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BATTLELORDS OF THE TWENTY-THIRD CENTURY ™

7th EDITION

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CHARACTER
CREATION
Playtest Notes: Species descriptions were kept deliberately short for the playtest document.

CHOOSING THE Species


Players may choose from twelve different species. Each species has modifiers to various vital statistics, due to different evolutionary traits.
The Vital Statistic Comparison Table lists these modifications.

Chatilians are a species of short, by human standards, humanoid


aliens from the planet Chatil. Chatilians are instantly Species: CHATILIAN (cha-tāl-yen)
recognizable by their asparagus-shaped heads. They are an older Nicknames Asparagus Head
species and one of the founding members of the Alliance. Homeworld Chatil, Fomalhaut System
Known for their Empathic-based matrix abilities, Chatilians can Tech Level: 6
Government: Parliamentary Monarchy
read the minds of those nearby. This gives them a distinct
Pop. (Chatil): 1.5 billion
advantage in close-quarters combat since they know what you’re Population (Total): 5 billion
going to do at the same time you know what you’re going to do. Life Expectancy: 300 years
Chatilians can also communicate with each other telepathically, Average Height: 1.2 – 1.5m (120 + d10 x 3)
sharing an entire conversation’s worth of information in a few Average Weight: 22-50 kg (20 + d10 x 3)
seconds. Being able to verify your suspicions about a person’s Sample Names: Atish Catam, Brelak, Gemmenryth, Pakling Intreeg,
intent and motivations, gives Chatilians a keen sense of Average Size Class 2
Intuition, even when they can’t rely on their unique abilities. Vital Statistics
STR -15
MD -10
AGL 5
CON -10
AGG 10
IQ 30
INT 50
CHA -25
General Information
Starting Skill Points 50
Body Points 1+d6
RUN/JUMP/FLY 7/1/0
Sense Modifiers
Vision 10
Hearing 5
Smell -10
Species Abilities
Matrix Controller (Empathic Matrices)
Able to read minds within 2m
+20 to Defense Rolls against hand-to-hand and hand weapon attacks
-2 to Initiative
Species Liabilities
Languages cost 2 extra skill points per level
Wearing armor doubles Matrix generation cost
Cultural Skills and Behaviors
None
ECRs
BIO 15
CHEM 15
COLD 15
ELE 10
FIRE 10
MEN 65
RAD 25
SON 45
Cizeracks are known for being fierce warriors. This female
dominated society of Size Class 7 feline-like, quadrupeds is Species: CIZERACK (siz-er-ak)
nicknamed “cats” by humans due to the zeal with which they Nicknames Cats
chase down prey and their cat-like ears. Cizeracks’ superb Homeworld Cashoulis, 61 Verginis System
agility allows them to perform amazing acrobatic feats. In Tech Level: 5
Government: Oligarchy
addition, a Cizerack’s senses are unequalled among the other Pop. (Chatil): 3 billion
Alliance species. Although Cizeracks can walk upright, they Population (Total): 9 billion
prefer to move on all fours, as bipedal locomotion is awkward Life Expectancy: 65 years
for them. Average Height: 1.2m-1.4m (120cm+d20)
The Cizeracks have had occasional border wars with Average Weight: 113-185kg (105 +8d10)
the Pythonians, which they typically describe as “occasionally Sample Names: Alheera, Cherendeera, Ghraeeaa, Maddra,
roughing up the big, dumb, males so they don’t get an inflated Raalehr, Raheer, Shak Tai, Tiraa, Turrthea,
sense of combat prowess.” This has led to some bad blood Whefreen
Size Class 7
between the two species.
Vital Statistics
STR 15
MD -20
AGL 35
CON 10
AGG 20
IQ -5
INT 0
CHA 0
General Information
Starting Skill Points 50
Body Points 7 + d10
RUN/JUMP/FLY 20/5/0
Sense Modifiers
Vision 50
Hearing 45
Smell 40
Species Abilities
Night vision
Good Jumpers
Species Liabilities
-60 AGL when standing on hind legs
Cultural Skills and Behaviors
2 Levels of Acrobatics
4 Levels of Stealth
ECRs
BIO 25
CHEM 25
COLD 30
ELE 25
FIRE 15
MEN 20
RAD 25
SON 5
These tall humanoids with deep set eyes, and highly set nasal
openings are the backbone of the Alliance. Renowned warriors,
the stoic Eridani hold a majority of the command positions Species: ERIDANI (air-ri-don-ee)
within the Alliance military. In addition, many of the traditions Nicknames Sword Saints
found throughout the Alliance stem from Eridani influence. For Homeworld Eridine, Epsilon Eridani
instance, the use of a military style rank system within Alliance Tech Level: 5
Government: Feudal Stratocracy
corporations goes back to the fact that many of the first mega-
Pop. (Eridine): 5 billion
corps within the Alliance were Eridani. In addition, the concept Population (Total): 15 billion
of a “Battlelord” is another Eridani invention. An honorary Life Expectancy: 200 years
rank, outside of the chain of command, awarded to those who Average Height: 1.8m - 2.1m (180cm + 3d10cm)
have shown their skill and lethality beyond all others in combat Average Weight: 98-170kg (90 + 8d10)
– particularly against superior numbers. Every child old enough Sample Names: Ashak-idan, Barrocka-idan, Ei'r-Idan, Erdit
to pick up a toy sword and play fight dreams of one day being Sauthar-ican, Fabic-idan, Kilmar-idan,
called a Battlelord. Kothic-idan, Lancetor-idan, Narang-idan,
Raskor-idan
Average Size Class 6
Most of the Eridani encountered in the Alliance are the famed Vital Statistics
Sword Saints. Warriors trained by the Buddon Priests, who STR 10
adhere to a strict code of conduct, and are masters of the military MD 5
arts and the sword. Sword Saints are easily identified by their AGL 20
mohawk hairstyles. CON 5
AGG 15
Originating on an arctic world with a methane-rich atmosphere, IQ 10
INT -5
Eridani are all but immune to cold. However, they require
CHA -10
atmospheric processor masks or special injections to be able to General Information
breath in an atmosphere humans, and most other Alliance Starting Skill Points 40
species members would be at home in. Body Points 5 + d8
RUN/JUMP/FLY 10/3/0
Sense Modifiers
Vision 10
Hearing 20
Smell 5
Species Abilities
Infravision
Highly resistant to cold
-10 bonus to Death's Door score
Species Liabilities
Must wear atmospheric processor in oxygen environments
Cultural Skills and Behaviors
2 levels of Body Equilibrium Skill
ECRs
BIO 25
CHEM 15
COLD 40
ELE 35
FIRE 10
MEN 30
RAD 25
SON 25
The Fott are perhaps the greatest practical joke ever
played. When nihilistic genius “Uncle Ernie” Fillburg found out Species: FOTT (faht)
that the Alliance was getting ready to annex Delphix-9 he had an Nicknames Rabbit, Bunny, Fab (fabricated)
idea. Galactic law requires that all sentient life on a planet Homeworld Delphix-9
annexed by the Alliance be offered citizenship. After the Tech Level: 2
Alliance Survey Team finished their survey, concluding that the Government: Chieftain lead clans
Pop. (Delphix-9) 1 billion
planet was devoid of sentient life, they headed back to Alliance Population (Total): 4 billion
space to make their report. Uncle Ernie went to work. Two Life Expectancy: 65 years
years later, after the planet had been officially annexed into the Average Height: 1.8-2.1m (179cm+1d6*1d6cm)
Alliance, the first colonists arrived to find several million Average Weight: 97-135kg (95+2d20)
irascible Fotts inhabiting the planet. Sample Names: Bubba, Jim-Bob, Betsy Sue, Angel,
Uncle Ernie had designed these genetically engineered Maynard, Gomer, Hoss
lifeform to be as obnoxious as possible, knowing the Alliance Average Size Class 4
would be forced to accept them as full citizens. When choosing Vital Statistics
STR 15
his genetic source material he knew he’d need a species that MD -15
reproduced quickly. He mussed to himself, “I need something AGL 15
that will breed fast. Something that will breed like, like… CON 10
rabbits.” With the choice of genetic material now obvious to AGG 35
Ernie he went about constructing the cantankerous rabbit- IQ 5
human, genetic chimeras. There’s no telling what other DNA he INT -10
worked into their genome. Once finished, he dumped on the CHA 25
planet and left them to their own devices. It wasn’t long before General Information
Starting Skill Points 50
there were tens of millions of them and their numbers are Body Points 4 + 1d8
growing daily. RUN/JUMP/FLY 15/7/0
Calling themselves the “Fott” these creatures are hardy, Sense Modifiers
self-reliant, belligerent, and genetically programmed with a Vision 5
whole host of traits designed to annoy the Alliance bureaucracy, Hearing 40
and anyone within earshot. Smell 0
Chatilians universally dislike Fott, in no small part to Species Abilities
Good Jumper
the fact that Delphix-9 was due to be a Chatilian colony world.
Species Liabilities
None
Cultural Skills and Behaviors
Aversion to fire-based weaponry
ECRs
BIO 15
CHEM 25
COLD 35
ELE 25
FIRE 15
MEN 25
RAD 25
SON 10
Humans. Easily the most prolific and widespread of all the the same rights as regular humans. A backlash of anti-Gen
Alliance member species. There are five times more humans sentiment swept the world. For seven years, mobs of humans
than any other species in the Alliance. Humans have more patrolled the streets and indiscriminately killed any person
colonies than any other member of the Alliance. The human suspected of being a Gen. Hundreds of thousands of innocents
species is responsible for a significant portion of the Alliance’s were slaughtered. Finally, in 2120, the U.N. was forced to pass
manufacturing and production capability, especially spacecraft, the heralded Genetics Laws which stipulated that no more than
despite the relatively low tech level of the human homeworld, 15% of the galaxy’s human population could be Gen-human.
Earth. If it flies, odds are Humans built it. Why is this? Blame All firms producing Gens were forced to sterilize and brand their
the Mutzachans. stock at birth. This brand includes the model and serial number
The Mutzachans had been keeping a watch on humanity of the clone and is placed on both cheeks for all to see.
for a long time. Eventually they decided that they’d like to have Gen-humans adopt many human social systems to
a chat with us. To facilitate this important contact between the blend into humanity. They still hope that one day, humans will
two species the Mutzachans, knew they would need an accept them integrate Gen’s into humanity to improve the
intermediary. They needed someone non-threatening and overall species. However, Gen’s have also created a hierarchal
familiar to the humans. In the Mid-21st century the Mutzachans system within the Gen community. Scientist, Diplomats, and
made first contact with humanity through their envoys, the Warriors are given greater accord then construction-based or
Orions. Unfortunately for humanity, the first thing the sewage pipe cleaning models. Job role responsibilities or
Mutzachan’s told us was that a hostile species called the Aknar- function provide you with the social standing.
Ryn were coming to wipe us out and that we should leave.
Fortunately for humanity, the melon heads also gave us faster- Species: HUMAN (hyoo-man) / GEN-HUMAN (jen hyoo-man)
than-light drive technology for our spacecraft, which allowed Nicknames Breeder, Virus, Germling
humanity to spread out among our stars. The threat of the Homeworld Earth, Sol System
Aknar-Ryn, better known as the Arachnids or ‘Nids, was still Tech Level: 4
Government: Democratic Republic (Earth)
ever-present but humanity no longer had all its eggs in one Pop. (Earth): 5.5 billion
basket. Population (Total): 18 billion
Any hope of a post-human future for the human race Life Expectancy: 120
died when the Mutzachans arrived. No longer obsessed with Average Height: 1.5 - 2m (150cm+5d10)
living forever, uploading our consciousness into computers, or Average Weight: 45 -100kg (40+ 2d10*3)
robot bodies, humanity was now focused on surviving by Sample Names: Bob, Ed, Kiki, Jhomar, Ray, Wayne, Mark, Anna,
spreading out as far as possible. Eventually humanity joined the Carlos, Mark, Mike, Leo, Sam, Stuart,
Alliance of Worlds in the fight against the ‘Nids, and we were Average Size Class 5
Vital Statistics
given access to technology far beyond what we could have come STR 0
up with on our own. Technology that would allow humanity to MD 0
defend itself against the threat of the Aknar-Ryn. Oh, in AGL 0
addition to FTL tech, we also got flying cars out of the deal, so CON 0
at least there’s is that. AGG 0
Often referred to as the next step in our evolution, Gen- IQ 0
Humans are humans with modified Human DNA. As early as INT 0
1966, scientists began doing genetic experiments, mapping the CHA 0
General Information
DNA and RNA of mice and other lab specimens. By the 1990’s, Starting Skill Points 90 (Humans) /60 (Gen-Humans)
they had successfully cloned sheep and mice with monkeys Body Points 2+1d6
arriving in 2017. Some saw this as humanity playing God. RUN/JUMP/FLY 8/2/0
Eventually, scientific endeavor, fueled by the ulterior motives of Sense Modifiers
the government, won out against the moral minority. During Vision 0
WWIII, Dr. Katherine Dykeman completed a top-secret Hearing 0
government experiment for the United States of America. She Smell 0
Species Abilities
cloned and birthed a human being in the lab. Shortly thereafter,
50pts spent on Stats, MOV/JUMP, Sense Mods & ECRs (Gens Only)
scientists created what was billed as the first “super human.” Species Liabilities
The Chinese and Russians were not far behind. Super soldiers None
were the primary weapon during WWIII. Lab grown, with no Cultural Skills and Behaviors
rights to speak of, these disposable soldiers were thrust into the Piloting skills cost 1 point less (Humans)
worst situations. After the war, corporations immediately began ECRs
using clones since clones had no rights under the U.N. charter. BIO 25
Workers were laid off by the thousands as the clones were used CHEM 25
COLD 25
as slave labor. By 2108, cloning was common in all nations on
ELE 25
the planet Earth. FIRE 25
Gen-Humans: Early on, most engineered humans were MEN 25
designed for a specific purpose. These “models” were typically RAD 25
called things like Combat XI, Pleasure V, and Serf XX. As the SON 25
process improved, the clones became more individual and *
distinct. Eventually the genetically engineered humans came to Gen Humans roll twice on the following table
be known as “Gens.” The Gens proved far superior to their
counterparts, replacing them in the job market and private sector.
In 2113, despite corporate resistance, the U.N. gave Gen-humans
Roll Genetic Modification Table (Gen-Humans Only)
1 Pick two from this list.
2 Pick one from this list
3 Increase your total number of Actions per Combat Round by 2.
4 Fast learner. Double the amount of Skill Points you receive from Experience.
5 Latent Extractor (Select Energy Controller, Empath, or Healer. Just pay for your PP, Gen skill,
and Matrices as detailed Latent Extraction section of the Matrix chapter.
6 +25 to any one Vital Statistic. This bonus stacks with prior bonuses.
7 Increase IQ by 25.
8 Increase Manual Dexterity by 25.
9 Increase Agility by 25.
10 Increase Intuition by 25.
11 Increase Constitution by 25.
12 Increase Charisma by 25.
13 Increase Strength by 25.
14 Increase Aggression by 25.
15 +2 bonus to Initiative Modifier
16 10 levels in any one skill
17 Matrix resistant. +25 on ECRs vs matrix attacks.
18 Increase starting Body Points by 3d4
19 Increase your Death’s Door score by 3d4
20 Mentally hardened (+25 ECR vs checks to mentally influence or manipulate)
21 Increase MEN ECR by 25.
22 Increase BIO ECR by 25.
23 Increase Fire ECR by 25.
24 Increase COLD ECR by 25
25 Increase SEN ECR by 25
26 Increase CHEM ECR by 25.
27 Increase RAD ECR by 25.
28 Regeneration and the ability to reattach severed limbs. Heal 1 BP/Combat Round. Recovered
severed limbs held to their original location heal reattach once ¼ of the character’s original BP
total is healed.
29 Natural Threshold Rating of 2 (THR 2).
30 Cyber receptor. 1/2 normal CON loss for cybernetics.
31 Redundant organs. Ignore critical hits that affect organs.
32 Gigantism. +1 SC, +10 STR, + 10 CON, -10 AGL. These bonuses stack with prior bonuses.
33 Auto-resuscitation. You can make a CON check when at 0 or negative BP. A successful check
means you regain 2d4 BP. This ability may be used twice per day.
34 Double jointed (+50 to escape artist)
35 Overcharger. You’re a living battery. You can double the damage of any non-kinetic weapon by
up to 20 Points. The weapon must make MN roll at +20. This ability may be used twice per day.
36 Take three skills at level 5.
37 You may start the game with two skills at level 7, but you must still spend the skill points to
purchase them.
38 Pick one Energy Bracket 2 Matrix from any discipline. You can use the Matrix once per day
39 Poison claws. Claw do 1d4 damage plus POISON (CHEM@-20; 1 BP per Combat Round; 8
Combat Round Duration)
40 Sensor invisibility. You have a Stealth Rating of 50%.
41 Pick one Energy Bracket 1 Matrix from any discipline. You can use the Matrix twice per day
42 Supermodel. Increase CHA by 10. This stacks with other CHA bonuses.
43 Able to copy a target’s DNA and appearance by touching them. The transformation takes 1d4
hours. You also get any genetic illnesses they possess.
44 Increase any ECR by 15. This stacks with other ECR bonuses.
45 Disruptor. You emit a disruptive electromagnetic field. Treat as ECM of 50 with a range of 10m.
It makes you easy to detect, but not track and also affects your own equipment which is sensitive
to ECM.
46 DNA cloak. You don’t leave any DNA evidence behind. Your skin cells do not sluff off. Your
hair does not fall out. Even your exhalations are filtered. Unless you’re wounded you don’t leave
a trace.
47 Hardwired. Select one non-combat skill. It takes you half the normal time to make these skill
checks.
48 Built for speed. Increase your RUN score by 7
49 Increase your Vision sensory modifier by 15.
50 Increase your Hearing sensory modifier by 15.
51 Increase your to Smell sensory modifier by 15.
52 Increase your JUMP score by 4.
53 Fighting Will. You remain conscious until you hit your death’s door.
54 Appearance change. You can change your appearance, hair color, eye color, and facial features. It
takes two days, but you can not duplicate a specific appearance.
55 Language savant. Take 5 levels of six different languages.
56 Lie detector. Increase your INT by 50 when determining if someone is lying.
57 Wall crawler. You can stick to walls. This gives a +30 bonus to any Climb skill checks.
58 Chameleon skin. This gives you a -20 penalty to anyone attempting to locate or track you with a
Visual Observation check.
59 Savant: Select one skill. All penalties for that skill are always one level lower than the GM
assigned penalty. If you select a weapon skill, Combat Modifiers are at half their normal value for
this skill.
60 Non-standard sense. You can detect one phenomenon or substance (gravity, electricity, living
organisms, etc.) that would not normally be detectable at range with your normal senses. This
sense has a range of 2m and is treated as Observation skill check.
61 Infravision. You can see heat sources.
62 Ultravision. You can see ultraviolet sources and can navigate in the dark by starlight.
63 You possess biological SONAR with a range of 30 meters. You can “see” in the dark using this
sense as if you could see with your eyes, except you can not determine the color of anything.
Treat this as Observation skill check.
64 Psychic Shock. You are able to mentally stun anyone you touch. ENSLAVE (MEN@-20;
Unconscious for 1d4 Combat Rounds): You can use this ability once per day.
65 Retractable claws. Your claws do 1d4 REAL damage and are visually undetectable when
retracted.
66 You have a gland that can store and discharge electricity on touch. SHORT (ELE@-10; 1d4/2
damage and actions reduced to 0 for duration, duration of 1d4 Combat Round) [Damage Type T]
You can use this once per day.
67 You can grow organic darts (quills, spines, etc.) which are extruded you’re your skin. They can
be thrown using the Throwing Skill and cause 1d6/2 damage. [Damage Type -]
68 Venom gland. You can spit venom up to 5 meters. This fun party trick can be used to blind your
enemies. BLIND (CHEM@-20; Visual Modifier reduced by 100; 1d8 Combat Rounds).
69 Frequency of ECR rechecks is doubled. If no frequency is specified, you get a second check if
you fail your first ECR check.
70 Gills. You have gills are able to breath fresh or salt water.
71 Prehensile feet. This gives you a +20 bonus to climb skill checks if you remove your shoes.
72 Danger Sense. You subconsciously become aware of changes in your environment your conscious
mind might not notice. You get an INT check as a Free Action to detect imminent ambush.
73 Webbing. You have webbed fingers and toes. This gives you a +15 bonus to your Swimming skill
checks.
74 Immune to disease. You get a +50 bonus to your BIO ECR when making checks to ward off
disease.
75 Defensive chemical spray. You can spray a noxious chemical with 80% accuracy out to 5 meters.
Targets not in environmentally contained suits must may be incapacitated due to forceful
vomiting. TOXIN (BIO@-20, Lose all Actions, 1d4 Combat Rounds).
76 Menacing. You receive a +15 to Interrogation skill checks.
77 Base instincts. You receive a +15 to Survival skill checks.
78 Flexible. You receive a +15 to Acrobatics skill checks.
79 Natural pilot. You receive a +15 to Piloting skill checks.
80 Tinkerer. You receive a +15 to all Repair skill checks.
81 Highly Observant. You receive a +15 to Observation skill checks.
82 Silver-tongued. You receive a +20 to Persuasion skill checks.
83 Your food and water requirements are 1/4 what normal Human’s require.
84 Productive Insomnia. You only require 1 hour of sleep a day and suffer no ill effects from sleep
deprivation as long as you get your hour of sleep in.
85 Pain immunity. You can ignore the effects of non-bone Critical Hits.
86 Prehensile tail. You have a 1m long prehensile tail that can hold and fire weapons. It is treated as
having one quarter your STR when lifting objects.
87 Fearless. You do not need to make AGG checks to avoid panic or for fear-based Matrix attacks.
88 Matrix Booster. If you are in skin-to-skin contact with a Matrix Controller you may double
duration or range or damage (pick one) of any Matrix they generate. This ability may be used
twice per day and does not work on Matrices over Energy Bracket 3.
89 Hostile Environment Design. You receive a +25 to any ECR check made due to environmental
conditions.
90 Desert Design. You can go for a whole week without drinking water.
91 Reinforced Bones. The penalties for bone Critical Hits are halved.
92 Untraceable. You produce no pheromones, scents, or odors. As long as your equipment doesn’t
emit an odor, you can not be tracked by smell. A Cizerack’s worst nightmare.
93 Efficient Lungs. You can hold breath for 2d4 min.
94 Hardened Senses. Your eyes and ears are protected from blinding lights and loud noises. Increase
your SEN ECR by 50 when dealing with sensory attacks that rely on overloading the senses with
external stimuli.
95 Fun Sized. -1 SC, -10 STR, -10 CON, +15 AGL. Bonuses stack with prior bonuses.
96 You have a photographic memory. You remember everything you see. This doesn’t mean you see
everything, but you don’t forget what you’ve noticed in the past.
97 Internal compass. If the planet you’re on has a magnetic field, you can navigate as if you had a
compass. Provides a +20 bonus to all navigation skills made while on a planet or a ship with a
functioning reactor.
98 Sound mimic. You can imitate any sound you hear. +25 to Impersonation Skill checks.
99 Glowworm. You can glow at will. This provides a +30 bonus to Visual Observation checks made
within 10m of you if in dark or poorly lit environments. It also makes you a really invited target
for snipers.
100 Typhoid Mary. Anyone who is within a few meters of you can become ill. You must wear a
containment suit to avoid making others sick. DISEASE (BIO@-30 Penalty; -1d4 STR, CON,
AGL per day, 1d4 day delay, 4d10 days; ECR recheck is daily.)
The Keen are a race of highly intelligent amphibians. Keen are
hexapods, with six limbs. They have four arms, each ending Species: KEEN (keen)
with hand displaying three sticky toes and a thumb that allow Nicknames Bat-Frog
them to adhere to even smooth vertical surfaces. Keen have a Homeworld Muspelhelm
glide membrane, which extends from their ankles to the first set Tech Level: 2
of arms. A second membrane extends between their arms. Government: Tribal
Pop. (Muspelheim) 1 billion
These membranes are drawn into the Keens body until they are Population (Total): 7 billion
inflated with air from the lungs and become rigid. Once Life Expectancy: 90 years
deployed these membranes allow the Keen to glide. Average Height: 1.1m - 1.7m (110+3d20
Humankind has nicknamed the Keen “bat-frog.” A Average Weight: 35 - 85kg (30+1d10*5)
Keen’s skin changes color to match their surroundings without Hun-are-rey, Stri-ight, Dea-o-ove, Sin-on-ong,
thought. They have no natural coloration and cannot control the Ea-nly-uit, Tea-on-ids, Fly-it-mals, Cli-up-ee,
color shifts. The Keen language is inaudible to most Alliance Sample Names: Sla-o-ants, Hid-de-af
Average Size Class 3
races as they converse in high frequencies, though they can
Vital Statistics
vocally communicate with other species quite easily. Keen STR 10
earned their name by the call they emit, which is in the human MD -15
hearing range. This is known as the Keening cry. The Keening AGL 20
cry is likened to the Sirens of Greek legend, haunting, eerie, and CON 0
beautiful. Keen can use sound to navigate in the dark, like a AGG -20
bat’s echolocation or a submarine’s sonar. However, a Keen’s IQ 10
biological sonar is far more capable than that of an Earth bat. INT 5
CHA -10
Before their admittance into the Alliance, the Keen
General Information
were a primitive species. The Keen are so adapt at hiding that Starting Skill
they escaped detection during Mutzachan colonization efforts on Points 50
their homeworld. The Mutzachans settled the cooler regions of Body Points 4 + 1d8
the Keen planet, where the Keen were not as prevalent. The RUN/JUMP/FLY 9/4/7*
Mutzachan colonists where unable to determine who was Sense Modifiers
constantly stealing from them. After struggling with the thefts Vision 10
for two years, a Chatilian science team was brought in to assist Hearing 55
Smell 10
in capturing the marauders. The Chatilians matrices where able
Species Abilities
to detect the Keen and they started a dialog with the species. *Gliding (Glide Ratio 1:2)
The Keen were catapulted into the space age by the Alliance, Ability to stick to walls
who found their natural abilities and intelligence an asset. Chameleon-like color change
Keen have a marked dislike of Chatilians for several Echolocation (aka biological sonar)
reasons. They blame the Chatilians for revealing their presence Species Liabilities
to the Mutzachans and the Alliance as a whole. In addition, their React slower in cold temperatures
natural camouflage abilities are rendered nearly useless when a Cultural Skills and Behaviors
None
Chatilian is nearby.
ECRs
BIO 50
CHEM 25
COLD 5
ELE 25
FIRE 35
MEN 10
RAD 25
SON 5
The loveable Mazian is a species well known throughout the
Alliance. This formless blob of semi-transparent goo is actually Species: MAZIAN (mots-ee-en)
quite alive and possesses a skill unique among Alliance Nicknames Blobs, Squishies, Puddles, Snots
members. The Mazian can change its shape, color, texture, and Homeworld Karas, Beta Comae Berenices System
even density so that it can imitate nearly any object. With Tech Level: 1
sufficient training, a Mazian can actually do a passable Government: Anarchy
impersonation of specific people. Usually, a Mazian engulfs an Pop. (Karas): 7 billion
Population (Total): 17 billion
individual or item to study it before copying it.
Life Expectancy: 50
Mazians eat by absorbing liquids and digestible solids Average Height: special
into their body. Non-digestible solids are expelled at the earliest Average Weight: 13 - 31kg (11+ 2d10)
convenience. By digesting a living creature a more detailed Mazian names are a series of rhythmic thumping
simulation can be created by the Mazian, right down to the noises, but they will respond to whatever name
internal anatomy. Mazians can even replicate the functionality Sample Names: they're given.
of the original’s organs. Average Size Class 1
By controlling their elasticity Mazians can roll, bounce, Vital Statistics
STR -25
and lunge with surprising speed. This allows them to move
MD 15
around faster that one might expect. Some even form AGL 0
themselves into balloons and leisurely float from place to place, CON -25
or glide short distances by forming a more aerodynamic shape. AGG -15
By reducing their size and increasing their density a Mazian can IQ 5
harden their surface against attacks, as well as form stabbing or INT 15
slashing appendages. CHA 0
They can encapsulate small objects within their bodies General Information
Starting Skill Points 50
and carry them around. They can bend around attacks or create
Body Points 2+1d4
openings in their body to allow attacks to pass through. Mazians RUN/JUMP/FLY 2/2/0*
are capable of amazing feats of manual dexterity and can Sense Modifiers
generate many pseudopods to manipulate controls more rapidly Vision -10 (10m)
than a two-armed human. Hearing 100
Despite the formidable physical capabilities, Mazians Smell 75
are generally non-aggressive creatures. Their version of combat Species Abilities
is oozing over one another. Though they can learn to fight in a Echolocation (360°)
Bludgeoning and concussion do ¼ damage.
more practical manner they do have some difficulty. It’s hard to
Piercing attacks do 1 pt. of damage
understand why piercing or smacking another living being Vibration Sense
would damage it, when it’s not much of an inconvenience to Level 3 Climbing
your species. Level 5 Swimming
They have other shortcomings as well. A Mazian’s Level 2 Shape Change Skill
entire body is essentially a sensory organ, and possesses both Can change shape to resemble other species/objects
visual and auditory receptors. Though its auditory receptors are Can manipulate their color, texture, and density
impressive – Mazian’s communicate and track moving objects Species Liabilities
Sensitive to chemical, electrical, and sonic attacks
by transmitting and detecting vibrations through the ground – Poor distance and color vision
they’re visual capabilities are less impressive. Mazian can only Cultural Skills and Behaviors
see about 10m and their color vision is poor. This still allows Combat skills cost twice as much
them to detect and interact with other beings at close distances, ECRs
even if they’re off the ground. Lastly, a skilled Mazian could BIO 40
probably impersonate you well enough that your friends might CHEM 5
not notice, modern sensors and security systems would have no COLD 10
trouble distinguishing the tricky little blob from you. ELE 5
FIRE 10
MEN 40
RAD 40
SON 5
The grand architects of the Alliance, the history of the
Mutzachan species is longer than any of the other Alliance Species: MUTZACHAN (moo-zah-kin)
members. Perhaps longer than them all combined. The Nicknames Melonheads, Energy Controller
Mutzachans are an ancient and long-lived species, but they are Homeworld Trishmag, Germinga
few in number. Small in stature, Mutzachans are humanoids that Tech Level: 7
Government: Oligarchy (Vision of Eight)
possess large eyes and bulbous heads, which resulted in their Pop. (Trishmag): 150 million
less than flattering human nickname of “melon head.” Population (Total): 400 million
Victims of some long dead plague, the Mutzachan Life Expectancy: 2000 years
population never recovered to its pre-plague levels. Regardless, Average Height: 1.2 - 1.5m (120cm + 3d10)
the melon heads continue to provide guidance and technology to Average Weight: 36 – 63 kg (33 + 3d10 )
the Alliance, and were the unifying force in the war against the Sample Names: BlueRazor, Ehleniuss, Frolish,
Aknar-Ryn and the mysterious Veayan. It’s a safe bet that every He-Lar, Henry, Markuss,
starship in the Alliance possess at least piece of Mutzachan Thorigsal, Rogenheart, Weemus
Average Size Class 2
“black box” technology. Vital Statistics
The Mutzachans are known, not only for their longevity STR -20
and technology but also for their intellect and their amazing MD 5
ability to harness and manipulate energy. Hence, their other AGL 0
more flattering nickname, which is Energy Controllers. CON -15
Mutzachans can drain batteries dry and use that energy to AGG 0
achieve incredible feats. It is wise not to trifle with a Mutzachan, IQ 50
no matter how small and frail they might look, lest you end up INT 15
CHA 10
with your innards vaporized. General Information
The Mutzachan homeworld of Trishmag would be Starting Skill Points 40
called a radioactive hell by any other species in the Alliance, but Body Points 1+d6
the melon head’s just call it home. Mutzachans are remarkably RUN/JUMP/FLY 6/2/0
resistant to the normally hazardous effects of radiation. In Sense Modifiers
addition, their energy absorbing talents also make them Vision 10
somewhat fireproof. Oh, and it’s probably best not to attempt to Hearing -5
Smell -10
electrocute one.
Species Abilities
Matrix Control (Energy)
Highly resistant to radiation
Species Liabilities
Susceptible to disease
Energy based weapons cost 50% more
Wearing Armor doubles matrix generation cost
Cultural Skills and Behaviors
Gain Engineering skills at 1/2 cost
ECRs
BIO 5
CHEM 10
COLD 35
ELE 60
FIRE 60
MEN 65
RAD 99
SON 20
Orions are bipedal with two upper arms and two lower legs. Orions do not base their kinship on family relations.
They have two pointy ears, a mouth, a nose, two hands, and two Their kinship comes from the organization they work for. These
feet. The configuration is similar to humans except both hands fall into several categories; Syndicate, Gang, and Forlorn. The
and feet end with seven digits. Skin, hair, and eye color all vary Orion syndicates provide all social institutions for the Orion
greatly with no real normal. under their care. These include health care, policing, education,
Orion society revolves around a culture of mimicry. and housing, transportation, and infrastructure. Interactions
Orions are masters of “cosmetic” surgery. For an Orion, between the syndicates depends upon the level of cooperation
cosmetic surgery starts within the womb. Skin color, hair color, between each rival syndicate. However most syndicates pool
bone shape, tattoos, and skin texture, all are modified in-utero. resources for transport, hospitals, and police. In the end
This is based upon what the parents and Orion society feels will however, it’s all just business. Almost anything is possible with
be popular when the child is grown. Orions tend to latch onto a the right amount of credits and connections. Authority on Orion
certain historical period and locale of another species when worlds flows from the Syndicate in charge down. Those that
practicing their mimicry. Orions consider this imitation to be the return higher profits always get greater reward. However, you
highest form of flattery. The Alliance was much relieved when have to look the part.
the Orions chose to imitate humans and dropped their Phentari Orion gangs operate between the laws of the syndicates
phase. The in-vogue style of today is Scottish Clansman. The and do much of the syndicates’ dirty work. Orion mercenary
utter repulsiveness of the True Orion face and body would and pirates groups are typically gangs. Those without Syndicate
instantly dissuade those that believe in coevolution. or Gang are the Forlorn. They have no social standing within
Orion culture is the quintessential melting pot. Every Orion society. Many leave Orion worlds and join the Alliance
race, species, and subspecies can be found somewhere on Taos. military, companies, or government.
Orions keep it friendly, inquisitive, and greatly enjoy the
presence of foreigners. The people of Taos are free to do Species: ORION (uh-rahy-un-n)
whatever they choose, as long as it doesn’t infringe on the rights Nicknames Mimic, Rogue, Scott, Kilt
of others or impact the Syndicate’s bottom line. Homeworld Earth, Sol System
Orions developed space travel in 2403 B.C. with the Tech Level: 4
unlikely aid of the Phentari. Until meeting them, the Orion had Government: Syndicracy
Pop. (Earth): 5.5 billion
no interest in space as Taos 4 was where the party was at. The
Population (Total): 18 billion
Orions had developed a culture where everyone followed some Life Expectancy: 150
sort of fashion with surgical alteration allowing them to match Average Height: 1.5 – 2.1 (160cm+5d10)
the latest “look”. The Phentari stumbled upon the Orions during Average Weight: 40 -95kg (35+ 2d10*3)
a hunting expedition. The Orions’ natural appearance was Sample Names: Alban, Angus, Dougal, Hamish, Fiona, Sorcha,
enough to dissuade the Phentari from eating them. Within days Una
of meeting each other, the Orions began to alter themselves to Average Size Class 5
look like the Phentari. Vital Statistics
STR 5
Some assume these groups are where the nicknames
MD 20
“Rouge” arose. This however, is incorrect. It actually refers to AGL 10
the cultural theft Orions all perpetrate with their fluid looks and CON 10
idolization. Orions are fashion divas. They follow fashions with AGG 0
almost religious zeal. Orions deem the cost as the single, most IQ 5
important, factor when purchasing cosmetic surgery, clothing, INT 0
and even armor. Fashion booths and auto-cosmetic surgery CHA 10
centers are on every corner. Rich Orion have been known to General Information
Starting Skill Points 70
change their look and clothing every block when out for a stroll.
Body Points 2+1d6
It must match their social standing or they will lose standing by RUN/JUMP/FLY 8/3/0
dressing beneath their level. Social mobility is high if you have Sense Modifiers
the credits, looks, and kinship. Vision 5
The Phentari found the Orions to be sneaky, crafty, and Hearing 5
resourceful. All traits the Phentari respect. As a result, the Smell 5
Phentari provided technological assistance to the Orions, who Species Abilities
built intragalactic spacecraft and spread throughout their cluster. Heal without scarring
Species Liabilities
Since both species prefer different worlds, there was no 10% chance for an Orion to laugh in any dangerous situation.
competition for planets. When the Eridani invaded Phentari Cultural Skills and Behaviors
space, the Orions and the Phentari formed the Kwashime 3rd levels of Street Smarts
Alliance in 1770 B.C, which successfully repelled the Eridani. 1st level Stealth
Another unlikely coalition occurred when Humans and 1st Level Pick Pockets
Orions met. As ambassadors of the Alliance, the Orions grew ECRs
infatuated with the species and several clans maneuvered for the BIO 20
right to contact them. The winners adopted the ancient Earth CHEM 25
COLD 35
Scottish tartans as their dress and modified themselves to match ELE 25
human norms in coloring and look. Needless to say, the first FIRE 25
meeting between the species was spectacular. Since then, the MEN 25
friendship has continued to blossom. Now, many Orion have RAD 25
taken up Scottish clan names and tartan designs as the syndicate SON 25
has grown in power and popularity.
Phentari. The black sheep of the Alliance. Phentari cultivate a
reputation for cunning, cruelty, and efficiency. Part of this Species: PHENTARI (fen-tahr-ee)
reputation is no doubt propaganda to ensure the other members Squid, Grim Reaper, Demon Spawn, Cold Death,
of the Alliance view them with some trepidation, but the Nicknames Soul Sucker
reputation is not wholly undeserved. The squids are indeed Homeworld Phena, Tau Ceti System
formidable opponents. Tech Level: 5
Government: Kratocracy
Phentari have two legs, and two tentacles where each Pop. (Phena) 10 billion
arm would be found on a human. Their four tentacles make them Population (Total): 13 billion
a force to be reckoned with in close combat. When equipped Life Expectancy: 150 years
with edged weapons, Phentari have been likened to walking food Average Height: 1.8 - 2.2m (180 + 2d20cm)
processors; dicing their opponents into cubes. Phentari eyes are Average Weight: 85 - 135kg (80 + 1d10*5)
large and set on eaither side of their heads, allowing both Sample Names: Ardincuz Phentari, Melarisarrious Phentari,
binocular forward vision as well as allowing them to see 360° Phelinssarious Phentari, Sorgie Phentari,
Ssithisarious Phentari, Task Phentari,
around them. In addition, Phentari can focus on two different
Tranquarrious Phentari
tasks, operating each side of their body independently of the Average Size Class 6
other. An old Phentari idiom is that their species is so cunning Vital Statistics
that they needed to be able to literally watch their backs in order STR -5
to survive. MD 25
Like Eridani, the Phentari are native to a cold, methane AGL 5
world and can not survive in environments friendly to other CON -5
Alliance member species without an atmospheric processor AGG 20
IQ 10
mask or special injections. They are an arboreal species, with
INT 5
cities built in the tree-equivalents of the methane swamps of CHA -35
their home world, Phena. General Information
The Phentari and the Eridani have a history of conflict Starting Skill
with each other, and there is no love lost between the two Points 40
species. However, the Phentari have an unlikely ally in their Body Points 8+d6
feud with the Eridani. The Orions have participated in at least RUN/JUMP/FLY 12/4/0
one of the wars between the two methane-breathers, and they Sense Modifiers
Vision 15
were on the side of the squids. Despite their fondness for
Hearing 10
Orions, and just about no one else, Phentari think humans to Smell 15
taste delicious. Phent morsels, a food made from humans, is Species Abilities
considered a Phentari delicacy. Can you watch your back and Level 3 Climbing
your front at the same time? Regeneration of lost tentacles
Can engage 2 targets simultaneously without penalty, using 360° vision
Highly resistant to cold
Species Liabilities
Must wear an atmospheric processor in oxygen environments
Cultural Skills and Behaviors
None
ECRs
BIO 35
CHEM 25
COLD 40
ELE 30
FIRE 10
MEN 25
RAD 25
SON 25
If the Eridani are the commandos of the Alliance, and the PYTHONIAN (pahy-thon-ee-uh-n) /
Phentari its assassins, then there can be no doubt that the RAM PYTHONIAN (ram pahy-thon-ee-
Pythonians are its soldiers. Coming in two varieties, the aquatic Species: uh-n)
Python Lizard and the larger terrestrial Ram, the Pythonians are Nicknames Marine, Standard, Warrior, Lizard
Homeworld Pythos, mu Virginis System
a towering lizard-like species possessed of incredible strength.
Tech Level: 3
A typical Ram can flip over the family skimmer, with the whole Government: Clan
family in it. Both varieties possess a tail. Pop. (Pythos): 700 million
Employed throughout the Alliance as heavy laborers, Population (Total): 3.5 billion
police, soldiers and marines the Pythonians are practically built Life Expectancy: 200 years
for combat. They can detect movement by sensing vibrations Average Height: 2.4 - 2.7m (240 + 3d10) /
through the ground, and they see into the infrared spectrum Average Weight: 207 - 270kg (200 + 7d10) /
allowing them to “see” heat. Robust and powerful, the do have Sample Python: Ephys-Tar-Merek, Grak-Tar-Nakh, Krim-Tar-Ram: Loann
Names: Brok, Chet, Fredd, Gar, Gronk, Tokk, Fug, Guf
some flaws that make the butt of more than a few jokes.
Particularly the Rams. Neither Pythonian variety can see very Average Size Class 8
far, and they’re forbidden from operating vehicles without some Vital Statistics
form of vision augmentation. In addition, most Rams probably STR 30 / 50
could not spell cat if you spotted them c and a. MD -25
AGL -5 / 15
CON 50 / 30
AGG 30
IQ -10 / -20
INT -10 / -15
CHA -30
General Information
Starting Skill Points 50
Body Points 12+d12 / 16 + D12
RUN/JUMP/FLY (Python Lizard) 11/3/0
RUN/JUMP/FLY (Ram Python) 12/4/0
Sense Modifiers
Vision -40 / -30
Hearing 35 / 20
Smell 50 / 25
Species Abilities
Threshold Rating 2 (Python Lizard Only)
Level 8 Swimming (Python Lizard Only)
Level 2 Climbing (Ram Only)
2X Strength Multiplier
Infravision
Vibration Sense
Species Liabilities
Poor Eye Sight
Fumble fingered (Low MD scores)
Cultural Skills and Behaviors
Level 3 Stealth (Ram Only)
ECRs
BIO 35
CHEM 40
COLD 15/20
ELE 50
FIRE 10
MEN 10
RAD 25
SON 85
A latecomer to the Alliance, the Raazet are a group of
winged, insectoid, sentients native to the planet Clizet. The Species: Raazet (rha-zet)
Raazet are a humanoid shaped insectoid race. While their body Nicknames Bugs, Roaches, Bodger, Rat’s Nest
appears to be one piece, they actually are separated into 3 body Homeworld Clizet
segments including a head, thorax, and abdomen. Raazet have Tech Level: 5
four limbs and a set of insectoid wings that fold into protective Government: Technocracy
Pop. (Clizet) 5 billion
coverings on the back of their thorax and extends to their Population (Total): 25 billion
abdomen. Raazet are capable of digesting virtually any organic Life Expectancy: 120 years
matter or fluid. Average Height: 1.2-1.4m (120cm+1d20cm)
The planet Clizet is currently one of the most hostile Average Weight: 22-41kg (21+1d20)
planets with life in the galaxy. From temperature extremes, Sample Names: Sqizzt, Sarrzz, Vertz, SanShazz, Bar
large and aggressive predators, to a very short growing season, Average Size Class 3
life on Clizet was a short, brutal struggle throughout the Raazet’s Vital Statistics
STR -10
existence. Those that survived were tough and relied upon their
MD 10
strength and ability to improvise in any situation. These extreme AGL -15
conditions and a lack of natural resources slowed the Raazet CON 35
development of space travel. During their initial experiments AGG -10
with FTL travel, an unknown alien race invaded the Raazet’s IQ 10
solar system and attempted genocide. INT 5
The Raazet were able to defeat the aliens however this CHA -15
attack razed Clizet and fundamentally changed the Raazet. With General Information
Starting Skill Points 40
their means of space travel destroyed and the planet in ruins the
Body Points 4 + d6
Raazet learned to improve with what tools and materials they RUN/JUMP/FLY 6/2/9
had available to keep their civilization alive. The Raazet place Sense Modifiers
great value on learning institutions, scientific growth, military Vision 5
and government service. Only the smartest, most skilled Hearing -15
individuals are tasked with keeping the Raazet population and Smell 15
way of life intact. Raazet are often sent off world by the Species Abilities
government and employed as engineers, repair techs, computer Threshold Rating 3
High resistance to biological and sonic attacks/threats
techs, or mechanics throughout the Alliance. This is to provide
Bumble bee-like flight –for up to 3 minutes
the Raazet with ample scavenging opportunities, the possibility Species Liabilities
of new technology, and the chance of exploration. None
The Raazet adamantly refuse to allow other species Cultural Skills and Behaviors
onto their home world. When they are in Alliance space, this 3 levels of Bodge skill
feeling translates to their home dwelling. Raazet are generally Any skill with 'repair' in the name costs 1 pt less
extremely xenophobic. Individuals may temper their views, Doesn't comprehend "borrowing" or "loaning"
however most Raazet never fully lose their distrust of aliens. ECRs
BIO 40
Raazet’s are pragmatic to extreme and without equal
CHEM 50
when it comes to reuse of existing materials. The Raazet make COLD 10
use of everything, nothing is wasted. It is recycled, fixed, or ELE 30
integrated into something else. Raazet have little regulation on FIRE 20
transportation, energy, or innovation. Vehicles slapped together MEN 10
in a garage with vizaraa spit and torgum wire can be seen flying RAD 40
next to state of the art Raazet police cruisers. If it works and no SON 25
one was killed, they keep at it. They are generally quite content
with merely surviving and living without fear. For 280 years
they maintained a militaristic isolationism due to the near
genocide at the hands of the unknown alien invaders.
The benevolent Zen Rigeln, or simply Zen, are beloved
throughout the Alliance. The species is known for their ZEN RIGELN (zen rahy-jel-in) / TZA ZEN RIGELN
incredible medical technology, and their fervent desire to heal Species: (zah zen rahy-jel-in)
and aid all sentient being who are injured or in distress. The Zen Zen, Gaunt, Healer, Nudist / Anti-healer, Corpse,
are ravenous in their search for medical knowledge, and when Nicknames Gaunt
humanity joined the Alliance we made our databases available to Homeworld Katrel, 29 Orionus System
the gaunt Rigelns. Within the year, the Zen were curing cancers Tech Level: 5
Government: True Democracy
and repairing even the most grievous of injuries.
Pop. (Katrel) 3 billion
The ability of the Zen to repair injuries is probably best Population (Total): 5 billion
summed up by standing Alliance military order A-8-61(b)-2, Life Expectancy: 400 years
which is commonly referred to by the name the grunts gave it. Average Height: 2.1 - 2.4m (210 + 3d10)
The “save the head” order. If a soldier is so seriously injured Average Weight: 81 - 126kg (76+1d10*5)
that his body is destroyed or if his body can not be recovered for Ashlidene, Piclifir, Prithe, Ryner, Shrayalzzid
whatever reason, they are to cyro the head and bring it back. Sample Names: Damadec, Zian
That’s right. Given the proper medical facilities a Zen can re- Average Size Class 7
Vital Statistics
grow you a new body from the neck down. The process is
STR -5
facilitated by a device, which is placed over the head of the MD 0
injured soldier, administer a cryo injection, and then decapitate AGL -5
the grunt. The device then seals itself and can be carried back to CON 10
base with a convenient handle. Alliance soldiers refer to it as AGG -25/-10
“The Hat Box” and despite it the fact it probably saves tens of IQ 20
thousands of lives, military personnel do not view the device INT 5
with much affection. CHA 35
General Information
Zen are tall, pale, emaciated looking humanoids, who
Starting Skill 50
are utterly devoid of hair. In addition to their gaunt, sometimes Points Body Points 4 + d6
frightful appearance, the Zen Rigeln have two other claims to RUN/JUMP/FLY 8/2/0
fame. The first, is that like the Chatilian and the Mutzachans Sense Modifiers
they are matrix controllers. Zen don’t have the empathic Vision 10
abilities of the Chatilians or the energy manipulating abilities of Hearing -10
the Mutzachans. What Zen possess is the ability to manipulate Smell 10
organic tissue and cell structure to heal and repair the bodies of Species Abilities
Matrix Control (Healing)
those they focus on. Their abilities can also be used in less
Species Liabilities
scrupulous ways, which brings us to the second claim to fame of BRIs only half as effective
the Zen Rigeln. The Tza. Wearing armor doubles matrix generation cost
Tza is a label applied to those Zen Rigeln who do not Cultural Skills and Behaviors
adhere to the Zen philosophy of “helping and healing.” Some Level 3 Basic Medical
Tza simply have moral arguments about why they believe the Medical Skills cost 1 point less
Zen way of life may be flawed. Others are just homicidal ECRs
psychopaths who enjoy using their matrix abilities to turn BIO 25
CHEM 25
innocent people inside out while they’re still alive. Every COLD 25
society has its outliers, it’s criminals, and it’s insane. Either way ELE 25
the two groups are lumped together, and the second group tends FIRE 25
to tarnish the reputation of all Tza who are feared and ostracized 40 30
by anyone in the Alliance who learns of their status. RAD 10
SON 25
Note: Whenever we’re referring to a Vital Statistic or Method 2: Best of 10
any other game specific term in this text it will Percentile dice are rolled and jotted down on a
capitalized. separate piece of paper. Ten rolls are made. The
player then discards the two lowest rolls and places
CHARACTER CREATION the remaining eight numbers in whichever vital
Each step in creating the character is statistic slot that he chooses. After this is done, the
numbered and everything may be cross-referenced to player then adds in the species modifiers. This is the
the character sheet at the back of this book. Simply most popular method of generating a character.
read the following sections and fill in the appropriate
section on the sheet. Most of your time will be spent Method 3: Point-based
choosing your vital statistics, occupational skills, and You receive 500 points to distribute across
buying toys, not looking around for basic information. your character’s eight vital statistics. Attributes cost
Isn’t that the way things should be? one point for each point purchased up to a score of
50. Each point of Statistic from 51 to 75 costs two
Tip: Roll on the Character Development points. Each point of Statistic from 76-100 costs three
Tables before you fill in all the info for your Vital points. So purchase an Attribute at 100 would cost
Statistics. These tables may change your stats and 175 points (50 points x cost of 1 = 50. Plus additional
who wants to do things twice? 25 points x cost of 2 = 50, and 25 points x cost of 3 =
34. 50 + 50 + 75= 175). We highly recommend
VITAL STATISTICS GENERATION distributing them in 5 or 10-point increments.
Battlelords of the 23rd Century is a futuristic After this is done, the player then adds in the
roleplaying game, designed to simulate life in space species modifiers. You can not distribute points in a
during the not too distant future. Game Masters manner that would cause a statistic to exceed the
should allow players to generate viable characters of species maximum. Remember that the species
their chosen species and profession. Due to the maximum for any particular statistic is 100 plus the
randomness of dice rolls, character generation often species bonus for that statistic. The average for each
produces marginal results. Since the character’s vital statistic for the species you pick is 50 plus the species
statistics tend to correlate with his life expectancy, bonus for that statistic.
character generation is deemed to be of extreme
importance. Game Masters may opt to allow a player 1. VITAL STATISTICS
to reroll his character if he has less than two Note: For a given species, the maximum for a
unadjusted rolls above 70 or more than four Vital Statistic is 100 plus the species bonus for that
unadjusted rolls below 30. The following methods statistic. These maximums can only be exceeded
have been devised for the generation of vital statistics. through the use of cybernetics or Matrix effects.
Species minimums for any statistic in technically 01,
Method 1: Give & Take though in most cases we highly suggest not letting
Start with all your character’s statistics equal any statistic drop below 20. This will help you
to their species average. The average for each statistic determine when we’re talking about a character’s
for the species you pick is 50 plus the species bonus primary statistic or just a general referencing the
for that statistic. Once all the statistics are at their concept generally. When calculating sub-statistics of
averages, you may subtract 5 points from one statistic your vital statistics always round down.
and add 5 points to another. You can do this a total of
ten (10) times, which will redistribute a total of 50 Unified Statistics Table
points. You can not distribute points in a manner that Note that some of the values on this table may
would cause a statistic to exceed the species be averages, since each row represents a range of
maximum. Remember that the species maximum for Vital Statistic values. Rules for calculating the exact
any particular statistic is 100 plus the species bonus values of Vital Statistic sub-stats are in the
for that statistic. descriptions of each Vital Statistic.
STRENGTH IQ AGL CONSTITUTION CON & AGG (est.)
INT
L M H ECR
STAT Enc Enc Enc DA PTS ACT IM DOD DD BP BONUS BER SUI
1-9 5 10 20 -4 0 2 0 0 5 -4 -10 0 0
10-19 10 20 40 -3 1 2 1 2 6 -3 -8 0 0
20-29 15 30 60 -2 2 2 2 4 7 -2 -6 0 0
30-39 20 40 80 -1 3 2 3 7 8 -1 -4 0 0
40-49 25 50 100 0 4 2 4 10 9 0 -2 0 0
50-59 30 60 120 1 5 2 5 12 10 1 0 0 0
60-69 35 70 140 2 6 2 6 15 11 2 2 0 0
70-79 40 80 160 3 7 2 or 4 7 17 12 3 4 0 0
80-89 45 90 180 4 8 4 8 20 13 4 6 10 0
90-99 50 100 200 5 9 4 9 22 14 5 8 20 0
100-109 55 110 220 6 10 4 10 25 15 6 10 30 0
110-119 60 120 240 7 11 4 11 27 16 7 12 40 10
120-129 65 130 260 8 12 4 12 30 17 8 14 50 20
130-139 70 140 280 9 13 4 13 32 18 9 16 60 30
140-149 75 150 300 10 14 4 14 35 19 10 18 70 40
150 80 160 320 10 15 4 15 37 21 11 20 75 50

STRENGTH (STR) always round down. If your character carries double


The Strength statistic is a measure of a their Moderate Encumbrance value or more they
character’s physical power. This includes how much become Heavily Encumbered. For example, if a
weight your character can move, push, lift, etc. character with a Strength of 55 carried 110 kg or
Anytime a character needs to do something physical more he would be considered Heavily Encumbered.
that relies purely on strength, you use their Strength Remember, always round down.
statistic. Examples of using the Strength statistic
include crushing a can, hanging from a bar by their Damage Adjustment (DA): Strength also has an
hands, break out of rope bonds, lift a skimmer, or effect on the damage results obtained when
trying to pull free from someone’s grasp. employing archaic hand weapons, most modern hand
If you need real world examples of how much weapons, and when attacking without a weapon in
weight your character can throw around we have unarmed, hand-to-hand combat. The character’s
provided a way to determine how much your Damage Adjustment is used to reflect the bonus or
character can military press, dead lift, and squat penalty for damage due to high or low Strength when
below. using most hand weapons and when attacking in
hand-to-hand combat. It is abbreviated as DA.
Encumbrance (ENC): The Strength statistic also Characters who have a low Strength may actually
represents how much weight in gear the character can have a negative Damage Adjustment, which is a
lug around. The higher your character’s Strength penalty to any damage they do when doing damage
statistic the less all that weight slows them down. The with hand weapons or hand-to-hand attacks.
more gear your character carries, the slower they Characters who intend to operate in this capacity
move and the more difficult it becomes for them to often should consider this statistic carefully. The
react quickly. amount of damage the character adds (positive DA)
A character can carry an amount of gear in or subtracts (negative DA) to hand weapon damage
Kilograms (kgs) equal to their Strength statistic and and hand-to-hand attacks is equal to 10% of their
be Moderately Encumbered. For example, if your Strength minus 5 (round down). To put it another
character has a Strength of 55, he can carry 55 kgs way, you can determine your character’s Damage
and be Moderately Encumbered. If your character Adjustment by dividing their Strength by 10 and then
carries half this amount or less they become Lightly subtract 5 from the result. So our character with a
Encumbered. For example, if a character with a Strength of 55 would have a Damage Adjustment of 0
Strength of 55 carried 27 kgs or less he would be (55/10 – 5 = 0.5, rounded down to 0). Remember, we
considered Lightly Encumbered. Remember, we always round down.
If your character’s Strength ever drops to zero If your character’s Manual Dexterity ever
or below they crumple into a heap and can take no drops to zero or below they drop any item they are
physical actions other then lie there helplessly. holding, and are unable to grab or grasp, hold or
manipulate any object, or utilize any device that
Note: Statistic Multipliers requires physical contact to operate.
Pythonians have a Multiplier for their Strength
statistic. They are the only player character species in IQ
the core rules that has a statistic multiplier. IQ (Intelligence Quotient) is the most
Pythonians get to multiply all the substats for the important vital statistic in Battlelords. It encompasses
Strength statistic (ENC values, DA, etc.) by two. This reason, knowledge, and memory. A high IQ is vital
multiplier is referred to as a STR X2 multiplier. In for Mutzachan, Chatilian, and Zen Rigeln character
addition, archaic and modern hand weapons marked species. It represents the mental power of an
as “Heavy” require one less Action to use for individual and therefore has a direct effect on the
characters with a X2 Strength multiplier. So Larry number of Matrix powers that he can learn. Matrix-
the Ram Python with a Strength statistic of 150 would using characters that have high IQ scores start with
list the stat as 150 X2. Larry’s DA would be a more Power Points (PP).
whopping +20! Don’t let Larry the Ram punch you.
The Statistic multiplier game mechanic will Power Points (PP): A character’s starting Power
pop up in other places in this book, and is not limited Point value is equal to 10% of their IQ statistic
to just Strength. In addition, multipliers higher than (rounded down). To put it another way, you can
X2 exist. For example, mechanized battle armor has simply divide your characters IQ by 10, rounding
statistic multipliers and many hostile alien lifeforms down, to determine the number of Power Points they
(HALs) have statistics that are far beyond the values start the game with.
obtainable by species that you can play as a character. If your character’s IQ ever drops to zero or
Note: If a Pythonian’s Strength drops below below they enter a vegetative state, still alive but not
50, their damage multiplier is assumed to be 2. conscious or aware of their surroundings.

MANUAL DEXTERITY (MD) IQ


You possess the same level of intellect as
A high manual dexterity is vital for surgery, 1 9 insects (IQ 1) and rats (IQ 5).
mechanics, or any skill requiring hand-eye 10 19 You could be a service dog (IQ 10)!
coordination. A low score assumes that the character 20 29 You’re able to comprehend basic tool use.
You can speak, but not in full sentences.
is clumsy when handling things. Furthermore, manual 30 39 Average Ram Python.
dexterity has a limited effect on an individual’s ability You can grasp how to use modern tools and
to use ranged weaponry. Manual dexterity has 40 49 equipment with time.
50 59 Average for a Human
absolutely no effect on hand held weapons such as You will never be an Ionization Engineer, but
swords. 60 69 you're smarter than the average Human.
MANUAL DEXTERITY Capable of holding learning how to do any
1 9 You can’t hold a pen, much less write. highly technical skill. Computer tech,
10 19 You’re a klutz. 70 79 Cybernetics tech, Weaponsmith, etc.
20 29 Threading a needle will take days. Scientist, Engineer, Mathematician,
30 39 Don’t try any video games. You’ll get hurt. Astrophysicist. If it requires deep thought,
Half the time you drop the ball when playing catch 80 89 you got it.
40 49 with yourself. 90 99 Einstein
50 59 Average for a Human. 100 109 Capable of becoming an authority
60 69 You’re good with your hands. Capable of becoming the premier authority
70 79 Slight of hand is easy. Try being a magician. 110 119 on a subject throughout the Alliance.
80 89 Concert pianist. Capable of conceiving concepts and ideas
90 99 Qualified for brain surgery. that are centuries beyond current
100 109 World’s greatest pickpocket. 120 121 conventions.
Magician hardly describes you. Your fingers are Intellect allowing the adoption of concepts
110 119 truly magical. 130 139 that are completely foreign.
120 121 You can tickle open a safe by feel alone. 140 149 Can master nearly every subject.
130 139 You can weave nano particles by hand. The smartest Mutzachans. Capable of
You can place a bullet through a pre-existing bullet comprehending and utilizing knowledge
140 149 hole. 150 spanning the galaxy.
150 You can do the impossible with your hands.
AGILITY (AGL) Agility statistic. You can simply divide your Agility
Agility measures reflexes, quickness, and by 10 and round down to determine your Initiative
balance. It is used to determine how quickly a Modifier.
character reacts, how difficult the character is to hit If your character’s Agility ever drops to zero
when dodging, and perhaps most importantly, how or below they crumple into a heap and can take no
accurate the character is in hand-to-hand combat or physical actions other than lie there helplessly.
combat with a melee weapon.
CONSTITUTION (CON)
AGILITY Constitution describes a character’s physical
You have the grace and poise of someone walking on oil
1 9 covered ice.
fitness, health, general toughness, and bodily
10 19 You can make it to the bathroom with a walker. resistance to disease and infection. Constitution also
20 29 You walk like a drunk after a gallon of vodka. affects a character’s Body Points (BP). Your
Like a bull in the china shop. If there is something to walk into,
30 39 you'll find it. character’s Constitution statistic also reflects your
40 49 You are a klutz. Watch out for rugs or loose rocks. character’s ability to deal with injury and pain.
50 59 Average for a Human If your character’s Constitution ever drops to
60 69 Ballet Dancer
70 79 Mountain Climber zero they are rendered unconscious. If your
80 89 World Class Acrobat character’s Constitution drops below zero they begin
90 99 Olympic Gymnasts to die, losing 1 Body Point per hour until they expire
100 109 Maximum Human Agility (100)
Like a cat, you always land on your feet and batting things out or until their Constitution is increased to zero or
110 119 of the air is easy. above.
120 121 Like a mountain goat, you can run up a shear cliff.
You are as agile as a small monkey. Flying from tree to tree is
130 139 a piece of cake. Maximum Cizerack Agility. Critical Hits: Every time a character takes a critical
140 149 You can practically dodge bullets. hit, make a roll to remain conscious. If the roll is
150 You can dodge slow-moving projectiles like arrows.
equal to or lower than half the character’s
Constitution value they remain conscious. If the roll is
Dodge Rating (DGE): Characters can attempt to more than half the character’s Constitution value the
avoid attacks by Actively Dodging. Any opponent fall unconscious.
who attacks a character who is Actively Dodging
suffers a penalty equal to one-quarter of the dodging Death’s Door (DD): Your character’s Characters
character’s Agility score. The Dodge Rating show in Constitution also determines how much damage to
the Unified Statistics Table gives an average of what their body they can sustain before they die. This
one-quarter Agility for characters with Agility in that number is referred to as your character’s Death’s
range. Players may opt to use the DGE score or Door (DD) number. When your characters Body
calculate the more accurate value by determining Points drop below their Death’s Door number, they
what one-quarter of their actual Agility score would die. A character’s Death’s Door number is a
be. NEGATIVE number equal to 10% of their
Constitution plus five. So a character with a
Actions: Your character’s Agility partially determines Constitution of 55 would have a Death’s Door value
the number of Actions they receive. If your Agility is of -10. Remember your character’s DD value is
75 or less you receive 2 Actions each Combat Round. always expressed as a negative number.
If your character’s Agility is higher than 75, they When a character suffers an amount of
receive 4 Actions each Combat Round. Character damage that would equal three times their Death’s
with high levels of combat skills may end up with Door number they have taken Catastrophic Damage
more Actions. Cizeracks also receive a bonus to their and can not be resuscitated except using extreme
number of Actions. See the Combat chapter for more means. For example, a character with a Constitution
information. of 55 would receive Catastrophic Damage when their
Body Points (BP) reached -30 or lower.
Initiative Modifier (IM): Your character’s Agility
also determines their Initiative Modifier (IM). The ECR Bonus (Except for MEN ECR): To reflect
Initiative Modifier is subtracted from your initiative their general robustness, characters with a high
roll to determine who goes first during combat. The Constitution statistic also receive a bonus to their
lower the result, the faster you react to the situation. Environmental Condition Roll (ECR) scores.
A character’s Initiative Modifier is 10% of their Characters with a low Constitution score may receive
a penalty to their Environmental Condition Roll attacks, perceive clues, and interact socially with
(ECR) scores. ). To determine this bonus or penalty, other characters. If your character’s Intuition ever
first divide the character’s Constitution statistic by 10 drops to zero or below they enter a vegetative state,
(rounding down) and then subtract 5. Take the result still alive but not conscious or aware of their
and double it. For example, a character with a surroundings.
Constitution of 20 would have an Environmental
Condition Roll penalty equal to -15. (20/10 = 2. 2 – 5 ECR Bonus (Mental ECR Only): Characters with a
= -3. -3 x 2 = -6). Or you could just consult the high Intuition statistic also receive a bonus to their
Unified Statistics table. Adjustments to Mental ECR (MEN). Characters with a low Intuition
Environmental Condition Roll (ECR) scores from score may receive a penalty to their Mental ECR
high or low Constitution are not applied to the Mental (MEN). To determine this bonus or penalty, first
ECR. divide the character’s Constitution statistic by 10
(rounding down) and then subtract 5. Take the result
CONSTITUTION and double it. For example, a character with a
You look like death warmed over. Sitting up is
1 9 exhausting.
Constitution of 70 would have an Environmental
Frail and easily fatigued. Just standing for a Condition Roll penalty equal to +4. (70/10 = 7. 7 – 5
10 19 prolonged period wears you out. = +2. +2 x 2 = +4). Or you could just consult the
Low, even for a Mazian. You're Sickly. You always
had the sniffles as a child. You probably have
Unified Statistics table. An adjustment to
chronic health conditions. Grocery shopping takes Environmental Condition Roll (ECR) scores from a
20 29 leaves you winded. high or low Intuition is only applied to the Mental
30 39 You have to rest after walking to the bathroom.
You probably had more than your fair share of ECR.
illnesses growing up. Still not outside of average
40 49 for most species. Are you a Chatalian? INTUITION
50 59 Average for a Human 1 9 You’re completely oblivious to your surroundings.
You rarely catch a cold. Running 5 miles isn't a 10 19 You always believe what you are told.
60 69 problem. 20 29 You don't realize when people are being sarcastic.
Everyone else ate it and was sick, you didn't even The Phentari in the white van has some candy for
70 79 get nauseous. Then you went to the gym. 30 39 me if I get in, Okay!
Your body is a temple. Your endurance is that of a 40 49 You lose your keys, car, and remote, a lot.
80 89 triathlete. 50 59 Average for a Human
You never get sick. You can work hard breaking You could be in the Military, a martial artist, or a
90 99 rock all day and party all night. police officer. You’re always aware of your
Illness, what is that? Marathons to mountain 60 69 soundings.
100 109 climbing, nothing tires you out. 70 79 Detective level sleuthing skills.
There isn't a normal illness that can affect you. It Forensic scientist, knowing where to look to find
takes a special kind of pathogen to give you the 80 89 the best clues.
110 119 sniffles. Profiler. Able to determine motive / reason from
You need a 3 day endurance test just to break a 90 99 the smallest clues.
120 121 sweat. Plus, you never get sick. 100 109 Sherlock Holmes
A wound that would kill a normal person is merely a You can accurately link seemingly unrelated events
flesh wound. You've shrugged of wounds that 110 119 to each other with minimal amount of data.
would kill a normal member of your species. The Within your sight, you can link everything together
toughest Cizeracks, Raazet, and Ram Pythons fall about a location. Plants, animals, and stones tell
130 139 into this category. 120 121 you their secrets at a mere glance.
You can run across the continent through wind in You can tell how the butterfly flapping its wings in
rain in the nude and never get sick or tired and 130 139 on the other side of world will affect your weather.
140 149 you're probably a Python Lizard. You can tell how an asteroid through your solar
Your physic is of the gods. No mortal illness or 140 149 system affects the wobble of your planet.
injury can keep you down. You can do marathons The flow of the universe tells its story to you.
150 daily with no ill effects. 150 Nothing is a surprise, and everything is obvious.

INTUITION (INT) AGGRESSION (AGG)


Intuition describes a character’s awareness, If your character is predisposed towards
perception, and also encompasses their ability to beating people up and enjoys the idea of putting
learn. It is the ability to “feel” what is the best answer various parts of their bodies through brick walls, then
to a dilemma without having enough information. It is he probably has a high aggression score. Aggression
of utmost importance in situations where the best measures the tendency for a particular individual to
choice isn’t clear. Intuition has a direct effect on a attack another under provocation. The higher the
character’s ability to spot things that are out of the Aggression statistic the less provocation is required to
ordinary, effectively utilize their senses, resist mental set your character off. If your character’s Aggression
statistic is high (over 75) the character may “go
berserk” and fly off into a violent rage when
provoked. If your character’s Aggression is over 100,
the character can go into a suicidal rage, where they
lack any concern for their own life and safety as long
as they can vent their anger through unbridled
violence. Characters with low Aggression scores tend
to panic or flee when faced with danger or violence.
If your character’s Aggression ever drops to
zero or below they immediately panic and flee until CHARISMA (CHA)
they reach a place where they feel safe, at which point Charisma is a measure of one’s physical
they cower helplessly, unable to move, frozen with attractiveness, charm, and sense of humor. It is
fear. If the character does not perceive any place of important because it represents the ability to get along
safety to retreat to, they will drop to the ground, with others. Charisma is the only statistic that can be
paralyzed with fear. Characters will remain in this negative, and not physically debilitate the character in
state for 1d100 hours, or until they pass out from some way. Granted, characters with negative
starvation or dehydration, or their Aggression score is Charisma will never get a date, but they can still
raised above zero. function normally on a physical level. If your
Please note that the chances of going Berserk character’s Charisma ever drops to zero or below this
or Suicidal in the Vital Statistics table are just means they are highly unattractive.
estimates. The actual value is your Aggression score
minus 75 and 100 respectively. Aggression is the
only Vital Statistic were any species can exceed 100, CHARISMA
People vomit at the sight of you and you have the
regardless of Stat Bonuses. 1 9 personality of slime mold.
You are horribly disfigured. People point or turn the
AGGRESSION 10 19 other way fast.
1 9 You go catatonic at the 1st sign of conflict. Ugly, rude, and obnoxious barely cuts it. Wear a
You wish you were invisible. Hiding and 20 29 bag and don't talk.
10 19 running seem to be your only answer. Somebody beat you with a ugly stick, and your
Won't look another sentient in the eyes. The 30 39 personality matches.
20 29 thought of interaction terrifies you. 40 49 I've seen worse.
You are a push over. Everyone treats you like 50 59 Average for a Human
30 39 a door mat. 60 69 Smooth talker and quite the charmer.
40 49 You tend to avoid conflict if you can. 70 79 You could be a model, only with personality.
50 59 Well balanced individual You're popular. You could have a career in politics.
60 69 Capable of being assertive and persistent. 80 89 Everyone listens to you.
70 79 Well-suited for contact sports or combat. You're more Sauvé and debonair than a movie
80 89 Overly aggressive. secret agent. You fit in anywhere. Everyone loves
Typical road rager. You lose your temper very 90 99 you.
90 99 easily. 100 109 You could have a cult-like following.
Prone to fits of rage and violent outbursts. Your presence draws a crowd. People worship and
Anything remotely annoying sends you into a 110 119 adore you or despise you with their entire being.
100 109 rage. Prefer hyper-aggression tactics You inspire absolute loyalty in all that follow you.
Your tactic is kill, kill them all. You are 120 121 Those that do not, despise and respect you.
110 119 always at a low simmer, ready for violence. You can get individuals to act against their very
Your temper is nearly uncontrollable, hyper nature. Make friends with their bitterest enemy or
aggression is all you know. You need 130 139 shoot their best friend.
120 121 sedation to interact in society. All the masses that see you desire to please and
You need sedatives/tranquilizers to keep 140 149 fulfill your every need.
130 139 from killing those that annoy you. You can lead anyone and anything. Even the
Berserking is your thing. Every challenge bitterest enemies will cooperate to please you.
140 149 sends you into this rage, even with meds. You could convince entire planetary populations to
Rage is your only state of mind and a 150 serve you.
homicidal killing spree without any
provocation is only a step away, even with the
150 meds.
VITAL STATISTICS SPECIES BONUS/PENALTY COMPARISON
STR: Strength AGL: Agility INT: Intuition AGG: Aggression CON: Constitution
CHR: Charisma MD: Manual Dexterity IQ: Intelligence Quotient
SPECIES STR MD AGL CON AGG IQ INT CHA
Chatilian -15 -10 5 -10 10 30 50 -25
Cizerack 15 -20 35 10 20 -5 0 0
Eridani 10 5 20 5 15 10 -5 -10
Fott 15 -15 15 10 35 5 -10 -25
Human/Gen-Human (Base) 0 0 0 0 0 0 0 0
Keen 10 -15 20 0 -20 10 5 -10
Mazian -25 15 0 -25 -15 5 15 0
Mutzachan -20 5 0 -15 0 50 15 10
Orion 0 20 5 0 0 0 5 15
Phentari -5 25 5 -5 20 10 5 -35
Pythonian (Aquatic) 30 -25 -5 50 30 -10 -10 -30
Pythonian (Ram) 50 -25 15 30 30 -20 -15 -30
Raazet -10 10 -15 35 -10 10 5 -15
Zen Rigeln -5 0 -5 10 -25 20 5 35
Zen Rigeln (Tza) -5 0 -5 10 15 20 5 35
SPECIES STR MD AGL CON AGG IQ INT CHA
SPECIES PREFERENCE
The Galactic Humanities Board has tried to iron out the differences between the many nations for years with little
success. Only in the Galactic Forces, where individuals are forced to get along with each other, is there a basic
homogeneous liking for one another. IN the military and paramilitary organizations your fellow soldier or merc
becomes your brother or sister, regardless of species. However, racism and prejudice are rampant throughout the
Alliance. In the past, many nations have been conquered by one another and resentment still runs thick in the blood
of the Alliance subjects.
The following table specifies the general species preferences of the various species. The table only
represents the general tendency of a species to like or dislike another. The table is read from right to left. For
example, Mutzachans dislike Chatilians, while Chatilians are tolerant of Mutzachans.

Key to Species Preference Table


D=Dislike: E=Enmity:
P=Preferred: +05 to T=Tolerant: No M=Mistrust: -05 to
-10 to Persuasion -20 to Persuasion
Persuasion checks Modifier Persuasion checks
checks checks
Gen-Human

Mutzachan

Zen Rigeln
Zen Rigeln
Pythonian

Pythonian
Chatilian

Cizerack

Phentari
Mazian
Eridani

Human

Raazet
(Ram)
Orion

(Tza)
Keen
Fott

SPECIES
Chatilian P T D E D D M D T M D D D T T D
Cizerack T P D T T T P P T E E E E T P D
Eridani D D P D T T T D D E E P P M T M
Fott D D M M T T T M M M M T T T T M
Gen-Human M T T D P T T T P P D T T D P D
Human M T T T M P M T P P D M M T P E
Keen D P D T T T P P M T P T P M T D
Mazian E P T T T T P P T P D D D T T D
Mutzachan D T T M P T T D P D D D D M T D
Orion T T E P P P P T D P P T T T P E
Phentari D M E T T D D D D P P T T T D P
Pythonian D E P T T D P D D T D P D M P D
Pythonian (Ram) D E T M T D P T D P T D P M P D
Raazet T T M T T T T T P D T T T P T T
Zen Rigeln T D D T P P P T T P D D D T P E
Zen Rigeln (Tza) D D P D D D D D D E P P P D E P
CHOOSING THE CHARACTER object or character’s longest dimension (usually
height) and their weight. Both objects and organisms
may be assigned a Size Class. The larger your
2. Home Planet & Tech Level character’s Size Class is, the easier they are to hit.
The home planet of the Species is listed along Larger characters require larger, more expensive
with the tech level of that world. Colony worlds may armor. Conversely the smaller your character’s Size
be of higher or (usually) lower Tech Level than the Class is, the more difficult they are to hit, in
home world. comparison with larger characters and the less
expensive the cost of their armor.
3. Name You can choose the to use the Average Size
Choose any name that you want for your Class listed for the species, or roll their height and
character. We have provided sample names for each weight and consult the Size Class Chart. Note that
species. Use some imagination. Come on! Henry the certain species are always a certain Size Class. A
Mutzachan isn’t exactly as thrilling as Cathazar the Cizerack’s longest dimension is their length, nose to
Destroyer. Play around with it and see what you come tail, and they are always Size Class 7. Similarly,
up with. Pythonians are always Size Class 8, and Mazians are
always Size Class 1.
4. Species The largest characters are Size Class 8, but
Battlelords of the 23rd Century has 12 basic other alien lifeforms can be larger. Larger characters
species that players may choose from. Select the in mechanized body armor (MBA) are often larger
species that you think is the most fun and challenging than Size Class 9. Vehicles often have a Size Class
for an individual of your temperament. listed, which is usually larger than 8. A Size Class
chart, which goes beyond Size Class 12, can be found
5. Height and 6. Weight in the Appendix.
The next step in rolling up a character is to
note its Average height and weight. If you don’t want 8. Starting Skill Points
to be average, you can roll the specified dice and Each species starts the game with a specified number
apply the results to the simple formula shown to of Skill Points. Players use these points to buy skills
determine height and weight of your character at for the character. The more Skill Points you have, the
random. Height and weight are governed by species. more skills you can purchase for your character. See
the Skills chapter for more information.
Imperial Height Conversion: Multiply the result by
0.394 convert centimeters to inches. 9. Body Points (BP)
Imperial Weight Conversion: Multiply the result by Body points (BP) represent the total amount of
2.205 to convert kilogram to pounds. damage that character’s body can withstand before
the character falls unconscious. Body Points are
7. SIZE CLASS reduced when a character takes Real damage, which
HEIGHT (cm) happens when the character is shot, stabbed, blown
Weight 0- 130- 160- 190- 220- 344- 465- up, run over, set on fire, sat on by a Ram Python, or
(kgs) 120 150 180 121 343 464 623 injured in some other grievous fashion. Real damage
0-18 0 1 2 3 4 5 6 is damage that is potentially lethal. A person loses
19-50 1 2 3 4 5 6 7 consciousness when their Body Points are reduced to
51-91 2 3 4 5 6 7 8 zero. To determine a character’s Body Points roll the
92-181 3 4 5 6 7 8 9 die or dice shown and apply the results to the simple
182-800 4 5 6 7 8 9 10 equation. A character’s Body Points total can be
801- 5 6 7 8 9 10 11 increased or decreased by high or low Constitution
4,800 scores respectively.
4,801- 6 7 8 9 10 11 12 A character dies when their Body Points are
10,500 reduced to a negative number equal to their Death’s
Door rating. A character’s Death’s Door rating is
Size Class, which is sometimes abbreviated covered in Vital Statistics under Constitution, and
‘SC’ gives an approximation of an object’s overall varies with the Character’s Constitution statistic.
size and mass, by assigning a value based on the
A character possesses a number of Temporary movement, but they can not cross gaps that are wider
Body Points (TBP) equal to their original Body Points than they can jump.
value. Temporary Body Points are reduced by The FLY movement rating is how far the
Temporary damage (TEMP), which is usually non- character can fly or glide in meters per second.
lethal. Temporary damage is caused by non-lethal Obviously, not every species can fly, and this
weapons and attacks like punches and kicks. When a Movement Rating is restricted to Keen, Raazet, and
character’s Temporary Body Points are reduced to some clever Mazians. A character can triple their
zero they are temporarily stunned or dazed 1d4 listed FLY speed by spending ALL Actions to move
Combat Rounds, and unable to take any actions. at their maximum speed, but they may do nothing else
If a character takes Temporary damage after that Combat Round. For species that glide, rather
their Temporary Body Points are reduced to zero, it is than truly fly, a glide ratio will be listed, as #:#, where
treated as Real damage and reduces their Body Points the first number indicates the meters of height lost for
score. This occurs regardless of whether the attack every meter of distance traveled, which is the second
was intended or designed to be non-lethal. value after the colon. For example, Keen have a glide
Anytime a character takes an amount of ration of 2:1, which means they lose 2 meters in
damage equal to ¼ of their original, unreduced, total altitude for every 1 meter forward they travel.
Body Points in an attack that strikes the head they Note: A Mazian can improve any of its
must make a Difficult (-50) Constitution check or be normal Movement Ratings by changing shape. See
stunned, unable to take any actions, for 1d4 Combat Shape Change skill.
Rounds.
11. Sensory Modifiers
10. Movement Rating (MOV): RUN/JUMP/FLY Different species may have more or less acute
Each species has three listed Movement Ratings, senses than humans. The three sensory modifiers –
which are RUN, JUMP, and FLY. When referring to Vision, Smell, and Hearing, indicate the acuity of a
all forms of movement, the abbreviation MOV is species’ senses.
used. Each represents how that species can travel in
meters per second using the specified form of 11a. Vision
locomotion, as a Free Action. If a Species has a 0 Each species has a vision modifier listed in the
listed for any of their three Movement Ratings, then stat block. If the rating is zero (0) that species
that mode of locomotion is not possible for that essentially has the same quality of eyesight as
species. i.e. Human’s have a 0 listed for FLY, because a human with perfect vision. A species with a
they can’t fly… though we’re pretty good at falling. positive vision modifier has eyesight that is
RUN is the number of meters per second a superior to your average human. A species
character move using their normal mode of over-land with a negative vision modifier has eyesight
locomotion (running, crawling, slithering, etc.). Not that is worse than your typical human. Some
every species has legs or walks from place to place. species may also have a distance listed next to
When using the RUN speed, characters are limited to their vision modifier. This indicates the
over-land movement. A character can triple their maximum distance the species is capable of
listed RUN speed by spending ALL Actions to move visually detecting a Size Class 4 creature. If
at their maximum speed, but they may do nothing else this sense is marked with a N/A this species is
that Combat Round. blind.
The JUMP movement rating is the distance in
meters a character can leap horizontally from a 11b. Smell
standing position. A character can double their listed Each species has a smell modifier listed in the
horizontal JUMP speed by spending ALL Actions to stat block. This is not how bad the creature
make a running jump, if they have sufficient room to smells to a human, though most aliens smell
get a running start, but they may do nothing else that somewhat unpleasant to humans. We don’t
Combat Round. Vertical leaps are limited to the smell any better to them. It’s how acute the
species original, unmodified, JUMP score minus one species olfactory senses are compared with a
(1) meter, no matter how much of a running start the human’s sense of smell. If the rating is zero
character gets. When moving using the JUMP score, (0) that species essentially has the same sense
characters are not limited to strictly over-land of smell as a typical human. A species with a
positive smell modifier has a sense of smell conferring discounted skill purchase prices) will also
that is superior to your average human. be listed here.
For example, a Cizerack’s sense of
smell is on par with an Earth canine known as 15. Environmental Condition Roll (ECR)
a bloodhound, and their high Smell modifier Player characters are often subjected to
reflects this. A species with a negative smell different environmental conditions or forms of attack
modifier has a sense of smell that is worse beyond the hydrostatic shock wounds or crush
than your typical human. If this sense is injuries seen on the battlefield. These include
marked with a N/A this species has no sense exposure to extreme cold or heat, biological weapons,
of smell. chemical weapons, sonic attacks, and even mental
attacks. Because each species is functions differently
11c. Hearing on a physiological level, they may be more or less
Each species has a Hearing modifier listed in resistant to these types of attacks and conditions than
the stat block. If the rating is zero (0) that your typical human. In addition, many species are
species essentially has the same range of adapted to different environmental conditions than
hearing as a typical human. A species with a humans, and may not be harmed or inconvenienced
positive hearing modifier has a more acute by arctic cold or radiation. As a result, each species
auditory with a wider range than your average has a set of Environmental Condition Rolls (ECRs)
human. A species with a negative hearing that represent how resistant or vulnerable they are to
modifier has hearing that is worse than your particular environmental conditions or exotic attack
typical human. If this sense is marked with a forms.
N/A this species is deaf. The higher the ECR the more resistant that
species is to that type of environment or condition.
Note: The Mazian, Ram Python, and Python ECR values are fixed for each species. However, you
Lizard species sense vibrations through the character can modify ECR values if your character
ground, and this ability is represented via their has exceptional Constitution and Intuition. This
high hearing modifier. They incur a Difficult represents the fact that characters with high Vital
(-50%) modifier to their hearing checks if the Statistics are more robust than an average member of
majority of their body isn’t touching the the species. Furthermore, characters with low
ground or if they’re wearing body armor when statistics may have their ECR values lowered to show
“listening.” If they are wearing body armor that they are more feeble than an average member of
and off the ground the penalty is increased to the species.
Challenging (-75). Rolls on the character development tables,
also known as the ‘I Was Just Growing Up’ and
12. Species Abilities ‘Fickle Finger of Fate’ tables can also result in
These are innate abilities possessed by the species as increased or decreased ECR from events that occurred
a result of their unique physiology and bio-chemistry. earlier in the character’s life. The ECRs all species
These are not learned abilities. If any skills are listed possess are as follows:
in this category, it is safe to assume that members of
this species are born knowing those skills. Biological (BIO): Indicates a species’ resistance to
germ-based diseases, biological weapons, and
13. Species Liabilities attacks that inhibit or interfere with biological
The liabilities listed in this section are a direct result processes. This ECR also represents a character’s
of the species physiology and bio-chemistry. resistance to poisons and venoms.

14. Cultural Skill and Behaviors Chemical (CHE): Indicates a species’ resistance
This section summarizes learned behaviors, attitudes, to chemical threats, including chemical weapons,
and prejudices that are common to the majority of this tear gas, and exposure to harmful chemicals such
species. It also includes cultural skills, which are not as acids or caustic compounds.
innate, but so commonplace that every member of the
species would be expected to possess the listed Cold (CLD): This ECR indicates the species’
skill(s). Areas of study that are so common to the ability to withstand cold environments. Species
with high COLD ECR values are at home in arctic
species that they are considered a defining trait (often
environments and may survive there with little or
no need for insulating clothing or shelter. In stricken, reroll.
contrast, species with low COLD ECRs may
quickly succumb to below zero temperatures and 17. Primary Occupation
freeze to death. This ECR also represents a This is the character’s profession, or at least the area
species’ ability to shrug off hits from weapons that they’re trained to have a profession in. Most
utilize cold temperatures to cause damage. characters begin the game with 30-50 Skill Points. A
minimum of 25 of these must be expended in one
Electricity (ELE): Humans, as a species, skill category (Deep Space Operations, Engineering,
generally find being electrocuted unpleasant, and Military, etc.) for the character to have a primary
this is reflected by our low ELE ECR score. There occupation. This is optional, though a character can
are, however, other species that hardly notice. secure higher wages for their services if they have a
Mutzachans in particular could care less if you Primary Occupation. Characters without a
plug them into a standard power outlet. In fact, concentration in a field simply leave this section
they quite enjoy it. The Electricity ECR represents blank.
how resistant your species is to being damaged by
electrical current and weapons that damage their 18. Secondary Occupation
targets via electrical discharge. Any character that expends 15 Skill Points in one skill
category is assumed to possess a secondary
Fire (FIR): What may be a literal day at beach for occupation in that category. This character has viable
a human, is likely to be a tropical hell for a job skills when seeking employment. They can gain
Phentari or an Eridani. Cizerack on the other hand entry-level jobs in that field. Just what are the
thrive on the scorching hot savannahs of their bonuses for having a secondary occupation? Well you
homeworld. Not only does the Fire ECR represent won’t have to flip burgers at the local Burger Corp,
a species’ resistance to hot environments, but also and you just might get some extra cash.
their resistance to weapons that use heat or fire to
damage their targets. 19. Experience Points
Denotes the amount of experience that a character has
Mental (MEN): In the vast universe your gained while operating in the field. As a PC gains
characters’ find themselves in, there are devices experience points, he is able to learn new skills.
and alien lifeforms that can literally mess with Beginning characters start with 0 EXP.
your character’s head – usually from a distance.
The Mental ECR indicates how well your character 20. Unspent Experience Points
can repel psychic attacks and devices that inhibit or These are the total number experience points that the
interfere with their brain (or equivalent organ). character hasn’t spent on new skills. You don’t have
any EXP at creation so you can’t have any that are
Radiation (RAD): Some lifeforms are built a little unspent. Beginning characters start with 0 Unspent
studier than others. This includes their ability to EXP.
shrug off the damaging effects of ionizing
radiation. This ECR also represents a character’s 21. Salary
resistance to being blinded by intensely bright The player contracts himself out to his sponsor for a
light. Light is simply another, usually less certain salary. The player negotiates his position,
dangerous, form of electromagnetic radiation. based on his occupational skills and the length of the
contract. Players with a primary occupation and
Sonic (SON): The Sonic ECR indicates your officer’s rank typically earn more money. See the
species resistance to being deafened by loud noise Skills Chapter for more information about calculating
or stunned by concussive sonic attacks. your salary.

16. Social Class


Characters are born into various social classes. The
class status denotes the general economic welfare of 22. Rank
the character. Class affects how one is viewed by All of the Galactic Military Services, along with most
others within the proximity of his home. Neither galactic corporations, function according to some type
Python species ever comes from the upper class. If of rank structure. The Game Master will determine
the dice roll indicates wealthy or higher, reroll. the appropriate rank of party personnel according to
Mutzachans never come from poverty status. Again, mission necessity and leadership capability See the
if the dice roll indicates that a Mutzachan is poverty Skills Chapter for more information on how rank
affects your salary.

20. Black Marks


Black marks are blemishes on a character’s record.
Characters receive them for failure to follow
instructions and inappropriate actions. Following
rules and regulations is important because too many
black marks can cost an individual a rank, position, or
money. Be careful and always try to keep this blank,
which is how it will start the game.

CHARACTER DEVELOPMENT TABLES


Players may choose to roll on the following tables if
they so desire, to round out their characters. All of
these tables are optional, but some have certain
requirements about the number of times you can roll
on the table, or whether you’re required to roll on the
preceding table first.
The one catch is that once you roll, you’re
stuck with the result. The Game Master (and only the
GM) can change the effects, or allow a reroll if some
result is not rational for the character due to species or
gender. These tables may change your Vital Statistics
in which case you may need to recalculate your
Secondary Stats. If a table states to “take a level” or
“take # levels” of a skill you already have, assume
table provided the first levels of the skill when
calculating Skill Point cost of additional levels.

The character development tables have been


omitted from the playtest rules. Their titles are
below.

I Was Just Growing Up Table – By Species


Traits & Quirks Table
Occupation Tables – By Occupation
Fickle Finger of Fate Table
USING
STATISTICS
AND
SKILLS
Battlelords uses the same game mechanic
for determining a character’s chance of success, Skill Percentage
whether that character is relying solely on their To determine your chance of success with a
innate abilities (Vital Statistics) or their training skill, first find the Link Statistic being used by the
(Skills). skill and divide it in half. Next add 5% for every
level of the skill you have. The resulting number is
THE ‘150 RULE’ your Percentage Chance to Succeed and is
Unless its explicitly stated in a description, abbreviated as ‘%’.
nothing can increase a character’s Statistic or Skill
beyond 150%. Skill Check: Linked Statistic/2 + 5% per level of
skill = Percentage Chance to Succeed
DETERMINING YOUR CHANCE OF
SUCCESS WITH A SKILL Example: If Snantzz the Raazet has a 100 IQ
Statistic and 7 levels of Engineer: Power, then his
Linked Statistic Percentage Chance to Succeed when using his
Every skill uses one of your character’s Engineering: Power skill is 85%.
Statistics (STR, MD, AGL, etc.) to determine their We calculate this by finding the Link
base chance of success. The Statistic used by the Statistic for the Engineer: Power, which is IQ. We
skill is called the Link Statistic and is the Vital then find Snantzz’s IQ, which is 100 and divide it in
Statistic the skill typically relies upon when being half to get 50. That 50% would be Snantzz’s chance
used. The Engineering skills use the character’s IQ. to succeed if he had no Engineering Skill, and the
The Acrobatics skill uses the character’s Agility, GM allowed him to attempt a skill check without the
and so on. proper skill.
If your character’s Statistic which is linked Fortunately for Snantzz, he does have the
to a skill is high, your character is more likely to Engineer: Power skill. He gets to increase his
succeed when making a skill check with that skill. chance of success by 5% for every level of skill he
In contrast, if your character’s Statistic which is possesses. Snantzz has 7 levels of Engineer: Power,
linked to a skill is low, they are less likely to which increases his chance of success by 35%. So,
succeed when making a skill check with that skill. we take half of Snantzz’s IQ, which is 50, and add
35 to it from Snantzz’s skill to get our Percentage
Changing the Linked Statistic Chance to Succeed (%) of 85%. [100/2 + (5% x 7)
In some instances, the Game Master may = 85%]. If Snantzz’s player rolls 85 or less, he
decide to let you use a different Linked Statistic succeeds in making his Engineer: Power skill check.
than what is normally used for that skill. For
example, when making a Stealth & Concealment Now before you panic, don’t worry about
check, the Game Master might allow you to the math because you’ll do all that during character
substitute your IQ or even Intuition rather than your generation. During game play your character’s
Agility if you are placing a camouflage net over a Percentage Chance to Succeed will already be
tank. Similarly, if you’re trying to guess where a calculated for all your skills. All you’ll have to do is
target is based on incomplete information when roll and compare the result of the roll to your
making a Weapons: Indirect Fire skill check, you character’s percentage.
might use your Intuition rather than your IQ. As
always, the GM will decide if you can substitute
another Stat for the listed Link Stat.
Making a Skill Check
First your GM will determine if there is a
Skill Levels skill that applies to the task your character is
You can purchase up to 15 levels in most skills. attempting. If there is a skill that applies, your GM
More on how you do that later in this chapter. Skill will ask if your character possesses this skill. If
levels reflect the training your character has your character possesses the skill, locate the skill on
undergone to push their chance of success beyond your character sheet and find your Percentage
what they could have achieved by just relying on Chance for Success for that skill
their innate abilities (Stats). Finally make a percentiles roll (d100). If
your roll is equal to or less than the Percentage to attempt if they are unskilled. The GM tells
Chance to Succeed, your character has succeeded Henry’s player that he must make the Skill Check
in using their Skill. We call this a Skill Check. using only half of Henry’s Agility statistic. Henry
Your GM may modify your Percentage Chance to has an Agility of 30. This means he only has a 15%
Succeed to make the check more or less difficult. chance of success. Things don’t look too promising
for Henry.
Critical Success and Critical Failures
A roll of 01 is a critical success, and the Opposed Checks
character succeeds at what they were attempting, no
When two characters are directly opposing
matter the odds. Similarly, a roll of 00 (double-
each other, the character who succeeds in making
zodd) is a critical failure, and the character
their check by the greatest margin of success wins
automatically fails the check, usually in some
the contest. Your margin of success is determined
spectacular fashion.
by subtracting your die roll from your Percentage
Rather than just saying “you succeed,” or
Chance to Succeed (%) minus any modifiers.
“you failed,” Game Masters are encouraged to come
To save on time, it’s usually easier just to
up with a suitable description for the character’s
round your roll to the nearest tens digit before
amazing success or failure that resulted from rolling
determining the margin of success. So, if your
an 01 or 00 respectively. Characters are likely to
Percentage Chance of Success were 85% and you
get far more stunning results than they anticipated
rolled a 37, you can just yell out “I made my check
when rolling a critical success or failure.
by about 45%.” Therefore, 85 minus 37 becomes
85 minus 40, which is 45. If the other character
Unskilled Checks: Making Skill Checks also made their roll “by about 45%,” you may have
without Proper Skill to compare the actual margin of success to
There may be times when your character determine the victor.
attempts to perform a task that would require a skill In many cases, different skills will be used
they do not possess. In these cases, the GM will by the participants in an Opposed check, but
determine the Linked Statistic for the skill that sometimes the same skill is used particularly when
would normally be used to resolve the task. The the two parties are competing. Sometimes a skill
character must then roll equal to or under half of can be opposed by using a Statistic, and sometimes
that Vital Statistic that is the Linked Statistic for the more than one skill can be used when opposing a
relevant skill. If there is no skill that applies to the check. The GM will be the final arbitrator of which
task the character is attempting, it is treated as a skills or Stats can be used in an Opposed check.
Statistic Check (GM’s discretion). Common Opposed Checks are listed below:
Here’s the important bit about “Unskilled”
Checks. Certain Skill Checks cannot be attempted COMMON OPPOSED CHECKS
if the character does not possess the requisite skill.
For example, it would difficult for someone without Opposing
Situation Skill
the proper training to tune a starship’s ion Skill or Stat
propulsion drive. Skills marked with an asterisk Defeat active Computer vs. Computer
(*) cannot be attempted by characters who don’t hacking Security & Security &
have that skill. attempt Forensics Forensics
Defeat Devil at Music (Fiddle) vs. Music (Fiddle)
“Unskilled” Skill Check: Link Statistic of relevant fiddle contest
skill /2 = Percentage Chance to Succeed Detect bluff at Gambling or vs. Observation or
poker table Performance Gambling
Art
Example: Henry the Mutzachan is trying to climb a Detect orgery Forgery vs. Observation or
wall. He does not possess any levels of the climbing Academic
skill. The GM looks at the skill list and determines Studies (with
that the Base Statistic of the Climbing Skill is item being
Agility. The GM further determines that Climbing forged as
is not one of the skills that characters are forbidden Specialization)
Detect Observation or vs. Ambush failure, other than by rolling 00, if the results will
imminent Scouting & affect the game (or be really funny).
ambush Tracking
Detect Observation vs. Impersonation Should you make that character roll a
imposter & Disguise Manual Dexterity check to open a skimmer door? It
Determine Tactical vs. Leadership:
depends. Under most circumstances, no. However,
enemy's plan Evaluation Military if a group of homicidal mercenaries are chasing the
based on character, then by all means. The character could
disposition of roll two zeroes: the dreaded “double zodd.”
forces
Escape from Hand-to-Hand vs. Hand-to-Hand "Crap, I dropped the key-equivalent!"
grapple or Strength skill or Agility
(GM or Strength Keep in mind that rolling 00 doesn't just
Discretion) (GM represent the character’s failure to perform as
Discretion)
expected but can also represent some external event
Intimidate Persuasion vs. Persuasion
someone to do skill,
randomly screwing you.
something Aggression or
Intuition. Will Succeed Given Enough Time Rule
Persuade Persuasion vs. IQ or Intuition In addition, the GM can decide that tasks
someone to do that would require a skill check become automatic
something successes if the character is given enough time. A
Recognize Observation vs. Impersonation character with some level of Archaic Powder
person is in & Disguise Weapon’s skill will eventually be able to
disguise reassemble his rifle after taking it apart if given
Spot concealed Observation vs. Stealth & enough time.
Item or person Concealment
One important caveat to the Will Succeed
Spot person Observation vs. Stealth & Given Enough Time Rule is that it has to be
sneaking Concealment possible for the character to succeed at the task
Spot trap Observation or vs. Ambush without rolling an 01. Thus, a character who has a
Scouting & 90% chance to succeed would not be able to take
Tracking advantage of the Will Succeed Given Enough Time
Torture Interrogation vs. Constitution or
Rule if the Check modifier were -90 or greater.
someone to get Body
information Equilibrium
Time to Perform a Statistic Check
Assisting another character Most Statistics Checks that do not involve
If a character is being assisted by another physical movement of the character occur nearly
character, the Check Modifier for the check is instantaneously. In game terms, it doesn’t take any
reduced by one level. For example, a Nearly time for your character to notice or fail to notice
Impossible (-120) modifier would be reduced to a something (INT Check). Similarly, it doesn’t take
Challenging (-80) modifier due to the assistance. any time for your character to remember something
See Shifting Difficulty Levels below. or fail to remember something (IQ check). If a
character is going to take time to scan their
Avoid Unnecessary Checks environment (INT Check) or do research (IQ
Don’t waste time making a player roll for a check), then the GM may decide the Statistic Check
statistic or skill check if they have no chance of requires a Full Action. Statistic checks that require
failure, other than by rolling “double zodd” (00). the character to physically move use a Half Action
The rule of thumb for “Can Not Fail” Statistic and or Full Action, if they can be completed in a
skill checks is as follows: Combat Round.

Can Not Fail Rule: You only roll for a Time to Perform a Skill Check
check on a task where you have no chance of Some skill checks can be completed in a
Combat Round. You can block a punch or pull a
trigger several times in a Combat Round, but you zeroes. Recall that rolling “Double Zodd” (00) is
certainly can’t forge a Van Gogh. Weapon skills, always a critical failure. The Game Master will
physical skills, piloting skills, espionage, and social often give a negative modifier (called a penalty) to
skills can usually be performed in a Combat Round Statistic Checks and Skill Checks. This can reduce
(GM’s discretion). Other skills may take the chance of success to less than 100%, even when
significantly longer to accomplish, and the Game dealing with species that have 150 statistics.
Master will be the final arbitrator of how long it Here is the important bit to remember.
takes to accomplish these skills. Though both Attributes and Skills max out at 150%,
the maximum a human can have in any Vital
Making a Vital Statistic Check Statistic is 100%. A value of 100% represents the
peak performance of the Human species. In these
If your GM determines that no skill applies cases, you’re dealing with Olympic gold medalists,
to this particular situation, then the character may Einstein-equivalents, and Sherlock Holmes-
attempt to complete the task using their raw equivalents. Game Masters should keep in mind
physical or mental talent (or lack thereof). that though they may really want that Mutzachan to
First, find the Statistic being used to fail that IQ check with a Challenging (-80)
accomplish the task (GM’s discretion). Next, roll modifier, they will also bring Earth’s strongest and
equal to or less than the value of your Vital Statistic smartest a mere 20% chance of succeeding.
on a percentiles (d100) roll. That’s it. Pretty simple. Players should understand that even though
For Statistic Checks, the value of your Vital their character is the best at what he/she/it does
Statistic is your Percentage Chance to Succeed (%). among their own species, there are other species
Your GM may modify your Percentage Chance to who would find their “best” laughably inadequate.
Succeed to make the check more or less difficult. In any event, it’s best for Game Masters to mentally
Remember, if there is a skill that would gauge how a particular penalty will affect all the
normally be used for the task and the character characters before they toss it out there. It’s not fun
doesn’t have that task, it is not resolved using a for the players, if the GM is always penalizing low
Vital Statistic Check; it is resolved using the Statistic characters to force failure on high Statistic
Unskilled Check rules. characters. Similarly, it’s not a lot of fun for players
if high Statistic characters to never have a chance of
Statistic Check: Value of relevant Vital Statistic = failure. Moderate penalties should be the default
Percentage Chance to Succeed unless the situation warrants an extreme penalty.
Example: Erin the Eridani needs to answer a trivia EXAMPLES OF VITAL STATISTIC CHECKS
question. There is no skill for “Trivial Knowledge,” Below we detail the different types of
so the GM has Erin make a Vital Statistic Check Statistic Checks. These examples are by no means
using her IQ. If Erin has a 40 IQ Statistic, then her exhaustive, and the GM may require a Statistic
Percentage Chance to Succeed when attempting to Check for different reasons.
recall the answer to a trivia question is 40%.
Strength – Activities requiring a STR Check
For ease, you can simply refer to a Vital
Statistic Check by referring to the Statistic being Lifting something heavy. When a character is just
used to make the check. For example, a Vital trying to lift something heavy, the penalty applied
Statistic check using the Strength Statistic would to the Strength Check is determined by the object’s
simply be called a Strength Check, or STR Check, weight. Consult the Weight Lift Table and
for short. Similarly, a Vital Statistic Check made determine what penalty would apply to a Strength
with Agility or Aggression could be called an Check when lifting that amount of weight.
Agility Check or Aggression Check, respectively. Remember that Pythonians cut this modifier in half
You’ll note that many of the non-human due to the X2 Strength multiplier.
species can have Vital Statistics and skill
percentages in excess of 100. This means they have Other Strength Checks
no way of failing a percentiles roll that yields a GM’s should also remember the “Avoid
result between 0 and 99 other than by rolling two Unnecessary Checks” and “Will Succeed Given
Enough Time Rule” when it comes to Strength made to determine if the character is smart
Checks. If the character is just lugging equipment enough to solve a problem for himself.
around or if they have all the time in the world to • Trying to remember information that your
move something they’re capable of moving with character may not have recalled for a long time.
some effort, they don’t need to make a Strength
Check. Strength Checks should be reserved for Manual Dexterity – Activities requiring a MD
times when the results are important and where Check
failing the first time could have dire consequences. • Attempting to retain your grip on an object as
Hanging from the cliff by one hand? Make a you’re falling or being knocked over.
Strength Check. The door is jammed, and the • Trying to open a combination lock.
Arachnids are charging down the hallway toward • Anything that requires precision use of the
you? Make a Strength Check. hands and is not skill related.
WEIGHT LIFT TABLE
Weight (kg) Penalty
Constitution – Activities requiring a CON Check
50 0 • Attempting to remain conscious after taking a
100 -10 critical hit.
150 -20
200 -30
• Attempting to remain standing after exerting
250 -40 oneself until exhausted.
300 -50 • Resisting torture.
350 -60
400 -70
450 -80 Agility – Activities requiring an AGL Check
500 -90 • Anything that requires full body coordination or
550 -100
600 -110
movement and is not skill related.
650 -120 • Performing a Speed Draw.
700 -130 • Escaping from a Grapple or a submission hold.
750 -140
• Dodging a falling object or jumping out of the
way of a vehicle that is attempting to run you
• Lifting a heavy object, with failure indicating down.
the character has dropped the object (or injured
• Diving for cover.
himself if 00 is rolled.)
• Avoiding being thrown.
• Moving while carrying a heavy object, with
failure indicating that the object is dropped.
Aggression – Activities requiring an AGG Check
• Attempting to break free from a Grapple or
• Checking to see if a character panics, freezes, or
submission hold.
flees in the face of overwhelming odds.
• Determining if high-AGG characters go berserk
IQ – Activities requiring an IQ Check
or suicidal when stressed or wounded.
• Trying to memorize information in a high stress
environment or while being distracted/annoyed.
COMMON STATISTIC EFFECTS
• Checking to see if a character knows an obscure We have created shorthand notations that
fact (A Skill Check can be substituted if the detail the most common Statistic Checks called
character has the skill that is related to the Statistic Effects. The list of Statistic Effects below
knowledge in question). is not exhaustive. Other effects not listed below
• An IQ Check is made anytime a GM needs to may be triggered by a failed Statistic Check, and
find out if a character is smart enough to figure your GM may come up with effects that are not
something out. It is important to note that listed.
characters can be smarter (or dumber) than the Sometimes certain attacks will require that
players who are playing them, and that players the target make a Statistic Check. When an attack
often have information that their characters calls for a Statistic Check, it will list the three-letter
would not know. Gamers, as a group, are a abbreviation for the Statistic required first, followed
pretty smart bunch, but they’re not a match for a by a parenthetical that summarizes the check,
Mutzachan! Therefore, an IQ Check can be including penalties and results of failure.
The Statistic Effect summary will always be For example, an effect with a Duration of
listed in the order shown below, though effects 1d10 Combat Rounds might indicate the damage is
which are not applicable will not be listed: 1d10 CON/rd. This means the character would lose
1d10 points worth of Constitution every Combat
EFFECT NAME (Statistic @Penalty; Damage, Round until the effect’s duration ends. If no
Delay; Duration of Effect; Frequency of Statistic Duration is listed, no additional damage is applied
Check)[Additional Helper Text or Damage to the target after the initial attack.
Type]
Check Frequency: This indicates how often the
Example: The notation ‘TOPPLE (AGL@-75, 1d6 victim may attempt to make a Stat Check to free
BP)’ would require that the character make an themselves from an ongoing effect, if they fail their
Agility Check to avoid being toppled. The check initial Stat Check. Effects with no Duration will not
must be made with a -75 penalty, and if failed, the list a Frequency.
character would suffer 1d6 Body Points in damage. If no Frequency is specified, for an effect
with a Duration, the character may make a Stat
Penalty: The Penalty is the Check Modifier Check attempt once per Combat Round. This starts
subtracted from your character’s Percentage Chance the Combat Round after they fail their initial Stat
of Success before they make their Statistic Check Check.
roll. If the Penalty listed is positive, it is treated as a If the effect can be broken in other ways
bonus and added to your character’s Percentage (medical treatment, Matrix, etc.), these other
Chance of Success before rolling. options will be listed in the description.
If the Stat check penalty says “-Dam,” then
the penalty for the Stat Check is the amount of Note: It is important to note that not all of those
damage done in the initial attack. If the Penalty descriptors will be present in every Statistic Check
listed is “Opposed,” this means the Statistic Check effect summary. For example, many failed Statistic
is an Opposed Check against your attacker. Check do not result in the character taking damage,
so there will be no Damage listed in the summary.
Damage: This is the damage caused by a failed Stat Lastly, keep in mind that you can have the
Check. This need not be a loss of Statistic values. same EFFECT result for failing a different Statistic
Damage from failed Stat Effects can also result in than the one listed. To save space, we haven’t listed
Body Point damage or other reductions. Sometimes duplicate Effects under each Statistic where it might
the damage listed is per increment of time be found. For example, IMMOBILIZE effects can
(Example: 1d10 CON/rd.), if the effect has a often be triggered by a STR or AGL Statistic
Duration. Common Damage effects include; Check.
• Loss of Body Points
• Lowering or Statistics AGGRESSION CHECK EFFECTS
• Lowering or ECRs PANIC (AGG@Penalty; Damage, Delay,
• Reduction of MOV scores Duration; Stat Check Frequency): Attacks with
• Reduction or loss of Actions this effect cause the target to panic and flee.
• Stat or Skill Check penalties Characters subjected to this attack must make an
Aggression Check at the listed Penalty. Failure
Delay: Sometimes a certain amount of time will indicates the character flees in terror, unable to
pass before the character feels the ill effects of perform any Actions other than run from the source
failing their Stat Check. Most Stat effects do not of their dread.
have a Delay listed.
FEAR-FROZEN (AGG@Penalty; Damage,
Duration: This indicates how long the ill effects Delay, Duration; Stat Check Frequency): Attacks
will last. Characters will continue to suffer the listed with this effect cause the target to be literally
damage for the duration listed. If a Duration is paralyzed with fear. Targets must make an
listed, the Damage will specify how often it is Aggression Check at the listed Penalty. Failure
applied to the target. indicates the character is frozen in terror and unable
to move or take any Actions.
penalty and the arm you’re using was hit, the
AGILITY CHECK EFFECTS penalty would likely reduce your weapon skill.
TOPPLE (AGL@Penalty; Damage, Delay, Each section of IMMOBILIZED must be cut with a
Duration; Stat Check Frequency): Attacks with separate successful attack. Also, be aware that
this effect cause targets to be knocked off their feet. some bindings may have a Threshold Rating and
Fluid cannons and Omega weapons trigger Structural Integrity. If no THR or SI is listed, any
TOPPLE effect checks. Targets must make an successful attack is assumed to have severed the
Agility Check with the listed penalty. A failed binding.
Agility Check indicates the victim has been A failed Strength Check indicates the
knocked over or in a direction of the attacker’s character has failed to escape from the binding and
choosing. The target may also use their Acrobatics suffers the effects listed. Typically, this is a reduction
skill in place of their AGL (GM’s discretion). of the character’s AGL and MOV scores. If no Stat
See the Tackle technique in the combat Check Frequency is specified, characters may make
section for the information on Toppling a larger a STR (or HTH) Check attempt once per Combat
opponent. This deals with a smaller character Round in an attempt to escape.
attacking a much larger one or vice-versa.
SEIZE (STR@Penalty; Damage, Delay,
MANUAL DEXTERITY CHECK EFFECTS Duration; Stat Check Frequency):
DROP (MD@Penalty; Damage, Delay, Duration; Attacks with this effect result when a
Stat Check Frequency): Characters must make a character or creature is actively restraining the target.
Manual Dexterity Check. A failed Manual Dexterity Examples include, but aren’t limited to, being seized
Check indicates the character has dropped any items and squeezed by a Sau-Bau or being telekinetically
they were holding. These items must make a restrained by a Chatilian. If the target is being
Malfunction roll. If the roll result is higher than the passively restrained, the IMMOBILZIE effect is
MN number of the weapon, the character must roll used rather than the SEIZE.
on the appropriate malfunction table. The target must make a Strength Check with
the Penalty listed in parenthesis to escape. This
STRENGTH CHECK EFFECTS Strength Check requires ALL Actions (GM’s
IMMOBILIZE (STR@Penalty; Damage, Delay, Discretion). If the Penalty listed is “Opposed,” this
Duration; Stat Check Frequency): Attacks with means the Statistic Check is an Opposed Check.
this effect passively restrain the target. Examples Typically, the opponent is also making a Strength
include glue, restraint foam, and the like. If the target Check in these situations. See page <INSERT PAGE
is being actively restrained by another character or NUMBER> for more information on Opposed
creature, the SEIZE effect is used rather than the Statistic Checks. In the case of an Opposed Check,
IMMOBILZE. the seized character may use their Hand-to-Hand
The target must make a Strength Check with skill instead of Strength at the GM’s discretion.
the Penalty listed in parenthesis to escape and pull a A failed Strength (or HTH) Check indicates
single hit location free of the binding. This Strength the character has failed to escape from the attacker’s
Check requires ALL Actions (GM’s Discretion). If grasp or hold and suffers the effects listed. Typically,
the attack struck more than one section and the target this is a reduction of the character’s AGL and MOV
wants to break all IMMOBILIZED sections free in a scores and possible damage that results from being
single STR check, then the STR Penalty becomes squeezed or crushed.
cumulative for each section that’s IMMOBILIZED. Neither the seized character nor the attacker
For example, if you were hit in three can Actively Dodge when attacking each other
locations with the IMMOBILZE effect with a -30 unless there is a significant size discrepancy. If the
penalty, and you wished to pull all three locations attacker is large enough or strong enough to carry the
free by making one STR Check in a single Combat target one handed, they may still dodge. (GM
Round, the penalty for the Strength Check would be Discretion).
-90 (3 sections x -30 penalty = -90).
Alternatively, if you have a suitable weapon CHECK MODIFIERS - Bonuses and Penalties
for cutting, you may attempt to cut yourself free. to Statistic and Skill Checks
Keep in mind that if the attack imparted an AGL Sometimes your GM may decide he needs to
make your roll a little easier or more likely, a little Percentage Chance to Succeed of 100% [100/2 +
more difficult based on the situation. The Check (10 x 5) = 100]. This character is an example of the
Modifiers described below can be applied to both highest level of skill obtainable for a human. He or
Statistic Checks and Skill Checks and are referred she is the ultimate authority in their field. If this
to collectively as Check Modifiers or just Modifiers. character, who is arguably the best member of their
The GM can assign any penalty between +50 and - species at what they do, attempts something that is
150, but for ease of play, the GM will usually select Challenging (-80), she has only a 20% chance of
a modifier that is an increment of 10 (20, 50, 80, succeeding. They must roll a 20 to succeed. So,
100, etc.). Game Masters shouldn’t be too extreme when
If the GM wants to make your check easier, setting the modifier unless it is truly warranted.
they can assign a bonus, which is noted as a positive
number. Bonuses are positive modifiers that are Shifting Difficulty Level
added to your Skill Percentage or Statistic Check Throughout this book, you will see
before you roll the dice. The most common GM references to situations and equipment and that
applied bonus is for “Easy” checks, which is +30 “increases difficulty levels by one” or that
modifier. “decreases difficulty levels by two.” Shifting the
If the GM wants to make the check more difficulty level of a check is a common way to
difficult, he can assign a penalty, which is a adjust the chance of success based on the situation
negative number. Penalties are negative or tools being used.
modifiers and are subtracted from your Looking at the diagram below, we can see
character’s Skill Percentage or Statistic to make that an increase in the difficulty shifts us to the right
the check more difficult. The GM can assign any on the scale of difficulty. If the difficulty was
penalty between -1 and -150, but typically the GM Challenging and something caused “the level of
will choose -40, -80, or -120, which are the default difficulty to increase by one,” then we shift one step
penalty values for the Difficult, Challenging, and right to Near Impossible. Conversely, if a character
Nearly Impossibly Ranges respectively. was attempting a task with a Challenging difficulty
We’ve listed some guidelines below: and something “decreased the difficulty by two
levels,” we would jump two steps to the left on the
Check Default Mod. Description/Guideline chart to Easy.
Modifier Mod. Range
Easy +30 +50 to I've seen it done on Tri-V.
If a shift ever moves the difficulty level off
+25 the scale, either to the right or the left, the Game
Average 0 +25 to -25 Anybody can do this right? I Master will make the final decision as to what the
saw Joe Average do this the
other day, and he’s not that
difficult level should be. The most important rule to
impressive. remember is that if no difficulty is assigned to a
Difficult -40 -25 to -60 Extensive training, superior task, always assume it is Average difficulty. If a
ability, or good luck is
necessary.
shift is applied to a task with no difficulty level, the
Challenging -80 -60 to -90 Not only is extensive training shifts always occur with Average as their starting
needed to succeed, but above point.
average ability, problem
solving, and even some
creativity.
Nearly -120 -90 to - Guru-like knowledge of the
Impossible 150 subject at hand plus the
ability to utilize experience in
a variety of non-related
subjects, extremely creative
problem solving, near
fanatical attention to detail,
and some luck.

Game Masters should assign a Check Modifier with


consideration of the difficulty of the task in question Skill Checks & Combat
regardless of the character. Critical Success in Combat
Consider this. A character with a Statistic of A roll of 01 on an attack is a Critical Success and
100 and the maximum training (level 10) has a automatically hits unless the opponent is able to
make a Defense roll and also rolls a 01. If you modifiers that crop up in combat and include such
rolled 01 when making an attack that causes factors as weather conditions, movement of the
damage, do not roll for damage. Instead, apply the shooter or target, and cover or concealment of the
maximum damage the attack is capable of inflicting target. It includes similar difficulties that arise
to the target. If you rolled 01 when making an whenever you’re trying to give someone a new
attack that requires the target to make an ECR roll, orifice with a sharp piece of metal or energy
the penalty for the roll is doubled. discharge. You can find the list of Combat
Modifiers on pp. <INSERT PAGE NUMBER>.
Skill Checks with Weapons
Attacking with weapons is simply making a OBSERVATION CHECKS
skill check using the proper weapon skill. This Though technically an Observation Check is
basic game mechanic does not change. Take half simply an Observation Skill Check (Intuition Stat
your Link Statistic and add 5% per level of the skill check if unskilled), it comes up enough in combat
your character possesses in the weapon they’re that we thought it deserved some extra attention.
using. What changes when making Skill Checks Before you can shoot something, you have to know
with Weapons are the modifiers. it’s there. Not everyone stands out in the middle of
the street and shoots at you with a deafeningly loud
Accuracy: Each weapon has an accuracy value machinegun. Similarly, if an opponent is going to
listed for each Range Bracket the weapon is capable attempt to ambush or surprise your character, you
of reaching. When the GM tells you the Range need to determine if the character noticed the
Bracket of your target, the Accuracy value of the ambush before it was sprung. How does a character
weapon listed for that Range Bracket is added to do this? By making an Observation Check.
your Percentage Chance to Succeed. An Observation Check is simply half your
character’s Intuition attribute plus one of your
Example: Fredd the Ram Python has a Manual character’s Sense Modifiers (Vision, Hearing, or
Dexterity statistic of 50. He also possesses 7 levels Smell). The GM will determine which Sense
of Kinetic weapon skill whose Link Statistic is Modifier is appropriate or let you select which
Manual Dexterity. The GM tells him the target that Sense Modifier you’d like to use if any of them will
he is attempting to hit is in Range Bracket 2, and work.
Fredd’s player notes that the Accuracy of a weapon For example, in the prior example, you
in Range Bracket 2 is 35%. could see the guy in the street with the machinegun,
Fredd’s chance to hit the target is you could hear the gun firing, and you could smell
calculated just like a standard Skill Check. Half his the gun powder. Game Master’s should keep in
Statistic, in this case Manual Dexterity, plus 5% per mind that other species have senses that far surpass
every level of applicable skill [50/2 + (5% x 7) = those of Humans. A Keen or Mazian may hear the
60%]. Fredd gets to add 35 to his Percentage machinegun before they see it. A Cizerack could
Chance to Succeed because his weapon’s accuracy determine the location of the machinegun by smell
is 35% in that Range Bracket. This brings his total alone even if she couldn’t see or hear it.
up to 95% (60% + 30% = 95%).
Observation Check: ½ Intuition + 5% per level of
Combat Modifiers: The other aspect that’s Observation Skill + Appropriate Sense Modifier
different when making Skill Checks with weapon (GM Discretion)
skills are the Check Modifiers applied to the Skill
Check. Weapon skills do not usually utilize the Many times, the GM will give you a
default modifiers of Easy, Difficult, Challenging, modifier for your Observation Check, or it will be
and Nearly Impossible. However, there is nothing an opposed roll against one of your opponent’s
that would prevent a GM from applying these skills. If your character succeeds in making their
modifiers to a weapon check. Observation Skill Check, they have observed some
Instead, when a character is attacking with a clue or indicator that either may not be readily
weapon, the GM will typically select applicable apparent or that was being concealed from the
Check Modifiers from the list of Combat Modifiers. character.
These modifiers are a much more specific set of
Observation Checks are FREE Actions for a
quick check, glance, or gut feeling. A deliberate or
PURCHASING SKILLS
prolonged search will require ALL your Actions or Skill points (SP) are the currency for
longer. Observation Check modifiers are listed purchasing skills. Each skill has three listed Skill
below. Astute readers will note that many of these Point costs in the Skill Charts. The first number is
are identical to the bonuses and penalties on the the cost per level in levels 1 through 5. The second
Combat Modifiers table. number is the cost per level in levels 6-10. Finally,
the last number is the cost per level in levels 11-15.
Observation Check Modifiers You can purchase up to 15 levels of any
Condition Modifier skill with a few exceptions that will be noted in the
Target Concealment (Visual Mod. ONLY) skills description. Each skill level purchased adds
25% Concealed -5 5% to your chance to succeed with that skill.
50% Concealed -10
75% Concealed -15
MORE CRUNCH RULE: Max Skill Percentage
90% Concealed -20
Target Prone -20 A character’s Percentage Chance of Success
Target Silhouetted +10 when using a skill can not exceed 100% unless the
Weather/Environmental Conditions skill’s Link Attribute is greater than 100%. For
Dusk/Dawn -10 games that really highlight the differences between
Lighting Dark Night -30 the species, this is one Crunch rule we really
(Visual Mod. Only) Total -90
Darkness/Blind
suggest using.
Light -5 Example: The Climbing skill has a Linked
Rain Moderate -20 Statistic of Agility. Henry has an Agility Statistic of
Downpour/Monsoon -30 40. No matter how many levels of Climbing skill
Smoke/Fog Light -10 Henry obtains, his chance of success when using the
(Visual and Smell Thick -30 Climbing skill will never exceed 100%. At a 5%
Mod. Only)
Wind Breezy -10 increase in chance of success per level, there is
(Hearing and Smell Windy -30 really no reason for Henry to invest in more than 12
Mod. Only) Hurricane/Tornado -90 levels of climbing. After twelve levels, he will have
Target Size (Visual Mod. ONLY) reached the peak of his physical capabilities in that
Size Class 1 -15 area.
Size Class 2 -10
Size Class 3 -5
Size Class 4 0 Starting Skill Points
Size Class 5 +5 During character creation, your character’s
Size Class 6 +10 species determines the amount of Skill Points you
Size Class 7 +15 have to purchase for starting skills.
Size Class 8 +20
Size Class 9 +25
Starting Characters
Size Class 10 +30
Detecting a Light Source in the Darkness Starting characters may not purchase more
Light source Add the bonus the light source provides to than 5 levels in any single skill. Humans are the
any attempts to see it from a distance. exception to this rule and may start the game with
Range skills at level 10. Like other species, Gen-Humans
Range Bracket Vision/Hearing/Smell* cannot purchase more than 5 levels in any one skill
Range Bracket 1 +50/+50/+30
at the start of the game. These restrictions only
Range Bracket 2 +30/+30/+10
Range Bracket 3 0/0/-20 apply to starting characters and do not apply to
Range Bracket 4 -30/-30/-50 spending Experience Points to purchase skills. Nor
Range Bracket 5 -60/-60/-90 does it apply to skills that your character may obtain
Range Bracket 6 -90/-90/-120 due to their species.
Range Bracket 7 -120/-120/-150
Range Bracket 8 -150/-150/-180
Voluntary Specialization
*If a sound is very loud or a smell very strong, the GM can add a bonus
to the Range modifier for those checks. A character may opt to specialize in a very
particular aspect of any skill they possess by
spending a one-time flat fee of 2 additional skill
points. A character may have more than one have a voluntary specialization in a skill that also
voluntary specialization per skill. mandates a required specialization. The voluntary
Characters with a weapon or vehicle skill specialization must be in the same category as the
might specialize in the usage of one particular required specialization. In addition, the voluntary
model. The areas you can specialize in are nearly specialization must be more restrictive than the
limitless, but they must be much narrower in scope required specialization (GM Discretion).
than the skill as a whole. The Game Master gets the
final say in whether a specialization is allowed. For example, if a character purchases the
Hand Weapon skill, they are required to specialize.
For example, a character with the Beam The player chooses sword as the required
Weapon skill might specialize in the BC Violator specialization. The player could not get a
laser rifle. Characters with other skills might voluntarily specialization in edged weapons or
choose a narrow area of interest. Maybe you’re an sword because those categories are less restrictive
archeologist who specializes in artifacts from the or equally as restrictive as the required
post-Diaspora period of human expansion. specialization of sword. Moreover, the character
Perhaps your character is a gambler who could not obtain a voluntary specialization in
specializes in the game of poker? warhammers because that’s clearly not in the same
category of specialization as sword.
The Advantages of Voluntarily Specialization The character could, however, get a
The benefit of specializing in a non-weapon voluntary specialization in long sword or short
skill is that all skill checks that would fall within sword, or two-handed sword. Each of those would
your area of specialized knowledge (GM be in the same category as the required
Discretion) are one level less difficult. An Average specialization and more restrictive in scope.
(0) becomes an Easy (+30) check. A Difficult (-40)
check becomes an Average (0) check, and so on. The Downside of Required Specialization
For weapon and hand-to-hand skills, you If a skill requires that you pick a
may increase your Skill Percentage by 20% when specialization, the Modifiers for any skill check
using the specialized weapon. outside of your area of specialization are one level
If the character has multiple specializations more difficult. For weapon skills a -20 penalty is
in a skill, these bonuses apply to each area of applied to all attacks. These penalties only apply to
specialization. skills where the character must pick an area of
required specialization when purchasing the skill.
Required Specialization
Some skills require that the character choose For example, let’s say you picked
an area of specialization. Picking the first required Atmospheric Aircraft from the vehicles skills and
specialization in these skills does not cost any then picked fixed wing aircraft for your required
additional skill points and required specializations specialization. If you attempted to fly a helicopter, a
do not count towards the “1 specialization per skill” rotary wing aircraft, all your piloting checks would
limit. However, unlike voluntary specialization, no be one level more difficult. An Easy (+25) check
bonuses are received for specializing. Instead, the becomes Average (0). Average (0) becomes Difficult
character is penalized if they work outside their area (-50), and so on.
of required specialization (see below). Skills that
require specialization are marked with the ‘‡’ Can I get a Voluntarily Specialization in a skill
symbol. that Requires Specialization?
For example, the Physician skill requires The answer to that question is yes, but there
that you pick a single species when purchasing the is a catch. You can get a voluntarily specialization
skill. Also, many vehicles require that you choose a in a skill that requires a specialization, but the
specific type of vehicle to specialize in when first voluntary specialization must be a narrower focus
purchasing the skill. than the required specialization. Example: Pilot:
Ground Vehicle (Wheeled Vehicle: Sedan). In this
A character may have more than one case the required specialization is in wheeled
required specialization per skill. A character can vehicles, and the voluntary specialization is in the
more narrow category of wheeled sedan. Engineering: Power IQ 3/4/5
Engineering: Structural IQ 3/4/5
Changing Specialization Escape Artist AGL 3/4/5
If you want to change your specialization Etiquette * CHA 2/3/4
(voluntary or required), you have to spend 2 skill Extra Vehicular Movement (EVM) AGL 3/4/5
points to purchase the new specialization. The old First Aid MD 1/2/3
specialization is lost along with any skill points you Flying (Keen, Mazian, Raazet Only) AGL 2/3/4
spent to obtain it. Forgery MD 3/4/5
Gambling INT 2/3/4
Purchasing New Skills with Experience Points Generation* IQ 3/4/5
Characters can spend their Experience Hand-to-Hand Combatives AGL 3/4/8
Points to buy new skill levels. Each Experience Impersonation & Disguise CHA 3/4/5
Point is equal to one skill point, and they may be Intelligence Gathering * IQ 3/4/5
used to purchase new levels at the listed cost. Interactive Arts IQ 3/4/5
However, when purchasing a new skill that the Interrogation CHA 1/2/3
character does not already have, the cost for the first Language IQ 3/4/5
level is doubled. Leadership: Military CHA 2/3/4
Lip Reading * IQ 3/4/5
SKILL TABLE KEY Matrix Manipulation IQ 3/4/5
SC (Skill Cost): cost in skill points to learn a single
Mental Defense INT 3/4/5
level.
Mining IQ 3/4/5
LS (Link Statistic): What attribute, if any,
Music INT 1/2/3
determines this skill’s base chance of success.
Navigation: Environment ‡* IQ 3/4/5
* No Unskilled Attempts: Skills with the asterisk
Observation INT 2/3/4
can not be attempted unless the character possesses
Paramedic * MD 2/3/4
the skill.
‡ Required Specialization. When skill is first Performance Art CHA 3/4/5

purchased, you must pick an area of specialization. Personal Flight Device AGL 3/4/5
Persuasion CHA 2/3/4
SKILL NAME Link Stat Cost Physical Fitness CON 3/4/5
Academic Studies IQ 1/2/3 Physician (1 Species)* IQ 3/4/5
Acrobatics * AGL 3/4/5 Pick Pocket MD 3/4/5
Alertness INT 3/-/- Pilot: Aircraft ‡ MD 3/4/5
Ambush IQ 2/3/4 Pilot: Aquatic Vehicle ‡ MD 2/3/4
Animal Handling CHA 2/3/4 Pilot: Ground Vehicle ‡ MD 1/2/4
Aquatic Diving AGL 2/3/4 Pilot: Spacecraft ‡* IQ 3/4/5
Body Equilibrium (Eridani Only) CON 3/4/5 Pilot: Tank * MD 3/4/5
Climbing AGL 1/2/3 Pilot: Ultra Armor * MD 2/3/4
Combat Engineering IQ 3/4/5 Powered Armor Use AGL 2/3/4
Communication IQ 2/3/4 Power Points* IQ 3/4/5
Computer Operation IQ 1/2/3 Repair: Armorer IQ 2/3/4
Computer Security & Forensics * IQ 3/4/5 Repair: Computer IQ 2/3/4
Construction MD 3/4/5 Repair: Cybernetics and Robotics * IQ 2/3/4
Cooking INT 1/2/4 Repair: Device * IQ 2/3/4
Defeat / Enhance Physical Security * MD 3/4/5 Repair: Vehicle * IQ 2/3/4
Demolitions INT 3/4/5 Repair: Weaponsmith * IQ 2/3/4
Electronic Warfare Systems IQ 3/4/5 Science: Biological IQ 3/4/5
Emergency Damage Control (EDC) * IQ 2/3/4 Science: Criminal IQ 3/4/5
Engineering: Biological IQ 3/4/5 Science: Physical IQ 3/4/5
Engineering: Computer & AI ‡ IQ 3/4/5 Science: Planetary IQ 3/4/5
Engineering: Device IQ 3/4/5 Science: Social IQ 3/4/5
Scouting & Tracking INT 2/3/4
Sensor Systems IQ 3/4/5 <INSERT Ambush Example Table>
Shape Change (Mazian Only) IQ 3/4/5 +30 Easy Placing a snare trap on a game trail.
Sign Language * MD 2/3/4 0 Average Placing and covering a pit trap on a game
trail.
Smuggling IQ 3/4/5
-40 Difficult Placing the Ram with the minigun where he
Snow Skiing AGL 2/3/4 won’t be seen for the ambush.
Stealth & Concealment AGL 1/2/3 -80 Challenging Hiding your team’s ambush from the K-Sat
Survival (environment) ‡ INT 1/2/3 sensor sweeps meant to prevent said
ambush.
Swimming AGL 1/2/3
-120 Nearly Hiding a team of humpties for an ambush.
Tactical Evaluation INT 3/4/5 Impossible
Taxidermy * MD 3/4/5
Terrestrial Knowledge IQ 1/2/3 Body Equilibrium (Eridani Only)
Throwing AGL 1/2/3 A mysterious ability taught by the Buddon
Trans-Location Device (TLD) * IQ 3/4/5 Priests only to Eridani. You learn to train and
Visual Arts MD 3/4/5 harness the internal self, and after years of training,
Weapon: Archaic Ranged MD 2/3/4 you learn to draw a variety of benefits. Eridani who
Weapon: Beam MD 2/3/4 learn this skill obtain many unique abilities as they
Weapon: Chemical MD 3/4/5 progress. In addition to these unique abilities, an
Weapon: Direct Fire MD 2/3/4 Eridani can attempt to avoid any attack or injury
Weapon: Energy MD 3/4/5 that would be debilitating due to pain by making a
Weapon: Gunnery ‡ See See successful Body Equilibrium skill check. This does
Weapon Weapon not apply to Critical Hits until the Eridani obtains
Skill Skill
level 15 in Body Equilibrium.
Weapon: Hand ‡ AGL 3/4/5
Weapon: Indirect Fire IQ 3/4/5
Level BODY EQUILIBRIUM ABILITIES *
Weapon: Kinetic MD 2/3/4
1 Hold breath for 2 min per level
Weapon: Omega MD 3/4/5
2 Stop your own blood loss for up to 1 hr. per level if
Weapon: Pulse MD 3/4/5
conscious.
3 Feign death for 1 hour per level; all bodily functions
SKILL DESCRIPTIONS slow to the point that they appear to cease.
Only non-standard skills descriptions are included 4 Increase Death's Door by 1 point
in playtest PDF. 5 Increase Initiative Modifier by 1
6 Increase Death's Door by 2 points
Alertness 7 Increase natural Threshold Rating by 1
This skill represents the mental ability to 8 Increase Death's Door by 3
process what is occurring and determine a course of 9 Increase Initiative Modifier by 2
action more quickly. This is the part where a person
10 Increase Death's Door by 4 points
has worked hard to learn what an event means and
11 Increase Mental ECR by +20
to take the right course of action. It has nothing to
do with the actual speed at which they can perform 12 Increase natural Threshold Rating by 1
the proper action but rather determines when they 13 Increase your number of Actions by one level (1/2
begin to react based on instinct and/or training. becomes 2/4, 2/4 becomes 3/6, etc.)
14 Remain conscious and fighting until you reach your
Each level of Alertness increases (improves) your Death's Door value
Initiative Modifier (IM) by 1. This skill may be 15 You do not have to make a Constitution check when you
purchased a maximum of five (5) times. receive a Critical Hit
* Abilities are cumulative
Ambush
This skill handles ambush style attacks and Generation*
includes such items as trap making, design, This skill represents the discipline of the
placement, and trap concealment. Furthermore, this mind required to generate Matrices. A successful
skill covers hiding equipment and ambush methods skill check means the Matrix is generated. Failure
in urban and rural environments. means the power points were lost along with the
Actions spent. As characters advance in their skill may attempt to Rally timid characters, rein in
Generation Skill, they gain access to higher Energy aggressive characters, and Talk Down characters
Brackets and can learn some of the Matrices those who have panicked or become enraged.
Energy Brackets contain. With one level of Rally: With a successful Military
Generation skill, the Matrix Controller can generate Leadership Skill, you can attempt to Rally and
Matrices from the first Energy Bracket, which cost inspire your troops, if given sufficient time.
1 Power Point each to generate. At the second level Sometimes you Rally your troops with a moving
of Generation skill, the Matrix Controller can speech. Other times, you charge out of the foxhole,
generate Matrices from the second Energy Bracket, wave your troops forward, and run into combat
which cost 2 Power Points each to generate. After yelling a battle cry. If your check is successful, all
the second level, the character must purchase two friendly characters who can see you (physical act)
levels of Generation Skill to advance into the next or hear you (rousing speech), even if the event is
Energy Bracket. For Example, having either level 3 heard/viewed remotely, may make an immediate
or level 4 of the Generation Skill would still put you Aggression roll with a +25 bonus to their Stat
in Energy Bracket 3. However, once you hit level 5 check.
and/or level 6, you could generate Matrices in Talk Down: If someone is Berserk or
Energy Bracket 4. Suicidal, you can attempt to talk them down, if they
Characters can not purchase a level of are currently or have ever served in a military or
Generation Skill unless they possess a number of paramilitary organization. Characters in these
Matrices equal to the Energy Bracket that newly organizations are indoctrinated to follow orders
purchased skill level would put them in multiplied when given. With a successful Military Leadership
by 10. skill check, a person who is Berserk/Suicidal may
For example, if a new Generation Skill level immediately make an Aggression stat check with a
would move the character into the 6th Energy +25 bonus to their Stat check. If they are successful,
Bracket, they would need to know 60 Matrices in their Berserk/Panicked state comes to an end.
order to purchase the skill. See the Matrix chapter <INSERT Leadership Military Example Table>
for more information. +30 Easy Getting those under your long-term
command to follow orders.
GENERATION SKILL LEVEL ENERGY BRACKET POWER POINT CAPACITY 0 Average Barking out orders during combat and
1 1 +1 getting experienced troops to follow.
2 2 +1 -40 Difficult Making a bunch of green recruits
3 3 +1 charge into certain death when they
4 3 +1 know it.
5 4 +1 -80 Challenging Ordering Alliance soldiers to fire on
6 4 +1 civilians and getting them to follow the
7 5 +1 order.
8 5 +1 -120 Nearly Calming a platoon of suicidal Rams
9 6 +1 Impossible under your command.
10 6 +1
11 7 +1
12 7 +1 Mental Defense *
13 8 +1 This skill trains the unconscious mind to
14 8 +1 defend against any intrusion of external stimuli.
15 9 +1 Feelings such as anxiety, depression, mania, or
unacceptable impulses can be resisted using these
Leadership, Military techniques. Characters who are trained in this skill
You can maintain a cool head in stressful are also resistant to Matrix-based mental attacks.
situations. This is useful in business as well as Each skill level adds +1 to your MEN ECR.
military settings. You have both strategic and
tactical knowledge to determine which course of Observation
action is most likely to lead to success or minimize The skill employs all of the senses in
losses in the event of a failure. You know how to detection and deductive reasoning for potential
motivate troops and can anticipate how friendly and threats. Furthermore, you can find the small details
enemy troops will react to a given situation. In about a scene to make logical conclusions about
addition, characters with the Military Leadership people or objects involved with the scene. The
standard Observation check is ½ INT + appropriate Optional 1: The GM can decide that you
sense bonus. This skill is added in when making an need to keep up with Fitness by spending time
Observation check, increasing the character’s exercising or working out when not active in the
chance of success (1/2 INT + 5% per level of field. Failure to do so means the GM can declare
Observation Skill + appropriate sense bonus). that inactive players lose 1 level/month due to a
Characters who possess this skill have been slothful decline.
trained to use their senses and deductive reasoning. Optional 2: You can choose to limit the
You can find the small details about a scene to increase to AGL, CON, or STR rather than increase
make logical conclusions about people or objects. multiple traits simultaneously. Only a single trait
You may be trained as a criminal profiler, paranoid, can be selected, and it can not be changed once you
detective, or just very alert to changes in your select it. This reduces the cost of the skill to 1/2/3,
surroundings. but the increased focus yields quicker results
<INSERT Observation Example Table> <INSERT Physical Fitness SINGLE TRAIT Table>
+30 Easy Spotting the fireworks display shot off PHYSICAL FITNESS TABLE (Single Trait) – Select ONE Row
during the parade. For every:
0 Average Figuring out where to look for the Increase AGL by 2.
1 level
hidden safe. OR
-40 Difficult Picking out an individual in a crowd of For every:
similar species. Increase STR by 2.
1 level
-80 Challenging Spotting an incoming missile unaided OR
by sensors. For every:
-120 Nearly Spotting a scout K-sat at 500 meters. Increase CON by 2.
1 level
Impossible
This represents characters who are focused
See the Observation Check Modifiers table on a single attribute, like weight lifters or marathon
earlier in this chapter for examples of additional runners, rather than cross-discipline athletes.
modifiers. Increases to AGL, CON, and STR cannot exceed
racial limitations.
Physical Fitness
Essential to all Battlelords, Physical Fitness Powered Armor Use
is a requirement of all military personnel and a This skill represents how experienced a
necessity if you’re going to look good in oh-so-tight character is while working inside a powered armor
skin suits. As you become more fit, your body suit. These suits often augment a character’s
becomes stronger, more agile, and less susceptible strength, and some also augment a character’s
to injury. For every level of Physical Fitness taken, reflexes and reaction time. You can’t just hop in one
your character's Agility (AGL), Constitution of these suits and go for a run. The most likely
(CON), and Strength (STR) increase by 1 point. result is that you’ll immediately fall on your face
For every three levels of Physical Fitness and have a hell of time standing up again. Just
taken, your character’s Body Points increase by an learning to move in a suit that weighs half a metric
amount equal to their Size Class divided by two (2). ton and has its own mechanical muscles is a chore.
Remember to round down. Learning to run, dodge, jump, and shoot in one is a
For every five levels of Physical Fitness whole ‘nother ball game. The Power Armor Use
taken, your character’s RUN score increases by 1. skill is unique among all other skills in Battlelords
Increases to AGL, CON and STR cannot exceed in that it replaces the character’s attribute in some
racial limitations. instances.
<INSERT Physical Fitness Table> If a suit of armor has its own AGL score, use
PHYSICAL FITNESS TABLE
the character’s Powered Armor Use skill
For every: Increase AGL, CON,
1 level STR by 1 each. percentage or the armor’s Agility score, whichever
For every: Increase BP by is lower, as their AGL when in the suit.
3 levels SC/2 (round down). If a suit of armor has an AGL Multiplier,
For every: use the character’s Powered Armor Use skill
Increase RUN by 1.
5 levels percentage or the character’s Agility score,
whichever is lower, as their AGL when in the suit.
LESS CRUNCH RULE: Ignore Armor Use
For Example, let’s say Bob the Human has skill
an Agility of 80 and six levels of Powered Armor If you don’t want to mess with figuring out what
Use (PAU) skill, giving him a 70% in that skill. your AGL is while wearing armor, just ignore the
Bob gets in a suit of mechanized armor with an Armor Use Skill and use your character’s AGL
AGL of 150. Score. If the armor has its own AGL, you can use
Bob’s maximum Agility while using the that instead.
armor is 70 X2 or 150 X2, whichever is lower when
in the armor. In this case, it’s 70 X2 because Bob’s
skill in the suit isn’t advanced enough to let him Power Points*
take full advantage of the suit’s enhanced AGL This skill trains the Matrix Controller to
score. more efficiently utilize and store the energy they
Now Bob gets in a suit of mechanized armor need to generate Matrices. Each skill level adds +1
with an AGL x2. Bob’s maximum Agility while to the character’s Power Point Capacity.
using the armor is either 70 X2 (PAU Skill) or 80
X2 (AGL), whichever is lower when in the armor. In Repair: Weaponsmith ‡*
this case, it’s 70 X2 because Bob’s skill in the suit With proper tools, you can repair any
isn’t advanced enough to let him move naturally at weapon. This skill covers all infantry carried,
his full Agility. armor installed, and vehicle mounted weapons.
Though Bob will still reap the advantages of Specializations: Infantry Weapons, Vehicle
that X2 attribute multiplier, giving him a greatly Weapons (including Humpties), and Spacecraft
increased Initiative Modifier and Dodge rating. Weapons (includes capital ship sized weaponry). A
However, it’s important to note that his skills with a tool kit is required for all battlefield repairs. A tool
AGL Link Stat will drop by 5%, but the difficulty shop is required to get the item back into full
level of any AGL skill will also drop by one level. working order.

More Crunch Rule: PAU Skill affects all Armor +30 Easy Repairing a dull edge on a blade with a
whetstone.
When wearing any armor, regardless of 0 Average Clearing a jammed weapon on the
whether it has an AGL score or AGL multiplier, battlefield.
always use the character’s Powered Armor Use -40 Difficult Fixing the firing pin on the heavy
skill percentage or the character’s Agility. Use machine gun while under fire.
whichever is lower when making skill checks for -80 Challenging Repairing an anti-missile system after it
takes a critical hit, with only a wrench
skills that have Agility as the Link Stat or when and a screwdriver while in the dark
making AGL checks. using a flashlight with a failing battery.
-120 Nearly Fixing your space ship’s laser cannon
For Example, Henry the Mutzachan is in Impossible outside the ship while the ship is doing
Heavy armor and attempting to do a dive through a evasive maneuvers and the anti-missile
batteries 7m away are firing with
window and roll to his feet on the other side. Henry abandon.
has an Agility of 50, 3 levels of acrobatics, and 3
levels of Powered Armor Use giving him a total Makeshift and temporary repairs
chance of success of 40%. In the universe of Battlelords, equipment is
If Henry were in street clothes, his rarely shiny and new and the parts you need are
(unmodified) chance of success would be ½ his usually 100 light years away – literally. Anytime a
Agility plus 5% per level of Acrobatics, for a total character with a Repair skill makes a repair without
45%. 50/2 + (4 x 5%) = 45%). the proper parts, it’s called a makeshift repair. The
However, while Henry is in armor, his PAU difficulty of a makeshift repair is affected by a
skill (40%) replaces his AGL (50%) because it is number of factors including whether the proper tools
lower than his AGL. This lowers his Acrobatics are available and how close the makeshift
Skill while in the armor to 40%. 40/2 + (4 x 5%) = replacement part is to the original, proper part. A
40%). makeshift repair is only temporary and will eventually
fall apart and fail.
If you fail a makeshift Repair skill check more difficult the repair, the shorter its lifespan.
badly enough, you can cause further damage (GM
Discretion). A character can never perform a MAKESHIFT REPAIR LIFESPAN
makeshift repair on the same item twice, unless they Total Modifiers Unit of Number of
Time Units
obtain tools or materials they did not possess on the
-81 or lower Seconds Equal to
prior attempt. A critical failure means the item is -40 to -80 Minutes value of 1’s
destroyed. -1 to -40 Hours die in d100
0 or +40 Days roll
MAKESHIFT REPAIR SKILL CHECK MODIFIERS MODIFIER +41 or greater Weeks
PARTS - Function (You MUST Select One)
Replacement part from device with identical function -10 Example: Snantzz the Raazet has a
(i.e. replacing parts from one laser pistol with parts
from a laser rifle). Repair skill at 95%. He isn’t using the proper
Replacement part from device with similar function -40 tools for this repair, so he has a -30 modifier. He
(i.e. replace parts from a disintegrator with parts from is using parts from a TL 4 fluid gun to fix a TL 4
a metal gun). fluid gun, so that’s only -10. His total penalty is -
Replacement part from a device with a different -90
function (i.e. replacing skimmer engine parts with
40. He rolls a 23 on his Repair skill check and
parts from your laser rifle). succeeds. The 1s digit in his roll result is a 3.
PARTS - Tech Level Looking at the Makeshift Repair Lifespan table,
Parts one Tech Level LOWER than original part/device. -30 we see that with a modifier between -1 and -40,
Parts two Tech Levels LOWER than original part/device. -60 and the repair will last hours. So, Snantzz’s
repair will last only 3 hours.
Parts three Tech Levels LOWER than original -90
part/device. Later that Day Snantzz makes another
Parts one Tech Level HIGHER than original part/device -10 makeshift repair on a different item. In this case
Parts two Tech Levels HIGHER than original -30 the only part available is one Tech Level lower (-
part/device. 30) and is only similar in function (-40) to the
Parts three Tech Levels HIGHER than original -60
part/device.
part needed. This yields a total difficulty of -70.
Replacement part is adaptive “Black Box” Mutzachan +40 Snantzz rolls a 17 on his makeshift Repair skill
tech. check. The 1s digit in his roll result is a 7.
TOOLS Looking at the Makeshift Repair Lifespan table,
Without proper tools (You need a hammer, but all you -30 we see that with a modifier between -1 and -80,
have is a wrench). the repair has a lifespan measured in minutes.
Tools one Tech Level LOWER than original part/device. -10 As a result, Snantzz’s repair will last only 7
Tools two Tech Levels LOWER than original part/device. -30 minutes!
Tools three Tech Levels LOWER than original -50
part/device. Note: If you want to really make
Tools one Tech Level HIGHER than original part/device. +10
makeshift repair interesting, let the GM make the
Tools two Tech Levels HIGHER than original +20 skill check in secret so you don’t know how long
part/device.
Tools three Tech Levels HIGHER than original -10
your repair will last. The GM will just give you a
part/device. vague impression of how your character thinks
MISCELLANEOUS they did. “You’re not sure how long that’s gonna
Design Specs or Blueprints Available +20 last.” or “That baby will hold together ‘till the
cows come home!”
If the character preforming a makeshift
repair succeeds in making their skill check, the
Sensor Systems
next step is to determine how long the repair
This skill allows the user to operate sensor
lasts. Make note of the 1s digit on the die roll
systems and to obtain the maximum potential out of
you make for the Repair check. The one’s digit those systems. It includes knowledge of each
becomes the number of seconds, hours, minutes, system’s capabilities and limits, as well as what is
or days the repair lasts. To determine which unit
of time is applied, consult the table below. The
likely to interfere with the system and the best way or person causes the Mazian to forget the previous
to counter-act that interference. detailed scan. Mazians never forget, but their
For every level of Sensor Systems skill they capacity to store information is limited. In this one
possess, a character can add 5% to the Active % or respect, mother nature has given them a means to
Passive % of a sensor System, up to a maximum purge their memory to make room for new
value of 150%. information.

+30 Easy Locating the individual that just turned Scanning an object or person takes one (1)
his flux shield on. Combat Round for every Size Class of the target. A
0 Average Finding an unmasked power signature
in a field.
Size Class 4 target would take four (4) Combat
-40 Difficult Locating a hidden power source on an Rounds to scan. Once the target is scanned, the
asteroid in space. Mazian can shift into a near-exact copy of it.
-80 Challenging Finding a hidden base underwater with Detecting a Mazian without the use of
Tech Level 3 equipment. modern sensors requires an Opposed skill check
-120 Nearly Locating a hidden ship somewhere in a
Impossible solar system.
with the Mazian’s Shape Change skill verses the
viewer’s Observation skill. If the Mazian is forced
to interact with the individual, they must use their
Shape Change (Mazian Only) *
Impersonation Skill rather than their Shape Change
This skill covers the Mazian’s innate ability to
skill. If the observer knows the person the Mazian is
change its size, shape, color, and density in order to
impersonating, apply a Difficult (-40) Modifier. If
impersonate other objects or perform other feats.
the observer knows the individual intimately, apply
a Challenging (-80) Check Modifier.
Impersonating Generic Objects or Lifeforms:
Mazians can imitate objects they’ve encountered
Shape Change Tricks: A Mazian’s ability
before (chairs, planters, etc.) or a generic member
to change its shape, density, and elasticity allows it
of a particular species (Human, Mutzachan, etc.)
to perform a number of tricks their relatively weak,
without much effort, as long as it has had one look
gooey bodies could not otherwise achieve. By
at it in the past. However, they can’t create exact
controlling their elasticity, Mazians can roll,
copies just based on their observations.
bounce, and strike with surprising speed. By
For example, a Mazian could imitate a Ming
increasing their density, they can harden their
vase it sees across the room, but anyone who saw
surface against attacks and form stabbing or
both vases side by side would immediately see they
slashing appendages. In contrast, by decreasing
aren’t the same Ming vase. Similarly, a Mazian
their density or assuming an aerodynamic shape,
could impersonate a male Human he saw in the
they can float around like a balloon or glide from
lobby of Mega Corp, even replicating some of the
place to place. A Mazian can create multiple
same features as that individual (mustache, long
pseudopods to operate computers and other devices
hair, etc.). Unfortunately for the Mazian, no one
with astonishing speed.
would mistake the Mazian for that specific person,
Players are encouraged to use their
if they gave the Mazian duplicate more than a
imagination when describing how their Mazian uses
cursory inspection.
their shape change ability. However, in game terms
these abilities are simply represented by changing
Impersonating Specific Objects or Lifeforms:
To impersonate a specific individual or object, the the Mazian’s Statistics. For example, when a
Mazian must “scan” it by enveloping it or oozing Mazian bounces or glides, it increases its MOV
over its entire surface. Once covering the object or scores. In this case, RUN and FLY respectively.
person, the Mazian emits pulses of high frequency When a Mazian bends around attacks or creates
sound, much like a medical ultrasound scan, to holes in its body to allow attacks to pass through it,
obtain an image of the target’s internals. This the Mazian is increasing its Agility score. When a
detailed scan allows the Mazian to create a nearly Mazian creates many pseudopods to manipulate
exact duplicate of the target. controls more rapidly, this is represented by an
A Mazian can only remember one detailed increase in its Manual Dexterity score. Sadly,
scan at time. Making a detailed scan of a new object increasing a Mazian’s Manual Dexterity does not
have any effect on ranged weapon skills. Adding
more pseudopods doesn’t make you a better shot. In have a JUMP of 2, so Mudd’s JUMP score becomes
all these cases the Mazian doesn’t actually get any 7 for the remainder of this Combat Round.
more agile or dexterous than it was a minute ago. This leaves Mudd 2 unallocated Shape
However, increasing these stats simulates the effect Change skill levels out of his total of 7. As he nears
the Mazian obtains using its Shape Change skill. the fence to the compound Mudd realizes he’s going
Each Combat round you can “spend” a level to have to bounce over the fence. With 20 AGL, his
of your Mazian’s Shape Change skill to purchase chance of success is not very high. Mudd’s player
one of the following bonuses for that Combat dumps the last 2 levels into Agility, increasing
Round. Once you spend a level, you can’t spend it Mudd’s AGL score to 40.
on anything else that Combat Round. Spending The following Combat Round Mudd sees
levels of the Shape Change skill in this way is a that a sentry is about to look his way. Since it’s a
Free Action for a Mazian, but they can only do it new Combat Round, Mudd has all 7 of his Shape
once per Combat Round. Once you allocate all your Change skill levels to reallocate and the JUMP and
levels to specific abilities or bonuses, they can not AGL bonuses he purchased last Combat Round are
be reallocated until the beginning of the next gone.
Combat Round. At the beginning of the next The guard makes his Awareness check and
Combat Round, the Mazian can again distribute its sees what is clearly a Mazian hurdling through the
total Shape Change skill levels as desired during its air at him. Mudd hopes to make a called shot at the
initiative. Any abilities or bonuses purchased the guard’s head in a hand-to-hand attack to take him
prior Combat Round are lost, though they can be out quietly. Mudd’s player spends 5 Shape Change
immediately repurchased. skill levels to do 1 point of REAL damage in his
hand-to-hand attacks. Mudd’s player uses the
Mazian Shape Change Skill Table remaining 2 Shape Change skill levels to
Level repurchase 2 levels of Agility to raise Mudd’s AGL
ABILITY GAINED FOR (1) COMBAT ROUND
Cost ǂ to 40. Unfortunately for Mudd, he fails, and the
Increase AGL by 10%. guard shoots him with a pulse cannon.
This also Increases the chance of success
1 for any Skill with AGL as Link Statistic by Changing Size: Mazians can alter their Size
5%. This also increase the Mazian’s Dodge Class when changing shape. It would be difficult to
score by 2.5%. imitate… well, pretty much any of the species in the
Increase MD by 10%. Alliance if you were always Size Class 1. For every
This also Increases the chance of success skill level of Shape Change a Mazian possesses,
1
for any Skill with MD as a Link Statistic by they can increase their apparent Size Class by 1, up
5%, excluding ranged weapon skills. to Size Class 8. Similarly, Mazians can compress
Increase a MOV score (RUN/JUMP/FLY) by themselves, increasing their density, to appear
1
one (1). smaller. Mazians can shrink themselves down to
Decrease Size Class by 1. Size Class -2 (negative two) regardless of their
3
(No lower than SC -2) Shape Change Skill level. When a Mazian
5 Increase THR by 1 compresses their bulk into a smaller space than their
Cause one point of REAL Damage in hand- normal Size Class 1 volume, it makes it difficult for
5
to-hand attacks them to do much else.
ǂ Abilities may be purchased multiple times if you Whether a Mazian expands or compresses to
have sufficient unspent Skill Levels. mimic a certain size, they can’t make themselves
any heavier or lighter. Smart Mazians always carry
Example: Mudd the Mazian has 20 AGL, 30 extra weight or stuff their armor with something
STR, 80 MD, and a MOV of 2. He has 7 levels of heavy if they think they might be weighed while
Shape Change skill. Mudd wants to turn into a ball impersonating a larger species.
and bound ahead of the group. He spends an action
to convert 5 levels of his Shape Change to increase Size Class Volume Table
his MOV score, in this case JUMP, by 5. Mazians Size Hit Approx. Volume
Class Modifier (Liters)
10 +30 700
9 +25 600
8 +20 500
7 +15 400
6 +10 300
5 +5 200
4 0 100
3 -5 75
2 -10 50
1 -15 25
0 -20 12
-1 -25 6
-2 -30 3
-3 -35 1

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