nothing else. The one wound for every two ranks. (Remember
character must spend at least one minute that there are three pips in each die.) If any
solid before attempting intangibility again. of the target’s attributes ever go to zero
(or the character reaches the dead wound
Invisibility (3) level), the target goes into a coma. He may
The character can become transparent. try once per day to wake up by making a
This adds 1 per rank to the character’s successful moderate stamina or Strength
dodge, sneak, and hide totals, as well as +1 roll. He regains one attribute point (to each
per rank to all default search, investigation, attribute affected) every hour after the at-
and attack difficulties against the character tack. Body points and wound levels return
that the invisible character is not actively at the normal rate. For each attribute pip
trying to defeat. Additionally, no character the character drains, he may add one pip
may take an action to “spot” the character to any attribute in his chosen category. He
unless the GM feels there is sufficient prov- would get one body point for each body
ocation, such as brushing against others point drained or one wound for each wound
or removing something in a crowded area. drained. Life-drained attributes and unused
The invisibility covers the character’s basic body points or wounds disappear at a rate
clothes only — not any gear he’s carrying or of one pip or point per hour. A character
may have multiple ranks of this genomod,
as well as multiple versions of it.

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Longevity(3) particular adventure, but it may be declared
The character lives longer than the aver- at any time, and it cannot be cancelled by
age human. Often, this genomod has a any other effect. A character may have up
condition attached that governs what the to two ranks of this genomod.
character must do to maintain his life. The
character should gain peripheral bonuses Luck, Great (3)
during game play because of his “longer A character with great luck can call on
outlook.” A character may not acquire this one of the following benefits once per
ability more than once. adventure per rank: action, alertness,
breakthrough, haste, hero, opponent fails,
Luck, Good (2) or second chance. See the “Luck Benefits”
The character is blessed with unusually sidebar for details on each of these options.
good luck. Once per adventure, a character Calling upon one’s luck does not count as
with good luck can receive one of the fol- an action. If the character has not used his
lowing benefits just by asking for it: action, great luck during an adventure and some-
breakthrough, haste, or second chance. See thing really disastrous happens, the GM
the “Luck Benefits” sidebar for details on may choose to counteract the effects and
each of these options. Calling upon one’s temporarily “burn out” the character’s ge-
luck does not count as an action. Good luck nomod — that is, the character’s Great Luck
can only be declared once per rank during a has been used up for the adventure. Usu-

LUCK BENEFITS Hero: Receive one bonus Fate Point,


which must be used on an action immedi-
Action: Add 2 to all of the character’s skill ately after requesting it.
or attribute totals for the round.
Opponent Fails: After an opponent or
Alertness: When the character calls enemy has completed an action against the
upon this benefit, he gains a special “sixth character, this benefit may be called upon to
sense” outside of all other rules and role- cancel the effects entirely. The opponent’s
playing situations that will help him to spot action is then wasted and play continues.
a previously unseen item, character, or clue This benefit may not be used to cancel an
selected by the GM. The benefit does not action that is not directed at least partially
confer omniscience, however – and the GM at the lucky character.
can select his own time for having it come
into effect. It is normally used to allow a Second Chance: Using this benefit allows
character to spot something he missed in a the character to reattempt any action he
previous search, something that is impor- has just tried. Relying on this benefit howev-
tant to the adventure. er may not be used to negate “bad choices”
— the action performed must be performed
Breakthrough: Add 1D to any one skill again — nor does it allow the character to
die code in which the character has no ad- “get back” Fate Points, Character Points, or
ditional pips or dice (in other words, a skill cards (if used) spent on the original action.
in which the character is untrained). The The character merely gets another chance,
benefit also eliminates the unskilled modifier immediately following the first attempt, to
for using that skill. perform the action again. All effects from
the first attempt are negated.
Haste: Gain one additional action for one
round.

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ally, this is used when the character does Multiple Abilities (1)
something stupid or the player is the victim The character has multiple minor abili-
of incredibly bad luck — die rolling, not the ties that improve a few different tasks. All
disadvantage — and something “stops” the bonuses are added to the skill or attribute
effect. This is a “last ditch,” GM-controlled total, not to the die code. The bonuses
effort when circumstances get out of con- should be fairly limited in their applications,
trol. It is also a nice thing for inexperienced pertaining to specific uses of particular
role-players to have; just in case they do skills (like specializations do), but there can
something they really shouldn’t have, they be several of them for each selection of this
get another chance. genomod. The maximum total bonus for
Example: The character’s mission is to each rank is +4.
turn off the power at a nuclear plant or Perception or search totals that would
it will explode and destroy the city that’s negate surprise, the ability to focus his ears
conveniently downwind. Unfortunately, on particular types of noises (+1 bonus
the character takes too long fighting the when listening for particular sounds), and
minions of the bad guy who set the plant fingers that are sensitive to subdermal mo-
to overload, and, according to the rules, tion (+1 bonus to sleight of hand against
the whole city should go up in a radioac- old-fashioned safes with moving tumblers).
tive fireball. The character is too late. The
GM might choose to have the character be Natural Armor (3)
really lucky — the villain was bluffing, and
there’s really more time on the clock than The character has plates, toughened
anyone thought, or the power plant begins a skin, scales, or something similar. His own
long meltdown procedure instead of explod- surface adds 1D per rank to his damage
ing. In any case, the character’s great luck resistance total to physical (not mental)
is gone for this adventure (his luck ran out), attacks and contact poisons, corrosives, or
but he has a chance of averting disaster. As similar materials.
with good luck, the character may have up
to two ranks of this genomod.
Natural Melee Weapon (2)
The character has some sort of natural
Luck Notes weapon — such as claws, pincers, bone
A character may have up to two ranks spikes, or stinger — that add 1D per rank
each in good luck and great luck. This to his Strength Damage when determining
genomod can be taken with the bad luck his damage with the natural weapon. The
disadvantage – sometimes really good character uses brawling to attack, unless
things happen, sometimes really bad things he can detach the weapon from himself or
happen. (in the case of a super-scientific weapon) its
exists separately. In these latter cases, the
Master Of Disguise (3) character employs melee combat to wield it.

The character has a natural talent for dis- Natural Ranged Weapon (3)
guise. She gains a +5 per rank bonus to con
totals when using that skill to disguise her- The character has some sort of natural
self and a +1D bonus per rank to any con, ranged weapon, using missile weapons
intimidation, or persuasion actions while in (for solid objects) or firearms (for energy,
that disguise. gas, or chemical projection or for solid
projectiles in cybernetics or super-science
weapons) to target it. Long range equals
20 times the number of ranks in this ge-
nomod times the character’s Strength, lift,

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or firearms (as appropriate) in meters. The making a Knowledge or willpower check by
damage for physically enhanced projec- the possessor versus a standard interac-
tions is the character’s Strength Damage tion difficulty. Exceeding but not equaling
plus 1D per rank, while the damage for all the difficulty means the target has been
other types of blasts is 3D per rank. The possessed. The target can actively defend
projection must have a visible effect (such if he is aware of the potential danger. To
as bone shards or a glowing ray) and it may gather knowledge about his host body’s life,
not do mental damage. Note that, regard- the possessing character must generate a
less of the nature of the projection, there successful investigation total against the
are no additional effects from this type of target’s Knowledge roll; this does not count
genomod unless an enhancement allows as an action for the target.
otherwise. Information the possessor gains depends
upon the level of success achieved; see the
Omnivorous (2)
accompanying chart for details. With limited
The character can gain nourishment from possession, the character does not gain
any organic substance (though he is not im- control of the new form. Instead, he must
mune to poisons). He can also chew through use persuasion, intimidation, or other inter-
just about any organic substance with no action skills to convince his host to do what
adverse effects to his teeth or jaws. A char- he wishes. Exiting a host body is commonly
acter may not acquire this ability more than a simple action. As long as the possess-
once. ing character exits before the host dies,
he simply moves on to his own or another
Paralyzing Touch (4) form. Killing a possessing spirit usually in-
The character can freeze his target with volves taking it completely by surprise with
the merest touch. When he makes a brawl- a killing blow to the host form or using a
ing attack he may, instead of doing dam- spell to force it to remain in the body until it
age, paralyze his victim, who remains that can be slain.
way until he makes a successful Knowledge
or willpower roll against the brawling skill Possession, Full (10)
total. He may attempt to do so once per The character can possess the body of a
round; the only other actions he may take living creature or a corpse. This works in
are mental-based ones and metaphysical or the same way as limited possession, save
genomod ones that do not require move- that the possessing character gains his new
ment. form’s physical attributes (Agility, Mechani-
Note: Characters who are heavily ar- cal, Strength), retains his own Metaphysical
mored or covered will be harder to hit. and mental attributes (Knowledge, Percep-
The GM needs to decide how much skin is tion, and Technical), and gains complete
exposed and adjust the attack difficulty ac- control over the new form.
cordingly. A character may not acquire this
ability more than once. Needed Knowledge Attained: Re-
sult Points
Possession, Limited (8) Basic Information: target’s name, age,
The character can possess the body of a base of operations: 0
living creature or a corpse. The character More Personal Information: target’s
must be within three times the rank of this job, financial status, any current schedule:
genomod in meters of the target in order 1-4
to take possession. Possessing a corpse
doesn’t require a roll, but it does take an
action. Possessing a living being involves

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More In-Depth Personal Informa- to reflect the adjustments in the base at-
tion: identities and backgrounds of family, tribute. Likewise, not all skills will be usable
friends, lovers: 5-8 in the new form. Attribute dice can also be
used to include special abilities in the new
Very Personal Information: secrets,
form. One attribute die can be spent to
private likes and dislikes: 9-12
gain one rank in one genomod or to get a
Everything There Is To Know: 13+ +2 skill total bonus (split among up to two
Note: Result points equal the difference skills). The GM may allow a larger skill total
between the investigation total and the tar- bonus or more skills to fall under the bonus
get’s Knowledge roll. if the desired effect is particularly narrow
(such as a bonus for a single sense).
Quick Study (3) Shapeshifting may be done at will, though
The character has an ability to learn new a limitation may force it to be triggered by
skills and improve old ones, limited to one stress or environmental factors. If shifting
attribute. He always learns new skills as if voluntarily, the character must generate
he had a teacher (even if he doesn’t), and a willpower total of 11 to bring about the
he can improve skills he already knows at a change, and a second total to turn back
cost of one Character Point less than nor- again. Each change takes one full round in
mal. This genomod can be taken once for which the character may do nothing else.
each attribute. Failure at the check means the transfor-
mation does not occur, and the character
Sense Of Direction (2) cannot try again for at least an hour. It is
highly recommended that the hero comes
The character has a good sense of direc-
up with some typical forms and their game
tion. He gains +1D per rank to navigation
characteristics before beginning play. The
and search rolls.
new form need not exactly resemble a
“typical” version of the emulated creature
Shapeshifting (3)
or object.
The character can manipulate the shape,
color, and overall appearance of his body, Silence (3)
though mass and body compositions re-
The character can move in complete
main the same. The character must chose
silence. He gains +2D per rank to all sneak
a specific creature to emulate, gaining one
checks and a +1D per rank when attacking
form for every three additional points spent
from behind.
on this genomod. At six ranks in this abil-
ity, the GM may allow shifting among one Skill Bonus (1)
class of creatures or objects (such as birds
or furniture) as long as all forms chosen for Skill bonus represents a natural talent (a
previous ranks were within the same class. character with the charismatic group might
Body points, wounds, and the Knowledge be “friendly and outgoing”), a particular
attribute remain unaffected by this ge- knack (a character with the ranged combat
nomod, but the dice in the Agility, Mechani- group has a “keen eye”), years of devotion
cal, Strength, Perception, and Technical to a profession prior to beginning adven-
are redistributed to match the new form. ture, or the result of an extended life.
The minimum Mechanical and Technical for The character chooses a group of three
non-humanoid forms is 1D, because the related skills in which he gains +1 to the
shapeshifter retains some memory of these skill total of any action performed with
attributes. Additional dice in skills above those skills or specializations of that skill.
the base attribute score remain the same, The skills need not be under the same
though the total dice in each skill changes attribute. The character may or may not

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actually have adds in those skills, and the in them, and so does not get the unskilled
GM must approve the fact that they are modifier. This genomod does not affect the
“related.” cost of improving the related skills.
Some examples of skill groups include: GMs may allow a higher bonus for fewer
skills (such as a set of two skills where one
Acting: bargain, con, persuasion
gets a +1 bonus and the other gets a +2 bo-
Acute Balance: acrobatics, climb/jump, nus, or a +3 bonus to a set of three special-
sneak izations). However, the bonus per rank may
Athletics: lift, running, throwing total no more than +3.

Charismatic: command, con, persuasion At each additional rank, the player may
increase the bonus by +1 for three of the
Close Combat: brawling, melee combat, skills affected by this genomod. A character
dodge may have different versions of this ability
Investigative: investigation, search, for different groups of skills, though the
streetwise skills in each group may not overlap.
Leadership: command, intimidation,
Skill Minimum (4)
persuasion
The character can select three related
Photographic Memory: languages,
skills unaffected by any other sort of ge-
scholar, investigation
nomod, and the character will always gain a
Observant: gambling, investigation, minimum total of 3 times the number before
search the “D,” even if he rolls a Critical Failure.
Ranged Combat: firearms, missile weap- Example: If the player selects persua-
ons, throwing sion, con, and intimidation (all interaction
Players may substitute other related skills skills) for his character, all of which he has
for the ones listed in the groups above or at 4D, and he generates a less than 12,
create their own groups as long as there is the total automatically becomes 12. That is
a common thread and the GM approves the the character’s minimum total. The player
grouping. may not select skill minimum for any skill
that has any other advantage or genomod
Three specializations may replace one tied to it. Also, the skills must be related in
general skill, getting a +1 for three different some way (see the skill bonus genomod for
specializations. information on related skills). The charac-
Example: In the close combat group, ter may only select general skills, but the
a character might replace melee combat specializations underneath that general skill
with three specializations — melee combat: are affected as well. This genomod may be
knives, melee combat: swords, and melee selected only once for each group of skills.
combat: clubs. While this means the charac-
ter gains no bonus for “general” melee com- Teleportation (3)
bat activities (such as using an improvised The character can move instantly to
weapon), he does have a more “detailed” another place up to 10 meters per rank
group. This may be done for up to all three away. The character must see his destina-
skills in the group, choosing six specializa- tion clearly. In combat, this action takes an
tions instead of two skills or nine specializa- entire round. The character may take along
tions instead of three skills. Additionally, the whatever he can carry.
character acts as if trained in these skills
even if he doesn’t have any additional pips

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Transmutation (5) Youthful Appearance (1)
The character can alter his substance The character looks much younger than
to something else while retaining his form he actually is and receives a +1D per rank
(such as a man who turns to stone). Char- to persuasion or con. In general, characters
acters with this ability may only shift into should not look more than 10 to 20 years
one specific substance, which the player younger than they are, regardless of the
must specify when his character gets the number of ranks, though GM discretion and
genomod. Generally, this substance gives common sense should rule here.
the character distinct advantages. The
player may select up to 4 points (not ranks)
in other genomods that relate to the cho-
sen form per rank in this genomod. Thus,
two transmutation ranks means 8 points in
other genomods. Natural armor, hardiness,
and environmental resistance are common
ones.
Genomod Enhancements
Uncanny Aptitude (3)
Enhancements allow genomods to be
This genomod is similar to the skill bonus
somehow more than the typical version.
genomod in that some sort of bizarre abil-
Each enhancement may be taken more than
ity gives the character added bonuses to
once for each genomod, either altering the
certain actions. However, instead of select-
ability in similar though distinct ways or,
ing a group of skills that the character gains
for some, through stacking the effects. The
a bonus to, the player and the GM work
cost of the enhancement adds to the asso-
out circumstances where these abilities
ciated genomod’s total cost (base cost plus
come into play. For instance, a character
the cost for additional ranks).
might gain a +1 bonus to all Agility-related
skill totals when in sunlight. A character
Additional Effect (1)
may have several variations of this ability,
reflecting different bonuses. Each variation The mod produces a useful, though minor,
could have several ranks, with the bonuses side effect that is a natural extension of
adding to each other. the power. The more useful the side effect,
the greater the number of ranks. Some
Ventriloquism (3) examples include a skill bonus when using
the ability, doing residual damage (such as
The character can throw his voice up to
reflection with natural armor or radiation
three meters away per rank. No skill roll is
with natural ranged weapon), or adding
required to do this, but if it is part of a trick
functionality to an extra body part.
attempt, he receives a +2D bonus per rank
to con and persuasion rolls.
Bestow (Varies)
Water Breathing (2) The character may share his genomod
with a certain type of target: sentient liv-
The character can breathe water and will
ing, nonsentient living, or nonliving. The
not drown under water. He gains +1D per
player must chose which group when in-
rank to all swim rolls because he doesn’t
cluding this enhancement. The cost of this
need to worry about drowning.
enhancement equals one-half (rounded up)
of the genomod total (base cost plus addi-
tional ranks cost plus enhancement costs).
He may use his genomod on himself and on

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members of his target group with a multi-
action penalty. The character may give his
genomod to one person per action. Some
special abilities will require better stories Genomod Limitations
concerning how the character can manage
sharing them than others (such as youthful These limitations can be associated with
appearance or ambidextrous), while oth- special abilities, restricting their functional-
ers may not have this enhancement (such ity and reducing their total cost (base cost
as longevity or immortality). The target plus the cost for additional ranks plus any
has control over the use of the bestowed enhancements — not the per rank cost). For
genomod for as long as the bestowing char- example, the total cost of two ranks of iron
acter allows. A character may only have one will in a game where special abilities are un-
rank in this enhancement, but he may have common is four, and in a game where they
multiple versions of it. are common the cost is three.
Limitations may not lower a genomod’s
Extended Range (3) total cost below one, and all limitations
The factor used to determine the range of must have some sort of effect on play – just
the character’s genomod is increased. Every like disadvantages. Each of a character’s
rank of this enhancement allows the player special abilities may have more than one of
to add one half of the ranks in the genomod each limitation, as they can either describe
(rounded up) to the factor when determin- similar but distinct negative situations or, in
ing the range. Thus, to increase the range some cases, stack the effects.
factor by half the ranks costs three, by the
ranks in the ability costs six, by 1.5 times Ability Loss (3 For 1 Rank; 4 For
the ranks costs eight, and so on. 2 Ranks)
Example: The range for natural ranged The character temporarily loses his
weapon is 20 times the number of ranks in genomod at regular intervals or, when the
the genomod times the character’s Strength genomod is used, he loses the ability to use
or lift in meters. With two ranks of extend- a common skill in which he has experience
ed range, the range would now be 20 times (that is, additional pips or dice). Examples
twice the number of ranks in the genomod include a character who cannot shapeshift
times the character’s Strength or lift. when the sun is out or a character who can-
not use his natural weapons on a particular
Multiple Targets (2) day of the month or during a certain phase
of the moon. The character is aware of what
The character may use the genomod
the circumstances are that will cause this.
more than once per round without incurring
For an additional point and additional rank,
a multi-action penalty. For each rank in this
the character must undergo some sort of
enhancement, the character gains one addi-
(fairly simple) procedure to regain his ability
tional use of the genomod. This adds to any
or skill use. A genomod may have up to two
other bonus actions provided by a power; it
ranks in a single variation of this limitation,
does not multiply it.
but a character may have it multiple times
for different special abilities, circumstances,
or combinations of special abilities and
skills.

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Allergy (3 For 1 Rank; 4 For 2 and two ranks, the character can affect only
Ranks) two of the three groups. For four points and
The character has a somewhat minor al- three ranks, the character can affect only
lergy. Exposure to a fairly common sub- one of the three groups. This limitation may
stance (smoke, sunlight, particular food, not be taken more than once per genomod.
etc.) causes the character to lose all Criti- Additionally, like the bestow enhancement,
cal Success re-rolls until the condition is some special abilities may require valid rea-
removed. For an additional point and ad- sons before the GM allows the limitation’s
ditional rank, the effects are worse, and the inclusion. Some abilities, such as immortal-
character loses all actions due to coughing ity and longevity, may not have this limita-
fits, watering eyes, or similar discomfort tion. The target who gets the genomod has
until he can get away from the allergen. A control over its use as if he actually had the
genomod may only have one rank in this ability, for as long as the giving character
limitation, though it may have several dif- allows. Allowing another person access to
ferent allergies. the genomod counts as an action for its
owner, while using the newfound genomod
Debt (3) counts as an action for the one who gets it
(though gaining access to it does not). The
Someone (or, more likely, some entity) genomod’s owner may only give the ge-
gave the character the genomod along with nomod to one character per round, but the
certain obligations and restrictions. The target may be different each round.
character must continually beg the giver to
retain the genomod, or he must perform Price (1)
certain tasks at the giver’s request in ex-
change for continued use of the genomod. The character must fulfill certain obliga-
A genomod may only have one rank in this tions in order to use the genomod. Perhaps
limitation. The genomods are increased by when using water breathing, the character
+2 per rank. The greater the rank associ- must remain in the water for at least 24
ated with this limitation, the greater the hours for every 24 hours out of it or suffer
difficulty modifier. a -4 modifier per rank in this limitation to
his damage resistance total. Alternatively,
Minor Stigma (3) there could be a fee of three Character
Points per rank or one Fate Point per rank
The character cannot use the genomod in the limitation per adventure in which the
without performing the “proper rituals” character uses the genomod.
before or after (someone with a natural
weapon who must sketch an image of his Restricted (1)
intended victim before hunting him down;
a shapeshifter who must be purified by his The genomod is hindered in a way not
cult after killing someone). A genomod may covered by any other limitation. The more
only have one rank in this limitation. restrictive the situation, the greater the
number of ranks in this limitation. For
Others Only (2 for 1 rank; 3 for instance, a natural weapon (either kind)
may only be useful against certain items.
2 ranks; 4 for 3 ranks)
A genomod may have multiple variations of
The character may not use the genomod this limitation, each representing a different
himself; he may only allow others to use it. restraint.
The value of this limitation depends on how
many groups of “others” he can use it on:
For two points and one rank, the character
may affect sentient living, nonsentient liv-
ing, and nonliving targets. For three points

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Side Effect (2)
One of the character’s special abilities
has some sort of annoying side effect that
appears with its use, such as constant
whistling, a continuous glow, or a terrible
stench. Add 4 per rank to the difficulty of
all sneak attempts when the genomod is in
use, as everyone can figure out he’s com-
ing. This will also affect interaction at-
tempts, adding at least a +1 per rank to the
difficulty.

Singularity (1 per genomod)


The character may use only one of a
group of two or more special abilities each
round. It does not take an action to switch
special abilities. He may change the ge-
nomod in use at the beginning of his turn
in a round, and he may rely on the chosen
genomod until the next time he changes it.
For a second rank (and one additional point
per genomod), it does take an action to
switch special abilities. A genomod may not
have more than two ranks in this limitation
and all special abilities in the same group
must have this limitation at the same rank.
Not all of a character’s special abilities need
be in the same Singularity group.

Super-Science (2)
The mod will not work on its own within
the character’s body. Instead it requires
an external technological trigger, such as a
ring, a bracelet, a stylus, etc. to activate.
Since this condition is quite rare, the devic-
es made to counter it are usually custom-
made and experimental. The item could
be lent to another character or taken away
with a successful grab and used by some-
one else, though at a +5 to the difficulty.
On a Critical Failure, the item malfunctions
and requires repair. A destroyed item may
be recreated in a number of days equal to
the total cost of the genomod (including all
ranks, enhancements and limitations).

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08: Metaphysics does not exist to interfae perfectly with
these crystals, so extracting useful informa-
tion from them has remained a frustratingly
fruitless endeavor. However, subjecting
The powers of the mind have long been
these crystals to various harmonic frequen-
a subject of intermittenet interest on the
cies has gotten the crystals to respond,
fringes of Imperial science. While large
showing that there is some hope of inter-
amounts of anecdotal evidence showed that
acting with them. The most intriguing way
the human mind, when conditioned proper-
in which this relationship has manifested
ly, could develop potent psychic powers, the
itself is when humans with psionic potential
reality was that no serious scientific effort
engage in harmonizing with a sensurround
was ever undertaken to prove the extent of
(an entire array of large crystals in a fixed
human psionic potential, how that potential
position) of intact crystals; they sometimes
could be unlocked, and once unlocked how
awaken their metaphysical abilities in a
that power could be harnessed and refined.
manner that forever alters their genetic,
Thus, metaphysics, the science of psionic
and possibly even their atomic structure.
ability, remained in the shadows while other
sciences such as genotechnology flourished. Those who gain their powers this way are
forever changed, no longer entirely human
However, there were always those who
but carrying within them a little essence
could exhibit psionic powers, which proved
of the alien minds who once ruled the
that metaphysics was indeed a genuine
worldsphere but are now gone. The pow-
thing. But too few subjects with measurable
ers one gains from alien sensurrounds can
metaphysical powers ever came forth to put
be developed further on one’s own. Indeed
their abilities on scientific display, and as a
many powerful metaphysicists have been
result metaphysics has long been consid-
created by chance encounters with these
ered a rare ability that only the fortunate
rare alien devices that, once harmonized,
few who are born with it can ever hope to
never work again. They are as disposable as
make use out of. For the rest of us, it would
they are rare, which had led those seeking
be something out of reach, a topic one
metaphysical powers to search doggedly for
might know about but nothing of.
more of these ruins, while those looking to
Until now. preserve the knowledge of the ancients will
As explorers delved deeper into Septi- stop at nothing to prevent psionic-seekers
mus, they found the bizarre remains of the from ruining an entire alien array just to
alien culture that built Septimus scattered serve a personal quest for power.
across the surface of the worldsphere. The But metaphysics are not gained solely
remnants of great and ancient crystal cities in this manner. Some are simply born with
contained the accumulated knowledge of a metaphysical ability and develop it over
million generations of alien civilization, but time. These rare few are often seen as
these same crystals were shattered, spent freaks and wonders in the Seventh Empire,
and unlockable. Whatever information was and they have long since learned to either
within them died too, and the promise of keep to company that can appreciate their
the aliens’ combined knowledge remained a abilities or to hide their abilities altogether.
cruel temptation to those who would learn
from these lost masters. But not all of the Innate Metaphysics
alien crystals are useless; for every thou-
Those born with metaphysical abilities
sand intact data crystals that are retrieved
are characters who select the Metaphysics
by scouts, salvagers and scrounges, one
Boon during initial character creation. After
remains intact enough to try to extract
a character is finished, the only way he can
information out of. Sadly, the technology

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gain metaphysical powers if he does not In the meantime, the metaphysicist can
already have any is by interaction with alien always further his abilities by taking meta-
crystal technology. physical Boons or by spending character
points on his metaphysical skills (rather
Obtained Metaphysics than normal skills) at double the usual skill
Interacting with alien crystals is a chancy cost.
and rare thing. Simply finding an intact
crystal array is really difficult. So far, an Enhancing Metaphysics
average of one has been found in a hex of At present there are no known drugs,
ground territory equal to the total surface nanotech or genotech that can affectively
area of an average rocky planet. There improve metaphysical performance, but
are plenty of ruined arrays, but these are that doesn’t mean that there aren’t a legion
worthless, as current levels of technology of scientists working feverishly on it right
cannot interact with the crystal fragments now. Whoever can develop an augmentation
at all. scheme stands to gain much power indeed
from the metaphysicists who will surely pay
Finding an intact array is not something
any price they can for even greater power
that should be left to a simple skill roll; it
than what they already possess.
is the kind of objective that should be the
end goal of an entire adventure or string of
adventures. Any knowledge on the where- Metaphysics Skills
abouts of an array is going to be held most
closely, since the arrays themselves are un- Attempts to change reality are called ma-
speakably valuable. Enough so that people nipulations and require one of these skills in
tend not to pay for information about them, order to generate them. When using meta-
but they kill for it, instead. physical forces, the character generates a
metaphysics skill total and tries to beat the
When an array is found, then there is the
manipulation’s difficulty. If the skill total
matter of harmonizing with it. Any current
equals or exceeds the difficulty, then the
mediatronic technology can produce the
manipulation’s effect works to a greater or
sound needed to interact with the crystals,
lesser extent.
but to get a major result it takes a heroic
(31) aliens skill roll to figure out the right
Channel
frequency to really make the crystals sing.
There is only one shot at this; trying to har- With this skill a character can focus en-
monize on the wrong frequency will crack ergy within herself and her surroundings to
the crystals and ruin them, so it follows to harm others or to protect herself and oth-
reason that plenty of these priceless sen- ers from harm. The most common effects
surrounds have already been destroyed by produced with this skill include modifying
botched interface attempts. damage or armor value or generating a new
damage or armor value.
Should the aliens skill roll be made, the
person interfacing with the crystals (only
Sense
one can stand within the sensurround and
try to harmonize with it; any more than A character who has learned this skill can
that and the crystals will not harmonize at detect anything in existence, learn about
all) will receive 3D in metaphysical skill dice his surroundings, and touch and influence
that he can allocate as he chooses. Ad- minds. Some effects include: modifying
ditional attempts to harmonize with other Knowledge and general Perception at-
alien sensurrounds, if successful, will add tempts; modifying existing or including
another 3D on top of the 3D already gained. stand-alone bargain, command, con, inves-

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tigation, persuasion, search, or Knowledge- general ideas up front will help you choose
related skills, especially to discern specific the values of the various aspects of your
information. effects. You can keep track of your ideas on
the “Manipulation Worksheet” included at
Transform the end of this chapter.
This skill allows a character to alter peo-
ple and things within the universe tempo- Aspects Of A Manipulation
rarily, including moving something from one
location to another and changing a target’s There are four primary and necessary as-
natural capabilities. Some effects include: pects of a manipulation that determine the
modifying a skill or attribute except general difficulty to generate it: effect, target size,
Perception uses, bargain, command, con, proximity, and duration. The value of the
investigation, persuasion, search, Knowl- effect decides the base difficulty, while size,
edge, or Knowledge-related skills; adding proximity, and duration modify this number.
additional levels of a special ability the
target already has; giving a target a new
special ability, disadvantage, or skill; plac- Effect And Skill Used
ing new limitations or enhancements on an
The first step in creating a metaphysical
existing special ability; moving targets; and
manipulation is to decide what it can do.
modifying a target’s Move value. To move
This also helps you generate the initial dif-
a target, the skill total has to overcome the
ficulty. Once you decide what the effect will
target’s weight value. (Look up the target’s
do – damage, protection, skill bonus, and
mass on the “Lift Difficulties” table.) The
so on – determine its corresponding value
target can resist by rolling his Strength
using the “Die Codes” table. Here are some
or lift and adding it to his weight difficulty
guidelines.
(theoretically, he tries to make himself
more difficult to grasp; resisting does not Damage effects affect character health
count as an action for the target character). (that is, their body points or wounds). To
If the transform total is equal to or higher hurt someone, 6D (which you can deter-
than the modified manipulation difficulty, mine, by using the “Die Code” table, has a
the character is moved. This goes for self- value of 12) is a safe bet. To kill someone
teleportation as well (though the character outright, 10D (which has a value of 20) is
is not likely to resist). usually necessary. Protection effects work
similarly, though obviously they reduce the
amount of damage taken. Checking out
weapon damage die codes can help you
determine the number of dice you need for
your manipulation. Effects that increase,
decrease, or otherwise alter attributes or
skills are determined the same way. For
example, taking over someone’s mind would
Designing The give the metaphysicist a persuasion of 3D
or more with a value of at least 6.
Manipulation
Sometimes a mod, Boon or Bane best
At this point, write out what you want the reflects what an effect can do. With a mod,
effect to do basically. What sort of effect the effect’s value equals 2 times the mod
are you trying to create? How long will it cost times the number of ranks in that mod,
last? What range will you need? Consider plus the cost of any enhancements and
all things along these lines. Having some their ranks, minus the cost of any limita-

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ASPECTS

TARGET SIZE: DIFFICULTY Extreme (>10 kilometers +10


MODIFIER but less than 1,000 kilometers
away)
Small item or handful of tiny +1
items Atmosphere (>1,000 kilome- +15
ters away but on same planet/
Person +2 orbiting vessel)
Few people, personal vehicle +3 System (on a different planet/ +20
Group, small mass transport, +5 orbiting vessel within the same
room star system)

Crowd, large mass transport, +10 Sector (in a nearby star sys- +30
small building tem)

Horde, huge mass transport, +15 Galactic (in the same galaxy +60
large building but different star systems)

RANGE TO TARGET: DIFFI- DURATION: DIFFICULTY


CULTY MODIFIER MODIFIER
Touching -2 2 rounds 0

Point blank (in sight within 3 0 Each additional round, up to +1


meters but not touching); self one minute

Close (3–100 meters away; +5 Each additional five minutes, +1


out of sight but near) up to one hour

Long (>100 meters but less +7 Each additional hour +1


than 10 kilometers away) (cumulative with other modifiers)

tions and their ranks. With a disadvantage, same skill. You should also list the skill used
the effect’s value equals 2 times the cost of to create the manipulation at this time. See
the disadvantage. Effects generally do not the skill descriptions for suggestions.
provide a target with advantages or affect
the Resources attribute. Manipulation ef-
fects that don’t fall into any category should Perceptible Vs.
be given a difficulty and the circumstance in Imperceptible Effects
which the difficulty can be beat. The diffi-
culty equals the effect’s value. For nearly all manipulations, the target or
the people near the metaphysicist should
A manipulation may contain more than sense the effect in some way, whether it be
one effect. Each effect is determined hearing the character’s voice as he attempts
separately and added to the total. All of the to use an augmented skill that requires
effects must fall under the domain of the

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Should the metaphysicist wish to affect a
group of people or items at once, all mem-
bers of a targeted group must be within a
CHARACTERISTIC TYPE: meter of another member of that group and
DIFFICULTY PER 1D they must be of approximately the same
Damage (Mental Or Physical)* 2 size. Otherwise, use a smaller difficulty
modifier and determine the effect on each
Protection (Mental Or Physical)* 2 smaller group separately.
Stand-alone Die Code Or Non- 2
metaphysical Skill
Range
Non-metaphysical Skill Modifier 5
Non-metaphysical Attribute 6 Next, determine how far away you want
Modifier the metaphysicist to be able to affect things
Stand-alone Metaphysical Skill 6 with the manipulation. Any manipulation
effect reaches its target instantly, but if you
Metaphysical Skill Modifier 7
want to move it, you also must include the
Metaphysical Attribute Modifier 9 range modifier for the distance you want
* To protect against or do damage the target to travel. (This is in addition to
as both mental and physical, each type the modifier to get to the target.) Use the
must be purchased separately. accompanying chart to pick a level that
contains your desired range. Add it to the
manipulation’s difficulty.

vocalization, a glow indicating a blast has


just gone off, or an aura showing that the Duration
character is enhanced. Having a perceiv-
Finally, decide how long the manipulation
able effect neither adds to nor subtracts
will last. Again, the accompanying chart
from the difficulty. Some effects cannot
can help you figure out the modifier to the
be detected through taste, physical sensa-
difficulty. Unless otherwise specified by the
tions, hearing, sight, or scent. This includes
manipulation (or the GM), a character may
instantaneous location-to-location move-
rely on a manipulation’s effect once per
ment and direct mind-to-mind communica-
round.
tion. This adds 4 per die code or every five
points of the effect’s value (round up). Thus
a manipulation’s imperceptible effect with a
value of 11 has a +12 to the modifier. The
imperceptibility of the effect is in addition
to any modifier that may further make the
application of the manipulation obvious

Target Size Manipulation Difficulty


The size and number of targets is an- Once you have determined all of the
other essential element of a manipulation. aspects of the manipulation, add them
Use the accompanying chart to decide on together to get the difficulty for using it.
the desired number of targets or a single The metaphysicist rolls the appropriate
target’s size. Add it to the manipulation’s metaphysics skill against this difficulty to
difficulty. determine success; see “Releasing the Ma-
nipulation” later in this chapter for details.

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The skill total can be modified by various
circumstances; the “Situation Modifiers”
section offers some suggestions.
tain sort of item to use his gift more effec-
tively. A novice character just beginning his
Design Time training might require a symbol of his order,
for example. This is a psychological crutch,
Metaphysical manipulations never require
but it has no bearing on the difficulty of the
the character to spend time designing a
metaphysical attempt. Nonetheless, GMs
manipulation or going through preparations
may allow a modifier to the Metaphysics
to use it. However, characters can improve
skill total modifier per type of additional
their ability to create the manipulation by
part. There is a limit of one component,
concentrating on their desired effect before
one incantation, and one gesture per skill
releasing it. See the concentration modifier
attempt. See the accompanying charts on
later in this chapter for details.
the next page for skill modifiers. This can
be combined with a concentration modifier.
Die Codes Note that using the skill provided by a ma-
nipulation does not count as an incantation
Values are cumulative, so, if the effect or gesture.
has a die code of 3D, the effect’s difficulty
is 6. Concentration
The character spends time preparing her-
Situation Modifiers self before releasing her will on the world.
For each round in which the character
Various situations can change a charac- concentrates strictly on his upcoming action
ter’s ability to make a manipulation happen. (with or without performing related incan-
These generic and optional modifiers can tations or gestures), the player may add a
further affect the difficulty, generally trad- bonus of +1 to the skill total. Additionally,
ing a negative effect on the character for a add the number of rounds in concentration
lower difficulty or a higher skill total. Note to 6 to get the willpower difficulty, which
that none of these modifiers is required the character rolls at the end of the concen-
to use any metaphysics skill, but they can tration time. The GM may adjust this based
help. on the circumstances; see the chart on the
next page for suggestions. If the character
Community fails the willpower roll, the metaphysical
Unless the GM rules otherwise, charac- attempt fails. A Critical Failure on the will-
ters with metaphysical skills may help each power roll indicates that the character takes
other, using the game mechanics in the “Re- any feedback associated with the skill used,
lated Skills” section in the “Game Basics” even though it didn’t work. Example: Four
chapter as guidelines. Metaphysicists also rounds of concentration gives a +4 bonus
may gain aid from characters with certain with a willpower difficulty of 10. The player
other metaphysical attributes, though the must specify, before having his character
bonus is one-half of normal (round up). concentrate, which metaphysics skill the
bonus will affect and how it will affect that
Components, Incantations, And skill. The bonus cannot be transferred to
another skill.
Gestures
Metaphysical talents only require the
power of the brain, although a person can
have a psychological dependency on a cer-

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Countenance Result Points
Metaphysicists’ bodies can undergo The result points (the difference between
changes due to side effects of their reality- the metaphysics skill roll and the manipula-
altering talents. Some go pale or even tion’s difficulty) can help in a future attempt
blue with a lack of blood flow to their skin, with that skill or by improving some appli-
the hair on some stands up as if by static cation of the current use. Add one-half of
electricity, others shake uncontrollably or the result points as the bonus to the ef-
foam at the mouth, while others get bulg- fect, range, duration, or other appropriate
ing eyes or swollen, lolling tongues. Illusory feature (round fractions up). The GM might
changes are also possible, such as glowing also use the result points to determine how
eyes or a bright aura. The physical shell can effective the manipulation was.
react in unpredictable ways to the effects of
extrasensory perception. The corresponding Untrained
chart lists modifiers to the metaphysics skill Many metaphysics skills may be used (or
difficulty. rather, “experienced”) even if the character
has no dice in the particular skill. For those
Feedback who have some training (that is, pips or dice
For every -2 to his damage resistance in any metaphysics skill), the difficulty in-
total, the character receives a +1 to the creases by +5 to implement a manipulation
metaphysics skill total. Neither protective using a skill in which they have no experi-
gear nor any type of special ability may ence. For those who have no training (that
defend against feedback. The damage resis- is, no pips or dice in any metaphysics skill
tance modifier drops at a rate of one-half but they do have dice in the metaphysics
of a roll of the character’s metaphysics per attribute), the difficulty increases by +10.
day, with the decrease occurring at the be-
ginning of a new day. Components

Link To Target SKILL COMPONENT IS…: SKILL


When a metaphysicist wishes to seek out MODIFER
a specific person, the relationship to that Very common, easily purchased +2
person can affect how easy it is to get in or traded for (match, wooden board,
touch with the person. Include the link to candle)
target skill total modifier when using the Common, but must be purchased for +3
relevant skill (see accompanying table). reasonable cost (lighter, inexpensive
Note that this is different than an astral clothing, oil, incense)
anchor in that the character and his target
Uncommon (rare in some places, +4
need not have been in recent contact. The common in others: gun, computer chip,
GM can also use these modifiers for honing prescription medicine)
in on specific items.
Very rare (rare in most places or ex- +5
pensive: valuable gem, precious metal,
Other rare drug, exotic herb)
The GM may allow other modifiers to the Extremely rare (near-priceless gem, +6
skill roll. Add to the skill total any modifiers plutonium)
for circumstances that make creating the
Unique (burial mask of a long-dead +7
manipulation easier, but subtract from the king)
skill total any modifiers for situations that
make manipulating reality harder.

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Gestures
Noticeable (gray pallor, foaming) +1
Extreme (convulsions, prominent +2
COMPLEXITY: SKILL MODIFER illusion)
Simple (point finger, hold out sym- +1 Permanently disturbs target (per +1
bol) every +5 to difficulty of future interac-
Fairly simple (make circles with fin- +2 tion attempts)*
ger, wave hands) *May only be included if target is intelligent
and can see the countenance change.
Incantations

COMPLEXITY: SKILL MODIFER


A few words or sounds +1
A complete sentence or lengthy +2
phrase
Must be said very loudly +1
Releasing The
Concentration Distractions: Ex-
amples Manipulation
Roll the metaphysics skill for the manipu-
LEVEL OF DISTRACTION: MODI- lation in question to get a skill total, adding
FIER* or subtracting any modifiers appropriate for
Completely isolated chamber 0 the user’s situation. If the total equals or
exceeds the difficulty number, the manipu-
Isolated, but some distractions +2
lation has succeeded and the metaphysicist
(trees, birds chirping, pictures, white
noise) may use the manipulation’s effect. Which
skill the manipulation requires is either
On a park bench, with a few pass- +6 decided when the effect is developed or
ers-by
listed with a pre-calculated manipulation.
In a room with a few other people +8 Remember that players may spend Char-
who are being quiet acter and Fate Points to make sure they
Alone in a booth at a sparsely filled +10 have sufficiently high skill totals to generate
restaurant the manipulation in addition to relying on
Alone at a table in the middle of a +14 various situational modifiers. The effect is
sparsely filled restaurant applied differently depending on its pur-
pose. There is no design time for creating a
Alone at a booth at a busy hour; in +16
a telephone booth, with many people manipulation.
passing by
Skill Simulations
At a restaurant booth with a few +18
other people who are being quiet Some manipulations provide the target
Packed ballroom +20 with skills or bonuses to skills or attributes.
For instance, a manipulation that heals
*Modifier to willpower difficulty. would give a character a certain number of
dice in medicine, and the result of using the
Countenance manipulation’s skill gift would be compared
to the normal difficulty for using medicine
CHANGE IN APPEARANCE: SKILL on a target. Any attribute bonuses affect
MODIFIER the skills and specializations under them,

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and any skill bonuses add to the specializa- get. Even though the energy will go where
tions under them (if the target has any). he wants it to, there still has to be some
Targets use gifted skills and skill and at- way to determine whether or not anybody
tribute bonuses normally and as separate is hit by it. This keeps effects from being
actions from the metaphysics attempt. automatic “killers.” Granted, most manipu-
lation won’t need this – a manipulation that
Protection a character uses to take over a target’s
Characters using protecting manipulations mind needs no “to hit” total; it is instead
rely on their effect just as they would a the effect versus the target’s willpower or
piece of protective gear. Knowledge.
Releasing a manipulation at the same
General Effects time as using its targeting or activation skill
When the manipulation offers a “general” is not considered a multi-action. However,
effect and thus has no targeting or manipu- if the character wishes to release an attack
lative skill associated with it, the GM will manipulation, which requires a targeting
have to make up levels of success for that skill roll, and fire a gun in the same round,
manipulation. A minimal success, with the then the multiaction modifier of -1D (for
roll equal to the difficulty, means that the taking two actions in the same round) is ap-
manipulation was slightly off or less than plied to the manipulation activation roll, the
perfect. A solid success of one to five points manipulation targeting roll, and the weapon
over the difficulty usually gets the manipu- targeting roll.
lation to do exactly what the user wants For manipulations targeting groups, the
the manipulation to do. A superior success metaphysicist applies the targeting skill
of six points over the difficulty reveals that once and that number is compared to each
the manipulation worked better than usual; target’s difficulty to hit it.
at this level, the GM might even provide a
In general, any manipulation that works
bonus to its use.
like a weapon requires this kind of control,
and a few others might. GMs in doubt may
Damage And Targeted Manipula-
wish to assign a targeting skill check in ad-
tions
dition to the manipulation skill difficulty.
If the manipulation focuses on a target
(such as a blast or translocation manipula-
tion), the player and GM must decide what Reflux Option
skill (such as firearms, melee combat, or
At the GM option, characters who roll
throwing) to use to hit, if it’s not already
a Critical Failure with an abysmally small
built into the manipulation or described with
skill total become disoriented and lose all
it, as well as the appropriate defense, if any
actions in the next round. The universe re-
(GMs who prefer to keep activation skills
jected the manipulation and hit back.
within the metaphysical arts could allow a
separate channel roll as the targeting skill).
Attack manipulations, for example, would Increasing Resistance
use standard combat difficulties and modi- Option
fiers for their defense (regardless of the tar-
geting skill). Common sense should be used As another option to control metaphysi-
to determine which skill and defense to use. cists, for each additional time the character
Example: With a blast manipulation, the uses the same manipulation on the same
GM decides that the metaphysicist has to target, the difficulty goes up by +5. It’s
generate a firearms skill total to hit his tar-

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possible that the result point bonus will can- Range: close (+5)
cel this difficulty, but the universe continues Duration: 2 rounds (0)
to try to resist change.
Description: The metaphysicist draws
energy from within herself or her surround-
Link To Target ings and focuses it into a blast at a single
RELATIONSHIP YEARS KNOWN: target. Damage equals 4D. Add the result
SKILL MODIFIER point bonus to the amount of damage done.
She has access to the blast for two rounds,
Constant influence (parents, grand- +5 though she may only use it once per round.
parents, spouse, old friends) 10+
years
Mental Shield
Recent influence (friends, room- +3
mates, old enemies) 5–10 years Skill Used: channel
Newer influence (friends, acquain- +2 Difficulty: 13
tances) 1–5 years
Sporadic influence (on-and-off rela- +2
tionships) variable
New acquaintances 2–6 months 0
New faces/only just met, but have -2
talked for a while (e.g., at a party)
Personal sight and name recognition -3
(have met in person briefly)
Distant sight and name recognition -5
(celebrities never met in person)
Only a name or face -8
Complete strangers and not of the -12
same species

Sample Manipulations
These sample manipulations provide a ba-
sic idea of what a character can do with the
metaphysics ability. They should be each
taken as only one example of how such a
manipulation of reality could be represent-
ed.

Channel

Blast
Skill Used: channel
Difficulty: 15
Effect: physical damage 4D (8)
Target Size: person (+2)

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Effect: mental protection 4D (8) Detect Life
Target Size: person (+2) Skill Used: sense
Range: self (0) Difficulty: 21
Duration: 5 rounds (+3) Effect: search: detect life 5D (10)
Description: By hiding his mind behind Target Size: few people (+3)
a curtain of confusing thoughts, the meta- Range: close (+5)
physicist prevents mental harm with an ar-
mor value of 4D. The mental shield can also Duration: 5 rounds (+3)
serve in place of willpower in interaction at- Description: Knowing that all living crea-
tempts or against detect life manipulations. tures radiate a kind of psychic energy field,
Add the result point bonus to the amount of the metaphysicist uses this manipulation to
harm or level of interaction resisted. find those hiding near by. Each round the
character may look in a new direction with-
Personal Physical Shield out having to reactivate the manipulation,
Skill Used: channel but must roll the manipulation’s search skill
for each new area. The greater the roll with
Difficulty: 13 the effect, the more information he learns.
Effect: physical protection 4D (8) Characters may attempt to hide themselves
by rolling their willpower or Knowledge or
Target Size: person (+2)
by creating an appropriate manipulation.
Range: self (0) The results are then read as points above
Duration: 5 rounds (+3) this difficulty, instead of points rolled with
the search skill. With a Critical Failure re-
Description: The metaphysicist gathers sult, add the total normally, including the
energy into an aura that absorbs damage one on the Wild Die, and use the results
with an armor value of 4D. Add the result of one level less than that total. For totals
point bonus to the amount of damage re- that would have been minimal, the Criti-
sisted. cal Failure causes the metaphysicist to lose
one round of using this manipulation due to
Sense confusion.
RESULT: INFORMATION GAINED
Clairvoyance 1–6 Knows that there are life forms
in the target area, but not how
Skill Used: sense
many
Difficulty: 44 7–11 Knows the number of beings
Effect: search 4D (8), imperceptible 12–13 Knows whether any of the be-
(+16) ings in the area have an meta-
physical attribute
Target Size: group, room (+5)
14–15 Knows whether she’s met each
Range: self (for effect) (0); long (to tar- being before, and if yes, who the
get location) (+7) being is
Duration: 10 rounds (+8) 15–16 Knows the gender and species of
Description: By casting his mind out, the the being
metaphysicist can examine one location at
a distance. Use the effect’s search skill of Influence
4D to determine how much information the Skill Used: sense
character gets each round.

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Difficulty: 15 Transform
Effect: persuasion 5D (10)
Heal
Target Size: person (+2)
Skill Used: transform
Range: self (0)
Difficulty: 10
Duration: 5 rounds (+3)
Effect: medicine 5D (10)
Description: The metaphysicist bends his
will command that of another. He relies on Target Size: person (+2)
his new persuasion skill of 5D like a normal Range: touching (-2)
interaction skill.
Duration: 2 rounds (0)
Receive Thoughts Description: Through the power of
Skill Used: sense touch, the metaphysicist can heal another
character as if he had 5D in medicine. He
Difficulty: 23 has access to this skill for two rounds,
Effect: persuasion 3D (6), imperceptible though he may only use it once per round.
(+12)
Ignore Pain
Target Size: person (+2)
Skill Used: transform
Range: self (for effect) (0); point blank
(to target) (0) Difficulty: 22
Duration: 5 rounds (+3) Effect: stamina 6D (12)
Description: The metaphysicist can Target Size: person (+2)
read the surface thoughts and feelings of Range: close (+5)
one person. Each round, the metaphysicist
makes an interaction attempt using the ef- Duration: 5 rounds (+3)
fect’s persuasion of 3D to determine how Description: The metaphysicist bolsters
much of the target’s thoughts he detects. another’s ability to fight the pain of injuries.
Send Thoughts For five rounds and as long as the target
character remains within range, he receives
Skill Used: sense the benefit of the stamina skill at 6D. Using
Difficulty: 28 the skill gained from this manipulation does
not count as an action.
Effect: persuasion 3D (6), imperceptible
(+12) Physical Enhancement
Target Size: person (+2) Skill Used: transform
Range: self (for effect) (0); close (to tar- Difficulty: 16
get) (+5)
Effect: +1D bonus to any one attribute
Duration: 5 rounds (+3) (Agility, Strength, Knowledge, Perception,
Description: For five rounds, the meta- Mechanical, Technical) (6)
physicist can plant thoughts in another Target Size: person (+2)
character’s mind. Each round, the meta-
physicist makes an interaction attempt Range: close (+5)
using the effect’s persuasion of 3D to Duration: 5 rounds (+3)
determine how receptive the target is to the
Description: The metaphysicist improves
thoughts.
another character’s physical or mental
abilities. For five rounds and as long as the

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target character remains within range, he
gets +1D to one attribute of the metaphysi-
cist’s choosing.

Telekinesis
Skill Used: transform
Difficulty: 20
Effect: Move target of 1 kilogram or less
(1)
Target Size: small item (+1)
Range: close (to target) (+5); close
(range of movement) (+5)
Duration: 10 rounds (+8)
Description: The metaphysicist reaches
out with his mind and grasps a small object
within 100 meters. He can bring it to him.
To also use the object at a distance, he
would need to give himself the appropriate
skill, as a separate manipulation attempt.

Translocation
Skill Used: transform
Difficulty: 31
Effect: Move target of 100 kilograms or
less (12); imperceptible (+12)
Target Size: person (+2)
Range: self (to target) (0); close (to des-
tination) (+5)
Duration: 2 rounds (0)
Description: The metaphysicist shifts
herself out of time and space to another
location within 100 meters of where she
started. It takes one round to dematerial-
ize and one round to rematerialize. Note:
When adjusting this manipulation to work
on another character, unwilling characters
get a chance to resist, adding a roll of their
lift or Strength to the base difficulty of the
manipulation, making themselves harder to
grasp. Resisting does not count as an action
for the target.

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Manipulation Worksheet

Skill Used:

Difficulty: Manipulation Worksheet

Effect: Total the values for each as-


pect and put the number on the
Target Size: correct line. If you do not use an
aspect, put zero (0) on its line.
Range:

Duration: Difficulty Calculation


Effect +
Skill Modifiers:
Target Size +
Componant:
Range +
Gesture: Duration +

Incantation: Modifiers +
Total (difficulty)
Concentration:
Skill Modifiers Calculation
Feedback: Component +

Link to Target: Gesture +


Incantation +
Other:
Countenance +
Feedback +
Link to Target +
Other +
Total Skill Modifiers:
Other +
Other +
Total

Description:

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09: Hardware and seller, and so on). Likewise, GM smay
allow players’ characters to help each other
Much of the equipment and technology obtain particularly expensive items (such as
detailed in this chapter is what is currently spaceships) through complementary Re-
being used and produced by the Extent. sources rolls.
Knockoffs and devices of different design If the Resources total equals or exceeds
but identical performance can be found in the price difficulty, the character gets the
the hands of Grayscalers and Newcomers item.
all over Septimus, manufactured on smaller
scales by rogue nanofoundries and off-the- Any item with a price difficulty equal to
grid production facilities. As more and more or less than the number in front of the “D”
Newcomer ships enter the worldsphere, in the character’s Resources attribute is an
they bring with them equipment designs automatic purchase. A character may make
from the outside, but the sad reality is that several automatic purchases per day. Any
tech design has stagnated terribly in the item with a price difficulty greater than the
Seventh Empire; all of the recent innova- number in front of the “D” in the character’s
tion has been by the Extent and those who Resources attribute but less than or equal
have copied from it. As such, unique New- to 3 times that number is an average pur-
comer designs are usually discarded quickly chase. A character may make one average
in favor of Extent designs or copies of the purchase per day.
same. In this the Extent can take credit for Any item with a price difficulty greater
a lasting victory in the direction of design than 3 times the number in front of the “D”
itself within the sphereworld: if you want to in the character’s Resources attribute is a
build something right, you need to build it luxury purchase. A character may make one
the way the Extent would. The rogue build- luxury purchase every seven days. When
ers and scroungers of the sphereworld are deciding on the type of purchase, include in
undoubtedly harboring gear of their own de- the difficulty breakdowns any modifiers due
sign, but such things are very rare and iso- to a Boon or Bane.
lated examples of technology in a unspeak-
ably vast world where Extent gear and gear Example: A character has 3D+2 in her
made to look like Extent gear are in use by Resources attribute. Her automatic pur-
more than 99% of the total population. chases have a difficulty of 3 or less. Her
average purchases have a difficulty of 4 to
9. Her luxury purchases have a difficulty of
Obtaining Gear 10 or more. If the character also had wealth
(R1), she would add her bonus of +10 to
Each piece of equipment has a price dif- each of these levels, giving her automatic
ficulty associated with it that expresses how purchases at 13 or less, average purchases
challenging it is for a character to obtain between 14 and 19, and luxury purchases
that item. If using Resources as an attribute at 20 or more.
to purchase an item, the player rolls the at-
tribute against the listed purchase difficulty, Failure on a Resources roll means that the
(adjusted by the GM for the circumstances character didn’t have the money for some
around obtaining the item such as seller’s reason (maxing out a credit line, forgetting
stock, item quality, general item availability, to transfer money to the correct account,
and so on). A player may attempt to use leaving the wallet at home, etc.). Except
bargain to haggle over the list price (and when the total is abysmal, the character
thus change the price difficulty). Review the may roll again after a short period of time
bargain skill entry for details. The GM may and attempting to fix the problem (switch-
include modifiers to the seller’s roll or value ing credit cards, moving money, getting
(such as local law, relationship of buyer money from the safe, etc.). Unless the GM

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PRICE DIFFICULTIES Item or Service Is... : Modi-
Cost of Item or Service: Dif- fier
ficulty Common; average quality 0
Cheap (several cred- Very Easy (5) Very common; local market -5
its or less) is flooded; of slightly lower
Inexpensive (less Easy (10) technological complexity than
than 200 credits) commonly available

Nominally expensive Moderate (15) In high demand; limited +5


(hundreds of credits) availability; of slightly higher
technological complexity than
Somewhat expen- Difficult (20) commonly available
sive (a few thousand
credits) Not generally available to the +15
public; of significantly higher
Expensive (several Very Difficult technological complexity than
thousand credits) (25) commonly available
Very Expensive Heroic (30) Out of season or from a dis- +15
(tens of thousands of tant location or more
credits)
Unusually high quality +5
Costly (a few hun- Legendary
dred thousand credits) (30+) Damaged or low quality –5

Note: “Costly” is hardly the top end,


and GMs should continue adding to the Relationship with Seller:
difficulty for higher prices as needed. Bargain Modifier
Has dealt with rarely or never 0
Pays on time; frequent cus- -1 or
tomer; no complaints by seller more
Rarely pays on time; problem +1 or
buyer more

decides otherwise, players may not spend Personal Equipment


Character and Fate Points on Resources
rolls. The price difficulties given in the In a high-tech setting like Septimus, there
equipment descriptions in this chapter are are certain kinds of technology which have
suitable for most science fiction settings. become ubiquitous, something most char-
They do not take into account any modifiers acters can have access to if they want it.
the GM may wish to include. Some examples include:

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Comlink bars but common in banks and large-pur-
The standard unit of communication chase retail outlets) will probably be able to
equipment, comlinks come in a number of detect the forgery.
different forms. The most common is the Cost: Very easy to set one up; some fees
handset, which has an effective range of to transfer money.
10 kilometers and is widely available on the
Note: Cred-keys are used in the Extent,
open market. These also can be purchased
even though there is no real monetary cur-
as headsets.
rency to speak of there. Extent cred-keys
Cost: Easy (10) include time credits for nanocompilers,
which are then used to gain additional time
Comlink, Military on them. Compilers generally are thumb-
Military comlinks have a greater range print or retina-print enabled, and one’s
(approximately 25 kilometers), and are time credit account is accessed on a cen-
frequently belt units or built into enviro- tral mainframe, so keeping a cred-key on
suit helmets, to allow the soldier to keep hand is unnecessary. However, cred-keys
her hands free for combat. Many high-tech do store additional time credits, and can be
worlds feature communications satellites used on top of what you are allotted.
that allow comlink signals to reach any-
where on the planet. Crowbar
Cost: Moderate (15) Gives a +1D bonus to prying attempts, or
does Strength Damage +2 in damage with
Cred-Key bashing attacks.
A small plastic card that, when placed in a Cost: Very easy (5)
cred-key receiver, can perform all banking
functions. Cred-keys are used by virtually Datamate
all high-tech worlds, though not all worlds The Septimus version of a PDA, these de-
have compatible banking systems. Many vices are portable terminals for interfacing
frontier worlds do not have the equipment the Datastream and Holoverse (described
necessary to read the cards and so will below). They take many forms, from small
only accept hard currency. Standard cred- handheld computer screens, to stylus-style
keys contain the name of the bearer and a pens, to lapel pins, and so on. Datamates
personal identification number. Megacorpo- can also be used as personal communica-
rate-issued cred-keys usually feature the tions devices anywhere within the Sphere.
name of the firm and a code for it as well. Most come with a port for connection to
Military officers, who may have extensive a neural jack, as well as cable interfaces
credit limits owing to their status, carry for connecting to larger terminals. Smaller
cards with their DNA pattern encoded on computers have slots for a few scholar-
them for ease of identification. Cred-keys chips, while larger ones have room for
are not common on worlds with extensive several.
smuggling, piracy, or other criminal activi-
Cost: Moderate (15)
ties – they are too hard to steal and use.
A character must be able to generate a
Hardsuit
forgery, a personal equipment repair, and
a computer interface/repair skill total of The basic environmental protection gear,
at least 21 each to forge or strip a civilian the hardsuit is designed for use in hostile
cred-key. Military and megacorp keys are climates or worlds whose atmosphere is
even harder. Even then, decent detection unsafe. The hardsuit features a helmet and
equipment (not usually found in stores and full body suit (the helmet is detachable).

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Air is recycled by the mechanisms in the Cost: Very Easy (5)
suit and bodily moisture is also filtered to
be stored in pouches inside the suit. Straws Hand Scanner
run up the suit and into the helmet to allow A portable sensor device, the hand scan-
the user to take a drink. ner has an effective range of 10 kilometers.
Hardsuits commonly have comlink units It can be set to pick up motion, particular
built into the helmet and the belt. A small types of matter, and even indications of
indicator light in the helmet flashes when in power generation. They are standard equip-
the presence of another comlink is trained ment for scouts and are frequently used by
to the same frequency. A hardsuit main- miners. Use of a scanner provides a +1D
tains a constant temperature around its to sensors. Use the “Information Difficul-
wearer that can be adjusted via controls on ties” or “Observation Difficulties” charts in
the belt. A standard hardsuit offers only a the “Example Skill Difficulties” chapter to
single layer of protection (armor value +1), determine what the scanner reveals. Most
which if torn or pierced renders the entire hand scanners can only be blocked by cover
suit inoperative. More expensive suits of- over three solid meters thick (several thick
fer two layers of protection, with a liquid concrete walls or the bulkhead of a ship will
sealant stored between the interior and usually block scanner readings, but only the
the exterior. Damage done to the exterior most dense of forests or jungles will have
layer can be sealed within one round (armor any effect at all).
value +2). However, extensive damage Cost: Moderate (15)
rapidly exhausts the supply of sealant. (The
average outfit comes with enough sealant Holorama Player
to repair 20 small tears or 10 large ones.)
This device provides holographic images
Hardsuits can hold enough air, food, and drawn from data chips for entertainment or
recycled water for several days to several informational purposes. Holovids also can
weeks of use; about two weeks is standard. be connected to comlinks to provide for
They can be refilled off of shipboard sup- audio and visual contact between parties.
plies (deducting the life support from the Some holovids have the capability to jack
ship’s life support) or they can be refilled at into hand computers, projecting the infor-
stations and similar places for 10% of the mation on scholarchips out for all to read.
base cost of the suit.
Cost: Moderate.
Cost of suit: Moderate (15)
Life-Support Refills
Flashlight
These are “tanks” of atmosphere and
Small flashlights reduces darkness modi- food supplies that can be attached to an
fiers by 2D in a cone-shaped area up to five environment or hardsuit and some portable
meters from the user. The internal batteries shelters. They last roughly two weeks and
can be recharged off any local current (the weigh less than 10 kilograms.
base includes several adapters).
Cost: Moderate.
Cost: Very easy (5)
Lockpicking Tools
Handcuffs
These provide a +1D bonus to lockpicking
Low-tech metal adjustable restraints re- attempts only if the user has the sleight of
quire the key or a moderate sleight of hand hand skill. Otherwise these are useless in
roll to remove; 18 body points/2 wound lev- the hands of the unskilled.
els; damage resistance total 15. Key comes
with purchase of handcuffs. Cost: Easy (10)

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Medkit of the Datastream at once. +1D bonus to
An assortment of medical supplies col- sight-based rolls for viewing objects beyond
lected into a lightweight container that seven feet in daylight and twilight.
allows for easy transport. Medkits normally Cost: Easy (10)
contain antibiotic patches, a compressed-
air hypodermic injector, three doses of Shovel
pain killers, bandages, and tape. Use of a
Add 1D to digging attempts, or does
standard medkit provides a +1D bonus to
Strength Damage +2 in damage with bash-
medicine skill checks. For more on the use
ing attacks.
of medkits, check out the “Healing” section
of the D6 Rules chapter. Cost: Very easy (5)
Cost: Easy (10)
Signal Locator
Nylacord This device, which has a restricted dis-
tribution, monitors the signals of tracking
This synthetic rope is used throughout
devices. It includes a small display to show
Septimus and the Seventh Empire. It is
direction of movement. Pricier ones can pin-
light, has a tensile strength of many tons,
point the location on an electronic map.
and is extremely thin. When used as a
choking weapon, it inflicts Strength Damage Cost: Moderate (15)
+2; 10 body points/1 wound level; damage
resistance total 5. Thermo-Disk
Cost: Very easy (5) Useful gear when traveling in a wilderness
area, thermo-disks are spheroid plasticene
Scholarchips items, roughly the size of the average hu-
man’s fist. They contain storage batteries
Computer chips intended for use with
that, when switched on, give off heat in a
both hand units and larger terminals. These
25-meter radius. As they do not provide
contain available information on sectors,
light, they can be used in hostile areas
planets, some alien species, equipment,
without betraying of one’s presence.
ships, personal data, business transac-
tions, and so on. Use of a computer with Cost: Easy (10)
a standard scholarchip in place allows the
operator to roll as if he possessed a scholar Tool Kit
or appropriate Knowledge-based skill in the Contains tools (and possibly parts or
subject detailed on the chip. Of course, the storage containers) necessary to accom-
broader the range of information and the plish basic tasks. Add 1D to relevant skill
more encrypted it is, the harder it is to get attempts only if the user has the appropri-
at what the character needs. ate skill (usually some version of repair, but
Cost: Very easy (5) for base die code of investigation in the case of an evidence or
1D, +1 to the price for each additional +1D. archaeologist’s kit, con: disguise in the case
of a disguise kit, or certain applications of
Shades artist or forgery with artistic supplies).
Supertech eyewear provide the user with Cost: Very easy (5) to moderate (15)
multi-sensory capability as well as the po- depending on quality and availability.
tential for displaying multiple datascreens
at any given time. A must for the media
addict who needs to take in multiple strands

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Tracking Device ty hunters close in from all angles looking
Used with a signal locator, this miniature to lay the smack down on whomever had
transmitter allows whatever is attached to it the stones to rip the Extent.
to be electronically located over a distance.
Active devices emit a signal, while passive Melee & Missile Weapons
ones wait for a signal to come before send- Personal weapons are a fixture in the
ing out a response. world of Septimus, even in Arcopolis where
Cost: Moderate (15) one would think that things are so safe and
comfortable that one could go unarmed.
However, the recent Scraplander incursion
and the ever-present danger of low-level
attacks and threats from the Scrapland-
ers has prompted some residents to carry
personal melee weapons for safety and civil
defense. To some degree, this trend has
Weapons led to the widescale study of the fighting
arts, such as handling a knife or a whipping
The various hardware listed below repre- weapon. Dueling traditions have also been
sents the designs used most commonly by reported to exist in the Grayscale, but the
the Extent and its various imitators. There Cadre has not yet made any serious investi-
are other designs, variations, clones and gation into the practice, nor will they until a
knockoffs of every item in this section in duel goes horribly wrong and an unaccept-
use in the Grayscale, the Scraplands and able amount of collateral damage occurs.
the various Newcomer factions, although That said, there exists a long-standing
Extent technology remains by far the most tradition of dueling and personal combat
prevalent design family to be found within throughout the Seventh Empire, and many
Septimus. Newcomers come to Septimus both skilled
The Extent is reportedly working on new in the use of melee weapons and more than
generations of weapons for its soldiers. ready to draw at a moment’s notice if need
Rumors conflict as to their progress, how- be.
ever. Some believe that the Extent already
has new arsenals at the ready but refuses Cruncheon / Boomstick
to deploy them just yet, waiting for the These are superheavy fighting sticks for
perfect moment, if and when it should ar- those with augmented strength, most often
rive. Others believe that the Extent is still found in the form of a club or a staff. Some
putting its various prototypes through the cruncheons have directional explosive reac-
testing process, in which case field models tors on the surface for super hitting power.
are bound to see action against the Extent’s These are called boomsticks. Cruncheons
many enemies at some point. When this generally can not be thrown accurately.
happens, it will be the Extent’s top priority
to ensure that these new weapons do not Classification: augmented fighting stick
fall into the wrong hands. The Extent will Damage: 3D for a regular cruncheon, 4D
have worked long and hard to gain a new for a boomstick.
edge in the arms race against its enemies,
Modifiers: Boomsticks are weighted a
and it will not take any disruption of that
little weirdly because of their reactor tips,
effort lightly. Those who have dreams of
so they are –2 to strike.
stealing prototypical Extent weapons should
do so knowing that they will never have a Cost: Easy (10)
moment’s rest afterward, as Cadre Enforc-
ers, Sleepwalkers and even freelance boun-

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Polycarb Damage: 2D
These monomolecular weapons feature Modifiers: Quicksticks get +4 to hit
blades that are virtually indestructible but when thrown and +2 to parry. If the user
are so thin they seem invisible when viewed stays in a purely defensive mode, he can
edge-on. They are fitted with autodraw whirl the quickstick around really fast, cre-
sheathes that instantly retract when the ating a shield-like effect that gives him +4
user hits a control button on the handle, to parry instead of the usual +2.
effectively arming the weapon for combat.
Cost: Easy (10)
There are three basic kinds of polycarb
weapons: knives, swords/axes and spears.
Stingstring
Classification: Personal Melee Laser-augmented fiber-optic microline; a
whip or garrotte that can cut through any-
Weapon; Cutlery With Attitude
thing. When not laser-augmented, it is still
Throwing Range (S/M/L) - 5/10/20 lethal and commonly known as mollywire.
Dagger
Classification: augmented razorwhip
Throwing Range (S/M/L) – 3/6/9
Sword/Axe Range: As a garrotte, stingstring users
Throwing Range (S/M/L) - 5/15/30
must be able to reach out and touch their
Spear opponents. Stingstring whips can extend
out to 5 m.
Damage: knives: 2D; swords/axes: 3D; Damage: 6D for regular stingstring; 3D
spears: 4D; Any polycarb weapon can be for mollywire.
used while sheathed as a blunt weapon,
but its damage is reduced down to only 1D, Modifiers: A Critical Failure when rolling
regardless of type. to hit with these weapons means the user
has actually hit himself. Determine damage
Modifiers: Spears are –2 to hit when at- as normal.
tacking any target at or closer than five feet
(1.5 m) to the wielder. Cost: Moderate (15)

Cost: Very easy (5) for daggers, easy Deathsaw


(10) for swords/axes and moderate (15) for
spears. These are the chainsaws of the future,
crafted from super-hard metal alloys and
sporting vicious polycarb teeth. This is a
shock weapon, designed for huge damage
Quickstick and psychological effect. They can be slow
These turbo-powered billy clubs can be and unweidly, though, and require great
used equally well as a HTH weapon or as strength to use without penalty.
a thrown weapon. Armed with internal Classification: intimidator; personal
gyros, quicksticks are well suited for trick overkill device
shots and special moves. When throwing a
quickstick, the user can make the throw a Range: HTH only. Don’t even think about
multiattack if he desires, banking the stick throwing one. You’ll just put a gouge in the
off of opponents and into others in a single floor.
strike. Damage: 7D
Classification: personal melee weapon; Modifiers: You must have a Strength of
thrown projectile at least 3D to use a deathsaw without pen-
Throwing Range (S/M/L): 5/10/15 alty. If your Strength ranges from 3D to 4D,

272

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you can use a deathsaw but all rolls are at Knuckle Duster
–3. If your Strength is higher than 4D, then A modern upgrade of the classic brass
you can use this without penalty. knuckles, these weapons use a contact
Note: Deathsaws will inflict normal dam- energy projector to deliver world-class
age against any weapon it parries. If you’ve hitting power upon contact, much like a
got a prized family heirloom broadsword, boomstick would. Knuckle dusters are often
using it against a deathsaw is not smart. worn by bodyguards, criminals, special ops
soldiers, revolutionaries, gladiators, and
Additional Note: Like stingsting and
anybody looking for some extra firepower
mollywire, rolling a Critical Failure while us-
but not necessarily another weapon to carry
ing one of these means you have cut your-
around.
self by accident. Roll damage as usual.
Classification: personal melee weapon
Powerchain Range: HTH only
These nasty weapons are a cross between Firepower: Knuckle dusters add +3 to
a whip and a flail. Weighted at the end, a your brawling damage.
powerchain can thrash, entangle or lacerate
its opponents using a series of chain signets Modifiers: none
linked by user-reactive micro-motors. This Cost: Easy (10)
means with a subtle twist of the wrist, the
user can manipulate the length of these Talons
weapons like tentacles, making them very
These look like oversized knuckle dusters,
difficult to parry and very easy for pulling
except they cover the entire back of the
off trick shots.
hand. They feature three cowlings that run
Classification: smartwhip the length of the unit. From these, three
Range: 15 feet (4.6 m), HTH only. If you dagger-like polycarb blades can extend, giv-
throw one, the weapon’s safety program ing the user an instant set of lethal claws.
kicks in, and unpowers the entire thing. It’ll These blades also can be fired from the
just clunk to the floor. base unit and controlled via a kinesis mod-
ule in the unit itself, making this versatile
Damage: 6D weapon a knife missile projector as well.
Modifiers: These things are pretty wild, Classification: personal melee and pro-
so reduce all melee combat rolls with these jectile weapon
by –1D. Like deathsaws, powerchains will
inflict damage to whatever weapon they Shooting Range (S/M/L): 8/16/24
parry. Likewise, a Critical Failure with one of Damage: 3D in either HTH combat or on
these means you wrapped it around your- the fly
self and inflicted normal damage. On the
Modifiers: When used as missiles talons
plus side, a Wild Die hit with one of these
are very accurate, thanks to their pilot con-
means that the damage rolled is automati-
trol capabilities. They are +3 to strike.
cally considered a Wild Die roll, too. Nobody
likes to get wrapped up in these things. Ammo: Each talon unit has only three
They tend to make you all fally-aparty. claws to it. Once the claws are fired as mis-
siles, they can be directed back to the base
Cost: Difficult (20)
unit and re-housed. The user should take
care when shooting the claws, since some-
times they will get lost or broken in the
course of missile combat.
Cost: Difficult (20)

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The average Extent citizen is not allowed
to carry or operate a small arm (or any oth-
Fletcher er weapon outside of melee weapons, for
This is a generic term for any projectile that matter) outside of certain designated
weapon that fires its missiles by way of places (i.e., target ranges, proving grounds,
simple mechanical power. This includes all specially outfitted holorama venues, etc.).
bows, spring-powered launchers, crank- This law rarely needs enforcing, as the
driven disc-throwers and the like. They are populus of the system have little need for
almost always either built from scavenged weaponry of any kind.
parts by those without access to more Small arms have four basic rates of fire:
sophisticated weaponry or by those looking single shot, burst firing, autofire and selec-
for something serious but silent. Either way, tive fire. Single shot means just that; the
those adept at using fletchers tend to enjoy weapon can only fire one shot per action.
their position on the battlefield as silent kill- Burst firing means the weapon can fire
ers from long distances. three shots with a single pull of the trigger.
Classification: personal missile weapon; In game terms, firing a burst adds +1D to
old-school perforation power the damage of the weapon, but using this
option means you’ll go through your ammo
Shooting Range (S/M/L/E): much faster. Autofire means the weapon
10/25/100/250 can only shoot continuous fire. An autofire
Damage: ranges from 2D to 4D depend- attack uses 20 shots at once and inflicts
ing on size and type normal damage, but it can be directed at up
to three different targets at once. Autofire
Ammo: Ranges from single-shot to can be directed entirely at the same tar-
magazines holding up to 50 darts or bladed get, as well. Each target (even the same
discs. Single-shot weapons canot be used in one being shot at multiple times) requires a
a multiattack. separate roll to hit and to damage. Autofire
Cost: Ranges from very easy (5) to mod- weapons cannot fire single shots unless
erate (15) depending on damage and ammo they are loaded with only one shot. Selec-
capacity. tive fire means the weapon can switch to
any rate of fire, from single shot to burst
firing to autofire.
Firearms
The basic ammo type for a small arm in
These are the most commonly encoun- Septimus is a needle-like microbullet that
tered weapons in the world of Septimus. has an armored core and a fragmentary
Personal firearms come in a dizzying array outer casing so it creates a pretty big hole
of types, models and variations, but the when it hits. The main advantage to such a
ones below are the official designs of the skinny round is that the average magazine
Extent and are all used by the Cadre and can hold enough ammo for a user to get
the Morituri. The Grayscale and the Scrap- through an entire gunfight without stopping
lands all manufacture weapons of their own to reload. Certain weapons can accom-
design, but many of them are either direct modate different kinds of ammunition, and
copies or hastily modified knock-offs of the there is in development a nanochamber
system’s tried and true archetypes. The that, once fitted to a weapon, will give its
same is true for most Newcomer factions. user the ability to modify the weapon’s
As a result, the weapons described below ammo load upon firing to achieve a variety
are the basic templates for the vast major- of specialty effects. This is not yet in pro-
ity of weapons encountered in and out of duction, but when it comes out in another
Arcopolis.

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year or so, it is expected to have serious Range (PB/S/M/L/VL): 10/20/30/40/50
impact on the battlefields of Arcopolis and Damage: 3D
beyond.
Rate of Fire: single shot
There are five operational ranges at which
all firearms operate: point blank, short, Ammo: 30 shots
medium, long and very long. Firearms can Modifiers: These weapons possess a
be shot at targets beyond very long range, slaving chip that makes it easier to use
but that is considered out of range. At that them in conjunction with each other. When
distance it will take a small miracle to hit firing with an A-Line in either hand, negate
what you’re aiming at. The difficulty num- the typical penalty for shooting with two
bers for all ranges are the same regardless weapons at once. This feature makes the A-
of weapon. The difference between weap- Line really popular with criminals and Mori-
ons is the length in meters of their various turi, both of which have a vested interest in
range increments. Generally, the heavier looking like badasses when fighting.
the weapon, the better the range. Likewise
the heavier the weapon, the larger and Cost: Moderate (15)
bulkier it is. Pistols and personal generally
defense weapons can be hidden on one’s Sirius Six
person. Rifles and larger gear can not. Nicknamed the “Serious Six,” this slightly
Exactly what can be hidden where is left oversized pistol is similar in shape to late-
for the GM to determine, depending on the model revolvers, down to a cylindrical
circumstances. ammo drum. In the case of the Sirius Six,
however, that drum is an oversized fusion
Holdout chamber that gives this pistol its extra
This small, compact sidearm is highly stopping power (at the cost of range).
popular with vehicle crews, covert opera- Classification: heavy pistol
tives and criminals looking to hide some
Range (PB/S/M/L/VL): 5/10/20/30/40
worthy firepower on their person. It is not
exactly the hardest-hitting shooter out Damage: 5D
there, but it can be easily concealed. Rate of Fire: single shot
Classification: personal sidearm Ammo: six shots
Range (PB/S/M/L/VL): 2/5/10/15/25 Cost: Moderate (15)
Damage: 3D
Einhander
Rate of Fire: single shot
A strangely popular superpistol, this
Ammo: 10 shots
weapon really requires two hands to use
Modifiers: None properly, despite what its name suggests. It
Cost: Moderate (15) is really a carbine made to look like a hand-
gun, which encourages plenty of Morituri
A-Line to one-hand this thing simply because they
look really cool while doing it.
Considered to be the most widely used
pistol in circulation, the A-Line is also per- Classification: superpistol
haps the oldest weapons design currently in Range (PB/S/M/L/VL): 15/30/45/60/75
use by the system. It is known for its good
Damage: 7D
performance and an accommodating design
that fits nicely into the user’s hand. Rate of Fire: single shot
Classification: pistol Ammo: 12 shots

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Modifiers: Unless you have a Strength of Polaris
16 or higher, you must use two hands when Like the A-Line, this battle rifle has been
firing this weapon. Otherwise reduce your in use for as long as anybody can remem-
skill roll with this weapon by –1D. ber and is a mainstay weapon in gladiatorial
Cost: Moderate (15) combat, law enforcement, Sector arms, the
Downsides, and the Scraplands. Criminals
Defender and rebels have made many knockoffs of
this particular design, adding extra fusion
This popular carbine resembles a minia-
chambers, rotating barrels and other such
ture rifle with a fixed stock and perforated
acoutrements designed to enhance perfor-
metal barrel. It is used most often by those
mance. The extent to which these add-
with basic weapons skills and who are un-
ons really help depends on the skill of the
likely to engage their targets at long range.
craftsman.
Classification: personal defense weapon
Classification: battle rifle
(PDW)
Range (PB/S/M/L/VL):
Range (PB/S/M/L/VL): 10/20/30/40/50
25/50/75/100/125
Damage: 3D
Damage: 5D
Rate of Fire: burst firing
Rate of Fire: selective fire
Ammo: 100 shots
Ammo: 250 shots
Modifiers: This weapon is very light
Modifiers: none
and well balanced. Though designed to be
fired with two hands, it is short and steady Cost: Difficult (20)
enough to fire one-handed at a penalty of
only –1 to strike. Taskmaster
Cost: Moderate (15) To replace the aging Polaris, the system
has introduced the cutting-edge Taskmaster
Harlequin to Sector Command and elite units within
the Cadre. Gladiators who have proven their
A relatively new design, the Harlequin is
unlikeliness to go rogue are also issued this
quickly proving itself to be a reliable and
weapon, which not only has tremendous
deadly tool, seen frequently in the Proving
accuracy and stopping power, but it has
Grounds and in service with the Cadre. It is
a sleek, stylish look that the public much
light and well balanced and is preferred by
enjoys.
Cadre patrolmen who need extra firepower
but don’t like to carry big weapons. Classification: battle rifle
Classification: personal defense weapon Range (PB/S/M/L/VL):
(PDW) 40/80/120/160/200
Range (PB/S/M/L/VL): 15/30/45/60/75 Damage: 5D+1
Damage: 4D Rate of Fire: selective fire
Rate of Fire: burst firing Ammo: 500 shots
Ammo: 200 shots Modifiers: none
Modifiers: Like the defender, this weapon Cost: Very difficult (25)
can be fired one-handed with only a –1 pen-
alty to strike.
Cost: Difficult (20)

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Support Guns Rate of Fire: Single shot. These weapons
can be modified with a moderate firearms
These heavy weapons range from squad- repair roll to either burst fire or autofire,
based suppression firepower to the heavy but any Critical Failure while shooting on
cannons mounted on vehicles. Generally a setting other than single shot means the
speaking, these are the big guns that com- weapon explodes, inflicting 10D damage to
bat junkies like to haul into battle. These the user.
are not instruments of subtlety. They are
state-of-the-art bang-bang. Ammo: 25
Modifiers: This weapon is so long and
Vanguard heavy, it must be braced against some-
This basic squad support weapon re- thing before firing. It has a built in bipod for
mains popular because it is light enough for prone firing. Firing unbraced lowers your
any combatant to heft easily and fire with skill roll by –1D.
little difficulty. It can put down a punishing Cost: Difficult (20)
amount of fire and is utterly reliable in com-
bat. It is an old design, and several efforts Reaver
have been made to replace it.
This weapon was also meant to replace the
Classification: light support gun
Vanguard, but because it is heavier and
Range (PB/S/M/L/VL): bulkier the Vanguard remains an important
50/100/150/200/250 personal weapon and the Reaver is more
Damage: 6D of a light crew weapon. It is often mounted
on vehicles, used by troopers with serious
Rate of Fire: autofire strength augmentation, or put into place as
Ammo: 1000 shots a point defense device.
Modifiers: None Classification: light support gun
Cost: Difficult (20) Range (PB/S/M/L/VL):
50/125/250/500/1000
Damage: 7D
Callisto Rate of Fire: autofire
The Callisto was supposed to be a next- Ammo: 1500 shots
generation squad support weapon that
would replace the Vanguard. Named the Modifiers: This weapon requires a
Harbinger, the weapon tended to explode Strength of at least 4D to fire while carry-
when switched to autofire and was aban- ing. Firing with a Strength less than 4D im-
doned. Several years ago a single-shot poses a –2D penalty on the roll to hit unless
version was released as the Callisto, tout- the weapon is fired from a bipod, tripod or
ing the weapon’s incredible accuracy. As a vehicular mount.
heavy sniper weapon, the device has met Cost: Difficult (20)
the success it lost as a super-heavy support
gun (SSG). Conqueror
Classification: light support gun; sniper Ah, the Conqueror. Easily the most
rifle often-used of the high-end small arms. It
Range (PB/S/M/L/VL): is produced in vast numbers and routinely
100/250/500/1000/2000 mounted on vehicles, used as point de-
fense, and occasionally used as a personal
Damage: 9D weapon by troopers in the heaviest suits of

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powered assault armor. It’s accuracy is not MC200
the best, but when rocking and rolling on This weapon is used for light tanks and
autofire, you really don’t need it. The hitting commonly is mounted on aircraft such as
power of the Conqueror, as any of its many fighters and fighter-bombers, because it
victims will attest, is surely enough to ruin performs well but is small enough that mul-
your day. tiple units can be placed on a single chassis.
Classification: light support gun Classification: medium support gun
Range (PB/S/M/L/VL): Range (PB/S/M/L/VL):
75/150/225/300/375 750/1500/2250/3000/3750
Damage: 8D Damage: 10D
Rate of Fire: autofire Rate of Fire: burst firing
Ammo: 2000 shots Ammo: 500 shots
Modifiers: This weapon requires a Modifiers: none
Strength of at least 6D to fire while carry-
ing. Firing with a Strength less than 6D im- Cost: Very difficult (25)
poses a –2D penalty on the roll to hit unless
the weapon is fired from a bipod, tripod or HC300
vehicular mount. This is considered the main gun for any
Cost: Difficult (20) heavy armor. Lighter vehicles will mount it
to fill a tank-killing role, a tactic used with
LC100 increasing efficiency by Scraplanders and
Gladiators. Only the heavier combat aircraft
The lightest of the vehicle-only weapons, will mount these.
the LC100 is typically used to arm heavy
unarmored vehicles, light armored ve- Classification: medium support gun
hicles, and light aircraft. It, like any of the Range (PB/S/M/L/VL):
weapons after it, is simply too huge for any 750/1500/2250/3000/3750
person to lug about unless it is mounted on
Damage: 15D
suits of heavy armor.
Rate of Fire: single shot
Classification: medium support gun
Ammo: 250 shots
Range (PB/S/M/L/VL):
500/1000/1500/2000/2500 Modifiers: none
Damage: 9D Cost: Very difficult (27)
Rate of Fire: burst firing
Siege Gun Alpha
Ammo: 1000 shots
Too large for any but the mightiest com-
Modifiers: This weapon can only be car- bat chasses, the Siege Gun Alpha (SGA) is
ried and fired by gunners with a Strength of designed for use by super-heavy armor, as
8D, meaning that it must either be mounted a form of mobile line-of-sight artillery, or
on vehicles, a suit of heavy armor, or on as stationary defense. Sometimes heavy
tripod/fixed mounts. bombers will mount these when converted
Cost: Very difficult (25) to a gunship role. The firepower a SGA puts
down is ferocious and typically disintegrates
whatever it hits. The SGA is the final word
in direct-fire weapons technology…for the
moment.

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Dexter Klaygon (order #2911013) 7


Classification: super-heavy support gun shot.” There are only two disadvantages to
the laser sight: (1) certain gases can refract
Range (Pb/S/M/L/VL):
the beam and (2) if the character uses the
1000/2000/3000/4000/5000
sight to aim, the target may see the little
Damage: 20D laser-light as well and be alerted. (Some-
Rate of Fire: single shot one who suspects she’s being targeted may
make a search attempt with a +1D bonus
Ammo: 100 shots to the roll to spot the location of the hidden
Modifiers: none attacker during the round in which the aim
takes place. The difficulty is the attacker’s
Cost: Very difficult (29)
attempt to hide.)
Cost: Easy (10)
Firearm Accessories
Quick-Draw Holster
Here is a sampling of firearm accessories
that can make certain weapons more effec- A favorite among gunslingers, the sprin-
tive. gloaded quick-draw holster is only avail-
able for nonbulky pistol weapons or melee
Gyrostabilization weapons. With this holster, drawing the
weapon does not count as an action, so
This can be built into any personal or
characters may perform it in the same turn
heavy weapon (except hand grenades) and
as using the weapon without penalty. In
provides synchronized stabilization for the
addition, when the character engages in a
wielder. The unit supplies that small amount
“quick-draw” contest, she can add 1D to her
of extra bracing that often makes the differ-
initiative. It does not provide any special
ence between a hit and a miss (+1D to hit at
initiative bonus during normal combat.
any range). This gyrostabilization bonus is
not used if the character aims first; aiming
provides better stabilization than the gyro
can. Grenade Targeting
Cost: Moderate (15) Range Difficulty
Point Blank 0
Laser Sight Short 10
This can be mounted on almost any Medium 15
projectile- or energy-firing weapon (hand
Long 20
grenades are out). The laser sight projects
a small, coherent spot of light that can be Very Long 25
seen by the weapon’s user, though after
100 meters the character using the weapon Condition Modifier
must be equipped with binoculars or other Character cannot directly +6
visual aids (like the telescopic sight). The see target area
spot helps the character firing the weapon
Target area is not “even +4
to see where the round is going to go (+1D ground”
to firearms roll). When using this sight to
fire at anything other than point-blank or Target area is very hard +4
(grenade will bounce)
short range, the character must take an
action to aim or forfeit the bonus of the Target area is very soft –4
laser sight. (The character gets the aim- (grenade will sink)
ing bonus.) It is simply too hard to see the
“dot” at medium or long range with a “quick

279

Dexter Klaygon (order #2911013) 7


Cost: Easy (10) and to that end they have designed a series
of energy weapons known as arc casters.
Telscopic Sight Also known as “bolt guns,” these devices
Only an advantage at medium or long emit what look like bright blue arcs of light-
range, the standard telescopic sight is ning at their targets. They inflict energy
equipped to make seeing the weapon’s damage rather than kinetic damage, and
target at those ranges much easier (+2 to their super-efficient batteries give these
hit at medium and long ranges). Individual devices a virtually limitless ammo capacity.
scopes are fitted to different weapons – so Unfortunately, all bolt guns are single-shot
a weapon with a long range of 250 meters weapons, though that will probably be rem-
would have a different sight than a weapon edied in future versions.
with a 1,000-meter range. The scope can So far, bolt guns are still fairly experimen-
be adjusted slightly, but the maximum tal. They are being used most commonly
range is always just a little more than the with new generations of military robots
weapon’s maximum effective range. When within the Extent and with certain Morituri,
using this sight on a weapon, the charac- who appreciate the dramatic visuals these
ter must aim to get the bonus (though the weapons afford when used. While bolt guns
character also gets the aiming bonus as are still somewhat uncommon and hard
well). to acquire, the Extent is likely to ramp up
Cost: Easy (10) production considerably in the next year or
two, and pretty soon these will be seen on
UV Sight And Scope every battlefield in Septimus.

Much more expensive, this sight n’ scope Arc Pistol


(SNS) combination is also much more
deadly than the laser sight. The character This is the size of a standard sidearm. It
using the weapon has a UV scope mounted is a reliable personal defense weapon and
on the weapon (or, less likely, is wearing is becoming increasingly popular with those
ultraviolet goggles) and can see the UV who need a holdout that doesn’t run out of
laser dot (+1D to firearms roll). No one else shots after a brief exhange of fire.
can unless they also are so equipped. The Classification: personal blaster
UV scope also can be used to track the dot
Range (PB/S/M/L/VL):
at long distances. This sighting combination
50/100/150/200/250
only affects shots taken at medium or long
range and only if the character takes the Damage: 3D
time to aim the weapon. The character gets Rate of Fire: single shot
the aiming bonus as well.
Ammo: effectively infinite
Cost: Moderate (15)
Modifiers: none
Cost: Very difficult (26)
Arc Casters
Firearms have been the weapon of choice Arc Carbine
in the Seventh Empire and within Septimus This is the size of a standard submachine-
for an extremely long time because they gun or personal defense weapon. It pro-
are relatively simple, they are very effec- vides a decent punch for its size, even if its
tive, and they are both cheap and easy to range is somewhat lacking for a weapon of
manufacture. Despite these obvious ben- this level.
efits, there remains an element within the
Classification: personal blaster
Extent that wants to push things further,

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Dexter Klaygon (order #2911013) 7


Range (PB/S/M/L/VL): Ammo: effectively infinite
50/100/150/200/250 Modifiers: none
Damage: 4D Cost: Very difficult (29)
Rate of Fire: single shot
Ammo: effectively infinite Grenades
Modifiers: none
These hand-held bombs are important
Cost: Very difficult (27) tools for indirect fire applications. All can
either be thrown, or they can be fitted onto
Arc Rifle the end of a weapon (small arms) barrel and
This is the most commonly encountered fired for extra range. A single blast from a
kind of bolt gun, installed on military ro- small arm will ignite a tiny onboard engine
bots, vehicles and exos. It features a sleek, in the grenade providing it with the flight
compact design that is surprisingly light and power it needs to reach its target. Gre-
durable. Newcomers and Grayscalers some- nades are dumb bombs, meaning that they
times add extras on to these, like grenade universally cannot maneuver or distinguish
launchers, but the Extent feels that when between friend and foe. Still, gladiators just
used properly this weapon requires no such love them, as do certain soldiers, security
“improvements.” and criminal elements.
Classification: combat blaster Using an explosive can get tricky. Even
though a thrown grenade uses the throwing
Range (PB/S/M/L/VL): skill to hit, the character using the grenade
100/200/300/400/500 should not actually be aiming at a person
Damage: 5D but rather, a place. A grenade typically does
not explode on contact. It explodes after its
Rate of Fire: single shot.
fuse burns up (usually three seconds), and
Ammo: effectively infinite. then it damages anything in a given area.
Modifiers: none. When throwing at a specific area, refer to
the “Grenade Targeting” chart. If the gre-
Cost: Very difficult (28) nade misses, the GM determines where it
lands. Ranges for explosives and grenades
Arc Cannon represent how far they can be thrown,
When bolt guns get to this size, they stop which is based on the Strength or lift of the
being carried by people and mounted on character modified by an additional value.
small robots, and they begin showing up on As with other weapons, accuracy decreases
vehicle mounts, large exos and dedicated as the distance to the target location in-
warbots. This is just the smallest version creases.
of the arc cannon. Much larger versions are Explosives also have an additional game
under development, but their performance mechanic: the burst radius. Anyone caught
has been spotty, so their field deployment within the burst radius must take damage;
has not occurred just yet. They will make the farther a character is from the center
their debut soon, however. of the blast, the less damage he takes. Five
Classification: heavy values, in meters, are given for each burst
radius.
Range (PB/S/M/L/VL):
200/400/600/800/1000
Damage: 8D
Rate of Fire: single shot

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Dexter Klaygon (order #2911013) 7


Since this is a cinematic and not a realis- and anti-vehicle weapon. A unit armed with
tic game, the effects of an explosion can be a bunch of these can often turn the tide of
dodged. It’s not easy, though. The difficul- a low-level engagement.
ties of dodging blasts depend on how close Range: user’s throwing range (thrown);
you are to them. 1000 m (barrel fired)
• To dodge an explosion at point blank Damage: 10D/18D/6D/4D/2D
range requires a heroic (31) dodge roll. Blast Radius: 10/20/30/40/50
• To dodge an explosion at short range
Flechette Grenade
requires a very difficult (25) dodge roll.
This is the anti-personnel weapon of
• To dodge an explosion at medium choice, with a lower firepower but greater
range requires a difficult (20) dodge roll. range than the high explosive (HE) grenade.
These are often remote detonated or barrel
• To dodge an explosion at long range fired so the user is not caught within the
requires a moderate (15) dodge roll. shrapnel field.
• To dodge an explosion at very long Range: user’s throwing range (thrown);
range an easy (10) dodge roll. 1000 m (barrel fired)
If you failed to dodge a blast attack, but Damage: 12D/10D/8D/6D/4D
you rolled half or more of the difficulty Blast Radius: 5/10/15/20/25
number, you are still hit but take only half
damage. Keep in mind that those throw- Ion Grenade
ing or firing grenades still must make their
roll to hit. Failed rolls mean the grenades Nicknamed the “zapper” and the “bolt
go off and hurt nobody. A Critical Failure from the blue,” this electrical device is
when throwing or firing a grenade means designed specifically to disable machinery
that you dropped it on yourself or misfired (any computer, vehicle, eoskeleton rbot,
and take full damage from the blast without etc.) but leave organic units unharmed.
any chance to dodge or reduce damage. In Range: user’s throwing range (thrown);
some games when you fumble, the other 1000 m (barrel fired)
team gets the ball. In this game when you
Damage: 10D/9D/8D/7D/6D
fumble, you get reduced to little red giblets.
Blast Radius: 10/20/30/40/50
In addition to being thrown, all grenades
can be fitted to the end of any standard Plasma Grenade
single-shot or selective fire firearm and
launched from the barrel. This requires When you need maximum firepower for
one shot from the firearm, which lodges in a specific target, look no further than the
the grenade’s end fuse and ignites a small plasma grenade, bane to hardened targets
rocket motor that shoots the grenade long everywhere. So potent is this little device
distances. The ubiquitous nature of barrel that in some Morituri wargames, they are
grenades makes open warfare in Septimus banned outright. Even certain groups within
an especially loud and bloody affair the Scraplands consider them a dishonor-
able and cowardly weapon, though Cadre
High Explosive Grenade officers report that such reservations do
not seem widespread in the Scraplands.
The standard infantry grenade. It packs a
big bang for a small unit, and when barrel Range: user’s throwing range (thrown);
launched it becomes a potent anti-mecha 1000 m (barrel fired)

282

Dexter Klaygon (order #2911013) 7


Damage: 4D, regardless of range. Any hit with a lot of messy gunfire or Enforcers
from a plasma grenade will continue to burn seeking to knock out some bad guys but not
for the next 1D rounds, causing another cause a lot of damage.Nocturne grenades
automatic wound of 4D each round it burns. are particularly well-suited for resolving
Most firefighting agents will not put out a hostage situations.
plasma fire. Water and smothering will not, Range: user’s throwing range (thrown);
either. They have to be left to burn them- 1000 m (barrel fired)
selves out.
Damage: This weapon puts out an inca-
Blast Radius: 5/10/20/30/40 pacitating alpha wave that renders its vic-
tims asleep. Victims must make a difficult
Chemical Grenade
(20) stamina check or it’s off to dreamland
Basically the future’s version of tear gas, for the next 1D hours.
the chemical grenade was designed specifi-
Blast Radius: 5/10/20/30/40
cally to counteract the ubiquitous mods in
people’s heads to keep their heads clear.
Range: user’s throwing range (thrown); Demolitions
1000 m (barrel fired)
Demolitions are shape charges for place-
Damage: Chemical grenades do not ment or remote detonation only. Generally
explode. Instead they release their contents speaking demo charges can be set to go off
through holes in a canister. The cloud they up to 72 hours from placement, or they can
create quickly fills an area of 10 cubic me- be remotely detonated from as far away as
ters. Armor provides no protection against 1000 m.
this kind of attack, unless it affords envi-
ronmental protection. Both tear gas and Shape Charge
smoke grenades give all within the blast These light charges are for breaching the
area a -1D penalty to all Agility, Mechanical,
entryways of strongholds and mecha or
and sight-based Perception rolls. vehicular hatches. They are generally safe
Blast Radius: 5/10/20/30/40 enough for their detonators to stand close
Note: Rumors persist that the Extent is to at the time of detonation, since the blast
is specifically angled to such a degree that
working on a wide range of specially de-
signed nanotech grenades that will produce the sidewash will not cook bystanders.
a variety of exotic effects but will deliver Classification: light anti-materiel
their payload like a conventional chemical
Damage: 15D/3D all other ranges
grenade. Word is there will be two kinds of
these new “smoke grenades”: chromatic Blast Radius: 1/10/20/30/40
(red, blue, green, etc.) and metallic (gold, Cost: Difficult (20)
silver, platinum, etc.). Stay tuned.
Breach Charge
Nocturne Grenade
These are more powerful charges meant
Ever need to take somebody down with- to take down medium-grade structures,
out punching a lot of holes in them? So did such as thick walls, large support beams,
the geniuses who designed this little dar- power supplies and the like. They are the
ling, the Nocturne anti-riot grenade, guar- lightest general-purpose demo charge avail-
anteed to knock even the meanest hardcase able and are commonly used in strings or
out of action if the dice fall properly. These groups for breaching or weakening large or
are used most often by militants on stealth diversified targets.
missions who don’t want to trip things off
Classification: medium anti-materiel

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Damage: 12D/10D/8D/6D/4D Tactical Missiles
Blast Radius: 50/100/150/200/250 These are man-portable, shoulder-
launched weapons that can provide the in-
Cost: Difficult (20)
dividual infantryman with enough firepower
to level the odds on an armor-laden battle-
Shatter Charge
field. They can also be mounted on light
These heavy-grade demolitions are used vehicles, although most craft will go with a
to destroy parked vehicles, small buildings slightly heavier weapon (such as an SRM or
or facilities or to blast the vulnerable spots even a support gun) if they’re going to use
of larger facilities. Since they are larger their few hardpoints for armament.
than what can be carried and concealed
Range: 1 km
easily, they are typically used for military
applications only. Anybody carrying a Class Damage: 14D/12D/10D/8D/6D
C charge within Arcopolis proper will almost Blast Radius: 5/10/15/20/25
certainly be spotted by law enforcement.
Modifiers: +1 to strike
Classification: heavy anti-materiel
Cost: Difficult (20)
damage: 15d
Blast Radius: 100/150/200/250/300 Pursuit Missiles
Cost: Very difficult (23) These must be mounted on some kind of
fixed shooting platform (which infantrymen
Crater Charge (Class D Charge) hate because they’re unmaneuverable) or
vehicle. Even the lightest runabouts can
These are used to demolish large struc-
accommodate one or two. Larger weapons
tures and facilities with a single blast. Class
often will carry clusters of these for salvo
D charges are shaped only to the extent
launching.
that they focus all of their destructive
energy inward toward their target. Other Range: 100 km
than that, they use brute force to destroy Damage: 16D/14D/12D/10D/8D
the target and do not yield the exact results
that smaller charges are known for. Blast Radius: 10/20/30/40/50

Classification: heavy anti-materiel Modifiers: +2 to strike

Damage: 20D Cost: Very difficult (23)

Blast Radius: 200/250/300/350/400 Cruise Missiles


Cost: Very difficult (25) These are the heaviest weapon most light
vehicles will carry. They are often mounted
Missiles on aircraft as their primary air-to-air and
air-to-ground weapon.
The last word in propelled weapons tech- Range: 3000 km
nology, the basic design for missles has
not changed much over the years, largely Damage: 18D/15D/12D/9D/6D
because they work so well. Upgrades have Blast Radius: 20/40/60/80/100
been done to targeting and autoevasion
Modifiers: +3 to strike
hardware, but the fundamentals of these
weapons are much the same as when they Cost: Very difficult (25)
were first developed so very long ago.

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Planetary Missiles greater sense of self-preservation however
These are essentially larger, heavier will find themselves deciding exactly how
cruise missiles. The Extent has considered much mobility they are willing to sacrifice
building missiles with much greater ranges for greater durability. On the battlefields of
— essentially explosive spacecraft that can Septimus, it is never a question of whether
hit targets on the far side of Septimus — you’ll get it. It is a question of when.
but to hit enemies at that range, it prefers
to send military units to ensure the destruc- Personal Armor
tion is carried out properly.
Range: 10,000 km There are four basic categories of simple
armor one can wear in Septimus: suits of
Damage: 100D synthleather, plastovar, plasteel and reflec.
Blast Radius: 10 km For all types of personal armor the protec-
tion statistic measures how much the armor
Note: These are essentially nuclear
adds to its wearer’s Strength when making
weapons. A planetary missile has a
rolls against incoming damage. Encum-
Strength of 8D and has a dodge skill of 3D.
brance measures how much the user’s
The great distances these are fired from
Agility-based rolls are reduced by because
usually give their targets ample time to try
of the bulkiness of the armor.
to intercept them, which greatly reduces
the efficiency of this type of weapon. It also
Synthleather
explains why they don’t get used all that
much but are instead held onto as a last This is a tough material that can be used
resort. Small-scale insurgents and the like to make ordinary clothes and is commonly
might be tempted to use such a weapon as used by those seeking protection without
a one-off kind of assault on a much bigger looking armored up.
target, however — a scenario that causes Protection: +1
the Extent and certain Newcomer factions a
considerable amount of concern. Encumbrance: none

Cost: Heroic (100) Cost: Easy (10)

Synthleather Mesh
This is a denser and tougher version of
ordinary synthleather. It still can be fash-
ioned into clothes, but it is a bit stiffer and
less comfortable to wear.
Armor Protection: +1D
Encumbrance: -1
Given the lethality of so many weapons
systems in Septimus, many combatants Cost: Easy (10)
turn to armor to keep them going. Almost
all forms of armor entail a tradeoff however. Plastovar
Generally speaking, the more protection a This is a flexible plasticine cloth that often
suit of armor affords, the greater it reduces is hidden in clothing to provide better pro-
your Agility — your ability to dodge incom- tection than synthleather but with the same
ing attacks and to hit what you’re aiming at. discretion. It is even more rigid than synth-
For this reason many fighters eschew armor leather mesh and cannot be passed off
altogether, figuring that if they get hit, easily as normal clothing. Plastovar armor is
they’ll just get rejuvenated. Those with a often worn under normal clothes, however.

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Protection: +1D+2 ing. These are energy barriers designed
to lessen the force of incoming attacks.
Encumbrance: -2
Shielded exos roll their shield die code
Cost: Easy (10) against incoming damage; the total number
rolled by the shields is subtracted from the
Plasteel incoming damage, and after that the hull is
This is a high-strength, rigid form of rolled against the adjusted damage. If an
polymer strong enough to deflect bullets. incoming attack is twice the value of the
It is used in obvious, carapace-style armor shield roll, then the shields short out for 1D
worn by soldiers, lawmen, bounty hunters rounds. If an incoming attack is triple the
and others who make no effort to hide their value of the shield roll, the shields are down
armor. for 1D hours, pending repair. If an incoming
attack is more than triple the value of the
Protection: +2D shield roll, the shields are permanently bro-
Encumbrance: -1D ken and must be fully replaced by a skilled
mechanic.
Cost: Easy (10)
When using an exoskeleton, use your
Reflec exoskeleton operation skill die code for
This is a metallic composite cloth that will rolling any Agility-based skill except for
provide a degree of protection against any gunfire and other missile weapons. For that,
kind of energy attack, including fire, la- use either your gunplay skill for handheld
sers and even the bolts from an arc caster. weapons or your gunnery skill for mounted
Reflec is extremely thin and lightweight and weapons. Some exos provide flight capabili-
usually is applied to another form of armor ties; for these use your piloting skill rather
to provide extra protection at extra cost. than your exoskeleton operation when off
the ground.
Protection: +2D to all energy attacks
Encumbrance: none Lancer
Cost: Moderate (15) The Lancer is the most basic of exos, little
more than a servo-powered suit of polysteel
carapace. Still, it is cheap as exos go, and
Exoskeletons lots of less-than-wealthy combatants often
feel that this is the best they can afford.
Exos are powered suits of that are equal It often can be found in various peacetime
parts robot and personal armor. They applications, such as construction, explora-
are like a vehicle you can wear, providing tion, salvage and search and rescue.
substantial protection, attribute boosts,
sensors and weaponry. They have become Type: civilian/defensive exo
a common sight on the battlefield as well Height: 1.8 m
as in the peaceful sectors of Septimus, as
Move: 10
decommissioned military exoskeletons are
pressed into service as industrial equipment Shields: none
and hazardous environment machinery. Hull: 6D
Unlike personal armor, exoskeletons do Sensors: +1 to all search rolls
not augment the user’s Strength for the
purposes of resisting damage. Instead the Armament: none
exo user rolls the die code for his exo hull Features: The Lancer gives its user a 6D
against the damage as if it were a Strength Strength for climb/jump and lift rolls.
attribute. Some exos also have shield-
Cost: Difficult (20)

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Challenger Marauder
The Challenger is a crossover exo used The Marauder is the mainstay exoskele-
almost equally by civilians and military. Its ton, in common use throughout the military.
heavy lifting capabilities and environmental Type: medium tactical exo
protection…
Height: 2.4 m
Type: medium defensive exo
Move: 20/ 200 flight
Height: 1.9 m
Shields: 1D+1
Move: 12
Hull: 6D
Shields: none
Sensors: +1D+1 to all search rolls
Hull: 7D
Armament: None, but Marauder pilots
Sensors: +1 to all search rolls can easily use a Reaver or Conqueror small
Armament: none arm.
Features: 7D Strength for climb/jump Features: 8D Strength for climb/jump
and lift rolls. and lift rolls.
Cost: Difficult (22) Cost: Difficult (24)

Vanguard Myrmidon
The Vanguard is a light, agile exo is used The Myrmidon is an older exoskeleton
primarily for recon and deep insertion mis- design, largely replaced the cheaper and
sions. It’s small size makes theft and illegal Marauder, or the technologically superior
export of the Vanguard a simple matter. Centurion. A number of Myrmaidon exos
Once a fairly expensive, the Vanguard avail- remain in heavy use, especially by more re-
ability has spike recently, driving the price mote military units and mercenary forces.
down to a managable level, as exos are The bulky carapace and lower power lifting
concerned. actuators, compared to the centurion and
the heavier executioner have made the
myrmidon less fit for both military as well
Type: light tactical exo as industrial purposes.
Height: 2.0 m Type: heavy tactical exo
Move: 15 Height: 2.5 m
Shields: 1D Move: 25 / 200 flight
Hull: 6D Shields: 1D+2
Sensors: +1D to all search rolls Hull: 7D
Armament: None, but Vanguard pilots Sensors: +2D to all search rolls
can easily use a Reaver or Conqueror fire-
Armament: LC100 support gun, 4 one-
arm.
shot grenade launchers
Features: 7D Strength for climb/jump
Features: 9D Strength for climb/jump
and lift rolls.
and lift rolls.
Cost: Difficult (23)
Cost: Very Difficult (25)

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Hoplite Armament: twin HC 300s (pilot gets one
The newest and possible most sophisti- free gunfire attack without incurring multi-
cated exo produced, its small size, speed attack penalties) plus 8 tactical missiles
and agility hides a very resilient carapace, Features: 11D Strength for climb/jump
made by layering many dozens of layers and lift rolls.
plastovar, molecularly bonded together and
Cost: Very difficult (28)
reinforced with interlocking plasteel plates.
Valued for its speed and toughness, what Executioner
few Hoplite do manage to make it on the
The Executioner is the heavy hitting in
market are very expensive and seldom drop
any exo-equipped squad. It is large and
in price.
highly armored, with powerful strength
Type: light assault exo actuators allow the Executioner to move
Height: 3 m shockingly quickly. Armed with the unmatch
power of the SGA, the weapons slow rate of
Move: 30/ 200 flight fire and difficulty engaging small, fast tag-
Shields: 2D ets would leave the Executioner vurnerable
to peppering by smaller exos, and armored
Hull: 7D
infantry, the the Execution is equiped to
Sensors: +2D+2 to all search rolls count that as well. The twin LC100’s are
Armament: MC 200, grenade launcher (8 highly effective versus small vehicles and
shots), 2 tactical missiles exoskeletons and a grenade launcher for
anti-infantry area of effect attacks.
Features: 10D Strength for climb/jump
and lift rolls. Since few Executioners are brought into
full service, these suits are exceptionally
Cost: Very difficult (27) Sellers gain an well accounted for. As a result, few Execu-
additional +5 bonus for any Bargain skill tioners find themselves in black market
tests. trade channels.

Centurion Type: superheavy assault exo

The Centurion represents the more recent Height: 5 m


replacement to the Myrmidon in combat Move: 40 ground / 200 flight
forces. The Centurion balances strong ar-
Shields: 3D
mor with speed, and comes equipped with
a neuro-reactive targeting system. The Hull: 10D
Centurion was designed for quick target Sensors: +3D to all search rolls
acquisition and high rates of fire, capabile
to engaging a target nearly at the speed of Armament: Siege Gun Alpha, twin
thought. LC100s (extra attack), grenade launcher
(30 shots) and 4 pursuit missiles
Type: medium assault exo
Features: 12D Strength for climb/jump
Height: 4 m and lift rolls.
Move: 35/ 200 flight Cost: Heroic (30)
Shields: 2D
Hull: 8D
Sensors: +3D to all search rolls

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A robot can never perform con, willpower,
metaphysics or other extranormal attribute
actions. Robots use their dodge or search
Robots to determine initiative; if they have neither,
they go last.
In Septimus, robots are everywhere. This
is especially true in the Extent, where such
machines are used for jobs that are not Midges
suited for clones or synthients. The Extent
would rather not outfit its people with exo This little robot comes packed with a
suits, so robots get used instead. variety of tools and diagnostic equipment
to perform maintenance on just about
Robots are nonsentient automatons with anything. Its miniature agrav generators
a programmed algorithm they must follow. allow it to float in the air and go along at a
They can be used for maintenance, secu- modest pace. It cannot fly more than a few
rity – just about anything. Interaction skills meters off the ground though.
have no effect on them. Movement may be
provided by legs, wheels, treads, hoverjets, Type: general purpose sidekick
or something similar and appropriate for Size: .8 m/10kg
the medium the robot most likely travels
Move: 15 (flying)
through or on.
DEXTERITY: 1D
A robot is preprogrammed for each task
it can do; its skills represent this program- KNOWLEDGE: 1D
ming. Furthermore, most robots don’t have MECHANICAL: 1D
dice in attributes, though highly sophis-
ticated ones might. Most robots can only Exoskeleton Repair 3D
attempt actions for which they have skills. Firearms Repair 3D
Any action that requires a skill the mechani-
Flight Systems Repair 3D
cal construct does not have cannot be done.
Robots with any of the attributes can adapt Gunnery Repair 3D
to circumstances covered by that attribute Personal Equipment Repair 3D
and make limited decisions not necessar-
ily dealt with by their programming (that Robot Interface/Repair (Damage only) 3D
is, their listed skills). For robots that can do Vehicle Repair 3D
this, skill attempts that default to the attri-
bute are at +7. This accounts for the robot PERCEPTION: 1D
being smart but not terribly creative. Search 4D
Example: A character and a robot (with STRENGTH: 1D
no attributes) are challenged with repair-
TECHNICAL: 1D
ing a damaged laser pistol. If neither has
the firearms repair skill, the character gets Shields: none
to attempt to roll her Technical with +5 to Hull: 1D+2 (they break easily)
the difficulty of the task. The simply pro-
grammed robot would not be able to repair Armament: none
the damaged weapon at all, because it Features: Various repair and diagnostic
doesn’t know how. tools, plus parts; laser welder (damage 4D
if improperly used).
Cost: Moderate (15)

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Drones skills package that civilian models otherwise
do not have. Because drones are so easy
Generally humanoid in appearance, these for the Extent to manufacture, when they
robotic servitors perform a variety of tasks do employ them as soldiers, they tend to
that prevent their human masters from send huge numbers of them into battle un-
ever having to any sort of menial labor. This der the notion that “quantity has a quality
ranges from basic hard labor to fine house all its own.”
chores like cooking and arranging flowers.
The extensive reliance on drones is a crucial Type: humanoid friday/disposable robo-
element in the Extent, maintaining the indo- mook
lent lifestyle its Proles have become so used Size: 1.2 m (just a bit shorter than the
to. The Extent also uses drones as dispos- average person)
able soldiers however, and when used for
Move: 10
military purposes, they are given an Agility
DEXTERITY: 1D
Dodge 1D+2
Firearms 3D
KNOWLEDGE: 1D
Business 2D
Cultures 3D
Scholar 2D
MECHANICAL: 1D
Computer Interface/Repair 4D
Medicine 3D
All other repair skills 2D
PERCEPTION: 1D
STRENGTH: 1D
TECHNICAL: 1D
Shields: none
Hull: 2D+2
Armament: none; military drones are
equipped with standard small arms
Features: none
Cost: Moderate (18)

Proxies
Proxies are mechanical simalcrums of
humans meant to work along side them
without causing the cultural dissonance that
some tasks tend to generate when ma-
chines are involved (notably: negotiations,
sex and warfare — which according to some

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within the Extent are not so different from Shields: none
each other). At a casual glance, a proxy is Hull: 2D+2
almost impossible to tell apart from a real
human. Those who spend any appreciable Armament: none
amounts of time around these units pick up Features: These look a lot like regular
on the many subtle flaws in their mimicking people. Most are fairly attractive and have
and can tell a proxy from a human at the a toned physique. They generally try to look
snap of a finger. That said, proxies do look like everybody else except when instructed
enough like the real McCoy that their inte- otherwise not to.
gration into society is accepted much more
readily around those who are skittish near Cost: Very difficult (25)
robots than they are around robots that
clearly look mechanical (every other type, Creepers
at present).
Proxies are sometimes used by the Cadre As the Extent is learning the limits of
as infiltrator units outside of Arcopolis, but what it can achieve by sending huge waves
the easy (10) Perception roll one needs to of drones at their enemies, they have begun
make to tell that these thing are actually to build a new warbot that combines the
machines makes the proxy’s worth as an drone’s simple design and low unit cost with
undercover unit sketchy at best. some enhanced combat abilities. The result
is the creeper, a strangely insectoid unit
Type: Human Interactions Unit that has a distinctly alien appearance, with
Size: 1.8 m long, spindly appendages, A shiny, sleek
body, and a strange style of movement that
Move: 10 almost looks like something from a stop-
DEXTERITY: 1D (only in units used as action animated film.
infitrators; otherwise, these skills are not As the most basic and popular security
installed) robots within the Extent, creepers can
Brawling 3D identify a preprogrammed list of visitors;
anyone not on that list is turned away.
Dodge 3D
Those who refuse receive a stunning blast.
Firearms 3D Those on a kill list are met by gunfire from
Melee Combat 3D an onboard battle rifle. Units captured
or transferred outside of the Extent have
KNOWLEDGE: 3D made their way into the private collections
Bureaucracy 6D of crime lords, mercenaries and the like.
This is one technology the Extent really
Business 6D
wishes had not flown the coop.
Cultures 6D
Type: automatic peacekeeper; intimidator
Languages 6D
Size: 2 m
Scholar 6D (usually just one subject perti-
Move: 20
nent to the unit’s mission)
DEXTERITY: 3D
Security Regulations 6D
Dodge 6D
MECHANICAL: 1D
Firearms 5D
PERCEPTION: 1D
Running 4D
STRENGTH: 1D
KNOWLEDGE: 1D
TECHNICAL: 1D

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Intimidation 5D Armament: Any support gun, up to a
HC300, is typical. The Juggernaut also,
MECHANICAL: 1D
tends to have a loadout of 1 pursuit mis-
PERCEPTION: 1D sile and a grenade launcher (48 shots), 2
STRENGTH: 2D pursuit missiles and a grenade launcher (24
shouts) or 4 pursuit missiles (no grenade
TECHNICAL: 1D launcher). Likewise, any one pursuit missile
Shields: none can be substituted with two tactical mis-
siles.
Hull: 3D
Cost: Heroic (31)
Armament: Creepers often are fitted
with an internal Taskmaster battle rifle.
Some are fitted with several one-shot gre-
nade launchers as well.
Cost: Heroic (31)

Juggernauts Ground Vehicles


Really big, vehicular warbots that the Ex- Most ground vehicles in Septimus have
tent puts into action when they really have both civilian and military applications. While
no intentions of taking prisoners, preventing the gravity well technology (more on this at
collateral damage, or even leaving behind the end of the chapter) enables many ve-
intact corpses. Those are Juggernauts. hicles in Arcopolis to hover over the ground,
Type: anti-everything gun platform; rea- ground vehicles elsewhere typically have
son for buying life insurance wheels, treads or even articulated legs for
traversing rough terrain. Generally speak-
Size: 3 m ing, vehicles that hover grant a +1D to its
Move: 20 running / 200 flight user’s pilot skill, but outside of a gravity
well environment, these craft simply crash
DEXTERITY: 2D+2 to the ground. Vehicles that are wheeled
Dodge 3D have no bonuses or penalties because of it.
Tracked vehicles grant +1 to piloting skills
Firearms 3D
when rolling to cross difficult terrain, but
KNOWLEDGE: 2D their land speed is cut by 25%. Vehicles
MECHANICAL: 2D with articulated legs grant a +2D piloting
bonus for rolls to cross difficult terrain, but
Gunnery 3D their land speed is cut by 50%. They do
Shields 3D look pretty cool, though.
PERCEPTION: 1D This section introduces a few terms
unique to means of conveyance:
STRENGTH: 4D
Lift 6D Move
TECHNICAL: 1D This is approximately cruising speed. It
Shields: 2D is listed first in the number of meters per
round the vehicle may move. The rating in
Hull: 5D parentheses is the speed in kilometers per
hour.

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Crew attempting to do something fancy. (Vehicle
The number of people required to operate stunts are further explained in the Move-
the vehicle as well as however many extra ment chapter.)
passengers can come along for the ride.
Armament
Cargo Capacity Occasionally characters might find it nec-
How much stuff the vehicle can hold. essary to mount or have mounted weapons
on their planetary vehicles. All of these
Altitude Range weapons require the gunnery skill to use
them properly. Additionally, a character
How high the craft can fly when hover- who must fire a weapon and maneuver the
ing. All ground vehicles have only one form vehicle incurs a multi-action penalty. Each
of locomotion — hovering, wheels, tracks weapon may fire once per round, because
or legs. Hover vehicles add +5 to their cost they need some time to reload and retar-
difficulty, as do legged vehicles. get.
Cover Weapons must be obtained separately
and installed if they do not come standard
How much protection from fire a vehicle
with the vehicle. For militarizing civilian,
affords its occupants. This comes into play
unarmed vehicles, this can sometimes more
when somebody wants to shoot through a
than double the cost. All weapons increase
window, or portal or other opening and nail
the cost by +5 to the price difficulty. For an
an occupant. For rules on cover, see the D6
additional cost the vehicle can be installed
Rules chapter.
with a weapons computer that improves the
gunnery roll by +1D for each +3 increase in
Shields
cost.
This is the amount by which incom-
ing damage rolls will be reduced before
they are applied to the vehicle’s hull code. Monobike
Shields that sustain 2x more damage than
These weird-looking vehicles are pretty
what they roll are shorted out for 1d hours.
popular with sport drivers and combat driv-
Shields that sustain 3x more damage than
ers looking to be dramatic. A monobike is
they rolled are burned out and must be
a single, large wheel within which sits the
replaced, which usually takes at least 2D
driver. The wheel rotates around the driver
hours of serious mechanical work.
seat, but otherwise the thing acts and
handles like an ordinary motorcycle.
Hull
Type: personal runabout
This is the vehicle’s base damage resis-
tance die code. It also can be used as a Size: 2 m/500 kg
reasonable measure of the amount of dam- Move: (120 kph)
age it can inflect. It may not be modified by
spending Character or Fate Points on it. Crew: 1 driver
Cargo Capacity: 10 kg
Maneuverability
Cover: none
An indication of how easy the vehicle is
to handle. Stunts are easier to perform Altitude Range: when hovering, up to
in vehicles with higher die codes than in 300 m
those with lower ones. The Maneuverability Shields: none
die code is added to the driver’s or pilot’s
Hull: 2D
appropriate skill total when that person is

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Armament: This vehicle can be armed Cover: partial
with any small arm or a LC100. Altitude Range: when hovering, up to
Cost: Moderate (15) 300 m
Shields: none
Recon Quad Hull: 4D
These wire-frame dune buggies are fast, Armament: This vehicle can be armed
reliable and can make for great raiding with any small arm, an LC100, an MC 200 a
vehicles when armed. Their structure offers grenade launcher, or a tac missile launcher.
riders no protection, though, so they are Cost: Moderate (19)
used most for scouting missions, not open
combat.
Armored Car
Type: runabout, scouting vehicle, courier
Size: 2.5 m/1,000 kg (1kton) Somewhere between a land runner and
a tank is the armored car. Armored like a
Move: 140 (100 kph) light tank but built more for speed, these
Crew: 1 driver, one passenger/gunner units are ideally suited for urban combat
and security.
Cargo Capacity: 100 kg
Type: light armored fighting vehicle
Cover: none
Size: 4 m / 3 ktons
Altitude Range: when hovering, up to
300 m Move: 140 (100 kph)
Shields: none Crew: 1 driver, 1 gunner, 1 passenger
Hull: 3D Cargo Capacity: 100 kg
Armament: This vehicle can be armed Cover: full
with any small arm, an LC100, an MC 200 a Altitude Range: when hovering, up to
grenade launcher, or a tac missile launcher. 200 m
Cost: Moderate (17) Shields: 1D
Hull: 5D
Land Runner
Armament: typically a HC300 and either
The land runner is a vehicle widely used a grenade launcher (up to 48 shots) or a tac
for ground exploration, sport driving, all missile launcher (4 shots)
kinds of military use, you name it. It is the Cost: Difficult (21)
Hummer of the Septimus world: tough,
long-lasting and versatile. It also is the
heaviest vehicle one is likely to see within Armored Personnel Carrier
the civilian vehicles roster.
These vehicles are a little tougher than an
Type: all-purpose land transport armored car, but their primary purpose is to
Size: 3 m/ 2 ktons transport soldiers to and from the battle-
field. Things are currently in the works to
Move: 168 (120 kph) install these vehicles with some kind of
Crew: 1 driver, 1 passenger/gunner, 2 mobile farcaster pad so all the vehicle need
passengers do is get into place and start transporting in
troops.
Cargo Capacity: 250 kg

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Type: armored troop transport Cost: Very difficult (25)
Size: 5 m / 5 ktons
Move: 105 (75 kph) Infantry Fighting Vehicle
Crew: 1 driver, 1 gunner, 8 passengers (IFV)
Cargo Capacity: 1,000 kg The IFV is a medium tank variant of the
Cover: full armored personnel carrier. It can haul more
troops, fight harder, and take harder hits.
Altitude Range: when hovering, up to IFVs often are found escorting main battle
200 m tanks, deploying their troops to deliver in-
Shields: 2D fantry support when needed.
Hull: 6D Type: mobile troop support
Armament: typically a HC300 and either Size: 6 m/ 8ktons
a grenade launcher (up to 48 shots) or a tac Move: 105 (75 kph)
missile launcher (4 shots)
Crew: 1 driver, 1 gunner, 12 passengers
Cost: Difficult (23)
Cargo Capacity: 1,500 kg
Cover: full
Missile Tank
Altitude Range: when hovering, up to
This is a heavy fighting vehicle designed 100 m
to clobber the enemy from a long way off.
Shields: 3D
They are largely obsolete any place where
substantial combat aircraft are to be had, Hull: 9D
nor do they stack favorably against heavy Armament: typically an MC100, and ei-
exoskeletons, which can usually get in close ther a grenade launcher with 48 shots or a
and do the tank in. It can still rain down tac missile launcher with 24 shots
enough punishment to gut a city from over
the horizon. Cost: Heroic (31)

Type: standoff fighting vehicle


Size: 6 m/ 8 ktons
Main Battle Tank
Move: 84 (60 kph) This is the big daddy of the battlefield.
While not as fast or as versatile as a heavy
Crew: 1 driver, 1 gunner
exoskeleton, their armor and array of
Cargo Capacity: none; personal effects weaponry make them combat vehicles to be
of the crew only noticed. Their main weakness is to missile
Cover: full fire, something that all tank drivers fear.

Altitude Range: when hovering, up to Type: main battle tank


100 m Size: 10 m/ 12 ktons
Shields: 2D Move: 84 (60 kph)
Hull: 8D Crew: 1 driver, 1 gunner, 1 secondary
Armament: typically an LC100, and gunner
either a tactical missile launcher with 48 Cargo Capacity: none; personal effects
shots or a pursuit missile launcher with 24 of the crew only
shots
Cover: full

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Altitude Range: when hovering, up to equipment because of their size and speed
200 m makes them an ideal insertion device for
secret agents, commandos and spies. But
Shields: 4D
there is always that “landing at full speed”
Hull: 12D thing to worry about…
Armament: typically a Siege Gun Alpha Type: personal transport
and a secondary weapon system — either
Size: 2 m/1kton
an LC 100, a grenade launcher (48 shots), a
tac missile launcher (24 shots) or a pursuit Move: 185 (530 kph)
missile launcher (12 shots) Crew: 1 occupant
Cost: Heroic (35) Cargo Capacity: personal gear only; no
exoskeletons
Cover: full
Altitude Range: 10,000 m
Shields: none
Hull: 3D
Aircraft
Features: These only have life support for
Aircraft are generally speaking antigravity 24 hours. After that the occupant will per-
vehicles incapable of reaching orbit or trav- ish if he doesn’t pry himself loose.
eling in space. The same descriptors that
Cost: Difficult (20)
applied to ground vehicles apply to aircraft
as well. When driving aircraft, refer to the
piloting skill. When firing mounted weap- Jumpglider
onry, refer to the gunnery skill unless firing
personal weaponry, in which case refer to The jumpglider is a really popular person-
the gunfire skill. al flight device that resembles a bat wing
that the rider stands on and pilots by shift-
ing his body weight. It is a fast, responsive
Rocket Pod vehicle that can be used for a variety of
applications, from sport flying to covert
The rocket pod is a tight-fitting, coffin-like
military action.
structure that encapsules a single person.
The pod is usually fired as an emergency Jumpgliders can be armed at extra ex-
vehicle with a preset destination. They are pense. They also can accommodate a single
not piloted so much as ridden; when the rider, who is mostly hanging on to the
pod arrives at its destination, it slows up, pilot’s body. This negates the craft’s piloting
lands and pops open, allowing the rider to bonuses.
get out. To program these things, make a Type: personal flying board
piloting roll. A Critical Failure means that
the pod was so poorly programmed that Size: 1.2 m
it simply plowed into its target destination Move: 140 (400 kph)
at full speed, turning its occupant into a
Crew: 1 rider, up to 1 passenger
greasy smear. Needless to say, these things
are usually only used by the brave or the Cargo Capacity: personal effects of the
desperate, which is probably why they are rider; no exoskeletons
used so commonly as escape pods on larger Cover: none
vehicles and spaceships. That they are al-
most impossible to pick up on any scanning Altitude Range: 10,000 m

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Shields: none Battle Skiff
Hull: 1D+2 The battle skiff is the final extension of
Features: These craft provide a +2D pi- the jumpglider/gun platform design tree. It
loting bonus. That is negated if the pilot has is meant for multiple exoskeletons to ride
a passenger with him. on and fire from, much like how ordinary
combatants might use a gun platform. They
Armament: Jumpgliders can be equipped
are larger, slower and sturdier than gun
with any small arm up to the conqueror
platforms, but their real value is in bringing
light support gun. Alternatively it can be fit-
several exoskeletons at a time to bear on a
ted with up to two tactical missiles.
single target or group of targets.
Cost: Moderate (17)
Type: aerial assault vehicle
Size: 10 m
Gun Platform
Move: 105 (300 kph)
The gun platform, also known as the “fly- Crew: Up to four exoskeletons (one driv-
ing bucket,” is a seriously beefed up ver- er, three gunners). One exo can be swapped
sion of the jumpglider. It was designed by out for three ordinary passengers.
military experts who saw a good application
for jumpglider capabilities but who wanted Cargo Capacity: 10 ktons, total. This
better cargo and weaponry options. usually is taken up by the mass of the exos.
Type: aerial assault vehicle Cover: partial
Size: 2 m Altitude Range: 1,000 m
Move: 140 (400 kph) Shields: none
Crew: 1 driver, up to two passengers Hull: 4D
Cargo Capacity: up to 100 kg Armament: Battle skiffs typically are
armed with a single MC200 mounted on
Cover: partial the craft’s underbelly and fired by the pilot.
Altitude Range: 3,000 m The skiff also has three LC100s on turret
mounts on the left, right and back of the
Shields: none
vehicle for passengers to use. In lieu of the
Hull: 2D MC200, the skiff can be fitted with a gre-
Features: These craft provide a +2 pilot- nade launcher (48 shots), six tactical mis-
ing bonus. If overloaded that bonus goes siles, or two pursuit missiles.
away. Cost: Very difficult (25)
Armament: Gun Platforms typically are
armed with a single LC100 that the Pilot can Interceptor
fire without penalty. The passengers typi-
cally use personal weaponry to provide ad- This is a single-seat fighter craft meant
ditional firepower. In lieu of the LC100, the to engage other fast-flying aerial vehicles,
gun platform can be fitted with a grenade to strike ground targets in close support of
launcher (24 shots) or three tactical mis- friendly ground forces, and to pick off the
siles. occasional exo raising hell on the battle-
Cost: Difficult (20). Unarmed civilian field. Interceptors can take off, hover and
models are available at moderate (18) cost. land in any direction. They also have mag-

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netized landing pads, so they can station Armament: Typical loadout includes 8
themselves on vertical and inverted sur- pursuit missiles or a single planetary mis-
faces if need be. sile. In addition, the strike bomber has two
turreted HC300s for defensive purposes.
Type: single-seat fighter
Cost: Heroic (35)
Size: 10 m
Move: 1,750 (5000 kph/just under Mach
5) Saturation Bomber
Crew: 1 These are large, heavily armored flying
Cargo Capacity: none except for a few fortresses meant to completely ruin some-
personal effects of the pilot body’s afternoon from the upper reaches
of the stratosphere. One minute you’re
Cover: full enjoying a nice lunch with your squaddies.
Altitude Range: 40,000 m The next minute, you’re all a bunch of con-
fused vapor clouds. You’ll have a saturation
Shields: 1D
bomber to thank for that.
Hull: 4D
Type: heavy bomber
Features: Interceptors provide +2D to
Size: 25 m
piloting rolls. Their high-grade sensors also
add +3D to search rolls. Move: 1,050 (3,000 kph)
Armament: Typical loadout includes twin Crew: 1 pilot, 1 bombardier, 4 defense
fire-linked MC200s (roll only once to fire; gunners
both will hit or both will miss) and two pur- Cargo Capacity: 10 ktons, in substitu-
suit missiles. tion for its typical loadout
Cost: Heroic (31) Cover: full
Altitude Range: 50,000 m
Strike Bomber
Shields: 3D
These are larger versions of the Intercep- Hull: 7D
tor, designed to shower targets with heavy
Features: All missile strikes from these
missile fire from a standoff distance. They
usually are given cover by Interceptors, but craft when fired specifically by the bombar-
dier are at +2D to hit, because of sophis-
they are designed to enter enemy territory
and strike their targets unescorted if need ticated targeting technology. These craft
be. also provide a +1D bonus to all piloting rolls
made to dodge incoming fire, thanks to
Type: fighter/bomber autoevasion software in the plane.
Size: 15 m Armament: Typical bombardier load-
Move: 1,400 (4000 kph) out includes either 16 pursuit missiles or 4
planetary missiles. In addition, the craft has
Crew: 1 pilot, 2 gunners four defense turrets each quipped with fire-
Cargo Capacity: 250 kg linked HC300s.
Cover: full Cost: Heroic (40)
Altitude Range: 40,000 m
Shields: 2D
Hull: 6D

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Skylifter Altitude Range: 50,000 m

These are heavy, slow cargo lifters used Shields: 3D


quite commonly by civilian and military Hull: 8D
groups to transport large amounts of men
Features: When both a pilot and co-pilot
and materiel across the surface of Septi-
are present, the craft grants a +1D bonus
mus. For the Extent, there are plenty of
to all piloting rolls. The stratocarrier has
places to go where farcaster platforms have
eight hardpoints that can accommodate any
not yet been constructed, and for this sky-
kind of gun or missile.
lifters and their big borther, the stratocarri-
ers, are used. Cost: Heroic (40)
Type: cargo aircraft
Size: 40 m
Move: 365 (650 kph)
Crew: 1 pilot, up to 128 passengers
Cargo Capacity: 50 ktons Starships
Cover: full
Ships generally arrive by popping into the
Altitude Range: 30,000 m Sphere from hyperspace, somewhere in
Shields: 1D the distance between the Sphere’s central
star and the surface. Most ships remain in
Hull: 6D
space around the Archipelago. A fair num-
Armament: These are normally un- ber of them simply stay in orbit, becoming
armed, but a rising incidence of sky piracy the permanent homes to those who arrive
by insurgents and outlaws has led some in them. The cost of starships is such that
cargo pilots to begin arming their craft. most people simply can not ever afford
Skylifters have four hardpoints on which them unless they pool their resources,
any kind of gun can be mounted. secure a very large loan, or luck into it by
Cost: Very difficult (28) some other means.
In game terms, ships are not that much
different from any other kind vehicle except
Stratocarrier that they have long-term life support so
Where the skylifter excels at hauling one can live in them indefinitely. They are
people and smaller equipment, the mam- environmentally sealed and can set down
moth stratocarrier is the vehicle of choice underwater, in a hostile atmosphere, or
for moving factory gear, squads of exoskel- in no atmosphere at all. They are built on
etons, an entire small alien ruin, you name a scale far larger and more powerful than
it. other hardware though, and as such, only
starship-level weapons can harm them.
Type: superlifter Conversely, any hit from a starship weapon
Size: 100 m will destroy any piece of gear that is less
than starship level. This includes all ve-
Move: 365 (650 kph)
hicles, exos, and even most buildings. When
Crew: 1 pilot, 1 co-pilot, up to 2,500 pas- ships engage in combat, treat it just like
sengers regular vehicular combat regarding weap-
Cargo Capacity: 500 ktons onry, damage and other factors.

Cover: full

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It is worth noting that orbital bombard- Hyperdrive stats of these ships is not
ment is a legitimate military tactic, and in included, largely because in Septimus they
many engagements, blitzing the target from are unimportant. All starships have hyper-
above is the safest way to secure victory. drive, and all starships move equally fast
That said, orbital bombardment is not car- in hyperspace. That said, jumping out of
ried out within Septimus because the nano- Septimus has proven fruitless to virtually
sphere separating the surface atmosphere all who attempt it, so hyperdrive capabil-
from outer space — and which regulates ity within Septimus is a non-issue for most
the solar emissions coming from Helion to ship captains. It is more than anything a
the surface — also intercepts all ship fire. cruel reminder that they are trapped in the
Most ships are not streamlined, meaning galaxy’s biggest cage.
they cannot fly in the atmosphere, so they As fans of the D6 Space books will see,
cannot cross that nanosphere threshold and this is a very brief treatment of starships.
blast the surface. Were it not for this, war- For more detailed rules on ship creation,
fare within the Sphere probably would be special ship-based equipment and addition-
quite different — and short. This protection al designs, please refer to D6 Space Ships.
does not exist on Newcomer worlds howev-
er, so the Newcomers must constantly work
to maintain robust defense fleets that can Shuttle
intercept Extent ships and destroy them
before they can hit a Newcomer population Used for short jaunts between planets,
center. It only takes a single raid to reduce space stations and other orbiting vessels,
a city of millions to ruin, and both sides shuttlecraft can transport people and cargo
know it. safely, if not comfortably. This is the most
common type used as an auxiliary ship on
An additional note: while energy weap- board large naval vessels as well.
ons technology has not yet made it on the
personal level, it does exist on the ship Crew: 2
level. Most ships do battle with high energy Passengers: 8
cannons that fire tight pulses of light and
heat. The technology for this has not yet Life-Supporting Modules: standard
quite reached miniaturization, but some day bridge (2 stations) with +1 gunnery, +2
it will. sensors, and +2 comm upgrades; pas-
senger area with seating for 8, with snack
Generally speaking, ships in Septimus processor upgrade
serve three principal functions: mobile
bases of operation, supply transport, and Cargo Modules: 10kt for miscellaneous,
military platforms. The vast majority of small-scale cargo
people within Septimus want to find a Life-Support: @3 days per passenger
place to settle down and stay there. Those
Weapons: 1 laser cannon (3/8/16/25/50,
Newcomers in the Archipelago are usually
3D damage)
happy to live on whatever world they have
adopted as their new home. Those that in-system drive: Move: 7 (space), 350
are not typically live nomadically in their (atmosphere, 1,000 kph); Maneuverability:
ships, drifting in the Deep Sky with no place no bonuses
to go. Adventurers always on the go find Streamlined? yes
ships useful because they might not want a
fixed address. The military applications of Hull: 1D+2
ship technology, however, are obvious and Shields: 1D
a grim reminder of the unresolved conflict
Total Tonnage: 89
that affects all who live in Septimus.

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Length: 24 meters and this sample ship serves well as a yacht.
Stock the ship with survey equipment and
Cost: Very difficult (27)
long-term supplies, and it becomes a large
research vessel.
Light Freighter Crew: 2
The workhorse of the mercantile industry, Passengers: 4
light freighters make short runs between Life-Supporting Modules: standard
established and colony worlds. Unfortunate- bridge (3 stations) with +2 comm, +1 gun-
ly it’s also popular prey for pirate assaults nery, and +1D+1 sensors upgrades, pilot
more often than merchant executives care autofunction program (3D each in piloting
to admit. The primary feature of a freighter and gunnery), and ship indentifier; hydro-
is its bays, capable of carrying bulk equip- ponics; lounge with food processor up-
ment, fragile wares, and so on. This versa- grade; two staterooms, 4 single berths
tility allows independent freighter captains
to find work with virtually any patron. This Cargo: 25kt for variable cargo
model of ship also is the most common Life-Support: @1 month per passenger
template for other small- to mid-range
vessels: Add some nice paint and luxury Weapons: 1 laser cannon
upgrades to the interior and a flashy name, (7/20/30/40/50, damage 3D)

301

Dexter Klaygon (order #2911013) 7


In-System Drive: Move: 7 (space), 350 Length: 40 m
(atmosphere, 1,000 kph); Maneuverability: Cost: Heroic (45)
no bonuses
Streamlined? yes
Fighter
Hull Toughness: 3D+1
These are simple, one-man combat craft
Shields: 1D+1
that are essentially interceptors for space
Total Tonnage: 282 flight. They are used most often in plane-
Length: 77 meters tary patrol, since they typically cannot jump
into hyperspace on their own. They usually
Cost: Heroic (32) launch from a carrier or, less frequently, a
space station zero-atmosphere environment
Scout like an asteroid base.
Crew: 1
The military depends on scout ships
for gathering information and transport- Passengers: 0
ing important couriers and some supplies. Life-Supporting Modules: compact
Merchant guilds and independent adven- bridge with +1D piloting and gunnery
turers use these ships for much the same upgrades; pilot autofunction program (3D
reason. They are designed to be quick and each in piloting and gunnery) and luxury
agile, able to get their crews out of trouble upgrades of converting bridge to cryogenic
as quickly as they got into it. Those with in- chamber (in case the ship gets lost in deep
terstellar drives and long-term supplies can space) and ship indentifier (identify friend
patrol the wastes of space for years. or foe)
Crew: 2 Cargo: 1kt for emergency supplies and
Passengers: 4 small courier loads

Life-Supporting Modules: standard Life-Support: @ 1 very uncomfortable


bridge (2 stations) with +1D piloting, comm, month
sensors, and gunnery upgrades to each sta- Weapons: 2 laser cannons
tion, pilot autofunction program (3D each (3/12/25/50/100, damage 6D (fire-
in piloting and gunnery); laboratory (+1D linked)); 2 torpedo launchers (1 shot each,
scholar) 2/3/7/9/12, damage 9D)
Cargo: 100 kt for equipment, storage, In-System Drive: Move: 8 (space), Ma-
and weapons lockers neuverability: +3D to piloting rolls
Life-Support: @1 month per passenger Streamlined? no
Weapons: 1 laser cannon Hull: 3D+1
(3/12/25/50/100, 6D damage)
Shields: 1D
In-System Drive: Move: 13 (space), 650
(atmosphere, 1,850 kph); Maneuverability: Total Tonnage: 245 tons
+1D to piloting rolls Length: 32 meters
Streamlined? yes Cost: Heroic (46)
Hull: 2D+1
Shields: 1D+1
Total Tonnage: 181

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Interceptor Patrol Craft Patrol Frigates
Patrol craft are the “space cops” of a Primarily used by military or police orga-
given planetary system. They are meant to nizations for patrol and anti-piracy opera-
find and capture smugglers, customs viola- tions, this small vessel has an 18-person
tors, and independent pirates. If anything crew that usually operates within a given
bigger comes their way, the patrol craft are patrol zone for two to three months at a
supposed to high-tail it for home or help, time. Some other common names for this
depending on their orders. Nonetheless, ship include customs frigate or interdictor.
most patrol craft are deceptively tough Crew: 18
and agile, and this version is no different.
Though it doesn’t have quite the prisoner Passengers: 4 passengers, 12 prisoners
capacity as a patrol frigate (see its entry in brig
herein), the interceptor is fast and danger- Life-Supporting Modules: group air-
ous. lock; boarding tube with single airlocks on
Crew: 2 both sides; standard bridge (6 stations) with
+1D gunnery, piloting, sensors, shields, and
Passengers: 2 passengers, 4 prisoners flight systems repair upgrades; brig; infir-
in brig mary with +1D medicine upgrade; lounge
Life-Supporting Modules: group air- with 2 food processor upgrades; 2 single
lock; standard bridge (2 stations) with +1D berths; 10 two-person staterooms
gunnery, shields, and sensors upgrades, Cargo: 12 kt (for equipment and weapons
pilot autofunction program (3D each in lockers and impound storage); 34 escape
piloting and gunnery), and ship indentifier pod bays (1 rocket pod each)
brig; lounge with food processor upgrade;
medical bed; passenger area with seat- Life-Support: @1 month per crew and
ing for 2; two-person stateroom with basic passenger
entertainment unit Weapons: 5 laser cannons
Cargo: 6kt (weapons and environmental (8/25/38/52/70, damage 5D each); 2 tor-
suit lockers; contraband storage) pedo launchers (4 shots each, 2/3/7/9/12,
damage 9D)
Life-Support: @1 month per passenger
In-System Drive: Move: 10 (space), Ma-
Weapons: 1 laser cannon neuverability: +1D to piloting rolls
(7/20/31/45/60, damage 6D); 1 torpedo
launcher (4 shots, 2/3/7/9/12, damage 9D) Streamlined? no
In-System Drive: Move: 12 (space); Hull: 35+1
Maneuverability: no bonus Shields: 3D
Hull Toughness: 2D+1 (62 tons, 31,000 Total Tonnage: 1,212
cr)
Length: 377 meters
Streamlined? no
Cost: Heroic (122)
Armor: +2 (18 tons, 18,000 cr)
Shields: +2D (6 areas, 3 tons, 3 eu, Carrier
54,000 cr)
Total Tonnage: 185 The carrier is a huge military vessel used
to ferry sublight fighters via interstellar
Length: 64 meters travel and to launch them into combat.
Cost: Heroic (75) The carrier’s flight compliment includes six

303

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squadrons of six fighters each. The car- Streamlined? no
rier usually also holds four shuttlecraft Total Tonnage: 10,825
for administrative duties or ship-to-shore
travel (as carriers are too huge to operate Length (6 meters tall): 1,354 meters
within the atmosphere of a planet). Most Cost: Heroic (240)
carriers are not as heavily armed as their
massive size would imply, instead devoting
more space to hangar and launch facilities
and entrusting their defense to the fighters
they carry as well as to the escort vessels
that usually accompany the carrier in fleet
operations.
Crew: 114
Megascale
Passengers: 24
Construction
Life-Supporting Modules: 2 airlocks, Not all of the gear in Septimus is the
bridge (7 stations) with +2D comm, gun- kind of stuff you can carry around, wear or
nery, navigation, piloting, sensors, and drive. Some of it is just part of the scenery,
shields upgrades; ship identifier upgrade; but that doesn’t make it any less useful or
2 ship engineering duty stations each with important. This technology is part of the
+1D flight systems repair upgrade; comput- scenery of the game, not tech meant to be
er engineering station with +1D computer acquired by any one character, but tech
interface/repair upgrade; 12 gunnery duty used by the GM as a prop for an adven-
stations each with +2D gunnery upgrade; ture, as a part of the background. No hard
brig (8 people, max); hydroponics; infir- stats have been given for this class of gear
mary with +2D medicine upgrade; leisure because it is not meant to be incorporated
room; mess lounge with 5 food processor into the game in that way. Having said that,
upgrades; 24 single berths; 7 two-person if you do feel the need to assign particu-
staterooms (officers), 25 four-man bunks lars for this equipment, have fun and try to
(crew); 2 workrooms (laundry and kitchen) remember that this is all megascale equip-
ment; it is the future equivalent of magic in
lifts, 159 tons, 31.8 eu, 7,950 cr)
technological form. It is the apex of what
Cargo: 50 kt (bulk storage); fighter han- the human mind might construct.
gar (36 fighters) and shuttle bay (4 shut-
tles) each with +1D flight systems repair,
gunnery repair, and armor repair upgrades; Farcasters
launch bay (launch 6 ships or 3 shuttles per
These are fixed platforms through Ar-
round); 138 escape pod bays (1 rocket pod
copolis and across the surface that enable
each)
large-scale teleportation. The Extent uses
Life-Support: @3 months per passenger these to send military forces to distant
Weapons: 12 heavy laser cannons locales at a moment’s notice. They are also
(8/16/32/64/128, damage 6D each); 12 used by citizens throughout the Extent for
heavy torpedo launchers (6 shots each, instant transport from anywhere to any-
4/6/14/18/24, damage 12D) where. It is because of the widespread use
of these within Arcoplis that vehicle use
In-System Drive: Move: 7 (space); Ma- there is largely reserved for sport, recre-
neuverability: no bonus ation and military use. Farcasters are also
Hull Toughness: 8D present in the Grayscale and elsewhere on
the surface, but those not attached to the
Shields: 3D

304

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Extent mainframe tend to operate unreli- tion and permanent death. For more on the
ably. Those that malfunction while jumping usage of regen tanks, refer to the Healing
a user tend to scramble that user so he section of the D6 Rules section. For char-
arrives looking like a pile of scorched ham- acters wishing to install a regen tank in
burger. Want fries with your friend? a hideout or in a ship, make a heroic (31)
Resource roll. Only one regen tank can be
installed in a single small or medium ship.
Gravity Wells
These are a network of antigravity su- The Holoverse
perlifters that enable millions of people
to move by themselves in three dimen- The artificial realities maintained within
sions. Think of them as a 3-D sidewalk that the Datastream that allow the Extent’s citi-
extends through the air but is invisible and zens to interface virtually. Any interactions
intangible. Gravity wells provide this zero- within the Extent that are not conducted
G effect only in very specific places and in face-to-face are typically done through the
very specific tolerances. The typical gravity Holoverse. Needless to say, the Holoverse is
well enables people, vehicles and suits of also a primary place for the Extent’s many
armor to fly directly overhead to an altitude enemies to infiltrate the system and try to
of 5000 feet. Gravity wells often are built subvert it through propaganda or outright
like roads to allow long-distance flight. sabotage. The vast majority of the Extent’s
population spend most of their time in the
Holoverse, engaging in community discus-
Regen Tanks sions, group art projects, social media and
engaging in a wide variety of various kinds
The rejuvenation cells that enable the
of games. Those who spend more time in
mortally wounded and recently dead to be
the Holoverse than out of it are fairly com-
reconstituted and brought back to life. The
mon, leading the Holoverse’s detractors to
Extent uses these to enforce its will; those
refer to it as the “hollow-verse.”
who break the law are denied access and
are condemned to suffer slow degrada-

305

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Arcologies to the Extent’s ingenuity, so when insurgents
destroyed one not long ago, it was seen as a
The kind of structure for which Arcopolis major security setback for the Extent.
was named, an arcology is a supermassive
residential collective that houses a billion or
more people. Arcologies are entirely self- Warp Fields
sufficient with industrial complexes, commer-
cial outlets and every other possible amenity, Recent advances in spacetime manipulation
making it possible — and in fact, normal — have allowed the very small-scale penetration
for Extent civilians to live their entire lives of hyperspace, on a level that does not seem
within a single building. This has enabled the to create the dangerous side effects that
Extent’s populace to grow to such an enor- currently plague starships that enter hyper-
mous size. space. Should this technology be perfected,
warp fields will become a new form of stor-
ing things, from warp pockets on armor for
Mediatronics storing infinite amounts of ammunition, to
miniscule vehicles with internal warp fields
Virtually any surface of anything in the that allow for infinite passenger capability.
Extent can be the host to moving pictures or Warp fields are currently only available within
words, complete with accompanying sound. highly secured Extent R&D facilities.
These presentations are often 2-D, but can
project themselves in 3-D. This makes it pos-
sible for just about anything within the Extent
to be the carrier for various kinds of media
communications, something the Extent gov-
ernment uses with much enthusiasm.

Nanofoundries
These massive nanotech factories compile
materials on a molecular level, in turn manu-
facturing virtually anything that is required by
the Extent. The limit to what can be manufac-
tured by the Extent’s nanofoundries is deter-
mined only by the knowledge contained within
the Archive of Design. Nanofoundries are the
backbone of the Extent’s strength and are
guarded heavily against attack or sabotage.

Space Elevators
Using superstring technology, the Extent
has built a series of indestructible cables that
extend far enough off of the surface to pass
the limit of the atmosphere and break into or-
bital gravity. Vast amounts of machinery and
materiel can be sent up the elevators and set
in orbit, enabling the large-scale launching
of materials into space at very little cost of
energy. These are seen as special monuments

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Appendix: GM, determine how much, and decide how
your character accrued those extra Corrup-
Templates tion points.
All templates have not been given starting
Templates are the stock characters of equipment, as the GM may wish to decide
Septimus. These are the standard sorts of how much gear the characters initally have.
individual adventurers are likely to encoun- A general rule of thumb is that however
ter during their travels and tribulations. many dice a template has in its Resources
When used purely as GM-controlled non- die code, that is the number of items that
player characters (NPCs), templates are character may start out with. All items cho-
just that — the GM takes the information sen must still be rolled fo by the Resources
provided for each template and runs with it. die code. Failed rolls mean that selection of
When making your own character based off starting equipment is unavailable.
of a template, however, you can customize
that character somewhat to differentiate There are 24 character templates to
him from the rest of the pack, as well as to choose from, eight each representing char-
give him a few more heroic capabilities right acter archetypes from the Sindavar Extent,
from the start. resistance (Scraplands and Grayscale), and
the Newcomers. Lists of which templates
When using the template system of are affiliated with a particular power bloc
character generation, simply choose a within Septimus. Despite the somewhat
template that suits you and begin playing. prefab nature of templates, don’t let them
Each template has been put through the be too restrictive. If you want to play a
character creation process and has had its Sleepwalker that is with the Resistance,
priorities selected for it. If you would like then come up with a good, story-based rea-
to customize your template further go right
ahead, but be sure to get the GM’s okay to
do so. All templates are given Boons only,
no Banes to start. Banes can be added so
you pick up additional Boons or upgrade
existing ones.
Likewise no template starts off with
metaphysical powers. If you want a tem-
plate character to have metaphysical ability,
you are going to have to work with the GM
on reducing the template’s abilities in other
areas to make up for the inclusion of meta-
physics. Or you could just buy those powers
at a Character Point deficit and have to sink
Character Points into your debt until you
get back up to zero; only then would you
be able to use Character Points to improve
your character.
All templates begin with zero or negative
Corruption; their Corruption buffers have
been used either to buy mods or points
have been kept in reserve to stave off Cor-
ruption the first few times that characters
dies. If you want a template to begin with
some Corruption, simply clear it with the

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son for it and see if your GM clears it. Like- Spoilsport: freelance insurgents looking
wise, not every template-based character to hack the Extent
needs to play exactly according to type. Not Steeljack: mech experts specializing in
all Scouts are quiet loners. Not all Zealots hod rodding in power armor
are outspoken crusaders. Especially when it
comes to characterization, take the template Stringer: rebellious media hacks who are
descriptions more as suggestions than as literally dying for a good story
formal rules. These are meant to encourage
and inspire your role-playing as well as make NEWCOMER TEMPLATES
it easier to get into. Templates are not meant Dragoon: soldiers who fight for money,
to hem you in creatively. pride, honor, duty or cheap thrills
Hierarch: nobles from the Seventh Em-
Templates By Allegiance pire, living in exile of some kind
Merchant: the wily tramp freighter cap-
SINDAVAR EXTENT TEM- tains of the Seventh Empire
PLATES Outlaw: the scoundrels of the Seventh
Artifex: the grease monkeys who keep the Empire
Extent supertech’s running Pathfinder: scouts and explorers for
Avatar: an AI fragment drifting like a whom Septimus is the final frontier
ghost through the Sphere mainframe Settler: humble souls whose struggle is to
Enforcer: the peacekeepers and soldiers survive in a cold galaxy
who enforce the Extent’s will Spacer: hard-bitten voidnauts who live in
Hyperion: the human computers who lead the depths of deep space
and manage the Extent Zealot: religious pilgrims, prophets and
Prole: these are the barcoded braindead
pariahs
bimbos who largely populate the Extent
Sleepwalker: the covert operatives who
are everywhere and invisible
Synthient: artificial people who fill the
ranks as hyper-specialists
Morituri: gladiators who live lives of con-
stant warfare for fun and profit

GRAYSCALE TEMPLATES
Alpha: the noble savages of Septimus
Bodger: gearheads and scroungers with-
out peer
Flatliner: warriors who only live once,
fight hard and die young
Hardcase: sentient robots living among
humans as one of them
Helix: nano/genotech mechanics who can
make you more human than human

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Alpha cannibalism, while others practice slavery. Both require
the acquisition of fresh blood, and the Extent has what
From the Scraplands to the most remote seems to be an endless supply of it.
surface sectors live people who have gone Connection With Other Characters: Alphas are most
“off the grid” and do not rely on the high- likely to know other Grayscale characters prior to the
tech wizardry that surrounds them. They start of the game. They might have had gear fixed or
made by a Bodger, fought alongside a Flatliner, feel an
focus instead on their natural abilities and outsider’s kinship with a Hardcase, conducted an errand
their skills. They are the noble savages of for a Helix, cut deals with a Spoilsport to infiltrate Ex-
Septimus. They have rejected all but the tent-held areas, helped a Steeljack scrounge for parts
or acted as a Stringer’s bodyguard. Alphas easily could
most basic of technologies, meaning they have relationships with Extent or Newcomer characters,
generally have no nanomodifications at but there might be a more complicated story behind it
all and if possible, they use only unpow- to explain the connection.
ered tools. They live a rough and tumble Famous Last Words: “They think we’re just a bunch of
life, typically inhabiting the system’s many bugs to be stepped on, but we’ll show them what kind
subterranean access tunnels, crawlways of damage a swarm can do.”

and service areas. There Alpha Tribes build


warren-like subcities where they gather in
numbers so great that not even the Cadre
feels it is worthwhile to go in after them.
To the sytem, Alphas are a bit like vermin:
an unsightly problem it wishes would go
away but one unworthy of devoting heavy
resources to eradicating. Besides, the con-
ventional wisdom is that there have always
been Alphas in some form, here and there.
They can not be driven out entirely, so why
bother driving them out at all, especially if
they keep to themselves? This is the Alpha’s
greatest strength, and it explains why they
have become so numerous. But with size
comes strength and courage, and many
Alphas are spilling out into the open main-
ways of the system, where they raid sup-
ply depots for whatever they crave — food,
weapons, trophies. Sooner or later, the
system will have to take a stand against this
growing menace.
Alphas are the noble savages of Septimus. They have
rejected all but the most basic of technologies, meaning
they generally have no nanomodifications at all and if
possible, they use only unpowered tools. They live a
rough and tumble life, typically inhabiting the vari-
ous nooks and crannies of the Grayscale and the ruins
and wildlands that can be found all across the surface.
Ruined facilities and subterranean passages are their
favorite haunts, where they build warren-like sub-cities
where they gather in numbers so great that not even
the Cadre feels it is worthwhile to go in after them.
Despite their barbaric ways, Alphas still manage to
infiltrate the Grayscale often, looking for items to scav-
enge or steal and maybe even looking to raid the people
themselves. Some Alpha tribes are known to practice

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DEXTERITy 3D+2 Shields Robot Interface
Acrobatics Vehicle Operation Robot Repair
Brawling 5D PERCEPTION 3D+2 Security
Dodge 5D Artist Vehicle Repair
Firearms 5D Bargain Resources: 2D
Flying/0-G Hardware: Roll for two
Command
Melee Combat 5D
Con
Missile Weapons 4D Boons & Banes: Ambi-
Forgery dexterity (1) Heavy Hitter (1)
Riding Rapid Healing (1)
Gambling
Running 4D Modifications: none
Hide 4D
Sleight of Hand Demeanor: Eccentric,
Investigation Social
Throwing 4D
KNOWLEDGE 2D Know-How Motivations: Revolution,
Revenge
Aliens Persuasion
Fate Points: 1
Astrography Search
Char. Points: 0
Bureaucracy Sneak 4D
STRENGTH 4D Corruption: -4 (You
Business can take 4 Corruption points
Climb/Jump 5D before having to roll to resist
Cultures
the effects of Corruption.)
Lift 5D
Intimidation
Wound Status: Healthy
Stamina 5D
Languages
Swim 5D
Scholar
TECHNICAL 2D+1
Security Regula-
tions Armor Repair
Streetwise Computer Inter-
face
Survival
Computer Repair
Tactics
Demolitions
Willpower
Equipment Repair
MECHANICAL 2D+1
Exoskeleton Repair
Communications
Firearms Repair
Exoskeleton Op-
eration Flight Systems
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

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Artifex
The Extent relies heavily on this class
of engineers whose ability to work with all
kinds of technology — but especially large-
scale supertech and megascale construction
— plays a crucial role in maintaining the
Extent’s daily operations. Artifexs are the
greasemonkeys of the Extent side of things,
and they often are happiest when immersed
in the innards of some massive and com-
plicated test of malfunctioning tech, trying
to figure out where it went wrong. There
is also a strong streak of scientific discov-
ery among Artifexes, and as such they are
often called in by Extent exploration teams
to decipher new caches of alien technology
or some other mechanical surprise found
on the sphere’s surface. In a less glamor-
ous role, the Artifex is the organic fallback
for maintaining the Extent’s legions of
robots when the robots themselves can-
not fix themselves. It is thankless drudgery
by Artifex standards, but it must be done.
On the flip side, some Artifexes use their
access to robot legions to tinker with them
and work on their own robot designs in their
spare time. Artifexes tend to be somewhat
tongue-tied, more comfortable around
the predictable nature of machinery than
around the inherent instability of fellow
humans.
Connection With Other Characters:
Artifexes are most likely to know other
Extent characters prior to the start of
the game. They might have worked on an
Avatar’s mainframe, partnered with an
Enforcer, provided tech support to a Hy-
perion, made friends with a Prole, gotten in-
volved in the intrigue of a Sleepwalker, lent
expertise to a Synthient or worked on the
battlefields of the Morituri. Artifexes could
easily have relationships with Grayscale or
Newcomer characters, but there might be a
more complicated story behind it to explain
the connection.
Famous Last Words: “Oh, now I see it!
The farcasting molecular flux had jumped a
line within the transit matrix, and the whole
thing just blackshifted back to zero.”

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DEXTERITy 2D+1 Shields Robot Interface 6D
Acrobatics Vehicle Operation Robot Repair 6D
Brawling PERCEPTION 2D+1 Security 5D
Dodge Artist Vehicle Repair 5D
Firearms Bargain Resources: 4D
Flying/0-G Hardware: Roll for four
Command
Melee Combat
Con
Missile Weapons Boons & Banes: Minor
Forgery Inventive Genius (1)
Riding
Gambling Nanotech: Comlink (1)
Running Cortex Vault (2) Datalink (1)
Hide
Sleight of Hand Demeanor: Rational, At-
Investigation tentive
Throwing
KNOWLEDGE 4D Know-How Motivations: Altruism,
Duty
Aliens Persuasion
Fate Points: 1
Astrography Search
Char. Points: 0
Bureaucracy Sneak
STRENGTH 2D+2 Corruption: 0
Business
Climb/Jump
Wound Status: Healthy
Cultures
Lift
Intimidation
Stamina
Languages
Swim
Scholar
TECHNICAL 4D
Security Regula-
tions Armor Repair
Streetwise Computer Inter- 6D
face
Survival
Computer Repair 6D
Tactics
Demolitions
Willpower
Equipment Repair
MECHANICAL 2D+2
Exoskeleton Repair
Communications 3D+2
Firearms Repair
Exoskeleton Op-
eration Flight Systems
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

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Avatar things, but the average Avatar can, and they
will not hesitate to work both elements to
The fragmentation of the Steel Dream has
their advantage.
left the Extent with an increasing number of
independent persona constructs roaming the Connection With Other Characters:
data infrastructure of the Sphere like ghosts. Avatars are most likely to know other Extent
Those who consider themselves part of the characters prior to the start of the game.
Extent must find some way to interact with They might have worked with an Artifex on a
the world, and they usually do this by inhabit- supertech project, partnered with an En-
ing a Synthient body crafted specifically for forcer, collaborated on a high-end conceptual
them. Once these AI fragments enter their work with a Hyperion, became an unlikely
host Synthient, they are known as an Avatar, friend of a Prole, gotten involved in the in-
a unique blending of man and machine. trigue of a Sleepwalker, become fascinated
by an unusual Synthient or provided help to
Not surprisingly, Avatars openly espouse
a Morituri. Avatars could easily have relation-
invasive technologies such as nanotech modi-
ships with Grayscale or Newcomer characters,
fications. To them, Corruption is a natural
but there might be a more complicated story
process, like growing old, and as such should
behind it to explain the connection.
not be necessarily vilified. That said, Avatars
see Corruption as their true death, and as a Famous Last Words: “I can hear them,
result they tend to play life pretty safely for you know. Every other one like me, their
fear of gaining that one little bit of additional voices echo in my mind, like the ghosts of
Corruption that will push them over the edge. somebody else but whose memory I cannot
forget.”
Avatars tend to make the high-level deci-
sions within the Cadre, as their high intel-
ligence and cold rationality makes them
supremely outfitted for a life of political ma-
neuvering, diplomacy, command, control, and
strategic vision.
However, the Avatars’ place in the Cadre
has become less a position of merit and more
of entitlement, something that is ruffling
some feathers throughout the rest of the or-
ganization. Everybody agrees that the Cadre
should be the ones to defend the system
against its enemies. Not everyone agrees that
the Avatars are the ones to do it. The Avatars
counter that it was their idea to design the
Cadre in the first place, the original concept
coming from a tightly knit group of Ava-
tars shortly after the Steel Helix attack was
launched, finally gaining the public support it
needed after Operation Indigo put the fear of
destruction in the public’s hearts.
Avatars tend to prefer words to action and
are known for negotiating their way in and
out of trouble. They can be master manipula-
tors as well as genuine leaders. Not everyone
can appreciate the difference between those

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DEXTERITy 3D Shields Robot Interface 3D
Acrobatics Vehicle Operation Robot Repair 3D
Brawling PERCEPTION 3D+1 Security
Dodge Artist Vehicle Repair
Firearms Bargain Resources: 5D
Flying/0-G Hardware: Roll for five
Command
Melee Combat
Con
Missile Weapons Boons & Banes: Hidden
Forgery memories (1) One Past Life
Riding (1) Robot (1)
Gambling
Running Modifications: none
Hide
Sleight of Hand Demeanor: Solitary,
Investigation Inventive
Throwing
KNOWLEDGE 4D Know-How Motivations: Enlighten-
ment, Curiosity
Aliens Persuasion
Fate Points: 1
Astrography Search
Char. Points: 0
Bureaucracy Sneak
STRENGTH 3D Corruption: 0
Business
Climb/Jump
Wound Status: Healthy
Cultures
Lift
Intimidation
Stamina
Languages
Swim
Scholar
TECHNICAL 2D
Security Regula-
tions Armor Repair
Streetwise Computer Inter- 4D
face
Survival
Computer Repair 4D
Tactics
Demolitions
Willpower
Equipment Repair
MECHANICAL 2D+2
Exoskeleton Repair
Communications 3D+2
Firearms Repair
Exoskeleton Op-
eration Flight Systems
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

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Bodger
In the Grayscale, the Extent is so frayed
at the edges that there is not the seam-
less provision of anything anybody could
want. The nanofoundries often break down,
equipment is discarded and left to fall
apart, and things are in a general state of
neglect and disrepair. Enter the Bodger, for
whom these circumstances are the very
picture of good living.
Tinkerers, inventors, repairmen and
engineers, Bodgers are salvage experts
who specialize in repairing and modifying
mechanical technology. Since they operate
on the fringe of the Extent’s influence, they
are the go-to guys for acquiring and serv-
ing any kind of tech the Extent doesn’t want
you to get your hands on, whether it be a
small arm or a small starship. Whatever
kind of hardware can be bought probably
can be bought under the table from the lo-
cal Bodger. And if he can’t get it to you, he
probably knows somebody who can.
Aside from that, Bodgers also are end-
lessly fascinated by alien technology and
often go exploring for it in the hopes of de- characters, but there might be a more
ciphering it even further. As such, there are complicated story behind it to explain the
a decent amount of Bodgers with psychic connection.
abilities given to them by brushes with alien
equipment. These powers have a funny way Famous Last Words: “Hand me that
of being used in the Bodger’s daily routine, fusion cutter, would you? I’m this close
whether it’s confronting the Extent or sim- to getting this thing back on its feet, and
ply finding the next big score of discarded if this weld doesn’t hold, well, it won’t be
tech. Have wrench, will travel: that’s the pretty.”
bodger motto.
Connection With Other Characters:
Bodgers are most likely to know other
Grayscale characters prior to the start of
the game. They might have made or fixed
gear for almost any Grayscale character,
especially Alphas, Flatliners, Hardcases and
Steeljacks. A Bodger might have a craft-
man’s kinship with a Helix, have made deals
with a Steeljack, and helped a Stringer
score a story. Bodgers could easily have
relationships with Extent or Newcomer

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DEXTERITy 2D+1 Shields Robot Interface
Acrobatics Vehicle Operation Robot Repair 4D
Brawling PERCEPTION 3D+1 Security
Dodge Artist Vehicle Repair 4D
Firearms Resources: 5D
Bargain 4D
Flying/0-G Hardware: Roll for five
Command
Melee Combat
Con
Missile Weapons Boons & Banes: Minor
Forgery Inventive Genius (1) Light
Riding Touch (1)
Gambling
Running Modifications: none
Hide
Sleight of Hand Demeanor: Inventive,
Investigation Artistic
Throwing
KNOWLEDGE 3D+1 Know-How Motivations: Curiosity,
Accomplishment
Aliens Persuasion
Fate Points: 1
Astrography Search
Char. Points: 0
Bureaucracy Sneak
STRENGTH 2D+1 Corruption: 0
Business
Climb/Jump
Wound Status: Healthy
Cultures
Lift
Intimidation
Stamina
Languages
Swim
Scholar
TECHNICAL 3D+1
Security Regula- 4D+1
tions Armor Repair 4D
Streetwise 4D+1 Computer Inter-
face
Survival
Computer Repair
Tactics
Demolitions
Willpower
Equipment Repair 4D
MECHANICAL 3D+1
Exoskeleton Repair 4D
Communications
Firearms Repair 4D
Exoskeleton Op-
eration Flight Systems 4D
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

317

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Dragoon without causing total chaos to break out.
The Dragoons themselves, then, are as fi-
These are the mercenaries of the Seventh nancially minded as they are mindful about
Empire who ply their trade at the business the particulars of their battles. They are
end of a gun. Some come to Septimus in not necessarily honor-driven, but they are
the service of a hierarch, merchant or other loathe to deviate from prescribed codes of
interest. Others come as members of a free conduct when it comes to fighting.
company looking for work. They are likely
This puts them at a big disadvantage
to find some.
within the Sphere, where there is much
What makes Dragoons special is that they warfare that adheres to no rules whatsoev-
are pure mercenaries. For many years the er. For the freelance warriors of the Sev-
Seventh Empire, without any external en- enth Empire, finding a client in the Sphere
emies to focus on, slowly allowed its stand- is difficult enough, but fighting in conditions
ing armies and fleets to dissolve into units such as these is just mind-boggling. Those
dedicating to keeping the peace within the soldiers able to make the cultural shift can
Empire. However, the nature of the Empire survive and even do quite well for them-
itself was highly decentralized and often at selves as soldiers of fortune. Others simply
odds with itself. This power struggle actu- become armed adventurers willing to use
ally helped to stabilize the Empire in the their martial skills to get by any way they
long run, since the nobles who ran things can. And there are still those who adhere
were usually too busy contesting each other to the old ways, looking for a proper patron
to run the galaxy directly. This freed the to represent, if only to give themselves the
Empire from disastrous policies and whimsi- sense that things are still somewhat like
cal decrees that were likely to come forth in how they used to be.
the absence of the Empire’s constant state
Connection With Other Characters:
of near civil war.
Dragoons are most likely to know other
Dragoons are the professional soldiers on Newcomer characters prior to the start
call to settle matters between rival noble of the game. They might have fought on
houses. They grew out of armies raised behalf of a Hierarch, helped provide secu-
specifically to champion a particular noble rity to a Merchant, hunted down or aided
house, but as the nobles themselves start- an outlaw, worked recon with a Pathfinder,
ed renting out their armies to fight for non- protected a Settler, secured the ship of a
governmental organizations such as trade Spacer or escorted to free space a Zealot.
guilds, commercial unions, disenfranchised Dragoons could easily have relationships
ethinicities and the like, the Dragoons with Grayscale or Extent characters, but
themselves began to take control of their there might be a more complicated story
financial futures. Selling their services on behind it to explain the connection.
a strictly contractual basis, they changed
Famous Last Words: “There’s nothing
the face of armed conflict within the Empire
wrong with you that a bullet can’t fix.”
from ugly, untidy warfare to what essential-
ly amounted to a form of ritualized dueling.
Only in many cases the duels would involve
massive armies, and they would meet in
battle at a prescribed place to limit the col-
lateral damage that might result.
So it has remained even now as the Em-
pire is collapsing. The dueling tradition has
survived among military factions, largely
because it enables the Empire to fall apart

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DEXTERITy 3D+2 Shields Robot Interface
Acrobatics Vehicle Operation 3D+2 Robot Repair
Brawling PERCEPTION 2D+1 Security
Dodge 5D+2 Artist Vehicle Repair
Firearms 5D+2 Bargain Resources: 2D
Flying/0-G Hardware: Roll for two
Command
Melee Combat
Con
Missile Weapons Boons & Banes: Military
Forgery Rank (1) Natural Combat-
Riding ant (1) Tactical Mastery (1)
Gambling Veteran (1)
Running
Sleight of Hand
Hide Genotech: Ambidextrious
(2) Attack Resistence (2)
Investigation
Throwing
Demeanor: Aggressive,
KNOWLEDGE 2D+2 Know-How Rational
Aliens Persuasion Motivations: Adventure,
Search Honor
Astrography
Sneak Fate Points: 1
Bureaucracy
STRENGTH 3D+2 Char. Points: 0
Business
Climb/Jump Corruption: 0
Cultures
Lift Wound Status: Healthy
Intimidation 3D+2
Stamina
Languages
Swim
Scholar
TECHNICAL 3D
Security Regula-
tions Armor Repair
Streetwise Computer Inter-
face
Survival
Computer Repair
Tactics 3D+2
Demolitions
Willpower
Equipment Repair
MECHANICAL 2D+2
Exoskeleton Repair
Communications
Firearms Repair
Exoskeleton Op- 3D+2
eration Flight Systems
Repair
Gunnery 3D+2
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

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Enforcer
Enforcers are the paramilitary troopers
who fight to protect the Extent against its
numerous enemies. They are the police, the
intelligence agents and the soldiers of the
Extent, and as a rule they carry out their
jobs with extreme confidence and enthusi-
asm.
Enforcers are extensively modified and
trained for combat. Their Corruption is
considerable because of their high number
of mods, but most Enforcers will live with it
because their mod packages grant them su-
perhuman abilities and a battlefield surviv-
ability that is second to none.
Enforcers who primarily work a law en-
forcement beat stay within Arcopolis and
split their time between actually patrolling
the city, maintaining and working with the
robotic security forces that do most of the
street-level security work, and carrying out
criminal investigations when needed. With
the rise of the Grayscale, criminal investi-
gation is a dead art that is quickly coming
back to life, one that the Enforcers must to that, the better. After all, you can’t make
master if they are to maintain control of the an omelet without killing a whole lot of
System. people, right?
Enforcers who act as intelligence agents Connection With Other Characters:
spend most of their time outside of Arcopo- Enforcers are most likely to know other
lis, either in clandestine missions in the Extent characters prior to the start of the
Scraplands or covertly working the Gray- game. They might have worked with an
scale in search of the kind of information Artifex on securing a supertech project,
the rest of the Cadre can act upon. consulted with or reports to an Avatar, pro-
vided security to a Hyperion, saved the life
When a pocket of resistance is discov-
of a Prole, gotten involved in the intrigue of
ered, it falls to the Enforcers to go into the
a Sleepwalker, partnered with a Synthient
hot zone and blast the opposition to king-
or provided help to a Morituri. Avatars could
dom come. As such, they must be focused
easily have relationships with Grayscale or
almost entirely on their role as combat
Newcomer characters, but there might be a
experts, and they generally live for the mo-
more complicated story behind it to explain
ments when the Extent unleashes them on
the connection.
the opposition. Unsurprisingly, these guys
tend to rack up the highest number of com- Famous Last Words: “Keeping the
plaints for abusive behavior, violating citi- peace in Arcopolis is the toughest job in this
zens’ freedoms and causing high amounts whole crazy world, and it’s the only one I
of collateral damage wherever they conduct could never give up doing.”
their missions. But as far as the Cadre is
concerned, collateral damage is just a fact
of life, and the sooner the Extent gets used

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DEXTERITy 3D+2 Shields Robot Interface
Acrobatics Vehicle Operation Robot Repair
Brawling 4D PERCEPTION 3D Security
Dodge 4D Artist Vehicle Repair
Firearms 4D Bargain Resources: 2D
Flying/0-G Hardware: Roll for two
Command
Melee Combat
Con
Missile Weapons Boons & Banes: Threat
Forgery Assessment (1)
Riding
Gambling Nanotech: Combat Re-
Running flexes (2) Probability engine
Hide (2) Snipervision (2) Striomers
Sleight of Hand
(2)
Investigation 4D
Throwing
Demeanor: Aggressive,
KNOWLEDGE 2D Know-How Uptight
Aliens Persuasion Motivations: Duty, Loy-
Search alty
Astrography
Sneak Fate Points: 1
Bureaucracy 3D
STRENGTH 2D+2 Char. Points: 0
Business
Climb/Jump Corruption: 0
Cultures
Lift Wound Status: Healthy
Intimidation 3D
Stamina
Languages
Swim
Scholar
TECHNICAL 3D
Security Regula- 3D
tions Armor Repair
Streetwise 3D Computer Inter-
face
Survival
Computer Repair
Tactics 3D+2
Demolitions
Willpower
Equipment Repair
MECHANICAL 3D+2
Exoskeleton Repair
Communications
Firearms Repair
Exoskeleton Op-
eration Flight Systems
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

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Flatliner simply killed and their bodies are disinte-
grated, denied access to the regen tank or
There are those who refuse to partake disposed of in some other fashion. Know-
of any nanotechnology, preferring instead ing their lives are bound to be short, most
to hone their natural skills and to rely on insurgents dream of their one big strike
their unusually low Corruption level to af- against the Extent, which they all have their
ford them many trips to the regen tanks. seemingly legitimate reasons for hating.
These are Flatliners, and their refusal to Some see it as an engine to destroy human-
partake of the abundant nanotechnology ity. Others see it as merely a tyranny that
makes them naturally suspect in a society must fall. Others frankly are whack jobs
such as the Extent. As such, the Extent whose delusions paint the Extent as some-
tends to profile these individuals as poten- thing evil that must be destroyed. Insurgent
tial criminals and rebels, and ironically by tactics trend towards terrorism and gue-
persecuting such folk they often push them rilla warfare. Some specialize in destroying
into the kinds of behavior they are trying to Extent infrastructure while others prefer to
suppress. As a result, many Flatliners are hit live targets (especially members of the
self-fulfilling prophecies; seen as potential Cadre).
troublemakers by the Extent and punished
Whether they fight for or against the Ex-
pre-emptively for it, they oblige the Ex-
tent, the reality is that Flatliners with their
tent’s worst fears and turn to a life in the
strange avoidance of modification tend to
Grayscale or among Newcomers, figuring
be highly skilled individuals whose natural
out some way to live freely and perhaps get
cunning makes them especially dangerous
a few shots in at the Extent while they are
opponents. Their willingness to lay their
at it.
lives on the line matched with their “never
On the battlefield, many Flatliners are say die” attitude makes them frequent fod-
adept snipers, ambush experts and recon der for holorama videos throughout Septi-
soldiers. Others are simply brilliant tacti- mus, and it has become common knowledge
cians who outthink rather than outshoot, among all Morituri that a large-scale Flat-
their opponents. Because of their lack of liner assault is something to treat with the
nanomodification, Extent civilians in gen- utmost seriousness unless you want to end
eral and Proles in particular see Flatliners up a statistic.
as heroic versions of themselves, and they
Connection With Other Characters:
love them for it. This, of course, is in direct
Flatliners are most likely to know other
contrast to how the Extent leadership (and
Grayscale characters prior to the start of
the Cadre in particular) view Flatliners, but
the game. They might have fought along-
for some Flatliners, this kind of acceptance
side a Alpha, had gear fixed or made by a
has been enough to compel them to try liv-
Bodger, appreciate a Hardcase’s experi-
ing within the Extent.
ence with death, conducted an errand for a
Flatliners who live in open conflict with Helix, cut deals with a Spoilsport to infil-
the Extent are sometimes referred to as trate Extent-held areas, helped a Steeljack
insurgents. These are the guerillas, the scrounge for parts or acted as a Stringer’s
revolutionaries, the breakaways of the bodyguard. Flatliner’s could easily have
Extent who have been its bane since even relationships with Extent or Newcomer
before the Steel Helix turned everything characters, but there might be a more
upside down. complicated story behind it to explain the
Life as an Insurgent is particularly dan- connection.
gerous because the Extent’s Sleepwalkers Famous Last Words: “I’m not afraid of
and Enforcers are on the constant lookout dying. I’m afraid of living when I should be
for them. Once caught, most insurgents are dying.”

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DEXTERITy 4D Shields Robot Interface
Acrobatics Vehicle Operation Robot Repair
Brawling 5D PERCEPTION 3D Security
Dodge 5D Artist Vehicle Repair
Firearms 6D Bargain Resources: 3D
Flying/0-G Hardware: Roll for three
Command
Melee Combat 5D
Con
Missile Weapons Boons & Banes: Aegis
Forgery Aura (1) One Extra Life (1)
Riding Reflexes (1)
Gambling
Running Modifications: None
Hide 3D+1
Sleight of Hand Demeanor: Serious, Con-
Investigation ventional
Throwing
KNOWLEDGE 3D Know-How Motivations: Survival,
Discontent
Aliens Persuasion
Fate Points: 1
Astrography Search
Char. Points: 0
Bureaucracy Sneak 3D+1
STRENGTH 4D Corruption: 0
Business
Climb/Jump
Wound Status: Healthy
Cultures
Lift
Intimidation
Stamina 5D
Languages
Swim
Scholar
TECHNICAL 2D
Security Regula-
tions Armor Repair 2D+1
Streetwise 3D+1 Computer Inter-
face
Survival 4D
Computer Repair
Tactics 4D
Demolitions 2D+1
Willpower
Equipment Repair
MECHANICAL 2D
Exoskeleton Repair
Communications
Firearms Repair
Exoskeleton Op-
eration Flight Systems
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair 2D+1
Piloting
Medicine
Sensors
Nanotechnology

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Dexter Klaygon (order #2911013) 7


Hardcase many of whom find life as a Hardcase to be
a curious if not downright appealing way to
While the effect of Corruption is widely live. These people represent a lasting cure
known throughout the Extent and indeed to Corruption (or so the optimists think),
the entirety of Septimus itself, a much less- and perhaps they are deserving of bet-
known affliction that is related to the Cor- ter treatment at the hands of their society.
ruption is affecting an increasing number of Strangely, nobody ever asks what the Hard-
people. It is the disorder of nanorejection, cases want, which is usually just to live in
and it affects perhaps only one in a million peace and in health, even though they are
people, though experts suspect that those only too aware that eventually, the doom
rates are on the rise. The disorder is barely they avoided for now will come calling for
understood outside of its root condition: them. It is inescapable.
that a genetic quirk in some people reacts
Connection With Other Characters:
poorly with any kind of nanotech interac-
Hardcases are most likely to know other
tion, causing a systemic breakdown of the
Grayscale characters prior to the start of
person’s biologic functions. These people
the game. They might have fought along-
cannot be revived or reconstructed; their
side an Alpha, had a robotic sidekick fixed
bodies have been irrevocably “zeroed” by
or modified by a Bodger, appreciate a Flat-
any one of the many forms of otherwise
liner’s experience with death, conducted an
innocuous nano encountered on a daily
errand for a Helix, cut deals with a Spoil-
basis. The only hope for these people is to
sport, helped a Steeljack scrounge for parts
have their personals transferred to another
or acted as a Stringer’s bodyguard. Flat-
body, a Synthient one that is designed
liners could easily have relationships with
never to have any sentience or awareness
Extent or Newcomer characters, but there
at all. These are essentially biologic shells
might be a more complicated story behind it
for a nanorejection patient to inhabit. Once
to explain the connection.
transferred inside these new bodies, the
patient enjoys a new lease on life. Sadly for Famous Last Words: “I didn’t choose
the rest of the population the rare condition this hard of a body. Whether I wanted it or
that forces the personal transfer to another not, it pretty much chose me.”
biological body for the patient makes the
same process impossible for those not suf-
fering from nanorejection.
Not truly human and not truly artificial,
these rare souls are considered second-
class citizens (or worse) by the public. They
are derisively named “Hardcases,” as if to
suggest that these people are some form
of living robot. Most Hardcases take their
low status with a grin and a shrug. Others
become bitter and feeling the need to prove
themselves embark on careers of extraor-
dinarily dangerous behavior. Hardcases of
this sort can be found as auxiliary Cadre
agents, gladiators, criminals, and occasion-
ally enemies of the state.
Still, despite their poor standing in the
Extent, there is increasing interest in this
way of life among the Sindavar populace,

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DEXTERITy 3D Shields Robot Interface 4D
Acrobatics Vehicle Operation Robot Repair
Brawling PERCEPTION 3D Security 4D
Dodge Artist Vehicle Repair
Firearms Bargain Resources: 4D
Flying/0-G Hardware: Roll for four
Command
Melee Combat
Con
Missile Weapons Boons & Banes: Resil-
Forgery ience (2)
Riding
Gambling Nanotech: Density Up-
Running grade (4) Dermaplating (4)
Hide Persona Transfer (4) Stri-
Sleight of Hand
omers (4)
Investigation
Throwing
Demeanor: Confident,
KNOWLEDGE 3D Know-How Sensitive
Aliens Persuasion Motivations: Longevity,
Search Oblivion
Astrography
Sneak Fate Points: 1
Bureaucracy
STRENGTH 3D Char. Points: 0
Business
Climb/Jump Corruption: 0
Cultures
Lift Wound Status: Healthy
Intimidation
Stamina
Languages
Swim
Scholar
TECHNICAL 3D
Security Regula-
tions Armor Repair
Streetwise Computer Inter- 4D
face
Survival
Computer Repair
Tactics
Demolitions
Willpower
Equipment Repair
MECHANICAL 3D
Exoskeleton Repair
Communications 4D
Firearms Repair
Exoskeleton Op- 4D
eration Flight Systems
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

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Dexter Klaygon (order #2911013) 7


Helix the first suspect is the Helix community,
and with good reason. They have the means
What the Bodger is for mechanical tech- and the motive, and they are often only too
nology, the Helix is for genotechnology and curious to pull something just to see what
nanotechnology. They are essentially ren- will happen.
egade scientists and technicians who spe-
Connection With Other Characters:
cialize in human modification and who often
Helixes are most likely to know other Gray-
practice what they know with or without the
scale characters prior to the start of the
approval of the Extent. Human modifica-
game. They might have fought alongside a
tion is a strictly regulated process within
Alpha, had gear fixed or made by a Bodger,
the Extent, and for those looking to get a
appreciate a Hardcase’s experience with
mod without the Extent knowing about it,
death, cut deals with a Spoilsport to infil-
going to a Helix in the Grayscale is the best
trate Extent-held areas, helped a Steeljack
option. Running freelance “body shops,”
scrounge for parts or acted as a Stringer’s
Helixes constantly run the risk of being
bodyguard. Helixes could easily have rela-
shut down by Cadre agents, and being held
tionships with Extent or Newcomer char-
complicit in the crimes perpetrated by those
acters (especially Newcomers), but there
whom they have modified. But to the Helix
might be a more complicated story behind it
the risk is worth the reward. There is huge
to explain the connection.
money in street mods, and there is a bit of
a thrill at doing it under the Extent’s nose. Famous Last Words: “Everything cam
be improved, especially human beings.”
Within Septimus, Helixes are very much
valued in the Newcomer community, where
they are free to experiment with modifica-
tion as much as they like. Aside from honing
their craft, these characters tend to spend
time studying the Corruption phenomenon.
It is widely believed that if anybody can
figure out a cure for Corruption, it will be a
Helix.
The extent to which a Helix modifies him-
self varies depending on his risk appetite.
Few are as keenly aware of the dangers of
modification as the helix is. As such, some
will ardently refuse to take on any mods
themselves. Others are virtually addicted to
them, skating on the edge of fatal Corrup-
tion, geting a new upgrade or modification
for the sake of having it.
It is worth noting that the Helix’s exper-
tise in nanotechnology also makes him a
potential threat to the Extent, since nano-
tech can be altered into a weapon of mass
destruction. The various acts of nanotech
sabotage that have hit the Extent recently,
whether it is an entire nanoforge self-assim-
ilating its machinery or dusting entire sec-
tors with nanotech dust that make all units
of a certain kind of technology go offline,

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DEXTERITy 2D+1 Shields Robot Interface
Acrobatics Vehicle Operation Robot Repair
Brawling PERCEPTION 2D+1 Security
Dodge Artist Vehicle Repair
Firearms Bargain Resources: 4D
Flying/0-G Hardware: Roll for four
Command
Melee Combat
Con
Missile Weapons Boons & Banes: Total
Forgery Recall (1)
Riding
Gambling Nanotech: Assimilator (4)
Running Genius Module (4) Hypertouch
Hide (4) Sensitivity Catalog (4)
Sleight of Hand
Throwing
Investigation Demeanor: Inventive,
Artistic
KNOWLEDGE 3D+1 Know-How
Motivations: Curiousity,
Aliens Persuasion Accomplishment
Astrography Search Fate Points: 1
Bureaucracy Sneak Char. Points: 0
Business
STRENGTH 3D+1
Corruption: 0
Climb/Jump
Cultures Wound Status: Healthy
Lift
Intimidation
Stamina
Languages
Swim
Scholar 4D+1
TECHNICAL 3D+1
Security Regula-
tions Armor Repair
Streetwise Computer Inter- 4D+1
face
Survival
Computer Repair
Tactics
Demolitions
Willpower
Equipment Repair
MECHANICAL 3D+1
Exoskeleton Repair
Communications
Firearms Repair
Exoskeleton Op-
eration Flight Systems
Repair
Gunnery
Genotechnology 5D+1
Navigation
Gunnery Repair
Piloting
Medicine 4D+1
Sensors
Nanotechnology 5D+1

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Hierarch retained a Pathfinder to find a safe haven to
go to, shipped out to Septimus alongside a
Noble elites have always existed within Settler, begged or bought his way onto the
the Seventh Empire, sometimes by differ- ship of a Spacer and formerly persecuted
ent names, but their essential nature has (or championed) a Zealot. Hierarchs could
always remained the same — that of privi- easily have relationships with Grayscale
leged landowners who rule from afar and on or Extent characters, but there might be a
high, detached from those who pay them more complicated story behind it to explain
tribute. In the later days of the Empire, the connection.
hierarchs diversified from mere aristocrats
Famous Last Words: “You want me to
(though there are still plenty of those) to
do what? Do you not know who I am? Get
self-made nobles who are the heads of pow-
somebody else to do it. Somebody from a
erful commercial interests, media celebri-
less…privileged background.”
ties, and pretty much anybody rich enough
to be famous (or famous enough to be rich)
and thereby able never to have to work
again.
Hierarchs are primarily known for having
vast resources at their disposal, and be-
ing “the money” has a distinct power that
few can easily discount. Even as the Empire
crumbles and many Hierarchs find the base
of their power eroding too quickly to save,
the majority have enough assets that they
can maintain their personal wealth quite
well. Well enough, anyway, to not have to
work hard at getting by in a universe that
has decreasing need for a privileged ultra-
class that rules by decree and gets paid for
simply being.
Many Hierarchs deposed from power or
whose wealth has largely been destroyed
have fled to Septimus in the hopes that
somehow they will find safety or new for-
tunes there. Despite their commonly pam-
pered existences, hierarchs have at least
descended from those ruthless enough to
build a great family fortune (behind every
great fortune is a great crime, they say),
and in Septimus, these fat cats are learning
the hard way that it might be time for them
to re-learn how to use their claws.
Connection With Other Characters:
Hierarchs are most likely to know other
Newcomer characters prior to the start of
the game. They might have hired the ser-
vices of a Dragoon, sold remaining trea-
sures to a Merchant, chased after a thieving
Outlaw (or hired him to do the thieving);

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Dexter Klaygon (order #2911013) 7


DEXTERITy 3D+1 Shields Robot Interface
Acrobatics Vehicle Operation Robot Repair
Brawling PERCEPTION 4D Security
Dodge Artist Vehicle Repair
Firearms Bargain Resources: 5D
Flying/0-G Hardware: Roll for five
Command 6D
Melee Combat 4D
Con
Missile Weapons Boons & Banes: Heir (1)
Forgery Legal Immunity (1) Noble (1)
Riding
Gambling 4D+1 Genotech: Infravision/
Running 4D Ultravision (2) Longevity (3)
Hide Youthful Appearance (3)
Sleight of Hand
Throwing
Investigation Demeanor: Socal, Polite
KNOWLEDGE 3D+1 Know-How Motivations: Power,
Status
Aliens Persuasion
Fate Points: 1
Astrography Search
Char. Points: 0
Bureaucracy 4D Sneak
STRENGTH 2D+2 Corruption: 0
Business
Climb/Jump
Wound Status: Healthy
Cultures 4D
Lift
Intimidation
Stamina
Languages
Swim
Scholar
TECHNICAL 2D
Security Regula-
tions Armor Repair
Streetwise Computer Inter-
face
Survival
Computer Repair
Tactics
Demolitions
Willpower
Equipment Repair
MECHANICAL 2D+2
Exoskeleton Repair
Communications
Firearms Repair
Exoskeleton Op-
eration Flight Systems
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

329

Dexter Klaygon (order #2911013) 7


Hyperion crunching numbers and providing empiri-
cally based glimpses of the future to the
Hyperions are living computers tasked Cadre’s top strategists, Hyperions often
with carrying out the Cadre’s most intense busy themselves with scouring the rem-
statistical and socio-military analyses. They nants of the world Datastream in an ongo-
are unlike Avatars in that they are not AIs ing effort both to repair that network and
who have been given a living body. They are to salvage whatever data they can from it.
the converse: they are living people who The average Hyperion believes that there
have transformed their brains into ultra- are vast stores of data throughout the
efficient thinking machines. If the Avatar world, especially in the ruins of the Sphere,
is a machine trying to become human, the and they can be easily enticed into getting
Hyperion is a human trying to become a involved in any escapade that promises the
machine. As such, Hyperions typically pos- retrieval or gaining of information.
sess intense nanotech modifications to their
In their search for hidden caches of data,
brains and central nervous systems so they
Hyperions sometimes encounter those
can process incredible amounts of data.
groups operating outside of the Extent’s au-
As a result, they also tend to lack strong
thority. When this happens, some Hyperions
personalities because they are, in many
become intrigued by the prospect of life
ways, more machine than man. While their
outside of the System, and they go rogue,
intellectual abilities are formidable, they
leaving behind the Extent and its massive
are also highly Corrupt as a rule and try to
stores of data in order to live freely, per-
avoid danger.
haps in opposition to the Extent, perhaps
Hyperions form the uppermost ruling on the fringes of it searching for illegal or
elite of the Extent. As the Extent’s primary classified secrets, or perhaps living away
thinkers, they work in close conjunction from the Sindavar influence entirely, living
with the Steel Dream’s persona constructs anywhere on the sphere so that the Extent
to administrate the vast Sindavar Extent, to and its troubles are too far away to be a
manage its many wars and police actions, concern, where the search for alien secrets
and to determine strategies for growing the can go forth without distraction.
society to even greater size and sophisti-
Connection With Other Characters:
cation. In their analyses, some Hyperions
Hyperions are most likely to know other
have deduced that the totalitarian efforts of
Extent characters prior to the start of the
the Extent have been counter-productive,
game. They might have worked with an
spawning a generation of rebels bent on
Artifex on a supertech project, consulted
escaping and destroying the Extent. These
with an Avatar, partnered with an Enforcer,
Hyperions advocated that the Extent should
furnished support to a Morituri in need of
relax its policies and become more open
an egde, befriended a Prole, gotten involved
to freedom and individuality. Such notions
in the intrigue of a Sleepwalker or become
were quashed when a group of Hyperions
fascinated by an unusual Synthient. Avatars
calling themselves the Cadre took control
could easily have relationships with Gray-
of the Extent and enforced its traditional
scale or Newcomer characters, but there
policies of repression and enforcement as
might be a more complicated story behind it
absolutes. Ever since, Hyperions have either
to explain the connection.
become part of the Cadre or they have
figured out a way to operate outside of the Famous Last Words: “Information is
Cadre, perhaps leaving it altogether. power. Power is change. Change is freedom.
Freedom is life. Life is information.”
Hyperions often live and work in groups,
sharing data and analysis between each
other at the speed of thought. When not

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DEXTERITy 2D Shields Robot Interface
Acrobatics Vehicle Operation Robot Repair
Brawling PERCEPTION 2D Security
Dodge Artist Vehicle Repair
Firearms Bargain Resources: 5D
Flying/0-G Hardware: Roll for five
Command
Melee Combat
Con
Missile Weapons Boons & Banes: Higher
Forgery Purpose (2) Mastermind (2)
Riding
Gambling Nanotech: Genius Module
Running (4)
Hide
Sleight of Hand Demeanor: Pragmatic,
Investigation Serious
Throwing
KNOWLEDGE 4D Know-How Motivations: Status,
Knowledge
Aliens Persuasion
Fate Points: 1
Astrography Search
Char. Points: 0
Bureaucracy 5D Sneak
STRENGTH 2D Corruption: 0
Business
Climb/Jump
Wound Status: Healthy
Cultures
Lift
Intimidation
Stamina
Languages
Swim
Scholar 5D
TECHNICAL 4D
Security Regula- 5D
tions Armor Repair
Streetwise Computer Inter- 5D
face
Survival
Computer Repair
Tactics
Demolitions
Willpower
Equipment Repair
MECHANICAL 4D
Exoskeleton Repair
Communications 5D
Firearms Repair
Exoskeleton Op-
eration Flight Systems
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

331

Dexter Klaygon (order #2911013) 7


Merchant ing a ship within Septimus carries certain
expectations, and those captains who don’t
For much of its history, the Seventh just take off with their crews and live in iso-
Empire has depended on its interstellar lation can be expected for others to have an
network of trade and transportation to keep unending list of suggestions, requests and
the entire society going. This network was demands for ship captains and their crews
upheld by the numberless merchant cap- on how their ship might best be put to use.
tains and their crews who plied interstellar
Connection With Other Characters:
trade lanes, shipping goods, currency and
Merchants are most likely to know other
passengers between star systems. Occa-
Newcomer characters prior to the start of
sionally these ship crews would explore un-
the game. They might have hired the ser-
charted space in search of a new and faster
vices of a Dragoon, bought valuables from
route or to discover an as-yet untapped
a cash-strapped Hierarch, chased after
market to develop. Life in space is hard
a thieving Outlaw (or hired him to do the
however, and to survive one must be tough,
thieving); followed a commercial route plot-
resourceful and cool under pressure. You
ted by a friendly Pathfinder, sold passage
need to be handy with a gun and yet able to
to Septimus to a Settler, shipped out with a
talk your way out of trouble. You need to be
Spacer (either as hired crew or as a passen-
able to fix a jump drive yet still know how to
ger) and sold religious goods to a Zealot.
deal with high-born patrons and hierarchs.
Merchants could easily have relationships
It needs a jack-of-all-trades who can excel
with Grayscale or Extent characters, but
at any given situation, regardless of what
there might be a more complicated story
he has to work with at the time.
behind it to explain the connection.
Naturally, as the hyperspace lanes fell
Famous Last Words: “I’ve got a hull
into disuse, merchants all across the Empire
full of surplus booster components and a
found themselves with rapidly dwindling
market that’s run off to who knows where. I
economic opportunities. On one hand, the
don’t unload these things soon, I’m ruined.”
breakdown was a good thing, since it made
it impossible to continue making payments
on any outstanding debts on one’s ship,
cargo and equipment. But aside form that,
many merchants found that they had to
make do in the system they last jumped to.
Since merchants tend to make their ships
their homes, a lot of them simply stayed put
and worked the local area, but some wanted
more, and these are the ones who have
gathered whatever cargo and passengers
they could and made the trip to Septimus,
not knowing it was a one-way deal but more
prepared for the possibility than most other
Newcomers.
Within the Sphere, Merchants are con-
tent to live in the Deep Sky separating the
newcomer Archipelago from the Surface
and Arcopolis. But they also are the back-
bone of the Newcomer coalition, since their
ships provide much of the firepower and
resources needed to battle the Extent. Hav-

332

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DEXTERITy 2D+2 Shields Robot Interface
Acrobatics Vehicle Operation Robot Repair
Brawling PERCEPTION 3D+2 Security
Dodge 3D Artist Vehicle Repair
Firearms 3D Resources: 5D
Bargain 5D
Flying/0-G Hardware: Roll for five
Command
Melee Combat
Con 5D
Missile Weapons Boons & Banes: Contacts
Forgery (1), Wealth (1)
Riding
Gambling Modifications: None
Running
Hide Demeanor: Selfish, Social
Sleight of Hand 3D
Investigation Motivations: Profession-
Throwing 3D alism, Pride
KNOWLEDGE 3D+1 Know-How
Fate Points: 1
Aliens Persuasion 5D
Char. Points: 0
Astrography Search
Corruption: 0
Bureaucracy 4D Sneak
Wound Status: Healthy
Business 5D
STRENGTH 2D+2
Climb/Jump
Cultures
Lift
Intimidation
Stamina
Languages
Swim
Scholar
TECHNICAL 3D+1
Security Regula- 4D
tions Armor Repair
Streetwise 4D Computer Inter-
face
Survival
Computer Repair
Tactics
Demolitions
Willpower
Equipment Repair
MECHANICAL 2D+1
Exoskeleton Repair
Communications
Firearms Repair
Exoskeleton Op-
eration Flight Systems
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

333

Dexter Klaygon (order #2911013) 7


Morituri are, their ratio of kills versus frags (when
they are the casualty), and how many fans
In an effort to field test new military ad- they have at any given moment. Nearly half
vances, keep the general populace enter- of all Trenchers belong to a Crew, Unit or
tained and give those with violent tenden- Clan — three different names for a Combat
cies something to do, the Extent created an League, that blend of military unit and fam-
entire class of people dedicated to constant ily with whom the Trencher spends all of his
public warefare. These are the Morituri, the or her time. The other half lives and fights
gladiators who are the live-fire celebrities on their own, beholden to no particular
of the entire Extent. Morituri are specialized group although sometimes making strategic
Synthients and Proles, generally, bred for alliances with other solos so they may take
war. Their exploits desensitize the populace on a group in combat. Regardless of their
to the violence they will face in the coming affiliation, Morituris typically live their entire
war as well as hone the Extent’s own mili- lives within the Proving Ground in which
tary techniques and technology. the Extent placed them unless they are
As Morituris have emerged as a new sub- exiled by their Clan, recruited by the Cadre,
strata of Extent society with lives to lead enticed by a life in the Extent proper or
outside of the free-fire arenas, they also have become so Corrupted they leave the
are becoming mercenaries of a sort, ply- Proving Ground on some sort of delusional
ing their martial trade for great monetary crusade.
gain, either through juicy contracts given to Connection With Other Characters:
them by entrepreneurs looking for hot new Morituri are most likely to know other
combat footage, or by betting on their own Extent characters prior to the start of the
fights. To curb the potential of Morituris be- game. They might have fought within a
coming an entire class of would-be rebels, Artifex’s supertech project, received tacti-
many Morituris have had their minds wiped cal oversight from an Avatar, partnered
by the Extent, living permanently within with an Enforcer, befriended a Prole, gotten
massive, planet-sized arenas with no knowl- involved in the intrigue of a Sleepwalker or
edge of anything outside of their immedi- became fascinated by an unusual Synthient.
ate war scenario. Eventually a few of these Morituri could easily have relationships with
individuals wake up and realize that their Grayscale or Newcomer characters, but
suffering was all to alleviate the boredom of there might be a more complicated story
the Extent. Morituris who make this realiza- behind it to explain the connection.
tion often become obsessed with getting re-
Famous Last Words: “Die like you mean
venge on those who wiped their minds. In a
it, punk!”
ironic twist, the mind wiping of the Morituris
to forestall their rebellion is actually creat-
ing the very insurgency the Extent wishes
to avoid. That’s totalitarianism for you.
Not all who realize that they are first and
foremost, soldiers born and bred into a life
of never-ending warfare, get enraged by the
revelation. In fact, there is a peculiar subset
of the Morituri who is enthralled by it. These
are Trenchers, for whom the only thing re-
ally worth fighting for is your personal cred-
ibility. Status is everything to a Trencher,
so they are focused almost to the point of
obsession on what their combat standings

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DEXTERITy 3D+2 Shields Robot Interface
Acrobatics 4D Vehicle Operation 3D Robot Repair
Brawling 4D PERCEPTION 2D+1 Security
Dodge 4D Artist Vehicle Repair
Firearms 4D Bargain Resources: 3D
Flying/0-G 4D Hardware: Roll for three
Command
Melee Combat 4D
Con
Missile Weapons 4D Boons & Banes: Fearless
Forgery (1)
Riding 4D
Gambling Nanotech: Autoevasion (2)
Running 4D Autorecovery (2) Battle Matrix
Hide (2) Payback Module (2)
Sleight of Hand 4D
Throwing 4D
Investigation Demeanor: Daring, Hard-
Boiled
KNOWLEDGE 2D+2 Know-How
Motivations: Honor,
Aliens Persuasion Status
Astrography Search Fate Points: 1
Bureaucracy Sneak Char. Points: 0
Business
STRENGTH 3D+2
Corruption: 0
Climb/Jump 4D
Cultures Wound Status: Healthy
Lift
Intimidation 3D
Stamina 4D
Languages
Swim 4D
Scholar
TECHNICAL 3D
Security Regula-
tions Armor Repair
Streetwise 3D Computer Inter-
face
Survival 3D
Computer Repair
Tactics 4D
Demolitions 4D
Willpower
Equipment Repair
MECHANICAL 2D+2
Exoskeleton Repair
Communications
Firearms Repair
Exoskeleton Op- 3D
eration Flight Systems
Repair
Gunnery 3D
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

335

Dexter Klaygon (order #2911013) 7


Outlaw
In a society as large and as diverse as the
Seventh Empire, crime and rebellion has al-
ways been a problem too big to take care of
entirely. When the Empire began to crum-
ble, this problem took on epic proportions.
As entire star systems fell out of contact
with the Empire, law and order also broke
down, especially along the hyperspace lanes
that were the last to falter. While local sys-
tems struggled to establish peacekeeping
forces, thieves, brigands and pirates of ev-
ery kind enjoyed a brief heyday plundering
merchant ships, looting commerce centers
and even commandeering entire industrial
facilities. Eventually the local systems got
things back in line, but by then it was too
late. An entire generation of outlaws had
been born, most of whom plied their trade
from stolen starships that prowled the Em-
pire in search of fresh prey.
As hyperspace crumbled even further the
outlaw population, like everybody else in
the Empire, found themselves needing to
adapt. If they wanted to continue their lives
of thievery, they either would have to learn
to do it in a single system or find some
part of the Empire where they could live
beyond the law. For many, Septimus was times rediscovers his sense of decency and
the perfect place to go, and off they went, finds himself fighting the good fight and
flying their pirate ships or as passengers/ hating himself for it every step f the way.
stowaways on legitimate vessels. However Connection With Other Characters:
they did it, they gained entry to Septimus Outlaws are most likely to know other
and have become an integral part of the Newcomer characters prior to the start of
Newcomer culture there. the game. They might have fought along-
Within Septimus many outlaws simply live side (or with) a Dragoon, rebelled against
as pirates, marauding the Newcomer ships a Hierarch, ripped off a Merchant, outran
that enter the Sphere from the outside, a bounty-hunting Pathfinder, protected or
looting them for all they are worth. Others extorted a Settler, flew armed security (or
patrol the surface in search of settlements simply pirated) a Spacer and raided the
to raid or ruins to loot. Still others have temple of a Zealot. Outlaws could easily
recognized the potential money to be made have relationships with Grayscale or Ex-
from the ongoing war against the Extent tent characters, but there might be a more
and have become privateers for various complicated story behind it to explain the
Newcomer causes, putting their criminal connection.
skills to use for not entirely self-serving Famous Last Words: “I bow to no man,
reasons. In this, the Septimus outlaw some- serve no king, and pay heed to no nation.
I am a free prince, and the galaxy is my
domain. Now hand it over.”

336

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DEXTERITy 4D Shields Robot Interface
Acrobatics Vehicle Operation Robot Repair
Brawling PERCEPTION 2D Security
Dodge Artist Vehicle Repair
Firearms 6D Bargain Resources: 3D
Flying/0-G Hardware: Roll for three
Command
Melee Combat
Con
Missile Weapons Boons & Banes: Alter-
Forgery nate Identity (1) Deadshot (1)
Riding Sixth Sense (1) Unknown (1)
Gambling
Running Genotech: Natural Armor
Hide (3) Natural Melee Weaponry
Sleight of Hand
(2) Natural Missle Weapon (1)
Investigation
Throwing
Demeanor: Hard-Boiled,
KNOWLEDGE 3D Know-How Selfish
Aliens Persuasion Motivations: Revenge,
Search Fear or Injustice
Astrography
Sneak Fate Points: 1
Bureaucracy
STRENGTH 3D+1 Char. Points: 0
Business
Climb/Jump Corruption: 0
Cultures
Lift Wound Status: Healthy
Intimidation 5D
Stamina
Languages
Swim
Scholar
TECHNICAL 3D
Security Regula-
tions Armor Repair
Streetwise 4D Computer Inter-
face
Survival
Computer Repair
Tactics
Demolitions
Willpower
Equipment Repair
MECHANICAL 2D+2
Exoskeleton Repair
Communications
Firearms Repair
Exoskeleton Op-
eration Flight Systems
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

337

Dexter Klaygon (order #2911013) 7


Pathfinder really mean) is to uncover any remaining
data cores that might have survived Steel
As the Seventh Empire expanded, it fell Helix but have been cut off from the rest
to a certain breed of intrepid souls to chart of the Datastream, which is in tatters and
unknown space and brave its many dan- does not extend much further than Arcopo-
gers. These were the Pathfinders of the lis itself. To this end, there can only be one
Empire. While many of them worked directly real objective, then: to locate and fully ex-
for the Empire, many others were inde- plore the ruins of the Seven Cities and see
pendent of it, either charting courses for what they have to offer.
commercial interests, working freelance for
Rumors about the Seven Cities run the
masterless armies, or simply probing the
gamut from their being totally destroyed to
edges of known space to satisfy a personal
their being back online and resuming nor-
curiosity.
mal operations to some small degree (but
As the Seventh Empire crumbled and as being unable to establish communications
hyperspace in particular became too dan- with Arcopolis for some reason). Pathfind-
gerous to jump through regularly, Path- ers take this all with a grain of salt and have
finders found themselves increasingly cut determined the only way to see what it true
off from the work they were born to do. is to find it for oneself. And so they con-
That is why, when news of Septimus made tinue their journey for truth, information,
the rounds, many Pathfinders decided the and ultimately, freedom from the fear and
chancy trip there was worth the risk so they uncertainty that this world has spread over
could spend their days poking around the its many inhabitants like a death shroud.
practically limitless ground surface of the
Connection With Other Characters:
sphere. Still others would come to Septimus
Pathfinders are most likely to know other
specifically to discover the many secrets
Newcomer characters prior to the start of
this world has.
the game. They might have scouted for
As Newcomers, the average Pathfinder the unit of a Dragoon, searched for es-
detests the controlling Extent and every- cape routes on behalf of a Hierarch, sold a
thing it stands for. That said, Pathfinders secret commercial route’s coordinates to a
tend to be explorers and not soldiers, and Merchant, chased down the bounty of an
they figure that in a world as big as Sep- Outlaw, provided initial security for a plan-
timus, why fight the Extent when you can etbound Settler, shipped out with a Spacer
simply move away from it? As such, a large and traded stories of the beyond with a
number of Pathfinders live by themselves or Zealot. Pathfinders could easily have rela-
in small enclaves far from the major popu- tionships with Grayscale or Extent charac-
lation centers of the Sphere. Some have ters, but there might be a more complicated
integrated themselves with primitivie Alpha story behind it to explain the connection.
societies while others live alone, thankful to
Famous Last Words: “I haven’t seen
be free from the interference of their fellow
anything like this since I crash landed in…
man.
ah, it’s not important where it was. When
Most Pathfinders travel the surface of you’ve been to as many places as I have,
Septimus in search of ancient technologies you kind of lose track of the names.”
and bits of history. They often are fasci-
nated with compiling a true record of the
world’s events, since the most complete
one to date was authored by the Extent and
hence is untrustworthy. The best bet for
finding the real history of the world (and
thereby try to learn what all of these events

338

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DEXTERITy 2D+2 Shields 3D+1 Robot Interface
Acrobatics Vehicle Operation Robot Repair
Brawling PERCEPTION 2D Security
Dodge Artist Vehicle Repair
Firearms Bargain Resources: 4D
Flying/0-G Hardware: Roll for four
Command
Melee Combat
Con
Missile Weapons Boons & Banes: Well-
Forgery Traveled
Riding
Gambling 4D Genotech: Atmospheric
Running Tolerance (2) Environmental
Hide Resistance (2) Omnivorous (2)
Sleight of Hand
Investigation Sense of Direction (2)
Throwing
Know-How Demeanor: Solitary, Re-
KNOWLEDGE 4D served
Persuasion
Aliens 5D Motivations: Survival,
Search Freedom
Astrography 5D
Sneak Fate Points: 1
Bureaucracy
STRENGTH 3D Char. Points: 0
Business
Climb/Jump Corruption: 0
Cultures 5D
Lift Wound Status: Healthy
Intimidation
Stamina
Languages 5D
Swim 4D
Scholar
TECHNICAL 3D+1
Security Regula-
tions Armor Repair

Streetwise Computer Inter-


face
Survival 6D
Computer Repair
Tactics
Demolitions
Willpower 5D
Equipment Repair
MECHANICAL 3D
Exoskeleton Repair
Communications
Firearms Repair
Exoskeleton Op-
eration Flight Systems
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting 3D+1
Medicine
Sensors 3D+1
Nanotechnology

339

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Prole who simply live an adventurous life without
ever running afoul of the Cadre by ventur-
Proles are the backbone of the Extent. ing into the Grayscale and seeing what life
Ordinary, docile and unquestioning, the on the edge feels like. Most Proles do not
Prole lives a basic life where he has little fare so well in truly challenging environ-
need for anything he cannot get. Most of ments, but there is that rare breed sharp
the time, Proles life the archetypical popu- mind and quick wits that can navigate
lus lifestyle of endless social engagements, trouble even if they don’t have the latest
holorama consumption, idle interests, and combat mods, military-intelligence skill-
other ways of killing time. They live empty sets or a kit of advanced tactical weaponry.
lives, but that’s the point. They don’t have Sometimes, as these courageous Proles
to do anything, which means they have no show, just having a spirit for adventure, an
drama, no worry, and no pain. Despite their honest sense of courage, and a head for
lack of interest in anything in particular, danger are enough to thrive in any chal-
many Proles eventually become experts at lenging environment.
one particular skill, if for no other reason
For all of their drawbacks, Proles do have
than they tend to live very long lives, and
some special advantages. First, they have
the sheer weight of repetition eventually
a unique ability to absorb lots of nanomods
trains them to expert efficiency in one or
without suffering as much Corruption as
two areas of interest. Most often, these
usual. Also, they tend to have high attri-
are simple social skills, or a rudimentary
butes as well as be quick learners in skills.
understanding of politics and diplomacy. But
And, they have an uncanny knack for an-
sometimes, there are those who cultivate
ticipating what other Proles are thinking or
the right package of skills to make them
intend, and can instinctively act in concert
attractive to the Cadre’s Sleepwalker Corps.
with them.
Such individuals invariably disappear for a
while and come back with strange holes in These strengths have made Proles a
their memories that can only be evidence subject of interest to the Cadre, who would
of having been on a terrific adventure on not mind using them as the basis for a new
behalf of the Cadre. Most who have under- breed of clone soldier. However, given the
gone this and returned to life as a Prole unreliability of its robot legions, the Cadre
have done so because they did not excel at is unlikely to resort to battlefield cloning un-
being a Sleepwalker. Sadly, in most cases, a less they felt they had no other choice. The
Prole’s friends will hardly have realized their Cadre feels — contrary to Extent doctrine
acquaintance was even gone. thus far — that true individuals and not
amalgamated patchwork people make the
Having said all that, there are always a
best soldiers. They may be right on that.
few Proles here and there who “awaken”
from their addled state and are filled with Connection With Other Characters:
the sense that not only is their life a sham, They might have worked on an Artifex’s su-
but the Extent itself is not what it seems, pertech project, served on the support staff
and it becomes their mission to discover of an Avatar, informed for an Enforcer, got-
the truth behind their surroundings and to ten involved in the intrigue of a Sleepwalker
defeat the forces of evil they perceive to or befriended a Synthient. Proles could
be lurking in the shadows of their suppos- easily have relationships with Grayscale or
edly flawless world. Such individuals should Newcomer characters, but there might be a
take care to conceal their personalities, for more complicated story behind it to explain
often times they end up learning the kinds the connection.
of skills and showing the spirit for adven- Famous Last Words: “I’m going to be
ture that makes them ideal candidates to somebody someday. Just you watch!”
become Sleepwalkers. Still, there are those

340

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DEXTERITy 3D Shields Robot Interface 3D+1
Acrobatics Vehicle Operation 3D+1 Robot Repair
Brawling PERCEPTION 3D Security 3D+1
Dodge Artist 3D+1 Vehicle Repair
Firearms Bargain 3D+1 Resources: 4D
Flying/0-G 3D+1 Command Hardware: Roll for four
Melee Combat Con
Missile Weapons Boons & Banes: Fast
Forgery Learner (1) Instant Karma (1)
Riding Jack of All Trades (1)
Gambling 3D+1
Running 3D+1 Nanotech: Autorecovery
Hide
(4) Comlink (2) Holorama
Sleight of Hand
Investigation Module (2) Mediatronics (2)
Throwing Neurolink (2)
Know-How 3D+1
KNOWLEDGE 3D Demeanor: Passive, Timid
Persuasion
Aliens Motivations: Content-
Search 3D+1 ment, Socialization
Astrography
Sneak Fate Points: 1
Bureaucracy 3D+1
STRENGTH 3D
Char. Points: 0
Business
Climb/Jump
Corruption: 0
Cultures
Lift
Wound Status: Healthy
Intimidation
Stamina
Languages
Swim
Scholar
TECHNICAL 3D
Security Regula-
Armor Repair
tions
Computer Inter- 3D+1
Streetwise
face
Survival
Computer Repair
Tactics
Demolitions
Willpower
Equipment Repair
MECHANICAL 3D
Exoskeleton Repair
Communications 3D+1
Firearms Repair
Exoskeleton Op- 3D+1
eration Flight Systems
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology 3D+1

341

Dexter Klaygon (order #2911013) 7


Settler
The planetary colonists of the Seventh
Empire are a hardy breed used to picking
up and moving across worlds and systems
in search for a better life somewhere. These
are the nameless and faceless masses who
were the bedrock of the Seventh Empire’s
population, working tough jobs in trying
circumstances on the edge of civilized space
so they might send their taxes back home
to the Aedos Dynasty. Their hard work con-
stantly created a growing source of income
for the Empire, but these settlers were
the ones who tamed the frontier of known
space, often at great risk and cost to them-
selves, all so that the Empire’s hierarchs,
mercenaries, industrialists, merchants and
others could move in once the hard work
was done.
Some might wonder why the Settlers of
the Empire would do this: to work hard on
wild, unforgiving world and allow them-
selves to be displaced by high prices,
burdensome bureaucracy and oppressive More than a few of them have created en-
regulation once those worlds had been tire societies for themselves, isolated from
tamed. The answer: despite the harshness the Extent and the Newcomers, glad to live
of their lives, settlers are largely free to by themselves and encounter the threats of
do what they like. More than anything — the surface on their own, without anybody’s
more than economic necessity, more than help but their own.
political pressure, more than legal trouble
Connection With Other Characters:
— settlers live on the edge of known space
Settlers are most likely to know other New-
because there they are best able to craft
comer characters prior to the start of the
the universe into something they want it to
game. They might have hired the services
be.
of a Dragoon, served or rebelled against a
That is why, when the hyperspace lanes Hierarch, bought passage to Septimus from
collapsed, so many settlers simply packed a Merchant, ran afoul of an Outlaw, followed
up and moved on again, only this time they the trail blazed by an intrepid Pathfinder,
headed to Septimus, ready for whatever stowed away with a Spacer and went on
challenges the sphere had in store for them. a pilgrimage with a Zealot. Settlers could
Many of them simply went right to an empty easily have relationships with Grayscale
spot on the surface — or less commonly to or Extent characters, but there might be a
one of the airless worlds of the Archipelago more complicated story behind it to explain
— and made a life for themselves there. the connection.
Although the environment on the surface is
Famous Last Words: “Maybe it will be
wild and challenging, compared to many of
different this time. Maybe this is the place
the worlds settled before, it was a virtual
we’ve been looking for.”
paradise, and most of the Settlers in Sep-
timus are living better than ever before.

342

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DEXTERITy 2D+2 Shields 4D Robot Interface
Acrobatics Vehicle Operation 4D Robot Repair
Brawling PERCEPTION 3D+1 Security
Dodge Artist Vehicle Repair
Firearms Bargain Resources: 2D
Flying/0-G Command Hardware: Roll for two
Melee Combat Con
Missile Weapons Boons & Banes: Alert-
Forgery ness (1) common Sense (1)
Riding 3D Resilience (1)
Gambling
Running Genotech: Skill Minimum
Hide
(4)
Sleight of Hand
Investigation
Throwing
Demeanor: Confident,
Know-How Selfish
KNOWLEDGE 3D
Persuasion Motivations: Freedom,
Aliens 4D Fear
Search
Astrography 4D Fate Points: 1
Sneak
Bureaucracy Char. Points: 0
STRENGTH 2D+1
Business Corruption: 0
Climb/Jump
Cultures 4D Wound Status: Healthy
Lift
Intimidation
Stamina
Languages 5D
Swim
Scholar
TECHNICAL 3D
Security Regula-
Armor Repair
tions
Computer Inter-
Streetwise 4D
face
Survival 6D
Computer Repair
Tactics
Demolitions
Willpower
Equipment Repair
MECHANICAL 3D+2
Exoskeleton Repair
Communications 4D
Firearms Repair
Exoskeleton Op- 4D
eration Flight Systems
Repair
Gunnery 4D
Genotechnology
Navigation 4D
Gunnery Repair
Piloting 4D
Medicine
Sensors 4D
Nanotechnology

343

Dexter Klaygon (order #2911013) 7


Sleepwalker the Extent. Most run and become enemies
of the Extent, but there are some who stay
These are the secret agents and covert on and serve of their own free will. These
operatives of the Extents security appara- rare individuals are especially valued by
tus. Their job is to infiltrate the enemies the Cadre and often are given missions of
of the Extent and destroy them. While the special priority.
Enforcers rely on firepower to carry out
Connection With Other Characters:
the Cadre’s will, Sleepwalkers masquer-
Sleepwalkers are most likely to know other
ade as rebels and outlaws, infiltrating the
Extent characters prior to the start of
most dangerous enclaves of the Grayscale
the game. They might have enforced the
and Newcomers to destroy them from
secrecy of an Artifex’s supertech project,
within. Sleepwalkers are both feared and
provided crucial information to an Avatar,
hated by the System’s enemies, though as
partnered with an Enforcer, sought informa-
Sleepwalkers begin to Corrupt, they show
tion from a Hyperion, worked covertly with
a strange tendency to turn against their
a Morituri, took the confidence of a Prole,
masters and try to bring the System down.
or safeguarded a Synthient. Sleepwalkers
Maybe it’s because Sleepwalkers almost
could easily have relationships with Gray-
never volunteer for duty; they are civilians
scale or Newcomer characters, but there
the Cadre shanghais, trains and programs
might be a more complicated story behind it
with mission parameters and then lets go
to explain the connection.
back into society with a temporary and syn-
thetic personality and set of memories. This Famous Last Words: “I could kill you,
“persona template” as the Cadre calls it is or I could just have your memory erased.
supposed to prevent the agent, from ac- Which would you prefer?”
cidentally revealing himself as a Cadre op-
erative, to carry out his implanted mission
quickly and efficiently so he might return to
normal life in a timely manner.
That’s the theory, anyway. In practice, of-
ten Sleepwalkers either are destroyed dur-
ing their inaugural mission or they perform
especially well. Those who make it become
valued assets to the Extent, and usually
receive additional training and modifica-
tion so they can do their jobs better. Before
long, the career Sleepwalker is thoroughly
entrenched in the business of suppressing
whomever the Cadre feels like leaning on.
The Sleepwalker is an expendable asset of
the Extent, and as such are put directly
into super-hazardous situations. If they die,
they are simply brought back. If they Cor-
rupt? Then they become the perfect opera-
tives, as far as the Cadre is concerned.
Of course things do not always work out
as planned, and Sleepwalkers always run
the risk of having their original memories
return. When this happens, they realize
that they have been turned into pawns by

344

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DEXTERITy 4D Shields Robot Interface 3D
Acrobatics Vehicle Operation Robot Repair
Brawling 4D+1 PERCEPTION 3D Security 3D
Dodge Artist Vehicle Repair
Firearms 4D+1 Bargain Resources: 2D
Flying/0-G Command Hardware: Roll for two
Melee Combat 4D+1 Con
Missile Weapons Boons & Banes: Concen-
Forgery tration (1)
Riding
Gambling Nanotech: Chronovision
Running (4) Polykeratin (4) Reactive
Hide
Strength (4) Snipervision (4)
Sleight of Hand
Investigation 4D
Throwing
Demeanor: Reserved,
Know-How Traditional
KNOWLEDGE 2D+2
Persuasion Motivations: Hartred,
Aliens Power
Search
Astrography Fate Points: 1
Sneak
Bureaucracy 3D Char. Points: 0
STRENGTH 3D+2
Business Corruption: 0
Climb/Jump 4D
Cultures Wound Status: Healthy
Lift
Intimidation 3D
Stamina 4D
Languages
Swim
Scholar
TECHNICAL 2D
Security Regula-
Armor Repair
tions
Computer Inter- 3D
Streetwise 3D
face
Survival 3D
Computer Repair
Tactics
Demolitions
Willpower
Equipment Repair
MECHANICAL 2D+2
Exoskeleton Repair
Communications
Firearms Repair
Exoskeleton Op-
eration Flight Systems
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

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Spacer Connection With Other Characters:
Spacers are most likely to know other New-
A good deal of the people traveling be- comer characters prior to the start of the
tween the stars have compelling reasons to game. They might have hired the services
do so, whether it be a need to travel, ship- of a Dragoon, served or rebelled against a
ping goods, executing a mission, exploring, Hierarch, bought or sold cargo through a
or a host of other motives. Then there are Merchant, ran afoul of an Outlaw, followed
those who live in space simply because they the trail blazed by an intrepid Pathfinder,
prefer it to living on a planet somewhere. and provided passage for a Zealot on a pil-
Going by a number of names — spacers, grimage. Spacers could easily have relation-
fringers, void hermits — these people are ships with Grayscale or Extent characters,
written off as eccentrics by the vast major- but there might be a more complicated
ity of the Seventh Empire, who lives on a story behind it to explain the connection.
planet or moon. Not spacers. These guys
Famous Last Words: “You know what
either live on a ship that has no real des-
the best part is about deep space? The fact
tination or on a piece of real estate one
that it never ends.”
could hardly call a planet (asteroids, plan-
etary rings and extremely small moons all
qualify).
Nobody is sure what motivates spac-
ers to live out in the galactic boondocks
as they do, but it has bred a group of very
hardy people who are even more adapted
to the rigors of space life than professional
shipdrivers and merchant captains (who
are themselves no pushovers). Spacers
tend to be loners or recluses, not wanting
to be part of a larger social group. Some-
times they are exiles who never wanted to
head out into space but had no choice. And
sometimes they are just not right in the
head, and deep space is the only place that
is safe for them.
Spacers of all origins have found their way
into Septimus, mostly because local condi-
tions around their homes deteriorated, and
if they had to move somewhere, why not
move someplace where there is bound to
be enough open space for all, right? Spac-
ers in Septimus are most often found within
the Archipelago, either living on a lonely
outpost on the asteroids or on board a ship
drifting through the deep sky, content to
float without a port waiting for them. They
have no use for the conflict between the Ex-
tent and the newcomers, but all too often,
conflict finds them, and when it does, that’s
when the bad guys learn the hard way that
an angry spacer is a determined foe indeed.

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DEXTERITy 3D+1 Shields 4D Robot Interface
Acrobatics Vehicle Operation 4D Robot Repair
Brawling 4D PERCEPTION 3D Security
Dodge Artist Vehicle Repair
Firearms 4D Bargain Resources: 3D
Flying/0-G 4D Command Hardware: Roll for three
Melee Combat Con 3D+1
Missile Weapons Boons & Banes: Quick
Forgery 3D+1
Thinking (1) Starshio (2) Bor-
Riding der Crosser (1)
Gambling 3D+1
Running Modifications: None
Hide
Sleight of Hand Demeanor: Hard-Boiled,
Investigation 4D
Inventive
Throwing
Know-How
KNOWLEDGE 2D+1 Motivations: Freedom,
Persuasion Contentment
Aliens 3D
Search Fate Points: 1
Astrography 3D
Sneak Char. Points: 0
Bureaucracy
STRENGTH 3D Corruption: 0
Business
Climb/Jump Wound Status: Healthy
Cultures
Lift
Intimidation
Stamina
Languages
Swim
Scholar TECHNICAL 2D+2
Security Regula- Armor Repair
tions
Computer Inter-
Streetwise face
Survival 3D Computer Repair
Tactics Demolitions
Willpower Equipment Repair 3D
MECHANICAL 3D+2 Exoskeleton Repair 3D
Communications 4D
Firearms Repair
Exoskeleton Op- 4D
Flight Systems 3D
eration
Repair
Gunnery 4D
Genotechnology
Navigation 4D
Gunnery Repair
Piloting 4D+1
Medicine
Sensors 4D
Nanotechnology

347

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Spoilsport easily identified. Xenomorphs generally take
pride in their freakish appearance because
In the Grayscale is a class of criminal that it separates them from the bland, ster-
excels at working the system as well as ile look of most everyone who lives in the
dodging it. They are criminals who simply System. Because they are so easily identi-
want to live beyond the Extent’s authority fied, they are hassled by Cadre agents on
but do not possess the insurgent drive to general principle, and because it’s a fair bet
overthrow the Extent itself. As such, they that at any given time, a xenomorph is up
often can be found playing on both sides of to something shady.
the Extent/Resistance conflict, operating
In addition to pulling their own jobs,
a vast black market as well as an under-
Spoilsports often can be found working
ground for smuggling people, goods, ser-
as the criminal fixers of the Grayscale. If
vices, and information beneath the Extent’s
something is going down, these guys know
notice.
about it. Heck, they probably arranged it.
Most Spoilsports distrust the free and If there is new talent on the dark market,
easy life the Extent promises, and wish to middlemen act as their brokers, lining up
escape the System altogether. But that is freelancers with whomever might need their
more easily said than done, however, and services. Like all outlaws in the Grayscale,
the majority of Spoilsports spend the bulk Spoilsports tend to work for favors; keeping
of their time and effort sneaking about a half-dozen known criminals in your back
restricted areas, hacking into top-clearance pocket can come in handy sometimes. How-
Datastreams, and hijacking nanofactories ever, many of these middlemen lead double
so they can be used without the Extent lives and front as legitimate civilians too, so
knowing exactly why. Some Spoilsports are they have a homes, resources, and all the
simply thrill junkies who like living on the things most criminals do without. Sleep-
run from the Extent; these tend to be the walkers routinely shake down the middle-
most dangerous because they frequently men and make them give up their criminal
put up a hell of a fight when the Enforcers contacts, making these unique service
close in. Most however are self-styled crime providers impossible to trust completely.
lords of mixed motivations and loyalties.
Connection With Other Characters:
Spoilsports come in all shapes and sizes Spoilsports are most likely to know other
and specialize in all manner of crime. Some Grayscale characters prior to the start of
are smugglers, others are thieves, others the game. They might have fought along-
low-grade rebels, while others are hit men, side an Alpha, had gear fixed or made by
collectors, or assassins. Some act on their a Bodger, arranged for the illegal sale of
own, while others form large formal struc- spare parts to a Hardcase or a Steeljack,
tured syndicates to carry out their larce- conducted an errand for a Helix, or acted as
nous bidding and to enforce their will on a Stringer’s bodyguard. Spoilsports could
whomever might oppose them. easily have relationships with Extent or
A subset of the Spoilsport crowd known Newcomer characters, but there might be a
as xenomorphs are not so interested in the more complicated story behind it to explain
high-tech run-and-gun resistance to the Ex- the connection.
tent. These guys are simply into the crimi- Famous Last Words: “This is a situation
nal life because nothing else holds any ap- of simple supply and demand. You need to
peal for them, especially in the hinterlands supply me with those extra grenade launch-
of the Grayscale. As such, xenomorphs are ers you’ve got stashed, and I demand that
the gangbangers and hooligans of Septi- you’re going to knock off 10% from the
mus, most of whom augment themselves ridiculous price you’re charging.”
with bizarre nanotech mods so they can be

348

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DEXTERITy 3D+2 Shields Robot Interface
Acrobatics Vehicle Operation Robot Repair
Brawling PERCEPTION 4D Security
Dodge Artist Vehicle Repair
Firearms Bargain 4D+1 Resources: 5D
Flying/0-G Command Hardware: Roll for five
Melee Combat Con 4D+1
Missile Weapons Boons & Banes: Contacts
Forgery 4D+1
(3)
Riding
Gambling Modifications: None
Running
Hide Demeanor: Selfish, Prag-
Sleight of Hand matic
Investigation 4D
Throwing Motivations: Obsession,
Know-How
KNOWLEDGE 3D Power
Persuasion
Aliens Fate Points: 1
Search
Astrography Char. Points: 0
Sneak
Bureaucracy Corruption: 0
STRENGTH 2D+2
Business 4D Wound Status: Healthy
Climb/Jump
Cultures
Lift
Intimidation
Stamina
Languages
Swim
Scholar TECHNICAL 2D+1
Security Regula- 4D Armor Repair
tions
Computer Inter- 4D+1
Streetwise 5D face
Survival Computer Repair
Tactics Demolitions
Willpower Equipment Repair
MECHANICAL 2D+1 Exoskeleton Repair
Communications
Firearms Repair
Exoskeleton Op-
Flight Systems
eration
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

349

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Steeljack With this technology so ubiquitous, a
culture also surrounded it, and the Steel-
These are the grease monkeys and hot jack came to be as the armor enthusiast
rodders of Septimus, dedicated to their and engineer whose love for the armor’s
suits of powered armor. They trick them out capabilities are only matched by his ability
and become aces at piloting them, mak- to build, modify, fix and repair the armor
ing them formidable opponents whether on itself. In the Grayscale where armor use is
the formal racing circuits, in the danger- prevalent (both for legal and illegal purpos-
ous street races of the Grayscale, or on the es), Steeljacks are the local experts every
battlefields of Septimus. armor jockey turns to to have their suits
Powered armor has become a staple of serviced. Most Steeljacks are themselves
conflict throughout the Seventh Empire, accomplished armor pilots, employing suits
especially in the wake of widespread dis- as high-speed thrill riders as well as exhibi-
enchantment with using robots as proxy tion combat rigs and other such uses.
soldiers. Wishing to retain full control of The average Steeljack tries to stay out of
the battles they fight, humanity turned to politics and focuses on his armor. Living in
constructing bulky, robotic warsuits that the Grayscale gives one the opportunity to
added a certain thinking quality back to the play both sides of the fence without getting
battlefield that was not there when robots caught too badly in the crossfire, and the
were on the front lines. More than that, it average Steeljack aims to do just that. And
enabled generals ot rely on living, breathing if that becomes impossible? Then the Steel-
soldiers once more. The thinking was that jack will pick a side and bring his armor into
robotic troops might mutiny more easily the fray, and woe betide whomever pushed
due to a malfunction or deliberate interfer- him into the fight.
ence from the enemy. Even though this
Connection With Other Characters:
never really happened, the fear of it was
Steejacks are most likely to know other
tangible enough for the widespread military
Grayscale characters prior to the start of
use of robots to fade from the mainstream
the game. They might have fought along-
(while fringe groups like the Sindavar Extent
side an Alpha, had gear fixed or made by
kept using warbots). The widespread use
a Bodger, appreciated the combat fatalism
of robots in industrial, commercial and
of a Flatliner, shared spare parts with a
personal application also declined sharply,
Hardcase, conducted an errand for a Helix,
and engineers turned to developing ways
bought or sold gear through a Spoilsport, or
to implement the strengths of robots on
acted as a Stringer’s bodyguard. Steeljacks
organic users. It is from this that nanomod-
could easily have relationships with Extent
ification and genomodification took root,
or Newcomer characters, but there might
but it is also how the current love of armor
be a more complicated story behind it to
came to be.
explain the connection.
While armor became the standard hard-
Famous Last Words: “You see the lines
ware on the battlefield, civilian models soon
on those knee flexors? You just don’t find
became popular for travel, mech-assisted
work like that outside of those high-end
sporting, labor and other uses. On the
shops in Arcopolis, usually. I’m telling you,
Seventh Empire’s many worlds without
this suit will outperform everything else in
an Earth-like environment, the protective
its class once I’m done with her.”
qualities of most enclosed armor meant that
everyone living in harsh conditions pretty
much lived in their armor.

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DEXTERITy 3D Shields Robot Interface
Acrobatics Vehicle Operation 5D Robot Repair
Brawling PERCEPTION 3D Security
Dodge Artist Vehicle Repair 4D
Firearms 4D Bargain Resources: 4D
Flying/0-G Command Hardware: Roll for four
Melee Combat Con
Missile Weapons Boons & Banes: Dare-
Forgery
devil (1)
Riding
Gambling Nanotech: Datalink (2)
Running Internal Gyro (2) Combat
Hide
Reflexes (4) Mechalink (4)
Sleight of Hand
Investigation neurolink (2) Reflex recorder
Throwing (2)
Know-How
KNOWLEDGE 2D Demeanor: Mercurial,
Persuasion
Daring
Aliens
Search
Motivations: Adventure,
Astrography
Sneak Pride
Bureaucracy
STRENGTH 3D Fate Points: 1
Business
Climb/Jump Char. Points: 0
Cultures
Lift Corruption: 0
Intimidation
Stamina Wound Status: Healthy
Languages
Swim
Scholar TECHNICAL 3D
Security Regula- Armor Repair
tions
Computer Inter-
Streetwise 3D face
Survival Computer Repair
Tactics Demolitions
Willpower Equipment Repair
MECHANICAL 4D Exoskeleton Repair
Communications
Firearms Repair
Exoskeleton Op- 6D
Flight Systems 4D
eration
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

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Stringer
These are the equivalent of journalists in
Arcopolis. They take it upon themselves to
record the goings-on of the city and make
pirate broadcasts of them in order to coun-
teract the propaganda and doublespeak of
the Extent. Though not warriors, they live
dangerously, the far future equivalent of
combat photographers and outlaw blog-
gers. While there are no real media outlets
to speak of, Stringers busy themselves
with catching dramatic events — typically
criminal acts or whenever gladiator battles
spill out into the public — and uploading
them to the System’s mediatronic database.
For a Stringer, there is no greater achieve-
ment than having one’s imagery displayed
in living color on a big mediatronic board or
translated into the latest holorama release.
Stringers are not paid for their work —
there is no real money in this society — but
their reward is credibility and reputation.
Because they like to be where the action
is, Stringers live dangerous lives by civilian
standards, and they often find themselves
mixed up in pretty risky business.
Connection With Other Characters:
Stringers are most likely to know other
Grayscale characters prior to the start of
the game. They might have hired an Alpha
as a bodyguard, had gear fixed or made by
a Bodger, appreciated the combat fatal-
ism of a Flatliner, shared spare parts with a
Hardcase, conducted an errand for a Helix,
bought or sold gear through a Spoilsport,
interviewed or profiled a notable Steeljack.
Steeljacks could easily have relationships
with Extent or Newcomer characters, but
there might be a more complicated story
behind it to explain the connection.
Famous Last Words: “When people
learn what I’ve got to tell them, there’s
going to be some flashback like you won’t
believe. Heads are going to roll and bridges
are going to burn. That’s if I don’t eat a bul-
let before I finish uploading, of course.”

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DEXTERITy 3D Shields Robot Interface 3D
Acrobatics Vehicle Operation Robot Repair
Brawling PERCEPTION 3D+2 Security 3D
Dodge Artist 4D Vehicle Repair
Firearms Bargain 4D Resources: 2D
Flying/0-G Command Hardware: Roll for two
Melee Combat Con 4D
Missile Weapons Boons & Banes: Contacts
Forgery 4D
(4)
Riding
Gambling Genotech: Skill Bonus (1)
Running Uncanny Aptitude (3)
Hide 4D
Sleight of Hand 4D Demeanor: Attentive,
Investigation 4D
Flamboyant
Throwing
Know-How 4D
KNOWLEDGE 4D Motivations: Profession-
Persuasion 4D alism, Fame
Aliens
Search 4D Fate Points: 1
Astrography
Sneak 4D Char. Points: 0
Bureaucracy
STRENGTH 2D+2 Corruption: 0
Business
Climb/Jump Wound Status: Healthy
Cultures
Lift
Intimidation
Stamina
Languages
Swim
Scholar TECHNICAL 2D
Security Regula- 5D Armor Repair
tions
Computer Inter- 3D
Streetwise 5D face
Survival Computer Repair
Tactics Demolitions
Willpower Equipment Repair
MECHANICAL 2D+2 Exoskeleton Repair
Communications
Firearms Repair
Exoskeleton Op-
Flight Systems
eration
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

353

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Synthient
Synthients are people who have been
genetically engineered from the ground up.
Whereas Proles make up some 85% of the
Extent’s population, Synthients account for
only about 5%, since they are a relatively
new and untested product of the system’s
sociologic research and development labs.
(The remaining 10% consists of the other
kinds of Extent templates described in this
section.)
Although their genetic structure has been
entirely engineered, there is nothing at first
glance that would make a Synthient appear
any different than the average Prole. They
are not designed for superhuman perfor-
mance (much to the chagrin of the Cadre,
which would like to see them “developed”
for more combat-oriented purposes; rumor
has it Cadre scientists are already working a few surprises in store for the local pow-
on their own versions of Synthients with ers as they fight their way through or evade
combat and espionage their primary foci. them altogether.
Indeed, most Synthients do not know of In terms of attributes, mods and skills,
their unusual nature until they reach a cer- Synthients tend to be specialists, so they
tain age past their generation date, when will have their top abilities bunched togeth-
a time-release memory capsule in their er by general category. While they always
brains tell them their real origin and whom excel at their chosen fields, they will be
to contact if they would like any further simply awful in whatever fields they never
information. really studied.
After awakening to their true nature, Connection With Other Characters:
most Synthients go through a period of Synthients are most likely to know other
shock, followed by a resumption of their Extent characters prior to the start of the
established routine. After enough time, they game. They might have worked as a spe-
simply realize that their unusual origin has cialist on an Artifex’s supertech project,
little to do with their current life, so they go provided crucial information to an Avatar,
on living. No harm, no foul. partnered with an Enforcer, sought infor-
However, some Synthients resent their mation from a Hyperion, sought covert
engineered nature and take it out on the protection from a Morituri, befriended a
Extent by joining the Grayscale or the New- Prole, or gotten involved in the intrigue of
comers, fighting the society that spawned a Sleepwalker. Synthients could easily have
them. Renegade Synthients are very dan- relationships with Grayscale or Newcomer
gerous, as they tend to specialize in skills, characters, but there might be a more
so what they do know, they know expertly. complicated story behind it to explain the
That goes for nanomods, too. Although connection.
garden variety Synthients have minimal Famous Last Words: “Don’t think of us
modification, some will seek out augmenta- as fake people. Think of us as an improve-
tions, and those who go fugitive often have ment on the original. Besides, it’s not like
you are totally obsolete…yet.”

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DEXTERITy 3D+1 Shields Robot Interface 4D+1
Acrobatics Vehicle Operation Robot Repair
Brawling PERCEPTION 2D+1 Security
Dodge Artist Vehicle Repair
Firearms Bargain Resources: 3D
Flying/0-G Command Hardware: Roll for three
Melee Combat Con
Missile Weapons Boons & Banes: Savant
Forgery
(1)
Riding
Gambling Genotech: Ansible (2)
Running Comlink (1) Cortex Vault (1)
Hide
Mediatronics (2) Multivision
Sleight of Hand
Investigation 4D+1 (2)
Throwing
Know-How 4D+1 Demeanor: Devoted,
KNOWLEDGE 2D+1 Confident
Persuasion
Aliens Motivations: Socializa-
Search
tion, Professionalism
Astrography
Sneak
Fate Points: 1
Bureaucracy
STRENGTH 3D+1
Char. Points: 0
Business
Climb/Jump
Corruption: 0
Cultures
Lift
Wound Status: Healthy
Intimidation
Stamina
Languages 4D+1
Swim
Scholar 4D+1 TECHNICAL 3D+1
Security Regula- Armor Repair
tions
Computer Inter- 5D+1
Streetwise face
Survival Computer Repair
Tactics Demolitions
Willpower Equipment Repair
MECHANICAL 3D+1 Exoskeleton Repair
Communications
Firearms Repair
Exoskeleton Op-
Flight Systems
eration
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting
Medicine
Sensors
Nanotechnology

355

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Zealot
There are a million faiths and religions in
the Seventh Empire, and all of these com-
peting forms of mysticism have their own
takes on the collapse of the Empire and
what it means. Still others are fascinated
by the stories of Septimus and whatever
metaphysical ramifications such a structure
might have. All Zealots who come to Sep-
timus do so on some kind of pilgrimage,
whether it is for salvation of their souls or
of their skins. But once inside the Sphere,
their unique beliefs can drive them into
conflict with the Extent as well as others.
What drives Zealots most is their faith in
the intangible forces that govern the world,
and as such they are especially interested
in the psychic powers that people gain when
accessing alien technology. Scouring the
surface of the sphere for alien ruins, entire
teams of mysterious Zealots often turn the
search for clues about the sphere itself into
theological quest, with the mysteries of the
ancients who built Septimus at the heart of
it all. Extent intelligence reports indicates
that there seems to be coalescing plans
for a grand temple dedicated to worship-
Famous Last Words: “Laugh all you
ping the mysteries of the ancients, but such
want, but there’s more to this life than what
a development still seems a long way off.
you see here. There is something Beyond,
For now, most Zealots are content just to
and I am going to see what it is.”
explore the Sphere, spread the word and
defend the faith, whatever that faith may
be.
Connection With Other Characters:
Zealots are most likely to know other New-
comer characters prior to the start of the
game. They might have hired the services
of a Dragoon, served or rebelled against a
Hierarch, bought or sold passage through a
Merchant, ran afoul of an Outlaw, followed
the trail blazed by an intrepid Pathfinder,
and shipped out with a Spacer. Zealots
could easily have relationships with Gray-
scale or Extent characters, but there might
be a more complicated story behind it to
explain the connection.

356

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DEXTERITy 2D+2 Shields Robot Interface
Acrobatics Vehicle Operation 3D Robot Repair
Brawling PERCEPTION 4D Security
Dodge Artist 5D Vehicle Repair
Firearms Bargain Resources: 3D
Flying/0-G Command Hardware: Roll for three
Melee Combat Con
Missile Weapons Boons & Banes: Divina-
Forgery
tion (1) Empathy (1) Premoni-
Riding tions (1) Visions (1)
Gambling
Running Genotech: Enhanced
Hide
Sense (3) Increased Attribute
Sleight of Hand
Investigation (2) Quick Study (3)
Throwing
Know-How Demeanor: Devoted,
KNOWLEDGE 3D+2 Ethereal
Persuasion 5D
Aliens Motivations: Faith, En-
Search
lightenment
Astrography
Sneak
Fate Points: 1
Bureaucracy
STRENGTH 2D+2
Char. Points: 0
Business
Climb/Jump
Corruption: 0
Cultures 4D
Lift
Wound Status: Healthy
Intimidation
Stamina 3D
Languages 4D
Swim
Scholar 4D TECHNICAL 2D+1
Security Regula- Armor Repair
tions
Computer Inter- 2D+2
Streetwise face
Survival Computer Repair
Tactics Demolitions
Willpower Equipment Repair
MECHANICAL 2D+2 Exoskeleton Repair
Communications 3D
Firearms Repair
Exoskeleton Op- 3D
Flight Systems
eration
Repair
Gunnery
Genotechnology
Navigation
Gunnery Repair
Piloting 3D
Medicine
Sensors
Nanotechnology

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Index Cadre 21, 213 Unwieldy Weapons 121 Dyson Sphere 15
Centropol 28, 29 Using the Modifiers 115
Century Circle 32 Commonwealth of Maximus E
Chalker 95 74, 79
A Character Points 104 Complications 100 Easy Money 95
Characters 128, 137 Core Worlds 9 Emerald 70
Aedos 5, 73 Enclave 60
Age 138 Corrosion 8
Agility 99 Enclaves 59
Appearance 138 Corruption
Aldovar 81, 92 Enforcer 309
Attributes 128 Alien Interaction 124
Alpha 309 Death And Resurrection Eovar 80
Background 139
Appendix 306 124 Expansion 7
Connection With Other
Archiemedes 43 Determining Corruption Exploding Die Roll 100
Characters 139
Archipelago 73, 213 125
Demeanor 133
Arcopolis 21, 23 Determine Your Priorities Downside to Perfection F
Armor 115 128 124
Army of Darkness 26 Mod Conflicts 124 Fallback 54
Famous Last Words 139
Arsenal 60, 61 Gender 137 Overmodification 124 Familia Galactica. See Ae-
Artifex 309 Modifications 130 Point of No Return 127 dos
Ascension 7 Motivation 135 Do Not Revive 127 Farcaster 32
Astand 83 Name 137 No More Mods 127 Fate Points 103
astronomical unit 15 Persona 137 Playing It Safe 127 Fellowship 76
Attributes 99 Chromeworks 60, 65 Repairing the Damage 126 Flatliner 309
Chronosphere 41 Symptoms of Corruption Forb’s Folly 93
B Cigomi Consortium 74 125 Fragland 36
Cigomi Rosette 76, 79 Fugue States 126
Badrigal 95
Citigal 80 Mod Malfunction 125 G
Bakran 81 Persona Drift 125
Banes Coda 98 galactic rifts 13
Combat League 25 Corruption Buffer 130
Seizures 209 Corruption Point 103 Ganymede 60, 67
Svengali 210 Combat Options Genomods
Brawling/Melee Combat Cramming 71
Untrustworthy 211 Critical Failure 100 Luck Benefits 243
Options 116
Barrens 81 Critical Success 100 Luck Notes 244
Breaking Things 118 Natural Melee Weapon
Battle of Arcopolis 27 Crossbones 26
Called Shots 118 244
Battle of Overmark 71
Combat Difficulty Modi-
Genotech 236
Berkey 45
fiers 113 D
Blackfeet 76 Genotechnology 11, 131
Other Modifiers 113
Bodger 309 Damage 114 Ghen 81
Disarm 118
Boondocks 51 Danat 93 Ghostzones 58
Effects 119
Boons 171 Datastream 42, 220 Gnosis 72
Entangle 118
Aegis Aura 171 Deep Sky 19, 77 Gocz 94
Escape 118
Celerity 173 Defensive Skills 114 Gorin 80
Group Attack 119
Empathy 175 Die Codes 99 Grayscale 23, 26, 28, 48,
Gunplay Options 116
Instant Karma 179 Difficulties 101 213
Hit Locations 118
Leverage 179 Dissolution 8 Growlers 84
Knockout 119
Relic 185 Dog Green 37
Multiple Weapons 119
Reputation 185
Prone and Crouching 119
Domination 7 H
Tactical Mastery 187 Domo 82
Quick Draw 119 Habitat Cylinder 31
Boons & Banes 129, 170 Dragoon 309
Ready a Weapon 120 Halcyon 71
Bulwark 29, 52 Dreamland 44
Scale 120 Hammerhead 60, 63
Drover 91
Size v. Value 120 Hardcase 309
C Surprise 121
Durandal 42

358

Dexter Klaygon (order #2911013) 7


Hardpoint 96 Space Elevators 306 ance 132 Melee & Missile Weap-
Hardware 131, 266 The Holoverse 305 Demolitions 283 ons 271
Aircraft 296 Warp Fields 306 Breach Charge Cruncheon /
Battle Skiff 297 Obtaining Gear 266 283 Boomstick 271
Gun Platform 297 Price Difficulties 267 Crater Charge Deathsaw 272
Interceptor 297 Personal Equipment 131, Fletcher 274
(Class D
Jumpglider 296 267
Charge) 284 Knuckle Duster
Rocket Pod 296 Comlink 268
Saturation Bomber 298 Comlink, Military 268 Shape Charge 273
Skylifter 299 Cred-Key 268 283 Polycarb 272
Stratocarrier 299 Crowbar 268 Shatter Charge Powerchain 273
Strike Bomber 298 Datamate 268 284 Quickstick 272
Armor 132, 285 Flashlight 269 Firearm Accessories 279 Stingstring 272
Exoskeletons 286 Handcuffs 269 Gyrostabilization Talons 273
Centurion 288 Hand Scanner 269 279 Missiles 284
Challenger 287 Hardsuit 268 Laser Sight 279 Cruise 284
Executioner 288 Holorama Player 269 Planetary 285
Quick-Draw Hol-
Life-Support Refills 269
Hoplite 288 ster 279 Pursuit 284
Lockpicking Tools 269
Lancer 286 Medkit 270 Telscopic Sight Tactical 284
Marauder 287 280 Small Arms Clearance
Nylacord 270
Myrmidon 287 132
Scholarchips 270 UV Sight And
Support Guns 277
Vanguard 287 Shades 270 Scope 280
Personal Armor 285 Shovel 270 Firearms 274
Callisto 277
Plasteel 286 Signal Locator 270 A-Line 275 Conqueror 277
Plastovar 285 Thermo-Disk 270 Defender 276 HC300 278
Reflec 286 Tool Kit 270 Einhander 275 LC100 278
Synthleather 285 Tracking Device 271
Harlequin 276 MC200 278
Robots 132, 289 Siege Gun Alpha
Synthleather Holdout 275
Creepers 291 278
Mesh 285 Drones 290 Polaris 276
Ground Vehicles 292 Sirius Six 275 Vanguard 277
Juggernauts 292 Harker 42
Armored Car 294 Taskmaster 276
Midges 289 Healing
Armored Personnel Car-
Proxies 290 Grenades 281
rier 294 Cheating Death 123
Infantry Fighting Vehicle Starships 133, 299 Chemical Grenade Medkits 122
(IFV) 295 Carrier 303 283 Natural Healing 121
Land Runner 294 Fighter 302 Flechette Grenade Regen Tanks 122
Interceptor Patrol Craft
Main Battle Tank 295 282 Skilled Medical Care 122
303
Missile Tank 295
Light Freighter 301
Grenade Targeting Helion 77
Monobike 293 279 Helix 309
Patrol Frigates 303
Recon Quad 294 High Explosive Hierarch 309
Scout 302
Medical Equipment 131 Highcastle 60, 64
Megascale Construction Shuttle 300 Grenade 282
High Guard 34
304 Weapons 131, 271 Ion Grenade 282 Hitchhiking 71
Arcologies 306 Arc Casters 280 Nocturne Grenade Holoverse 41
Farcasters 304 Arc Cannon 281 283 Homelands 28, 39
Gravity Wells 305 Arc Carbine 280 Plasma Grenade Horizon 11
Mediatronics 306 Arc Pistol 280 282 Hyperion 309
Nanofoundries 306 Arc Rifle 281 Heavy Weapons Clear- Hyperspace 13
Regen Tanks 305 Concealed Carry Clear- ance 132

359

Dexter Klaygon (order #2911013) 7


I Distractions: O Scrapheaps 57
Examples 259 Scraplands 24, 26, 27,
IMPROVING A ROLL 103 Mathreba Rosette 84 Omega Reign 41 29, 55
Indigo 70 Maximus 74, 85 Omegaville 37 Scream League 26
Inferno 60, 65 Maximus Prime 89 Onyx 70 Screed 94
Infinity Gardens 43 Mechanical 99 Oolong 89 Second Circle 69
Inner Expanse 10 Melee Weapons 112 Opposed rolls 103 Section Eight 26
Inner Ring 47 Merchant 309 Outer Babylon 60, 67 Sector Zero 32
Interzone 51 Metaphysics 252 Outer Reaches 10 Septimus 9, 13, 69, 73,
Isul 92 Metaphysics Dice 129 Outer Ring 48 122, 128, 213
Middle Ring 47 Outlaw 309 Getting There 13
J Mikente 80 Outskirts 93 On The Inside 19
Modifiers 103 Overmark 71 Septimus Proletariat 95, 97
Jinn 80
Morituri 25, 34, 63, 309 Serena Major 98
Jitrandos 87
Movement 105 P Serena Minor 97
Jumpgliders 44
Accelerating and Deceler- Settler 309
Pathfinder 309
ating 106 Seven Cities 23, 29, 68, 77
K Penalties 100
Seventh Empire 4, 123
Climbing 106
Perception 99
Kelani Rosette 81 Fatigue 107 Cartography 9
Periphery 11
Kerendu 81 Flying 106 Core Worlds 9
PIPS 99
Kinjin 85 Jumping 106 Inner Expanse 10
Point 54
Knowledge 99 Maximum Movement 106 Outer Reaches 10
Polaris 71
Kuriens 83 Movement Difficulty Periphery 11
Polsom 90
Modifiers 107 History 5
Prime Sector 23
L Running 105
Prole 309
Ascension 7
Short Distances 106 Corrosion 8
Labyrinths 58 Proles 24
Swimming 105 Domination 7
Lanoce 82 Protohistorians 42
Multiple Actions 113 Expansion 7
Laska 80 Proving Grounds 25, 28, 34
Murtz 86 Stagnation 8
Last Chance 97 Proyas 45
Seventh Proletariat 76, 85
Lay Of The Land 28 N R Shadescape 50
Lazarene 44 Sindavar Extent 13, 14, 20,
Lazarus Tank 36, 70 Nanomod Descriptions
Rabaal 80 73, 213
Lineage 63 Comlink 216
Rallow 86 Skill Dice 129, 167
Lunatic Fringe 60, 62 Dominator 222
Ranged Weapons 112 Skills 99, 141
Mass Enhancer 221
Reaver 277 Skill Descriptions 141
M Multivox 217
Regovia 93 Acrobatics
Neurolink 227
Machina 23 O2 Processor 229
Reneb 94 Condition Modi-
Macromats 32 Remotelink 227, 230
Resources 130 fiers 142
Manipulation Difficulty Ridscot 42 Maneuver Dif-
Skylink 227, 230
Aspects 255 Rilen 91 ficulties 142
Striomers 221
Duration 255 Rilen Mining Consortium 91 Artist
Zonelink 227, 230
Ring 28, 45
Range to Target 255 Nanotechnology 131, 213 Complexity of
Target Size 255 Roundabout 95
Corruption 214
Rounds and Initiative 112
Piece Modifiers
Die Codes Cost 213 144
Characteristic Type: Dif- Stacking 214
ficulty 256 S Quality of Piece
Narrows 55
Situation Modifiers Difficulty 144
Nation of Rust 60 Sanctum 93
Concentration Bargain
Ninette 83 Sarkis Intertrade PLC 76, 84
Concentration Northline 41
Difference Price

360

Dexter Klaygon (order #2911013) 7


Adjustment 145 Familiarity Modi- Modifiers 157 ficulties 163
Value of Bribe fiers 152 Weight Difficul- Search Difficulties
Modifier 145 Forgery Detection ties 157 162
Bureaucracy 145 Difficulties 152 Medicine 158 Tracking/Shadow-
Command 146 Forgery Detection Melee Combat 158 ing Difficulties
Complexity Dif- Modifiers 152 Missile Weapons 158 163
ficulty 147 Forging Difficul- Missile Weapons Security
Team Modifiers ties 152 Difficulties 158 Security Difficul-
147 Nanotechnology ties 163
Tools Modifiers
Communications 146 152 Nanotech Diffi- Security Regulations
Observation Dif- Gambling 153 culties 159 163
ficulties 146 Genotechnology 153 Navigation Security Regula-
Computer Interface 147 Genotech Diffi- Condition Modi- tion Difficulties
Interfacing Dif- culties 153 fiers 158 164
ficulties 147 Gunnery 153 Navigational Sensors
Computer Repair 147 Gunnery Difficul- Modifiers 158 Sensor Difficulties
Repair Difficulties Personal Equipment 164
ties 153
148 Repair Shields 164
Gunnery Repair 153
Con Repair Difficulties Repair Difficulties Sleight of Hand 165
Disguise Modi- 154 159 Lockpicking Dif-
fiers 149 Persuasion ficulties 165
Gunplay
Cultures 148 Gunplay Difficul- Persuasion Dif- Lockpicking
Demolitions ties 154 ficulties 159 Modifiers 165
Demolition Dif- Heavy Weapons Persuasion Modi- Sleight of Hand
ficulties 149 Heavy Weapons fiers 160 Difficulties 165
Object Construc- Difficulties 154 Using Persuasion Sneak
tion Toughness Hide in Combat 160 Sneaking Modi-
150 Condition Modi- Piloting 160 fiers 165
Target Familiarity Riding 160 Stamina 165
fiers 154
Modifiers 150 Intimidation Animal’s At- Streetwise 166
Dodge 150 Base Difficulties titude Toward Amount of Law
Exoskeleton Operation 155 Character Skill Enforcement
150
Interrogation Modifier 160 or Tolerance of
Exoskeleton Repair 150 Riding Result Residents Modi-
Modifiers 155
Repair Difficulties 160 fiers 167
Interrogation vs.
151 Robotics Interface City Size Modi-
Firearms Repair
Torture 155
Using Intimidate Programming Dif- fiers 166
Repair Difficulties ficulties 161 Reputation of
151 in Combat 155
Investigation 156 Situation Modi- Seeker Modi-
Repair Modifiers fiers 161 fiers 167
Investigation Dif-
143, 148, 150, Robotics Repair Streetwise Dif-
ficulties 156
152, 159, 161, Repiar Difficulties ficulties 166
Investigation
169 161 Survival 167
Flight Systems Repair
Modifiers 156
Search Situation Skill
Languages 156
Repair Difficulties Lift Eavesdrpping/ Modifiers 167
151 Lifting Time Observation Dif- Surviaval Diffi-
Forgery 151

361

Dexter Klaygon (order #2911013) 7


culties 167 Sleepwalker 309 X
Swim 167 Spacer 309, 344
Tactics 168 Spoilsport 309, 346 Xenopolis 60, 66
Throwing 168 Steeljack 309 Xinder 86
Vehicle Operation 168 Stringer 309, 350
Vehicle Repair 168 Synthient 309, 352 Z
Skoto 83 Zealot 309, 356
Zaheera 94
Skydome 38 Thane 41
Zarabar 41
Slags 57 The Newcomers 73
Zealot 309
Sleepwalker 309 Thrence 92
Zoetrope 41
Spacer 309 Topside 40
ZPG 24, 33
Sphere 13 Traitor Nations 27, 29, 59
Splinter Factions 76 Triad 70
Spoilsport 309 Tribelands 68
Stagnation 8 Twinning 71
Steel Helix 23, 69
Steeljack 309 U
Strength 99
Stringer 309 Uberzone 38
Stunes 80 Underworld 32
Sunder 93
Superstructure 40 V
Surface, the 19 Vandle 96
Sydead 44 Vehicles 132
Synth City 37 Attacking and Dodging
Synthient 309 109
Crew and Passenger Inju-
T ries 111
Damage 110
Technical 99
Familiarity 111
Technology Gardens 43 Leaping out of a Vehicle
Templates 308 111
Alpha 309 Movement 108
Artifex 309 Ramming and Sideswip-
Avatar 309 ing 108
Bodger 309, 314 Repairing 111
By Allegiance 309 Stunt Difficulties & Modi-
Dragoon 309 fiers 110
Enforcer 309 Stunts 108
Flatliner 309 Vehicle and Passenger
Hardcase 309 Damage 109
Helix 309 Vermilion 70
Hierarch 309 Void 12
Hyperion 309 Voss 80
Merchant 309
Morituri 309 W
Outlaw 309
Pathfinder 309 Watermark 33
Prole 309 Well 71
Settler 309 Wild Die 99

362

Dexter Klaygon (order #2911013) 7


THIS LICENSE IS APPROVED FOR GEN- a notice to any Open Game Content that 11. Use of Contributor Credits: You may
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OPEN GAME LICENSE Version 1.0a any Open Game Content distributed using
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Bill Coffins Septimus (WEG 54000),
Identity and is an enhancement over Game Content You are copying, modify-
Copyright 2009, Purgatory Publishing Inc
the prior art and any additional content ing or distributing, and You must add the
and Bill Coffin
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Dexter Klaygon (order #2911013) 7

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