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Q U I C K S T A R T E R

A VOICE IN
THE VOID
CREDITS

Authors: Dario Pesce, Francesco Dino Lucenti

Creative director: Dario Pesce

Graphic Designers: Riccardo Rumor, Dario Pesce, with Fabio Mialich

Editing and proofreading: Dario Pesce, Sergio Gambillara

English version: Aurora Torchia, Dario Pesce

Cover illustrator: Dmitriy Kuzin

Interior illustrators
Biagio D’Alessandro, Christopher Balaskas, Dmitriy Kuzin,
Giulia Nuccetelli, K. P. Uecker, Lorenz Hideyoshi Ruwwe,
Michael Kvac, Miguel Lázaro Bernuy, Roman Avseenko, Vincentius Matthew

Playtesters
Alberto Catellani, Alberto “Doc” Franceschetto, Alessandro Parravicini,
Alessandro Sganga, Alessio Spirandelli, Andrea Debenedetti, Andrea Dall’Armi,
Daniele Eramo, Daniele Fabiano, Dario Pesce, Diego Vignolo, Fabio Artioli, Fabio Marchetti,
Francesco Dino Lucenti, Gianluca Simionato, Giuseppe Piromalli, Guglielmo Sudati, Konrad Chiara,
Leonardo Amati, Luca Baroni, Luca Carbone, Luca “Maledice” Lanara , Luca Perlo, Luisa Castellani,
Matteo Barbieri and all the AL Venezia friends, Mattia Bembo, Max Rambaldi, Nicola Simionato,
Nicoletta Freccero, Paolo Barberis, Paolo Santin, Piergiorgio Lucenti, Riccardo Rumor,
Sergio Gambillara, Simone Matteuzzi, Tiziana Mozzillo, Tommaso Piva

We also want to thank all the members of the “Farsight RPG playtest” group on our FB page, and all the intrepid
playtesters who sat at our tables during the long succession of conventions and events that have marked the
development of this project. Finally, a special thanks goes to the great Michele Bonelli di Salci.

First version: October 2019 (This version includes correction)

© Copyright 2020 Lightfish Games, LIGHTFISH GAMES and its logo, FARSIGHT RPG and its logo, 5E EVOLVED and its logo, and all Lightfish Games product
names, and their respective logos are copyright of Lightfish Games. All characters and their distinctive likenesses are property of Lightfish Games.
Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of the authors.
This publication is a work of fiction, any reference to people (living or dead), entities, organizations, events or places is purely coincidental.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e),
and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, etc.), new rules, races, classes, items,
backgrounds, storylines, story elements, events, places, characters, artwork, sidebars, and trade dress.

Open Game Content: The Open content in this book includes material taken from the System Reference Document, provided by Wizards of the Coast, Inc.
No other portion of this work may be reproduced in any form without the express written permission of the authors.
TABLE OF CONTENTS

INTRODUCTION 4
What’s a role-playing game? 4
How to get started 4

CHAPTER 1: THE RULES 6


The basics 6
Ability checks 8
Exploration 14
Social interaction 17
Combat 18
Conditions 28
Resting and healing 30
Psionic powers 31
EDGE Cards 33

CHAPTER 2: THE CHARACTERS 34


Gyran Atrevius 34
Jorag Kosh 36
Mikaya “Mike” Mahanvari 38
Niada “Nia” Var Axanni 40
Tix Gabil Kes Dahal 42
Rasya V’Nadi 44
Tolan 47

CHAPTER 3: A VOICE IN THE VOID 50


Preamble 50
First Act 54
Second Act 64
Third Act 73
Epilogues 78

APPENDIX A: CHARACTERS’ SHEETS 80

APPENDIX B: GM’S RESOURCES 95


Allies and foes 95
Maps 103
EDGE Cards 106
INTRODUCTION
Welcome to the quickstarter of FARSIGHT RPG a science fiction
“pen and paper” role-playing game based on the 5E Evolved rules.
What you are holding is an introductory guide: a quick
set of rules and an adventure designed to introduce you to
FARSIGHT RPG and immerse yourself in its futuristic atmospheres
in a flash. It includes everything you need to start playing right
away, starting with the basic rules and the adventure we
mentioned, up to a series of premade characters ready to be used.
This game is designed to adapt to any science fiction setting,
from those taken from the books, movies and games you love, to
those entirely born from your imagination. However, for the purposes
of this quickstarter, we had to make some choices for you. HOW TO GET STARTED
In particular, the adventure you will play takes place within a If this is your first time playing FARSIGHT RPG, start by reading
space-opera setting that we have called “Chronicles of the Edge”, this introduction in its entirety; it will give you a general idea
which we hope will be the first official setting of FARSIGHT RPG. of the basics of the game and the contents of this manual.
But first, this introduction will give you an overview of the This introductory set is broken down into three main parts:
game and the contents of this booklet. Chapter 1 contains a condensed guide to the FARSIGHT RPG
rules. Chapter 2 presents and describes a set of seven premade
characters intended for players. Chapter 3 instead contains
WHAT’S A ROLE-PLAYING GAME? the introductory adventure “A Voice in the Void”.
If you don’t already know what a role-playing game (abbreviated Finally, the Appendixes include a series of materials useful for
to RPG) is, or if you need to explain it to some friends, here you playing, such as character sheets, opponent statistics, maps and
will find the information you need. other useful aids for the GM.
In a role-playing game, the participants take on the role
of the protagonists of a fictional story created step by step by WHAT YOU NEED TO PLAY
themselves, using their imagination. It’s a bit like in the game of To play FARSIGHT RPG you will need at least three people,
“make-believe” you play as a child, but unlike the latter, an RPG although the ideal would be four or five. One of those present
provides rules for determining the consequences of any actions. will be the Game Master and the others will be the players.
The dice rolled by the players will determine whether their You will need to have at least one copy of this manual,
actions will be successful or not. Anything is possible, but dice photocopies of the premade characters sheets, pencils and
make some outcomes more likely than others. paper or, if you prefer, any other electronic means of recording
In this game, however, one player takes on the role of Game information at the table. You will also need some polyhedral
Master (GM), the game’s main storyteller and referee, while dice (see below).
each of the other players plays a character (PG) and together
these characters will form a team. Since each character is unique GAME DICE
and different from the others, with their own strengths and This game uses various types of polyhedral dice, which means
weaknesses, the best team will be the one in which the characters that they have a different number of sides: the twelve-sided dice,
complement each other, covering up the lacks of their companions indicated as d12, the ten-sided dice, or d10, the eight-sided dice,
and cooperating for the success of the group. d8, the common six-sided dice, d6, and the four-sided dice, d4.
During the adventures, the stories lived by the characters, the To play you will need three or four dice of each type.
GM describes from time to time the situation and the environment The same letter “d” also appears in the expressions d5, d3
in which they find themselves, while the players decide their and d2. To simulate the rolls of 1d5 or 1d3, roll a d10 and a
actions, with the GM to establish the outcome and narrate the d6 respectively and divide the result by 2 (rounding it up).
consequences. Since the GM will have to be ready to improvise Otherwise, to simulate 1d2, you can roll any die assigning
to react to anything the players attempt, the role-playing game 1 to odd results and 2 to even results.
is always dynamic and adaptable, exciting and full of surprises. Sometimes you will need to make a roll generating a number
Finally, when an adventure comes to an end, another can begin, between 1 and 100, called a percentile dice or d100. To do this,
forming a broader story called the campaign, but this is beyond just roll two ten-sided dice (which are numbered from 0 to 9).
the scope of this introductory guide. One die (specified before rolling) gives the tens digit and the
There’s no winning or losing in a role-playing game. The goal is other gives the units digit. If you roll a 7 and a 1, for example,
to create a compelling story together. Sometimes, a character may the result will be 71. Two 0s represent 100.
meet a premature end, killed by a beast or an opponent, and the When rolling dice, the rules tell you the amount and type
group may even fail to complete the adventure they embarked of dice to roll, as well as the modifier to add. For example,
on, but if everyone had fun and created a memorable story, they “3d10 + 5” means you need to roll three ten-sided dice, add
won all together. them up, and add 5 to the total.

4 INTRODUCTION
GAME EXAMPLE
Game Master (GM): After docking your shuttle to one of the battered
hatch of the drifting vessel, the hatch opens with a loud metallic screech.
You take your first steps inside the wreck and find yourself in a large
hangar occupied by the carcasses of some time-corroded shuttles.
You notice a couple of doors on the right wall and a larger one on
the one in front of you. Your docking must have activated the auxiliary
generators because the environment is dimly lit by some flickering
emergency lights. The knurled metal floor is dotted here and there with
what appears to be bones.
Ellen (playing Zyva): Bones? I want to get closer to examine them
better. I would like to understand what species they belonged to.
Max (playing John): Are the doors sealed? I would like to check if it is
possible to open them.
GM: Ok, one at a time. Ellen, you’re looking at the bones, right?
BEFORE PLAYING Ellen: Yes! I’d like to figure out if they’re human bones, or some other
known species.
Before the group gathers to play, the Game Master should read
GM: Make an Intelligence check.
this quickstarter in its entirety and print a copy of the sheet of
each of the premade characters presented in Chapter 2 (the sheets Ellen: Does my Inspection skill apply?
are found in Appendix A and are free to photocopy). GM: Sure!
If you are going to play your first game as a GM, remember that Ellen (rolls 2d12): Ugh. Ten.
you don’t need to memorize everything at once, but you just need GM: Well it’s pretty hard to tell, since the remains are extremely
to know where to quickly find the rules you need while playing. deteriorated. You are pretty sure they are humanoid bones, but other
than that you have no other certainty.
After that, familiarize yourself with the adventure and you will
be ready to gather your friends and play.
Other players should instead read Chapter 1 which contains Sometimes resolving a task is easy. If a character wants to
the game rules, and Chapter 2 which presents and describes open a door, the GM might just say that it opens and describe
the premade characters. On the contrary, they should not what lies behind. Other times, however, completing the action
read Chapter 3 which contains the adventure “A Voice in the may prove more difficult (perhaps the door is closed
Void”. Each player will then choose a character from the seven or protected by a hidden trap). In those cases, the GM decides
options included, and it will be up to each of them to bring these what happens, often relying on a dice roll to determine the
characters to life during the adventure. outcome of the action.
3. The GM narrates the results of the character’s actions. The
HOW TO PLAY description of the results often leads to another decision point,
In general, a game of FARSIGHT RPG follows this basic course. which brings the flow of the game right back to step 1.
1. The Game Master describes the environment. The GM This procedure holds whether the characters are exploring
describes to the players the situation and environment a ruin, dealing with a merchant, or fighting an alien creature.
their characters are in, exposing the basic options that are In certain situations, especially in combat, the action is more
presented to them (who and what is nearby, how many doors structured and the players (and GM) do take turns, but in
lead out of the room, and so on). most cases the game is fluid and flexible and adapts to the
2. The players describe what they want to do. Sometimes circumstances of the adventure.
one player speaks for the whole party, saying “Let’s take the Often an adventure takes place in the imagination of the players
corridor to the north”, for example. Other times the characters and the GM, relying on the latter’s verbal descriptions to set the
will act individually: one of them might examine a computer, scene. Some GMs like to use music, illustrations or sound effects
while another studies the lock of a door and a third keeps to help set the mood. Sometimes the GM might also lay out a map
watch for threats. After listening to them, the GM will decide and use tokens or miniatures to represent each creature involved
how to resolve all their actions. in a scene to help players visualize where everyone is.

INTRODUCTION 5
CHAPTER 1: THE RULES
This chapter contains all the essential rules for playing this ABILITY CHECKS
introductory set of FARSIGHT RPG, functional to running the When your character wants to do something which outcome is
adventure “A Voice in the Void” presented in Chapter 3. uncertain (like hitting an enemy or jumping over a chasm) the
We recommend to read this chapter in its entirety before GM will ask you to make an ability check, that is a dice roll to
delving into the rest of this quickstarter. determine if the action is successful or not.

THE BASICS
In these cases, you roll two twelve-sided dice (2d12), add
their results together, and add the appropriate ability score,
This section provides an overview of the game mechanics, the as indicated below.
general character statistics and the terms you will encounter most
often during the game. The following sections of this chapter deal ABILITY CHECK = 2D12 + ABILITY SCORE
with the game rules in more detail.
Often you will also have to apply other modifiers to the check.
ABILITIES The most common are the ones given by skills – particular
Each character or creature in the game has seven abilities that proficiencies possessed by the characters (see below).
affect most of what thay do. If the total is equal to or higher than the target number,
called the Difficulty Class (DC), the ability check is successful,
• Combativity (CMB) represents the aptitude for combat, the
otherwise it fails. The GM determines the DCs and tells the
ability to exploit one’s physical and tactical skills to prevail
players whether their rolls were successful or not. However, if one
in clashes.
or both of the dice of an ability check result in a 1 or 12, you may
• Strength (STR) represents muscular strength, prowess and
have obtained a special result (see the “Ability checks” section).
physical endurance, the ability to make great efforts and to
This simple rule governs the resolution of almost all actions
exploit one’s athletic skills.
in the game.
• Dexterity (DEX) represents agility, speed and ease of
movement, coordination and motor precision, sense of balance
SKILLS
and quick reflexes.
Skills are more specific proficiencies included in the broader
• Perception (PER) represents acuity of the senses, attention
scope of action represented by each skill. For example, if Dexterity
to detail, spirit of observation, as well as general awareness
indicates how agile you are in general, the Stealth skill represents
of the surrounding environment.
a particular mastery in acting without being detected. In terms
• Intelligence (INT) represents acumen, inventiveness,
of gameplay, when a character possesses a skill, he gains a bonus
insight, analytical skills, reason and learning, memory
on the ability checks to which it applies.
and mental clarity.
• Will (WIL) represents the strength of personality, ADVANTAGE AND DISADVANTAGE
self-confidence, self-control, determination, temperament A Sometimes an ability check is modified by special situations
as well as social and interpersonal skills. called advantages and disadvantages. An advantage reflects
• Tech (TEC) represents the technological affinity and technical circumstances favorable to the success of the check, while
preparation, the ability to use, understand and interface with a disadvantage is the exact opposite.
machinery and technological devices. When you have either advantage or disadvantage, roll an
Each ability is represented by a score, a numerical value that additional d12 when you make the roll. If you have advantage
describes both the innate gifts and the aptitude for activities you keep the two best results, discarding the worst of the three.
related to that ability. The higher the score, the more one excels On the contrary, if you have disadvantage you must do exactly the
in that ability, with scores of 1 representing the common human opposite, keeping the two lowest results and discarding the best.
average. The ability scores are the foundation of the game rules. For example, let’s say you roll 3, 5 and 9: if you have advantage,

6 CHAPTER 1: THE RULES


you keep the 5 and 9 and the total result of the roll will be 14; PERSONALITY
if you have disadvantage, you keep the 3 and 5 and consequently Each of the premade characters displays on their sheet some
the total will be 8. personality traits: short phrases or keywords that help you
Detailed rules for advantage and disadvantage are described role-playing them. These traits are the disposition (i.e. the
in the “Ability Checks” section. main compass that guides the character’s decisions, between
Order, Chaos, Community, Impulse, Individuality and Reason),
DERIVED STATISTICS peculiarities (mannerisms or oddities), ideals (what the character
Some other basic values of characters and creatures are directly believes in), bonds (people or things they cares about) and the
related to their ability scores. The most important of these are flaws that could penalize them.
vitality points, death threshold, defense, initiative, and carrying
capacity. The function of each of these statistics is explored EQUIPMENT
further in this chapter. The premade characters presented in this introductory set are
all equipped with the gear they need to face the challenges and
SPECIES AND BACKGROUND dangers of the adventure, including weapons, armor, tools and
Each character belongs to a species and has a background that various equipment.
outlines their origins, the education they have received and the When needed, a detailed description of the various items in
activity they have carried out throughout their life. the equipment is found in Chapter 2, along with other special
Species and background help define the identity of the character rules.
character but also provide game benefits (such as ability
increases, specific traits, skills, etc.). GENERAL CRITERIA
When needed, a detailed description of the traits provided by Lastly, always keep in mind the two general rules described below.
species and background is found in Chapter 2, along with other
special character rules. SPECIFIC BEATS GENERIC
Many specific rules described in this book, such as species traits,
CLASS class features, and other game elements, break the general rules,
Class is the main definition of a character and represents the creating exceptions to them. Remember this: if a specific rule
archetype on which its development is based. contradicts a general rule, the specific rule wins.
In FARSIGHT RPG there are three classes, deliberately designed Exceptions to the rules are often minor. For example, many
to frame what are the main skills and tactics of the characters, adventurers don’t have radiation resistance, but every kergan
while leaving complete freedom of customization. For this does because of a species trait. That trait thus creates a small
reason, the three classes do not have a specific name but are each exception in the game. Other “rule-breaking” examples are more
indicated by a letter of the Greek alphabet: the combat-oriented evident. For example, an adventurer cannot normally teleport, but
Delta, the skilled and versatile Sigma and the psionic wielder Psi. some psionic powers make it possible. Psionic powers account for
Each class grants the character special features, some common many of the major exceptions to the rules.
to all class members, called class features, and others specific,
called talents. ROUND DOWN
When needed, a detailed description of these features is found The last general rule to take into account is the following: during
in Chapter 2, along with other special character rules. the game, every time you divide a number and get a fraction,
always round it down, unless the rules expressly indicate otherwise.
LEVEL
Usually a character starts at 1st level. The premade characters
featured in this introductory set are 5th level, making them
adventurers with good experience behind them.

CHAPTER 1: THE RULES 7


ABILITY CHECKS TYPES OF CHECKS
An ability check represents a character’s or creature’s attempt In the simplest (and most common) case, an ability check
to pass a challenge. Most of the actions taken by characters do determines whether or not a character succeeds in a task.
not require any check. The GM only requires an ability check However, certain circumstances or applications require some
when the outcome is uncertain and when success or failure has specific rules, as described below.
important implications, such as in situations of danger or stress. Remember, if a rule refers generically to “ability checks,” it
For every ability check, the GM decides which of the seven means it includes any type of check, including attack rolls and
abilities is relevant to the task undertaken. To make an ability saving throws.
check roll 2d12, add their results together, add the appropriate
ability score and apply any relevant bonuses or penalties. OPPOSED CHECKS (CONTESTS)
The most frequently applied bonus comes from the character’s Sometimes one character’s or creature’s efforts are directly
skills (see below). opposed to another’s. This can occur when both of them are trying
to do the same thing but only one can succeed or when one of
CHECK RESULT = 2D12 + ABILITY SCORE + SKILL BONUS + them is trying to prevent the other from accomplishing a goal.
RELEVANT MODIFIERS In these cases, both contenders perform an ability check
appropriate to their efforts, but instead of comparing the results
In most cases the GM compares the result of an ability check to a DC, they compare the results of their two checks. Whoever
with a Difficulty Class (DC). Normally, the DC is set by the GM gets the highest result wins the contest. If the contest results in
or specified by the rules. The more difficult a task, the higher its a tie, the GM decides what happens based on the circumstances:
DC. If the result of the check is equal to or higher than the DC, the situation may remain the same, both tests may fail, or minor
the check is successful. Otherwise, it’s a failure. effects may occur.
Depending on the circumstances, failing an ability check does
not necessarily mean that the action taken is not completed, but PASSIVE CHECKS
it can mean that things do not go as expected: maybe you don’t A passive check is a particular kind of ability check that doesn’t
get the desired results or you suffer some setback or hitch decided involve any die roll. It can be used by the GM to determine if
by the GM (see “Try again”, further on). characters succeed in something without actively attempting it,
Other times, a check does not contemplate failure or success, such as noticing a hidden enemy without suspecting its presence.
but its result simply represents the quality of the obtained The total of a passive check is called score and it’s equal to 12
Outcome. The higher the result, the more significant effects + appropriate ability score + any modifiers that would apply to a
the test will have. normal check. Add 3 to the total if the check has advantage, or
The Typical Values for DC and Outcomes table shows the most subtract 3 if it has disadvantage.
common values and their meaning both in terms of Difficulty Class
and Outcomes. ATTACK ROLL
An attack roll is a special ability check you make when you
try to hit an opponent or object with an attack. Normally, the
TYPICAL VALUES FOR DC AND OUTCOMES appropriate skills for the type of weapon or effect used is applied
Value Difficulty Class Outcome to attack rolls. For more information, see “Combat”, further
5 Insignificant Terrible on in this chapter.
7 Trivial Poor or misleading
10 Easy Mediocre or irrelevant SAVING THROW
13 Normal Ordinary A saving throw (ST) is a particular ability check made to resist
17 Moderate Decent or avoid harmful effects such as poisons, diseases, traps, psionic
21 Challenging Good effects, explosions, and the like. You don’t normally decide to
25 Hard Great make a saving throw, the GM will ask you to make it. The ability
and skill required by the ST and its DC depend on the effect that
28 Formidable Excellent
causes it, which also determines what happens when the ST
31 Prodigious Astounding
succeeds or fails.

8 CHAPTER 1: THE RULES


BONUSES AND PENALTIES
Some game elements may apply bonuses or penalties to ability
checks. For example, wearing armor implies a penalty to some
ability checks due to the impediment to the movements it causes. Alternatively, you can also invent new exploits, perhaps more
This penalty remains as long as the armor is worn but will suited to the circumstances of the moment, but in this case the
disappear when it is removed. GM will have the last word on what you propose.
Otherwise, if the check fails, rolling a 12 does not generate
ADVANTAGE AND DISADVANTAGE any exploits, but the GM still could give less serious consequences
Sometimes characters may find themselves in a situation that to the failure than expected.
benefits them while performing a particular action. Other times, Remember, you should always narrate in great detail your
adverse circumstances can instead put them at a disadvantage. character’s exploits.
When the rules say you have advantage or disadvantage
on an ability check, you must roll 3d12 instead of the normal ROLLING A 1
2d12. If you have advantage, you discard the die that rolled the When you roll a 1 it’s never a good sign. If the check fails, the
lowest result and keep the other two. Conversely, if you have GM can get in the way and complicate the situation by causing a
disadvantage, you must discard the die with the highest result. setback to happen. If the check is successful despite the probably
For example, let’s say you roll 3d12 and get 3, 5 and 9: if you have low total result, usually nothing really deleterious happens but
advantage, you keep the 5 and 9 and the total result of the roll the GM could still decide to insert some minor setback, something
will be 14; if you have disadvantage, you keep the 3 and 5 and like “you succeed, but...”.
consequently the total will be 8. It is up to the GM to establish a setback appropriate to the
If multiple sources of advantage and disadvantage apply to a situation, choosing from those listed in the Setbacks table, or
roll, the condition supported by more sources will prevail. In case taking them as an example to invent new ones, perhaps more
of a tie, the check will have neither advantage nor disadvantage. suited to the circumstances of the moment.
For example, if two factors guarantee advantage and one imposes
disadvantage, the advantage condition prevails. Even when DOUBLE SPECIAL RESULTS
multiple factors grant advantage or impose disadvantage, Although rarely, an ability check roll can generate two special
only one additional d12 is rolled. results simultaneously. In such cases, use the following tips.
Usually, characters gain advantage through special abilities or If you get a double 1 or a double 12, in addition to causing
other privileges, or through certain actions in combat. The GM can a setback or an exploit respectively, the result of the check will
also decide that circumstances influence a roll in one direction or be so sensational (for better or for worse) to enter the myth, with
the other and grant advantage or impose disadvantage as a result. rumors and stories about it that will spread in the years to come.
In addition, many conditions that can affect characters (see You get an EDGE card.
“Conditions”, further on) impose disadvantage and/or grant If you roll a 1 and a 12, the two special results “cancel out” each
advantage to their opponents. other without causing any special consequences. Treat the result
of the roll as a simple 13.
SPECIAL RESULTS
Sometimes fate plays strange tricks, causing exploits or setbacks TRY AGAIN
to occur. This happens if you roll a 12 or 1 on one of the dice when It is usually possible to retry a failed ability check only if the
making an ability check. failure does not lead to irreparable consequences or make any
These exceptional cases generate special effects and follow the further attempts useless.
rules described below. For example, if a character fails a TEC (Tampering) check to
open a lock, he or she can try again and keep trying. However,
ROLLING A 12 if the failure means that the lock breaks, then trying again would
If you roll a 12 and the check is successful, fate favors you and be useless.
you manage to perform an exploit which “intensity” depends on Similarly, failing a DEX (Stealth) check made to avoid being
the result of the other die (the one that did not roll a 12): consult noticed by an enemy means that the latter has sensed the presence
the Exploits table and choose one corresponding to a rank equal of the character. Even if the character manages to hide later, the
to or less than the result of the second die. enemy will still be aware of his or her presence.

CHAPTER 1: THE RULES 9


EXPLOITS
Rank Combat exploits
2 On guard: You take a better defensive stance. You get a +2 bonus to your Defense until the start of your next turn.
3 Quick movement: You can immediately move 3 meters or stand up if you’re prone. This extra move does not count on how far you can move
during this turn.
4 Extra minor action: You can immediately take an extra minor action. You can also use this extra minor action to make an attempt to grab, disarm
or shove against an opponent.
5 Effective strike: The attack deals +1d6 extra damage and the target must succeed on a DC 17 STR (Stamina) saving throw or be sickened until
the start of your next turn.
6 Team play: Choose one ally you can see and who can see the target of your attack. That ally can immediately make an attack against that target
using his or her reaction.
7 Help: You can immediately take the Help action as an extra action.
8 Vanish: You can immediately take the Hide action as an extra action, if circumstances allow to do so.
9 Powerful strike: The attack deals +1d8 extra damage and the target suffers a trauma.
10 Lethal strike: The attack deals +1d10 extra damage and the target suffers a trauma.
11 Climb the initiative: From the start of the next combat round, you will act first in the initiative order.

Rank Other example exploits


2 Memorable joke: You come up with a shrewd joke that seals your action. If you can’t think of anything, the GM and the other players can suggest
you some options. Rumors about your joke are likely to spread, for better or for worse.
3 Distraction: Your check attracts someone’s attention. Choose a target that can see and hear you. Until the start of your next turn, the target has
disadvantage on Perception checks that are not directed towards you.
4 Masterful execution: You complete the check-related task using only half the time and resources it normally requires.
5 “One more thing!”: You can make a second ability check to expand the results of the original check (for example, discover more information or
deepen an interaction). This extra check cannot use the same skill used in the original check and cannot generate exploits, but it doesn’t require
additional time or resources since it’s considered contemporary to the first.
6 Focused attention: You have advantage on any other ability check made to examine, study, or understand the target of the check you just made.
This benefit lasts for 10 minutes or until circumstances change in some way.
7 Influencing the audience: Your arguments are so effective that, in addition to the intended target, they also influence others who witness the
scene. Many of those present will be led to support your reasons relating to the current circumstance.
8 Astonished silence: Your performance is so impressive that everyone who witnessed it is astonished and speechless for one round. Out of
combat, this effect lasts at least as long as it takes for you to start doing something else.
9 Emotional response: Choose a target who can see and hear you. Your behavior causes the target to have a strong emotional reaction towards
you. The type of reaction depends on what you do. It could be amazement, admiration, contempt, anger, friendship or even infatuation. It is up to
the GM to decide what happens in detail and what that implies, but it depends a lot on how you continue to act.
10 Discovery: You guess additional information. Depending on the type of check you made, the GM may reveal hidden details about its target, notions
that can influence the situation you are in, one or more personality traits or some well-hidden secret of an interlocutor, and so on.
11 Sign of destiny: You get an EDGE card and can choose any exploit of rank 7 or lower.

SETBACKS
2d10 Setbacks
2 Trauma: If appropriate to the circumstances, you suffer a mild trauma, otherwise no setback happens.
3 “Not right now!”: Something breaks or stops working at the worst moment.
4 Fright: Something scares you. You are frightened until the start of your next turn.
5 Defensive breach: You lower your guard. Attack rolls against you have advantage until the start of your next turn.
6 Outrage: You say or do something that offends an interlocutor, worsening their attitude towards you and your companions.
7 “Damn!”: The weapon you are holding slips from your hand or jams. As an action on your turn, you can pick it up or unjam it.
8 Ringing in your ears: Your ears are ringing annoyingly. You are deafened until the start of your next turn.
9 Uneasiness: Something upsets you unexpectedly. You have disadvantage on your next ability check.
10 “It fell!”: Something you are carrying falls off, loosening from a strap or slipping out of a pocket or backpack.
11 Distraction: Something distracts you momentarily. You have disadvantage on your next ability check.
12 Something in the eye: A glimmer of light or airborne dust blurs your vision. You are dazzled until the start of your next turn.
13 Gaffe: You say or do something trivial, but that an interlocutor does not like or finds inconvenient.
14 Tumble: You stumble and fall prone.
15 Incorrect certainty: You are convinced that your action is successful, without realizing that in reality it’s the exact opposite.
16 From bad to worse: Failing to avoid a harmful effect, you suffer worse consequences (double the damage, double the duration, etc.).
17 Friendly target: Your attack misses the target and accidentally hits an ally that is adjacent to it (or in the direction of the shot).
18 Illness: You suffer from a sudden illness. You are stunned until the start of your next turn.
19 Sudden fatigue: You suddenly feel exhausted. You suffer a level of exhaustion.
20 Loss: You break or lose something important.

10 CHAPTER 1: THE RULES


SKILLS Swimming: This involves activities such as swimming for
When making an ability check, characters can apply only one a long time, avoiding dangers while swimming, staying afloat
skill, even if they have more than one that would be appropriate in dangerous, stormy or algae-filled waters, and so on.
for that check. Sometimes, the GM might ask to apply a skill on
an ability check – for example, “Make a PER (Inspection) check”. DEXTERITY SKILLS
At other times, the player might ask the GM if a particular skill Acrobatics: Concerns activities such as keeping balance
applies to a check. in precarious situations, performing complicated and precise
If characters lack a relevant skill, they just apply the pertinent movements, performing contortions and acrobatic maneuvers.
ability score to the check. At the GM’s discretion, some specific Dancing: The ability to dance. It includes classical and modern
or difficult tasks could impose disadvantage or be completely dance, traditional and folk dances. It is also possible to apply this
impossible if attempted by characters lacking the appropriate skill. skill to choreography.
The various skills are described below, with lots of useful Piloting: Proficiency in piloting vehicles and spaceships.
examples of the activities associated with them. If you do not have this skill you can still drive planetary vehicles,
but you could suffer disadvantage in the case of particularly
COMBATIVITY SKILLS complex vehicles (such as mechas or air-speeders). On the
Cold weapons: Proficiency in the use of various melee and contrary, without this skill you cannot fly spaceships.
shooting “cold” weapons, such as swords, axes, daggers, clubs, Reflex: It represents the quickness of reflexes and the ability
spears, slings, bows, crossbows, blowguns and so on. to react quickly to instant stimuli, such as sudden dangers and
Energy Weapons: Proficiency in the use of all energy weapons, other unexpected events.
such as blaster rifles and particle beams. Riding: Competence in riding, especially in combat or other
Gunnery: Competence in operating artillery weapons, such dangerous situations, such as escapes, chases or when attempting
as vehicular or spacecraft weaponry and land armaments. risky maneuvers.
Kinetic Weapons: Proficiency in the use of all kinetic weapons, Stealth: The ability to conceal one’s presence. It involves
such as kinetic guns and rifles. activities like hiding, moving silently, mingling with the crowd,
Natural Weapons: Competence in using one’s body as a stalking someone, and so on.
weapon, using kicks, punches and the like, whether it is martial Sleight of Hand: Expertise in making manual trickery.
arts or raw brawling. It also includes the creatures’ natural It includes snatching small objects without being noticed,
weapons, such as claws, bites, horns, and so on. hiding objects on oneself or others, pickpocketing, performing
Throwing: Mastery and accuracy in throwing objects, such legerdemain or jugglery, using and tying ropes and so on.
as throwing a stone, dagger or grenade, using a lasso, throwing
a grappling hook to secure a rope, and so on. PERCEPTION SKILLS
Wrestling: It involves actions such as grabbing , pushing, Alertness: Indicates the ability to use all your senses to identify
shoving, and wrestling. It is also useful to resist to similar actions possible threats in the surrounding environment, instinctively
or to free oneself from bonds, holds and other impediments. notice when there is something strange or potentially dangerous
and always be ready to react.
STRENGTH SKILLS Insight: The ability to perceive feelings, emotions and
Athletics: Indicates athletic training and includes running, intentions of others by paying attention to body language, facial
marching, jumping and other gymnastic and aerobic activities. expressions, voice intonation and attitudes.
Climbing: It refers to activities such as climbing cliffs or other Inspection: Indicates the ability to investigate the surrounding
surfaces with holds, equipping fixed rope routes, avoiding dangers environment using all senses, in order to obtain more precise
during a climb and so on. information and to notice hidden or otherwise not immediately
G-Zero: Competence in operating in zero gravity. It involves evident details and clues.
activities such as moving smoothly by pushing up against other Music: Musical expertise and talent. It includes singing, playing
objects or using a jet-pack, carrying out prolonged or tiring instruments, composing songs and symphonies, recognizing
activities in zero gravity, and so on. For more information styles and genres of music, songs and famous musicians.
on gravity, see “Exploration”. Survival: Expertise in surviving in the wilderness. It covers
Might: It refers to activities that require the use of pure brute activities like getting food and water, building shelter, avoiding
force, such as lifting, pushing or dragging weights, breaking natural hazards, finding your way around, facing the elements,
objects, knocking doors down and so on. hunting and tracking other creatures.
Stamina: It represents the physical constitution and the ability Visual Arts: Competence in creating visual works of art.
to resist fatigue, physical stress, diseases, poisons and other It covers all forms of figurative art such as painting, drawing,
effects that affect health and physiology. graphics, photography, sculpture, textile arts and so on.

SKILLS
COMBATIVITY STRENGTH DEXTERITY PERCEPTION INTELLIGENCE WILL TECH
Cold Weapons Athletics Acrobatics Alertness Erudition Charisma Astronautics
Energy Weapons Climbing Dancing Insight Lucidity Cunning Computer
Gunnery G-Zero Piloting Inspection Medicine Fortitude Cybernetics
Kinetic Weapons Might Reflex Music Nature Intimidation Explosives
Natural Weapons Stamina Riding Survival Psionics Socialite Mechatronics
Wrestling Swimming Stealth Visual Arts Science Streetwise Mystification
Throwing Sleight of Hand Warfare Trading Tampering

CHAPTER 1: THE RULES 11


HIDING PERCEPTION CHECKS
The GM decides whether the environment and circumstances allow Sometimes the GM will ask you for a Perception check, other times you
for hiding or not. When you hide, you make a DEX (Stealth) check. might want to make it when you want your character to try to notice
As long as you remain hidden, creatures actively attempting to find you something nearby. The GM could also make the check for you in secret
must make PER (Alertness or Inspection) checks. If the result of any so that you do not know the outcome. In any case, if there is nothing to
of these checks exceeds that of your DEX (Stealth) check, you will be notice, the check will reveal nothing, even with a success. A sleeping
discovered and you will no longer be hidden (at least from the creature creature cannot make sight-based Perception checks but can passively
that managed to spot you). Also, if you make noise, attack someone, use its other senses with disadvantage.
or take some other action that makes your presence obvious, you will Contests: When you try to notice a stealthy creature, a disguise,
reveal your location. a pickpocket or something similar, your Perception check is opposed
You cannot hide from a creature that can see you. An invisible creature to the appropriate check made by the opponent.
cannot be seen, so it can always try to hide, although it can still be heard Finding Hidden Objects: When you are looking for something
and signs of its passage might still be noticed. hidden or hard to spot, such as a trap, the GM asks you to make a PER
Passive detection: When you hide, there is a chance that someone (Inspection) check to determine if you notice details or clues that you
will notice you even without actively searching. To determine whether would otherwise miss. In most cases, you need to describe where you
such a creature notices you, the GM compares your DEX (Stealth) check are looking in order for the GM to determine your chances of success.
to the creature’s passive PER (Alertness) value (see “Passive checks” For example, if a key is hidden inside a drawer, you won’t have much
above for more details). of a chance of finding it unless you tell the GM that you want to search
inside the drawer.
INTELLIGENCE SKILLS
Erudition: It represents humanistic and classical knowledge. The processing and use of raw materials and products deriving
It includes literature, linguistics, philosophy, law and legislation, from agricultural activities may also fall under this skill.
theology, history, archaeology, anthropology, psychology, Psionics: It represents the affinity to psychic powers and
sophontology, sociology, journalism and so on. their understanding. Psionic characters and creatures use
Lucidity: It represents the firmness and clarity of the mind, this skill when manifesting their psionic powers (see “Psychic
and the ability to resist effects that cloud or confuse thoughts. Powers”). For those without psychic powers, it’s limited to psionic
Medicine: Knowledge and competence in the medical field. knowledge and the ability to identify and understand psionic
It includes first aid, emergency care, medications, diagnosis, phenomena.
treating poisons and diseases, surgery, long-term care, Science: Knowledge and competence in the scientific field.
establishing the causes of death, as well as medical research. It includes mathematics, physics, astrophysics, chemistry,
A character can also use this skill to heal animals or creatures biology, exobiology, genetics, geology, geophysics, climatology,
with unusual physiology (such as aliens or mutants), but with meteorology, and others.
disadvantage. Warfare: War disciplines and military knowledge. It includes
Nature: It represents experience and expertise in activities military training, warfare and guerrilla techniques, strategy and
related to nature. It includes botany, agriculture, agronomy, tactics, troop movement, rules of engagement, military ethics,
zoology, animal husbandry and care, veterinary and so on. illegal weapons, and so on.

12 CHAPTER 1: THE RULES


WILL SKILLS TECH SKILLS
Charisma: It refers to the ability to use one’s charm to attract Astronautics: Proficiency with spaceship’s on-board
attention, entertain or even try to influence people. It includes procedures, operations and systems. It includes cosmography,
knowing how to perform in public, how to amuse interlocutors space cartography and astronavigation, the use of star charts and
with rhetorical or acting skills, using charm to woo, flirt, seduce the tracking of space routes, the use and management of sensors,
or otherwise attract the attention of others thanks to sensual and deflector shields, countermeasures, tractor beams, communication
provocative attitudes. systems and any other on-board apparatus.
Cunning: It represents the ability to influence the actions Computer: Proficiency with computers and computerized
and behaviors of others using words, gestures and posture. devices. It includes programming, hacking, IVs and other
It includes knowing how to persuade or convince, to put others programs managing and configuration, networks and databases
at ease, inspire trust, ask cordial requests, negotiate and gather usage, adopting the correct connection protocols, remotely
information, but also how to lie, cheat, gamble, mislead, distract, operating connected devices such as drones, surveillance
pass for someone else, provoke someone with insults or derision, cameras, automatic doors, security systems and so on.
and even how to convey secret messages inside apparently Cybernetics: It concerns the set of knowledge and techniques
harmless speeches. aimed at integrating technology with living biological organisms.
Fortitude: It represents the ability to control emotions, impulses It includes bionics, biomechanics, nanotechnology, artificial
and reactions, and to resist effects that subdue or bend the will. intelligence and so on.
Intimidation: It refers to the ability to impose one’s will on the Explosives: Proficiency with explosives and related gear.
others thanks to an intimidating attitude. It includes threatening, It refers to activities such as handling unstable substances,
extorting information, demoralizing enemies or inducing them identifying and using explosives, defusing bombs, choosing
to retreat, and so on. the right explosive for any kind of job, preparing timers and
Socialite: Knowledge and expertise regarding rules of behavior, detonators, establishing how to place a series of charges to
good manners, etiquette, the right behavior towards individuals of maximize their effects, and so on.
rank, rituals on formal occasions, and everything related to social Mechatronics: Technical and technological expertise.
events such as galas, official ceremonies, receptions and so on. It includes mechanics, civil, environmental, industrial and space
Streetwise: Knowledge of the urban and suburban environment, engineering, electronics, robotics, automation, materials science,
urban legends and rumors, folk traditions, local news, gossip, applied science in general, and so on.
entertainment, street culture, as well as gangs, crime, smuggling, Mystification: Competence in creating disguises, counterfeits,
black market, how to receive stolen goods and illicit trafficking. fakes and other manufactured tricks and deceptions. This skill
Trading: Competence and experience in the commercial and allows to create various types of disguises on oneself or others,
economic fields. It includes knowing how to bargain and the rules to forging both physical and electronic documents; it also includes
governing trade, knowing which goods are legal and which are knowing how to encrypt and decrypt codes and information, both
not, understanding whether a deal is worth it or not, assessing in written and electronic form.
the quality and authenticity of the goods and so on. Tampering: Competence in activities such as burgling,
disarming traps and alarms, tampering with or sabotaging safety
devices and systems.

CHAPTER 1: THE RULES 13


EXPLORATION Forced march: Characters can travel for approximately
Travel and exploration play a central role in adventures and are 8 hours a day without problems. They can push on beyond that
influenced by factors such as travel pace, the type of terrain and limit, at the risk of exhaustion. At the end of each additional hour
the characteristics of the crossed environment. of walking beyond 8 hours, each character must make a STR
(Fortitude) saving throw. The DC is 14 + 1 for each hour past
TIME 8 hours. On a failed saving throw, a character suffers one level
When it matters, the GM might keep track of the time spent in the of exhaustion (see “Conditions”).
game, using a different time scale depending on the context of the
situation or the actions of the characters. DIFFICULT TERRAIN
When exploring limited areas (such as a building), time is The travel paces just described assume that you travel on fairly
measured in minutes. For larger trips, whether in a city or in easy terrain, but adventurers often find themselves moving on
the wilderness, a scale of hours is more appropriate, while a scale difficult terrain, such as intricate vegetation, marshes, rubble,
of days works best for longer journeys. In combat and other fast- slopes or deep snow.
paced situations, the game relies on rounds (see “Combat”). On difficult terrain, moving 1 meter costs 2 meters of speed – so
you can only cover half the normal distance per minute, hour or day.
MOVEMENT
Each creature has a speed, which is the distance in meters it can SPECIAL TYPES OF MOVEMENT
walk in one round. The following rules instead determine how A creature’s speed expresses how quickly it moves on foot.
much creatures can move in longer periods of time, such as a But walking is not the only way to move. Climbing, swimming,
minute, an hour or a day. jumping, crawling or even flying are all possible types of
movement during exploration.
TRAVEL PACE Climbing, Swimming and Crawling: While climbing,
It is assumed that the pace of a group of characters moving on foot crawling or swimming, each meter of movement costs twice
is independent of each member’s individual speed, since during as much (or three times as much in difficult terrain), unless you
a journey travelers tend to adopt a common step. have a climbing or swimming speed. At the GM’s discretion, in
While traveling, a group of characters can move at a normal, difficult conditions these activities may require Strength Checks
fast, or slow pace, as shown on the Travel Pace table. The table associated with the appropriate skill.
indicates the distances covered by the group in a minute, an Jumping: Your Strength score determines how far you can jump.
hour and a day, based on the pace maintained, as well as the When you make a jump, if you move at least 3 meters on foot
effects that such pace entails. A fast pace makes characters less immediately before the jump, you cover a number of meters up to
alert to possible dangers, while a slow pace makes it possible 3 + STR with a long jump, or a height up to 25 cm plus another 25
to move stealthily (for more information see “Activities during cm for each point of your STR score if you make a high jump. If
exploration”, further on). you make a standing jump, you can leap only half those distances.
Each meter you clear on a jump costs one meter of movement.
The GM may ask you for a STR (Athletics) check when you
attempt to jump a longer distance than normal, either high
TRAVEL PACE or long, or when there are obstacles in the middle of the jump.
Distance traveled per… If after a jump you land on difficult terrain, you must succeed
Pace Minute Hour 8 hours Effect a DC 14 DEX (Acrobatics) check to land on your feet. Otherwise
you land prone.
Fast 120 m 6,5 km 53 km Disadvantage on PER (Alertness)
Flying: Some creatures possess a flight speed. Thanks to
Normal 90 m 5 km 40 km – special equipment or psionic powers, even characters could gain
Slow 60 m 3,5 km 27 km Able to use DES (Stealth) the ability to fly.

14 CHAPTER 1: THE RULES


ACTIVITIES DURING EXPLORATION OTHER ACTIVITIES WHILE EXPLORING
As they explore, in addition remain alert for danger, characters During exploration, characters who are not focused on watching for
might perform various types of tasks and activities. dangers can engage in other activities, such as looking for food and
water, navigating, following tracks and so on. However, these activities
MARCHING ORDER will not come into play in the adventure presented in this quickstarter set.
When the GM considers it appropriate, adventurers should
establish a marching order, deciding who is leading the group,
who is in the center and who is in the back. This makes easier COLLISIONS
to determine which characters fall victim to a trap, which ones High-speed collisions can be very dangerous. The size of an object
can spot hidden threats and which ones are closest to enemies determines the damage it causes and the DC of the DEX (Reflex)
at the start of a fight. saving throw needed to halve it, as indicated in the Collisions
table (the GM can modify the indicated DCs if they see fit).
STEALTH In the case of falling objects, if a creature fails its saving throw
While traveling at a slow pace, characters can move stealthily in and the object’s size is at least two size categories larger, it gets
order not to be detected by the creatures they encounter. It is up stuck under the object and is restrained. The creature can break
to the GM to decide whether the environment and circumstances free by succeeding a STR (Might) check against the same DC.
allow the characters to remain stealthy (see the “Hiding” box in the
“Ability checks” section). NPCs and creatures can also use stealth
COLLISIONS
to avoid being noticed by characters or even to ambush them.
Object size Object examples Damage DC
NOTICING THREATS Tiny Frying pan, large stone 1d6 7
If characters are aware that they may encounter threats and are Small Chair, stool, suitcase 2d6 10
alert, they can make PER (Alertness) checks to determine whether
or not they can notice them, otherwise the GM uses their passive Medium Barrel, table, chest 4d6 13
PER (Alertness) scores. If no one moves stealthily (see above), Large Boulder, dumpster 6d6 16
creatures automatically notice each other as soon as they enter Huge Car, big boulder 9d6 20
their respective sight or hearing range.
Gargantuan Railway wagon, container 12d6 24
Sometimes, the GM may decide that certain threats are only
detectable by characters in a certain position in the marching
order. For example, while the characters are exploring the In the case of collisions with objects so large as to be inevitable,
corridors of a haunted spaceship, the GM may assume that the rules described for falling can instead be used, but the GM
only the characters in the rear will notice a creature stealthily will establish the damage based on the relative speed at which the
following them, while the other characters do not have the chance. collision occurs rather than the height of the fall.
When characters encounter hostile creatures, it is up to the GM
to determine whether they or their enemies can be surprised at FALLING
the start of a fight. For more information see “Combat”, further on. Falling from great heights is one of the most common
environmental hazards. At the end of a fall, a creature that
THE ENVIRONMENT impacts the ground takes 1d6 kinetic damage for every 3 meters
By its nature, adventuring involves delving into places that are from which it fell, up to a maximum of 20d6.
dark, dangerous, and full of mysteries to be explored. The rules The creature lands prone unless it can somehow avoid the
in this section cover some of the most common ways in which damage. If the creature lands on soft surfaces (such as mud, fresh
adventurers interact with the environment in such places. snow or water that are deep enough) the fall is considered to be
3 meters shorter. Succeeding a DEX (Acrobatics) check with DC
ABSENCE OF GRAVITY 13 +1 for every 3 meters of fall also allows to consider the fall 3
Four gravity conditions are considered in the game: normal, low, meters shorter.
high and zero gravity. In this quickstarter, in addition to normal
gravity (which does not involve any special rules) the characters INTERACTING WITH OBJECTS
will only encounter zero gravity environments, the effects of A character’s interaction with objects within an environment is
which are described below. often simple to solve in game: the player tells the GM what their
• Unless it is a purely mental activity, when a creature makes character wants to do and the GM describes what happens.
an ability check while in zero-gravity, it must posses the G-Zero For example, a character might decide to pull an opening lever
skill in order to be able to apply any other skill to the check. on a cargo door. However, if the lever is stuck, the GM might call
• Without a propulsion method suitable for zero-gravity, a for a STR (Might) check to see whether or not the character can
creature can only move by giving itself a push using a stable wrench it. The GM sets the DC for any such check based on the
surface or an object at least two sizes larger as a support. difficulty of the task.
Doing so requires a minor action and allows the creature to Characters can also attack objects for the purpose of breaking
obtain a speed equal to double its STR (Might) score or lower or destroying them. The only rule, simple and fast, is this: if they
if it prefers. Once that speed is gained, the creature has no have enough time and suitable tools, the characters will be able to
way to stop or change direction unless it can reach another destroy any destructible object, within the limits of common sense.
surface stable enough to allow it to stop or push itself in
another direction (in both cases using a minor action).
• The damage caused by impacts and collisions depends only
on the relative speed of the bodies and it is up to the GM to
determine it.

CHAPTER 1: THE RULES 15


RADIATION RADIATION EXPOSURE
Ionizing radiation is one of the most dire environmental dangers. Exposure level Rad contamination
When a creature is exposed to a radiation source it accumulates
a certain number of rads, as indicated in the Radiation Exposure 1. Background radiation 1 rad per 24 hours
table. A creature can’t know how many rads it has accumulated 2. Low 1 rad per 8 hours
unless the creature has a device that can measure them. 3. Medium 1 rad per hour
Radiation effects: Radiation effects are described in the
4. High 1 rad per minute
Radiation Effects table and occur immediately after the rads
accumulated by a creature exceed the indicated amounts. These 5. Extreme 1 rad per round (10 rad per minute)
effects stack with each other and cannot be removed in any way
until the rad contamination is cured. There are also long-term
effects (such as tumors, infertility, etc.) but it is up to the GM to RADIATION EFFECTS
decide whether or not to consider their occurrence in the game. Rads Effetti
Radiation healing: A creature naturally eliminates 1 rad every
8 hours. Once the level of rad contamination decreases, its effects 5 Abnormal weakness
subside. There are drugs that can accelerate decontamination, 10 +1 level of exhaustion, skin irritation such as sunburns
eliminating a large amount of rads in a few hours. 20 +1 level of exhaustion, migraine, extensive dermatitis
Radiation resistance: Some creatures possess an innate +1 level of exhaustion, skin sores, cataracts (dazzled),
resistance to radiation. Artificial protections can also guarantee 40
mild hair loss
such a resistance. Resistance to radiation lowers the level of
+1 level of exhaustion, vomiting and diarrhea, complete hair loss,
exposure. For example, resistance 1 to radiation lowers the 60
no recovery of vitality points with rest
exposure level by 1.
80 +1 degree of exhaustion, hemorrhages (bleeding)
SUFFOCATING 100 Death
A creature can hold its breath for a number of minutes equal to 1
+ it’s STR score. After that, if it’s still unable to breathe, it can still
resist for a number of rounds equal to 1 + STR, after which at the sources of illumination within a specific radius (see below).
start of its text turn the creature drops to 0 vitality and is dying. Dim light creates a dimmed area. An area of dim light is
For example, a creature with Strength 2 can hold its breath usually a boundary between a source of bright light, such as a
for 3 minutes. If it starts suffocating, he has 3 rounds to reach torch, and surrounding darkness. The soft light of twilight and
air before dropping to 0 vp. A creature that is suffocating cannot dawn also counts as dim light, as it is the light of a particularly
regain vitality points or be stabilized until it can breathe again. bright full moon.
Darkness creates an obscured area. Characters face darkness
VISION AND LIGHT outdoors at night, within the confines of an unlit dungeon or other
The most fundamental tasks of adventuring – noticing dangers, closed places.
finding hidden objects, hitting an enemy in combat, just to name Light sources: Characters can use light sources such as lamps
a few – rely heavily on a character’s ability to see. Darkness and and flashlights. They project light within a certain radius and with
other effects that blur vision can prove a significant hindrance. a certain intensity, as indicated in the relevant description.

VISIBILITY TYPES OF VISION AND SPECIAL SENSES


In the game, an area can be dimmed or obscured. Some characters, as well as many creatures, may have different
• In a dimmed area (such as in dim light, fog, moderate foliage or superior visual or sensory abilities compared to normal human
or rainfall) creatures have a disadvantage on Perception sight (innate or perhaps guaranteed by some technological
checks that rely on sight. device). Here are the most common.
• An obscured area (such as darkness, dense fog, or dense Infravision: A creature with infravision (ie infrared vision) can
foliage) completely blocks vision and prevents from seeing see in the dark as if it were dim light and in dim light as if it were
what is inside. Trying to see (or hit) something inside a bright light. So areas of darkness are only dimmed as far as that
darkened area is equivalent to suffer the blinded condition creature is concerned. However, the creature can’t discern color
(see “Conditions”, further on). in darkness, only shades of gray.
Thermovision: Thermovision works like infravision but, by
See “Combat” for more information on the effects of visibility capturing thermal infrared radiation, it highlights the bodies that
during combat. give off more heat, making them visible even through not too thick
barriers (such as pipes or electrical cables inside walls, a hidden
ILLUMINATION creature behind a door or a thin wall, etc.).
Under normal conditions, a minimal amount of light is required Blindsight: A creature with blindsight can perceive its
to be able to see, unless the characters posses some ability that surroundings without relying on sight but using other senses,
allows them to see in total darkness (see “Types of vision and up to a specific radius.
special senses”).
The presence or absence of light in an environment creates three OTHER PERILS
categories of illumination: bright light, dim light, and darkness. During the adventure of this quickstarter, characters may
Bright light lets most creatures see normally. Even gloomy encounter perils that are not mentioned in this section. The
days provide bright light, as do torches, lanterns, fires, and other relative rules are described as needed.

16 CHAPTER 1: THE RULES


SOCIAL INTERACTION his or her movements and body language, just like an actor taking
on a role. This approach is more engaging than the previous one,
Exploration and combat are essential parts of any adventure, but
but you steel need to describe things you can’t act out.
no less important are the social interactions that the characters
Going back to the example of John playing Ktar, here’s how the
have with other inhabitants of the in-game worlds. The interaction
scene might play out using active roleplaying: speaking as Ktar,
takes various forms, from convincing a criminal to confess a crime
John says in a deep, hoarse voice, “Stay away from me human.
to begging a ruler to spare your life. The GM takes on the role of
If I wanted to hear your voice, I’d tear off your arm and enjoy your
all involved characters who don’t belong to the players, called
screams”. Returning to his normal voice, John adds, “I get up,
non-player characters (NPCs).
stare at the human and head towards the bar counter”.
Social interactions have two primary aspects: roleplaying and
ability checks. RESULTS OF ROLEPLAYING
The GM uses the actions and behavior of the characters to
ROLEPLAYING determine how the NPCs react.
Roleplaying is, literally, the act of playing out a role. In this case, In general terms, an NPC’s attitude towards characters is
it’s you as a player determining how your character thinks, acts described as friendly, indifferent or hostile. Friendly NPCs are
and talks. Roleplaying is a part of every aspect of the game, but likely to help you, hostile NPCs are likely to get in your way.
becomes predominant during social interactions, where the When interacting with NPCs, pay close attention to the
character’s attitude and personality make the difference. GM’s portrayal of them. You may be able to understand their
personality traits (such as ideals, bonds, and flaws), and then
APPROACHES TO ROLEPLAYING use them to influence their behavior.
There are two styles you can use when roleplaying your character: Interactions in the game are very similar to interactions in real
the descriptive approach and the active approach. Many players life. If you can offer NPCs something they want, threaten them
use a combination of the two. Use whichever mix of the two works with something they fear, or play on their likes or goals, you can
best for you. use words to get almost anything you want. On the other hand,
Using the descriptive approach, you describe your character’s if for example you insult a proud fighter or speak ill of his allies,
words and actions to the GM and the other players, telling to your efforts to persuade or deceive him could fail miserably.
everyone what your character does and how he or she does it.
For example, John plays Ktar the kergan. Ktar has a short ABILITY CHECKS
temper and blames terrans for his misfortunes. At a tavern, In addition to roleplaying efforts that can affect a NPC’s attitude,
a terran sits at Ktar’s table and tries to make conversation with ability checks are key in determining the outcome of an interaction.
him. John says, “Ktar spits on the floor, insults the terran and The GM may call for ability checks at any time during an
goes to sit at the bar counter, glaring at him”. In doing so, John interaction to determine what effect the characters’ words and
provided the GM with a clear idea of the kergan’s mood, attitude actions have on NPCs. The abilities that come into play most
and actions. easily during interactions are Perception, Intelligence and Will.
When using descriptive roleplaying, focus on your character’s Pay attention to your skills when thinking about how you want
intentions and how others may perceive them, then try to describe to interact with an NPC, and set the situation in your favor based
your character’s emotions and attitude as best as you can, on your best bonuses and qualities. For example, if the group need
providing all the details you want. to trick a guard into letting them into the palace, the character
Otherwise, when you use an active approach, you not only expert in Cunning is the best bet to lead the interaction. When
describe what your character thinks and does, but you show it, attempting to extract information by force then the character
speaking with your character’s voice and maybe even mimicking with Intimidation should do most of the work.

CHAPTER 1: THE RULES 17


SURPRISE
When a group involved in a combat tries to ambush the enemy
faction, it is possible that the members of the latter do not notice
the danger. In these situations, the GM determines who might be
COMBAT surprised. If neither side tries to be stealthy, they automatically
notice each other. Otherwise, the GM compares the DEX (Stealth)
The flash of a blaster rifle firing. The hiss of bullets whizzing checks of anyone hiding with the PER (Alertness) check of each
through the air. The roar of an exploding grenade. The acrid smell creature on the opposing side (even passive checks if the GM
of blood. Roars of fury, yells of triumph, screams of pain. In this deems it appropriate). Those who fail to notice the threat are
game, combat can be chaotic, deadly and exciting. surprised at the start of the encounter.
This section covers the rules for handling combat in detail. If you’re surprised, you can’t move or take any action on your
In combat, the GM controls all creatures and NPCs involved, first turn of the combat, and you can’t take a reaction until that
while each other player controls their character. turn ends. A member of a group can be surprised even if the
other members aren’t.
THE ORDER OF COMBAT
A typical combat encounter is a clash between two sides: a INITIATIVE
frenetic flurry of weapon swings, gunshots, feints, dodges and Initiative determines the order of turns during combat. When
tactical maneuvers occurring almost simultaneously. However, combat starts, every participant makes a Dexterity check as
in order to make it manageable, the game organizes the chaos an initiative roll, to determine their place in the initiative order.
of combat into a cycle of rounds and turns. Some game elements may grant bonuses or penalties to
A round represents just a few moments in the game world characters’ initiative rolls.
(approximately 6 seconds). During a round, each participant in The GM makes initiative rolls for enemies and can make
the battle takes a turn. The order of turns is determined at the a single roll for an entire group of identical creatures, so that they
beginning of a combat encounter, when everyone rolls initiative all act at the same time. The GM ranks the combatants in order
(see below). Once everyone has taken a turn, the fight continues from the one with the highest initiative roll total to the one with
to the next round if neither side has defeated the other. the lowest. This is the order (called the initiative order) in which
A combat follows the steps described below: they act during each round.
1. Determine surprise: The GM determines whether anyone If a tie occurs, the GM decides the order among tied GM-
involved in the combat encounter is surprised (see “Surprise”). controlled creatures, and the players decide the order among their
2. Establish positions: The GM decides where all the characters tied characters. The GM can decide the order if the tie is between
and creatures involved in the combat are located on the an enemy and a player character. Optionally, the GM can have
battlefield. the tied characters and enemies each roll a d12 to determine the
3. Roll initiative: Everyone involved in the combat encounter order, highest roll going first.
rolls initiative, determining the order of combatants’ turns. Usually, the initiative order stays the same from round to round.
4. Take turns during a round: Each participant in the battle Joining a battle: If you enter a battle after it has already begun,
takes a turn in initiative order (see “Taking a turn”). you roll initiative at that moment and fit into the existing order.
When everyone involved in the combat has had a turn, Delay: When your turn comes, you can decide to delay, which
the round ends and the next one begins. means you willingly move your turn to the bottom of the initiative
5. Ending the combat: Step 4 repeats until all the combatants order. Your new initiative position will remain for the rest of the
of a faction surrender, flee, are defeated or otherwise rendered fight, unless the initiative order is subsequently changed again,
unable to fight. for example if other fighters delay their turn in the same way.

18 CHAPTER 1: THE RULES


TAKING A TURN Using different types of movement: In addition to walking,
On your turn, you can move a distance up to your speed, take your movement can also include jumping, climbing, and swimming.
one action and one minor action. You can do these things in any However you’re moving, you deduct the distance of each part of your
order you like, and you can also forgo moving, taking an action, move from your speed until it’s used up or until you’re done moving.
or doing anything at all on your turn. The following paragraphs If you have more than one speed, such as a swimming or flying
provide rules for movement and the most common actions you speed in addition to your base walking speed, you can switch back
can perform during combat. and forth between your speeds during your move. Whenever you
Your turn can also include a variety of simple gestures and switch, subtract the distance you’ve already moved from the new
flourishes that require neither your action nor your move. For speed. The result determines how much farther you can move.
example, you can communicate however you are able, through If the result is 0 or less, you can’t use the new speed during the
brief utterances and gestures. You can also interact with one current move. For example, if you have a base speed of 10 meters
object or feature of the environment for free, during either your and a flying speed of 20 meters, you could fly 6 meters, then walk
move or your action, such as opening or closing a door, operating 4 meters, and then leap into the air to fly 10 meters more.
a lever, drawing a weapon or other object at hand, pick up
something from the ground, pass an object to another character, DIFFICULT TERRAIN
put food in your mouth, put on a helmet, kick a stone and so on. When the terrain on which the characters move does not involve
If you want to interact with a second object, you need to use your any difficulty, it is called clear terrain. Instead, when the terrain
action. Some special objects always require an action to use, as hinders movement or presents obstacles, it is considered difficult
stated in their descriptions. terrain. Every meter of movement in difficult terrain costs 1 extra
The GM might require you to use an action for any of these meter. This rule is true even if multiple things in a space count as
activities when it needs special care or when it presents unusual difficult terrain.
obstacles. For instance, the GM could reasonably expect you to Some circumstances (such as while squeezing into smaller
use an action to open a stuck door. places, swimming, climbing or crawling) cost extra movement
similarly to difficult terrain. If such circumstances occur while the
REACTIONS character is actually moving on difficult terrain, add another extra
A reaction is an instant response to a trigger of some kind, which meter to the cost of movement, such as 1 meter of movement will
can occur on your turn or on someone else’s. The opportunity cost 2 extra meters (rather than only one).
attack, described below, is a typical example of a reaction. Rubble, debris, passable obstacles, steep stairs or slopes,
When you take a reaction, you can’t take another one until undergrowth, snow, ice and marshes are examples of difficult
the start of your next turn. If the reaction interrupts another terrain. The space of another creature, whether hostile or not,
creature’s turn, that creature can continue its turn right after also counts as difficult terrain.
the reaction.
DROPPING PRONE AND STANDING UP
MOVEMENT Fighters often find themselves lying on the ground, either by their
On your turn, you can move a distance up to your speed. You can own choice or because they are knocked down. In the game, they
use as much or as little of your speed as you like on your turn, are prone (a condition described in the “Conditions”, further on).
following the rules described below. You can drop prone without using any of your speed. Standing
up takes more effort and consumes 3 meters of your speed. You
BREAKING UP YOUR MOVE can’t stand up if you haven’t enough movement left or if your speed
You can break up your movement on your turn, using some of is 0. If you stand up while you’re within reach of a hostile creature,
your speed before and after your action. For example, if you have you provoke an opportunity attack, but you can avoid it by
a speed of 10 meters, you can move 4 meters, take your action, succeeding a DC 16 DES (Acrobatics) check as part of the move.
and then move 6 meters. You can also break the movement To move while prone, you must crawl. Every meter of
between an action and a minor action. movement while crawling costs 1 extra movement. Crawling 1
Moving between attacks: If you take an action that includes meter in difficult terrain, therefore, costs 3 meters of movement.
more than one attack, you can break up your movement even
further by moving between those attacks. For example, a character STEALTH IN COMBAT
who can make two attacks with the Extra Attack feature and who If a creature wants to move stealthily during combat, its speed is
has a speed of 10 meters could move 5 meters, make an attack, halved. If the creature tries to move faster it suffers disadvantage
move another 5 meters, and then attack again. on its DES (Stealth) checks.

CHAPTER 1: THE RULES 19


FLYING MOVEMENT the same size. If the creatures are of different sizes, this number
Flying creatures enjoy many benefits of mobility, but they must may increase or decrease, depending on the space they occupy.
also deal with the danger of falling. If a flying creature is knocked Squeezing into a smaller space: A creature can also squeeze
prone, has its speed reduced to 0, or is otherwise deprived of the through a space that is large enough for a creature one size
ability to move, the creature falls, unless it has the ability to hover smaller than it. Thus, a Large creature can squeeze through
or it is being held aloft by other effects such as psionic powers. a passage that’s only 1,5 meters wide. While squeezing,
a creature must spend 1 extra meter for every meter it moves,
CREATURES SIZE AND SPACE it has disadvantage on attack rolls and Dexterity saving throws,
A creature’s size expresses how much space it “occupies” and and attack rolls against the creature have advantage.
affects various aspects of the game. There are six size categories. Reach: A creature’s reach is the maximum distance the
Objects sometimes use the same size categories. creature can reach with a melee attack. A creature “threaten”
the space within its reach. A creature’s reach is shown in its
stats. Creatures with a reach of 0 must enter another creature’s
SIZE CATEGORIES
space in order to attack it.
Size Space Typical reach Moving through other creature’s space: You can always move
Tiny 0,7 x 0,7 m 0,5 m through a non-hostile creature’s space. In contrast, you can move
Small 1x1m 1m through a hostile creature’s space only if the creature is at least
two sizes larger or smaller than you, or by taking the Overstep
Medium 1,5 x 1,5 m 1m
minor action (see “Action in combat”). Remember that another
Large 3x3m 2m creature’s space is always considered difficult terrain for you.
Huge 5x5m 3m Whether a creature is a friend or an enemy, you can’t willingly
Gargantuan 7 x 7 m o more 4m end your move in its space.
If you leave a hostile creature’s reach during your move, you
provoke an opportunity attack (see “Action in combat”).
Space: A creature’s space is the area in meters that it effectively
controls, the space it needs to move and fight effectively, not a
direct expression of its physical dimensions. A typical Medium REPRESENTING COMBAT
creature isn’t 1,5 meter wide, for example, but it does control During a combat it can be important to establish the mutual position
a space that wide. of the creatures involved. It is possible to represent the battlefield on the
A creature’s space also imposes a limit to the number of game table using a scale where 1 cm equals 1 meter in the game world,
creatures that can surround another creature in combat. For and markers to indicate the various fighters. A common ruler will be
sufficient to measure distances.
example, a creature can be surrounded by up to 8 creatures of the

20 CHAPTER 1: THE RULES


ACTIONS IN COMBAT the Ready action, which lets you act using your reaction before
The most common actions, minor actions and reaction that can the start of your next turn.
be performed in combat are described below. First, you decide what perceivable circumstance will trigger
In addition to those presented here, characters often have other your reaction. Then, you choose the action you will take in
action options gained from objects or special features (such as response to that trigger, or you choose to move up to your speed
feats and psionic powers). In those cases, the description of such in response to it. Examples include “If the raider goes on the
object or feature specifies whether it is an action, minor action trapdoor, I’ll pull the lever that opens it” or “If the creature steps
or reaction. If a creature has specific action options, those actions next to me, I move away”. When the trigger occurs, you can either
are described in its stat block. carry out the prepared action using your reaction right after the
Furthermore, there is nothing that prevents players from trigger finishes or ignore the trigger. Remember that you can take
proposing to the GM actions not described in the rules. The only only one reaction per round.
limits in this regard are the imagination of the players and the
SEARCH
ability scores of their characters. Obviously, in these cases, the
When you take the Search action, you devote your attention to
GM tells you whether that action is possible and what kind of
find something in your surroundings. The GM might have you
roll you need to make, if any, to determine success or failure.
make a PER (Inspection) check.
ACTIONS
MINOR ACTIONS
ATTACK
The most common action to take in combat is the Attack action. AIM
With this action, you make one melee or ranged attack. See the When you aim, you focus your attention on a target you can see
“Making an Attack” section for the rules that govern attacks. in order to attack it more accurately. If you attack that target with
As part of the attack action, you can also draw a single weapon your next action, you gain a +1 bonus on your first attack roll
that you have at hand. Certain features, such as Extra Attack, against it.
allow you to make more than one attack with this action.
FEINT
DASH You feint to mislead a melee opponent. You make a WIL (Cunning)
When you take the Dash action, you gain extra movement for check against the opponent’s PER (Insight) check. If you win, you
the current turn. The increase equals your speed, after applying have advantage on the first melee attack you make against that
any modifiers. With a speed of 10 meters, for example, you can opponent before the end of your next turn.
move up to 20 meters on your turn if you dash. Any increase or
decrease to your speed changes this additional movement by the OVERRUN
same amount. If your speed of 10 meters is reduced to 6 meters, You try to move through a hostile creature’s space. You make
for instance, you can move up to 12 meters this turn if you dash. a DEX (Acrobatics) or STR (Might) check against the creature’s
STR (Might) check. If you use STR, you have advantage if you are
DEFEND larger than the hostile creature or disadvantage if you are smaller.
When you take the Dodge action, you focus entirely on avoiding Vice versa if you use DEX. If you are successful, you can move
attacks. Until the start of your next turn, any attack roll made through the creature’s space once during your current turn.
against you has disadvantage if you can see the attacker, and you If you fail, you cannot move through the creature’s space and it
make DEX saving throws with advantage. You lose this benefit if can use its reaction to make an opportunity attack against you.
you are incapacitated (see “Conditions”) or if your speed drops to 0.
REACTIONS
DISENGAGE
If you take the Disengage action, your movement doesn’t provoke DODGE
opportunity attacks for the rest of the turn. As a reaction, you can attempt to actively dodge a melee attack
aimed at you and that you are aware of. If you do, you impose
HELP
disadvantage on the attack roll of that specific attack.
You can lend your aid to another creature in the completion of a
task. When you take the Help action, the creature you aid gains
OPPORTUNITY ATTACK
advantage on the next ability check it makes to perform the task
During combat, everyone is constantly watching for a chance
you are helping with, provided that it makes the check before the
to strike an enemy who is fleeing or passing by. Such a strike
start of your next turn.
is called an opportunity attack.
Alternatively, you can aid a friendly creature in attacking a
You can make an opportunity attack when a hostile creature
creature that is adjacent to you. You distract the target or in some
that you can see moves out of your reach. To make the opportunity
other way team up to make your ally’s attack more effective. If
attack, you use your reaction to make one melee attack against
your ally attacks the target before your next turn, the first attack
the provoking creature. The attack occurs right before the creature
roll is made with advantage.
leaves your reach.
HIDE You can avoid provoking an opportunity attack by taking the
When you take the Hide action, you make a DEX (Stealth) check Disengage action. You also don’t provoke an opportunity attack
in an attempt to hide, following the rules for hiding. If you when you teleport or when someone or something moves you
succeed, you gain certain benefits, as described in the “Unseen without using your movement, action, or reaction (for example,
Attackers and Targets” section. if an explosion hurls you out of a foe’s reach or if gravity causes
you to fall past an enemy).
READY Sometimes, other actions performed by a creature within reach
Sometimes, you want to anticipate a foe move or wait for a specific of an enemy could also provoke an opportunity attack, such as
circumstance before you act. To do so, on your turn you can take getting up from prone.

CHAPTER 1: THE RULES 21


MAKING AN ATTACK DISTANCE
Whether you’re striking with a melee weapon, firing a weapon at Distance category Description Defense Bonus
range, or making an attack roll as part of a special feature (such
Adjacent Within melee reach –
as a talent or psionic power) an attack has a simple structure.
Close Up to 10 meters –
1. Choose a target: Pick a target within your attack’s range:
a creature, an object, or a location. Short Over 10 and up to 30 meters +2
2. Determine modifiers: Define the ability, skill and other Medium Over 30 and up to 50 meters +4
modifiers applicable to the attack roll, based on the type Long Over 50 and up to 100 meters +6
of attack and the circumstances.
Extreme Over 100 meters +10 or more
3. Determine difficulty: The GM determines the DC of the
attack roll, taking into account factors such as distance and
cover, and decides if you have advantage or disadvantage
against the target, depending on the situation. COVER
4. Resolve the attack: You make the attack roll. On a hit, Cover degree Description Defense Bonus
you roll damage, unless the attack has rules that specify Light It covers one third of the body +2
otherwise. Some attacks produce special effects in addition
Moderate It covers half of the body +4
to or instead of damage.
High It covers three quarters of the body +6
ATTACK ROLLS Total It covers the entire body Can’t be targeted
An attack roll is an ability check you make when you try to hit a
foe or an object. If the result equals or exceeds the DC established
by the GM (see below), the attack hits. Otherwise you miss. A creature with total cover (completely hidden behind an
Modifiers to the roll: When making an attack roll, you apply obstacle) cannot be hit by any attack originating on the opposite
the ability and skill appropriate to the weapon or effect you side of the cover, although some effects may still affect the
are using. If you attack with weapons you use Combativity and creature by including it in their area of effect (for example,
apply the skill associated with the type of weapon used. For a grenade launched beyond the cover).
example, a character using an assault rifle makes attack rolls If a target is behind multiple sources of cover, only the most
with CMB (Kinetic Weapons); if you instead make an attack as protective degree of cover applies; the degrees aren’t added
part of a special feature, the ability and skill used are indicated together. For example, if a target is behind a creature that gives
in its description. For psionic powers, the attack roll is always moderate cover and a tree trunk that gives high cover, the target
INT (Psionics). In addition, powers, special abilities, talents, has high cover.
equipment and other game elements may apply bonuses or
penalties to attack rolls. VISIBILITY
If the target of an attack is in a dimmed area, the attack roll has
DIFFICULTY OF THE ATTACK disadvantage.
As a general rule, the base DC of an attack roll is equal to the Instead, if the target is in an obscured area, it is considered
Defense value of the target. If you target an empty space or invisible (see “Unseen attackers and targets”).
immobile object, the DC is 9. However, factors such as distance,
cover, visibility and position can affect the actual DC of an attack, UNSEEN ATTACKERS AND TARGETS
as explained in the following paragraphs. When attacking a target that you can’t see, you have disadvantage
on the attack roll. This is true whether you’re guessing the target’s
DISTANCE location or you’re targeting a creature you can spot using other
Melee attacks are made against adjacent targets (within the reach senses but not see. If the target isn’t in the location you targeted,
of the attack). In these cases the distance are irrelevant and does you automatically miss, but the GM typically just says that the
not affect the difficulty of the attack. attack missed, not whether you guessed the target’s location
On the contrary, when you make ranged attacks distance correctly.
becomes a very important factor. This game divides distance into When a creature can’t see you, you have advantage on attack
six categories, shown in the Distance table. If the target of a ranged rolls against it. If you are hidden – both unseen and unheard –
attack is beyond the Close distance (10 meters), hitting becomes when you make an attack, you reveals your location whether
more difficult and the target receives a bonus to its Defense the attack hits or misses.
against that attack, as indicated in the Defense Bonus column
of the Distance table.
In some situations, such as in spaceship combat, different scales
are used for the distance categories.
POSITION (OPTIONAL)
COVER Sometimes, the position relative to the enemy can make a difference.
Walls, trees, creatures, large objects, and other obstacles can Flanking: If two or more allies are engaged in melee with the same
provide cover during combat, making a target more difficult to hit. opponent and at least two of them attack from diametrically opposite
A target can benefit from cover only when an attack or other effect positions, all allies gain a +2 bonus on their attack rolls against that
originates on the opposite side of the cover itself. target. It is not possible to flank an enemy if you cannot see it.
There are four degrees of cover. A creature that benefits from Elevated position: Attacking from an elevated position guarantees
a certain degree of cover gets a bonus to its Defense against advantage to attack rolls against targets located below the attacker
attacks originating on the opposite side of the cover, as indicated and usually ensures a clear trajectory towards them, unless there are
obstacles higher than the targets themselves. For example, attacking
in the Cover table. In addition, the creature has advantage on
on a mount places the rider in an elevated position in relation to all
its Dexterity saving throws against effects that originate on the opponents smaller than the mount’s size.
opposite side of the cover.

22 CHAPTER 1: THE RULES


RANGED ATTACKS MELEE ATTACKS
Ranged attacks are made to strike foes at a distance. Shooting Melee attacks are used in close combat, against targets within
a pistol, firing a bow or a crossbow, hurling a knife - all these your reach, usually using hand-held weapons (swords, axes, etc.)
are examples of ranged attacks. A creature might even shoot or unarmed strikes (punches, kicks and the like). Many creatures
spines from its tail. Many psionic powers and other effects also make melee attacks using claws, hooves, horns, teeth, or some
involve making a ranged attack. other body part that acts as “natural weapons”. Many psionic
To be able to make a ranged attack you must have a clear path powers and other effects also involve making a melee attack.
to the target, therefore the target cannot be behind a total cover The reach of a melee attack indicates the maximum distance
(see “Cover”). at which it can strike a target. Most characters and creatures
have a reach of 1 meter. Certain creatures (typically those larger
RANGE than Medium) have melee attacks with greater reach, as noted in
You can make ranged attacks against targets within a specified their description. Weapons with the Reach property increase your
range, indicated in the description of the weapon or effect you melee range by a certain amount, allowing you to strike farther.
use to make the attack. The range is expressed according to the
distance categories mentioned above. CONTESTS IN MELEE COMBAT
Unless otherwise specified, you can also attack targets within Instead of making a normal melee attack, you can perform one
the distance category immediately above the indicated range, but of the special moves described below, each of them requiring an
with disadvantage on the attack roll. For example, if a weapon has opposed ability check between you and the target. If you’re able
Medium range, unless otherwise indicated, you can attack targets to make multiple attacks with the Attack action, performing one
at Long range with it but suffering disadvantage on attack rolls. of these moves replace one of them.
Grappling: When you want to grab a creature or wrestle with it,
RANGED ATTACKS IN CLOSE COMBAT you can make a special melee attack, a grapple. The target of your
Making a ranged attack is more difficult when a foe is next to you. grapple must be no more than one size larger than you and must
When you make a ranged attack with a weapon, a power, or some be within your reach (the extra reach provided by a weapon does
other means, you have disadvantage on the attack roll if you are not apply). Using at least one free hand, you try to seize the target
adjacent to at least one hostile creature who can see you and who by making a CMB (Wrestling) check contested by the target’s
isn’t incapacitated. CMB (Wrestling) or DEX (Acrobatics) check (the target chooses
the ability to use). If you succeed, you subject the target to the
TARGET IN MELEE COMBAT WITH AN ALLY grappled condition (see “Conditions”). The condition specifies the
If you make a ranged attack targeting an enemy engaged in melee things that end it, and you can release the target whenever you
with an ally, you have disadvantage on the attack roll because you like (no action required).
have to be careful not to hit your ally. This rule does not apply if A grappled creature can use its action to escape. To do so, it
the target is at least two size categories larger than the ally it is must succeed on a CMB (Wrestling) or DEX (Acrobatics) against
fighting with. the grappler’s CMB (Wrestling) check.
While grappling, you can move dragging or carrying the
THROWING BLASTING WEAPONS grappled creature with you, but your speed is halved, unless
When you throw a blasting weapon (such as an explosive grenade the creature is two or more sizes smaller than you.
or that breaks on impact spreading its contents), the attack While grabbing a creature, you can also use your action to try
generates an area of effect (see below) and follows some special to immobilize it, making another opposed check as explained
rules, described below. above. If you succeed, you place both you and the creature in the
As an action, you can throw a blasting weapon to a point restrained condition (see “Conditions”) until the start of your next
of your choice within Close range by making a DC 15 CMB turn. While immobilizing an opponent you can (if you want) stop
(Throwing) check, or within Short range but with disadvantage him from speaking.
on the check. The targeted point does not necessarily have to Disarming: You can make a special melee attack to knock
be visible, but the thrown weapon must have a way to get there a weapon or another object off a target’s grasp. To do so, you
(for example, with the target being behind a low wall, beyond make a CMB check contested by the target’s CMB check. Both
an open door or around a corner). you and the target apply to the check the skill appropriate to the
If the check is successful, the weapon explodes exactly in the weapon you are using. If not holding weapons, you can apply the
Wrestling skill. You have disadvantage on the check if the target
point of your choice. Otherwise, it explodes 1d3 meters away from
is holding the weapon or object with two or more hands.
the chosen point, in a direction randomly determined by the GM.
If you win the contest, the attack cause no damage or other ill
In any case, all creatures within the area of effect generated by
effect, but the target drops the item, which falls to the ground
the weapon suffer its effects.
within its space.
A character who possesses the Explosives skill adds the relative
Shoving: You can make a special melee attack to shove
bonus to the DCs of saving throws against blasting weapons
a creature, either to knock it prone or push it away from you.
thrown or placed by them.
The target must be no more than one size larger than you and
must be within your reach. Instead of making an attack roll, you
make a CMB (Wrestling) check contested by the target’s CMB
TWO-WEAPON FIGHTING (Wrestling) or DEX (Acrobatics) check (the target chooses
the ability to use).
When you take the Attack action and attack with a light weapon that If you win, you either knock the target prone or push it 2 meter
you’re holding in one hand, you can use a minor action to attack with a away from you, either backwards or sideways (at your choice).
different light weapon that you’re holding in the other hand. However,
Some weapons can be used to trip a target. In that case, you
you don’t add your ability score to the damage of the bonus attack.
can apply the skill related to the weapon to the check instead
This rule applies for both melee and ranged attacks (such as throwing
of Wrestling, but only to knock the target prone.
weapons like knives or using other ranged weapons that require one
hand, such as pistols).

CHAPTER 1: THE RULES 23


AREAS OF EFFECT DURATION
Some weapons (such as grenades) and various special abilities Many attacks cause immediate and instantaneous effects, such as
(such as many psionic powers) generate effects that cover an area, a sword slash or a gunshot. Differently, some special abilities and
allowing them to affect multiple creatures at once. These attacks psionic powers allow you to generate effects that last over time.
do not require an attack roll but force the targets in the affected
area to make a saving throw, indicated in the description of the INSTANTANEOUS
effect or weapon used, alongside the relative DC. Many effects are instantaneous. They harm, heal, create, or alter
The description also reports the extent and type of the area of a creature or an object in a way that can’t be undone, since their
effect, which typically has one of five different shapes: cone, cube, power exists only for an instant. Unless otherwise noted, an effect
cylinder, line or sphere. Every area of effect has a point of origin, has an instantaneous duration.
a location from which the effect energy erupts, and the rules for
each shape specify how to place it. Typically, a point of origin FIXED OR CONDITIONAL
is a point in space, but some effects have an area that originates Some effects have a fixed duration indicated in their description,
from a creature or object. expressed in rounds, minutes, hours or even years. Others
The effect expands in straight lines from its point of origin. terminate upon the occurrence of a specific condition or event:
If no unblocked straight line extends from the point of origin to • Until the start of the character’s next turn.
a location within the area of effect (due to an obstruction), that • Until the end of the character’s next turn.
location isn’t included in the area of effect. To block one of these • Until the end of the encounter.
imaginary lines, an obstruction must provide total cover (see • The effect ends when the target succeeds on a saving throw
“Cover”, above). against a DC determined by the effect.
CONE CONCENTRATION
A cone extends in a direction you choose from its point of origin, Some effects require you to maintain concentration in order to
which is not included in the area of effect, unless you decide keep them active. If you lose concentration, the effect will end.
otherwise. A cone’s width at a given point along its length is equal If an effect must be maintained with concentration, that fact
to that point’s distance from the point of origin. A cone’s area of appears in its description alongside how long you can concentrate
effect specifies its maximum length. on it. You can end concentration at any time (no action required).
Normal activities, such as moving and attacking, doesn’t interfere
CUBE with concentration. The following factors can break concentration:
You select a cube’s point of origin, which lies anywhere on a face
of the cubic effect. The cube’s size is expressed as the length of • Perform another effect that requires concentration. You
each side. A cube’s point of origin is not included in its area of lose concentration on an effect if you use another power
effect, unless you decide otherwise. or special ability that requires concentration. You can’t
concentrate on two effect at once.
CYLINDER • Taking damage. Whenever you take damage while you are
A cylinder’s point of origin is the center of a circle of a particular concentrating on an effect, you must make a STR (Stamina) or
radius, as given in the effect description, and is therefore included INT (Lucidity) saving throw to maintain your concentration.
in the area of effect. The circle must either be on the ground or The DC equals 13 or half the damage you take, whichever
at the height indicated for the cylinder. The energy in a cylinder number is higher. If you take damage from multiple sources,
expands in straight lines from the point of origin to the perimeter you make a separate saving throw for each source of damage.
of the circle, forming the base of the cylinder. The effect then • Being incapacitated or killed. You lose concentration on an
shoots up from the base or down from the top, depending on what effect if you are incapacitated or if you die.
produces it, to a distance equal to the height of the cylinder. The GM might also decide that certain environmental
phenomena, such as a wave hitting you while on the deck of a
LINE ship in the middle of a storm, require you to succeed on a DC 15
A line extends from its point of origin in a straight path up to its INT (Lucidity) saving throw to maintain concentration on the effect.
length in a direction of your choice, and covers an area defined
by its width. A line’s point of origin is not included in its area of
effect, unless you decide otherwise.

SPHERE
A sphere extends outward in all directions from its point of origin,
which is therefore included in the area of effect. The sphere’s size
is expressed as a radius in meters that extends outward from the
point of origin.

24 CHAPTER 1: THE RULES


DAMAGE ARMOR VALUE
Injury and the risk of death are constant companions of those who Some game elements (such as armor for example) grant an Armor
live a life of adventure. A shot from a laser rifle or pistol, a stab, the Value (AV) that protects against damage caused by attacks,
slash of a sword, the explosion of a grenade, all have the potential absorbing them in part.
to damage, if not kill, the hardiest of creatures. The Armor Value fully applies against kinetic damage, while
it is halved (rounding down) against energy damage (for instance,
DAMAGE ROLLS AV 5 is considered 2 against energy damage). Conversely, by their
Each weapon, effect, or special ability that deals damage specifies very nature, biotic and psychic damage are not affected in any
the damage it deals. You roll the damage die (or dice), add any way by Armor Value.
appropriate modifiers, and apply the damage to your target. The Armor Value reduces the damage you take. For example, if
Special weapons, powers, and other factors can grant a bonus you have AV 4, when you are hit by an attack that deals 9 kinetic
to damage. damage, you reduce that damage by 4 and take only 5. If the
When attacking with a weapon, you add your Strength score attack that hits you deals energy damage instead, you reduce such
to the damage if it’s a melee attack, or your Perception score damage by only 2, instead of 4. In any case, if the AV reduces the
if it’s a ranged attack. Powers and special abilities tell you which damage suffered to 0, the attack doesn’t cause any damage.
dice to roll for damage and whether to add any modifiers. If a single attack (or other source of damage) deals multiple types
If an effect deals damage to more than one target at the same of damage at the same time (for example both kinetic and energetic),
time, roll the damage once for all of them. For example, when you the armor value still applies only once, reducing the most favorable
throw a grenade, the damage caused by the explosion is rolled damage type (in the example above, the kinetic damage).
once for all creatures caught in the area of effect. The simplest method to obtain an Armor Value is to wear
armor. Many creatures possess innate AV, referred to as “natural
DAMAGE TYPES armor”. Other types of protections, psionic powers, talents, or
In this game, damage is divided into four main types, described special abilities can grant an AV. Armor Values that comes from
below. Damage types have no rules of their own, but other rules, different sources stack with each other.
such as Armor Value and damage resistance, rely on them.
Rarely, some game elements may further specify the nature RESISTANCE AND VULNERABILITY
of the damage (e.g. bludgeoning, cutting, burning, poison, etc.). Some creatures and objects are particularly difficult or unusually
Kinetic damage derives from the impact with moving bodies. easy to hurt with certain types of damage. If a creature or an object
They cause bruises, lacerations, perforations, and so on. They has resistance to a damage type, damage of that type is halved
are the most common type of damage in the game. against it. Conversely, if a creature or an object has vulnerability
Energy damage derives from exposure to strong emissions to a damage type, damage of that type is doubled against it.
or energy sources of various kinds: corrosive, freezing, burning, Resistance and vulnerability are applied after all other
sonic and so on. They are produced by energy weapons, special modifiers to damage. For example, a creature with resistance to
powers and many environmental effects. kinetic damage and AV 5 is hit by an attack that deals 25 kinetic
Biotic damage is caused by diseases, poisons, toxic substances damage. The 25 damage is first reduced by 5 and then halved, so
and other effects that directly afflict the physiology and the creature takes 10 damage.
metabolism of creatures. Multiple instances of resistance or vulnerability that affect the
Psychic damage results from psionic attacks, stress, emotional same damage type count as only one instance. For example, if
trauma, and other effects that threaten creatures’ psychic health a creature has resistance to kinetic damage from two different
and mental clarity. sources, the kinetic damage is however reduced only by half
against the creature.
OTHER EFFECTS OF ATTACKS
Instead of dealing damage, or in addition to, an attack can cause VITALITY
other harmful effects. The vitality points (VP) of a creature represents its
Conditions: Some attacks inflict one or more debilitating psycho-physical health and its physical and mental energies.
conditions on the target (see “Conditions”). Each creature has an initial VP amount to which a certain
Forced movement: Some attacks force the target to move amount of VP is added for each of its levels. For player characters,
in a specific way, such as a push from an enemy or the shock the initial VP pool they have at 1th level depends on their class,
wave of an explosion. and with each level obtained after 1th they gain 1 additional
vitality point. For creatures, both the initial VP and the amount
of VP they obtain at each level depend instead on their size.
Additionally, talents, class features, or other special abilities
can increase creatures’ vitality points.
The vitality points pool represents a creature’s maximum VP.
Conversely, a creature’s current vitality points can be any number
from the creature’s VP maximum down to 0, and it changes
frequently as the creature takes damage or receives healing.
The loss of vitality points has no effect on a creature’s
capabilities until the creature drops to 0 VP (see “Death” below).

CHAPTER 1: THE RULES 25


DEATH ADVERSARIES AND DEATH
When characters (or other creatures) drop to 0 vitality points, they Most GMs have the characters’ foes die the instant they drop to
either die outright or fall unconscious, as explained below. 0 vitality points, rather than having them fall unconscious and
make death saving throws. Mighty villains and special NPCs are
INSTANT DEATH common exceptions; the GM might have them fall unconscious
Massive damage can kill you instantly. When damage reduces and follow the same rules as player characters.
you to 0 VP and there is damage remaining, you die if the Knocking a creature out: Sometimes an attacker wants to
remaining damage exceeds your death threshold (calculated incapacitate a foe, rather than deal a killing blow. When an attack
as 10 + STR + WIL). reduces a creature to 0 vitality points, the attacker can choose to
knock the creature out. This choice can be made the istant the
FALLING UNCONSCIOUS damage is dealt. The creature falls unconscious but is stable and
If damage reduces you to 0 vitality points and fails to kill you, does not suffer any trauma.
you fall unconscious (see “Conditions”). In addition, you take
a level of exhaustion (see “Conditions”) and suffer a trauma (see TRAUMAS
“Traumas”, below). This unconsciousness ends if you regain any Traumas are injuries or shocks which effects last over time
vitality points. and are more difficult to heal than a simple loss of vitality points.
Traumas are divided into physical and psychic, depending on
DEATH SAVING THROWS whether they damage the physical or mental health of a creature.
Whenever you start your turn with 0 vitality points, you must Physical traumas are wounds such as lacerations, mutilations,
make a special saving throw, called a death saving throw, to fractures, internal injuries, burns and the like, or metabolic
determine whether you creep closer to death or hang onto life. shocks such as vital organs fails, embolisms, necrosis and so on.
Unlike other saving throws, this one isn’t tied to any ability score. Psychic traumas are instead strong emotional shocks
You are in the hands of fate, aided only by talents, powers and that crack or sometimes break the psychological balance of a
features that improve your chances of survival. character, causing mental disorders of various kinds and severity.
Roll a d12. If the roll is 7 or higher, you succeed. Otherwise,
you fail. A success or failure has no effect by itself. On your third SUFFERING A TRAUMA
success, you become stable (see below). On your third failure, you A creature takes one trauma whenever it’s reduced to 0 vitality
die. The successes and failures don’t need to be consecutive; keep points. If so, the nature of the trauma depends on the type of
track of both until you collect three of a kind. The number of both is damage or effect that brought the creature to 0 VP. However,
reset to zero when you regain any vitality points or become stable. creatures can also suffer trauma in other circumstances, including
Rolling 1 or 12: When you make a death saving throw and roll the following:
a 1 on the d12, it counts as two failures. If you roll a 12 on the • Suffering an effect that directly causes a trauma. In these
d12, you immediately become stable (see below). cases, the effect itself determines whether it is a physical
Damage at 0 vitality points: If you take any damage while you or psychic trauma.
have 0 VP, you suffer a death saving throw failure. If the damage • Being the target of an attack that generates an exploit or
is higher than your death threshold, you suffer instant death. Note failing a saving throw causing a setback can both sometimes
that any attack that hits an unconscious creature automatically cause a trauma (see “Ability Checks”). The nature of the
deals maximum damage if the attacker is adjacent to it. trauma (physical or psychic) depends on the type of attack
or effect that caused it.
STABILIZING A CREATURE • At GM’s choice, disastrous accidents (such as falling from
The best way to save a creature with 0 VP is to heal it. If healing great heights or being run over by rubble), or shocking
is unavailable, the creature can at least be stabilized so that it experiences (such as witnessing a tragic event), can cause
no longer risks impending death. physical and psychic trauma respectively.
You can use your action to bring first aid to a dying creature • Sometimes, the GM can decide that suffering a severe
and attempt to stabilize it, which requires a successful physical trauma might also cause a psychic trauma.
INT (Medicine) check against a DC equal to 14 + the number
of trauma the creature has suffered. TRAUMA EFFECTS
If the creature is also bleeding, you must stop the bleeding Each trauma causes specific effects that depend on its physical
before you can stabilize it. You can do both with only one check or psychic nature. In addition, a trauma can be mild, with effects
and consuming only one use of a first aid kit , but the DC of the that heal over time, or severe, involving permanent effects that
check increases by 2. do not heal unless they are treated with special therapies or
A stable creature doesn’t make death saving throws, even techniques (see “Resting and healing”).
though it has 0 vitality points, but it does remain unconscious. It is up to the GM to determine the type, effects, and severity of
The creature stops being stable, and must start making death a trauma, using the tables in this section. Most traumas are mild.
saving throws again, if it takes any damage. A stable creature A trauma is severe if the effect or attack that causes it specifies so,
that isn’t healed regains 1 vitality point after 1d4 hours. or if the damage inflicted by that attack or effect is higher than the
target’s death threshold. The GM can always decide that a trauma
is severe based on circumstances and common sense. The effects
of traumas stack with each other.
Physical traumas, especially severe ones, can leave flashy scars
which, if not removed, can add interesting details to a character’s
or creature’s appearance.

26 CHAPTER 1: THE RULES


MILD PSYCHIC TRAUMAS (SHOCK)
d10 Effects
1 You have the instinct to repeat a certain gesture over and over.
2 You experience vivid hallucinations, you have disadvantage
on all ability checks.
3 You suffer from extreme paranoia, you have disadvantage on
INT and WIL checks and struggle to trust your mates, friends
and loved ones too.
4 You have an overwhelming instinct to eat something disgusting,
be it garbage, mud or offal.
MILD PHYSICAL TRAUMAS (INJURIES) 5 You begin to stutter and are no longer able to speak normally or
completely lose the ability to speak.
d12 Location Effects
6 You feel terrified of something and you must succeed on a DC 16
1 Head You are stunned until the end of your next turn
WIL (Fortitude) save every time you see it, otherwise you become
Your PER or INT score decreases by 1.
frightened until that thing is no longer in your line of sight
2–4 Torso You are stunned until the end of your next turn
7 You experience uncontrollable tremors and tics, you have
Your STR or DEX score decreases by 1.
disadvantage on all ability checks.
5–6 Right arm You have disadvantage to any check involving
8 You suffer from transient amnesia. You keep your species traits and
7–8 Left arm the use of the injured arm.
class features, but don't recognize other people and don't remember
9–10 Right leg You have disadvantage on any check involving the anything about what happened before you suffered the trauma.
11–12 Left leg use of the injured leg. Your speed is reduced by
9 You become attached to a “lucky charm”, such as a person or an
2 meters. After taking the Dash action, you must
object, and you have disadvantage on all ability checks while more
succeed on a DC 13 DEX (Reflex) saving throw or
than 10 meters away from it.
falling prone.
10 You become submissive and obey whatever you are told to do that
is not blatantly self-destructive.
SEVERE PHYSICAL TRAUMAS (IMPAIRMENTS)
General effects
SEVERE PSYCHIC TRAUMA (MENTAL DISORDERS)
• You are stunned until the end of your next turn.
General effects
• You are bleeding until that condition is eliminated.
• Your INT, WIL or TEC score decreases by 1.
• Each time you attempt an action during your turn you must make a
• Each time you attempt an action during your turn you must make
DC 15 STR (Stamina) saving throw. If you fail, you lose the action and
a DC 15 INT (Lucidity) saving throw. If you fail, you lose the action
can't take reaction until the start of your next turn.
and can’t take reaction until the start of your next turn.
• You suffer a specific effect from the table below.
• You suffer a specific effect from the table below.
d12 Location Specific effects (permanent)
d8 Specific effects (permanent)
1 Head Your PER or INT score decreases by 1.
1 Dissociative disorders (hallucinations, amnesia, multiple personalities)
2–4 Torso Your STR or DEX score decreases by 1.
2 Anxiety or mood disorders (panic attacks, hyperactivity, phobias,
5–6 Right arm Compromised arm: You can only hold one object manias, obsessive-compulsive or bipolar disorders, PTSD, depression)
7–8 Left arm at a time and you can no longer hold anything
3 Impulse disorders (kleptomania, uncontrolled anger attacks,
with two hands.
pathological lying, pyromania, compulsive gambling)
If you lose the use of both arms you can no
longer hold anything. 4 Eating disorders (anorexia, bulimia, pica, etc.)
9–10 Right leg Compromised leg: Your speed is halved and you 5 Psychotic and personality disorders (schizophrenia, delusions of
11–12 Left leg have to use a cane or crutch to walk; after taking omnipotence, paranoia, megalomania, misanthropy, narcissism, etc.)
the Dash action you fall prone. 6 Sleep disorders (nightmares, sleepwalking, insomnia, etc.)
If you lose the use of both legs, your speed
is reduced to one third and you can only move 7 Psychosomatic disorders (somatic symptoms, hypochondriasis)
by crawling. 8 Sexual disorders (nymphomania, exhibitionism, fetishism, etc.)

CHAPTER 1: THE RULES 27


CONDITIONS DEAFENED
• A deafened creature can’t hear and automatically fails any
Conditions alter a creature’s capabilities in several ways and
ability check that requires hearing.
can arise as a result of an attack, special ability, psionic power,
or some other effect. Most conditions are impairments, but
FRIGHTENED
a few can be advantageous in certain situations.
• A frightened creature has disadvantage on all ability checks
A condition lasts either until it is countered (the prone
while the source of its fear is within line of sight.
condition is countered by standing up, for example) or for a
• The creature can’t willingly move closer to the source of its fear.
duration specified by the effect that imposed the condition itself.
If multiple effects impose the same condition on a creature, each
GRAPPLED
instance of the condition has its own duration, but the condition’s
• A grappled creature’s speed becomes 0, and it can’t benefit
effects don’t get worse. A creature either has a condition
from any bonus to its speed.
or doesn’t.
• The creature has disadvantage to any action other than
The following definitions specify what happens to a creature
attacking the grappler or trying to break free.
while it is subjected to a condition.
• The condition ends if the grappler is incapacitated
(see the condition).
BLEEDING
• The condition also ends if an effect removes the grappled
• The creature loses blood and takes 1 biotic damage at the end
creature from the reach of the grappler or grappling effect,
of each of its turns.
such as when a creature is hurled away by an explosion.
• The damage caused by bleeding cannot be healed unless the
bleeding is stopped first.
HINDERED
• As an action, a character can consume one use of a first aid
• A hindered creature’s speed is halved.
kit and make a DC 16 INT (Medicine) check in contact with a
• During its turn, the creature can only take one action
bleeding creature (including himself). If the check succeed, the
or one minor action, but not both.
creature stop bleeding and the bleeding condition is removed.
• If the creature makes a reaction, it won’t be able to take any
actions or minor actions on its next turn.
BLINDED
• A blinded creature can’t see and automatically fails any ability
INCAPACITATED
check that requires sight.
• An incapacitated creature can’t take any actions, minor actions
• Attack rolls against the creature have advantage, and the
or reactions.
creature’s attack rolls have disadvantage.
• Any other creature is considered invisible to a blinded creature
INVISIBLE
• An invisible creature is impossible to see without the help of
CHARMED
special senses or technological aids. For the purpose of hiding,
• A charmed creature can’t attack the charmer or target the
the creature is obscured. The creature’s location can still be
charmer with harmful abilities or effects.
detected by any noise it makes or any tracks it leaves.
• The charmer has advantage on any ability check to interact
• Attack rolls against the creature have disadvantage, and the
socially with the creature.
creature’s attack rolls have advantage.
DAZZLED
PARALYZED
• A dazzled creature has disadvantage on attack rolls and any
• A paralyzed creature is incapacitated and can’t move or speak.
Perception check that requires sight.
• The creature automatically checks that require physical
action, but can perform purely mental tasks.
• Attack rolls against the creature have advantage.
• Any attack that hits a paralyzed creature automatically deals
maximum damage if the attacker is adjacent to it.

28 CHAPTER 1: THE RULES


PRONE OVERLOAD (SPECIAL)
• A prone creature’s is lying on the ground and its only Overloading is a special condition that results from carrying
movement option is to crawl, unless it stands up and thereby a weight greater than one’s carrying capacity (CC). It has the
ends the condition. following effects:
• The creature has disadvantage on melee attack rolls. • If a creature carries a weight greater than its CC but equal
• An attack roll against the creature has advantage if the attacker to or less than twice that value, it is hindered.
is adjacent to it. Otherwise, the attack roll has disadvantage. • A creature can instead push, drag or lift a weight greater than
• A prone creature can stand up using 3 meters of its speed. twice its CC and up to 5 times that value, but while doing so
the creature is hindered and cannot perform any actions
RESTRAINED (apart from continuing to hold or move the weight).
• A restrained creature’s speed becomes 0, and it can’t benefit
from any bonus to its speed. Carrying capacity and size: A creature’s size affects the
• Attack rolls against the creature have advantage, and the weight it can carry. For each size category above Medium, double
creature’s attack rolls have disadvantage. the creature’s carrying capacity. For a Tiny creature, halve the
• The creature has disadvantage on Dexterity checks. carrying capacity.

SICKENED EXHAUSTION (SPECIAL)


• A sickened creature has disadvantage on all ability checks The lack of rest, as well as other dangerous effects or
due to malaise, pain, or disorientation. environmental hazards (such as starvation, high altitudes, etc.),
can lead to a special condition called exhaustion. Exhaustion is
STUNNED measured in six levels, as shown in the following table.
• A stunned creature is incapacitated, can’t move, and
can speak only falteringly. EXHAUSTION
• The creature has disadvantage on all ability checks. Exhaustion level Effect
• Attack rolls against the creature have advantage. 1 Disadvantage on STR and DEX checks

UNCONSCIOUS 2 Sickened
• An unconscious creature is incapacitated, can’t move 3 Hindered
or speak, and is unaware of its surroundings 4 Vitality point maximum halved
• The creature drops whatever it’s holding and falls prone.
5 Speed reduced to 0
• The creature automatically fails any ability checks that
require physical actions. 6 Unconscious and reduced to 0 vitality points
• Attack rolls against the creature have advantage.
• Any attack that hits an unconscious creature automatically The effects of exhaustion levels are cumulative. For example,
deals maximum damage if the attacker is adjacent to it. a creature with 3 levels of exhaustion is sickened and hindered.
• A sleeping creature is considered unconscious but can use An effect can give a creature one or more levels of exhaustion,
its Perception passively with a -5 penalty. It will wake up as specified in its description. If an already exhausted creature
if it hears a loud noise, is shaken or if it takes damage. suffers another effect that causes exhaustion, its level of
exhaustion increases by the amount specified in the description
of the effect.
The conditions imposed by exhaustion cannot be removed
except by decreasing the level of exhaustion. An effect that
removes exhaustion reduces the target’s level of exhaustion by
the amount specified in its description, with all exhaustion effects
ending if a creature’s exhaustion level is reduced below 1.
Finishing a full rest reduces a creature’s exhaustion level by
1, provided that the creature has eaten and drunk enough (see
“Resting and Healing,” further on).
The levels of exhaustion caused by some specific effects (such
as starvation or radiation) require specific care and cannot be
removed simply by resting.

CHAPTER 1: THE RULES 29


RESTING AND HEALING RESTING
Unless it results in death, damage is not permanent. Rest and Heroic though they might be, adventurers need rest: time to sleep,
medical care can restore a creature’s vitality points, and over eat, heal wounds, laze, refresh the mind and spirit.
time, even traumas heals. In addition, psionic powers, drugs and A rest is a period of inactivity during which a character catches
advanced technologies are able to perform real wonders, such as his or her breath and regains energy by relaxing, sleeping, or
instantly restoring vitality points, canceling fatigue, neutralizing doing light activities such as talking, reading or tending wounds.
poisons and diseases in a short time or even triggering tissue A short rest takes about an hour. However, on a regular basis,
regeneration. one of the rests made by a character must be a full rest, which
requires at least 8 uninterrupted hours. The frequency depends
REGAINING VITALITY POINTS on the character’s species. For example, terrans need a full rest
A creature can restore its vitality points pool by resting (see every 24 hours.
below) or by receiving medical treatment that heals a certain Whenever a character does not take a full rest within that time,
amount of vitality points. a character gain a level of exhaustion at the end of that period
A creature’s vitality points can never exceed its vitality point (see “Conditions”).
maximum, so any vitality points regained in excess of this number A character cannot take a full rest until at least half of the
are lost. For example, if a character with 20 current vitality points hours indicated for his species have elapsed since the end of the
and a vitality maximum of 28 is healed by 10 vitality points, he or previous full rest. For example, for a terran at least 12 hours must
she regains only 8 vitality points from healing, not 10. elapse between the end of a full rest and the beginning of the next.
If a rest (both normal and full) is interrupted by a strenuous
RECOVERING FROM TRAUMAS activity (such as marching for at least 1 hour, fighting or the like)
Healing from trauma takes time and proper care. the character must begin the rest again to gain any benefit from it.
At the end of each full rest (see below), a creature makes a DC A character must have at least 1 vitality point at the start of a
15 saving throw for each trauma that afflicts it. The saving throws rest to gain its benefits.
are STR (Stamina) for physical traumas and VOL (Fortitude) for
psychic traumas. Keep track of the successes obtained for each BENEFITS OF REST
trauma. After three successes (not necessarily consecutive) a Resting guarantees the following benefits.
trauma heals and its non-permanent effects disappear. At the • At the end of each rest, a character regains an amount
GM’s discretion, it may take more or less successes to heal from of vitality points equal to 1d6 + STR.
certain trauma. • Finishing a full rest reduces the character’s level of exhaustion
In addition, most traumas require adequate treatment in by 1 (see “Conditions”), provided that he or she was able
order to heal (such as medications or counseling). Without such to eat and drink enough. The levels of exhaustion caused
assistance, the creature has disadvantage on the saving throws by some specific effects (such as radiation, see “Exploration”)
needed to heal. are not eliminated by rest.
If a creature engages in strenuous activities (such as fighting, • Finishing a full rest allows a character to make a saving throw
marching for a long time, etc.), it has disadvantage on saving to heal from traumas (see above).
throws made to heal from traumas at the end of its next full rest. • Many characters’ special features can only be used a limited
On the contrary, if the creature spends its time recuperating, number of times before needing to rest. In those cases, a
avoiding getting tired, it gains advantage on those saving throws. character regains all spent uses at the end of a rest. Some
Healing from permanent effects: The permanent effects of the features require to finish a full rest in order to recover their
most severe trauma can only be healed through special procedures use, as specified in their description.
(such as surgery, psychological therapies, or specific technological • If a character possesses psi points, at the end of a long rest
or psionic effects). Some creatures possess the innate ability he or she regains all the psi points spent.
to spontaneously heal from the permanent effects of trauma.
RESTING WHILE WEARING ARMOR
If you wear armor during a full rest, you must make a STR (Stamina)
check, DC 14 for light armor, DC 16 for medium armor, or DC 18
for heavy armor. If you succeed, you get the benefits of rest,
otherwise not.

30 CHAPTER 1: THE RULES


PSIONIC POWERS
Some individuals and creatures are able to tap into the boundless
potential of the mind, called psionics, by developing exceptional PRAXIS
psionic capabilities. A praxis is a minor psionic power. Unlike actual psionic powers,
Put simply, psionics represent the ability to exploit the potential praxis can be performed at will, without having to spend any psi
of the mind to influence the fabric of reality, bending it to one’s will. points. Although each praxis is related to a Discipline (or more
The effects of this mental manipulation are called psionic powers. than one), they do not actually belong to any of them, being basic
A psionic power is a single psychic manifestation that alters exercises that can be learned by all psionicists.
reality according to the will of the mind that generates it. Psionic Given their simple and instinctive nature, praxis are often used
powers can be versatile tools, effective protections, or deadly even by individuals lacking the ability to manifest psionic powers
weapons; they can inflict damage or heal them, impose or remove (some species traits, talents or other special features grant the
conditions (see “Conditions”) and much more. ability to manifest one or more praxis).
In manifesting a power, a creature draws on its mental strength,
channeling it outwards to create the desired effect. In most cases, MANIFESTING POWERS
the whole process takes only a few moments. When a character manifests a psionic power, the following general
rules are used. Each power description begins with a block of
PSIONIC DISCIPLINES information, including the power’s name, discipline, manifestation
Psionic powers are grouped into six Disciplines: illusion, time, range, duration, and psi points cost. The rest of a power
metabiosis, metareality, telepathy, telekinesis and entry describes its effect.
clairvoyance.
A psionicist must have access to a Discipline in order to learn PSI POINTS COST
powers that belong to it. Sometimes, learning a power isn’t easy Each psionic power has a psi points cost that you must spend
even with that access. In this sense, it is up to the GM to determine in order to manifest it, as explained above.
which powers are automatically (or easily) available and which Many powers include various options you can choose from
ones need to be discovered (or rediscovered) in some way. to generate different effects, each of which shows its cost
Characters who undertake the Psi class immediately have in psi points (in parentheses next to each effect’s name).
access to a Discipline and will access other Disciplines as their However, when you manifest a power, you can spend
level increases. Other characters may gain access to a psionic a maximum number of psi points equal to your psionic limit.
discipline through talents or other special features. Additionally, As a result, if the base cost of the power (or one of its effects)
some characters or creatures may have access to a specific power is greater than that value, you won’t be able to manifest it.
or a limited list of powers, thanks to special abilities or traits. When you manifest a psionic power you can decide to
In these cases, access to these powers is automatic and is not increment it, which means you spend a number of psi points
linked to the Disciplines. higher than its base cost, up to a maximum equal to your psionic
limit. As the psi points spent increase, the effects of the power
PSI POINTS become more and more powerful, as noted in its description.
Tapping into psychic energy is physically and mentally Some powers cannot be increased, since their effects would
unnerving. It is therefore possible to manifest only a limited not be improved.
number of powers before having to rest.
A character who can manifest psionic powers has a pool of psi MANIFESTATION TIME
points. Each power has a psi point cost that must be spent in order Most psionic powers require a single action to manifest, but some
to manifest it. If you don’t have enough psi points left to cover the powers require instead a minor action, a reaction, or much more
cost of a power, you can’t manifest it. Finishing a full rest restores time to be manifested.
all psi points spent (see “Rest and Healing”). Minor action: These powers are especially swift. If you
Sometimes, a creature might have special abilities that allow it manifest a power as a minor action, you cannot manifest another
to manifest psionic powers without consuming psi points. In these power in the same turn using your action, unless it is a praxis.
cases, the number of times these powers can be manifested before Reaction: Some powers take a split second to bring about and
needing to rest is specified. Also, since they do not require psi can be manifested in response to an event. If a power can be
points, these powers cannot be incremented by spending a higher manifested as a reaction, its description tells you exactly when
number of psi points (see “Manifesting powers,” below). you can do so.

CHAPTER 1: THE RULES 31


Longer manifestation times: Certain powers require more AREAS OF EFFECT
time to cast: minutes or even hours. When you manifest powers Some psionic powers generate an area of effect, capable of
with a manifestation time longer than a single action or reaction, affecting multiple creatures at a time. In this case, the description
you must spend your action each turn for the indicated time, of the power specifies its area of effect. Powers follow the rules
and you must maintain your concentration while you do so (see about areas of effect described earlier in “Combat”.
“Duration”). If your concentration is interrupted, the power fails
but you don’t expend psi powers. If you want to try to manifest PSIONIC ATTACKS AND PSIONIC FORCE
it again, you must start over. Some psionic powers require you to make an attack roll against
the target’s Defense to determine if their effect hits. This type
RANGE of attack is called a psionic attack and is resolved as follows.
The target of a psionic power must be within the power’s range.
For many powers the target is a creature. For those powers that PSIONIC ATTACK = 2D12 + INT (PSIONICS)
generate areas of effect, the target is the point in space from
which they originate. Most psionic attacks are ranged attacks. Remember that you
Usually, psionic powers have ranges expressed in distance have disadvantage to ranged attack rolls if you are adjacent
categories (see “Combat”, above). Some powers can target only to a hostile creature that can see you and is not incapacitated
a creature (including you) that you touch. The powers that affect (see “Combat”).
only you have a range of self. Powers that create cones or lines Other powers specify that a target must make a saving throw
of effect that originate from you also have a range of self, to avoid some or all of their effects. The DC of these saving throws
indicating that the point of origin of the power’s effect must is equal to your psionic force, calculated as follows.
be you (see “Areas of effect”). PSIONIC FORCE= 12 + INT (PSIONICS)
Once a power is manifested, its effects aren’t limited by its
range, unless the power’s description says otherwise. When a power requires a saving throw, its description specifies
the ability (and skill) that the target uses for the save and what
DURATION happens on a success or failure.
The duration of a power is the amount of time it persists. As with
many other effects, psionic powers follow the rules about duration COMBINING PSIONIC EFFECTS
described earlier in “Combat”. The effects of different psionic powers add together while the
A power’s duration is indicated under the Duration entry durations of those powers overlap. However, the effect of the
of its description. If a power needs to be maintained through same power performed multiple times on the same target don’t
concentration, this will be indicated under the same entry, along combine. Instead, the most potent effect – for example, the one
with how long you can maintain concentration on it. Some powers that has the highest psi points cost – will apply as long as the
specify that their effects last indefinitely until they are dissolved durations overlap.
or destroyed.
COUNTER-MANIFESTATION
TARGETS A psionic user can utilize their psychic energy to contrast that of
A typical power requires you to pick one or more targets to be another creature attempting to manifest a psionic power, in order
affected by the power’s effects. A power’s description tells you to prevent it. You can counter-manifest as a reaction, when you
whether the spell targets creatures, objects, or a point of origin see a creature within 20 meters of you manifesting a power. To do
for an area of effect. so, you must spend an amount of psi points at least equal to those
Unless a power has a perceptible effect, a creature might not used by the creature to manifest its power, up to your psionic limit.
know it was targeted by a power at all. An effect like crackling If the psi points you spend are not enough, you consume them
lightning is obvious, but a more subtle effect, such as an attempt anyway but your attempt to counter-manifest fails.
to read a creature’s thoughts, typically goes unnoticed, unless a If instead they are enough, you make an INT (Psionics) check
power description says otherwise. with a DC equal to the creature’s psionic force. If you succeed,
A clear path to the target: To target something, you must have the creature’s power fails and has no effect. Otherwise the power
a clear path to it, so it can’t be behind total cover. This also applies takes effect as usual.
to the origin point of an area of effect. If you place an area of effect
in a point but an obstruction granting total cover, such as a wall, DISSIPATING PSIONIC POWERS
is between you and that point, the point of origin comes into being Similar to counter-manifestatin, you can dissipate an already
on the nearest side of that obstruction. active psionic effect.
Targeting yourself: If a power targets a creature of your As an action, choose a creature, object or area within 20 meters
choice, you can choose yourself, unless the creature must be of you that is affected by an active psionic effects. To dissipate
hostile or specifically a creature other than you. If you are in the the effect, you must spend an amount of psi points at least equal
area of effect of a power you manifest, you can target yourself. to those used to create it, up to your psionic limit.
If the psi points you spend are not enough, you consume
them anyway but your attempt to dissipate the effect fails.
If instead they are enough, you make an INT (Psionics) check
with a DC equal to the psionic force of the creature that created the
psionic effect (if not specified, it is up to the GM to determine the
DC of the check). If the check is successful, the psionic effect ends.

32 CHAPTER 1: THE RULES


EDGE CARDS Usually, EDGE cards are discarded at the end of the game
session. As a result, unused cards will be wasted. This should
The use of EDGE cards is an optional rule that the GM can use to
encourage players to use their cards rather than keeping them.
reward players for role-playing their characters according to their
nature and personality. USING EDGE CARDS
Each EDGE card carries two sentences, each of which describes You can use an EDGE card at any point in the game, but you
some kind of event. It can be something simple or generic, like are limited to using only one for each encounter, be it combat,
“Something suddenly breaks” or “Someone trips and falls”, or interaction, exploration, or any other type of scene. Also
something more specific or that affects the rules, like “Someone remember that many EDGE cards will only really have some effect
cheats death and miraculously clings to life” or “Someone hits if you play them at the right time.
an ally by mistake”. When playing an EDGE card, you must choose one of the two
In any case, players who have EDGE cards can decide to use sentences written on it. The card will take effect immediately
them whenever they want, influencing the course of the adventure. and you will have to tell the GM and the other players how the
sentence you have chosen will affect the game, adding details and
OBTAINING EDGE CARDS trying to make the effect plausible in the context.
The GM can give you an EDGE card for several reasons. GMs Sometimes it will be simple, especially if the card is particularly
usually do this when you bring your character to life in a suitable for the situation. Other times it may be more difficult or
convincing way: role-playing his or her attitude and personality perhaps create absurd or unmanageable consequences. In these
traits, or in some other way that makes the game more engaging cases, the best thing is to decide the effects of the card together
or fun for everyone. with the GM and the other players, in order to find a solution on
At other times, GMs use EDGE cards to promote a certain style which everyone agrees. Once played, the GM takes into account
of play or emphasize a certain narrative genre. The GM will tell the effects of the card, modifying the narrative accordingly.
you how you can get EDGE cards during the game. Alternatively, you caa “burn” an EDGE card, playing it face down
When this happens, you draw a card from the EDGE deck made without using its phrases, to gain advantage on one ability check.
available by the GM. You can have a maximum of three EDGE Remember that you can also use EDGE cards for or against
cards at a time. If you already have three and you get to draw creatures, NPCs or other players’ characters.
another one, you can choose not to, keeping the cards you already Each EDGE card played will be shuffled into the deck by the GM.
have, or you must discard one of them before drawing the new one.

CHAPTER 1: THE RULES 33


C HAPTER 2: THE CHARACTERS
This chapter presents and describes seven premade characters SPECIES: VALKARIAN
ready to be used to play the introductory adventure of this
quickstarter. In the eyes of a human, valkarians look like the humanoid hybrid
between a reptile and a raptor, but the appearance is often deceiving.
These seven characters make up the crew of the ISV
Definitely more akin to mammals, valkarians are a native species
Serendipity, a small independent exploratory spaceship.
of the planet Talaras, a cool, lush but unforgiving planet whose

GYRAN ATREVIUS
vast continents are covered with grasslands and forests where the
competition for survival is brutal.
A humble son of the Outskirts, Gyrian managed to distinguish Having evolved in this scenario starting from pack predators, the
himself thanks to a brilliant military career woven with firmness valkarians base their society on efficiency, duty towards the community
and dedication. Driven to enlist by the desire to explore the and ancient traditions related to hunting and the concept of survival.
galaxy, he finally decided that he no longer wished to fight for Thanks to their strong civic sense and their predatory and hierarchical
those who don’t deserve his respect. Since then, Gyran may seem mentality, valkarians are renowned as soldiers and bureaucrats, and this
like another maverick among the many wolves of the Outer Edge, has made them one of the dominant species and one of the most feared
but anyone who meets him soon discovers that the discipline and respected military powers of the Known Space. Curiously, many
are unaware that, apart from the strict civic duties it imposes, Valkarian
with which he steers his ship is matched only by the ferocity
society is one of the most permissive and tolerant of all.
with which he defends his crew.

GENERAL DATA Mask of the Wild (species): You can attempt to hide even
when you are only dimmed by foliage, heavy rain, falling snow,
Species Valkarian fog, dust clouds, and similar natural effects.
Gender Male Heat Intolerance (species): As a native of a cool planet, you
have disadvantage on ability checks made to resist the effects
Background Wanderer (explorer) hot climates exposure.
Class Delta, level 5 Rest (species): You need a full rest every 28 hours.
Concept Veteran soldier, adventurer, leader Space Wanderer (background): You are familiar with
cosmography and the major space travel routes. You know the
Role Captain most important star systems and have probably heard of the
lesser known ones as well. If you fail an Intelligence check to
Disposition Order (primary), Impulse (secondary) recall some information about space, you will still be aware
of a source to consult to obtain the answer you’re looking for,
Peculiarities Rather taciturn but with an eloquent gaze unless the GM considers that information unknown.
He can’t stand people who talk too much Known languages: Valkarian, Terran and Espar.
Ideals Honor, duty, respect, hierarchy, survival
Bonds An old friend and comrade in arms, previous FEATURES
owner of the ISV Serendipity Gyran possiede le seguenti capacità.
Flaws Tormented by bad memories of war Action Surge (class feature): You can push yourself beyond
He struggles to respect superiors if he does not your normal limits for a moment. On your turn, you can take one
consider them worthy of such respect additional action on top of your regular action and minor action.
Once you use this feature, you must finish a rest before you can
use it again.
TYPICAL QUOTES Danger Sense (class feature): You get a bonus on your
“Fear is crucial to survive. But it’s just a reaction, like anger. Courage Initiative rolls and on your Defense equal to half your Combativity
instead, courage is a decision. “ score rounded down (already considered in the character sheet).
“On this ship there are no passengers, there is only crew.” Extra Attack (class feature): You can attack twice, instead of
once, whenever you take the Attack action on your turn.
Favored weapons (class feature): When using kinetic
GAME ASPECTS weapons, you gain the following benefits:
All the game aspects that you find mentioned on Gyran’s • When you hit, the weapon deals +1 extra damage (already
character sheet are described below. considered in the character sheet).
• You ignore the weapon Strength requirement.
TRAITS • You have advantage on checks made to avoid being disarmed.
Gyran possesses the following traits.
Size: Medium. VANGUARD (TALENT)
Infravision (species): You can see in the dark as if it were dim Vanguards are trained in skirmishes and short-range clashes,
light and in dim light as if it were bright light. However, you can’t experts both in setting ambushes and in avoiding being ambushed.
discern color in darkness, only shades of gray. Skirmisher: You are an expert in skirmish tactics. You get the
Sensitive Eyes (species): You have disadvantage on ability following benefits.
checks made against effects that make you dazzled or blinded. • On your turn, you can take the Defend or Disengage action as
Valkarian Discipline (species): You have advantage on ability a minor action.
checks made against being frightened. • On your turn, if you hit a creature with a melee attack, you
Path of the Hunt (species): You have advantage on any ability don’t provoke opportunity attacks from that creature for the
check involving tactical and hunting issues. rest of the turn.

34 CHAPTER 2: THE CHARACTERS


• This feature includes another benefit that doesn’t come into
play during this quickstarter.

SHARPSHOOTER (TALENT)
Sharpshooters are capable of hitting their targets with precision
from enormous distances and in any situation.
Hawkeye: Your shooting training makes you deadly with
ranged weapons. You get the following benefits:
• When you use a ranged weapon, you non longer have
disadvantage on attack rolls if the target is beyond the weapon’s
range (if possible) nor if the target is in a dimmed area.
• When you take the Aim minor action while using a ranged
weapon, you get a +2 bonus (instead of +1) and you can
choose whether to apply this bonus to the attack roll
or the damage roll.

EQUIPMENT
Gyran’s equipment pieces that need explanation are described
below. On the character sheet you will find other equipment listed
not mentioned below. Don’t worry, the GM will be able to give you
all the information you need about them.

ARMAMENTS
Armor: Gyran wears a tactical recon armor (already considered
in his statistics) equipped with the following functions: HEV suit,
magnetic boots, flashlight, basic sensors, multiscanner, comlink.
The GM can provide you with further details on how these
functions work.
Tactical knife: Military knife. The serrated back of the blade
can act as a hacksaw, while the handle is hollow and houses small
utility items, such as needle, thread and scalpel.
Stun grenade (x2): Non-lethal device designed to incapacitate
targets. Each creature within 6 meters of an exploding stun
grenade must succeed a DC 16 DEX (Reflex) saving throw
or be blinded, deafened, and stunned until the end of its next turn.
Creatures that succeed on the save are still dazzled until the end
of their next turn.

GEAR
First aid kit: This kit contains everything you need to provide
first aid care. The kit has 10 uses. As an action, you can expend
one use of the kit to stabilize a creature that has 0 vitality points
without needing to make a INT (Medicine) check.
Survival gear: Assortment of useful tools including lighter,
flint and tinder, needle and thread, compass, shovel, ice ax,
hacksaw, telescopic pole (3 m open, 70 cm closed), grappling
hook and 20 meters of rope.
Tactical belt: Very useful belt with pockets, pouches and
hooks. It allows the character to keep many of the items useful
in exploration and combat close at hand.
Technical tools: They include a wide assortment of mechanical
and electronic tools and implements useful for manufacturing,
disassembling, reassembling, modifying and repairing any type
of technological equipment or device.

CHAPTER 2: THE CHARACTERS 35


JORAG KOSH SPECIES: KERGAN
“Life is like a Kergan woman. Whether you understand her or not. Kergans are a species of mighty reptile-like humanoids, endowed with
She doesn’t give a f##k!” great strength and a belligerent disposition.
There are lives woven on a frame of violence and abuse. Lives Their home planet, Ragash, orbits in a binary system and this has
that cling to the void between stars with lead fingers and golden strongly influenced both the biological and social evolution of the kergan.
teeth. There are those who do not count the days till payday, but On the one hand, it made this species extremely resistant and capable of
know that they will count a good pay at the end of their days. And surviving in the harsh, torrid and irradiated landscapes of Ragash. On the
that’s enough to inflate their sails with fury, and bring them down other hand, it has led them to view life with ruthless predatory cynicism.
like solar storms on the hulls of those who are luckier than them, The days on Ragash are in fact marked by one sun chasing the other,
in a fratricidal cycle that serves as the ultimate confirmation of a life
until they meet them. Everyone knows Jorag Kosh would have
divided between hunters and prey.
killed, looted and kidnapped, for a fair price of course. Some
Honor, meritocracy and ambition rule one of the harshest and most
say he quit because of honor… at least for now.
selective societies in the Known Space. From birth, kergans learn about
competition and the taste of triumph and failure, in an intricate series
GENERAL DATA of archaic traditions often labeled as barbaric by other species. Ragash
natives laugh proudly at such labels, knowing that “talking is cheap”
Species Kergan and that respect has never been denied to anyone who has proven
Gender Male themselves worthy of a kergan.
Background Soldier (mercenary)
Class Delta, level 5 emblem, and you know a little about any such company, including
the names and reputations of its commanders and leaders, and
Concept Mercenary, outcast warrior, former marauder
who has hired them recently. In any location, you can easily
Role Security officer find the places where mercenaries abide, as long as you speak
the local language. Between adventures you can find mercenary
work sufficient to maintain a comfortable lifestyle.
Disposition Individuality (primary), Order (secondary)
Known languages: Kergan and Espar.
Peculiarities It’s hard to earn his respect
Often he doesn’t understand metaphors FEATURES
Ideals Strength, honor, victory, glory, money Jorag possesses the following features.
Bonds He craves revenge on those who have dishonored Action Surge (class feature): You can push yourself beyond
him, relegating him to the life of an outcast your normal limits for a moment. On your turn, you can take one
additional action on top of your regular action and minor action.
Flaws His former marauding comrades want him dead
Once you use this feature, you must finish a rest before you can
He tends to react to provocations
use it again.
Danger Sense (class feature): You get a bonus on your
TYPICAL QUOTES
Initiative rolls and on your Defense equal to half your Combativity
“Reputation is what people know about you. Honor is what you know about score rounded down (already considered in the character sheet).
yourself. “ Extra Attack (class feature): You can attack twice, instead of
“Let me give you some advice: it’s really much better not to provoke me.” once, whenever you take the Attack action on your turn.
Favored Weapons (class feature): When using cold weapons,
you gain the following benefits:
GAME ASPECTS
All the game aspects that you find mentioned on Jorag’s character • When you hit, the weapon deals +1 extra damage (already
sheet are described below. considered in the character sheet).
• You ignore the weapon Strength requirement.
TRAITS • You have advantage on checks made to avoid being disarmed.
Jorag possesses the following traits.
GLADIATOR (TALENT)
Size: Medium. A gladiator is a fighter specialized in the use of melee weapons.
Mighty Structure (species): Due to your mighty physical Charger: When you use your action to Dash, you can use
build, you are considered to be one size larger in order to a minor action to make one melee weapon attack or to shove
determine your carrying capacity and in any situation where a creature. If you move at least 3 meters in a straight line
a larger size can have a positive effect. immediately before taking this minor action, you either gain a
Kergan Sight (species): You are immune from being dazzled. +5 bonus to the attack’s damage roll (if you chose to make an
Fatigue Endurance (Species): You have advantage on ability attack and hit) or push the target up to 3 meters away from
checks made against effects that cause exhaustion. you (if you chose to shove and you succeed).
Radiation Resistance (species): You consider the radiation  
exposure one level lower than the level you are actually exposed to. PHYSICAL ENDURANCE (TALENT)
Cold Intolerance (species): As a native of a hot planet, you You are able to withstand pain more and bear the brunt of injuries.
have disadvantage on ability checks made to resist the effects cold Second Wind: You take advantage of your stamina well and
climates exposure. regain vitality during a fight. On your turn, you can use a minor
Rest (species): You need a full rest every 20 hours. However action to regain vitality points equal to 1d6 + STR. Once you use
your full rest takes only 6 hours, instead of 8. Also, whenever you this feature, you must finish a rest before you can use it again.
would take an exhaustion level from not taking a full rest, you can
make a DC 20 STR (Stamina) saving throw to avoid taking it.
Mercenary Life (background): Thanks to your experience as a
mercenary, you are able to identify mercenary companies by their

36 CHAPTER 2: THE CHARACTERS


EQUIPMENT
Jorag’s equipment pieces that need explanation are described
below. On the character sheet you will find other equipment listed
not mentioned below. Don’t worry, the GM will be able to give you
all the information you need about them.

ARMAMENTS
Armor: Jorag wears a tactical battle armor (already considered
in his statistics) equipped with the following functions: HEV suit,
magnetic boots, flashlight, basic sensors, multiscanner, comlink.
The GM can provide you with further details on how these
functions work.
Tactical knife: Military knife. The serrated back of the blade
can act as a hacksaw, while the handle is hollow and houses small
utility items, such as needle, thread and scalpel.
Heavy rifle: A heavy rifle can fire in burst mode. If you do so,
you make a special attack that creates a cone-shaped area that
spreads up to close range. Each creature in the area must make
a DC 16 DEX (Reflex) saving throw, taking the normal damage
of the attack on a failed save, or half as much damage on
a successful one. The action consumes 6 shots.
Plasma grenade (x1): When exploding, it generates a powerful
plasma detonation. Each creature within 6 meters of an exploding
plasma grenade must make a DC 16 DEX (Reflex) saving throw,
taking 5d6 energy damage on a failed save, or half as much
damage on a successful one. Anyone who fails the roll is also
knocked prone.

GEAR
Bolt cutter: Large cutter capable of cutting padlocks, chains,
and similar metallic seals up to 10 mm in diameter. To effectively
use a bolt cutter you must make a DC 16 STR (Might) check.
Crowbar: Using a crowbar gives advantage to any STR checks
whenever its lever can be applied.
Rope (20 meters): A rope made of a woven synthetic fiber.
It can support up to 800 kg indefinitely. For loads greater than
that, the rope has a 50% chance of breaking each round. The rope
breaks if it takes 6 or more damage and can be broken with a DC
23 STR (Might) check.
Tactical belt: Very useful belt with pockets, pouches and
hooks. It allows the character to keep many of the items useful
in exploration and combat close at hand.

CHAPTER 2: THE CHARACTERS 37


MIKAYA “MIKE” MAHANVARI SPECIES: TERRAN
It is said that in Mike’s crib her father did not put rattles and Enterprising, ambitious and heterogeneous, terrans (i.e. humans) are
stuffed toys, but torque wrenches and resonance collimators. a tenacious and adaptable species, animated by a natural instinct for
She grew up among the workbenches of a small family-run discovery, exploration and conquest.
workshop where she learned everything that later made her Precisely these characteristics pushed humans towards the first
infamous among the gun batteries and plasma howitzers of the space explorations and subsequently allowed them to quickly gain a
Confederation cruisers. It was there that she met Gyrian, who position and a reputation within the interstellar scenario, despite being
wanted her on the Serendipity when he abandoned his uniform. the latest arrivals, thus arousing both esteem and contempt reactions
from other species.
She has never returned to her father’s house, even though from
Terran society has evolved into a dense and layered network of
what she says it seems she is never far enough.
political institutions, powerful corporations, scientific knowledge and
openness of thought, constantly attracting many alien species for its
GENERAL DATA stimulating environment. Perhaps, this is what makes human society
one of the most hospitable and cosmopolitan. Wherever they go, humans
Species Terran
end up being a catalyst for change and an accelerator of revolutionary
Gender Female ideas. This hasn’t always been good in the past, surrounding terrans with
an aura of unpredictability.
Background Engineer
Class Sigma, level 5
deducing and remembering the layout of decks, corridors,
Concept Expert mechanic and technician, handyman hatches, passages and specific areas.
Role First officer, chief engineer Known languages: Terran, Navarian and Espar. Terrans like
to use words from other languages: Iradian musical expressions,
Kergan expletives, Valkarian military terms, and so on.
Disposition Community (primary), Reason (secondary)
Peculiarities She loves her work and loves talking about it FEATURES
She’s a perfectionist in everything she does Mikaya possesses the following features.
Ideals Loyalty, responsibility, generosity, technology Expertise (class feature): Whenever you make an ability
Bonds Her tools of the trade are precious memories of check involving the Mechatronics and Astronautics skills, you can
her past and roots consider a total roll of 5 or less (on the sum of 2d12) as if it were
6. If you roll a 1 on any of the dice, this feature has no effect.
Flaws She often talks too much and without thinking
Assured Outcome (class feature): You can choose to use this
She finds machines more reliable than people
feature when you make an ability check involving one of the skills
you have. If you do so, you roll only one d12 and automatically
TYPICAL QUOTES
consider the result of the other one a 12. You can use this feature
“If I can’t fix it, then we’re really screwed.” twice, after which you must finish a rest before you can use it again.
“You can always trust machines, you just need to understand them, but Overturn the Odds (class feature): When you roll a 1 on any
with people... with people you can never be sure.” dice of an ability check, you can decide to turn it into a 9 instead.
Once you use this feature, you must finish a rest before you can
use it again.
GAME ASPECTS
All the game aspects that you find mentioned on Mikaya’s TECHNICIAN (TALENT)
character sheet are described below. Technicians are the best in technology and are able to build,
modify and sabotage virtually any type of device or gear.
TRAITS Tools of the Trade: You have an omnitool that you have
Mikaya possesses the following traits. customized to suit your needs (see “Equipment”, below). As long
Size: Medium. as you have that omnitool on you, you get the following benefits.
Eclectic Experience (species): You get a second background • You have advantage on Tech ability checks made to create,
trait (see below). repair, analyze or identify any type of mechanical and
Versatility (species): You obtain the Mixed Training feat (this technological artifact.
trait is not relevant to this quickstarter). • Whenever you make repairs, the object you are repairing
Rest (species): You need a full rest every 24 hours. regain an additional amount of structure points equal to your
Military Engineer (background): Your experience in military TEC score.
engineering has taught you to quickly understand the general • You can use a minor action to temporarily increase the
features and weaknesses of fortifications and other infrastructures efficiency of a kinetic or energy weapon you wield. Make a
of military interest. If necessary, you always know how to cause DC 17 TEC (Mechatronics) check. If you succeed, you gain a
the most damage to such structures, or instead to make them less +1 bonus to the attack roll or damage roll (your choice) on the
vulnerable to enemy attacks. In addition, you are an expert next attack you make with that weapon.
in using what you find on the field to set up improvised barriers
and fortifications. Offensive Mods: You further modify your custom omnitool by
Space Technician (background): You have worked in large equipping it with a couple of offensive features.
space yards where spaceships, orbital stations and similar space • The omnitool incorporates an holoblade projector that you can
structures are built. A simple glance at these artifacts is enough activate as a minor action. While activated, you can use the
for you to understand the design scheme, including strengths and omnitool exactly like an holoblade (see below) but you cannot
weaknesses of their structure, access routes, post-construction benefit from your Tools of the Trade feature. You can turn off
modifications and other similar details. Furthermore, when the holoblade without taking any action.
inside similar structures, you are always able to orient yourself,

38 CHAPTER 2: THE CHARACTERS


• As an action, you can release an energy burst at a target you
can see within 10 meters of you. Make a ranged attack roll
with TEC (Mechatronics). You have advantage on the attack
roll if the target is mostly made of metal or is wearing metal
armor. If you hit, the target takes 1d6 + TEC energy damage
and can’t take reactions until the start of your next turn.

EQUIPMENT
Mikaya’s equipment pieces that need explanation are described
below. On the character sheet you will find other equipment listed
not mentioned below. Don’t worry, the GM will be able to give you
all the information you need about them.
ARMAMENTS
Armor: Mikaya wears a tactical recon armor (already
considered in her statistics) equipped with the following
functions: HEV suit, magnetic boots, flashlight, basic sensors,
multiscanner, comlink. The GM can provide you with further
details on how these functions work.
Shotguns: Shotguns offer poor accuracy but tremendous short-
range offensive power. Its base damage decreases with distance
(2d6 at short range, 1d8 at medium range, 1d6 beyond that).
Holoblade (offensive function of the omnitool): When
activated, a holographic plasma blade, generated by focused
laser beams, extends from the omnitool.

GEAR
Duct tape: It’s a 5 cm wide adhesive tape that can support up
to 80 kg indefinitely, or up to 120 for 1d6 rounds. If tied with duct
tape, breaking free requires a DC 20 STR (Might) check. A duct
tape roll provides 20 meters of tape.
Nanofiber cable (10 meters): Flexible and light as a normal
rope but as strong as a steel cable. It can support up to 5000
kg indefinitely. For loads heavier than that, the cable has a 50%
chance of breaking each round. The cable breaks if it takes 15 or
more damage and can be broken with a DC 32 STR (Might) check.
Omnitool: Advanced tech device that can perform a wide range
of tasks. It is usually mounted on an armlet (or hooked to the
forearm of an armor) and it’s equipped with holographic interface
and controls and with a micro-fabrication module capable
of quickly assembling small three-dimensional objects from
common reusable industrial materials. Your omnitool performs
the following functions:
• Intrusion kit: Assortment of tools designed to tamper with
mechanical and electronic devices, locks, traps, alarms
and other security systems, and to carry out intrusions and
computer violations.
• Multiscanner: Sensor device capable of detecting a wide
range of environmental data – such as temperature, pressure,
atmospheric composition, radiation – and to analyze materials,
substances and energy emissions. Interpreting data from a
multiscanner might require INT (Science) checks.
• Technical tools: They include a wide assortment of mechanical
and electronic tools and implements useful for manufacturing,
disassembling, reassembling, modifying and repairing any
type of technological equipment or device.
• Technoprobe: Small diagnostic tool that can be connected to any
electronic or computer device to analyze its internal structure
and detect any malfunctions. Interpreting data from a techno-
probe might require TEC (Computer or Mechatronics) checks.

CHAPTER 2: THE CHARACTERS 39


NIADA “NIA” VAR AXANNI GAME ASPECTS
When asked about her family, Niada tells how she grew up with All the game aspects that you find mentioned on Niada’s character
her grandmother, Kyrilian 8B, a large tugboat off the Kordan sheet are described below.
Complex. Then she moved on to a wealthy aunt named Ohlma-
barva, a passenger ship connecting the remains of the Lehman TRAITS
portal and the Barnard Ring’s systems. Niada possesses the following traits.
This didn’t last long and soon she embarked with a young Size: Medium.
human towards the Outer Edge. She then spent most of her Infravision (species): You can see in the dark as if it were dim
adolescence traveling with the nomadic scouts of the Rift, among light and in dim light as if it were bright light. However, you can’t
promiscuous biological connections and virtual and non-virtual discern color in darkness, only shades of gray.
heterosynthetic experiences. Eventually something painful drove Altruist (species): You can use the Help action as a minor action.
her back to the center of the Orion Arm, where she encountered Indomitable Loyalty (species): When one of your ally is in
the Serendipity. So it was that the ship gained an outstanding imminent death danger, you have advantage in any ability check
pilot and Nia finally found her family. made to protect or directly help that ally. The effect persists until
the ally dies or stops being in actual death danger.
GENERAL DATA
Innate Cybernetics (species): Navarians are predisposed
to cybernetics from birth (this trait is not relevant to this
Species Navarian quickstarter).
Gender Female Technological Culture (species): You have advantage on
ability checks involving computer networks and cyberspace.
Background Crew member Rest (species): You need a full rest every 24 hours.
Class Sigma, level 5 Ships-dweller (background): You have spent most of your
Concept Skilled pilot, hacker life aboard spaceships or space stations. You are used to their
internal structure and you always know how to orient yourself
Role Pilot, hacker, communications officer within them, deducing and remembering the layout of decks,
corridors, hatches, passages and specific areas such as galley,
Disposition Community (primary), Impulse (secondary) armory, engine room and so on. When you are not in combat, you
(and companions you lead) can move inside a spaceship or space
Peculiarities She tends to be a bit neurotic, gets easily station twice as fast as your speed would normally allow.
excited and gets bored just as easily Known languages: Navarian, Terran and Espar.
Ideals Freedom, friendship, family, trust, loyalty
Bonds Her crew is her family FEATURES
An important person from her past is lost Niada possesses the following features.
somewhere in the galaxy Expertise (class feature): Whenever you make an ability check
Flaws Sometimes she tends to ignore the obvious involving the Computer and Piloting skills, you can treat a total
solutions in favor of the complicated ones roll of 5 or less (on the sum of 2d12) as if it were 6. If you roll a 1
She’s extremely jealous and protective of the on any of the dice, this feature has no effect.
Serendipity Assured Outcome (class feature): You can choose to use this
feature when you make an ability check involving one of the skills
you have. If you do so, you roll only one d12 and automatically
TYPICAL QUOTES
consider the result of the other one a 12. You can use this feature
“DO NOT touch my ship!” twice, after which you must finish a rest before you can use it again.
“A ship is certainly safe while in harbor, but being such is not what ships Overturn the Odds (class feature): When you roll a 1 on any
are made for.” dice of an ability check, you can decide to turn it into a 9 instead.
Once you use this feature, you must finish a rest before you can
use it again.
SPECIES: NAVARIAN
Navarak is the arid homeworld of the species most anatomically similar ASTRONAUT (TALENT)
to terrans. Once green and flourishing, the planet was rendered into You are used to life in space. You get the following benefits:
a desert expanse centuries ago by a solar cataclysm.
• You experience no negative effects (both immediate and in the
Cybernetics and technology in general have always been the
long-term) because of low-gravity or zero-gravity conditions,
cornerstones of navarian culture, but after the cataclysm they took on
even greater importance, eventually becoming a natural extension of the
and you become accustomed to them almost instantly.
identity of the inhabitants of Navarak and their legacy to their people. • You gain a +1 bonus to all ability checks while aboard a
The relationship they have with their immense computer networks spaceship, space station or similar structures in space.
makes them one with their machines, and this is also true on a biological • You know how to deal with the hazards of space. You have
level: their skin is decorated with a subcutaneous cybernetic net that advantage on ability checks and saving throws related to
develops in children during pregnancy and that is later used by navarians depressurization, vacuum exposure, radiation, and any other
to relate to their elaborate technology. space-related environmental hazards.
And like technology, also social relationships aren’t simple when
it comes to navarians. Earning the friendship of one of them can be
difficult, but extremely rewarding, since once you are able to move
beyond the “foreign” level, for a navarian you are part of the “family”.
And as a widespread saying in the Outskirts goes: “Never do wrongs
to a navarian’s friend”.

40 CHAPTER 2: THE CHARACTERS


DRONE COMPANION (TALENT)
You know how to build a special companion drone that assists
you during combat and exploration.
Personal Drone: You own a custom drone built by you.
Its statistics are shown in Appendix B.
Thanks to a neural control system, you can guide the drone
simply by thought, as long as it’s within 20 meters of you. The
drone acts at your initiative count. During your turn, you can use
a minor action to control the drone. If you do so, you can move the
drone up to its flying speed and you can make it take one of the
following actions: Attack, Defend, Disengage and Dash. The drone
cannot take reactions. While not controlled by you or if it’s more
than 20 meters from you, the drone only take the Defend action.
If the drone takes damage, you can repair it during a rest,
restoring 1d6 + TEC of its vitality points.

EQUIPMENT
Niada’s equipment pieces that need explanation are described
below. On the character sheet you will find other equipment listed
not mentioned below. Don’t worry, the GM will be able to give you
all the information you need about them.

ARMAMENTS
Armor: Niada wears a tactical recon armor (already considered
in her statistics) equipped with the following functions: HEV suit,
magnetic boots, flashlight, basic sensors, multiscanner, comlink.
The GM can provide you with further details on how these
functions work.
Blaster SMG: A blaster SMG can fire in burst mode. If you do
so, you make a special attack that creates a cone-shaped area that
spreads up to close range. Each creature in the area must make
a DC 16 DEX (Reflex) saving throw, taking the normal damage
of the attack on a failed save, or half as much damage on a
successful one. The action consumes 6 shots.

GEAR
Intrusion kit: Assortment of tools designed to tamper with
mechanical and electronic devices, locks, traps, alarms and
other security systems, and to carry out intrusion and computer
violations.
Olorecorder: Audio-video recording device in holographic
format, about the size of an apple. When activated, it hovers about
2 meters above the ground and can be programmed to remain
stationary or to follow a certain subject. The internal memory
can hold up to 10 hours of audio-holographic footage. It can be
easily connected to a datachip to increase its memory capacity.
Powering: ENC (30 hours).
Technical tools: They include a wide assortment of mechanical
and electronic tools and implements useful for manufacturing,
disassembling, reassembling, modifying and repairing any type
of technological equipment or device.
Technoprobe: Small diagnostic tool that can be connected to
any electronic or computer device to analyze its internal structure
and detect any malfunctions. Interpreting data from a techno-
probe might require TEC (Computer or Mechatronics) checks.

CHAPTER 2: THE CHARACTERS 41


TIX GABIL KES DAHAL SPECIES: JA’RAKI
An old Bakuna saying goes: “A ja’raki can lose everything, but not This small amphibious species is among the most cute as well as the
their face”. According to Tix, another pearl of wisdom of his people most cunning and roguish in known space.
would be: “Don’t gamble less than you would be willing to steal”. They evolved in the damp tropical marshes of Bakuna, where they
They found him with life support systems running low, while learned to adapt and always be ready thanks to an extremely dynamic
he orbited tied to a waste silo around Yulo-9, a T-class brown metabolism. They think, act and live at a pace difficult to follow for other
dwarf. Just there, a few hours earlier, the small trading post he sentient species who are not used to their 32-hour day (and their slyly
had run for years had been orbiting. When they took him aboard flexible morals).
the Serendipity, a metal plate with an engraving in Kergan hung It is not sure if their interest in bio-engineering was a natural
consequence of their hyperactive and curious mind, but what is certain is
around the ja’raki’s neck. Nobody bothered to translate it.
that this interest has found fertile ground among the ja’raki people, more
The little amphibian has long since paid his debt, but has than in any other species.
discovered a new motto: “Life is less risky if the ship you bet on
Several ja’raki legends roam the Outskirts, talking about Miirii,
isn’t yours!” the capital of their native planet, and painting it as a bio-engineering
masterpiece. From its skyline pierced by gigantic fungal skyscrapers,
GENERAL DATA to the streets traversed by weird creatures designed to satisfy any
service or misdeed, like swarms of fireflies illuminating the streets
Species Ja’raki and the elegant “carapa-ships” floating in the air – not to mention the
Gender Male most dangerous and illegal bio-weapons of the Known Space (obviously
available at a modest price at the notorious Bakuna black market).
Background Merchant (smuggler)
Class Sigma, level 5 of its value as well as remember some interesting information
Concept Demolition man, sapper, bomber, trickster about it (as long as there is something to know). If you are unable
Role Gunner, explosives specialist, intermediary to estimate the price of an item, you always know who to contact
to get a reliable evaluation, unless the GM considers the item too
rare or mysterious. Similarly, you always know who to turn to
Disposition Individuality (primary), Chaos (secondary) when selling or buying any kind of goods, including the rarest,
Peculiarities He always has a ready joke, good or bad – more strangest and most expensive items.
often bad Known languages: Ja’raki, Terran and Espar.
He loves to laugh and have fun, even alone
FEATURES
Ideals Luck, gamble, freedom, profit, opportunity Tix possesses the following features.
Bonds He has seven brothers and fifteen sisters, better Expertise (class feature): Whenever you make an ability
not ask him the number of cousins and nephews
check involving the Explosives and Tampering skills, you can
Flaws He loves gambling, blowing up things, and treat a total roll of 5 or less (on the sum of 2d12) as if it were 6.
cybernetic implants, especially those of others If you roll a 1 on any of the dice, this feature has no effect.
Assured Outcome (class feature): You can choose to use this
feature when you make an ability check involving one of the skills
TYPICAL QUOTES
you have. If you do so, you roll only one d12 and automatically
“Hey, I’m not here for the money you know... I just like profitable things, consider the result of the other one a 12. You can use this feature
like... explosives!” twice, after which you must finish a rest before you can use it again.
“Come on people, time to be bad guys!” Overturn the Odds (class feature): When you roll a 1 on any
dice of an ability check, you can decide to turn it into a 9 instead.
Once you use this feature, you must finish a rest before you can
GAME ASPECTS use it again.
All the game aspects that you find mentioned on Tix’s character
sheet are described below. DEMOLITION EXPERT (TALENT)
Demolition experts specialize in the use of heavy weapons,
TRAITS artillery and explosives. You get the following benefits:
Tix possesses the following traits. • When using weapons with the bulky property, you no longer
Size: Small. have disadvantage on Dexterity based checks nor to attack
Infravision (species): You can see in the dark as if it were dim rolls with them if your size is Small.
light and in dim light as if it were bright light. However, you can’t • When you take the Attack action using a gunnery weapon,
discern color in darkness, only shades of gray. you can make the number of attacks you can normally make,
Amphibian (species): You can breathe both air and water. rather than being limited to just one.
However, you have disadvantage on ability checks made to resist • When you throw a hand-held explosive weapon, you can throw
the effects of thirst and you need double the normal amount of it within close range without making any ability check and the
water per day. weapon will explode exactly at the point you indicate. Instead,
Uncanny Readiness (species): You have advantage on your if you throw it at short range, you no longer have disadvantage
initiative rolls, unless you’re surprised. on the check made for that purpose (see Combat).
Genetic Doctrine (species): You have advantage on ability • When using placeable explosives and mines, they deal 2 extra
checks involving biotechnology and genetic engineering. damage dice when they explode.
Rest (species): You need a full rest every 32 hours. At the end of
each rest (whether full or not), you regain 1d4 extra vitality points. SCOUNDREL (TALENT)
Trader Instinct (background): Whenever you see some Scoundrel are adventurers by definition, fortune seekers and
interesting object, you are always able to make a rough estimate daredevil knaves who pursue their luck, always living on the edge.

42 CHAPTER 2: THE CHARACTERS


Lucky: You have inexplicable luck that seems to kick in at just
the right moment. You have 3 luck points.
Whenever you make an ability check, you can spend one luck
point to gain advantage on the roll. You can choose to do so before
or after you roll the dice, but before the outcome is determined.
You can also spend one luck point to impose disadvantage on
an attack roll made against you or on an ability check made by
a creature you are fighting against.
You regain your expended luck points when you finish a full rest.

EQUIPMENT
Tix’s equipment pieces that need explanation are described below.
On the character sheet you will find other equipment listed not
mentioned below. Don’t worry, the GM will be able to give you all
the information you need about them.

ARMAMENTS
Armor: Tix wears a tactical recon armor (already considered
in his statistics) equipped with the following functions: HEV suit,
magnetic boots, flashlight, basic sensors, multiscanner, comlink.
The GM can provide you with further details on how these
functions work.
Tactical knife: Military knife. The serrated back of the blade
can act as a hacksaw, while the handle is hollow and houses small
utility items, such as needle, thread and scalpel.
Blaster rifle: A blaster rifle can fire in burst mode. If you do
so, you make a special attack that creates a cone-shaped area that
spreads up to close range. Each creature in the area must make
a DC 16 DEX (Reflex) saving throw, taking the normal damage
of the attack on a failed save, or half as much damage on a
successful one. The action consumes 6 shots.
Frag grenade (x1): When exploding, it throws metal fragments
in all directions. Each creature within 6 meters of an exploding
frag grenade must take a DC 16 DEX (Reflex) saving throw, taking
5d6 kinetic damage on a failed save, or half as much damage on
a successful one. Anyone who fails the roll is also knocked prone.
Pulse grenade (x1): When exploding, it generates a strong
electromagnetic pulse. Any creature with the EM Sensitivity trait
within 4 meters of an exploding pulse grenade must make a DC
16 STR (Stamina) saving throw, taking 5d6 energy damage on a
failed save, or half as much damage on a successful one. Anyone
who fails the roll is also stunned until the end of their next turn.
REX explosive (x1): Powerful semi-solid explosive mixture
with a consistency similar to wax. It explodes exclusively via
detonator. When a block of REX explodes, all creatures within 6
meters of it must make a DC 16 DEX (Reflex) saving throw, taking
4d6 energy damage on a failed save, or half as much damage on
a successful one. Anyone who fails the roll is also knocked prone.
It is also possible to connect multiple REX blocks together with
a DC 15 INT (Explosives) check. Each added block increases the
damage by 3d6 and the explosion radius by 2 meters.

GEAR
Crowbar: Using a crowbar gives advantage to any STR checks
whenever its lever can be applied.
Scientific tools: They include vials, slides, swabs, reagents,
reaction catalysts and all the tools needed to carry out scientific
investigations and experiments, including the collection, analysis
and creation of substances and materials.
Tactical belt: Very useful belt with pockets, pouches and
hooks. It allows you to keep many of the items useful in
exploration and combat close at hand.
Technical tools: They include a wide assortment of mechanical
and electronic tools and implements useful for manufacturing,
disassembling, reassembling, modifying and repairing any type
of technological equipment or device.

CHAPTER 2: THE CHARACTERS 43


RASYA V’NADI SPECIES: DRAALANI
Rasya V’Nadi is wanted in at least 12 systems. After years of Draalani are a singular humanoid species that evolved on Draal, a
espionage activities for the merchant guild of the Arkeade Cross, lush and fickle moon orbiting the gas giant Mahar. The unstable and
she is now the Serendipity’s connection with the commercial unpredictable ecosystem of their world has brought draalani close
and political context of the Outskirts. to extinction on multiple occasions, which is why evolution has
When asked why she has deserted an extremely lucrative gifted them with highly efficient immune systems and extraordinary
reproductive capabilities, including sequential hermaphroditism and
job to follow a handful of outcasts wandering the Outskirts she
even parthenogenesis. These same features also make them the only
replies: “Better to be the lips of a dwarf than the ass of a giant.” species capable of reproducing with other humanoid species, generating
But those who know her understand that masks are the only exclusively draalani offspring.
way she knows to be herself and protect those she loves. Draalani people don’t have the ambition or sense of duty that other
species have. They enjoy the simple pleasures of life, arts (especially
GENERAL DATA dance) and social relationships. They are curious, sharp and emphatic,
and are always fascinated by new and different things.
Species Draalani
Thanks to their hedonistic and sensitive attitude, daalani people
Gender Alternating hermaphrodite (currently female) has earned fame as extraordinary artists, while the troubled history
of their species places them among the luminaries in the medical field.
Background Spy Nonetheless, due to their mutability and exuberant physicality, many
Class Psi, level 5 consider the draalani as incurable seducers and unscrupulous libertines.
Concept Mentalist, empath, telepath, ex-spy
Role Advisor, counselor, diplomat Draalani Immune System (species): You have advantage on
saving throws made to resist poisons and diseases. Also, if you
manage to defeat a poison or disease that afflicts you, you become
Disposition Impulse (primary), Individuality (secondary) immune to it for the next 24 hours.
Peculiarities She’s good at putting people she talks with at ease Natural Knowledge (species): You have advantage on ability
She always has a smile for anyone checks concerning botany, phyto-pharmacology, plant and herbs.
Rest (species): You need a full rest every 24 hours.
Ideals Empathy, freedom, independence, sensuality
False Identity (background): You have created a second
Bonds She owes her life to a person who made her identity that includes documentation, established acquaintances
open her eyes on what she was becoming and disguises that allow you to assume that persona. Additionally,
Flaws When something strikes a chord in her, she you can forge documents including official and personal ones, as
ends up forgetting all caution long as you have seen an example of the kind of document or the
handwriting you are trying to copy.
Known languages: Draalani, Kergan, Terran and Espar.
TYPICAL QUOTES
“Lying is a really bad way to start a conversation, honey.” FEATURES
Rasya possesses the following features.
“In critical moments, people often see exactly what they want to see.”
Psionic Powers (class feature): As a 5th-level Psi, Rasya
knows four praxis and one psychic power of the Telepathy
discipline (see “Psychic Powers,” below).
GAME ASPECTS Eidetic Mind (class feature): Your mind is able to perceive and
All the game aspects that you find mentioned on Rasya’s character store a lot of passive information. You get the following benefits:
sheet are described below.
• You vaguely sense magnetic fields and this allows you to
TRAITS always know which way is north, assuming you are on a
Rasya possesses the following traits. planet with a geomagnetic field.
• You can instinctively keep track of the passage of time, even
Size: Medium. if you are devoid of any reference.
Draalani Metamorphosis (species): Given your hermaphroditic • You can accurately recall anything you have seen or heard
nature, you can change your sex. If you wish, in doing so you can within the last few months.
also partially change your appearance and physiology to make
yourself compatible with other humanoid species - you can induce EMPATH (TALENT)
cosmetic changes (build, facial features, skin, hair, voice tone) but Empaths are psionicists who deeply develop their ability to
you cannot make substantial bodily or biological changes (such perceive the thoughts and emotions of others.
as growing limbs you don’t already possess or becoming able to Telepathic Empathy: Your telepathic communication skills are
breathe water). When you adapt to another species, you vaguely out of the ordinary. You get the following benefits:
imitate its appearance (despite maintaining traits that clearly
reveal your nature) and become able to reproduce with it, but • You can telepathically communicate with any creature
the offspring born from such unions will always be draalani. within 10 meters of you and you can telepathically sense its
The metamorphosis process requires 24 hours if you only responses. Telepathic communication is independent from
change your sex, or 48 hours if you adapt to another species language, but a creature must know at least one language
(with or without also changing sex). During this period you fall in order to understand your telepathic messages.
into a deep comatose state – you’re unconscious and you can’t • When manifesting the praxis telepathic message, you can
regain consciousness – from which you only emerge at the end of send the message to any number of willing creatures within
the process. If you wish to return to your natural state, you simply range (instead of just one).
lose the traits of the “imitated” race, as well as any sexual traits, Perceive Emotions: As an action, you choose a creature you
within 24 hours. can see within 10 meters of you. The target must make an INT

44 CHAPTER 2: THE CHARACTERS


(Lucidity) saving throw with a DC equal to your Psionic Force. On
a failed save, you can clearly perceive the true emotion felt by the
target at that moment (such as fear, distrust, joy, hate, etc.), also
understanding the context of that emotion (for example for whom,
for what or for what reason they feel these emotions) . Once you
use this feature, you must finish a rest before you can use it again.

PSIONIC POWERS
Rasya knows the following psionic powers. For general rules on
their usage, see “Psionic Powers” in Chapter 1.

MENTAL ASSAULT (PRAXIS)


Manifestation Time: 1 action
Range: Close
Duration: Instantaneous
Choose a creature you can see within range. The target must make
an INT (Lucidity) saving throw. On a failed save, the target takes
1d8 psychic damage and is sickened until the start of your next turn.

PSIONIC EXPEDIENT (PRAXIS)


Manifestation Time: 1 action
Range: Close
Duration: Varies, see text
You manifest a minor psionic trick, a sign of psychic power, or
an exercise that psionicists use to practice. You create one of the
following effects within range:
• You get a brief vision that predicts what the weather will
be like at your location for the next 24 hours.
• Create an instantaneous, harmless sensory effect, such as
a flicker of sparks, a gust of wind, a noise, an animal sound,
an eerie whisper, or a pleasant or unpleasant smell.
• You instantly light or snuff a candle, torch or small bonfire.
• You cause flames to flicker, brighten, dim or change color
for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You chill, warm or flavor up to 30 cubic decimeters (30 liters)
of non-living material for 1 hour.
• You instantaneously clean or soil an object no larger that
30 cubic decimeters (30 liters).
• You instantly cause a flower, a little plant, a leaf bud or seed
to bloom or wilt.
• You instantaneously cause an unlocked door or window
to fly open or slam shut.
• You alter the appearance of you eyes for 1 minute.
• Your voice booms three times louder than normal for 1 minute.
• You make a color, small mark or symbol appear on an object
or a surface for 1 hour.
• You create an illusory image that can fit in your hand and that
lasts until the end of your next turn.
If you perform this praxis multiple times, you can keep up
to three non-instantaneous effects active at a time, and you can
dismiss such an effect as an action.

TELEPATHIC MESSAGE (PRAXIS)


Manifestation Time: 1 minor action
Range: Short
Duration: Instantaneous
You send a telepathic message to a willing creature within range.
You don’t need to share a language with the target for them to
understand the meaning of your message and you the meaning
of their response, but the target must know at least one language,
otherwise this power has no effect. The target (and only the target)
hears the message in their mind and can reply with a response
that only you will perceive in your mind.

CHAPTER 2: THE CHARACTERS 45


BLIND SPOT (PRAXIS)
Manifestation Time: 1 action ends, the suppressed effects resume, as long as their duration
Range: Short has not already expired.
Duration: Instantaneous Fear (3+ psi): The target is frightened by you for the duration
(maximum 1 minute). While frightened in this way, a creature
You erase your image from the mind of a creature that you can
must take the Dash action and move away from you following the
see within range. The creature must succeed on an INT (Lucidity)
safest available route on each of its turn, unless there’s nowhere
saving throw or be unable to see you until the end of your next
to move. If the creature ends its turn in a location where it has
turn. As long as it cannot see you this way, you are considered
no line of sight to you, it can re-roll the saving throw against this
invisible to it.
power. On a successful save, the power ends for that creature.
Increment: For each psi point spent in addition to the base
INSTILL EMOTION (TELEPATHY)
cost, you can affect one additional creature.
Manifestation Time: 1 action
Range: Close
EQUIPMENT
Duration: Concentration, see text
Rasya’s equipment pieces that need explanation are described
Choose a creature you can see within range. The target must make below. On the character sheet you will find other equipment listed
a WIL (Fortitude) saving throw. A target automatically succeed not mentioned below. Don’t worry, the GM will be able to give you
on the save if it cannot be charmed. On a failed save, the target all the information you need about them.
suffers one of the following effects of your choice. If desired, a
creature can voluntarily fail its saving throw against this power. ARMAMENTS
Fascinate (1+ psi): The target is charmed by you for the Armor: Rasya wears a reinforced protective vest (already
duration (maximum 1 hour) or until you or your allies do considered in her statistics) equipped with the following
something harmful to it. The charmed creature considers you functions: HEV suit, magnetic boots, flashlight, basic sensors,
a friendly acquaintance. When the power ends, the creature multiscanner, comlink. The GM can provide you with further
is aware that it has been charmed by you. details on how these functions work.
Heroism (1+ psi): The target is infused with courage. For the Taser: Small weapon designed to incapacitate targets thanks
duration (maximum 1 minute), he is immune to being frightened to an electrical impulse. A hit target must make a DC 16 STR
and has advantage on attack rolls. (Stamina) save or be stunned until the end of its next turn.
Grudge (1+ psi): The target feels a strong grudge against you
that prompts him to confront you. For the duration (maximum GEAR
1 minute), the creature has disadvantage on attack rolls against Bioscanner: Biometric analysis device. It is sufficient to pass it
creatures other than you and must make a WIL (Fortitude) saving over a subject to detect health conditions and vital signs, analyze
throw whenever it attempts to move more than 10 meters away organic matter and look for signs of life. Interpreting data from a
from you. If the roll is successful, the power does not restrict the bioscanner might require INT (Medicine or Science) checks.
target’s movement for that turn. The power ends if you attack any First aid kit: This kit contains everything you need to
creature other than the target, if any of you allies damages the administer first aid care. The kit has 10 uses. As an action, you
target in any way, or if you end your turn more than 10 meters can expend one use of the kit to stabilize a creature that has 0
away from the target. vitality points without needing to make a INT (Medicine) check.
Depression (2+ psi): The target falls into depression and Frequency jammer: Effective device capable of blocking
anxiety. For the duration (maximum 10 minutes), during each telecommunication signals. When activated, the jammer generates
of its turns the target wastes his action without doing anything. an interference field in a 50 meters radius, within which
However, at the end of each of its turns, and each time it takes it becomes impossible to make any communication device that
damage, the target re-rolls the saving throw against this power. uses electromagnetic waves work. Powering: ENC (20 hours).
On a successful save, the power ends for that creature. Scientific tools: They include vials, slides, swabs, reagents,
Calm (2+ psi): For the duration (maximum 10 minutes), you reaction catalysts and all the tools needed to carry out scientific
suppress any effects that make the target charmed or frightened, investigations and experiments, including the collection, analysis
as well as any emotional states that may upset it. When the power and creation of substances and materials.

46 CHAPTER 2: THE CHARACTERS


TOLAN GAME ASPECTS
“We all have parts of our past that we would like to forget. All the game aspects that you find mentioned on Tolan’s character
And none of you have celebrated your 100th birthday yet”. sheet are described below.
Like many iradians, Tolan has the gaze of one who has left a
part of themselves in a distant place, far both in time and space. TRAITS
In fact, what the tattoos he tries to hide under his sleeves don’t Tolan possesses the following traits.
say, are the scars on his back to tell instead. Size: Medium.
Tolan himself doesn’t talk much. Maybe that’s why the captain Hold Breath (species): Iradians are not amphibians but are
wanted him on board and the kergan hasn’t killed him yet. related to aquatic life. You can hold your breath up to a number
Or maybe because the whole crew knows the skill and zeal with of minutes equal to 10 + STR.
which they take care of the health of all of them, matched only by Psionic Doctrine (species): You know an additional praxis
his insatiable curiosity. At times it almost seems that he has spent (see “Psychic Powers”, below).
most of his life in seclusion, far from the wonders of space, and Clear Mind (species): You have advantage on ability checks
now the time has come for him to even the score. made against being charmed.
Iradian Lore (species): You have advantage on ability checks
GENERAL DATA involving exo-archeology and ancient interstellar civilizations.
Species Iradian Rest (species): You need a full rest every 28 hours. Iradians
do not sleep, they rest in a meditative state, and are therefore
Gender Lateral (non-binary, male type B) immune to effects that would cause them to fall asleep.
Background Academic (doctor) Also, if you have a psi points pool, you regain one spent
Class Psi, level 5 psi point every time you finish a short rest.
Medical Profession (background): As a doctor, you have
Concept Scientist, bio-psionicist, scholar sworn to cure anyone who needs it, without prejudice, even if they
Role Medical and scientific officer are enemies. In almost every culture, healers are highly respected,
which makes it easier for them to gain the trust of anyone who
needs their assistance. Even if hostile, these creatures will
Disposition Reason (primary), Community (secondary) be less likely to harm you and will allow you to approach them
Peculiarities He always seems lost in his thoughts if they need cure. Obviously, any hostile act towards the creature
He’s rather clumsy in social relations by you or your allies will negate this effect.
He loves music and hums often Moreover, thanks to your experience, a brief examination
Ideals Knowledge, research, logic, life, improvement is enough for you to understand if a drug or similar substance
has beneficial or harmful properties. This does not reveal the
Bonds He chose to watch over the family of an old specific nature or effects of the substance, but it does allow
friend and colleague who died you to understand whether its use will heal or harm creatures.
Like his ancestors, he considers it a duty to seek Known languages: Iradian, Valkarian, Ja’raki and Espar.
knowledge and truth wherever he goes
Flaws Having lost many friends, he tries to not create FEATURES
real bonds with members of less long-lived Tolan possesses the following features.
species, but he doesn’t always succeed
Psionic Powers (class feature): As a 5th-level Psi, Rasya
knows four praxis and one psychic power of the Metabiosis
TYPICAL QUOTES
discipline (see “Psychic Powers,” below).
“Knowledge is useless if it is not used.” Eidetic Mind (class feature): Your mind is able to perceive and
“Everything has a beginning and an end. There are epilogues that we don’t store a lot of passive information. You get the following benefits:
want but cannot avoid. We simply have to face them. That’s what it means • You vaguely sense magnetic fields and this allows you to
to live. “
always know which way is north, assuming you are on a
planet with a geomagnetic field.
• You can instinctively keep track of the passage of time, even
SPECIES: IRADIAN
if you are devoid of any reference.
Among the known species, iradians were the first to navigate the stars. • You can accurately recall anything you have seen or heard
Some say that it’s because of the deep connection they have with the within the last few months.
sea. Dashàr, their homeworld, is almost fully covered in shallow oceans,
and although they are no longer semi-aquatic creatures, their pelagic
origins have left a clear legacy. TECHNOMEDIC (TALENT)
Being able to live beyond 500 years, the iradians have developed a
Technomedics combine their medical skills with sophisticated
mild nature which allows them to build friendly relationships with almost scientific and technological knowledge.
any other known species. Violence is rarely considered an effective way Advanced Medicine: You learned about the most advanced
to solve conflicts in Iradian society, while machinations and plotting are medical techniques and therapies. You get the following benefits:
commonly on the agenda. • When you use a first aid kit to stabilize a creature at 0 vitality
Their non-violent attitude allows the iradians to satisfy their point, that creature automatically regains 1 vitality point.
inexhaustible curiosity towards cultures and lifestyles different from
• As an action, you can consume one use of a first aid kit to
their own. Their placid individualism often leads them to wander among
the stars with the simple purpose of gathering knowledge and living
assist a creature and make it regain 1d4 + INT vitality points.
experiences. However, their longevity leads them to consider time from The creature cannot recover any more VP from this feature
a different perspective, which makes the other species suspicious, even before it has finished a rest.
when they demonstrate that their actions are aimed at good, at least • This feature includes other benefits that don’t come into play
in the long term. during this quickstarter.

CHAPTER 2: THE CHARACTERS 47


Technomedicine: You know how to treat wounds, diseases and
poisons using a variety of healing techniques and technologies.
You have a pool of healing dice equal to 5d6. You regain any
expended healing dice after a full rest. In order to use your
healing dice you must be able to use medical tools.
As an action, you can spend a healing die to assist a creature
you can touch and have it immediately regain 1d6 vitality points.
Alternatively, during a rest you can spend two healing dice
to assist a creature you can touch in order to cure a disease,
neutralize a poison, or remove a condition affecting it, including
bleeding, dazzled, frightened, sickened, stunned and unconscious.
Poisons and conditions are removed instantly (as long as they can
be removed), but diseases require the creature to finish a full rest
before being removed.

PSIONIC POWERS
Tolan knows the following psionic powers. For general rules on
their usage, see “Psionic Powers” in Chapter 1.

FLUCTUATION (PRAXIS)
Manifestation Time: 1 reaction you make when you are hit by
an attack that you are aware of
Range: Personal
Duration: Instantaneous
You alter the tangibility of your body to avoid the full impact of
an attack that hits you. This fluctuation is so fast that it is difficult
to perceive with the naked eye, giving the impression that the hit
passes through you. You gain resistance to the damage dealt by
that attack, regardless of the type of damage it deals.

HYPERTHERMIA / HYPOTHERMIA (PRAXIS)


Manifestation Time: 1 action
Range: Close
Duration: Instantaneous
Choose a creature you can see within range. You use your psychic
influence to dramatically change its body temperature. The target
must make a STR (Stamina) saving throw. On a failed save, the
target suffers one of the following effects of your choice:
• Hyperthermia: The creature takes 1d8 biotic damage and
is sickened until the start of your next turn.
• Hypothermia: The creature takes 1d8 biotic damage and its
speed is reduced by 3 meters until the start of your next turn.

HINDER (PRAXIS)
Manifestation Time: 1 action
Range: Short
Duration: Instantaneous
Choose a creature you can see within range. You use your psychic
influence to hamper its movements. The target must make a STR
(Might) saving throw. On a failed save, the target is hindered until
the start of your next turn.

METABOLIC SPASM (PRAXIS)


Manifestation Time: 1 action
Range: Close
Duration: Instantaneous
Choose a creature you can see within range. The target must make
a STR (Stamina) saving throw. On a failed save, the target takes
1d8 biotic damage and can’t regain vitality points until the start
of your next turn. This praxis has no effect on non-living creatures
(such as robots and other constructs).

48 CHAPTER 2: THE CHARACTERS


SPARE THE DYING (PRAXIS) EQUIPMENT
Manifestation Time: 1 action Tolan’s equipment pieces that need explanation are described
Range: Touch below. On the character sheet you will find other equipment listed
Duration: Instantaneous not mentioned below. Don’t worry, the GM will be able to give you
You touch a creature that has 0 vitality points. The creature all the information you need about them.
becomes stable. If the creature is bleeding, that condition
is canceled. This praxis has no effect on non-living creatures ARMAMENTS
(such as robots and other constructs). Armor: Tolan wears a reinforced protective vest (already
considered in his statistics) equipped with the following functions:
BIOPSIONIC RESTORATION (METABIOSIS) HEV suit, magnetic boots, flashlight, basic sensors, multiscanner,
Manifestation Time: 1 action comlink. The GM can provide you with further details on how
Range: Contact these functions work.
Duration: Instantaneous
GEAR
You use your psionic influence to cleanse, cure, and restore Bioscanner: Biometric analysis device. It is sufficient to pass
health. This praxis has no effect on non-living creatures (such it over a subject to detect health conditions and vital signs, analyze
as robots and other constructs). When you manifest this power, organic matter and look for signs of life. Interpreting data from
choose one of the following options. a bioscanner might require INT (Medicine or Science) checks.
Diagnosis (1+ psi): You touch a creature (including yourself) First aid kit: This kit contains everything you need to
and immediately learn one information of your choice from the administer first aid care. The kit has 10 uses. As an action, you
following for each psi point spent: can expend one use of the kit to stabilize a creature that has 0
• The creature’s current and maximum vitality points, and the vitality points without needing to make a INT (Medicine) check.
types of damage it has recently taken. Medical tools: They include hypojet dispensers, bandaging
• The traumas afflicting the creature (if any). and dressing materials, generic drugs, surgical instruments and
• The conditions affecting the creature (if any). anything else useful for the medical profession.
• The diseases afflicting the creature (if any). Scientific tools: They include vials, slides, swabs, reagents,
• The poisons afflicting the creature (if any). reaction catalysts and all the tools needed to carry out scientific
Alternatively, this effect can be used on the corpse of a creature investigations and experiments, including the collection, analysis
that has been dead for no more than 24 hours to determine the and creation of substances and materials.
cause of its death. Sterilizer: Device capable of generating a beam of ultraviolet
Restore Vitality (1+ psi): You touch a creature (including radiation sufficient to sterilize a surface on which it is passed.
yourself), and it immediately regains an amount of vitality points As an action, you can sterilize up to one square meter of surface.
equal to 1d6 for each psi point spent. Powering: ENC (20 rounds).
Restore Conditions (3 psi): You touch a creature (including
yourself), and immediately remove one of the following conditions
from it: blinded, dazzled, deafened, paralyzed, sickened, or stunned.
Alternatively, you can cure a disease or poison afflicting the target.
Restore Debilitation (4 psi): You touch a creature (including
yourself), and immediately remove one level of exhaustion from it.
Alternatively, you can remove an effect that reduces the target’s
maximum vitality points or one of the target’s ability scores,
unless they are permanent effects.

CHAPTER 2: THE CHARACTERS 49


CHAPTER 3: A VOICE IN THE VOID
“A Voice in the Void” is a short adventure to introduce you to of a new order in the otherwise wild and boundless sidereal
FARSIGHT RPG and in this chapter you will find all the necessary expanses known today as the Outskirts.
to run it. Currently, the Outskirts regions along the Inner Edge of the
Obviously, we advise the Game Master to carefully read both Orion Arm are dominated by the mighty Nargor Kratarchy,
the rules presented in Chapter 1 and this chapter before running a border empire ruled by a powerful military and forged
the adventure written here. On the contrary, players should not by centuries of resistance against the threats from beyond
read this chapter at all, unless they want to completely ruin for the Inner Edge – first of all the ferocious Zatarian Hegemony.
themselves the game experience. From the more distant areas of the Orion Arm instead come
rumors about the mysterious Concordate, an enigmatic nation
PREAMBLE of which very little is known except that its emissaries, called
This section introduces the setting and the narrative contest of Concordants, travel through the Outskirts volunteering
the adventure, and it provides various guidelines and information as diplomats, negotiators and peace missionaries.
useful to the GM to handle characters and scenes while running Finally, the Central Outskirts and the border marches of the
the adventure itself. Outer Edge have been the scene of the rise of two main actors:
In particular, the information contained in the “Historical the Arkeade Cross, a thriving mercantile league that bases its
context” section are considered public knowledge, so players’ influence on the massive network of trade, communications and
characters are supposed to be aware of them. For this reason, services it has built over the centuries, and the Confederation
we suggest to narrate what is written to your players thoroughly of the 79 Suns, perhaps the most important interstellar nation
and clearly or, if you prefer, to read them the whole paragraph. the Outskirts have seen since the collapse of the Union.
On the contrary, the “Perseus III” section tells the events
leading up to the adventure and therefore linked to its plot. PERSEUS III
Therefore, the information contained in it should not be revealed During the Golden Age, the Union, at the pinnacle of its power
to the players. They will have the chance to discover them and its expansion, reached heights of splendor and crossed
(completely or partially) during the course of the adventure. frontiers that are unimaginable today. Among the greatest
ambitions that arose from this period was the intrepid PERSEUS
HISTORICAL CONTEXT Project. When its territories came to touch the chasms that
697 EU (approximately 3100 in the old Earth dating). In times separate the Orion Arm from the other spiral arms, the Union
long gone, humans ventured among the stars and discovered yearned to explore the unknown, to go beyond the farthest
they were not alone. Several interstellar civilizations had already reaches of its corner of the galaxy.
spread in the central areas of the Orion Arm, and the presence To this end, the largest yards in the Union invested all their
of the newcomers initially awoke not small amount of suspicion. resources into building nine ships of titanic proportions. Nine
However, the Terrans (as they were named) quickly managed technological prodigies that, together with their courageous crews,
to integrate, becoming part of a process of dialogue that was catalyzed the aspirations of an entire civilization. Their mission:
slowly bringing the various known species closer and would lead, to explore the distant Perseus Arm. However, even with the best
in the following decades, to the founding of the Systems Union. technologies available to the Union, the journey would have
Almost seven hundred years have passed since those epochal lasted, at best, more than a century.
events that marked the beginning of a new era of prosperity and Unfortunately, the ultimate fate of these extraordinary ships fell
exploration, remembered as the Golden Age. The various species, into oblivion following the Collapse. Our story follows the events
now united under the aegis of peace and cooperation, prospered of one of these ships: the Perseus III.
by merging their cultures and colonizing previously unexplored
regions of their corner of the galaxy. THE PERSEUS III MISSION
But nothing is built to last forever and, although the Union After a silent and solitary long journey, the huge spaceship finally
survived for more than 300 years despite wars and periods of crossed the threshold of the Perseus Arm, finally exiting the warp
crisis, nothing could have endured what happened. A devastating thousands of light years from home. Immersed in a completely
pandemic of unknown origin spread with disarming speed unexplored territory, the ship began to scan its surroundings,
in all the territories of the Union, decimating the population while the crew awoke from their long cryogenic sleep.
and destabilizing the complex apparatus of institutions and During the years the Perseus III spent exploring the
infrastructures that governed the vast interstellar civilization. neighboring sectors of the Perseus Arm, the crew cataloged
The Scarlet Plague, as it was called, left behind a Union many new forms of life, studying exotic biomes of all sorts and
completely collapsed and astray. gathering an invaluable collection of flora, fauna and mineral
Disturbing rumors began to spread. Was the Plague the result samples from hundreds of different planets. The most memorable
of nefarious experiments? Was it the prelude to an invasion or the and exceptional encounters, however, were with the interstellar
result of a terrorist plan? At that point, it didn’t matter. Within a civilizations of that part of the galaxy; they welcomed
few years, vast peripheral territories were completely abandoned the newcomers amicably, establishing cultural exchanges
to themselves, while what was left of the Union retreated to the and guiding them in their exploration.
now remote Central Systems, where a glimmer of order still barely At the end of the mission’s scheduled period, the Perseus III
resisted in the native planets of the founding species. finally headed home and the crew returned in cryostasis to make
The darkness thus engulfed once prosperous regions, throwing the long return journey.
them into a long period of isolation, oblivion and barbarism.
However, over the nearly four centuries that separate us from THE INCIDENT
those terrible events, which went down in history as The Collapse, During the journey, however, a malfunction caused the
from the ruins of the previous era emerged new sparks of deactivation of the containment cells of the samples stored in the
civilization. Sparks that slowly became beacons of hope, bastions ship’s laboratories, triggering the safety protocols for biological

50 CHAPTER 3: A VOICE IN THE VOID


contamination. The senior officers were thus awakened by
Urania, the onboard Artificial Intelligence. Soon, they realized
that the contamination was not a danger (other than the loss of prevent further spread of the infestation. In these circumstances,
the samples) but that the damage to their containment was more Lieutenant Shakar, a young khel engineer, lost his life to manually
serious than expected, so much so that it could not be repaired eject a blocked escape pod, thus saving some of his crewmates.
without exiting the warp. So the captain decided to resolve Finally, the four remaining officers withdrew to the upper
the situation by isolating the laboratories and deactivating decks, still uncontaminated, and isolated them from the inside
the quarantine protocols that would otherwise have prevented from the rest of the ship. A distress signal was set to repeat in a
them from resuming cryostasis, postponing the matter to the loop, in the hope that help would come sooner or later, as the four
end of the journey. hibernate again, setting an automatic wake cycle every 10 years,
However, among the leaked samples there was a seemingly so as to continue monitoring the situation.
irrelevant basic life form, a sort of lichen. What the crew
could not suspect was that this sample contained a symbiotic THE LONG WAIT
microorganism capable of adapting to any host creature, So, every 10 years, the four survivors were regularly awakened
dramatically increasing its adaptive capacities and binding from cryostasis. In the brief periods of wakefulness, they waited
the various hosts into a sort of “plural entity”. in vain for a response to the distress signal or some proof that any
Thus, supported by the micro-symbiote, part of the life forms of their companions had survived. Neither of them ever came.
closed in the ship’s laboratories managed to survive by adapting Increasingly worried by not knowing the cause of such silence
to that synthetic environment that would normally have killed in a region of space they considered home, the four continued
them quickly. With the quarantine protocols deactivated, this new their monitoring routine. While the engineer Vas Nehema ensured
mutant ecosystem began to spread beyond the labs, through ducts the good state of cryogenic and life support systems, the scientific
and cavities, colonizing other areas of the ship undisturbed. officer, Dr. Van Veld, studied and monitored the evolution of the
biome. Unfortunately, during his studies, although protected by
A PROBLEMATIC AWAKENING a theoretically impenetrable environmental suit, the scientist was
Finally reached what was once Union’s territory, the large ship unknowingly infected by the symbiotic microorganism.
deactivated its warp engines for the last time and the crew After this event, the science officer began to fall prey to strange
came out of the cryostasis, eager to finally see familiar worlds sensations and an inexplicable attractive impulse towards the
again. Their enthusiasm soon turned to bewilderment when no biome. During the following awakenings he kept his condition
communication from space came in response to the hidden from his companions but the thing worsened to the point
Perseus III’s identifying signal. All around, only silence. it caused him hallucinations and psychotic crises. Worried,
To make matters worse, the crew immediately found themselves his crewmates sedated the scientist and subjected him to medical
facing an even more shocking discovery: most of the lower decks tests, discovering the contamination now irremediably spread
were now invaded by a lush alien biome, that had grown way out throughout his body. Shocked and dejected, they agreed that
of proportion by feeding on the ship’s energy. The attempt the only sensible decision was to end their friend’s life without
to reactivate the quarantine protocols revealed that the disturbing waking him up, so as not to make him suffer. However, before
ecosystem was so interconnected with the ship’s systems that they could do it, the scientist inexplicably awakened despite
it had corrupted its own artificial intelligence. In desperation, the sedatives, reacting to the threat with inhuman strength and
the crew tried to destroy the biome by force. However, it reacted ferocity to the point of killing the three, in the grip of a blind
with astonishing speed, developing increasingly effective survival instinct.
defensive strategies, so much so that over the following months Coming to his senses, the man was shocked by what he
some crew members lost their lives. had done and began to definitively lose his mind. Now alone
Short of possibilities and with the ship’s energy running out, and increasingly prey to delusions and hallucinations, he
Captain Sarel took an extreme but in his opinion necessary mechanically continued to follow the captain’s instructions,
decision. He placed Perseus III in a relatively safe orbit, in the regularly interrupting the cryostasis to check the state of the
shadow of the third planet of the neighboring Tau Vorlanis spaceship and the possible reception of signals from space.
system. He then ordered the evacuation of the ship apart from However, in the end despair got the better of the unfortunate
himself, but the first officer, the chief engineer and the science Doctor Van Veld who, no longer able to bear his own existence
officer refused to abandon their captain, choosing to stay. but unable for some reason to end it, decided to hibernate
In an attempt to deprive the biome of its sustenance, the core without setting any awakening.
of the main reactor was ejected and all the ship’s non-essential This is the situation the Perseus III is in when the adventure
systems were shut down, powering the rest with auxiliary begins, some 350 years after its return to the Orion Arm and little
energy provided by backup batteries and external solar surfaces. less than two centuries since the last survivor of its crew lies
The entire rear section of the vessel was then depressurized to motionless in his tormented cryogenic sleep.

CHAPTER 3: A VOICE IN THE VOID 51


ADVENTURE SUMMARY USEFUL INFORMATION FOR THE GM
This adventure is divided into three acts, each of which involves The following sections contain a series of information useful for
the exploration of different areas of the colossal wreck of the running the adventure and handling player’s characters and
Perseus III and the occurrence of various events and scenes. non-player characters.

FIRST ACT: THE WRECK CHARACTERS


Like many other “freelance” exploration vessels, the characters’ The premade characters available in this quickstarter are seven
ship ISV Serendipity was hired by the 79 Suns Confederation’s and make up the small crew of the spaceship ISV Serendipity.
Government Exploration Agency (GEA) to map the remote region You can run this adventure with a variable number of players
of the Frayed Strings, a still unexplored segment of the Outer Edge. ranging from 3 to 7, although the optimal number is 4 or 5.
The adventure begins when the Serendipity picks up a Characters not chosen by the players are assumed to remain
mysterious distress signal that leads the characters to the wreck on the Serendipity during the course of the adventure and, when
of a huge spaceship, still partially sealed and pressurized. necessary, they will be played by the GM. If there are seven
The characters begin to explore the depressurized part of the players and therefore all the characters will actively participate
abandoned vessel, looking for a way to access its still sealed part. in the adventure, the Serendipity is considered under the control
of its on-board computer.
SECOND ACT: THE BIOME
The characters manage to penetrate the pressurized part of the CHARACTERS EQUIPMENT
wreck but, at that moment, a battered defensive cannon fires at Here’s some general information about the characters equipment
the Serendipity and then explodes into a thousand pieces. The you need to take into account.
hit is enough to break the anchor cables and damage the small Armor: Characters’ armor all have of the following basic functions.
exploration ship’s engines, leaving it adrift and in need of repair. • HEV exosuit: The Hostile Environment and Vaacum (HEV)
The characters are thus forced to continue the exploration exosuits are pressurized suits that protect against the
looking for a way to return to their ship and repair it. effects of space vacuum and any other hostile environment.
Entering the belly of the wreck, the characters discover with Wearing a HEV provides 24 hours of life support, resistance
great surprise that an alien ecosystem has completely invaded 3 to radiation and immunity to the effects of hazardous
the cargo bay and the foredecks, leaving untouched only the atmospheres, gases, airborne poisons and pathogens, space
upper decks, apparently isolated from the rest of the ship by vacuum, as well as extreme pressures and temperatures.
a security protocol. If a HEV suit is seriously damaged, its benefits are lost.
Despite the dangers of the alien biome, the characters continue • Magnetic boots: Boots equipped with magnetic soles that can
to explore discovering clues about the history of the wreck and the be activated at will. When active, they allow to move more or
events that led to the current situation, thanks also to the help of less normally even in zero gravity conditions, as long as the
Urania, the ship’s artificial intelligence still active after centuries. wearer is in environments with metal surfaces (such as the
Contacted by a mysterious voice via the ship’s internal interior of spaceships and space stations). However, moving
communication systems, the characters are warned of the danger in these conditions is not easy (consider the movement speed
posed by the biome and guided to the upper decks, the only safe of characters halved unless they have the G-Zero skill).
place in the entire wreck. • Flashlight: Mounted on the helmet. It produces a conical
light beam approximately 30 degrees wide. The light is
THIRD ACT: THE SURVIVOR intense up to the first 10 meters and dim for another 10.
Passing through the conduits winding between the bulkheads of • Comlink: Communication device that allows characters to
the wreck, the characters reach the bridge where they discover stay in contact with each other and with the ISV Serendipity,
the identity of the mysterious voice that has guided them there, within a radius of a few kilometers.
namely the science officer Tamìr Van Veld, the only survivor of • Basic sensors: Basic sensors can detect the general layout
the crew of the Perseus III. of the nearby explorable spaces (walls pattern, shape of the
The man says he has been waiting for help for centuries and rooms, etc.) within a radius of about 20 meters, displaying an
tries to convince the characters to destroy the ship and the alien approximate map on a small screen mounted on the forearm.
biome with it, activating the self-destruct sequence from the ship’s • Multiscanner: Sensor device capable of detecting a wide
computer mainframe and escaping aboard a shuttle still in the range of environmental data – such as temperature, pressure,
Perseus III hangar. In order to access these areas, however, it is atmospheric composition, radiation – and to analyze materials,
necessary to disable the emergency lock that isolates them using substances and energy emissions. Interpreting data from
the safety codes of the captain and the first officer, kept (according a multiscanner might require INT (Science) checks.
to the survivor) in the private quarters of the two officers.
However, thanks again to Urania’s help, the characters discover ENC Energy Cells: Standard batteries used to power weapons
that Van Veld himself is contaminated by the biome and that, and tech devices. At the beginning of the adventure each
because of this, he has killed his companions. Urania also points character is equipped with 4 ENCs.
out to the characters the great scientific importance of the biome Medikit: Medikits are disposable hypojet vials containing a
and proposes to save it by directing the Perseus III to the surface mix of regenerating and stimulating substances. Using a medkit
of the planet below, rather than destroying it. requires an action. The creature the medkit is used on instantly
The characters will then have to decide what to do: listening recovers 1d6 + 1 vitality points. At the beginning of the adventure,
to Van Veld, Urania, or leaving the wreck to its fate? each character is equipped with 1 medkit.

52 CHAPTER 3: A VOICE IN THE VOID


IMPORTANT NPCS OF THE ADVENTURE LEAKS ON EXOSUITS
Name Role Species Gender Exosuits are hardy and capable of self-repairing on a small scale. In
Alive combat, damage from normal weapons causes at most small holes or
tears that seal so quickly that they have no game effect. On the contrary,
Tamìr Van Veld Chief science officer Terran Male serious leaks expose the wearer to the external environmental conditions.
Urania Artificial Intelligence – Female Such leaks could be caused by particularly lucky hits or by weapons with
high offensive potential. It is up to the GM to decide when something is
Deceased
capable of causing leaks in an exosuit, and to determine what this entails,
Eles Vir Sarel Captain Draalani Non-Binary depending on the environment the characters are in.
Nelaris Galorian First mate Valkarian Female
Raeel Vas Nehema Chief engineer Navarian Male
• If the character stabilizes at 0 vitality points, there doesn’t
Shakar Lieutenant engineer Khel Male
seem to be anything unusual at first.
If a contaminated character is analyzed with a bioscanner, the
NON-PLAYER CHARACTERS (NPCS) only oddity to be found lies in the fact that none of the injuries
For the purposes of this adventure, the most relevant members suffered seem to be life threatening, although it initially seemed
of the Perseus III crew are those left on the ship after the the opposite.
evacuation. Their stories are linked to the plot of the adventure If, on the other hand, the character is examined with the
and the players’ characters will be able to discover them as they medical equipment located in the secondary infirmary on the
explore the wreck. Officers’ Deck (Area 10A), the contamination can be identified
The only two NPCs the characters will be able to interact with by making a DC 23 INT (Medicine) check.
directly are Urania, the artificial intelligence of Perseus III, and The contamination has no harmful or beneficial effects (other
Dr. Tamìr Van Veld, the only surviving member of the ship’s than initially averting the character’s death). The only thing
original crew. it triggers is a gradual awareness of a psychic connection with
the biome itself. In other words, a contaminated character will
THE STATUS OF THE PERSEUS III realize over time that they “perceive” the existence of the biome,
The entire rear part of the ship, which includes the engine room regardless of the distance from it.
and the engineering deck above, is completely devoid of energy
and depressurized, therefore exposed to the vacuum of space. COLOR CODE
On the contrary, the rest of the Perseus III is still sealed and with Within the text of the adventure, some paragraphs are highlighted
breathable air and artificial gravity on the inside. with colors. The meaning of these colors is explained below.
However, due to the scarce energy supplied by the wreck’s
Descriptions: The text containing descriptions of the environments
backup systems, the only parts of the ship still fully functional are that can be explored by the characters or the narration of particularly
the upper decks (the officers’ deck and the bridge), that are also important events and scenes occurring during the adventure is
completely isolated from the rest of the vessel due to an emergency highlighted in blue. At the right moment, you can read these descriptions
protocol set by the captain. The same protocol also keeps the directly to the players, or get inspiration to narrate them in your own way.
ship’s computer mainframe and the shuttle hangar close.
Even Urania, the Perseus III’s AI, is cut off from the upper Plot objects: In green are highlighted crucial objects for the continuation
decks systems as long as the isolation protocol is active. of the adventure. These object can be obtained by the characters
exploring the environments and interacting with the NPCs and creatures
THE ALIEN CONTAMINATION that populate the Perseus III.
The instrumentation possessed by the characters (bioscanner
Dangers: Finally, in red are highlighted descriptions of possible dangers,
and the like) can’t identify the presence of the symbiotic such as hostile creatures, traps, environmental hazards and other similar
microorganism that allowed the development of the biome. threats. In the case of encounters with hostile creatures, the name of the
The characters can discover the existence of such micro- creature appears followed by the number of creatures indicated between
symbiote only by uncovering the information contained in the brackets. The full description and statistics of NPCs and creatures are
Science Lab computers (Area 7C), interacting with Urania (AI) shown in Appendix B.
and asking her the right questions or, finally, upon the revelation
of the murders perpetrated by the survivor. MAPS
Character contamination: In general, the only way a character Appendix B presents a series of maps depicting the various
can be contaminated by the micro-symbiote is to end up at decks of the Perseus III that the characters can explore during
0 vitality points (or die) while in the biome-infested areas the adventure. Use them as you wish, to better describe the
of the ship. However, whether contamination occurs or not isn’t environments to the players, perhaps by gradually revealing
automatic and remains at the GM’s discretion: the infection could them as the characters explore the wreck.
be managed with a random probability (for example 50%)
or be deliberately decided by the GM. OPPONENTS STATISTICS
Should a character be contaminated by the biome, run the scene Appendix B also contains the stat blocks of all the creatures
as explained below. and the NPCs that the characters might encounter during the
• If the character dies (instantly or by failing death saves), their adventure. In addition, there’s also a short guide that will help
vital signs will inexplicably “reactivate” at the end of the fight. you to read and use the stat blocks in the best way.

CHAPTER 3: A VOICE IN THE VOID 53


FIRST ACT
Read the following paragraph to the players.

If you knew this job was going to be so boring, you probably would
have asked for a much higher fee.
The fact is that the Confederation pays a lot of money to anyone A MYSTERIOUS SIGNAL
willing to enter the remote region of the Frayed Strings, a still The adventure begins when the Serendipity detects a mysterious
unexplored segment of the Outer Edge separating the thriving and unexpected signal of unknown origin. When this happens,
Narak complex, firmly controlled by the 79 Suns, from the a warning light turns on on the communications console and the
Zephir and Cepheus Clouds. Exploring, mapping and collecting inexpressive voice of the on-board computer reports the reception
astrometric data. Easy-peasy job and credits guaranteed. There of an incoming transmission to all the characters present on the
aren’t many opportunities like this for a group of “freelancers” bridge at that moment.
like you, so you haven’t thought twice about accepting. The signal is extremely weak and disturbed, and the on-board
It is well known that the Arkeade Cross has never been the computer seems to have a strangely hard time interpreting its
Confederation’s preferred commercial interlocutor. Having to rely characteristics.
on them for long-range exchanges has always created discontent. An intervention by the crew is needed to try to understand
And things have not improved since the Daloks, cunning something more.
merchants from beyond the Edge, also appeared on the scene. Examining the signal: The signal can be examined using the Serendipity
In all likelihood, the 79 Suns are looking for a way to bypass such on-board computer by making a TEC (Computer) check. The information
intermediaries, seeking a direct link to the distant systems of the obtained depends on the outcome of the check, as indicated below.
Cepheus Complex.
Outcome Obtained information
You have plenty of time for lucubration like this, as the ISV
13+ It seems to be a standard distress call transmitted in loop,
Serendipity, your ship, leaps like a flea from one desert system
but the signal structure does not correspond to any of the
to another at warp 5.5. Where space is not mapped, the only way standard encodings used in the Outskirts, at least the ones
to proceed is short-range, fumbling around in the void. And this you know.
area has a very low stellar density, which is why it was one of the
17+ The point of origin of the signal appears to be a star system
first to fall into oblivion after the Collapse. Once it was a frontier
near your current position, just under a light-year away.
territory, now it represents the outer limit of the known, a desolate
region on the edge of the Perseus Chasm. 21+ The signal contains an identification code which appears
to read “PERSEUS III”.
You’ve been exploring the Frayed Strings for more than a month
now without finding anything really interesting, and for most of you 25+ Based on the phase and modulation of the signal, it appears
boredom seems to be the main feature of this contract. to be extremely old.
Or so you thought. 27+ The signal is very weak despite the proximity of the source;
picking it up was really a stroke of luck.
You can have the characters interact with each other as an
icebreaker for the players, giving them a quick glimpse of life At Warp 5.5 (the maximum the Serendipity can reach), the
aboard the Serendipity before moving on to the next stage. journey to the signal source system takes just over 13 hours.

54 CHAPTER 3: A VOICE IN THE VOID


Upon reaching its destination, the characters’ small spaceship In any case, upon reaching the third planet, the signal becomes
exits the warp just beyond the confines of the system. From this much stronger and clearer, finally making evident its point of
position the characters can use the ship’s sensors to gather some origin, that is, a huge shipwreck orbiting the planet itself. At this
more information about what lies ahead. point you can read the following description to the players.
Analyzing the star system: It is possible to scan the star system using the In high orbit around the third planet of the system, a huge wreck
Serendipity sensors by making a TEC (Astronautics) check. The information floats lifelessly, the perfectly smooth hull reflecting the bluish rays
obtained depends on the outcome of the check, as indicated below.
of the massive class B star that shines a few light-units away.
Outcome Obtained information It’s a sight none of you could have been prepared for. The ship’s
11+ The star that shines at the center of the system is a massive size is out of scale; there are no Confederation orbital shipyards
and bright class B star. Stellar activity is very high and the capable of hosting hulls of that size. Nor are engineers able to
system is swept by the powerful radiation emissions and solar conceive the curved and sinuous lines hosting its entrails. Yet
wind from the giant blue star. Five planets orbit around it. there is something familiar about its structure; in all likelihood it
15+ The innermost planet is a gas giant, the second and third are uses propulsion technology extremely similar to yours.
both rocky, while the two outermost planets both fall into the Instinctively, some of you are already beginning to daydream
icy giants category and orbit at a much greater distance than about how much anything that can be recovered from such a
the other three planets in the system.
prodigy of space engineering can make on the market.
17+ The innermost planet is a large standard gas giant very close
to the star. The surface temperature is extremely high and its Now that they are in the vicinity of its source, the signal is
atmosphere, swollen by the immense heat, is slowly blown much less disturbed and, if they had not already discovered it
away by the solar wind, creating a tail that extends for almost previously, it is now clear that it contains the identifier “PERSEUS
a light-unit. III”, presumably the name of the mysterious spaceship.
21+ The second is a small and rugged rocky planet that orbits
within a sparse asteroid belt. Given the young age of the Knowledge about ships named “Perseus”: A character with the
system and the small size of the planet, it is plausible that it Erudition skill may recall some historical details about spaceships bearing
has not yet finished cleaning up its orbital belt. the name “Perseus” by making an INT (Erudition) check. The information
23+ The third planet is a rocky super-earth (with about twice the obtained depends on the outcome of the check, as indicated below.
mass of the Earth). Despite having a rather strong magnetic Outcome Obtained information
field, its atmosphere is relatively rarefied for a planet of this
size, perhaps due to the strong solar wind and the current 17+ “Perseus” is a rather old name, now not very common in the
Outskirts although it is still possible to meet vessels that
scarcity of volcanic activity on its surface.
boast this name.
25+ The origin of the signal seems to be located near the third
planet of the system. 25+ Many myths and legends concerning the period of the
Collapse mention the term “Perseus” in one way or another,
If they find out the point of origin of the signal thanks to the sometimes, but not always, associated with a spaceship.
analysis of the system, the characters can head towards it without 31+ An ancient legend about the Golden Age of the Union tells
delay, otherwise they will have to delve into the system’s planets of a fleet of 9 extraordinary spaceships sent to explore the
by proceeding in the dark. distant Perseus Arm.

CHAPTER 3: A VOICE IN THE VOID 55


THE BOARDING Unfortunately, the immense size of the ghost ship and the
Once the wreck has been discovered, the onboard computer of the incompatibility of the hatches prevent a direct docking of the
Serendipity extrapolates its orbital parameters, establishing that it Serendipity. The characters will instead have to anchor their
orbits the planet approximately every 74 days. However, the orbit ship to the wreck’s hull using magnetic hooks and resistant
appears to be in slow decay. nanocarbon cables, choosing whether to anchor to the dark
By succeeding on a DC 18 INT (Science) check it is possible side of the wreck or to the side exposed to sunlight.
to calculate that the ship must have been originally positioned In any case, a successful DC 18 TEC (Astronautics) check
in an orbit that placed it perpetually in the shadow of the planet allows the Serendipity to be anchored in an optimal manner,
and therefore protected from the most violent emissions from the guaranteeing advantage to the ability checks necessary to reach
star, but something must have subsequently disturbed the orbit, the surface of the wreck using the cables (see below).
causing it to slowly decay. After the characters are equipped and prepared for boarding,
Characters can bring the Serendipity closer to the wreck to try to you can read them the following description.
analyze it in more detail. A successful DC 18 DES (Piloting) check
You are happy to get some “fresh air” and stretch your legs in the
allows to approach the wreck at an optimal angle, guaranteeing
light of a blue sun. The exosuits shield you from the radiation of
advantage on the ability check related to the analysis.
the azure giant as you clumsily grip the nanocarbon cable that
Analyzing the wreck: It is possible to scan the wreck using the Serendipity takes you, one long second after another, to the huge wreck.
sensors by making a TEC (Astronautics) check. The information obtained Halfway you feel the need to catch your breath and turn for a
depends on the outcome of the check, as indicated below. moment towards the Serendipity. All that connects you to your ship
Outcome Obtained information is the strength you place on your fingers’ grip. You are seized by a
13+ The ship’s reactor core was ejected, leaving it without energy.
strange vertigo. All around reigns a absolute zero void that would
However, there seems to be some backup power that keeps not hesitate to embrace you forever. You grip the cable tighter and
some emergency systems running. hurry to reach the shining bulkheads of the immense wreck.
18+ The stern section of the wreck is depressurized while the Danger: Traversing along the anchor cables. The characters must
central and bow part still seem sealed. It may be possible make a DC 17 STR (G-Zero) check. If at least half of the party
to enter the depressurized area and then seek an internal
is successful, all of them can safely descend along the anchor
access route to the pressurized one. Two airlocks located
in the upper part of the stern appear to be possible access
cables until they land on the surface of the wreck. Otherwise,
points, one on the dark side and the other on the lit side of the cables begin to swing dangerously and the characters end up
the vessel. approaching the wreck with too high a speed, taking 1d8 kinetic
damage upon impact with its surface.
23+ A third possible access could be an opening detected on the
upper part of the hull; it appears to be an escape pod duct
that has been left open for some reason.
28+ The fuselage of the wreck appears to be made of a highly
or resistant metal alloy, with an extremely complex molecular
structure. It is possible to examine the data collected by the
exploit sensors with a DC 17 INT (Science) check. On a success, the
data reveals that creating such a material requires the use
of very advanced nanotechnologies, far above what you can
normally see in the Outskirts.

56 CHAPTER 3: A VOICE IN THE VOID


A SILENT TOMB ESCAPE POD DUCT
During this part of the adventure, the characters must penetrate Reaching the conduit from the anchoring point requires a roughly
the depressurized zone of the wreck and explore it in search of equivalent walk, regardless of which side the characters have
a way to access the still sealed sections of the ship. anchored their ship to.
In describing the locations of this part of the adventure, try Once at the duct’s opening, any character with the
to convey to the players a sense of suspension and stillness, Mechatronics skill can easily deduce that the closing diaphragm
as if time had stopped there. of the duct is blocked for some reason, leaving the duct open.
The conduit is about 10 meters wide and allows the characters
PENETRATING THE WRECK to enter it without problems. However, at the end, the path is
After descending along the anchor cables, the characters find blocked by a diaphragm similar to the one left open at the exit,
themselves walking on the surface of the wreck hull thanks to but closed this time. The characters will have to find a way to
the magnetic boots of their exosuits. cross it. There are essentially two possible solutions:
Analyzing the wreck, the characters should have identified • If the characters have explosive with them, they can try to
some possible access points: two airlocks located on the sides of blow up the diaphragm with it, damaging it irreparably. The
the ship and possibly the duct of an escape pod left open on the task is delicate and requires a DC 19 TEC (Explosives) check.
top of its fuselage. Based on the information in their possession, On a success, the explosion breaks through the diaphragm but
the characters will have to choose how to proceed. is controlled and causes no problem. Otherwise, the characters
will have to succeed on a DC 16 DEX (Reflex) saving throw to
AIRLOCKS avoid being thrown off by the shock wave and take 1d6 kinetic
Located respectively on the dark side (Airlock 1) and on the damage due to the impact with the bulkheads of the duct.
lit side (Airlock 2) of the wreck. Obviously, the closest airlock • If the characters search around, a DC 18 PER (Inspection)
depends on which side the characters have chosen to anchor the check reveals a removable panel that hides the manual
Serendipity. Reaching the farthest airlock requires a nice stroll diaphragm release mechanism. Once unlocked, a DC 17
on the wreck’s fuselage. STR (Might) check allows to open the diaphragm (if the
In any case, the characters will have to find a way to manually character making this last check is helped by others, they gain
open the airlock hatch to access the inside of the wreck. They can advantage).
approach the problem in various ways but there are essentially
Having overcome the obstacle, the PCs will find themselves
three possible solutions:
in the empty housing of an escape pod that communicates directly
• If they are on the same side of the wreck the Serendipity with Area 3.
is anchored, characters can use their ship’s weapons to
blow up the hatch. If they do that, the hatch turns out to be ENTERING THE PERSEUS III
decidedly tough, yielding only on the third hit. However, upon Once the characters manage to penetrate inside the wreck, first
its shattering, the hatch throws shards of hot metal in all read the following description and then go to the area indicated
directions and players must succeed on a DC 19 DEX (Reflex) based on the path chosen by the characters.
saving throw or take 1d10 kinetic damage.
• If the characters have explosive with them, they can try to The lights of your suits stretch out, clumsy and imprecise, among
blow up the hatch with it, damaging it irreparably. The task wide corridors and halls as large as your own ship. The grandeur
is delicate and requires a DC 19 TEC (Explosives) check. of the spaces instills in you a certain awe, highlighted by the stasis
On a success, the explosion breaks through the hatch but is that reigns supreme everywhere.
controlled and causes no problem. Otherwise, the characters Small everyday objects float in mid-air: utensils, technical tools,
will have to succeed on a DC 16 DEX (Reflex) saving throw to screws and bolts. They are fragments of a distant past that you
avoid being thrown off by the shock wave and take 1d6 kinetic find difficult to put together.
damage due to the impact with the fragments of the hatch.
Taking a look around, characters with a Tech score of 3
• If characters search around, a DC 18 PER (Inspection) check
or higher can easily realize that they are in an area used for
reveals a removable panel that hides the manual door release
mechanical and technician work – probably the “engineering
mechanism. Once unlocked, a DC 17 STR (Might) check allows
deck” of Perseus III.
to open the hatch (if the character making this last check is
This spaceship level is divided into four sections (Areas 1 to 4)
helped by others, they gain advantage).
that can be completely explored by the characters. The immense
Once the obstacle has been overcome, the characters will find engine room of the wreck is also depressurized and located
themselves inside the airlock, which internal doors, open, give exactly below the engineering bridge, but it is inaccessible.
access respectively to Area 1, if it is Airlock 1, or to Area 2 if it The environments are completely dark and the only lights
is the Airlock 2 instead. are those projected by the flashlights mounted on the characters’
helmets. Gravity is also absent so the characters will only be
able to move normally thanks to their magnetic boots. Finally,
the absence of air prevents the propagation of sounds, so the
characters will find themselves immersed in total silence, apart
from their voices and the other transmissions they receive on
their comlinks. However, they could sense vibrations through
floors, walls, and other surfaces of the wreck structure.

CHAPTER 3: A VOICE IN THE VOID 57


AREA 1: MAINTENANCE AND REPAIR BAY LINGUISTIC PROBLEMS
If the characters have chosen to penetrate the wreck via Airlock 1, By stumbling upon signs and indications inside the wreck, the characters
they will find themselves in this area of the ship. Otherwise, they will soon realize that the language used on the Perseus III is not easily
will access it coming from Area 3. understood. Curiously, although at first sight it seems an unknown
In any case, the first time the characters enter Area 1, read language, the alphabet used is almost identical to the Espar one and
them the following description. several words seem very similar to those known by the characters.
Understanding the language of Perseus III: A character with the
The lights of your flashlights squeeze through the metal grates Erudition skill can examine the unusual language trying to understand
you walk on. Under oil stains and dents, a dense network of something more.
metal pipes stretches intricately. From the ceiling hangs a leaden Succeeding on an CD 16 INT (Erudition) check leads to the conclusion
forest of enormous pulleys, among which the light is lost. You are that the language seems to be a dialect or a deviated form of Espar,
unable to guess the ceiling’s true height. To keep you company in perhaps caused by a long isolation from other Espar users.
the immense corridors, only sporadic containers with geometric If the outcome of the check is 20 or higher (or generates an exploit),
shapes. Like plastic boulders on an anthracite path, they sparkle many archaic lexical forms are spotted, too many to be a derivative
covered with frost. dialect, and indeed more similar to what can be read in texts dating back
to the beginning of the Outskirts. The most logical conclusion is that it is
1A: FREIGHT ELEVATOR a pure but extremely ancient form of Espar.
A character who comes to this last conclusion can try to translate this
The center of the room is dominated by a huge round-based
archaic form of Espar on the fly, both in written and oral form. However,
freight elevator. Around it a balustrade of metallic tongues each attempt to do so requires to succeed on a DC 20 INT (Erudition)
extends towards the ceiling, outlining a hemisphere. Positioned as check. After a while, practice (at least 3 or 4 successes) the translation
guardians of the structure, four pistons tower like the columns of starts to get easier, and subsequent checks will have CD 17.
an ancient industrial temple. Below them, two colossal serrated Creating a translation algorithm: Alternatively, a character with
wheels are lost halfway into the floor, still protruding more than the Computer skill can try to develop a translation algorithm using the
three meters in height. The freight elevator seems to be the onboard computer of the Serendipity, but it requires to collect a good
terminal of a conveyor belt that from there enters a vast passage, amount of written (or spoken) material from Perseus III.
the end of which you cannot see from here. Creating the algorithm requires an initial CD 19 TEC (Computer)
check. The check has advantage if the person carrying it out also has
The freight elevator’s size is impressive. It is quite easy to the Erudition skill or is helped by someone who has it. However, the
deduce that it had to be used to transport large machinery and Serendipity computer needs about half an hour to develop an effective
components from the engine room below to the repair workshops algorithm. If the result of the check is 23 or higher, the time required for
on this deck, and vice versa. The large passage leading to area 1B processing the algorithm is halved.
is equipped with an obviously inactive conveyor belt. Once the translation algorithm is created and transmitted to the
characters’ suits software, it will allow them to translate the archaic
1B: MAIN WORKSHOP Espar of Perseus III in real time and with good approximation, both in
written and oral form.
Small marbles of black oil float suspended in the vacuum, around
the torn pipes of a huge piece of equipment under repair. Around
it, like the retracted legs of a dead insect, rest a dozen black and
curved mechanical arms, frozen in time. Soldering tips sparkle when 1C: SECONDARY WORKSHOP (AUTOMATONS)
they meet the light from your flashlights. A pair of V-shaped ionizers Shortly after the entrance, a metal barrel a meter in diameter
seem to hiss against you like tongues of stone snakes. Not far away, turns out to be a large lubrication tank. Above it, the metallic guts
the remains of an astronaval drone lie lifeless. of an automaton glisten in the light of the torches. The rest of the
All around, machinery, scrap and components of all sorts dot the robot lies on the floor.
floor of the workshop, varying from the size of a small transport Beyond the tub, a series of circular work areas are surmounted
shuttle to those of an automated garbage bin of “Coranis 9”. by a tangle of mechanized arms and other tools hanging from the
ceiling, while a series of white shelves unravel all around. Their
The main workshop is a large room with a ceiling that is at least smooth surfaces still bear black imprints of the hands of those
ten meters high. The floor is crossed by various trenches about who worked there.
two meters deep, partially surmounted by metal walkways and
platforms, often occupied by large disassembled machinery. Smaller workshop evidently specialized in the repair and
A series of signs and indications are visible on the walls and maintenance of on-board automaton. There are large workstations
handrails, adding splashes of color to an otherwise completely and niches along the walls, some of which contain obviously
monochromatic environment (see the Linguistic Problems box). damaged automaton. Inside a work area, is still hanging for repair
a partially disassembled service automaton. A character with the
Hostile Encounter: Malfunctioning Defensive Drone (1). As the Mechatronics qualification examining such a robot can easily
characters examine the large workshop, what looked like the realize that perhaps it could be reactivated.
inert carcass of a damaged astronaval drone suddenly activates, If the characters search the workshop, they can easily find
starting to hover clumsily in mid-air and moving debris that various energy cores that were probably used to power the
begins to float in all directions. Before they can react, characters automaton. However, only one of these cores retains some charge
must succeed on a DC 17 DEX (Reflex) saving throw or be hit by (25%) and finding it among the many cores requires a DC 17
stray debris taking 1d6 kinetic damage. INT (Investigation) check. A similar energy core is also recoverable
Once the drone is shot down, if the characters examine its from the out of control drone’s wreck in area 1B, after having
remains they will find inside it an energy core still retaining shot it down.
some charge (13%). The core could be useful for powering other
devices of the Perseus III.

58 CHAPTER 3: A VOICE IN THE VOID


Reactivating the automaton: A characters with the Mechatronics skill
can try to reactivate the service automaton using technical tools and the
functioning energy core (found inside the workshop). The attempt takes
about 10 minutes of work and a DC 21 TEC (Mechatronics) check.
If the check fails, the automaton is more damaged than expected and the characters can spot a pair of barrel-sized cylinders among the
there is no hope of reactivating it. junk. Characters with the Mechatronics skill easily understand
If, on the other hand, the check succeeds, the automaton reactivates but that these are backup batteries typically used in spaceships.
its damaged servomotors do not allow it to move. The energy core has One of these still seems to work.
enough energy to keep the automaton active for about 25 minutes (or 13
minutes if using the core obtained from the defensive drone in area 1B). Backup battery: Working (67% charged). It can be inserted in
Communicating with the automaton: Unfortunately, the absence one of the special compartments in Area 2A to restore energy
of atmosphere prevents the propagation of sounds so the only way to the corresponding section of the engineering bridge.
to communicate with the automaton is to connect its voice interface
directly with the characters’ comlinks. Doing so requires a DC 18 TEC 1E: STORAGE AND DRONES SHED
(Mechatronics or Tampering) check.
A winding walkway crosses what must have been the storage
However, even overcoming these technical problems, being able to
area of the machinery sector. An elaborate architecture of cubes
communicate effectively with the automaton is complicated due to the
difference between the characters’ language and that used by the robot
riddled with compartments surrounds you with its suspended
(see the Linguistic Problems box). geometries, crammed with spare parts, tools, containers and
An alternative solution could be to overwrite the linguistic database pressurized bottles.
of the automaton with that of the Serendipity computer, using once After a series of large magnetic locked crates, the walkway
again the connection guaranteed by comlinks. Doing so requires a DC widens into a larger space, revealing the kaleidoscopic shed of
23 TEC (Computer) check. However, if the check fails, the entire data astronaval drones. Hanging from a web of moving lanes, a vast
memory of the robot is irretrievably erased, and the characters lose any array of bizarre-shaped robots cover the space from floor to
information the automaton could have provided. ceiling, in a tangle of mechanical appendages hanging in the void.
Information obtainable from the automaton: If the technical and
linguistic problems are overcome, the characters will be able to speak The shelves and large magnetic locked crates contain raw
with the automaton. By asking the right questions they might get the materials and mechanical components that were to be used by
following information. the repair workshops.
The robot was being repaired because it had suffered serious damage In addition to the crates, the hall is dominated by the enormous
due to a failure in the targeting software of some security drones, structures that make up the stowage compartments of the
which were activated while undergoing the usual diagnostics, starting Perseus III spaceship’s drones. It contains astromech, mining and
to shoot at random. defensive drones. By succeeding on a DC 14 PER (Alertness or
The robot was reactivated several times during the repair phases, Inspection) check, it is possible to notice that among the various
to test the integrity of its neural networks, but the repair times were slots of the drone stowage compartment, some are empty.
unusually long. The last thing he recorded before the last deactivation
was it distinctly hearing about a “general evacuation order”. Danger: Pressurized containers. If the characters start looking
among the materials stored in this area, they end up stumbling
1D: MAIN WORKSHOP’S REPOSITORY upon some cryogenic containers that are still pressurized.
A small repository where a series of crates and spare parts are However, the closures are now made extremely fragile by time
abandoned in part over and in part around the shelves, making the and, if they are even minimally moved, they open violently,
space even more cramped. releasing a cloud of cryogenic gas within a radius of 10 meters.
All characters within this area must make a DC 19 DEX
The repository is full of spare parts, technical tools, small (Reflex) saving throw, taking 2d6 energy damage (cold) if they
scrap and repair waste. With a DC 16 PER (Inspection) check, fail, or half that damage if they succeed.

CHAPTER 3: A VOICE IN THE VOID 59


AREA 2: PRODUCTION AND BACKUP 2B: MACRO-PRODUCTION WORKSHOPS
If the characters have chosen to penetrate the wreck via Airlock 2, In the center of the huge hall there are impressive cubic structures
they will find themselves in this area of the ship. Otherwise, they made up of complex metal frames and grids. As you approach one
will access it coming from Area 3. of them, the light from your helmets shines on the silhouettes of
In any case, the first time the characters enter Area 2, read them a dozen mechanical arms that rest within it, kneeling around the
the following description. sarcophagus of an under construction engine.
You find yourself observing a large corridor with smooth Further on, a tangle of conveyor rollers is dominated by another
white walls. However, you manage to guess the outline of the series of arched robotic limbs hanging from mobile scaffolding,
tessellations and panels, some of which seem to have been like the ribs of a huge metal rib cage.
removed, revealing a dense network of pipes running inside the A vast factory dominated by large structures equipped with
compartments and cavities. Above your heads, the extinguished robotic arms. Basically it is some sort of huge and super-advanced
coils of the lights that once illuminated these rooms break up the version of 3D printers and automatic assembly systems.
otherwise smooth bronze surface of the ceilings, like fossil worms A series of signs and indications are visible on the walls and
swimming in an amber river. handrails, adding splashes of color to an otherwise completely
monochromatic environment (see the Linguistic Problems box).
2A: CONVOGLIATORE PRINCIPALE DELL’ENERGIA If the characters search within the area, a DC 21 PER
From the floor of the room bursts a huge metal cylinder about (Inspection) check allows them to find among the various crates
three meters in diameter. This colossal duct opens above your of materials, a case containing a set of advanced technical tools,
heads in a tangle of electrical tendrils that are lost in the darkness specific to the Perseus III. When used, these technical tools give
of the ceiling. Under this colossal tree structure, the room is advantage on any TEC (Mechatronics or Tampering) check carried
mainly occupied by a series of monolithic parallelepipeds that out on the Perseus III machinery and systems.
house electrical panels and systems for monitoring energy flows. If energy is restored to this section of the deck, the assembly
On the walls, skinny metal ladders rise from the floor towards and printing machines are restarted automatically following
a series of walkways immersed in a vortex of cables, pipes, their programs but they will produce nothing since the systems
capacitors and electro-ionic coils. that provide them with the raw materials to work on are
completely off-line.
In this room comes the main duct carrying the energy from
the ship’s generator to the entire Engineering Deck. Basically 2C: MICRO-PRODUCTION WORKSHOPS
it’s a sort of powerhouse. A series of heavy metal tables bolted to the floor are surmounted
On one of the walls of the room there are four semi-cylindrical by glass parallelepipeds supported by plastic frames. Inside
spaces, each equipped with a manual relay and marked with them, a myriad of small dendrites ending with precision laser
a sign. Probably each of the four signs corresponds to one of the projectors hang from above, as if they were the tentacles of
sections of the engineering bridge (see the Linguistic problems strange cybernetic creatures. Presumably these are precision
box). In one of these compartments there is a cylindrical object 3D printing machines, and indeed, some of them still appear to
that could be a backup battery, but it seems completely exhausted. contain objects.
Among the tables, the screens of some control stations reflect
Restoring energy to engineering deck sections: If characters plug
a functioning backup battery into one of the compartment and activate the light, projecting iridescent reflections.
its relay, they will restore power to the corresponding engineering deck
If the characters search inside the production devices, within
section, activating lights, terminals and machinery, or at least those that
are still functional. A couple of still functioning backup batteries can
one of them they will find a Plasma Burner completely assembled
be found by inspecting the various rooms of the engineering deck. and functional but exhausted (see the Plasma Burner box).
Obviously, the autonomy of the batteries is limited: the charge of By searching further and succeeding on a DC 17 PER (Inspection)
a battery decreases by 1% for every minute of use. When the charge check, the characters can also find 2 charging cylinders for the
reaches 0%, the battery becomes useless. burner (each charging cylinder allows the burner to be triggered
Warning! One of the batteries that may be found by the characters 5 times before running out).
is defective. If used without first being repaired it could be seriously If power is restored to this section of the deck, it will be possible
dangerous (see below). to access the control terminals of the production machinery
and discover that, in addition to various spare parts, they were
producing plasma burners (but why?).
Danger: Defective backup battery. If the characters use the
defective battery without first repairing it, initially everything
seems to work normally and in the section corresponding
to the compartment used, energy returns. However, a few
seconds later a red warning light comes on and the battery
quickly begins to overheat.
Nearby characters who notice the problem can attempt PLASMA BURNER
to deactivate the relay on the fly by making a DC 18
A Activating a plasma burner requires an action. When activated, it
DEX (Slight of Hand) check, avoiding the worst. If no one can generates an area of effect in the shape of a line 10 meters long and
deactivate the relay, the battery will explode and all characters 1 meter wide. All creatures in the area must make a DC 18 DEX (Reflex)
within 5 meters of it must make a DC 20 DEX (Reflex) saving saving throw, taking 3d6 energy damage if they fail, or half that damage
throw, taking 2d6 energy damage (burning) if they fail, or half if they succeed.
that damage if they succeed. In addition, creatures that fail their saving throw catch fire, taking
The compartment used is damaged by the explosion but can 1d6 energy damage at the end of each of their turn until the flames are
be repaired in 30 minutes of work by using technical tools and extinguished. A creature can extinguish the flames on itself or on an
succeeding on a DC 17 TEC (Mechatronics) check. adjacent creature using an action.

60 CHAPTER 3: A VOICE IN THE VOID


AREA 3: ENGINEERING CONTROL ROOM
If the characters have chosen to enter the wreck via the escape
pod duct, they will find themselves in this area of the ship. If power is restored to this section of the deck, the various
Otherwise, they will access it coming from Area 1 or Area 2. terminals of the control center are activated. Many of the monitors
In any case, the first time the characters enter Area 3, read turn out to be down or malfunctioning, while the intact ones show
them the following description. error screens and failure warnings.
Above the large holographic table in the center of the room
You find yourself observing a large room with circular outlines. appears the translucent and flickering outline of the internal
All around, barely visible in the faint beams of your flashlights, structure of the Perseus III, surrounded by a multitude of little
mighty metal infrastructures start from the floor and rise windows containing warnings about systems offline, critical
upwards to draw huge arches above your heads, supporting a failures, main energy being offline, insufficient auxiliary energy,
hemispherical ceiling from which center descends an impressive and so on.
cylindrical column that ends suspended three or four meters
above the ground, opening up like an enormous flower of monitors
Examining the control center terminals: The control center terminals
with smooth, pitch-black surfaces. contain a variety of freely accessible information. If the characters
Below it, the center of the room is occupied by a large raised manage to overcome the usual linguistic hurdle (see the Linguistic
platform also with a circular plan, suspended above a chasm Problems box), they obtain the following information.
of total darkness and accessible only via a series of inclined • The structural diagram displayed by the holographic table allows you to
walkways equipped with balustrades. give the players the decks layout of the Perseus III (see Appendix B).
On the side walls of the room, splashes of color mark the • From the same diagram, the characters can easily understand that
presence of several doors, while a few wider passages open to the cargo bay and foredecks appear to be accessible, while the upper
corridors engulfed by darkness. decks, mainframe and shuttle hangar are isolated by a security lock.
The side doors give access to changing rooms and other utility Protected information: There are also a series of protected data
areas for the staff, such as toilets and storage rooms. archives, accessible only thanks to a tech staff access badge or by
succeeding on a DC 21 TEC (Computer) check made to bypass the
3A: CONTROL CENTER IT protections. By accessing these archives, the characters obtain the
following information.
Above the raised platform, a massive octagonal table marks
the exact center of the big room, just below the crown of blank • Systems diagnostics chronology: It allows the characters to
understand that the Perseus III must have made an incredibly
screens hanging from the cylinder that descends from the ceiling.
long journey. Furthermore, the activity of the engineering deck is
When your lights touch the surface of the table, it shines as if interspersed with long periods of automatic monitoring, suggesting
it were encrusted with crystals. It must be a highly articulated that, presumably, the crew spent most of the journey in cryostasis.
interactive holographic projector. All around, the external part
• Engineering deck layout and inventory: It allows the characters to
of the platform is occupied by about twenty workstations, each
identify any areas of the deck that have not yet been explored, and
associated with a series of large transparent glass monitors. to figure out which rooms might contain useful items (that they
The prevailing darkness does not do justice to what must have haven’t already found). Specifically the areas 1D and 4A (backup
been a labyrinth of lights and information, aimed at monitoring the batteries), 1C (the repairable automaton), 2B (the advanced technical
main activities of this section of the ship. tools) and 2C (the plasma burner).

CHAPTER 3: A VOICE IN THE VOID 61


3B: CHANGING ROOMS AND UTILITY ROOMS KHELS
The walls of the room are almost entirely occupied by a long The khels (otherwise known as saurians or lizards) are a species of
succession of lockers, while a series of benches are anchored humanoid reptiles with a rather mysterious origin.
to the floor. Some semi-open lockers allow the light from your In the Outskirts they can be found scattered over hundreds of worlds,
helmets to reflect on a collection of personal effects, tools, where they mainly populate swamps and tropical jungles, gathered in
photographs and documents. In mid-air, some lab coats and small tribal societies based on hunting; they are territorial, xenophobic
a few other garments float with the naturalness of ghosts. and almost completely lack technology. Encountering khels outside
Among the lockers, an opaque glass door connects the changing these primitive communities is quite rare, and when it happens, they are
mostly slaves or mercenaries.
room to a room with glossy walls from which thin tubes emerge,
How a primitive species such as the khels could have spread to
ending in strange disks with a ridged bottom, while the floor is
multiple planets still remains an unsolved puzzle, to which recently
crossed by thin channels leading to small sinkholes. have been added rumors that the fearsome Zatarian, a warlike and
If the characters start inspecting these rooms, it won’t be long bloodthirsty species said to come from a zone of space beyond the Inner
before they notice the body huddled in the space between two Edge, are actually khels, at least biologically.
lockers. When this happens, read them the following description.

Huddled in the space separating two lockers, you see the body of Tech staff access badge: Small electronic badge containing
a humanoid. The corpse wears an unusual-looking exosuit with the the identification codes of the technical staff of the Perseus III. It
Perseus III symbol on the chest, but does not wear a helmet, that automatically overcomes all the access blocks that require these
lies less than a meter away, still resting on the ground despite the codes, simply by bringing it closer to the affected devices.
absence of gravity. But what surprises you the most are the long
In addition to the corpse, looking through the lockers it is
tail and the angular reptilian features. Amazed, you realize that
possible to find a varied series of personal effects that belonged to
you are standing before the corpse of a khel (see the Khels box).
the crew members who worked in this section of the ship. Mostly
objects of common use, nothing of interest. Except for a couple
Examining the corpse: Characters can examine the corpse to try to find of holographic photos still not erased by time, hung on the inside
out some information about it. of a locker door. If the characters find the photos, read them the
• Scanning the corpse with a bioscanner and succeeding on a DC 18 following description.
INT (Medicine) check reveals that the khel died from sudden vacuum
exposure, probably when this area of the ship was depressurized. If Inside a locker, a couple of holographic photos give off a very faint
the outcome of the check is 21 or higher (or generates an exploit) luminescence. Ruined by time but still visible, they depict two very
the exam reveals the absence of stress or agitation signs before different scenes.
death, which can lead to suppose that the victim knew he was dying
In the first one, a draalani, a navarian and a terran, all three
and had accepted it.
quite young, stand in one of the corridors of the engineering
• A CD 21 TEC (Cybernetics) check reveals that the khel’s right hand is deck. They pose for the shot amicably embraced and smiling,
artificial. The quality of the cybernetic prosthesis is amazing, at first wearing what must have been the uniform of the Perseus III. In the
glance indistinguishable from its natural counterpart. Other signs on
background, behind the three, another crew member can be seen
the body could indicate the presence of some other small cybernetic
implant within the khel.
walking down the corridor behind them, this time an iradian.
In the second photo, you can see instead a crowd of people
• By succeeding on a DC 18 PER (Inspection) check, a tech staff
surrounding an elderly draalani and a valkarian, both in full
access badge and a datapad are found on the corpse (see below).
uniform, standing in front of a tall humanoid of unknown species,
Examining the exosuit: A DC 17 TEC (Cybernetics) check reveals a with very bizarre anatomy and clothing. Among the crowd, in the
series of special joints and polymorphic materials that allow the suit to
midst of those who appear to be members of the crew of the
adapt to most known humanoid anatomies, making it wearable from the
smallest ja’raki to the most massive kergan. If the outcome of the check
Perseus III, are recognizable other individuals belonging to the
is 20 or higher (or generates an exploit) it becomes also evident that the same species as the being in the center.
helmet was voluntarily removed.
Examining the datapad: The datapad appears functional but has no Examining the travel photos: By looking more closely at the photos,
power. By succeeding on a DC 18 TEC (Mechatronics or Tampering) the characters may be able to guess a little more.
check, it is possible to connect the datapad to one of the character’s ENC By succeeding on a DC 17 WIL (Socialite) check, the characters can
energy cells, thus allowing the datapad to be switched on and in doing so conclude that the second photo portrays some kind of formal moment.
accessing the following information. Both individuals in full uniform appear to be high-ranking officers, but
The datapad contains a long series of notes written in the strange the elder draalani gives the impression of being the highest in rank. They
language used on the Perseus III. If the characters manage to overcome could be respectively the captain and the first mate of the Perseus III.
the usual linguistic obstacle (see the Linguistic Problems box) they can By succeeding on a DC 19 INT (Science or Nature) check, the
understand that it is mainly work logs and personal notes. Other notes characters can see that the unknown beings portrayed in the second
are written in a completely incomprehensible language, perhaps the photo together with the crew members of the Perseus III do not belong
native language of the khel. The last personal note reads: “I did the right to any of the humanoid species currently known in the Outskirts. If the
thing, I’m no longer afraid”. Apparently, the khel was called Shakar and outcome of the check is 23 or higher (or generates an exploit) they can
was an engineer with the rank of lieutenant. even assume from the bizarre features of this unknown species that they
are native to another part of the galaxy, outside the known space.

62 CHAPTER 3: A VOICE IN THE VOID


AREA 4: SECURITY BUFFER 4B: SAFETY AIRLOCK CONTROL ROOM
The characters can access this area coming from Area 3. The The control room’s door is closed and with no power. If
first time the characters enter Area 4, read them the following energy is restored to this section of the deck, the door will
description. be operational, but to open it you need a security staff access
badge. Alternatively, a DC 20 TEC (Computer) check allows the
The architecture changes, suggesting an evolution of the ship. The characters to bypass the codes and open the door without having
shapes are rounded around the corners and the ceilings become the badge.
lower. The corridor ends in front of the large metal hinges of a
half-open hatch. Around them a frieze of yellow and black lines The small rectangular room contains on the right side a long
culminates in the huge letters of a writing. Just before the hatch, control console, surmounted by a large window beyond which
on the left, a sturdy service door appears closed and sealed. a larger space seems to open up. A couple of chairs are still
Before that, on both sides of the corridor, two passages open up motionless in the position they were in when the artificial
to what appear to be warehouses. gravity disappeared, while above them, a flock of sheets
is frozen in a centuries-long leap.
4A: EQUIPMENT WAREHOUSES
The room contains only the controls of the safety airlock
Most of the bare surfaces of this room are occupied by a beyond the glass. On the control panel, however, the characters
checkerboard of semi-open compartments, shelves, containers can easily notice an access badge, still resting there despite the
and plastic cases of various shapes and size. absence of gravity.
Only the long back wall seems clear, revealing a series of vertical
niches the size of an average humanoid. At first glance they all Security staff access badge: Small electronic badge containing
seem empty, but when the light rays of your flashlights land on the the identification codes of the Perseus III security personnel.
niches farthest from the entrance, some fleeting reflections betray It automatically overcomes all the access blocks that require
the presence of something inside them. these codes, simply by putting it close to the affected devices.

Both warehouses are crammed with materials among which the 4C: SAFETY AIRLOCK
characters may find something useful. The last niche of the back
By slipping past the heavy half-open hatch you find yourself in
wall contains an emergency exosuit from the Perseus III (there
a square space of about ten meters per side. The back wall is
is one in both warehouses). It is likely that also the other niches
occupied by a massive airtight door very similar to the one you just
contained one once.
passed by. Unlike that one, this seems to be hermetically sealed.
Perseus III exosuit: At first glance it’s a simple HEV exosuit with no On the left, a series of stylized drawings illustrate a sequence of
reinforcement or armor. However, if examined in detail by succeeding indications flanked by symbols containing exclamation points and
on a DC 17 TEC (Cybernetics) check, the suit reveals a series of special alphanumeric codes. On the other side of the room, behind a large
joints and polymorphic materials that allow it to adapt to most of the window, you can glimpse a second room immersed in darkness.
known humanoid anatomies, making it wearable from the smallest ja’raki At the center of the chamber there is a control terminal.
to the most massive kergan.
If power is restored to this section of the deck, the safety airlock
Searching in the warehouses: It is possible to search for something useful becomes operational and its control terminals are activated (both
inside the warehouses by making a PER (Inspection) check. The result of in the chamber itself and in the adjacent control room).
the search depends on the outcome of the check, as indicated below. If the characters have a tech or security staff access badge,
Outcome Objects found the control terminals are automatically accessible. Alternatively,
a character with the Computer skill can attempt to bypass security
15+ Spare parts, tools and materials, nothing interesting
protocols by using an intrusion kit and succeeding a DC 20 TEC
17+ Backup battery (see below) (Computer) check.
19+ 1 fire extinguisher (enough to extinguish the flames in a 3x3 Once they have gained access to the control terminals, the
meters area). characters will be able to close the door they entered from and
21+ 5 “blank” crew badges, without access identification. If re-pressurize the airlock, thus unlocking the opposite door, that
you have a badge that already has an access code, you can allows access to the still pressurized portion of the Perseus III.
“clone” it into one of these. If the characters manage to overcome the usual linguistic
obstacle (see the Linguistic Problems box), the procedure does
Backup battery: Working but defective (46% charged). not require any check and is automatically successful; otherwise
A character with the Mechatronics skill can discover the it is necessary to make a DC 18 TEC (Astronautics) check to
malfunction by examining the battery and succeeding on a understand by trial and error which is the correct sequence
DC 17 TEC (Mechatronics) check. of commands to execute.
When the characters manage to unlock the access door
Once the fault is discovered, it is possible to attempt to
to the pressurized area of the Perseus III, go to the Second Act.
circumvent it with a DC 18 TEC (Tampering) check. If the check
is successful, the battery is fully functional again but its charge is
halved. If the outcome of the check is 22 or higher (or generates
an exploit) the charge remains unchanged.
Once repaired, the battery can be inserted in one of the special
compartments in Area 2A to restore energy to the corresponding
section of the engineering deck.
If, however, the battery is used before being repaired, it could
cause serious damage (see Area 2A).

CHAPTER 3: A VOICE IN THE VOID 63


SECOND ACT
THE DREAM
Small vapor cones emanate from the holes surrounding the
The airlock door opens but gets stuck less than halfway. On the
massive airtight door. Microscopic ice crystals start sweeping the
other side, preventing it from opening completely, are strange
surfaces of your suits, covering them with a thin layer of frost.
cables smooth and dark like carbon fiber. In order to continue
As the air slowly fills the sealed chamber and the artificial it is necessary to cut them off. When the characters do that, read
gravity is restored, the floor clearly vibrates under your feet. them the following description.
Then, the sounds return to fill the environment and the echo of
an explosion reaches your ears as you are thrown into the air by a The hatch opens completely, revealing a short corridor illuminated
violent shock that makes the entire hull of the wreck tremble. by flickering emergency lights. The strange cables that blocked the
A disturbed and distorted communication reaches the comlinks entrance seem to continue along the walls, mingling with the pipes
of your suits: “Multiple failures! Activation of the emergency and cables winding between the cladding panels. From the stumps
stabilizers for evasive maneuvers! Hostility detected!”. It comes you cut, a viscous, transparent liquid drips and accumulates on
from Serendipity. the floor forming small slippery puddles.
About ten meters ahead the corridor widens and ends in front of
The unlocking of the hatch giving access to the pressurized
the sliding doors of a large elevator.
area of the wreck triggers an unexpected defensive protocol
and one of the battered defensive guns of the Perseus III fires at If examined using a multiscanner or bioscanner and making
the Serendipity and then explodes into a thousand pieces. The a DC 19 INT (Science) check, the liquid escaping from the cables
hit is enough to break the anchor cables and damage the small turns out to be rich in organic compounds. The elevator seems
exploration ship’s engines, leaving it adrift and in need of repair. to work, but the only selectable destination is the cargo bay.
Characters aboard the Perseus III will thus be forced to search
As they go down in the elevator, the characters receive from
the wreck in hopes of finding a way back to their spaceship.
Serendipity a new communication, even weaker and more
In addition, the opening of the airtight door causes the automatic
disturbed than before. Unfortunately, the engine damage is
interruption of the cryostasis of the Perseus III survivor, starting
serious and the diagnostics detected malfunctions in the on-board
the awakening procedure.
computer as well. The following spare parts are required.
A series of flashing messages appear on the screen of the
• 1 flux collimator of more or less adequate size for the
airlock’s control terminal.
Serendipity starship class.
“Attention, biological contamination detected” • 2 neural jellies for the on-board computer’s core.
“Attention, multiple malfunctions detected”
“Attention, unauthorized intrusion detected” After that, the elevator reaches its destination, stopping with
“Defensive protocols activated” a series of metallic screeches. The sliding doors open onto a short
“Attention, external defense systems offline” corridor ending with a large hatch that, when the characters
approach, begins to open.
From the communication coming from Serendipity, the
characters learn the following information: A dull scraping noise accompanies the unsteady opening of the
• The anchor cables broke. cargo bay’s massive entrance door. In the slowly widening crack
• The maneuvering engines were damaged. between the heavy moving doors, lights and vapors gather in a
• The Serendipity is adrift away from the wreck and will soon changing and flashing fog. A few seconds later your eyes get used
be out of communication range. to it and your breath stops in your throat, because nothing could
• Damage diagnostics in progress; situation update as soon have prepared you for what you are observing.
as possible. Similar to the hyphae of a huge fungus, thick whitish filaments
During this second act of the adventure, the characters will spread along the metal surfaces of the short corridor beyond the
find themselves immersed in a vast and varied alien ecosystem door, while others cross it diagonally, intersecting to form a sparse
that has completely invaded the cargo bay and foredecks of the intertwining. Intermittent red reflections illuminate the opalescent
Perseus III. As they explore it, the characters will be able to surface of the huge fungus, coming from a group of fist-sized
examine and study this alien “biome” to try to understand its bioluminescent beetle-like creatures sucking on the milky mucus
nature and perhaps reveal its origins. In this regard, see the secreted by the filaments.
box “Interacting with the biome”. Beyond the fungal web, the cargo bay opens up.

64 CHAPTER 3: A VOICE IN THE VOID


Hostile Encounter: Lymphatic jelly (1). As the characters enter
the corridor heading towards the fungal hyphae, a dripping
noise makes them turn towards the elevator. A shapeless
mass of semitransparent jelly is piling up on the ground and,
unexpectedly, begins to move towards them.

Danger: Tangle of fungal filaments. The corridor infested with


fungal filaments is difficult terrain. Additionally, a creature Entering the alien ecosystem, the characters will encounter
entering for the first time on their turn or starting their turn some very different “sub-biomes”, described in the following
in the area occupied by the filaments must succeed on paragraphs. The order in which they will meet them is entirely up
a DC 15 DEX (Reflex) saving throw or be restrained by them. to you, but after crossing all three, the characters will finally find
A creature restrained in this way can use its action to break themselves on the other side of the cargo bay, near the access to
free, making a DC 15 STR (Might) check. A 1-meter-wide cube the foredecks (see below).
of fungal filaments is destroyed by dealing 6 kinetic or 3 energy In describing the alien and bizarre scenarios present inside
or biotic damage to it. the cargo bay, try to convey to the players a sense of wonder and
bewilderment at the oddities that their characters will face, as if
AREA 5: CARGO BAY they were struggling with daydreaming.

Once you leave the corridor, your gaze still follows the strange
alien hyphae that, losing their support points on the walls, fan out, INTERACTING WITH THE BIOME
curling outwards. A swarm of thin bluish tentacles emerges from As they explore the alien biome, characters can interact with it in various
the crinkly ends of the mushroom, slowly swaying in mid-air. ways. You can manage these interactions however you like, but here are
All around you, as far as the eye can see, a kaleidoscopic and some general guidelines that may be useful:
alien biome thrives in every nook and cranny. If you did not have • You can ask for a PER (Survival) group check to determine if
the mapping of the ship you would not be able to imagine the real characters can move smoothly through the rugged environments
dimensions of the space surrounding you. of the biome.
• Similarly, STR (Athletics or Climbing) checks can be useful if the
A few dozen meters away, a chaotic cluster of sprawling roots
characters decide to explore more inaccessible areas, such as
squeeze to the point of deforming them some enormous square jumping obstacles or climbing tall vegetation.
blocks of metal that you can hardly recognize as containers. The • From time to time, you can ask characters to make PER (Alertness)
ceiling, which should be about thirty meters higher, is completely checks, whether or not there are actual dangers lurking, so as to
hidden by a dome of vegetation grown around the metal frames give them the sense of being immersed in an unpredictable and risky
making up the load-bearing structure of the Perseus III. environment.
From the floor, covered by a thin but dense layer of fog, veils of • Finally, when characters stop to study and analyze the biome using
iridescent vegetation emerge sporadically. Swarms of tiny flying their equipment (such as multiscanner and bioscanner), ask them
to make INT (Science or Nature) checks and try to provide them
creatures gather around them, drawing shapes of a shocking
with information consistent with the background of the adventure,
familiarity in the air. emphasizing the exceptionality and abnormality of the phenomenon
According to the layout of the Perseus III in possession of they are observing.
the characters, the cargo bay should have a width of about 150 Note: During their exploration of the biome, the PCs are secretly
meters and a height of about 30. Access to the foredecks should observed by mimic predators, cunning and stealthy beasts capable of
mimicking the sounds of their prey. They learn to reproduce the PCs’
be exactly on the other side of the cargo hold from their current
voices and will ambush them in the crew quarters (see below).
position. To reach it they will then have to cross the cargo bay.

CHAPTER 3: A VOICE IN THE VOID 65


SUB-BIOME 1
In this area, the humidity thickens significantly, rising from the floor
to form a thin fog all around. The vegetation seems to feed on it.
Large vaguely spheroidal luminescent bulbs are covered with
strange root systems that intertwine to form curious geometric
patterns. From these, a series of outgrowths covered with fluff
stretches upwards, emitting a vibration perceptible even through
your suits. This vibration periodically intensifies, suddenly
blossoming in sudden bursts of electricity, like ephemeral flowers
of purplish plasma.
These strange spheres seem to spread all around, connected to
each other by intertwined axons, as if to form a single large plant.

Hostile Encounter: Humming infester (4). A handful of meters


above the ground, several silhouettes are firmly clinging to
the tallest and brightest spheres of the plant. Each of these
creatures pulls back long, drooling appendages, before turning
their eyeless gaze towards you.

Danger: Electric shocks. At irregular intervals of about a minute,


sudden bursts of electricity are released in the humid air of this
area. When this occurs, nearby characters must make a DC 18
DEX (Reflex) saving throw or take 1d6 energy damage.

SUB-BIOME 2
You find yourself in an area dominated by a series of multicolored
stems a couple of meters high and by other strange “plants”
more similar to corals and sea anemones. The temperature is
considerably lower and all around reigns a penumbra illuminated
only by the tenuous bioluminescence of some clouds of
microscopic creatures floating in the air.
These swarms create shapes in the air that are too precise to
be random: first the outline of a small animal, then a mechanized
arm. Finally, a human torso suspended in midair, intent on
reaching out towards you... and then disappearing behind the
diamond-shaped pattern of a chromed mold.
A character with the Psionics skill can try to understand if there
is any psionic phenomenon taking place by making a DC 20 INT
(Psionics) check. If the check is successful, it reveals a subtle
psionic imprint that permeates the entire area. The swarms seem
to take definite shapes when they pass in the vicinity of nodes
where this imprint seems stronger. Being now aware of this, the
character can hypothesize that the psionic imprint is widespread,
more or less intensely, throughout the biome.
If they stop to examine the area, the characters can see the
presence of a varied fauna of small pseudo-arthropod creatures
that live among the vegetation.
Danger: Floating bulbs. Amid the bizarre flora of this area,
float in midair strange swollen bulbs, about the size of a large
pumpkin. Their purplish surface is studded with tiny sphincters
that occasionally release short puffs of a yellowish gas, pushing
the strange globes in seemingly random directions, like balloons
blown by the breeze.
If someone comes within a meter of one of these bulbs, it
bursts in a rain of a viscous and corrosive liquid. Anyone within
2 meters of an exploding bulb must make a DC 19 DEX (Reflex)
saving throw, taking 1d8 energy damage if they fail, or half that
damage if they succeed. In addition, anyone who fails the save
is smeared with sticky acid and takes 1d6 energy damage at the
start of each of their turns until they take an action to shake
the sludge off.

66 CHAPTER 3: A VOICE IN THE VOID


SUB-BIOME 3 Encounter: Exploring this area, the characters may come
The dampness of the floor gives way to a dense tangle of dark across strange creatures with a bizarre appearance. While
gray roots, no thicker than a bundle of electrical cables. They vaguely imitating a humanoid figure, these creatures are more
progressively grow, swelling up to resemble thick carbon ropes, reminiscent of a cross between an insect, a fungus and a larva.
and then intertwine again giving rise to a series of enormous Their abdomen is swollen with purple sacs from which every
columnar stems of a few meters in diameter, spaced enough from now and then they emit puffs of a bluish dust that settles on
each other to form vast clearings occupied by lower vegetation. the surrounding plants, perhaps spores or something similar.
Halfway from the ceiling, trapped within these imposing plant The creatures seem to ignore the presence of the characters
structures, you can see a series of rusty parallelepipeds, deformed and show no hostile attitude. However, if attacked or threatened
by time and by the grip of the plants that keep them suspended they defend themselves by releasing a cloud of opaque gas that
about ten meters high. Higher still, the carbonaceous trunks begin creates an obscured area within a 6 meters radius; the cloud
to branch out, once again taking root on the ceiling in a fan of lingers for approximately 30 seconds and then dissipates.
increasingly thinner cables.
Among this imposing gray forest, you can see shiny and FOREDECKS ACCESS
disturbing anthropomorphic forms. Like a river of oily masks, Once they reach the other side of the cargo bay, to continue
featureless black faces slide into the carbon inlets of the great the characters have to look for the hatch giving access to the
trunks, appearing and disappearing as they emit a series of foredecks.
incomprehensible whispers. In the spaces between one shaft and The search is not difficult as the hatch is in the middle of the
the other, instead, stand various humanoid shapes, motionless like cargo bay’s width, like the one from which the characters entered.
graphite statues, frozen in the act of walking towards the center If you want, you can ask the characters to make some ability
of the clearings. checks to spice up the search.
In the clearings that separate the large carbonaceous trees, Once they find it, read them the following description.
strange humanoid shapes are visible, they too with a fibrous Embedded in the end of a short corridor of just a few meters,
and dark surface. the hatch seems completely inoperative. The heavy sliding doors,
If analyzed with a bioscanner by succeeding on a DC 25 rusted and deformed, lie in a semi-open position and appear
INT (Science or Nature) check, they turn out to be a sort of encrusted with a porous substance. A tangle of dried dendrites
anthropomorphic “seeds” that seem to be generated from the and tendrils emerges from the fissure separating them.
large trees by budding, and then move towards the center of the
clearings with movements so slow to be almost imperceptible. While the characters are focused on examining the hatch, a
In fact, in the center of a few clearings it is possible to observe herd of small predatory creatures is hidden in the surrounding
some “young” trees that at their base still retain the rudimentary vegetation, ready to ambush them.
form of a kneeling humanoid.
Among the vegetation covering the surrounding area, roam Hostile Encounter: Pseudosaur (5). The characters can sense the
placid quadrupeds as tall as a human at the withers. Their danger by making a DC 19 PER (Alertness) check. Anyone who
slender body resembles that of agile savanna herbivores, fails the check will be surprised during the first round of combat.
but their appearance is closer to that of a flowering plant. Once they overcome the encounter, the characters can return to
devote themselves to the hatch. They can try to forcibly unhinge it
by making a DC 22 STR (Might) check, or devise some other way
to open it.

THE AWAKENING
More or less at this point, the survivor’s awakening procedure
ends and, when he finally wakes up from the cryogenic sleep,
something in the biome “changes” immediately.

A shiver runs through the thin stems covering the floor on which
you place your feet. Not far away, what looks like a flock of
triangular butterflies paralyzes for a fraction of a second, falling
to the ground. There is a glitch of silence before his arrival... then
a screeching yelp swells up to become a sonorous gash of agony
that cuts through the ship like a roar of pain.
When it stops, what looked like a human face carved into the bark
of a large nearby tree dissolves into a writhing of meaningless scales.
Something in the biome seems to have changed, but it’s hard to
define what. Slowly, all the “mimic” features of the biome (such as
the faces in the trees and the swarms taking recognizable shapes)
begin to be reabsorbed.
If the psionic imprint pervading the biome has been previously
perceived (see “Sub-biome 2”), the character who sensed it
realizes a change in it too and its general weakening.

CHAPTER 3: A VOICE IN THE VOID 67


The door opens onto a large room occupied by a crammed series
of racks, shelves and lockers. Most of the armory appears to have
THE NIGHTMARE been spared from the more pervasive intrusion of the biome.
From this point on, the environments the characters explore tend
Only a halo of yellowish molds managed to penetrate through the
to be darker and more disturbing. Instead of the sense of wonder
ventilation ducts, covering the walls and part of the furniture with
that characterizes the exploration of the cargo bay, here you
radial-shaped spots, reminiscent of an unusual field of sunflowers.
should try to convey to the players a sense of claustrophobia and
oppression, as if they were entering forbidden places, walking Everything has a rusty and crumbling appearance, especially
back in time towards the mysterious events that led to the Perseus near the mold spots, but perhaps something could have been
III in its present state. spared from the unusual corrosion.

AREA 6: SERVICE DECK Searching in the armory: It is possible to search for something useful
inside the armory by making a PER (Inspection) check. The result of the
Much of the walls in this area of the ship are covered in what search depends on the outcome of the check, as indicated below.
appears to be a smooth concretion of white pumice. You feel
like you are entering a cave, as the rounded masses expanding Outcome Objects found
around the corridors tighten all around you. In certain points, the 17+ 5 ENC energy cells
concretions become so bulky that they almost block the passage. 21+ LAM aiming laser: Small laser projector that can be mounted
The air is full of a sort of dust shining like a myriad of small stars on a ranged weapon and aligned with its firing trajectory. The
within the beams of your flashlights. Amid the dust, you are sure beam can be in the visible or infrared light spectrum. Using
to see slight, microscopic movements, as if you were immersed in a LAM increases by 1 the bonus on attack rolls obtained by
a cloud of plankton. From the pores that surround you, from time taking the Aim minor action. Applicable on kinetic and energy
weapons.
to time, brightly colored tiny tentacular mouths emerge and seem
to grab something in mid-air only to quickly withdraw. 24+ 1 blaster handgun: 1d10 energy damage, ENC ammo (12
shots), short range, light (weight 2 kg).
This deck houses various utility, monitoring and maintenance 27+ 2 smoke grenades: This pyrotechnic device emits a smoke
rooms. It is a bit like being in the basement of a large building, screen that produces an obscured area within a radius of 6
where there are boilers, pipes, electric gauges and so on. Some meters from the point of impact. The smoke dissipates after
corridors lead to ladders that lead to the decks above. 10 rounds in the absence of wind, or in half that time in the
While the characters explore this level of the spaceship, at the presence of a not insignificant wind.
moment you deem appropriate you can have the following hostile
encounter taking place. 6B: GALLEY

Hostile Encounter: Arachnoid (2). In a niche between the Huge metal cylinders about two meters wide and reaching the
concretions, various pockets filled with greenish eggs surround ceiling occupy a large part of the room. Some of the cylinders
two large spider-like creatures intent on feeding on a prey. The are open and reveal inside them a series of movable metal grids
characters will easily notice the presence of the creatures even supported by small mechanical arms. Cooling ducts run on the
before seeing them, due to the noises they produce, and so they ceiling and fill the spaces between the large cylindrical cold
will be able to decide how to approach the situation. rooms, giving you the impression of having ended up in the pale
guts of a colossal monster.
6A: ARMORY All around, shelves and work surfaces are covered with a
To access this area it is necessary to have a security staff access rippling and lush moss, which fades from emerald green to the
badge. Alternatively, a DC 30 TEC (Computer) check allows the color of rust. Small oval and convex creatures with a long and flat
characters to bypass the codes and open the door without having tail hide in the curled folds of the moss, like insects among the
the badge. petals of a rose garden.

68 CHAPTER 3: A VOICE IN THE VOID


6C: SYSTEMS DIAGNOSTICS ROOMS The infirmary contains about twenty medical beds equipped
The hollow surfaces of a large glass dodecahedron dominate the with diagnostic and monitoring tools that are now completely
center of the room. Around it, a series of walkways lead to several inoperative. Shelves and wall cabinets are mostly invaded by
side rooms occupied by various computerized workstations, each lichens and sparse milky vegetation. However, at the back of the
equipped with a large curved holographic screen. room a wall-mounted refrigerator appears to be still in operation.
Everything is closely connected by a vortex of bioluminescent Refrigerant container: Opening the refrigerant container requires the
webs departing from the central structure. Tiny drops of opalescent scientific staff access badge. Alternatively, it can be opened using an
liquid fall through the floor grids, after having condensed like intrusion kit by succeeding on a DC 19 TEC (Computer) or a DC 21 TEC
pearls on the woolly filaments radiating from the dodecahedron. (Tampering) check. Inside the container there are the following objects:
• Spray skin: A spray bottle containing synthetic skin cells and
6D: HANGAR DOORS
coagulants. Sprinkled on the wounds of a bleeding character, it stops
Continuing towards the last part of the deck, the presence of the the bleeding neutralizing that condition.
biome becomes weaker, almost disappearing. The concretions • Painkillers: Taking a dose of painkillers allows you to ignore the
gradually give way to sporadic patches of lichen that form irregular negative effects of mild physical trauma for 2d3 + 2 hours (see
patterns. Then, the wide corridor widens into an area where large “Traumas” in Chapter 1).
metal crates, once secured to the walls, now lie disorderly on the • Medikit: Using a medikit on a creature requires an action. The
ground. Just beyond them, the corridor ends behind a large sealed creature instantly recovers 1d6 + 1 vitality points.
hatch that precludes access to the shuttles hangar. On the sides
Surgery: This is a room that had to be perfectly equipped
of the door, four security automatons rest inside as many niches,
to carry out any type of surgical operation. Medical technology
two on each side, as if they were ancient corpses mummified in
a cocoon of glass and metal. probably had to be extremely advanced, superior to what is
commonly seen in the Outskirts, but now everything is destroyed.
The hangar doors are closed by a lock of the highest level A pair of medi-bots lie rusty on the ground with their mechanical
of security (to be able to open them, the lock must be disabled limbs folded haphazardly upwards, like the carcasses of large
directly from the command bridge). dead crabs on the shore.
Medical Office: This room is dominated by a large desk, white
Hostile encounter: Security automaton (1). While the characters at its sides and black on the top. The walls are filled with shelves
are examining the area, suddenly a dull hum spreads through the and file binder slipcases. The characters can even see an old-
air. Immediately afterwards, a series of red lights lights up inside fashioned bookcase, with printed books and all – stuff from the
one of the niches and the security automaton it holds activates. old days, very old days.
On the desk, alongside some other stationery items, there
AREA 7: SCIENTIFIC DECK is a scientific staff access badge.
Around the security lights grow asymmetrical red orchids with
petals as sharp as pins. Below them, flaccid translucent sacs Scientific staff access badge: Small electronic badge containing
crawl along the wall. They whip each other by shaking long, the identification codes of the scientific personnel of the Perseus
fiber-like appendages that snap on the transparent surfaces of III. It automatically overcomes all the access blocks that require
their bodies, stirring the yellowish liquid that fills them. A humid these codes, simply by putting it close to the affected devices.
stillness reigns all around. Iridescent puddles, rippled sludges and
amoebic vesicles dot a space that rarely escapes darkness. 7B: HYDROPONIC INSTALLATION
A huge hydroponic pergola looms over you. Under the geometric-
The presence of the biome on this bridge is pervasive but
shaped cultivation plates, an inextricable web of pale vegetation
takes on a more primitive form. These are mainly molds, lichens
entangles in a skein of rhizomes, roots, tubers and filaments.
and strange plants mostly devoid of pigments apart from a few
Fractals of shoots explode in midair in clusters of dense white
gaudy inflorescences that dot the otherwise monochromatic
agglomerates.
environment.
Entire sections of the greenhouse have collapsed and, among
7A: MAIN INFIRMARY the dense vegetation covering the walls and ceiling, you can see a
cascade of shattered glass cylinders. They are the burn out lamps
A few strips of stale mucus, about fifty centimeters wide, trace
that once supported the vegetation, which now seems to have
a path under a sign. The red writing under the filthy encrustations
found other sources of nourishment.
that crown it is barely legible: Infirmary.
The traces of mucus are lost among the thin opaque cilia coming Hostile Encounter: Tentacular plant (1). If the characters enter
out from under about twenty medical beds. The long tentacles, the hydroponic installation room, when they are far enough from
devoid of suction cups and smooth as plastic tubes, twist and the exit, the floor’s grates will begin to rise irregularly while a
intertwine listlessly between one bed and another. The cilia come series of large plant tentacles covered with spikes come out and
out of pale, flaccid creatures that seem to have made the beds attack the characters, trying to grab them.
in the infirmary their home.
The entire floor of the infirmary is covered with an inch of
multicolored reflective sewage, similar to that of the puddles that
dot the corridors.

CHAPTER 3: A VOICE IN THE VOID 69


7C: SCIENCE LABS Examining the science terminals: The terminals in the science lab
To access this area, it is necessary to have a scientific staff access contain a long series of research logs from which characters can draw
badge. However, the doors of the laboratories are still blocked the following information.
by an access protocol restricted to genetic recognition. If the PCs • Scientific samples’ containment system malfunction (see “The
approach with the science staff badge, the door does not open, incident” in the Preamble).
returning a “genetic identification failed” message. • Evolution of the biome and discovery of the micro-symbiote (see “The
After the characters have interacted with Urania (see Area 8), incident” and “A problematic awakening” in the Preamble).
she herself will direct them to the science laboratories, bypassing • Many research logs contain the experiments and studies performed
the genetic identification protocol for them and thus opening the on the biome by the scientists of the Perseus III. The information
doors to this area for the characters. does not add much to what the characters may have already
Alternatively, a character with the Computer skill could attempt discovered by analyzing the biome themselves, apart from the
existence of the alien micro-symbiote, which nature remains totally
to bypass the genetic identification protocol by using an intrusion
mysterious.
kit and succeeding on a DC 30 TEC (Computer) check. • The search logs stop at the time of the evacuation order. However,
there are a number of protected files that appear to have later
When you open the sealed door of the laboratories, the boots of
dates. These files can be accessed by succeeding on a DC 21 TEC
your suits are stained with a thick liquid with golden reflections,
(Computer) check.
similar to the one you have encountered previously, but denser Inside are a number of further observations on the biome and reports
and less colorful. on its evolution over decades and decades, signed “Dr. Van Veld “.
Under the beams of your flashlights, a slimy multitude of tiny
amoeboid creatures withdraw. Some are round and flattened like 7D: SCIENTIFIC SAMPLE STORAGE
upside down metal trays, barely hiding the thousands of villi on Access is possible only through the laboratories.
which they move. Others are elongated and sharp like scalpels,
covered with tiny hooks. Scattered bones, scales and crystalline exoskeletons rest on the
Over one of the numerous tables that housed the research hall’s polished steel floor. They must have been distorted by some
stations of the laboratories, a dozen cylindrical and striated special force, because scanners cannot identify their origins and
worms slip into the pores of a sponge grown up to absorb some nature, either by their shape or by their composition.
microscopes and other scientific instruments. The porifera Hundreds of display cases of different shapes and sizes are
contracts in an effort to welcome them all, screeching. organized in parallel lines running along the entire length of the
storage area. The place conveys a sense of emptiness and, in a
If the characters enter the labs without Urania’s help, she will certain sense, of death.
reveal herself to them instantly, following the same approach
described in Area 8B (obviously leaving out the part where she If they search through the storage containers, also read the
directs the characters to the laboratories). characters the following description.
If, on the other hand, the characters enter the science labs
Only two half-open tanks still house something moving. A liquid
with her help, Urania addresses them again as soon as they cross
agglomerate responds to your movements from within a glass
the threshold.
envelope. There is no data on the sample. It doesn’t seem to be
Interacting with Urania: Urania’s synthetic voice welcomes the afraid of the torchlight.
characters as soon as they enter the Laboratories. You are now turning back when you notice a slight
bioluminescence coming from those same tanks.
“Welcome, intruders. Here it all started. Here I think you will find the
answers you are looking for. However my functions are limited, I will not be
able to help you much. I hope this is enough.”
Hostile Encounter: Pale slime (2). Before the characters can
leave the storage area, from the two tanks emerge gelatinous
The instant the AI stops talking, a low hum spreads throughout the masses that from being transparent, take on a milky color. When
room and the screens of a few scientific workstation turn on flickering, they touch the metal grates of the floor, whitish smoke begins to
pouring a soft bluish light all around. The characters can now examine
rise in the air, accompanied by a high-pitched hiss. The strange
the science terminals (see below).
amoeboid creatures sway towards the characters.
If the characters want to interact further with Urania, both before and
after examining the terminals, refer to the information already obtainable in If the characters try to close the doors of the storage area to
the interaction described in Area 8B that is not already in their possession. imprison the amoebas, they will still be able to escape through
If the characters ask Urania if there are still members of the original the smallest cracks.
Perseus III crew aboard, she states that after the evacuation only the
captain, the first mate, the chief engineer and the chief science officer
remained on board. However, having no access to the upper deck
systems (where the four retreated), even Urania cannot know what their
current condition is.

70 CHAPTER 3: A VOICE IN THE VOID


AREA 8: CREW DECK Tech staff access badge: Contains the identification codes of
Dark purple bubbles float around you like a herd of small jellyfish. the Perseus III technical personnel.
It is impossible not to hit them. Upon contact with your suits they Scientific staff access badge: Contains the identification
lose their integrity and crumble into a fine dust that falls inert to codes of the Perseus III scientific personnel.
the ground. Your footsteps echo in the corridor, bouncing among Security staff access badge: Contains the identification codes
the tables in the large refectory and the doors of the numerous of the Perseus III security personnel.
cabins on the crew deck. Your passage leaves faint footprints on
the veil of vermilion dust. 8B: CREW CRYOCAPSULES
At the center of a large circular room stands the ship’s cryostasis
Hostile Encounter: Mimic Predator (2). As they step onto the system. Dozens and dozens of cryopods arranged in a spiral
crew deck, the characters clearly hear someone desperately culminate in a bundle of power cables and cooling tubes that
asking for help. The voice echoes in the corridors and seems to is lost in the darkness of a hole in the center of the dome that
come from the refectory area. However, once they arrive there overlooks it. The pods have soft and round lines, different from the
doesn’t seem to be anyone. squared coffins you are used to in the Outskirts. They look more
Characters who pass a DC 23 PER (Alertness) check manage like the fruit of an artist rather than the product of the cynical
to notice the presence of the two mimic predators hidden among aerospace engineering you know.
the refectory tables just in time, avoiding being surprised at the
start of the combat. Those who fail the check will be surprised. A few moments after the characters have entered this room, a
synthetic female voice spreads through the room, pronouncing
8A: CREW QUARTERS two simple words.
The crew cabins look like the battleground of the greatest pillow <“Hello, intruders”>
fight in history. Pillows and sheets are scattered everywhere.
Strange pale and discontinuous lights emerge from these white Interacting with Urania: The synthetic voice presents herself as Urania,
clusters like electric inflorescences from hairless albino cacti. the artificial intelligence of the Perseus III. The AI begins by explaining to
the characters that she has been keeping an eye on them for some time
You even seem to hear the moans of someone buried under an
but that she has waited until now to contact them because first she wanted
avalanche of pillows. to be sure that they did not have bad intentions.
As the torches move by, what you thought to be feathers The AI seems to be affected by a series of bugs and malfunctions that
escaped from the padding turn out to be a peaceful swarm of limit her interaction capabilities. However, by asking the right questions,
fluffy starry-bodied creatures. They hover in the air gliding over the the characters can obtain the following information from Urania:
short fibrous appendages radiating from a small chitinous center. • By succeeding on a DC 18 PER (Insight) check, the characters
They move from mattress to mattress, sometimes landing on the can realize that Urania suffers from the artificial equivalent of a
bioluminescent flowers that grow above them. And they look at schizophrenic split personality disorder.
you, at a safe distance, with the little black eyes that make up the • Urania continues to refer to the biome’s presence as part of her crew.
bulk of their body weight. Despite being aware of its nature, she doesn’t seem to be able to see
it as something foreign.
• The upper decks and the Perseus III Hangar are completely isolated
Searching in the crew cabins: It is possible to search for something useful
by an emergency protocol set by the Captain, and not even Urania has
inside the crew cabins by making a PER (Inspection) check. The result of
access to their internal systems.
the search depends on the outcome of the check, as indicated below.
• Urania can tell the characters about the origin of the PERSEUS Project
Outcome Objects found and the history of Perseus III, from the glorious departure at the time
14+ Among the several personal effects scattered in the various of the Union to the beginning of her return journey (see “The Perseus
cabins, there are other photos of the crew, some small III mission” in the Preamble).
paintings still in good condition, various Perseus III uniforms On subsequent events, the AI becomes very vague and seems unable
and some datapads still usable. to fully articulate the information, simply hinting at an incident, the
evacuation order and the setting of the security block that isolates part
17+ Tech staff access badge of the ship and limits her functions.
20+ Security and Scientific staff access badges • If the characters ask Urania about the spare parts needed to repair
the Serendipity, she claims she has spare neural jellies inside her
23+ A bionic arm is kept inside a locker. It seems in good condition.
mainframe, while the flux collimator of a Perseus III shuttle should be
From the size it seems to have belonged to a kergan.
sufficient for their needs.
• To any other request, the AI replies “Sorry, limited memory functions,
Examining the crew’s personal logs: The terminals and datapads of the contradictory data”.
crew deck contain the following information: Regardless of the information obtained by the characters, at the end
• Through the messages found, you can tell the players the story of of the interaction Urania asks them to visit the Laboratories located on
the Perseus III’s journey up to the general evacuation order given by the Scientific Deck, claiming that there they will be able to find all the
the captain. However, don’t give specific or technical details, but try information they need.
to leave the impression that the characters are reading simple notes To avoid unnecessary risks, Urania unlocks access to a conduit that
and personal diaries. cross the ship’s structure and act as a “shortcut” to returning to the
• Almost all the logs end with goodbye messages left just before the Scientific Deck without having to go through corridors and stairs again.
evacuation. If you want, you can mention a few examples to the The characters will emerge in the main corridor of the deck, coming out
players to give them the sense of loss, uncertainty and fear felt of a panel on the ceiling.
by the unfortunate who were preparing to abandon the Perseus III
towards an unknown destiny.

CHAPTER 3: A VOICE IN THE VOID 71


A LURKING HORROR In the opposite direction from where the Nightmare is located,
Once the characters have fully or largely explored the foredecks, a side panel unlocks producing a metallic sound and revealing a
or when you believe they have obtained all the information maintenance duct, but in the meantime the nightmare approaches
necessary to continue the adventure, you can make happen this and with it the cloud of dust surrounding it.
scene, that closes Act 2.
As soon as the characters are in the central corridor of the deck Escaping the Nightmare: To reach the opening of the maintenance duct
they are in (regardless of which deck it is), interrupt them and and thus be able to escape, the characters must make a series of DC 18
read them the following description. ROB (Athletics) or DEX (Acrobatics) checks, to move as fast as possible
and keep out of the cloud surrounding the approaching nightmare.

Suddenly, interference and buzzing sounds jam your comlinks. • Whenever a character fails one of these checks, he or she is reached
Then, a distorted voice emerges from the chaos of noises and by the Nightmare’s cloud and suffers 1d6 kinetic damage.
• After three successes (not necessarily consecutive), a character
crackles. It is clearly the voice of a human.
reaches the maintenance duct and slips into it.
“Tzzz… do you receive me?… tzzz… you’re in danger! If a character succumbs during the escape (dropping to 0 vitality
Irresponsible!… tzzzz… get out from there… tzzzz… use points), another character can carry them, but doing so implies
maintenance conduits… tzzzz access from the central corridor disadvantage on his or her checks. If a second character helps the first
of the deck! Hurry up!… tzzzz… guide you to the upper decks… one to drag the unconscious partner, both can make checks without
tzzzz… hurry!” disadvantage but the DC will be 20 instead of 18.

The last words are lost in the increasingly strong interference… Once all the characters have reached the maintenance duct they
but now it is not just your comlinks. will be able to close the panel behind them, finally getting away
At first the air is filled with a sharp hum, like the crackle of from the threat of the Nightmare.
thousands of dry leaves trampled at the same time. Then it Once they have escaped the danger, the characters are again
appears, like a crack in reality... like a nightmare out of a dreamlike contacted by the mysterious voice through comlinks. Although
dark dimension. A few meters from you, a faceless figure looks at still distorted, this time the communication is understandable
you, unnaturally twisting its head and curving a gaunt and slender and the stranger introduces himself as Dr. Tamìr Van Veld, chief
torso. Two long arms sway limply, starting from narrow shoulders science officer of the Perseus III.
at a height of three meters and reaching the ground with slender Shutting down any questions, the science officer cuts short by
pointed fingers. reminding the characters of the enormous danger they run as long
The hideous silhouette is indefinite, blurred, as if it were as they remain in that area of the ship and proposes to guide them
constantly changing. All around it, reality fades into a crackling through the maintenance conduits to the upper decks, where they
bubbling of fumes and floating particles that swallow the light will be safe and where he will be happy to meet them in person.
of your torches like a puddle of oil. To do this, Van Veld will momentarily open the safety hatches
that would otherwise block their way.
Hostile Encounter: Nightmare. The characters shouldn’t try At this point, go to the Third Act.
to face the Nightmare right now, but if they try, they will easily
realize that the damage caused by their attacks has little effect.
The frightening creature seems to regenerate continuously.

72 CHAPTER 3: A VOICE IN THE VOID


THIRD ACT
During the third and final act of the adventure, the characters will
have the opportunity to reveal the missing pieces of the Perseus
III’s history, discovering the implications of the events that led to Maintaining the rigor and demeanor befitting a superior
its current situation. officer, Dr. Van Veld invites the characters into a small side room,
dominated by a long table surrounded by comfortable chairs.
GHOSTS FROM THE PAST
Moving through the narrow conduits of the Perseus III proves to Interacting with Van Veld: First of all, Van Veld asks the characters how
be longer and more strenuous than expected: at the end of the they found the Perseus III and how they managed to penetrate it. Then
path the characters must succeed on a DC 19 STR (Stamina) check he will calmly answer the characters’ questions.
or suffer a level of exhaustion. Van Veld can briefly narrate the events concerning the development
of the biome and especially what happened after the evacuation order
Eventually, thanks to Van Veld’s directions, the characters
(see “A problematic awakening” and “The long wait” in the Preamble).
leave the ducts and find themselves on the Bridge.
However, when questioned about the fate of the other officers remaining
on the Perseus III, Van Veld is clearly saddened but his words about it
AREA 9: THE BRIDGE remain vague: “One day, I woke up, they didn’t. From that moment on
The Bridge is neat and clean; there are no signs of the bizarre life I was alone ... I have been alone for so long.”
forms you have encountered so far, much less of the Nightmare. Bringing the conversation back to a topic he deems most pressing, Van
Holographic monitors sculpt every security breach and failing Veld states that the alien biome is an unimaginable danger and a deadly
system of the ship in the air. Before you can make the tour, your threat to all life forms it comes into contact with. He then proposes to the
characters to destroy the wreck and with it the biome inside, activating
attention is captured by a huge holographic projection in the
the self-destruction procedure.
center of the navigation dashboard, the only one in disorder.
If the characters ask him why he hasn’t already done so, the man replies
Above a seething spiral of nanoprojectors, a kaleidoscope of that the shuttle could not have taken him very far and that he preferred
luminous dots depicts a large portion of the Orion Arm. Stars to stay and watch over the wreck, waiting for someone to finally arrive.
known but associated with different or mangled names are mixed In any case, the only way to leave the Perseus III is to use the shuttle
with entire sidereal regions that are completely unexplored in kept in the shuttle’s hangar. To reach it, it is necessary to cancel the
your maps. What has always been no man’s sky for you is clearly emergency block set by the captain, thus ending the isolation of the upper
represented as a network of sectors connected under a single decks and the hangar itself. But such a procedure can only be performed
great aegis: Systems Union. inside the Perseus III mainframe, to access which the captain and first
mate security codes are required. From the mainframe it is also possible
The characters find themselves in front of a map of the entire to activate the self-destruction procedure.
territory that once belonged to the Union. Wait a few moments to Van Veld concludes the conversation by giving the characters an
let the players understand the importance that discovery could officers access badge and asking them to go down to the officers’ deck,
have for their original employment. Then interrupt the characters retrieve the security codes and do what is necessary to end this situation.
by reading them the following description. Whether they choose to destroy the Perseus III or not, he will accept their
decision, saying that he’s too old and that he only wishes to end his days
A few meters away from you, pale and thin, a grizzled human with away from that damned ship.
an olive complexion observes you with exhausted curiosity. His
clear, sunken eyes move rapidly, browsing your suits in search of Officers access badge: It contains the identification codes of
a familiar sign. Small wrinkles at the edge of his eyes betray his the Perseus III’s officer corps. It automatically overcomes all
disappointment. In an outdated jargon he asks you who you are, the access blocks that require these codes, simply by putting it
before abandoning himself to a tearless weeping. closer to the affected devices.

CHAPTER 3: A VOICE IN THE VOID 73


AREA 10: OFFICERS DECK 10B: OFFICERS CRYOPODS
To access this area, an officers access badge is required. Twelve cryopods are arranged in a semicircle following the
curvature of the back wall of the room, arranged in three groups of
Entering the officers deck, you have the feeling of crossing the
four. The central group seems to be the only one still in operation,
threshold of another era. Originally, the environment probably
although one of the pods is open and empty. The other three,
wasn’t very different from the crew deck, but the absence of the
closed, are topped by a small holographic projection, each of
biome creates a huge contrast in your eyes.
which displays a different image and header:
Here everything is tidy and clean, as if you were at the time
when the crew still animated the corridors and halls of the - Captain, Eles Vir Sarel, Draalani, Gender neutral -
Perseus III. Compared to the many crew cabins, the officers’ deck - First Mate, Nelaris Galorian, Valkarian, Female -
offered its residents personal accommodations larger and more - Chief Engineer, Raeel Vas Nehema, Navarian, Male -
comfortable, but all in all equally sober and spartan.
All, however, have the same status: DECEASED. Were it not
Around the large common area you can see a total of fourteen
for this detail, the senior officers of the Perseus III would seem
doors. The large airtight door at the end of the central corridor
peacefully asleep in a restful slumber. Each with their hands folded
leads to the officers’ cryopods. Immediately on the right, a sliding
on their chest and serene faces, almost with the trace of a smile.
door is highlighted by a red stripe and surmounted by the words
“secondary infirmary”. The other twelve doors lead to the officers’ The characters can initiate the opening procedure of the
personal quarters. cryopods containing the three senior officers bodies. Since the
Among these, you can easily recognize those that belonged occupants have passed away, the process is faster than it normally
to the four senior officers: the captain, the first mate, the chief would be, but even so the pods take about five minutes to open.
engineer and the chief science officer.
Analyzing the senior officers’ corpses: A character with the Medicine
10A: SECONDARY INFIRMARY skill can examine the bodies of the three dead officers by making an INT
(Medicine) check on them. The information obtained depends on the
The secondary infirmary is a small but well-stocked and outcome of the check, as indicated below.
perfectly ordered space. On the right side of the room runs a
Outcome Obtained information
convex worktop of shiny rubber, on which surgical materials are
meticulously placed alongside bandages yellowed by time. 15+ The three corpses were preserved in a cryogenic state so they
did not deteriorate. However, the causes of death do not seem
From the left wall protrudes instead an ark of shiny white to be related to problems with the hibernation procedure.
plastic, which houses an ergonomic cot covered with black Surely the three did not die while in cryostasis.
leatherette, large enough to accommodate a humanoid individual
18+ A close examination of the bodies reveals signs of internal
of any size. Above it is placed a vault of spherical lights, tentacular
injuries. In all three cases, it appears to be a violent death.
probes and slender robotic arms capable of autonomously
operating most traumas. 21+ In detail: the captain has a crushed lung and several broken
ribs, one of which pierced his heart, the first mate has a
The infirmary houses a functioning “Autodoc”, capable of broken neck, while the chief engineer shows signs of a terrible
healing the non-permanent effects of any type of physical trauma head injury.
in about 15 minutes of surgery. 24+ The contusions and external ecchymosis visible on the three
bodies are not attributable to the use of weapons or blunt
Searching in the secondary infirmary: It is possible to search for objects. Despite the evident force impressed, the traumas
something useful inside the infirmary by making a PER (Inspection) check. seem to have been inflicted with bare hands.
The result of the search depends on the outcome of the check,
as indicated below.
Senior officers personal badges: Pinned to the chest of each
Outcome Objects found
of the three dead senior officers is their respective personal
17+ Antitoxin: Ingesting a dose of antitoxin grants advantage on access badge. Each of them counts as an officers access badge,
saving throws against poisons for 1 hour.
but in addition it opens the personal quarters of the superior
21+ Enhanced Medkit: Using an enhanced medkit requires an officer to whom it belongs.
action. The creature the medkit is used on instantly recovers
2d6 + 2 vitality points but must make a DC 14 STR (Stamina)
save or be stunned until the start of its next turn.
26+ Nano-antibodies: Rare nanotechnological drug administered
by injection (hypojet). Taking a dose of it neutralizes any
disease or poison in the body and removes the sickened and
paralyzed conditions.

74 CHAPTER 3: A VOICE IN THE VOID


10C: OFFICERS’ QUARTERS
The characters can explore the officers’ quarters. However, the
four senior officers’ quarters are the only ones to contain anything
of interest to the adventure. Once turned on, the chief engineer’s personal terminal turns
Captain’s quarters: To access this area the characters need the out to be connected to Urania, thanks to a “personal” link created
captain’s personal badge (see Area 10B). by the engineer himself to be able to converse with the AI outside
of professional duties.
On the captain’s desk, next to a block of curled and yellowed “Oh… hello again, intruders, I haven’t detected this terminal for
papers, lie a series of metal trinkets slightly larger than a a long time. How is chief engineer Vas Nehema doing?”
fingernail, some with geometric shapes, others reminiscent of
unusual writings. One in particular, with two corrugated metal Urania suggests that the characters try to create a “bridge”
embroideries similar to broken chains, says the motto: “nec spes between that terminal and the officers’ deck’s systems, thus
nec metu”. The long needles on their backs suggest that they are allowing the AI to access the data they contain.
the insignia of the black uniform hanging nearby. On the left hem
a faded writing is still visible: Cap. Eles Vir Sarel Reconnecting Urania to the Officers Deck Systems: Taking ten
minutes of work, one or more characters who collectively possess the
Searching the captain’s quarters, a small safe with a genetic Mechatronics and Computer skills can forge a makeshift connection
recognition lock is easy to spot. The safe is closed and the between the chief engineer’s personal terminal and the officers deck
captain’s security codes are kept inside. systems. If the characters do not have one or both of the necessary skills,
they can still make the connection following the instructions provided by
Captain security codes: This flat, approximately 10cm long Urania, but in this case the work will take about thirty minutes.
metal bar contains the Captain’s security codes of the Perseus Once the connection is established, Urania will again have access to the
III, encoded directly into its molecular structure. officers deck systems and will be able to process the data and records
they contain, providing the characters with the following information:
First mate’s quarters: To access this area, you need the first
• The data and recordings obtainable from the internal systems of the
officer’s personal badge (see Area 10B). officers deck allow the characters to reconstruct the story of the
Searching the first officer’s quarters, a small safe with a genetic four officers who remained on the Perseus III after the evacuation,
lock is easy to spot. The safe is closed and the first officer’s including the murders committed by Van Veld under the influence
security codes are kept inside. of the biome (see “The long wait “In the Preamble).

First mate security codes: This flat, approximately 10cm long Before the characters leave the officers deck, Urania suggests
metal bar contains the first officer security codes of the Perseus a possible solution to them. Pointing out the inestimable scientific
III, encoded directly into its molecular structure. importance of the biome, the AI argues that it is worth preserving.
However, if it remains confined to the interior of the Perseus III,
Chief science officer’s quarters: The chief scientific officer’s the biome would eventually deteriorate till completely dying.
lodgings are closed and to access them the characters would need Consequently, Urania proposes to the characters to change the
his personal badge, which is in his possession. Inside, however, ship’s current course, directing it towards the surface of the planet
there is nothing crucial to the adventure. below. An emergency landing or crash are both valid options. The
Chief engineer’s quarters: To access this area the characters biome would still survive, albeit in a different way.
need the personal badge of the chief engineer (see Area 10B). To do this, it will be necessary to return Urania to its full
The quarters of the chief engineer have a spartan and somewhat functionality by deactivating the emergency protocol and then
messy appearance. On the desk lie various open electronic devices giving her the order to change route through the interface of the
and technical tools. A terminal screen is visible among them. Perseus III mainframe.

CHAPTER 3: A VOICE IN THE VOID 75


PRESENT PROBLEMS AREA 11: MAINFRAME
At this point, the characters should have all the fundamental To access this area it is necessary to have the security codes of the
information to decide how to proceed, summarized below: captain and the first mate of the Perseus III. Once inserted into the
special slots in the center of the large access door, this will unlock
• The extraordinary alien biome that invaded the Perseus
and slowly begin to open inwards. When the characters cross the
III developed thanks to a micro-symbiote that manages to
mainframe’s threshold, read them the following description.
dramatically increase the adaptability and evolution speed
of the species with which it enters into symbiosis. The origin You have to go through a veil of pink light before entering
and nature of the micro-symbiote still remain unknown. the mainframe. It is a force field. The temperature inside is
• The only survivor of the Perseus III, Dr. Van Veld, was significantly lower.
contaminated by the micro-symbiote, creating a close link You find yourself admiring a large circular room, at least twenty
between it and the human, where the biome influences the meters wide. A black ring made up of hexagonal cells runs along
mind of the survivor, but also where the psyche of the latter the entire perimeter of the room, like a beehive of graphite prisms
influences the biome in some way. that slide over each other, creating indecipherable patterns. Above
• Van Veld is also guilty of having killed the other three senior and below it, the ceiling and floor do not exist, replaced by two
officers remained with him on the Perseus III, but he appears liquid and chromed surfaces, periodically rippled by irregular
to have acted unconsciously, perhaps under the influence waves propagating from the center.
of the biome.
In the heart of the mainframe, two black rings border two calm
• There may be some connection between Van Veld and the
symmetrical ponds, one on the ceiling and one on the floor. An
creepy creature the characters encountered at the end of the
intense light radiates from these silvery mirrors, illuminating three
second act.
shapes made up of the same chromed liquid surrounding you. The
• The only way to return to the Serendipity is to use the Perseus
kneeling figures of two young girls hang from the disk in the center
III’s shuttle, but in order to reach it, it is necessary to cancel
of the ceiling. They have their hands folded in front of their chests
the emergency protocol that blocks the doors of the hangar
and their hair floats open in the air, causing a kaleidoscope of
that contains it. To do this, the characters will need to log into
iridescent reflections. Under them, in the center of the disk on the
the Perseus III’s mainframe.
floor, an alien water lily with white petals stretches its tentacular
• In the meantime, the characters will have to decide whether
stamens upwards, to the point they barely touch the waving locks
to follow Van Veld’s advice and destroy the wreck, go along
of the two children.
with Urania and divert it to the surface of the nearby planet,
or get away and leave it in its current state. The only thing that can distract you from the scene is the
emergence of a series of black, opaque, tile-like polygonal
In any case, the characters are now in possession of the surfaces just above the edge of the pond in front of you. They
necessary security codes to access the mainframe, but as soon trace a path to the heart of the mainframe’s interface.
as they leave the officers deck, they find Dr. Van Veld waiting
for them. The man seems to expect a confrontation with the Inside the mainframe, the characters can finally cancel the
characters on the death of his companions, aware of the fact that emergency protocol set by the captain of the Perseus III, thus
they should have easily discovered the truth. unlocking the shuttle’s hangar doors and restoring Urania’s full
If the characters lie or omit that fact they know about the functionality. This also cancel the only barrier preventing the
murders, Van Veld switches to a colder and more annoying biome from spreading to the upper decks and the rest of the
attitude. Otherwise, the survivor is relieved: ship. Unfortunately, there is no way to prevent this.
After the unlocking, the characters can converse one last time
“Now you know… now you’ve seen it too… at least now I know I’m with Urania, before giving her the directive that will seal the fate
not crazy; I know it really happened. Do you understand now? of the Perseus III (see below).
Do you understand why this ship has to be destroyed? It was it!
It was the damn symbiont to take my mates away from me!” THE FATE OF THE PERSEUS III
Once again, he points out to the characters the extreme danger Possible choices regarding the spaceship:
of the biome and the absolute necessity destroy it. He then asks • Leaving the wreck in its current state: Characters can
the PCs what their decision about him will be. Thus the characters escape leaving the Perseus III to its fate.
must choose what the survivor’s fate will be (see below). • Directing the wreck on the planet: Changing the course
of the Perseus III by directing it towards the surface of the
THE SURVIVOR’S FATE planet, allowing the biome to survive. If the characters opt
Possible choices regarding the survivor: for an emergency landing, the biome will continue to develop
• Leave the survivor to the ship’s fate: The survivor pretends on the planet from its current state. If, on the other hand, they
to resign and accept the characters’ decision by retreating to choose to make the ship crash, the biome will restart from its
his quarters, but his intent is to escape from the Perseus III, most primordial form, developing into new forms, but losing
ambushing the characters and killing them at the doors of the everything that has evolved inside the wreck.
shuttle hangar. • Self-destruction’s activation: Starting the self-destruction
• Saving the survivor: The survivor follows the characters, of the Perseus III (30-minute countdown), hoping to annihilate
whatever they decide to do with the ship, but his intent is to the biome within it as well.
betray them and kill them at the doors of the shuttle’s hangar, Before the conversation ends, Urania offers the characters what
and then escape the wreck alone. she promised. A dark envelope emerges from the pond and floats
• Killing the survivor: Knowing the ship better, the survivor towards the characters: It contains three neural jellies from the
manages to escape by slipping into an emergency passage Perseus III’s mainframe.
and closing an airtight door behind him. His intent is to kill
the characters by ambushing them at the doors of the shuttle’s Neural jellies (spare parts for the Serendipity): Needed to
hangar, and then escape the wreck alone. repair the damage to the Serendipity’s onboard computer. See
“Epilogues,” below, for more information.

76 CHAPTER 3: A VOICE IN THE VOID


AREA 12: HANGAR DELLO SHUTTLE Opening the external door of the hangar: Inside a small control room
Opening, the massive mechanical knockers get stuck several on the right side of the hangar, there are the controls of its large external
hatch. By succeeding on a DC 23 TEC (Astronautics) check, it is possible
times making you jump. When they finally disappear into the
to open the hatch despite the absence of a safety force field. The same
cavities of the thick walls of the hangar, you find yourself in front procedure can also be performed remotely from the shuttle’s control panel.
of the Perseus III’s shuttle. The ship, more or less half the size of
Activating the opening procedure causes the immediate closure of the
the Serendipity, is about fifteen meters from you. Behind it, the internal airtight door from which the characters entered and exposes the
huge external door of the hangar beyond which you know there entire hangar to the space vacuum, depressurizing it instantly.
is salvation. You can almost enjoy the view as you take your first The external door opens fully within three rounds.
steps inside the hangar, when a now familiar voice brings you
General effects of vacuum exposure: The space vacuum is one of
back to reality. Behind you, Van Veld stands still and impassive
the deadliest conditions to which a living organism can be exposed.
pointing a heavy blaster pistol at you while wearing a Perseus III Any creature exposed to the void (and not protected by an exosuit with
environmental suit. Next to him, rigid and threatening, two security life support) automatically begins to suffocate.
automatons of the Perseus III seem ready to open fire on you at Also, at the start of each of its turns, the creature must make a
the first order of the science officer. DC 19 STR (Stamina) saving throw. If it fails, it takes 14 (4d6) biotic
damage and 2 levels of exhaustion. If successful, it takes half damage
Final encounter, Phase 1: Van Veld + security automatons (2). and suffers only 1 level of exhaustion. The damage and exhaustion
During the fight, Van Veld remains near the entrance door to the accumulated in this way cannot be healed until the creature returns to
hangar, shielding himself with one of the two security automatons. an environment with normal atmospheric conditions.
The automatons and the Nightmare are immune to these effects.
After a maximum of a couple of rounds, the fight is abruptly
interrupted by the appearance of the Nightmare. Read the players Effects of the vacuum on the Nightmare: When the Nightmare is
exposed to the vacuum, the cloud that surrounds it is completely sucked
the following description.
into the space together with the air from the hangar. Subsequently, at the
It happens with the naturalness of a fracture. As the cloud of the start of each turn of the Nightmare, roll a d6. On a roll of 4+, the cloud
reforms. Furthermore, as long as it remains exposed to vacuum, the
Nightmare engulfs Van Veld, the sound of cartilage and bones
Nightmare loses its resistance to kinetic damage.
folding in on themselves merges with the creature’s voracious
crackle. The human’s scream echoes through the room one last
Once the external door of the hangar has opened completely,
time, before rising again in a deafening screech that inflates the
the shuttle will be free to leave.
Nightmare in an explosion of pain and fury.
The blue eyes of the science officer emerge asymmetrically in To initiate the shuttle’s engines, the characters have to use an
the middle of the oblong and deformed face of the Nightmare. Its action and succeed on a DC 18 TEC (Astronautics) check. Piloting
neck bends unnaturally ninety degrees to one side. A copious gush the shuttle out of the hangar instead requires a DC 19 DEX
of black sludge pours across the floor. (Piloting) check. If the check fails, the shuttle collides with the
bulkheads of the hangar. In this case, all the characters inside it
Final encounter, Phase 2: The nightmare. The characters will who are not secured to the seats with safety straps must succeed
now have to deal with the Nightmare. But compared to their first on a DC 18 DEX (Reflex) saving throw or be sent flying by the jolt,
encounter with it, now their attacks seem to damage it. taking 1d6 kinetic damage.
The Nightmare was born from the influence on the biome After the shuttle has left the hangar, go to the Epilogues.
exerted by Van Veld’s tormented psyche. As a result, absorbing
Flux collimator (spare parts for the Serendipity): Once
and killing the unfortunate survivor broke the bond that
they escape the Perseus III aboard the shuttle and reach
connected them, taking away from the Nightmare the source of
the Serendipity, players will be able to use a flux collimator
psychic energy that allowed it to regenerate constantly.
recovered from the shuttle itself to repair damage to their ship’s
The characters can decide to fight against the nightmare until thrusters. See “Epilogues,” below, for more information.
they defeat it or try to take refuge inside the shuttle to get out
of the wreck as soon as possible. In any case, in order to leave the
Perseus III they will first have to open the large external hatch
of the hangar.

CHAPTER 3: A VOICE IN THE VOID 77


EPILOGUES AN UNBREAKABLE BOND
This epilogue only occurs if at least one of the player characters
After the characters leave the wreck, read them the following
has been contaminated by the micro-symbiote.
description.
In that case, whatever the final fate of the Perseus III was, any
You watch the silver silhouette of the Perseus III get smaller and character who carries the micro-symbiote within them will slowly
smaller as you fly away aboard the shuttle. A quick automatic mature the certainty that the biome continues to live and that the
scan detects the position of the Serendipity and a few moments Perseus III was not the only place where it thrived.
later you are following an interception route that will finally bring You should give this information only to the players of the
you home. contaminated characters. Then it will be up to them to decide
You came out alive and you couldn’t be happier to put as much whether to share them with the others or not.
space as possible between you and that ship, yet you struggle
REPAIRING THE SERENDIPITY
to take your eyes off it, from that huge hull that has unexpectedly
swallowed you, making you live one of the most surprising and Lastly, read the players this final paragraph. With it, the
frightening experiences of your life. adventure “A Voice in the Void” ends.

Based on the choice made by the characters regarding the fate Once you finally reach the Serendipity, you immediately start
of the Perseus III, read them the epilogue A, B or C. taking care of the repairs necessary to make it operational again.
The flux collimator on the Perseus III’s shuttle is certainly a little
EPILOGUE A: LEFT TO ITS FATE under-powered for a ship the size of yours, but Mikaya is pretty
If the characters fled from the Perseus III and left it to its fate, sure it will be more than enough to bring you back to civilization.
read them the following description. Meanwhile, the neural jellies donated by Urania are easily
installed and integrated into the hardware of the Serendipity’s
The wreck disappears beyond the curved horizon of the huge rocky on-board computer, replacing the damaged ones and the oldest
globe, exiting your lives. Presumably, it will continue to orbit for of those still working.
several decades, until its decaying trajectory will inevitably cause
However, the next time you restart the computer, you find
it to crash on the planet’s surface. This is not your problem though.
yourself observing an unusual series of messages that begin to
EPILOGUE B: SELF-DESTRUCTION
follow one another on the main panel’s screen.
If the characters have activated the Perseus III’s self-destruction Neural matrix initialization…
procedure, read them the following description. System scan, please wait…
Suddenly, a blinding light shines in the silence of the space void. Scan completed.
You cover your eyes with one hand so as not to be dazzled, but Network structure adaptation in progress, please wait…
a moment later the light has already disappeared and the Perseus …
III no longer exists. In its place, a sphere of glowing gas and …
debris expands in every direction. As the shuttle takes you beyond Compatibility 99.97% improving…
the planet’s curved horizon, you silently watch the remains of Interface established.
the wreck light up like torches as they fall through its turbulent
Primary functions: operational.
atmosphere.

Some fragments of the Perseus III will fall on the surface of the …
planet, leading to more or less the same consequences as making Insert new main intellectual matrix name:
the ship crash, but without the characters being aware of this. ________________________
EPILOGUE C: NEW BEGINNING The characters will then have to choose and enter a name by
If the characters changed Perseus III’s course directing it towards typing it on the main terminal or simply saying it to the onboard
the planet, read them the following description. computer. Once that’s done, continue reading the rest of the
description.
Just before the wreck disappears beyond the curved horizon of
the planet, a faint glow announces the ignition of the Perseus III’s Please wait…
maneuvering thrusters. So the legendary ship is about to make its …
last, final journey, but what lives inside it will survive, in one way Restarting…
or another.
You cannot predict what the consequences of your decision will Once the unexpected automatic procedure is over, the on-
be, but you are sure of one thing: life, after all, is always life and board computer switches off suddenly. The dashboard lights flash
no one should assume the right to decide what has the right to irregularly for a few moments but then everything seems to return
survive and what has not. to normal. The main screen glows in a soft blue color, rippled by
soft rhythmic shades.
If the characters opted for the crash, the biome will start from Immediately afterwards, a voice never heard before, yet
scratch, colonizing the planet without the influence of the events somehow familiar, diffuses from the onboard speakers, uttering a
that took place aboard the wreck. short sentence.
If, on the other hand, the characters have opted for the
emergency landing, the biome will continue to develop on the < “Hello, crew.” >
planet starting from its current state, preserving the influences
matured over the centuries of evolution within the Perseus III. FIN
In that case, part of Urania’s consciousness will also survive,
absorbed by the biome through her connections with it.

78 CHAPTER 3: A VOICE IN THE VOID


APPENDICES
APPENDIX A: CHARACTERS’ SHEETS
This appendix includes the character sheet of each one of the premade characters presented in Chapter 2.
The header of the sheet shows the personal details of the character, on both sides: name, the character concept, class and level.
After that, the following guide will help you in reading the sheet, section by section.

PAGE 1 PAGE 2

ABILITIES INVENTORY
The character’s ability scores are indicated in their respective This section lists all the items of equipment your character
boxes. Under each ability, the associated skills and relative is carrying, along with their weight. The total weight carried by
bonuses are indicated. the character is indicated in the [Total Load] box. The character’s
[Carrying Capacity] is also shown, so that you can always
HEALTH immediately establish whether they are overloaded or not.
The character’s [Max Vitality Points] and [Death Threshold] are
shown in the relevant boxes. The empty box adjacent to these two FINANCES
is used to record lost or remaining vitality points (you choose). This section indicates the credits possessed by the character, in
The [Death Saves] checkboxes are used to keep track of the [Credits] box, and other aspects of their financial status (such
successful or failed death saving throws. Mark with a pencil as monthly charges and income). These aspects do not come into
a [Successes] or [Failures] checkbox respectively for each play in this quickstarter.
successful or failed death saving throw. Clear once the count
resets (because the character dies, stabilizes or receives healing). APPEARANCE
The [Exhaustion Level] checkboxes are used to keep track of the The physical data of the characters (species, gender, height, and
levels of exhaustion accumulated by the character. Again, mark so on) are shown here. You can also note here distinguishing
them with a pencil so you can erase them whenever the level of features, details and distinctive qualities of the character’s
exhaustion decreases or are eliminated. physical appearance.
In the lines below [Conditions and Traumas] you can write
down and keep track of the conditions and traumas afflicting PERSONALITY
the character, indicating their effects if necessary. This section shows the salient characteristics of the character’s
personality: the disposition, peculiarities, ideals, bonds and flaws.
STATS They are summarized in short and meaningful sentences, in order
This section displays the character’s speed [Speed], initiative roll to always have a quick reference on how to role-play the character.
bonus [Initiative], Defense [Defense], and Armor Value [Armor
Value], each one in its specific box. BACKGROUND
Next to each of these boxes you have a few lines where you This section indicates the character’s background and the
can indicate other relevant information, such as any other speeds background trait (or traits) they possess. The languages known
possessed by the character (swimming, climbing or flying speed), by the character also appear. You can use the remaining lines
a shield bonus to Defense, the type of armor worn and the armor in the section to report brief biographic info, such as important
penalty it imposes, and so on. events in the character’s past history.

ATTACKS PSIONIC POWERS


This box indicates the various weapons used by the character, The character’s [Max Psi Points] and [Psionic Limit] are shown in
showing their name, the relative attack bonus and the damage the relevant boxes. The empty box adjacent to these two is used to
inflicted with a hit. For ranged weapons, range is also indicated. record spent or remaining psi points (you choose). The character’s
[Psionic Strength] and [Psionic Attack Bonus] are also shown.
TRAITS AND FEATURES The following lines in the section lists the various psionic
This box lists all of the character’s special abilities, such as species powers and praxis known by the character.
traits, class features, and talents. If you want, you can also note
here any other information you consider important so that you OTHER INFORMATION
can always see them at a glance. You can use this section to write down any other information you
think is important, such as notes on the adventure.

80 APPENDIX A: CHARACTERS’ SHEETS


APPENDIX B: GM’S RESOURCES
ALLIES AND FOES CREATURE’S ATTACKS
This section contains the statistics and descriptions (when The most common actions that a creature might take in combat
necessary) of all the creatures and NPCs that the characters might are melee and ranged attacks. These can be special attacks (such
encounter during the introductory adventure “A Voice in the Void”. as psionic attacks) or weapon attacks, where the “weapon” might
The stat blocks are divided between NPCs and creatures, and be a manufactured item or a natural weapon, such as a claw or
are presented in alphabetical order. tail spike. For more information on attacks see Chapter 1.
Below you can find a short guide that will help you to read and Creature vs. Target: The target of an attack is usually either
use the stat blocks in the best way. one creature or one target, the difference being that a “target”
can be either a creature or an object.
READ A STAT BLOCK Hit: Any damage dealt or other effects that occur as a result
Name: A creature’s stat block header displays its name. of an attack hitting a target are described after the “Hit” notation.
Classification: The first line immediately after the name shows You have the option of taking average damage or rolling the
the creature’s classification. The terms in the classification are damage (both the average damage and the die expression are
called descriptors and include the Type (construct, humanoid, presented).
phytoid, xenoid and zooid), size, and nature (for example, Miss: If an attack has an effect that occurs on a miss, that
whether herbivore or carnivore, predator or parasite, and so on). information is presented after the “Miss:” notation. Otherwise
Level and Threat: After the name and the classification, the stat this notation is absent.
block reports the creature’s level and its threat rating. The Ammunition: If a creature needs ammo to make its ranged
threat provides a general estimate of how great a danger the attacks, you can assume that the creature carries enough of them.
creature is, giving the GM an idea of what level the characters Multiattack: A creature that can make multiple attacks when
should be to face it (levels 1-4 for low threats, 5-10 for moderate taking the Attack action has the Multiattack feature, just like
threats, and so on). characters who possess the Extra Attack class feature.
Base stats: The stat block reports the creature’s vitality points,
Defense, Armor Value, and speed. LIMITED USAGE
Abilities and skills: Like player characters, NPCs and creatures Some creature’s special abilities have restrictions on the number
are defined by the seven ability scores and their associated of times they can be used.
skills. For more information on abilities and their use in the X/Rest: The notation “X/Rest” means a special ability can be
game, see Chapter 1. used X number of times and that a creature must finish a rest
Vulnerabilities, resistances, and immunities: Some creatures to regain expended uses. For example, “2/Rest” means a special
have vulnerability, resistance, or immunity to certain types ability can be used twice and that the creature must finish a rest
of damage. In addition, some creatures are immune to certain to use it again. Sometimes the notation indicates “X/Full Rest,
conditions. which means that a creature must finish a full rest to regain
Special senses: This entry indicates any special sense the expended uses of that special ability.
creature might have (such as infravision). The special senses Recharge X–Y: The notation “Recharge X–Y” means a creature
are described in Chapter 1. can use a special ability once and that the ability then has a
Languages: When present, this entry reports the languages that random chance of recharging during each subsequent round of
the creature knows. combat. At the start of each of the creature’s turns, roll a d6. If the
Special traits: Special traits (which appear before any actions roll is one of the numbers in the recharge notation, the creature
or reactions) are characteristics that are likely to be relevant regains the use of the special ability. For example, “Recharge 5-6”
in a combat encounter and that require some explanation. indicates that once used, the creature’s special ability recharges
Actions and reactions: When a creature takes its action, it can at the start of its turn if a 5 or 6 is rolled on a d6. The ability also
choose from the options in the Actions section of its stat block recharges when the creature finishes a rest.
or use one of the actions available to all creatures, such as the
Dash or Hide action. Likewise, if a creature can do something
special with its reaction (other than the general reactions
described in Chapter 1), that information is listed in the
Reactions section of its stat block. Conversely, if a creature
has no special reaction, that section is absent.

APPENDIX A: CHARACTERS’ SHEETS 95


NON-PLAYER CHARACTERS TAMÌR VAN VELD
The only two NPCs the characters might interact with during
the adventure are Dr. Tamìr Van Veld and Urania, the Artificial Medium humanoid (terran), evolved omnivore
Intelligence of the Perseus III. Below are brief descriptions that Level 8, low/moderate threat
will help the GM to role-play these NPCs. Dr. Van Veld comes
with a stat block while Urania does not need game stats. Vitality Points: 27 Defense: 15
Speed: 10 m Armor Value: 3
TAMÌR VAN VELD
CMB STR DEX PER INT WIL TEC
Log n° 8979 – Chief Science Officer: Tamìr Van Veld.
“I am Tamìr Valik Van Veld. Raised on Fyrsne. Graduated with 3 3 2 3 5 4 2
honors from the Elmar Academy, with a specialization in applied Skills: Alertness 2 [+5], Astronautics 2 [+4], Cunning 2 [+6],
xenology. Four children. Volunteer member of the PERSEUS Energy Weapons 3 [+6], Fortitude 1 [+5], G-Zero 1 [+4], Inspection 1 [+4],
exploration project. Medicine 2 [+7], Nature 2 [+7], Science 4 [+9], Tampering 1 [+3],
I am Dr. Van Veld. Together with the crew of the Perseus III Stamina 1 [+4]
we crossed the void and did not falter. Beyond the great chasm,
Languages: Espar (archaic), Terran, Draalani.
we heard the voiceless language of the Våc fill our skulls like
molten metal, we explored the pectiniferous ridges of Cvach and Courage of the Mad: Van Veld has advantage on saving throws made
witnessed the seven sunsets of Phlege. All this and much more. against being charmed and frightened.
And we never faltered. Expertise: Whenever Van Veld takes an ability check involving the Energy
I, the ship’s chief science officer, completed the mission. Weapons, Alertness, Cunning and Science skills, he can treat a total roll
I validated the return procedure. I guaranteed prophylaxis. of 5 or less (on the sum of 2d12) as if it were 6. If he rolls a 1 on any of
I ensured my crew-mates the dreamless sleep of cryocapsules. the dice, this feature has no effect.
And as of today, I have spent over four centuries aboard this ship. Assured Outcome (2/rest): Van Veld can choose to use this feature
I, not Urania, have spent all my remaining time studying the when he makes an ability check involving one of the skills he has. If he
biome invading the lower decks. The artificial mind is a distorted does so, he rolls only one d12 and automatically considers the result of
mirror. All that reflects is not light. Everything that happens is the other one a 12.
not present. Urania is contaminated, not me. They should have Overturn the Odds (1/rest): When Van Veld rolls a 1 on any dice of an
listened to me when I mentioned the bio-electrical connections ability check, he can decide to turn it into a 9 instead.
the biome was making with the ship. But their gazes upon me,
ACTIONS
dejected, distressed, then resigned... resigned to the fact that
I was lost. Urania! Not me! Urania is infected... why my friends? Multiattack: Van Veld can make two attacks, instead of one, whenever
I didn’t kill my comrades. Abandoning them in a synthetic ice he takes the Attack action on his turn.
burial here in the middle of nowhere, far from our homes and our Unarmed strike. Melee weapon attack: +3 to hit, reach 1 m, one target.
time. Everything that happens is not present. All that reflects is Hit: 5 (1d3 + 3) kinetic damage.
not light. Is that so Urania? Urania! Not me. Knife. Melee weapon attack: +3 to hit, reach 1 m, one target.
Me… I’m not me anymore. A nightmare... it’s just a nightmare. Hit: 6 (1d6 + 3) kinetic damage.
Here. Face to face with the abyss... burning with stars.” Heavy blaster handgun. Ranged weapon attack: +6 to hit, short range,
one target. Hit: 10 (2d6 + 3) energy damage.
URANIA
Log n ° 8847 – Chief Engineer: Raeel Vas Nehema
“Damn! I just finished defragmenting Urania’s secondary
matrix. It was as useless as trying to solve one of Tuukh’s
oneirohedra. As if there was an invisible force, a shadow that
inexorably reprograms the clusters I leave behind.
Long story short: the AI continues to perceive the presence of
a crew that has been evacuated for years; she continues to show
anomalies in her standard emotional protocols; a perceptible
latency and elusiveness in the interactions remains. Basically,
it’s like dealing with a schizophrenic teenager! The positive side
is that she keeps me company, much more than usual.
It seems that the years spent in solitude during our cryogenic
sleeps are giving her a strong sense of humor, and her sudden
changes of mood often make me laugh more than her own
sarcastic jokes.
Jokes aside. I am very worried. She’s one of nine unique
intelligences, our one. In the last years we have known each other
well, also through our chats in my quarters. But recently it seems
that she has a part of herself that she doesn’t want to share with
me either. A part that is hers alone, into which I cannot enter.
It’s the first time that I feel so alone in the presence of a
machine, almost like I’m dealing with a living being. Maybe
all this silence is changing her too.
Well. Better if I go and talk to her.”

96 APPENDIX B: GM’S RESOURCES


CREATURES AUTOMATON, SECURITY
The stat blocks are presented in alphabetical order.
Medium construct, divergent
ARACHNOID Level 6, low/moderate threat

Medium zooid (arthropod), predatory omnivore Vitality Points: 20 Defense: 18 (deflector shield)
Level 6, low/moderate threat Speed: 10 m Armor Value: 5 (armor plating)

Vitality Points: 18 Defense: 18 (nimbleness) CMB STR DEX PER INT WIL TEC
Speed: 10 m Armor Value: 3 (natural) 4 3 3 3 2 0 1

CMB STR DEX PER INT WIL TEC Skills: Alertness 2 [+6], Cold Weapons 2 [+6], Energy Weapons 3 [+7],
Might 2 [+5], Reflex 2 [+5], Stamina 2 [+5]
3 3 3 4 -3 0 -3
Damage Immunities: Biotic, Psychic
Skills: Alertness 2 [+6], Inspection 1 [+5], Natural Weapons 3 [+6],
Reflex 2 [+5], Stealth 2 [+5], Wrestling 2 [+5] Condition Immunities: Bleeding, charmed, exhaustion, frightened,
paralyzed, sickened, stunned
Special Senses: Infravision, blindsight 3 m Special Senses: Thermovision
Perfect Climb: The arachnoid can climb virtually any kind of surface Languages: Espar (archaic)
without needing to make an ability check.
Axiomatic Mind: The automaton cannot be pushed to act contrary to its
Stability: The arachnoid has advantage on ability checks made against nature, programming or instructions.
being prone.
Non-Living: The automaton does not breathe, eat, or sleep.
ACTIONS EM Sensitivity: The automaton is sensitive to effects caused by EM
Multiattack: The arachnoid can make two attacks, instead of one, attacks. Such effects can impose conditions on the automaton to which
whenever it takes the Attack action on its turn. it’s normally immune (for example sickened, paralyzed or stunned).
Bite. Melee weapon attack: +6 to hit, reach 1 m, one target. Hit: 6 ACTIONS
(1d6 + 3) kinetic damage and the target must make a DC 15 STR
(Stamina) saving throw, taking 4 (1d8) biotic damage on a failed save, Multiattack: The automaton can make two attacks, instead of one,
or half as much damage on a successful one. whenever it takes the Attack action on its turn.
Acid Spray (recharge 5-6): The arachnoid sprays corrosive mucus Integrated blade (x2). Melee weapon attack: +6 to hit, reach 1 m, one
against a creature it can see within 6 meters of itself. The target must target. Hit: 7 (1d8 + 3) kinetic damage.
make a DC 18 DEX (Reflex) saving throw, taking 10 (3d6) energy damage Blaster SMG. Ranged weapon attack: +7 to hit, close range, target.
on a failed save, or half as much damage on a successful one. Hit: 10 (2d6 + 3) energy damage.

APPENDIX B: GM’S RESOURCES 97


DRONE, DEFENSIVE (MALFUNCTIONING) DRONE, NIADA’S PERSONAL
Large construct, divergent Tiny construct, divergent
Level 7, moderate threat Level 1, low threat

Vitality Points: 30 Defense: 17 (deflector shield) Vitality Points: 10 Defense: 16


Speed: 0 m, fly 12 m Armor Value: 5 (armor plating) Speed: 0 m, fly 12 m Armor Value: 3 (armor plating)

CMB STR DEX PER INT WIL TEC CMB STR DEX PER INT WIL TEC
5 3 2 4 -2 0 0 2 0 3 3 -3 0 -2

Skills: Alertness 2 [+6], Energy Weapons 3 [+8], Kinetic Weapons 4 [+9], Skills: Alertness 1 [+4], Energy Weapons 1 [+3], Kinetic Weapons 1 [+3],
Stamina 1 [+4] Reflex 1 [+4]

Damage Immunities: Biotic, Psychic Damage Immunities: Biotic, Psychic


Condition Immunities: Bleeding, charmed, exhaustion, frightened, Condition Immunities: Bleeding, charmed, exhaustion, frightened,
paralyzed, sickened, stunned paralyzed, sickened, stunned
Special Senses: Thermovision Special Senses: Thermovision

Float: The drone can fly without moving, floating in place; it can make Float: The drone can fly without moving, floating in place; it can make
turns at any angle, and can even fly backwards. The drone is never in turns at any angle, and can even fly backwards. The drone is never in
danger of falling, unless some effect reduces its flying speed to 0. danger of falling, unless some effect reduces its flying speed to 0.
Axiomatic Mind: The drone cannot be pushed to act contrary to its Axiomatic Mind: The drone cannot be pushed to act contrary to its
nature, programming or instructions. nature, programming or instructions.
Non-Living: The drone does not breathe, eat, or sleep. Non-Living: The drone does not breathe, eat, or sleep.
EM Sensitivity: The drone is sensitive to effects caused by EM attacks. EM Sensitivity: The drone is sensitive to effects caused by EM attacks.
Such effects can impose conditions on the drone to which it’s normally Such effects can impose conditions on the drone to which it’s normally
immune (for example sickened, paralyzed or stunned). immune (for example sickened, paralyzed or stunned).

AZIONI AZIONI
Machine gun. Ranged weapon attack: +9 to hit, medium range, one Integrated blaster. Ranged weapon attack: +3 to hit, short range, one
target. Hit: 14 (2d10 + 3) kinetic damage. target. Hit: 8 (1d10 + 3) energy damage.
Electric Pulse (recharge 5-6): The drone releases a strong electrical Electric Pulse (recharge 5-6): The drone releases a strong electrical
pulse. Each creature within 3 meters of the drone must make a DC 20 pulse. Each creature within 2 meters of the drone must make a DC 16
DEX (Reflex) saving throw, taking 10 (3d6) energy damage on a failed DEX (Reflex) saving throw, taking 4 (1d8) energy damage on a failed save,
save, or half as much damage on a successful one. Creatures that or half as much damage on a successful one. Creatures that fail the save
fail the save are also stunned until the start of the drone’s next turn. are also stunned until the start of the drone’s next turn.

98 APPENDIX B: GM’S RESOURCES


LYMPHATIC JELLY
Large xenoid (amorphous), scavenging omnivore
Level 8, moderate threat

Vitality Points: 38 Defense: 18 (nimbleness)


Speed: 6 m Armor Value: 0

CMB STR DEX PER INT WIL TEC


4 5 0 3 -3 -3 -3

Skills: Natural Weapons 3 [+7]

Damage Resistances: Biotic, Kinetic


Damage Immunities: Psychic
Damage Vulnerabilities: Energy
Condition Immunities: Bleeding, blinded, charmed, dazzled, deafened,
exhaustion, frightened, paralyzed, prone, sickened, stunned
Special Senses: Blindsight 20 m (blind beyond this radius) HUMMING INFESTER

Amorphous: The jelly can move through a space as narrow as 2 Tiny zooid (arthropod), parasitic carnivore
centimeters wide without squeezing. Level 4, low threat
Amorphous Physiology: The jelly does not breathe or sleep.
Vitality Points: 6 Defense: 18 (nimbleness)
Transparent: Even when the jelly is in plain sight, it takes a successful
Speed: 3 m, fly 12 m Armor Value: 1 (naturale)
DC 14 PER (Alertness) check to spot a jelly that has neither moved nor
attacked. A creature that tries to enter the jelly’s space while unaware of CMB STR DEX PER INT WIL TEC
its presence is surprised by the jelly.
2 0 3 3 -3 0 -3
ACTIONS Skills: Alertness 1 [+4], Natural Weapons 1 [+3], Reflex 1 [+4],
Pseudopod. Melee weapon attack: +7 to hit, reach 1 m, one target. Stealth 1 [+4].
Hit: 9 (1d8 + 5) kinetic damage.
Special Senses: Infravision
Engulf: The jelly moves up to its speed. While doing so, it can enter the
space of a Large or smaller size creature. Whenever the jelly enters a ACTIONS
creature’s space, the creature must make a DC 13 DEX (Reflex) saving
throw. On a successful save, the creature can choose to be pushed Bite. Melee weapon attack: +3 to hit, reach 1 m, one target. Hit: 2 (1d4)
1 meter back or sideways. A creature that chooses not to be pushed kinetic damage and the infester clings to the target. While clinging, the
suffers the consequences of a failed saving throw. On a failed save, infester can make a sting attack against the target as a minor action. The
the jelly enters the creature’s space, and the creature takes 3 (1d6) infester can detach itself by spending 1 meter of movement. A creature,
energy damage and is engulfed. The engulfed creature can’t breathe, is including the target, can use its action to forcefully detach the infester.
restrained, and takes 4 (1d8) energy damage at the start of each of the Sting. Melee weapon attack: +3 to hit, reach 1 m, one target. Hit: 3 (1d6)
jelly’s turns. When the jelly moves, the engulfed creature moves with it. kinetic damage plus 4 (1d8) biotic damage and the target must succeed
An engulfed creature can try to escape by taking an action to make a DC on a DC 14 STR (Stamina) saving throw or be paralyzed for 1 minute. The
16 STR (Might) check. On a success, the creature escapes and enters a target can repeat the saving throw at the end of each of its turns, ending
space of its choice within 1 meter of the jelly. the effect on himself on a success.
Implanting eggs: As an action, a female humming infester lays 3d6 eggs
REACTIONS
inside a medium or larger creature paralyzed by the toxin of its sting.
Split: When a lymphatic jelly is subjected to energy or kinetic damage, If not removed in some way, the eggs hatch after about two weeks and
it splits into two new jellies. Each new jelly has half the remaining vitality the newborn infester larvae begin to eat the host from inside, causing
points of the original one, rounded down. The new jellies are one size 1d4 biotic damage per round until the hapless creature dies.
smaller than the original one. A Tiny jelly cannot divide further. A jelly Even after death, the larvae continue to feed on the host’s corpse until
reduced to 0 vitality points dies, liquefying. practically nothing remains.

APPENDIX B: GM’S RESOURCES 99


MIMIC PREDATOR PALE SLIME
Large zooid (exotic, psionic), predatory carnivore Medium xenoid (amorphous, psionic), scavenging omnivore
Level 10, moderate threat Level 5, low threat

Vitality Points: 45 Defense: 20 Vitality Points: 18 Defense: 14


Speed: 15 m Armor Value: 2 (natural) Speed: 4 m, climb 4 metri Armor Value: 0

CMB STR DEX PER INT WIL TEC CMB STR DEX PER INT WIL TEC
4 3 5 5 -1 2 -3 2 3 1 4 -3 -3 -3

Skills: Alertness 2 [+7], Climbing 1 [+4], Inspection 2 [+7], Might 1 [+4], Skills: Natural Weapons 3 [+5]
Natural Weapons 4 [+8], Reflex 3 [+8], Stealth 4 [+9], Survival 1 [+6],
Wrestling 3 [+7] Damage Resistances: Biotic, Kinetic
Damage Immunities: Psychic
Special Senses: Infravision
Condition Immunities: Bleeding, blinded, charmed, dazzled, deafened,
Languages: The mimic predator is able to mimic the noises of its prey, exhaustion, frightened, paralyzed, prone, sickened, stunned
including words spoken by humanoid creatures.
Special Senses: Blindsight 20 m (blind beyond this radius)
Night Hunter: While in darkness or dim light, the mimic predator has
advantage on its DEX (Stealth) checks and can move stealthy at its full Amorphous: The slime can move through a space as narrow as 2
speed without suffering negative consequences. centimeters wide without squeezing.

Instinctive Defense: The mimic predator adds half of his Perception Amorphous Physiology: The slime does not breathe or sleep.
score rounded down to its Defense (already included in the stats). Corrosion: Any manufactured weapon that hits the pale ooze will
Evasion: If the mimic predator is subjected to an effect that allows it to corrode. After dealing damage, the weapon takes a permanent and
make a DEX saving throw to take only half damage, the predator instead cumulative -1 penalty on damage rolls. If its penalty drops to -5, the
takes no damage if it succeeds on the save, and only half damage if it fails. weapon is destroyed. Ammunition that hits the slime is destroyed after
dealing damage.
Keen Hearing and Sight: The mimic predator has advantage on
Perception checks that rely on hearing and sight. False Appearance: While the slime remains motionless, it is
indistinguishable from a pool of oil or similar liquid.
ACTIONS
ACTIONS
Multiattack: The mimic predator can make two attacks, instead of one,
whenever it takes the Attack action on its turn. Pseudopod. Melee weapon attack: +5 to hit, reach 1 m, one target. Hit: 6
(1d6 + 3) kinetic damage plus 3 (1d6) energy damage, and if the target is
Bite. Melee weapon attack: +8 to hit, reach 1 m, one target. wearing manufactured armor, it must make a DC 16 DEX (Reflex) saving
Hit: 7 (1d8 + 3) kinetic damage. throw. On a failed save, the target’s armor is partly corroded and takes
Claws. Melee weapon attack: +8 to hit, reach 1 m, one target. a permanent and cumulative -1 penalty to the Armor Value it offers. The
Hit: 6 (1d6 + 3) kinetic damage. armor is destroyed if the penalty reduces its AV to 0.
Tail. Melee weapon attack: +8 to hit, reach 3 m, one target. Hit: 6 Psychic Crush (recharge 6): The slime targets a creature it can sense
(1d6 + 3) kinetic damage and the target must succeed on a DC 19 within 20 meters of itself. The target must make a DC 12 INT (Lucidity)
DEX (Acrobatics) or STR (Might) saving throw or be knocked prone. saving throw, taking 4 (1d8) psychic damage on a failed save, or half
If the target is prone, the mimic predator can make a bite attack as much damage on a successful one.
against it as a minor action.
Cloaking: As a minor action, the mimic predator is able to project a
psionic effect around itself that distorts light so that it becomes invisible.
As long as the predator remains still it is invisible. If it moves or takes any
action or reaction, the irregular distortion of the light reveals its position
while keeping it invisible. This effect is interrupted if the mimic predator
is hit by an attack, is incapacitated, or has its speed reduced to 0.

100 APPENDIX B: GM’S RESOURCES


PSEUDOSAUR TENTACULAR PLANT
Small zooid, predatory/scavenging carnivore Huge phytoid, predatory/scavenging carnivore
Level 5, low threat Level 9, moderate threat

Vitality Points: 15 Defense: 17 Vitality Points: 58 Defense: 16


Speed: 15 m Armor Value: 2 (naturale) Speed: 0 m Armor Value: 3 (natural)

CMB STR DEX PER INT WIL TEC CMB STR DEX PER INT WIL TEC
2 1 4 3 -1 0 -3 4 3 3 3 2 0 1

Skills: Alertness 2 [+5], Athletics 1 [+2], Climbing 1 [+2], Inspection 1 Skills: Alertness 1 [+4], Might 3 [+7], Natural Weapons 3 [+7],
[+4], Natural Weapons 2 [+4], Reflex 3 [+7], Stealth 3 [+7], Survival 1 Stealth 2 [+5], Stamina 1 [+5], Wrestling 3 [+7]
[+4], Wrestling 2 [+4]
Damage Immunities: Psychic
Special Senses: Infravision Damage Vulnerabilities: Energy
Camouflage: The pseudosaur has advantage on DEX (Stealth) checks Condition Immunities: Bleeding, blinded, charmed, dazzled, deafened,
made while in its natural environment. exhaustion, frightened, paralyzed, prone, sickened, stunned
Keen Hearing and Sight: The pseudosaur has advantage on Perception Special Senses: Blindsight 20 m (blind beyond this radius)
checks that rely on hearing and sight.
Regenerating Tendrils: The tentacular plant can have up to six tendrils
Pack Tactics: The pseudosaur has advantage on attack rolls against at a time. Whenever it takes 20 or more damage in a single turn, one of
a creature if at least one of the pseudosaur’s allies is adjacent to the its tendrils is severed. A tendril can also be broken if a creature takes an
creature and the ally isn’t incapacitated. action and succeeds on a DC 16 STR (Might) check against it. At the end
Pounce: If the pseudosaur moves at least 10 meters straight toward a of its turn, the plant can grow a replacement tendril, unless it has taken
creature and then hits it with a claws attack on the same turn, that target at least 10 Energy damage since its last turn. The plant regains 8 vitality
must succeed on a DC 17 STR (Might) saving throw or be knocked prone. points for each tendril it regrows in this way.
If the target is prone, the pseudosaur can make one bite attack against it
as a minor action. ACTIONS
Multiattack: The tentacular plant can make as many tentacle attacks as
ACTIONS
it has tendrils, whenever it takes the Attack action on its turn.
Bite. Melee weapon attack: +4 to hit, reach 1 m, one target. Tendril. Melee weapon attack: +7 to hit, reach 4 m, one target.
Hit: 5 (1d8 + 1) kinetic damage. Hit: 9 (1d10 + 4) kinetic damage and the target must succeed on a
Claws. Melee weapon attack: +4 to hit, reach 1 m, one target. DC 19 DEX (Reflex) saving throw or be grappled (escape DC 19). Until
Hit: 4 (1d6 + 1) kinetic damage. the grapple ends, the target is restrained and lifted from the ground, and
the plant can’t use the same tendril on another target, but it can use its
ground slam attack against the grappled target.
Ground Slam: As a minor action, the tentacular plant violently slams to
the ground a target grappled by one of its tendrils. The target takes 11
(2d6 + 4) kinetic damage.

APPENDIX B: GM’S RESOURCES 101


MENTAL ASSAULT (PRAXIS)
THE NIGHTMARE
Manifestation Time: 1 action
Large xenoid (psionic), divergent Range: Close
Duration: Instantaneous
Level 12, high threat
The nightmare chooses a creature it can see within range. The target must
Vitality Points: 51 Defense: 19 make an INT (Lucidity) saving throw. On a failed save, the target takes 1d8
psychic damage and is sickened until the start of your next turn.
Speed: 10 m Armor Value: 4 (natural)

CMB STR DEX PER INT WIL TEC FLUCTUATION (PRAXIS)


5 5 4 4 3 2 -2 Manifestation Time: 1 reaction you make when you are hit by an attack
that you are aware of
Skills: Alertness 2 [+6], Intimidation 3 [+5], Might 3 [+8], Range: Personal
Natural Weapons 4 [+9], Psionics 4 [+7], Reflex 2 [+6], Stamina 3 [+8], Duration: Instantaneous
Wrestling 3 [+8] The nightmare alters the tangibility of its body to avoid the full impact of
an attack that hits it. This fluctuation is so fast that it is difficult to perceive
Damage Resistances: Biotic, Kinetic with the naked eye, giving the impression that the hit passes through the
Damage Vulnerabilities: Psychic nightmare. The nightmare gains resistance to the damage dealt by that
Special Senses: Infravision attack, regardless of the type of damage it deals.

Instinctive Defense: The nightmare adds half of its Perception score INSTILL COMPULSION (TELEPATHY)
rounded down to its Defense (already included in the stats).
Manifestation Time: 1 action
Lacerating: If the nightmare hits a target with its claws twice during the Range: Close
same turn, the target is grappled (escape DC 21). The nightmare can Duration: Concentration, up to 1 minute
make a bite attack as a minor action against a target it is grappling. The nightmare chooses a creature it can see within range. The target must
Protected by the Cloud: The nightmare is surrounded by a swirling make a WIL (Fortitude) saving throw. A target automatically succeed on the
cloud. At the start of each of its turns, the nightmare decides whether to save if it cannot be charmed. On a failed save, the target suffers one of the
use the cloud in an offensive or defensive way. The chosen effect lasts following effects of the nightmare choice.
until the start of its next turn. Gibbering (1+ psi): The target becomes unable to speak intelligibly.
Defensive cloud: The cloud contracts, obscuring an area with a 1 Every effort it makes to speak results in a mix of gibberish and unintelligible
meter radius around the nightmare, causing disadvantage to attack rolls nonsense. This power has no effect on telepathic communication or on the
against at it. call of creatures that do not possess a spoken language.
Offensive cloud: The cloud expands covering an area with a 3 meters Uncontrollable Laughter (1+ psi): The target feels an irrepressible urge
radius around the nightmare. Each creature that starts its turn in that to laugh out loud. It is incapacitated and falls prone, unable to get up for the
area or enter it for the first time during its turn take 1d6 kinetic damage. duration. At the end of each of its turns, and each time it takes damage,
the target can re-roll the saving throw against this power. The target has
Psychic Powers: The nightmare has a pool of 10 psi points, psionic force
advantage on the saving throw if it’s triggered by damage. On a success,
19, psionic limit 4 and knows the following powers:
the power ends for the target.
Praxis: Mental Assault, Fluctuation.
Sleep (1+ psi): The target falls asleep and is unconscious for the
Powers: Instill Compulsion. duration. If a sleeping creature takes damage, or someone uses an action
to shake it, the creature awakens.
ACTIONS
Unbridled Attraction (2+ psi): Choose a creature within range that the
Multiattack: The nightmare can make two attacks, instead of one, target can see. The target feels a strong attraction towards that creature.
whenever it takes the Attack action on its turn. For the duration, the target must use the Dash action and use all
Bite. Melee weapon attack: +9 to hit, reach 1 m, one target. Hit: 8 (1d6 + its movement in an attempt to reach the creature it is attracted to.
5) kinetic damage. Re-roll the damage die on a 1, until you roll 2 or more. Once reached, the target will spend its turn to worship and caress the
Claws. Melee weapon attack: +9 to hit, reach 2 m, one target. Hit: 9 creature, without taking any other action. At the end of each of its turns,
(1d8 + 5) kinetic damage. and each time it takes damage, the target can re-roll the saving throw
against this power. On a success, the power ends for the target.
Dreadful Scream (recharge 5-6): As a minor action, the nightmare
Repulsion (2+ psi): Choose a creature within range that the target can
emits a loud and terrible scream. Anyone who hears it must succeed on
see. The target feels a terrible repulsion towards that creature. For the
a DC 19 WIL (Fortitude) saving throw or be frightened until the end of the
duration, the target does whatever it takes to stay at least 10 meters away
nightmare’s next turn.
from the creature that repels it. If the target ends his turn less that 10
meters away from the creature, it becomes frightened until it’s more than
10 meters away from it again. If moving more than 10 meters away from
the creature implies an obvious danger, the target can re-roll the saving
throw against this power. On a success, the power ends for the target.
Murderous Frenzy (3+ psi): The target is pervaded by a murderous
rampage. During its turn, the target must use his action to attack the
closest creature (ally or enemy). If there are no creatures within reach,
the target will act normally during that turn. At the end of each of its turns,
the target can re-roll the saving throw against this power. On a success,
the power ends for the target.
Increment: For each psi point spent in addition to the base cost, you can
affect one additional creature.

102 APPENDIX B: GM’S RESOURCES


APPENDIX B: GM’S RESOURCES 103
104 APPENDIX B: GM’S RESOURCES
APPENDIX B: GM’S RESOURCES 105
EDGE CARDS
You can create your EDGE cards by choosing or randomly selecting two sentences from those listed below and writing them on a piece of
paper or cardboard. If you want, you can photocopy the standard EDGE card format shown on this page.

d100 Sentence

01–03 A mechanism jams

04–06 Something suddenly breaks

07–09 An out of order device strangely resumes working

10–12 Something turns out to be of poor quality

13–15 Something turns out to be of excellent quality

16–18 A favorable situation causes unexpected problems

19–21 An unfavorable situation reveals unexpected benefits

22–24 Something unexpected happens

25–27 Everything happens much faster than expected

28–30 Everything happens as if it were in slow motion

31–33 The existing hatred is temporarily set aside

34–36 A discussion goes on and on

37–39 A deal ends with the greatest benefit for someone

40–42 A conversation takes a strange turn

43–45 A conversation is interrupted by something urgent

46–48 A third party intervenes between two contenders

49–51 An unexpected threat comes into play

52–54 What seemed to be concluded is actually not

55–57 An action has unexpected consequences

58–60 A gross error goes unnoticed

61–63 Someone is seized by a sudden illness

64–66 Someone act in a bizarre way

67–69 Someone is seized by a profound inner tranquility

70–72 Someone unintentionally reveals a secret

73–75 Someone says or does something totally inappropriate or embarrassing

76–78 Someone is deeply impressed by what is just been told

79–81 Someone challenges authority or behaves disrespectfully

82–84 Someone realizes or discovers an important detail

85–87 Someone is blocked by indecision, favoring the opponents

88–90 Someone unexpectedly succeeds in something very difficult

91–93 Someone unexpectedly fails at something trivial

94–96 Someone hits an ally by mistake

97–99 Someone cheats death and miraculously clings to life

00 Re-roll

106 APPENDIX B: GM’S RESOURCES


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