Professional Documents
Culture Documents
A VOICE IN
THE VOID
CREDITS
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.
© 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
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,
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
PSIONIC POWERS
Rasya knows the following psionic powers. For general rules on
their usage, see “Psionic Powers” in Chapter 1.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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]
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.
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.
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.
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.
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.
d100 Sentence
00 Re-roll