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BOOK OF ONLINE SOURCED TRIUMPHS

#6: SPACE FANTASY


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BOOST #6: SPACE FANTASY


1 GENESYS A Community-sourced
BOOST content compendium
CONTENTS CREDITS
Contents I EDITORS
Micah-Shalom “FatCrab” Kesselman
Equipment 1 Flame112
Weapons 1 and the Genesys RPG Community Discord

Gear 1 CONTRIBUTORS
Chris Markham
Item Qualities 2 Craftidore
Flame112
Skills 3
Micah-Shalom “FatCrab” Kesselman
Magitek Crafting Rules 3 Ryall Hyatt
Silvak the Judge
Archetypes 4
COVER ART
Adversaries 5 Galactic Striker, by Dean Spencer and available at
https://www.drivethrurpg.com/product/333035/
Locations 6 Filler-spot-colour-line--vehicles-galactic-striker--
RPG-Stock-Art
Adventures 10
INTERIOR ART
The Fibian, by PeterSaga, is used with license. All stock
art is licensed for use in professional publications.
PeterSaga (or the artist) retains ownership of the work,
meaning you cannot resell the art in your own art packs

WHAT IS BOOST? or the like, and may be required to post an artist credit.
There are limits regarding how this art may be edited for
use.

B OOST, or the Book of Online Sourced Triumphs, is a


regular magazine created by and for the Genesys
community. Organized and operated through the Genesys
Additional art used includes pieces from the Fantasy and
Sci-Fi collections of the Genesys Foundry Art
community Discord server, each issue of BOOST focuses Collection.
on a topic or theme chosen by the community. Once the
topic is voted for and selected, anyone and everyone is free
to submit entries based on the chosen topic. All entries are
reviewed and discussed by fellow creators, and friendly
suggestions are given appropriately. However, no entry is
denied!
Want to contribute to the next issue of BOOST? Join
the Genesys community Discord server today!

This product was created under license. Genesys and its logo, and Genesys Foundry and its logo, are trademarks of
Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games characters and character names,
and the distinctive likenesses thereof, are trademarks of Fantasy Flight Games. www.FantasyFlightGames.com.
This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used with
permission under the Community Content Agreement for Genesys Foundry.
All other original material in this work is copyright 2021 by its respective author and published under the
Community Content Agreement for Genesys Foundry.

BOOST #6: SPACE FANTASY


GENESYS
I
EQUIPMENT
WEAPONS GEAR
R94 ARCANE RIFLE
The R94 Arcane Rifle is a magically powered rifle. It uses ARTIFICER’S GEAR
inlaid spells to propel the bullets. There is a display Artificer’s gear includes all the tools found in the
screen on the rifle which lets the user draw spellwork on artificer’s toolkit, as well as advanced diagnostic tools
the bullet itself, though the bullets surface area limits and an artificial intelligence which helps troubleshoot
what can be accomplished with the spellwork. problems.
Because someone's Arcana knowledge can increase While in possession of artificer’s gear, you are
the effectiveness of this weapon, it gains the Arcana considered to be in possession of an artificer’s toolkit.
Magitek weapon quality. When using artificer's gear, while making an artificing
Craftidore check, add s to the result.
Craftidore

DIVINE PISTOL
The Divine Pistol is a certain type of pistol with prayers ARTIFICER’S TOOLKIT
written on the handles. It comes in a number of different The artificer's toolkit provides the tools necessary to
makes and models, the main difference between them build, disassemble, repair, or modify just about anything
being which god the prayers are written to. The gods mechanical or Magitek based. A true artificer would not
tend to aid the aim of those who follow them. be caught dead without their toolkit.
Because someone's faith can increase the effectiveness The artificer’s toolkit is treated as the “right tool for
of this weapon, it gains the Divine Magitek weapon the job” when making artificing checks (as well as
quality. Craftidore mechanics checks, if your setting is using the Mechanics
skill). Craftidore
LIGHTBOW
The Lightbow may seem low-tech, but it is a highly
innovative invention. It funnels the energy of the user’s
surroundings into the string of the bow. The tension of
PRIMAL RADAR
the bowstring fluctuates based on the user’s need, The primal radar is a wilderness survival tool which links
making it easy to draw the bow while retaining attack the mind of the user to any surrounding plants and small
power upon release. animals within Medium range. In areas of light
vegetation (such as a room with multiple house plants)
The user can use their Primal magical capability to upgrade the difficulty of Stealth checks made against
increase the bow’s attack power.
Craftidore

Table 1-1: Weapons


Name Skill Dam Crit Range Encum Price rarity Special
Arcane Magitek,
R94 Arcane Rifle Ranged (Heavy) 7 3 Long 4 1100 7
Auto-fire

Divine Magitek,
Divine Pistol Ranged (Light) 5 3 Long 3 1000 6
Unwieldy 2

Primal Magitek,
Lightbow Ranged (Heavy) 8 3 Long 3 1000 6
Unwieldy 2

BOOST #6: SPACE FANTASY


1 GENESYS
anyone using the primal radar once. In areas of medium
vegetation (such as a garden), upgrade the difficulty of
Stealth checks made against anyone using the primal
ITEM QUALITIES
radar twice. In areas of high vegetation (such as a thick PRIMAL MAGITEK
jungle), Stealth checks made against someone using the When making a combat check with this weapon, add a
primal radar are “Impossible” checks. Even if the user of per rank in Primal.
the primal radar cannot see or hear a character trying to
If the user has no ranks in Primal, add jj to the
remain unnoticed while in medium range of the user,
check.
they must still make a Stealth check.
The Primal Magitek weapon quality should only apply
You may only use the primal radar if you have ranks in the
to weapons which allow the user to increase their
Primal skill.
Craftidore effectiveness by channeling their magic into them.
Weapons which use magical technology but are operated
the same regardless of magical affinity should not
PORTABLE BARRIER DOME possess this weapon quality. Craftidore
Developed by combining magic and technology,
Portable Barrier Domes are created by casting a variation
of a Barrier spell on a small containment device. The DIVINE MAGITEK
containment device is then imbued with a stabilizing When making a combat check with this weapon, add j
spell to create a lasting effect. The user may take a per rank in Divine.
maneuver to pull out and/or activate the PBD. This will
If the user has no ranks in Divine, add jj to the
create a dome shaped force field around themselves
check.
(engaged range) and protect them from ranged attacks.
The Divine Magitek weapon quality should only apply
All ranged attacks against the character with the
to weapons which allow the user to increase their
device deal damage to the dome instead. The dome has a
effectiveness by channeling their magic into them.
Wound Threshold of 9, which fully regenerates after 1
Weapons which use magical technology but are operated
day. If the dome exceeds its threshold, it is destroyed and
the same regardless of magical affinity should not
the device overheats, destroying it one step. Craftidore
possess this weapon quality.
The PBD cannot prevent pure magic (such as attack
spells) and can be affected by anti magic spells and
devices (such as Dispel), as well as being instantly
deactivated (and destroyed 1 step) by EMP blasts. ARCANE MAGITEK
Silvak the Judge When a successful combat check with this weapon is
made, the user treats the base damage as the normal base
damage plus their ranks in Arcana.
If the user has no ranks in Arcana, add jj to the
Table 1-2: Gear check.
The Arcane Magitek weapon quality should only
Name Encum Price rarity
apply to weapons which allow the user to increase their
Primal Radar 1 600 7
effectiveness by channeling their magic into them.
Weapons which use magical technology but are operated
Artificer’s Toolkit 2 75 3 the same regardless of magical affinity should not
possess this weapon quality. Craftidore
Artificer’s Gear 4 250 7

Portable Barrier Dome 0 200 6

BOOST #6: SPACE FANTASY


GENESYS
2
item quality. The upgrade process requires 150 credits/

SKILLS
ARTIFICE (INTELLECT)
dollars/generic currency worth of materials and 3 hours
of work. The average price to have someone else
upgrade it is 300 credits/dollars/generic currency.
Craftidore
The Artifice skill allows your character to build,
disassemble, repair, or modify anything which works via
magical technology (regardless of whether or not such
items have a Magitek item quality). It can be used to fix
the engines on a magical airship or increase the range of
the telepathically linked radios.
If your Space Fantasy game has no prevalent
mundane technology, only magical technology, use this
skill in place of Mechanics. If both magical technology
and mundane technology are prevalent then use both
Artifice and Mechanics, but (with your GM's
permission) when you select a career for your character
with the Mechanics skill, you may choose to make the
Artifice skill a career skill instead.
Craftidore
YOU SHOULD USE THIS SKILL IF…
● Your character needs to repair a damaged weapon,
vehicle, or other piece of equipment which uses
magical technology.
● Your character wants to sabotage something which
uses magical technology.
● Your character wishes to add the Primal Magitek,
Divine Magitek, or Arcane Magitek item qualities to
a weapon (see Magitek Crafting Rules).
YOU SHOULD NOT USE THIS SKILL IF…
● You are trying to repair or work with mundane
technology (use Mechanics).
● You are trying to cast a spell or power something of
magical technology with magic (use Arcana, Divine,
or Primal).
● You are trying to operate magical technology which
doesn't require knowledge of its inner workings to
use (like how people use phones without knowing
how they work on the inside) (use Operating).

MAGITEK CRAFTING
RULES
A weapon may be granted the Primal Magitek, Divine
Magitek, or Arcane Magitek item qualities provided the
weapon does not already possess a Magitek item quality.
In order to do this, a character must succeed at a Hard
(kkk) Artifice check. If successful, decrease the
weapon's base damage by one and give it one Magitek

BOOST #6: SPACE FANTASY


3 GENESYS
ARCHETYPES PETTLERS
With careful pruning, a Pettler’s incredible floral

ARCHETYPES OF THE
arrangements will attract outsiders to their even more
incredible deals. A relatable face always seems to set the
outsiders at ease, and the mind-altering pheromones are

PHYTAN CONSORTIUM
Flame112
just an added bonus. Pettlers can typically be found on
trade and diplomacy missions to secure wealth and
fertile soil for the Consortium.
1 2 2 2 2 3
IRONGALLS BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

During their training and cultivation, the Irongalls ● Starting Wound Threshold: 8 + Brawn
endure decades of painful growth of generations of ● Starting Strain Threshold: 12 + Willpower
ironwasp larvae. The galls the larvae leave behind fortify ● Starting Experience: 90 XP
the Irongalls with a sturdy bark that fears neither axe nor ● Starting Skills: Pettlers begin with one rank in
fire nor laser pistol. Irongalls patrol the lands of the Negotiation. You still cannot train their Negotiation
Consortium and protect their slender brethren. above rank 2 during character creation.
● Ambrosial Aroma: Add a to Charm, Negotiation,
3 1 2 2 2 2 and Leadership checks targeting creatures within
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Short range who can smell.
● Photosynthesis: Spending six (6) hours in abundant
● Starting Wound Threshold: 11 + Brawn
light with adequate water allows you to produce
● Starting Strain Threshold: 10 + Willpower
enough nutrients to survive for a week.
● Starting Experience: 90 XP
● Starting Skills: Irongalls begin with one rank in Flame112
Resilience. You still cannot train their Resilience
above rank 2 during character creation.
● Alloyed Galls: Your character’s soak is increased by CARNIFLORS
one. Divergent evolution has turned the Carniflors away from
● Photosynthesis: Spending six (6) hours in abundant blessed sunlight, towards a more expeditious (and
light with adequate water allows you to produce bloody) source of nutrition. They sometimes have
enough nutrients to survive for a week. difficulty distinguishing between friend-meat and meat-
● Lumbering: When you suffer strain to perform a meat. Carniflors are typically sent on missions to stalk
second maneuver, spend one (1) additional strain. and hunt the enemies of the Consortium in whatever
Flame112 dark corners they hide.

2 2 2 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

● Starting Wound Threshold: 10 + Brawn


● Starting Strain Threshold: 10 + Willpower
● Starting Experience: 90 XP
● Starting Skills: Carniflors begin with one rank in
Stealth. You still cannot train their Stealth above
rank 2 during character creation.
● Barbed Vines: Your character adds the quality
Ensnare 1 to their Melee and Brawl combat checks.
● Digestive Enzymes: Once per encounter, a Carniflor
character may use an action to dissolve and absorb
the nutrients from an incapacitated organic
creature. If they do, they may heal any combination
of wounds or strain totalling the value of the
consumed creature’s silhouette.
Flame112

BOOST #6: SPACE FANTASY


GENESYS
4
FIBIAN
Fibians come from a swampy world on the outer edge of
civilized space. Like many humanoids, their history is
marred by warfare, but as they became a space-faring
people, their planet was united. They are an industrious
species and almost all Fibians take an active interest in
learning how things work from a very early age.
Appearance: Fibians are strong, frog-like humanoids
standing roughly the same height as most humans. They
have bald, frog-like heads and very wrinkly necks. Their
hands and feet are webbed, and most Fibians spend more
time out of water than in it.
Society: Throughout most of their history, Fibians were
tribal. After the great unification of the tribes, their
society started to more closely resemble that of other
interstellar worlds. Still, honor is a very important
quality to the Fibians, and they are known for their
loyalty and honesty. They are often mechanics, pilots, or
other careers involving machinery, as such workings are
often revered as almost divine in nature.
2 3 2 2 1 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Starting Wound Threshold: 10 + Brawn


• Starting Strain Threshold: 10 + Willpower
• Starting Experience: 100 XP
• Starting Skills: Fibians begin with one (1) rank in
Mechanics. They still cannot train Mechanics above rank
2 during character creation.
• Amphibious: Fibians are able to breathe water as well
as air, and do not treat water as difficult terrain.
• Leap: Fibians may spend a maneuver to horizontally
jump from up to Medium range to engage an opponent;
if making a vertical jump, a Fibian may leap up to
anywhere within Short range.
• Swamp Dweller: Fibians add j to Stealth checks made
in a swamp environment.
Chris Markham

ADVERSARIES
ARTIFICER (RIVAL) c2 p 1 g 7
Artificers work on magical technology. This career Skills: Artifice 3, Computers 1, Mechanics 2, Operating
requires them to be good at a lot of things. They need to 2, Resilience 2, Arcana 1, Divine 1, Primal 1, Knowledge
know how to artifice, have a bit of working knowledge 3.
about all types of magic, and decent ability to operate the
Talents: None.
devices they create.
Abilities: None.
2 2 3 2 2 2 Equipment: Wrench (Melee; Damage +1; Critical 5;
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Range [Engaged]; Encumbrance 1; Inferior, Disorient 2),
SOAK VALUE WOUND THRESHOLD M/R DEFENSE Artificer’s Gear (add s to checks this character makes to
2 10 0 0 repair or fix magical technology).

BOOST #6: SPACE FANTASY


5 GENESYS
LOCATIONS
MECHANISM, “CHANIS,” materials of the Riverbelt deposit into Gris’ underside
and perpetually heal the structure and maintain the

THE CLOCKWORK SYSTEM


structural integrity of the ringworld.

Micah-Shalom “FatCrab” Kesselman Chanis Adventure Seeds


● A clue from an adventure in another system has
brought the PCs to Chanis. The clue brings them
Chanis is a massive artificial gigastructure orbiting a
first to Lusleen, where they find out that it is actually
small red dwarf star colloquially known as Lus.
related to an isolated civilization on the surface of
Whatever naturally occuring planets may have once
Gris. The civilization is hostile to outsiders and the
populated the Chanis system, they have long since been
PCs must successfully navigate the Riverbelt to
harvested and rendered down to provide the raw
reach the civilization.
materials for the current Chanis gigastructure.
● Chanis is a great weapon of cosmic proportions! A
Chanis comprises a number of components. Gris, a
villain has discovered that Chanis can be wielded in
ringworld orbital ring, circumscribes Lus. A secondary
such a way that the planet-ending forces of the red
and also inhabited ring, Igris, is made of enormous semi-
dwarf, Lus, are directed through the interstitial void
rigidly tethered rectangular tiles and provides a diurnal
in between points in space to impact and obliterate
cycle to Gris. Lusleen is a hollowed out moon-turned-
planets anywhere in the galaxy. The PCs must stop
megapolis and anchors Igris. Lusleen is the primary port
the villain from gaining control of this incredible
of harbor and trade hub of Chanis. Finally, there is the
weapon--or perhaps they are the ones intent on
Riverbelt, a stream of pulverized and constantly
uncovering its use and invoking its enormous
colliding spacial objects caught in the shielding
power.
mechanism that loosely wraps around all sides of Gris,
provides a constantly shifting starscape to the night skies
as well as a buffer against dangers such as comets and
asteroids entering into Chanis and threatening Gris. The LUS
Riverbelt is also a major hazard, making it difficult to A small red dwarf star, Lus is modulated by the orbital
actually land ships anywhere on Gris, thus providing the system that surrounds it. However, solar patterns are still
ringworld and its myriad species and cultures a rather somewhat unpredictable, with sunspot swarms and mild
severe incidental isolation. flares relatively frequent. As a result, Gris and Igris tend
Chanis can be lifted to any science fiction or science to have likewise somewhat unpredictable, albeit fairly
fantasy setting. As conceived, though, it is firmly in the mild, seasons and seasonal weather. Due to Lus’
science fantasy genre and acts as a point of confluence influence, the difficulty of space navigation checks is
for many magic influences, be they leylines, colliding upgraded once while made in Chanis or otherwise under
dimensions, a universal mystic little-”f ” force that may the influence of Lus.
be in certain unnamed properties well known to players
of the Genesys system, or otherwise. Using the special Lus Adventure Seeds
properties of Chanis’ multiple gigantic components,
● A spacecraft has entered dangerously close to Lus’
these magical influences are harvested and redistributed
corona and has become unresponsive. Mysterious
throughout the system to power, among other things, the
and seemingly malicious incorporeal entities have
Riverbelt, the countless slight adjustments necessary to
overtaken the ship and they cannot be
maintain the sublimely synchronized orbits of Gris and
communicated with--they seem able to possess
Igris, life support systems in Igris and Lusleen, and
organics and ship systems with equal ease. The ship’s
modulations of Lus’ stellar atmosphere that would
technology is fairly advanced to allow it to get so
otherwise make such a (relatively speaking) tight orbit of
close to a star and would make valuable salvage to a
a red dwarf star totally inhospitable to any life or even
group that could retrieve it.
stable formulations. Moreover, the Riverbelt and the
underside of Gris, which is engraved with enormous
planet-sized runes, interact in such a way that the

BOOST #4: STEAMPUNK


GENESYS
6
GRIS accustomed to totally alien visitors, technologies, and
Gris is the primary inhabited “planet” of Chanis, and magics making their way through their regions.
all of the habitable areas exist on the inner surface of the Gris is a nexus of magical energies and all magic (or
ring (i.e., the side facing Lus and Igris). Centrifugal force equivalent) related checks receive a j while on Gris.
provides the majority of subjective gravity on the
internal side of the ring and the inside edge is Gris Adventure Seeds
approximately 0.25 AU, or 235 million kilometers, from
● A crash landing due to collisions in the Riverbelt has
Lus. With a circumference of approximately 1476.5M
left the PCs stranded in a technologically primitive
km and an 11000km width, Gris has a habitable surface
region of Gris. The PCs will need to supplement
area of about 1.6242034e+13 square kilometers--or a
their ship repairs with magical artifacts from the
crapton of real estate as it’s known to most explorers (in
area cultures to bring the ship up to capability to
comparison, Earth’s surface area is 5.101e+9 square
make it to Lusleen.
kilometers).
The diurnal period, due to the slightly slower ● The PCs make first contact with a Grisian culture
rotational speed of Igris and its enormous rectangular that resides, at least partially, in one of the many
shading tiles, of all inhabited regions of Gris is 26 hours underdarks of the ring. The culture has no real
split into 13 hour days and 13 hour nights. Grisians knowledge beyond the immediately adjacent
rarely track time beyond the diurnal period, as there is regions, and certainly is unfamiliar with spacefaring
no significant seasonal variance. However, Gris civilizations or the technology for such.
completes a full rotation around Lus (akak., a “year”) ● A city on Gris is under threat from meteor rains
approximately every 53.5 hours, given its tangential emanating from the Riverbelt! What started as a
rotational speeds of around 1,220 km/s. few, if highly unusual, meteor strikes in the outlying
Gris’ atmosphere is kept in the ring via an edgewall areas has rapidly become a meteor swarm of smaller
which extends 2000 km from the external (or objects. It seems things will get worse--more
“backside”) of the ring. Enormous mountains destructive and deadlier--before they get better.
characterize the edgewall, with plentiful sheer faces and Without help from the PCs, the entire city is at risk
often shifting or avalanching surfaces. The internal floor of being pulverized out of existence.
of Gris extends, on average, about 400 km above the ● A businessman from Lusleen wants the PCs to
backside. As a result, there are various “underdarks” investigate a competitor’s production facilities on
made up of subterranean systems and expanses Gris’ surface. For an additional fee, the businessman
inhabited by unique flora and fauna throughout Gris. would like the PCs to commit some light espionage
Large, antenna-like towers that protrude from the rim and sabotage--or some heavy sabotage involving
of the edgewall at regular intervals are common assassination for a proportionally larger fee.
attractions to spacefaring visitors to Chanis. These
towers extend to (astronomically speaking) a fairly close
range of counterpart antennae located on Lusleen. As the
structures orbit within range of each other, magical IGRIS
energy transfers between them. This maintains a certain Igris is a spiraling ribbon orbiting Lus just inside the
equilibrium within the greater structure of the entire orbit of Gris. Igris comprises an 11,000 km wide ribbon
Chanis system and is part of a cosmically sized circuit with eight (8) twists and orbit at a slightly slower rate
that soothes Lus (which would otherwise have wildly than Gris, having an orbital period of 107 hours. As a
variable solar weather) and redirects and slows foreign result of the slower orbital period and twists, Gris
objects such as meteors, comets, etc. approaching the experiences a diurnal cycle. As between Gris and Igris,
system at dangerous vectors as a sort of shield. the ribbon completes a rotational period every 53.5
Gris is inhabited by myriad different species and hours.
cultures across its massive habitable surface. These
Igris is home primarily to two different species that
species and cultures are of varying characteristics and
can exist in its harsh, sunwashed and airless
development, but generally are not actually spacefaring.
environment: the Ethereals and the Automata. However,
Familiarity with magic and capacity for its use also varies
a number of domed cities and spaceports dot Igris’
greatly across groups. It is not uncommon for
otherwise perfectly smooth and empty surface, on both
civilizations to be totally ignorant of most others on Gris
the Lus-side and the Gris-side of Igris. The domed cities
and beyond. However, travel and adventure is common
house various organic and other species that cannot
across the ringworld, and though only a small handful of
survive that near-vacuum of Igris’ surface.
starfaring cultures inhabit Gris, almost all are

BOOST #6: SPACE FANTASY


7 GENESYS
The Ethereals are made of a smokey energy that While about the size of Earth’s moon, it is in fact half the
somehow maintains a generally humanoid shape. The total mass as a result of the endlessly mazing tunnels,
Ethereal civilization is unfathomably ancient and caverns, catacombs, tramways, and the like.
thought to be as old as Chanis (or at least its current Lusleen’s surface has no atmosphere and, outside of
construction) itself. According to legend and rumor, the the various spaceports scattered across the surface that
Ethereals were originally constructs of whatever forces lead directly into the internal city, is entirely devoid of
first built Chanis, intended to maintain Gris and Igris. both organic or constructed life. Two massive structures
The Automata are not so much a species as much as a tangentially extend 3,000 km out of each of Lusleen’s
loosely related collection of sentient machine beings. The poles. These structures are used to harvest and distribute
Automata are all that remains of a short-lived highly magical energies from Gris’ rotation through the system-
technological empire that conquered a substantial wide circuit of Chanis.
portion of Gris. Eventually the empire fell and the Lusleen’s interior is home to an enormous chaotic
Automata fled to Igris where, due to the nature of their metropolis. Various governments run various districts,
construction, they were able to flourish without worry of but the general state of Lusleen is fairly anarchic. Crime
organic beings interfering (or enacting retribution for syndicates run rampant and oligarchical business
acts related to their imperial origin). consortia are the ultimate wielders of power in Lusleen.
Another remarkable feature of Igris is that it is not a More so than anywhere else in Chanis, Lusleen
“complete” ring. Igris actually extends from polar principally runs on money and power--and money is
opposite sides of Lusleen, securely anchored to the necessary to buy power.
labyrinthine once-moon. As Lusleen is tidally locked to The difficulty of finding items for sale on Lusleen is
Lus, it helps secure and stabilize Igris’ orbit. reduced once, to a minimum of Easy (k); however, all
Igris is a realm of shadows and contrasts. Stealth such checks are upgraded once. On a d, the PCs have
checks on Igris receive a j and perception checks receive run afoul of an oligarch and/or a local criminal
a j. syndicate, as appropriate.

Igris Adventure Seeds Lusleen Adventure Seeds


● A war is brewing between the Ethereals and the ● An oligarch is recruiting offworlders to gather
Automata. The PCs have been caught up in the intelligence on the competition. Whatever the PCs
middle of the conflict. ultimately uncover, the oligarch will demand they
● A mad Automata is attempting to destroy one of the follow up with a little “aggressive espionage” or will
dome cities of Igris! The PCs must find a way to stop put a bounty on their heads.
them before their plans come to fruition and ● Criminal syndicates are going to war and the PCs
countless organics die or lose their homes! better choose a side! There will be no neutral
● Grob Nekrteks, a technonecromancer of little ground in this conflict.
renown, has converted a dome city into Grobbers-- ● Deep in Lusleen there is an abandoned section of
strange hiveminded hybrids blending organic tissue the city that is rumored to house ancient
and Automata technology and slaved to Grob’s will. laboratories still holding untold treasures. However,
Grob and his Grobbers are expanding rapidly across just because the area is abandoned, does not mean it
Igris and rumor has it that Grob intends to sabotage is uninhabited.
Igris so that it collapses into Gris, giving the
technonecromancer an endless supply of organic
flesh and technological hardware to build his great
technonecromantic empire!
RIVERBELT
The Riverbelt is a vaguely defined region of pulverized
materials caught in the various fields of force and
LUSLEEN influence that act as a mild sort of shield for Gris.
Lusleen is, other than the red dwarf star Lus, perhaps the Objects caught in the Riverbelt are pulverized to a fine
one remaining natural planetary structure in Chanis. dust in the Lus-facing side of the stream before being
Even then, however, Lus has been hollowed out over the cycled to the side of the stream covering Gris’ backside.
eons to the point that the moon’s surface is little more The dust on the backside is absorbed into Gris itself to
than a regolith skin wrapping a honeycombed interior of repair and maintain the various structures and systems
tunnels and chambers making up Lusleen’s megalopolis. keeping the ringworld sound.

BOOST #6: SPACE FANTASY


GENESYS
8
The pulverizing side of the Riverbelt is a chaotic and
dangerous place, where objects constantly collide and
disintegrate each other into ever smaller pieces. Only the
truly desperate hide in the Riverstream and call it home-
-but those who are able to survive the location are
generally left in isolation. Occasionally pirates and other
scoundrels will try to make a living in the Riverstream as
ships necessarily have to pass through it if they wish to
transit between the surface of Gris and Igris, Lusleen, or
the greater cosmos beyond.
An aesthetically pleasant side-effect of the
Riverstream is that it provides an artificial starry night
sky to inhabitants of Gris, who would otherwise have
nothing more than the pitch black of Igris above them
for their night sky. Rather, the pulverizing objects reflect
light back to Gris and give the Riverstream the
appearance of an ever shifting and flowing starfield.
Piloting checks in the Riverbelt are upgraded once.
On a d, the PCs crashland on a roving asteroid and will
need to make repairs quick before it inevitably collides
with other objects in the Riverbelt!

Riverbelt Adventure Seeds


● Bounty hunters, Hawk and Hound, are on the prowl
in the Riverbelt and are either hunting the PCs or
have mistaken them for a different bounty. Hawk is
an Automata able to fly independently through the
void of the Riverbelt, and Hound is a sentient ship
(organic, technological, or both) that primarily
communicates through Hawk.
● The PCs have been hired to shut down a pirate
operation based out of the Riverbelt. The pirates
have developed a way to protect larger asteroids
from colliding with other objects in the Riverbelt
and have inhabited a larger asteroid-turned-
fortress.
● A great race through the Riverbelt is starting soon!
The race is deadly and few survive to the finish line,
but the rewards are great–and the destroyed ships of
those who fail to finish certainly make good bonus
salvage.

BOOST #6: SPACE FANTASY


9 GENESYS
CHAPTER 1: THE
SAPPHIRE LILY
I n this short adventure, the PCs have a dangerous
encounter with henchmen of the dastardly Despot of
Vordun. The characters quickly discover an evil plot that
may lead to the Despot’s victory over the Solar Republic.
Pursuing the Despot’s minions will take the PCs to
forgotten asteroid caves and aboard a beautiful prototype
star ship. Will the heroes help to protect the Republic
and thwart the Despot’s plan? Will they seek fame and
glory, or are they only interested in a reward of cold hard
cash? And will they be tempted by the love of a
mysterious royal somehow central to the Despot’s plot?

SECTION 1: Gymir Station


A popular stop on the Dalin trade run, Port Gymir is a

ADVENTURES
hub-and-wheel style space station and small repair yard
in orbit of the gas giant Aegir in the Epsilon Eridani
system. Positioned inside Republic space, it is not

TANHEADVENTURE
SOLARANDREPUBLIC!
uncommon to see Solarian Fleet patrol ships docked to
the station’s long central spires. While the saloons, clubs,
and dancehalls of the station’s commercial ring are
MINI-SETTING GAZETTE known for their rowdy crowds, and many of Aegir’s
Ryall Hyatt
smaller moons play host to smugglers and semi-legal
enterprises, Port Gymir is considered by most ships’
G ather your crew and board your fusion rocket
ship for an adventure-packed visit to Epsilon
Eridani. Intrigue, ray guns, and punch-card
captains a safe place to lay over and refuel.
The space station itself consists of one large and two
computers await in this Space Opera adventure smaller wheels spinning around a long central hub and
setting, The Solar Republic!
docking spires. The three rings are connected by sturdy
In This Gazette… spokes to the central structure, with the two smaller
rings rotating in opposition to the larger one. The large,
In the first chapter of this booklet the reader will find
outer ring is the habitation wheel, with housing and
a short adventure, suitable for three to five players,
independent life support, as well as expansive
meant to be played in one to three sessions. Here also
hydroponics facilities. The two smaller, inner rings are
are descriptions of marvelous locations interspersed
dedicated to commercial enterprise and power
with the adventure’s narrative. At the end of this
generation, respectively. The spokes are structural, but
chapter are included several adversary profiles
also contain power conduits and elevators for travel to
mentioned in the adventure.
the central hub. The hub contains station security and
The second chapter of the booklet contains a brief control, and long spires extend outward from the
synopsis of The Solar Republic! adventure setting station’s center in either direction to provide docking
along with new careers, setting specific weapons and facilities for visiting spacecraft.
gear, and a few of the ships common to the setting.
Why Gymir?
Along with the G ENESYS C ORE R ULEBOOK and
The PCs may have stopped at Port Gymir to resupply or
a set of Genesys dice, this Gazette contains everything
refuel their ship, or they may have needed repairs
you need to run an adventure in The Solar Republic!
available at the port’s shipyards. The PCs might be
campaign setting.

BOOST #6: SPACE FANTASY


GENESYS
10
seeking a respite from adventure and want to enjoy the
woman’s own. A successful Average (kk) Perception
stations dancehalls, famous for their bawdy
check reveals the following:
entertainment. The station is also a place to find work for
a crew of traders, smugglers, or guns-for-hire. ● The woman is armed with a Burner and is wearing
a Deckhand’s Belt. Her companions are each armed
A Ship, a Ship! with a Stinger.
This adventure assumes that the PCs are senior officers ● The club’s security personnel have noticed the
aboard a trading and light escort starship (a Kissimmee- disturbance but are not moving to stop it.
class Cutter as detailed in the second section of this
Read or paraphrase the following:
Gazateer), and that said ship is already docked at Gymir
Station. Have the players choose an appropriately The man in the silver tunic, face turning red, protests,
adventurous name for their vessel - something like ‘You agreed to half upfront, Morgessa, and I won’t be
Ganymede’s Veil, or The Flare Runner. intimidated into less.’
‘How dare you argue with me, you petty thief! You’ll take
As All Good Stories Do what I give you, and like it, Fleinn.’
The woman, Morgessa, is now flanked by her two
The adventure begins in a nightclub, the Nine Daughters henchmen.
Hall. A big band, twenty players strong, commands the ‘I have friends of my own,’ says Fleinn. ‘As you will soon
main stage, belting out a neo-swing number that has the learn.’
dance floor jumping. A full-throated singer lays soaring Morgessa’s eyes turn to the PC.
vocals across the hard-hitting rhythm and biting hooks. Initiative can be rolled here, and a structured
The air is smoky and alight with the glow of cigarillos, encounter can begin. Morgessa and her thugs intend to
the haze pierced by two spotlights shining down from a rough up Yotsen Fleinn and any of his compatriots. They
catwalk far above. begin the encounter assuming that the PC is one of their
The PCs are somewhere in the club, perhaps at the bar targets.
ordering a drink, perhaps on the floor with a newly met A successful Hard (kkk) Charm or Coercion check
dance partner, or perhaps enjoying a proper meal for the will convince Morgessa that the PC is unaffiliated with
first time in months at one of the white-clad tables that the man they intend to intimidate. Otherwise, and if the
ring the dance floor. thugs act first, one of Morgessa’s thugs attacks the PC
Ranged (Heavy) weapons are not allowed in the Nine and the other attacks Fleinn. Morgessa stands back,
Daughters Hall, and security will have their eye on any using her Inspiring Rhetoric (Improved) talent to bolster
characters otherwise armed. Add j to Stealth or her henchmen.
Skulduggery rolls that an obviously armed character The thugs do not draw their weapons, using their fists
makes. instead. PCs who draw their weapons will be targeted by
the club’s security people who have been bribed by
A Matter of Price Morgessa to stay out of the fistfight. Security will tell
A scuffle breaks out near one of the PCs, between an them to holster their weapons and enforce the command
aggressive, broad-shouldered woman in a tailored ship’s with their Stun Rays and Boarding Maces.
suit and a slim man in a shiny silver tunic. The woman
If Morgessa’s original target is incapacitated, she
has a hold on the man’s tunic, and she uses her leverage
gloats for a moment and then exits the scene.
to pull and shake him. She shoves him, sending the man
on a collision course with one of the PCs. If Morgessa and her thugs become outnumbered,
Morgessa drops below half of her wound or strain
A successful Average (kk) Coordination check will
threshold, or one of her henchmen is incapacitated, she
avoid the collision, allowing the man to fall prone at the
immediately withdrawals from the fight, using her Live
PC’s feet. Failure results in the PC also being knocked
to Fight Again ability.
prone.
If the PCs question Yotsen Fleinn, a successful
A successful Hard (kkk) Athletics check will allow the
Average (kk) Charm or Coercion check or a small bribe
PC to catch the man and avoid the collision.Other PCs
can reveal any of the following:
may wish to scan the crowd or gather more information
about the woman. Immediately, they see two other ● Morgessa hired Fleinn to steal an item through an
off-station contact.
toughs clad in ship’s suits with markings that match the

BOOST #6: SPACE FANTASY


11 GENESYS
● Fleinn knows that Morgessa represents a powerful Agent Joels appeals to the PCs patriotism first, then
interest, but no specifics. offers a reward of 10k Sols, then informs the PCs that
● The item is in Ambassador Sudh’s residence, envoy their ship will be impounded until and unless they stop
from Daradeen. Morgessa.
● The item is a jewel called the Sapphire Lily. Fleinn The agent could well become a thorn in the PCs’ side,
does not know why Morgessa wants the item. spurring them on when they get stuck by revealing
A successfully Average (kk) Knowledge check can information they missed. She can be aggressive and
reveal any of the following about the Daradeen: annoying, which will be all the better when she is
revealed to be a double agent later.
● The Regency of Daradeen is an insular culture that
spans three systems and possesses advanced On the Trail
starships.
If the PCs want to ask around the seedier side of the
● While contact is limited, they do trade with the Station, a successful Average (kk) Streetwise check will
Solar Republic and have an ambassador on Gymir reveal any of the following:
Station.
● Morgessa has been trying to hire a sneakthief or
● Daradeen are gender fluid as a rule, and even have a picklock for a tough job.
fluid biological expression.
● Fleinn has spread the word that Morgessa cannot be
If the PCs somehow capture one of Morgessa’s thugs, trusted.
he will bite down on a hollow tooth that contains a
For information about the Daradeen ambassador, an
deadly toxin before answering questions.
Average (kk) Charm or Coercion check at a nightlife
Examining a thug’s body, or if a PC managed to pick- establishment reveals any of the following:
pocket a thug earlier, discovers a ship’s badge that bears
● Ambassador Sudh loves the nightlife of Gymir
the sigil of the Despot of Vordun and a small hardcase station and can often be found at the I Lopt
with 2 adrenaline hypos and a mystery syringe. A Hard Gambling Parlor.
(kkk) Medicine check reveals the syringe contains
● The ambassador is hosting guests from Daradeen,
metamorphic serum (see Vordun Thug profile later in
who arrived on a Baadal-class shuttle rather than
this gazette). The same check, or a separate successful
docking their advanced starship with the station.
Average (kk) Medicine check of the body, finds
numerous injection scars. Well Met
If the PCs want to find the ambassador it is easy to track
A successful Easy (k) Knowledge check can impart
them down at the I Lopt Gambling Parlor.
the following about the Despot of Vordun:
Accompanying Ambassador Sudh are two important
● A former hero of the Solarian Navy, the Despot now Daradeen guests who are on a visit to the station.
seeks to rule the Solar Republic.
Representative Gnanik is older and officious, while the
● The conflict is at a near stalemate despite the attaché Anju is young and curious. The three stand at a
Solarian advantage in numbers, as the Despot is Centauri roulette table as bets are placed. A Daradeen
crafty and willing to sacrifice his troops. security officer is close by, armed with a Flare Rifle.
Fleinn does not hang around for long, saying he has Upon being informed of the plot to steal an item from
other business to attend. their residence, Ambassador Sudh realizes their passkey
Hard to Refuse is missing. Gnanik and Anju immediately become
The PCs may be interested enough to pursue the alarmed.
Despot’s plot on their own. If not, or if at any point the
Read or paraphrase the following:
GM wants to increase the stakes, they are approached by
woman who introduces herself as Sharan Joels, of
Solarian Intelligence.
Agent Joels knows Morgessa is an agent of the Despot
of Vordun. Solarian assets are spread thin, and so she is
enlisting the PCs to disrupt Morgessa’s plan, whatever it
is.

BOOST #6: SPACE FANTASY


GENESYS
12
and overwhelmed by several attackers. The guard
describes a man that the PCs recognize as Yotsen Fleinn.
A search determines that the Sapphire Lily is missing.
If the PCs are alone, a successful Average (kk)
Perception check finds 2k in precious gems and a safe. A
successful Hard (kkk) Skulduggery check will open the
safe, which contains 4k Sols in hard currency. All this
should indicate that the thieves were only after the
Sapphire Lily.
A successful Hard (kkk) Computers check will give
the PCs access to the scanner logs and the physical
characteristics of the thieves. One is undeniably Yotsen
Fleinn. A muddled audio recording gives a clue: the
phrase Caves of Disin. A successful Average (kk)
Knowledge check allows the PC to recognize the name
On the way to the Ambassador’ residence, a
as referring to the asteroid caves on one of Aegir’s larger
successful Average (kk) Charm check will cause one of
moonlets, Blar Kirkja.
the Daradeen to reveal the existence of the Sapphire Lily.
t generated on the check can reveal that the possessor If present, the Daradeens will offer the PCs a reward
of the Lily can demand the future regent of Daradeen’s of 10k Sols if they are able to retrieve the Sapphire Lily.
hand in marriage. Anju will also insist on accompanying the PCs.
Ambassador Sudh and Representative Gnanik at first
The Daradeen, if asked, say that the regent-to-be is
argue against the idea, but Anju quickly reminds them of
aboard a nearby ship. A successful Hard (kkk)
the importance of the Lily, and they relent.
Vigilance check reveals that to be a lie. If pressed further,
the Daradeen will not reveal the location of the future If the PCs do not want Anju to accompany them, the
regent. reward is increased to 13k Sols if they acquiesce. If not
enough, Anju will attempt an Opposed Charm check, or
The Ransacked Residence begin a social encounter, to convince the PCs. They are
The Daradeen Ambassador’s residence is in the habitat willing to pay up to 15k Sols in the end.
ring of Gymir station. Reaching this area requires travel
up to the central hub and then back down one of the Who is Anju?
structural spokes. A passkey is required to enter the ring At this point the PCs may suspect that young Anju is
level on which the residence is located. more than just an attaché. If pressed with a successful
A successful Hard (kkk) Computers or Average Hard (kkk) Charm check, they will admit to being a
(kk) Skulduggery check utilizing a punch card machine member of the Royal Court, and therefor of higher rank
will bypass security. Alternately, a Hard (kkk) than both the ambassador and Representative Gnanik.
Mechanics check can brute force the security locks. The truth is that Anju is the future Regent, and they
This level is gorgeously appointed, with beds of exotic will return to claim the throne of Daradeen once they
plantings, fountains, and ponds full of colorful fish. Faux have found a foreign ‘noble’ to marry. What constitutes a
clouds pattern the lighting arrays overhead. Balconies ‘noble’ is unclear even to Anju, but they intend to choose
and suspended walkways overlook the lower residence their own spouse. The return of the Sapphire Lily is the
levels and an artificial stream a hundred meters below. only way to assure that outcome.
Whether the PC arrive at the Ambassador’s residence The PCs may discover Anju’s true identity when the
on their own or with the Daradeens, they find the large GM thinks best, preferably at a dramatic moment.
doorway to the suite open and unattended. The security While accompanying the PCs, Anju can prove useful
systems have been deactivated, and a guard lies by upgrading important rolls with their Born Leader
unconscious just inside the entrance. ability. They can also serve as the voice of the GM,
The guard can be roused with a successful Average helping to spur the PCs on toward recovering the
(kk) Medicine check. They say that they were surprised Sapphire Lily.

BOOST #6: SPACE FANTASY


13 GENESYS
Well, Well, Well few days until something blows over. A successful
Just after the PCs exit the Ambassador’s residence, they Average (kk) Knowledge check can reveal that the
hear a chime indicating an artificial rainstorm is about to many moonlets orbiting Aegir often serve as hiding
begin. They have time to reach the lifts, needing only to places for smugglers and thieves.
cross the suspended walkway leading to the lift lobby. If the PCs are not able to pick up Fleinn’s trail, they
Here they are accosted by several of Morgessa’s thugs. can spot him entering a lift to the docking spires.
Read or paraphrase the following: Pursuing him will lead them to a shuttle bay just as he is
departing the station. As a reminder, the spires and
station center are a micro-gravity environment.
Three well-muscled, rough looking people block
the walkway ahead. Their ship suits are familiar,
marking them as more of Morgessa’s thugs.
SECTION 2: blar Kirkja
Blar Kirkja is an irregular moonlet that spans fifty
‘Morgessa was right, you are involved with that kilometers at its widest point. Extensive caves and mine
rat Fleinn! Hand over the jewel, or you all are shafts wind beneath the grey rock and dust of the
going to see how rats are delt with in Vardun!’ planetesimal’s surface. One of the first bodies around
There is the hum of a pair of Knucklers powering Aegir to be mined, Blar Kirkja was treated with an
on from behind you, as two more thugs appear almost superstitious reverence in the early days of
from around a fountain. Epsilon Eridani’s settlement, but that time was centuries
ago.
They are demanding the Sapphire Lily, convinced the
PCs are in league with Fleinn. This will likely start a Quiet, and Dark
combat encounter. The thugs are not pulling punches, An old mining dock is the only facility with power
and one or more immediately inject themselves with readings on Blar Kirkja. Tall cliffs surround the space
Metamorphic Serum. They will kill the PCs if they can. dock, requiring a successful Dangerous Driving check to
The walkway is narrow enough to create a bottleneck, dock with one of the two passive docking ports that are
and the thugs may try to push the PCs over the edge, still active. The other port is occupied by another saucer
triggering a fall at short range to another walkway below. shuttle craft. As the shuttle docks, the characters feel the
light gravity of the moonlet take hold.
After the first round of combat, another chime sounds
from overhead, and an artificial rainstorm begins. This The PCs’ saucer has spacesuits for the party, which
adds j to all skill checks, and jj to combat checks. will be required to enter the facility as it is no longer
pressurized. A successful Average (kk) Mechanics or
Tracking Fleinn Skulduggery check is needed to open the secured
docking hatch.
If the PCs have not discovered that Yotsen Fleinn has the
Lily, a successful Easy (k) Perception check finds a silver Once inside, the PCs find a cavernous, empty cargo
broach in the lift lobby or on the walkway which the PCs bay. The meager lamps provided with the spacesuits
recognize as belonging to Fleinn. The PCs might also barely illuminate the cart rails that lead into two large
receive a hand radio call from Sharan Joels the tunnels cut into the rock wall opposite the dock. A
intelligence agent that puts them on Fleinn’s trail, or a control station, stripped of its parts, overlooks the room
call from Fleinn himself offering to sell the Sapphire Lily. from atop a raised platform.
If the latter, then Fleinn tells the PCs to meet him on Blar If the PCs wish to investigate the other shuttle, a
Kikja, a moonlet with extensive natural caves. successful Hard (kkk) Mechanics or Skulduggery
There is a security terminal in the lift lobby, and check opens the docking hatch. Success on an Average
others throughout the station. A successful Average (kk) Computers check confirms that this was Yotsen
(kk) Computers check at one can search the station’s Fleinn’s shuttle.
logs for Yotsen Fleinn’s name and find that he has A successful Easy (k) Perception or Survival check
requested clearance for a shuttle departure. Alternately, a spots fresh tracks through the dust on the cargo bay’s
successful Average (kk) Streetwise check in the floor. a can reveal any of the following:
commercial section of the station finds someone who ● A symbol that marks the same passage to which the
overheard Fleinn talking about ‘going to ground’ for a tracks lead.

BOOST #6: SPACE FANTASY


GENESYS
14
● There is evidence of other recent visitors to this hhh generated on any check during the encounter can
facility. loosen an air hose on that character’s spacesuit, causing
● It seems that people regularly use this dock every the loss of fifteen minutes of breathable air before they
few weeks. can reattach the hose.

A successful Average (kk) Knowledge check, or a During the encounter, it is recommended to use the
generated on the check, can reveal any of the following additional activation optional rule for the robot. On this
about the symbol: activation, the robot can use their Stomp ability to shake
● The marking is the name Disa, written in an old the machinery and rock walls with its heavy footfalls,
runic language. triggering an out-of-turn Hard (kkk) Coordination
check for each of the PCs. Failure knocks the character
● The rune is written in a manner that indicates a
prone, while each h generated causes one wound.
direction, like a trail marker.
● There were once religious cults in the Epsilon Success on an Average (kk) Perception check in the
Eridani system that used this ancient language. ore processing center finds an emergency kit with two
palliative tonics and three adrenaline hypos.
● Disa is the name of a mythological woman
associated with sacrifice. Deeper, One Must Go
A Forgotten Place Quickly finding their way through the tunnels requires
the PCs to succeed on an Average (kk) Survival check,
One of the tunnels leads into the housing section of the
with an upgrade if they previously discovered the recent
facility and is ultimately a dead end. Again, anything of
tracks through the dust. This takes one hour, minus
use has been stripped, and the old mess hall, infirmary,
fifteen minutes per a after the first. Failure means the
entertainment room, and crew quarters are eerie in the
PCs become lost in the tunnels and luckily reach the final
airless dark. A successful Average (kk) Perception
chamber with only a few minutes of oxygen left in their
check discovers an old, but serviceable, medicine case
suits. a can be used to find the following:
and four palliative tonics.
● More of the glyphs mark the cave walls, and clearly
The other tunnel, where the tracks from the cargo bay
indicate a path through the tunnels.
lead, opens into an ore processing center. Huge conveyor
belts and giant bins and chutes are all that remains of the ● The recent tracks follow the path indicted by the
symbols.
machinery here. Beyond this begin the mining tunnels
leading deeper into the rock. ● A spacesuit lies crumpled along a passage,
containing a desiccated body and a half-full oxygen
In the ore processing center the PCs encounter an old tank with an hour of breathable air.
mining robot. A successful out-of-turn Hard (kkk)
Vigilance check will spot the robot before it activates. A As the PCs reach the end of the maze of tunnels, they
successful Hard (kkk) Stealth check is required to encounter an airlock set into a stone wall. A successful
approach the robot without triggering its defenses. A Average (kk) Computers check can access the airlock’s
successful Hard (kkk) Mechanics check can disable the closed circuit camera, giving a view of more tunnel
robot. Otherwise, the large machine activates and attacks beyond. A successful Hard (kkk) Mechanics or
the PCs. Skulduggery check can cycle the airlock and allow the
PCs to pass through.
Read or paraphrase the following:
Once through the airlock, a hand scanner can verify
A cloud of dust accompanies the vibrations the presence of breathable atmosphere. The PCs
through the rock beneath your feet, as the ancient spacesuits will automatically recharge their tanks.
robot unfolds itself. Kaleidoscopic blinking lights The characters are now in a natural tunnel, unworked
illuminate the mist of particles that rain down and jagged with rocky projections. Ahead, there is the
around you, while the machine’s large manipulator glow of artificial light. A large glyph is painted on the
arms cut deep furrows of shadow though the glow. wall here, and success on an Average (kk) Knowledge
The robot focuses its receptors on your group. One check translates the word as Disablot. a can reveal the
sturdy leg swings forward as it attacks. following:
● Disablot is the name of an ancient ritual, meaning
blood sacrifice.

BOOST #6: SPACE FANTASY


15 GENESYS
● There are rumors that some who seek refuge among
the asteroids orbiting the gas giant Aegir disappear
without a trace.

Just What Has Been Found?


A successful Easy (k) Perception check will note the
sounds of voices echoing down the tunnel from up
ahead. a can be used to make out one of the voices –
that of Yotsen Fleinn – pleading for his life. At Gertra’s words two of the other figures move toward
the altar, both drawing forth long blades that shine in the
As the PCs make their way along the natural tunnel, reflected flood lights. Gertra strides toward the back of
the passage grows wider. A slab of smooth stone the chamber while the volume of the chanting increases.
overhead, tilted at an angle and running for ten meters, If uninterrupted, the cultists end Fleinn’s life.
is painted with a mural of pictures and glyphs. A
successful Easy (k) Knowledge check deciphers the The PCs may want to begin an encounter with the
story of a woman, Disa, saving the lives of hundreds of Followers of Disa, or they might try to pursue Gertra
innocents by choosing just a few people to be sacrificed without interfering with the ritual. Success on a Hard
instead. (kkk) Stealth check will allow the PCs to circle the edge
of the chamber without alerting the cultists. As they do,
The tunnel opens into a large, cathedral-like space lit Gertra has exited the room via a passage concealed in the
by the glow of flood lights angled up toward the craggy shadows of the far wall.
ceiling above. The far walls of the space are folded and
uneven, creating deep pools of shadow. In the center of If the cultists become aware of the PCs they will attack
the space (long range to the PCs) a dozen people, them as Gertra leaves through the concealed passage,
wrapped in tight garments made of fur, stand in a loose forming three minion groups of four each.
circle around an altar of black stone. A man has been laid Once the PCs do follow Gertra, they find a narrow
upon the altar, bound by hand and foot. It is Yotsen natural tunnel through the stone that at times becomes
Fleinn. difficult to pass through. A successful Average (kk)
Read or paraphrase the following: Coordination check is required to pass without injury. A
failed check deals one wound per uncanceled f and one
strain per uncanceled h, ignoring soak. While this
happens the sound of a cycling airlock echoes down the
passage from up ahead.
When the PCs reach the airlock it should be obvious
from the readouts that there is no breathable air on the
other side. Arrayed along the wall near the airlock are a
dozen space suits.
No check is needed to cycle through the airlock, and
when the PCs do, they find a large cavern that has been
converted to a landing bay for several saucer shuttles.
Across the space is a rift in the stone that provides a
breathtaking view of the gas giant Aegir against a sea of
stars.
Long range to the PCs, between the airlock and the five
saucers, are twelve people in spacesuits involved in a
confrontation. Once again, the PCs recognize the colors
and insignia of Morgessa’s crew, as she and six of her
henchmen block Gertra and five of her followers from
approaching the shuttles. Everyone involved has
weapons dawn, save Gertra who has a bulky duffle bag
over her shoulder.

BOOST #6: SPACE FANTASY


GENESYS
16
Anyone with a hand radio can find the frequency that Should the PCs manage to incapacitate Gertra, one of
the two groups are using to communicate. If they do, her followers performs the distraction with the duffle
read or paraphrase the following: bag and drags the cult leader onto the shuttle. If the PCs
prevent this outcome another of the cultists manages to
‘Listen you old loony, that jewel belongs to the escape, having had the Sapphire Lily all along. If
Despot of Vardun, and I intend to bring it to him,’ necessary, they have been faking their death since early
says Morgessa in an exasperated voice. in the encounter.
‘Nonsense, this is a gift from our mistress, Disa. I Morgessa, for her part, will use her Live to Fight
will be married to the Regent of Daradeen and use Again ability to escape, should she be reduced to half her
that mighty fleet to bring Disa’s truth to the galaxy. wound threshold.
Out of our way!’
‘You’re going nowhere, fruitcake. Hand over the
Follow That Shuttle!
Sapphire Lily and I will let you live.’ The PCs can easily board any of the remaining saucer-
class shuttles. A Dangerous Driving check is needed to
Gertra laughs, declaring, ‘I will do you no such
safely exit the ersatz landing bay.
favor, witch! Kill her!’
Success on an Easy (k) Computers check will track
The two groups attack one another. If the PCs have the other shuttle crafts that have just left the cavern.
not heard the above conversation, they simply watch a Alternately, a successful Average (kk) Perception check
fight break out between the two groups. If they do not will spot the other shuttle through the viewport. If
interfere, two members of each group fall to the first needed, Anju or a crackling communication from Agent
volley of weapons fire. Soon, however, Morgessa’s gang Sharan Joels can point the PCs toward Gertra’s goal.
takes the upper hand. As Gertra’s last follower drops, she Gertra, or her follower, is headed toward a Daradeen
holds up a hand and then tosses her duffle toward ship that floats alone in an orbit two kilometers from
Morgessa. The gang leader strides forward toward the Gymir station.
duffle bag and Gertra backs away.
Anju, if they are present, identifies the ship as the
Morgessa snatches up the duffle and rips it open, Khojakarta. This is the ship that they and Representative
pulling forth an empty transparent box. Before she has Gnanik arrived on, which is tasked with delivering the
time to react Gertra scrambles up the ramp into one of Sapphire Lily to an appropriate spouse for the new
the saucer shuttles and manages to take off. Morgessa’s regent-to-be. If the PCs do not yet know, Anju informs
gang is not able to stop her. them that the future regent will marry whoever presents
If the PCs choose to involve themselves in the them the Sapphire Lily.
confrontation, a confusing, three-way encounter ensues. The saucer-class shuttle that carries Gertra or her
Gertra will attempt to escape with the Sapphire Lily follower docks with the Khojakarta. No check is needed
stuffed inside her space suit. The cult leader will toss the for the PCs to also dock with the Chaandanee-class
duffle toward Morgessa as a distraction, and during a sloop.
heavy firefight the gang leader will not spare the time to
check the duffle bag as she grabs it.
Anju, if they are present, begs the PCs to be careful
SECTION 3: The Khojakarta
A prototype Daradeen vessel, the Khojakarta is as
not to damage the Sapphire Lily.
gorgeous to behold as it is deadly. Sleek, bristling with
Any of the adversaries might fire into the ceiling weapon’s ports, and obviously newly built, this
above the PCs during the encounter, causing a rock fall. Chaandanee-class sloop hangs in orbit around Aegir,
A successful Average (kk) Coordination or Athletics glinting against the blackness of space.
check is required to avoid being knocked prone, with
each uncanceled f causing one wound ignoring soak. A Gift or a Curse
hhh or a despair generated on any PC skill check
As the PCs exit the shuttle, they see Gertra (or her
can result in a tear in that character’s space suit. A
follower) floating in the center of the docking bay facing
successful Easy (k) Mechanics check is required to
a half circle of Daradeen crew-people. The PCs also recognize
repair the damage. Otherwise, all breathable atmosphere
escapes the suit in three rounds.

BOOST #6: SPACE FANTASY


17 GENESYS
Agent Sharan Joels who is for some reason among the If the PCs recover the Sapphire Lily, they are paid a
Daradeen. If Anju did not accompany the PCs earlier, reward of 15k sols by Regent-to-be Anju, no mater what
they are also present. they negotiated earlier.

As a reminder, ships not under way are a micro- If one of the characters presents the intricately carved
gravity environment, which adds jj to all Brawn and jewel to Anju, either on purpose or by accident, they are
Agility checks. now betrothed in the eyes of the Daradeen and destined
to rule by Anju’s side. Anju’s presence almost instantly
Read or paraphrase the following: becomes intoxicating to the PC that presents the
Sapphire Lily, as the Daradeen’s fluid identity comports
The Cultist of Disa floats in the center of the to their future spouse. The Regent-to-be has their own
docking bay before a half circle of Daradeen, the free will, and while the strict, almost mystical nature of
Sapphire Lily held above her head. Daradeen tradition requires a marriage, Anju does not
have to be happy about it. A betrothed PC is likely to find
‘Bring the new regent to me, immediately! I am that they are subject to rituals and social pressure that
their rightful betrothed, as I possess the Sapphire…’ they do not enjoy.
A beam of energy pierces the woman’s chest, Finally, should the GM desire a cliffhanger for the end
silencing the cultist as the Sapphire Lily twirls from of the adventure, sirens blare throughout the Khojakarta,
her hand. Agent Sharan Joels lowers her weapon, a calling the crew to battle stations. Morgessa’s Ca Den
cold smile painted across her lips. Raider has attacked the Daradeen Sloop, seeking to
‘Thank you, Sharan,’ says Morgessa, who is avenge her death!
framed by one of the airlocks that ring the docking
bay, her burner drawn. SECTION 4: Adversaries
“Keep your soldiers back, Regent Anju,’ Agent Joels MORGESSA (NEMESIS)
says with a sneer. ‘No Daradeen can interfere with
This proud and athletic woman is one of the Despot of
this conflict.’
Vardun’s most trusted agents, and commands perfect
Anju looks at you with sadness in her eyes, loyalty from those in her charge.
confirming, ‘It is true, by custom I cannot stop this
fight for the Sapphire Lily, and for my hand in 3 4 2 3 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
marriage.’
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
Morgessa launches herself toward the Sapphire Lily, 4 20 12 1 1
starting the final structured encounter of the adventure. Skills: Coercion 2, Discipline 2, Leadership 3, Ranged
If she manages to capture the jewel, she and Sharan Joels (Light) 4, Piloting 3, Vigilance 2.
will attempt to flee by returning to her saucer-class Talents: Adversary 2 (page 131 of the G ENESYS C ORE
shuttle. The two women will fight to the death to achieve R ULEBOOK), Inspiring Rhetoric (page 76 of the
this goal, and if Morgessa is incapacitated Sharan will try G ENESYS C ORE R ULEBOOK).
to flee alone with the Sapphire Lily.
Abilities: Live to Fight Again (Once per session, may use
Morgessa cannot use her Live to Fight Again ability this ability as an incidental to have this adversary escape
in this encounter, though she may resort to injecting the current encounter. However this happens, the
herself with metamorphic serum if reduced to half her adversary may not return to the encounter. The GM
Wound or Strain threshold. might decide that this ability cannot be used in some
What Future May Come locations/situations), Metamorphic Serum (Once per
encounter, this character may use this ability as a
If Morgessa or Sharan Joels succeed in escaping with the maneuver to inject themselves with a metamorphic
Sapphire Lily their last words are as follows: reagent which causes their muscles to bulge and their
‘Soon the Despot of Vardun will find you, Regent Anju, fingers sprout long claws. They increase their Brawn and
and claim his place by your side as your rightful Soak by 2 and gain the following attack profile: Claws
husband!’ (Melee; Damage +3; Crit 3).

BOOST #6: SPACE FANTASY


GENESYS
18
Equipment: Burner (Ranged [Light]; Damage 6, Crit 4; NINE SISTERS SECURITY (MINION)
Range [Short]; Burn 2), deckhands belt (1 Defense, +1
Well dressed and well built, these local professionals are
Soak), hand radio, tailored ship’s suit. just trying to keep things peaceful.

VORDUN THUG (RIVAL) 3 2 2 2 2 2


Conditioned to serve unquestioningly and enhanced BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
with experimental stimulants, these dangerous men and SOAK VALUE WOUND THRESHOLD M/R DEFENSE
women are the Despot’s most effective enforcers. 4 5 0 0
Skills (Group Only): Discipline, Melee, Ranged (Light),
3 3 2 2 2 2 Vigilance.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Talents: None
SOAK VALUE WOUND THRESHOLD M/R DEFENSE Abilities: None.
3 12 0 0 Equipment: Boarding mace (Melee; Damage 6, Crit 4;
Skills: Brawl 2, Cool 2, Discipline 1, Ranged (Light) 2, Range [Engaged]; Stun 3), stun ray (Ranged [Light];
Piloting 3. Damage 6, Crit 5; Range [Short]; Blast 5, Stun damage),
Talents: None security tunic (+1 Soak).
Abilities: Metamorphic Serum (Once per encounter,
this character may use this ability as a maneuver to inject SHARAN JOELS (RIVAL)
themselves with a metamorphic reagent which causes
An experienced agent for Solarian Intelligence that has
their muscles to bulge and their fingers sprout long
spent a bit too long undercover.
claws. They increase their Brawn and soak by 2 and gain
the following attack profile: Claws (Melee; Damage +3;
2 4 2 3 2 3
Crit 3).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Equipment: Stinger (Ranged [Light]; Damage 4, Crit 3;
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Range [Short]; Pierce 2), ship’s suit.
4 16 0 0
Skills: Computers 2, Cool 2, Deception 3, Ranged
YORTIN FLEINN (RIVAL) (Light) 2, Stealth 2, Skulduggery 2.
A man well-known around Gymir’s seedy underbelly as Talents: None.
a sneak thief and burglar. Available to steal anything for
Abilities: One Step Ahead (Once per round, after an
the right price.
opponent performs an action or maneuver, you may
spend one Story Point to have this adversary perform an
2 4 2 3 1 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
action or maneuver as an out-of-turn incidental.
Equipment: Flare pistol (Ranged [Light]; Damage 6, Crit
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
2; Range [Medium]; Pierce 2), hand radio, armored
2 14 0 0 tunic (+2 Soak).
Skills: Computers 2, Cool 2, Negotiation 2, Stealth 2,
Skulduggery 2. ANJU (NEMESIS)
Talents: Natural (Stealth, Skulduggery [Page 79 Geneys
Inquisitive, funny, and smart, this Daradeen noble is
Core Rulebook). hard not to like.
Abilities: None.
Equipment: Stinger (Ranged [Light]; Damage 4, Crit 3; 3 4 3 3 3 3
Range [Short]; Pierce 2), punch card machine, tailored BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
tunic. SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
4 18 14 1 1
Skills: Charm 2, Cool 2, Discipline 2, Knowledge 3,
Leadership 3, Negotiation 2.
Talents: Adversary 2 (page 131 of the G ENESYS C ORE
R ULEBOOK).
Abilities: Born Leader (Once per round, may suffer 3
Strain to perform the Born Leader maneuver to upgrade

BOOST #6: SPACE FANTASY


19 GENESYS
an allied character’s next skill check). Equipment: Ceremonial blade (Melee; Damage 5, Crit 2;
Equipment: Deckhand’s belt (1 Defense, +1 Soak), Range [Engaged]; Vicious 2), armored furs (+2 Soak).
tailored tunic.

OLD MINING ROBOT (NEMESIS)


This massive industrial robot has been reprogrammed as
CHAPTER 2: SET AND
trap for the unwary.

5 2 1 1 3 1
SETTING
BRAWN

SOAK VALUE
AGILITY INTELLECT

WOUND THRESHOLD
CUNNING WILLPOWER

STRAIN THRESHOLD
PRESENCE

M/R DEFENSE
T aking inspiration from the space operas and
planetary romances of the early-to-mid 20th
century, The Solar Republic! mini-setting features
7 24 14 0 0 anachronistic technology, themes of adventure and
Skills: Brawl 3, Discipline 3, Resilience 2. heroism, and an idealized vision of human endeavor
Talents: None. common to the genre.
Abilities: Stomp (Once per turn this adversary can Smart-mouthed grease monkeys, dashing rocket
perform the Stomp action to shake the environment jockeys, and an occasional jack-of-all-trades loyally
with its heavy footfalls, triggering an out-of-turn Hard accompany their skipper on daring adventures across the
(kkk) Coordination check for enemies within medium settled star systems of mankind. Punch card computers
range. Failure knocks the enemy prone, while each h and reams of ticker tape, beeping field scanners and
generated causes one wound), Silhouette 3. trusty slide rules, coil guns and stun rays are all part and
Equipment: Ore scoops (Brawl; Damage 12, Crit 3; parcel with fusion-rockets and saucer landing craft.
Range [Engaged]; Disorient 4, Knockdown), thick
The remaining sections of this gazette give a brief but
plating (+2 Soak).
wide-ranging look at this mini-setting.

GERTRA (RIVAL)
A silver haired, stern but charismatic cult leader with a
SECTION 1: THE BIG PICTURE
big vision for her followers and the future of her order. SETTLED SPACE
2 3 2 3 3 3 The first wave of human settlement left Sol on huge,
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE slow-moving colony ships. These generation ships,
SOAK VALUE WOUND THRESHOLD M/R DEFENSE packed with equipment of all kinds and crewed by
4 14 0 0 humanity’s finest, fanned out into nearby space.
Skills: Brawl 3, Coercion 2, Discipline 3, Knowledge 2, Centuries passed between the stars, and by the time the
Leadership 2. great seed-ships reached their destinations they were
Talents: Adversary 1 (page 131 of the G ENESYS C ORE met by settlers who had out-paced them on smaller,
R ULEBOOK). faster, fusion driven rocket ships – a technology invented
Abilities: None. a century after the generation ships departed Sol.
Equipment: Armored furs (+2 Soak). Still, communication was slow and travel slower.
Humanity developed in pockets, separated by vast and
FOLLOWER OF DISA (MINION) largely empty space. Whole cultures rose and fell with
little to no outside contact. Not until the discovery of
Immersed in tales of the old ways, these cultists cannot
be reasoned with. gating technology, a bending of space itself only possible
at certain balance points at the edges of star systems, did
3 3 2 2 2 2 humanity begin an uneven and sometimes violent re-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE assimilation into a common civilization.
SOAK VALUE WOUND THRESHOLD M/R DEFENSE Now, decades later, much of humankind is united
5 6 0 0 under a single banner: The Solar Republic!
Skills (Group only): Discipline, Melee, Ranged (Light).
Talents: None
Abilities: None.

BOOST #6: SPACE FANTASY


GENESYS
20
the DESPOT OF VORDUN Archetypes
The largest thorn in the side of the Solar Republic is also The Solar Republic! campaign setting uses the following
the most dangerous. Once Commodore Harlas Ashrod, archetypes from the G ENESYS C ORE R ULEBOOK:
now known as the Despot of Vordun, this former hero of
the Solar Republic renounced their position in the The Average Human, Laborer, Intellectual, or Aristocrat
Solarian Fleet to carve out a crude empire of captured These archetypes represent the basic variations in
settlements and outposts at the far edge of colonized humanity found across the worlds and star systems
space. Sitting atop their throne of melted Solarian crests, settled by the human diaspora.
the Despot of Vordun plots and schemes, planning to
The Mongrel
one day destroy the Solar Republic and rule all of
humankind. This archetype represents a character who has been
subject to experimentation by some exiled scientist or
regency OF dARADEEN perhaps exposed to an alien microbe.
The Daradeen are an insular culture spanning three Animalistic Alien
systems, with only loose trading ties to the Solar This archetype represents engineered changes made by
Republic. It is suspected that some long-ago conflict led various settlements of humans to better adapt to the
to their self-isolation. Indeed, they possess powerful planets on which they live. No sentient aliens have (yet)
warships that patrol the boundaries of their territory and been found by humans in The Solar Republic! setting,
turn aside ships that seek entrance to their region of but there are dramatic biological variations in the human
space, and trade is limited to a single port at the edge of diaspora across settled space.
Daradeen space.
Robot
The Solarian Council would love nothing more than
This archetype represents the sentient robots that have
to bring the Daradeen star systems (and their advanced
been built to replace or supplement human labor. Fully
navy) into the Republic. For now, the Council is happy
sentient robots are rare, but not unheard of. The
enough to maintain good trade relations.
Republic has yet to pass a set of universal laws to govern
ALIENS? robots, so each port or settled planet must decide for
themselves how robots are treated.
Humans in The Solar Republic! setting have not yet
encountered sentient aliens, and in fact what life has Robots in The Solar Republic! setting most often
been found has been of the single-celled variety. In the resemble the shiny humanoid-shaped constructions
centuries of human settlement, however, cultures have found in the fiction of the early- to mid-20th century.
diverged dramatically. Further, experimentation and Rather than the Networked Intelligence special
engineered adaptation has led to wild variations in hair ability, increase a Robot’s starting experience to 185.
and skin color, and sometimes even more extreme
changes in physiology. careers
The Solar Republic! setting has several careers for
SECTION 2: New Starting players to choose from for their characters, styled to
capture the spirit of the genre.
character options If the GM allows, players may choose to take the

I n keeping with the genre exemplified by early-to-mid


20th century science fiction, the character options in
this section are flavored with a touch of dashing bravado
starting equipment package for their chosen career,
rather than spending currency during Step 7 of character
creation.
and anachronistic flare. In no way are these descriptions
meant to limit players’ characterizations, and have been DOC
written to exclude the darker bias of that bygone era.
Sooner or later, everyone needs to see the Doc.
The Solar Republic! setting is in all ways meant to be
inclusive, drawing on the wonder and inspirational spirit A Doc has the following skills as career skills: Charm,
of the possibilities of humanity. Cool, Discipline, Leadership, Medicine, Perception,
Knowledge, Resilience. A Doc chooses four of these
After all, the future belongs to us all!

BOOST #6: SPACE FANTASY


21 GENESYS
career skills and gains one rank in each before spending ● 1d100 Sols
experience (XP).
JACK OF ALL TRADES
Rather than spending currency during character
Often a second or third mate, a Jack of All Trades is
creation, players with Doc characters may instead
essential crew.
choose to start with the following gear:
A Jack of All Trades has the following skills as career
● Hand Radio
skills: Mechanics, Medicine, Melee, Negotiation,
● Field Meter Piloting, Ranged (Light), Skulduggery, Streetwise. A
● Medical Case Jack of All Trades chooses four of these career skills and
● Tailored Ship’s Suit or Lab Coat gains one rank in each before spending experience (XP).
● 1d100 Sols Rather than spending currency during character
creation, players with Jack of All Trades characters may
EGGHEAD instead choose to start with the following gear:
From the calculation chamber to the fusion control deck, ● Hand Radio
every good ship needs an Egghead.
● Boarding Mace
An Egghead has the following skills as career skills:
● Stinger
Astrocartography, Computers, Discipline, Gunnery,
Knowledge, Negotiation, Operating, Perception. An ● Tailored Ship’s Suit
Egghead chooses four of these career skills and gains one ● Deckhands Belt
rank in each before spending experience (XP). ● 1d100 Sols
Rather than spending currency during character
creation, players with Egghead characters may instead
MUSCLE
choose to start with the following gear: When push comes to shove, the Muscle does the
shoving.
● Hand Radio
The Muscle has the following skills as career skills:
● Slide Rule
Brawl, Cool, Coercion, Discipline, Melee, Ranged
● Field Meter (Heavy), Streetwise, Vigilance. The Muscle chooses four
● Tailored Ship’s Suit or Lab Coat of these career skills and gains one rank in each before
● Punch Card Machine spending experience (XP).
● 1d100 Sols Rather than spending currency during character
creation, players with Muscle characters may instead
GREASE MONKEY choose to start with the following gear:
When it is really broken, call a Grease Monkey to fix it. ● Hand Radio
A Grease Monkey has the following skills as career ● Coil Gun or Blunder Knucks and Boarding Mace
skills: Brawl, Coordination, Discipline, Mechanics,
● 2 Palliative Tonics and 1 Adrenaline Hypo
Negotiation, Perception, Piloting, Vigilance. A Grease
Monkey chooses four of these career skills and gains one ● Armored Tunic
rank in each before spending experience (XP). ● Ship’s Suit
Rather than spending currency during character ● 1d100 Sols
creation, players with Grease Monkey characters may
instead choose to start with the following gear:
ROCKET JOCKEY
Only a certain type of person has the mixture of talent
● Hand Radio
and raw confidence necessary to be a Rocket Jockey.
● Standard Tool Kit
A Rocket Jockey has the following skills as career
● Blunder Knucks skills: Astrocartography, Charm, Coordination, Cool,
● 2 Palliative Tonics and 1 Adrenaline Hypo Discipline, Gunnery, Operating, Piloting. A Rocket
● Ship’s Suit Jockey chooses four of these career skills and gains one
rank in each before spending experience (XP).
● Deckhand’s Belt

BOOST #6: SPACE FANTASY


GENESYS
22
Rather than spending currency during character
creation, players with Rocket Jockey characters may
instead choose to start with the following gear:


Hand Radio
Slide Rule
SECTION 3: New Gear


Stinger
Tailored Ship’s Suit
I n this section is detailed all the weapons, armor, and
equipment needed to play through the Sapphire Lily
mini-adventure. The GM can use the gear that follows to
● Deckhand’s Belt inspire additional items and technologies should the
● 1d100 Sols game continue past the events of the adventure.

SKIPPER The Solar Republic! assumes that starting characters


are officers aboard their star ship and therefore better
The Skipper is where the buck stops, and a good one equipped than the average spacer. It is recommended
earns their crew’s unquestionable loyalty. that characters be given 1000 in currency to spend on
A Skipper has the following skills as career skills: Step 7 of character creation, rather than 500.
Coercion, Discipline, Gunnery, Leadership, Operation, In The Solar Republic!, the standard currency is
Perception, Ranged (Light), Resilience. A Skipper called the Sol.
chooses four of these career skills and gains one rank in
each before spending experience (XP). weapons
Rather than spending currency during character
creation, players with Skipper characters may instead BLUNDER KNUCKS
choose to start with the following gear: This device is a finger-less half glove with a rigid strip of
● Hand Radio conductive material across the knuckles and an
embedded micro-battery in the palm. A close-quarters
● Stinger or Burner
weapon, blunder knucks are designed to disable foes and
● 2 Palliative Tonics and 1 Adrenaline Hypo their armor.
● Tailored Ship’s Suit
● Armored Tunic or Deckhand’s Belt BOARDING MACE
● 1d100 Sols In tight compartments, surrounded by vital machinery
and piping, coil guns and flare lenses quickly lead to
SMOOTH TALKER catastrophic damage to ship systems. A well-balanced
A ship’s purser or ship’s agent is almost always a Smooth boarding mace, with its conductive head and hefty
Talker, using their innate charm to forward the crew’s batteries, is the preferred weapon of many a deckhand.
interest.
A Smooth Talker has the following skills as career
BURNER
skills: Charm, Cool, Deception, Discipline, Negotiation, This hand weapon emits a stream of agitated particles
Streetwise, Vigilance. A Smooth Talker chooses four of that quickly ignites light materials as easily as it does skin
these career skills and gains one rank in each before and flesh.
spending experience (XP).
MOLECULAR THREAD
Rather than spending currency during character
Consisting only of a thin, molded grip that can extend a
creation, players with Smooth Talker characters may
molecule-thin line of thread at the press of a button, this
instead choose to start with the following gear:
weapon is a common self-defense device.
● Hand Radio
● Stun Ray or Molecular Thread COIL GUN
● 2 Palliative Tonics and 1 Adrenaline Hypo A heavy weapon consisting of a thick battery pack and a
● Tailored Ship’s Suit long barrel encircled by a spiraling magnetic accelerator,
a coil gun packs a big punch.
● Deckhand’s Belt
● 2d100 Sols

BOOST #6: SPACE FANTASY


23 GENESYS
FLARE PISTOL DECKHAND’S BELT
A flare pistol is a lensed weapon that emits a A common apparatus, this thick belt has a compact
concentrated laser beam, ripping apart molecules in a battery and bands of fibers that project a protective,
thin line of destruction. energetic cushion when the wearer is struck.

FLARE RIFLE REPULSION FIELD GENERATOR


A larger, more powerful version of a flare pistol that This heavy, fist-sized device produces a field of
requires two hands to operate. deflective energy around its user.

STINGER tools
A compact and easily concealed hand weapon that fires
jacketed darts, this is a popular option for self- ADRENALINE HYPO
protection. This small, single use syringe works exactly like a
Add jj to skill checks made to find this item when Painkiller (Page 95 of the G ENESYS C ORE
concealed. R ULEBOOK) but restoring Strain rather than Wounds.

STUN RAY FIELD METER


This wide-nosed hand weapon emits a pulse of This palm-sized device can detect radiation levels,
disruptive energy, playing havoc with the electromagnetic currents, and even gravimetric
electromagnetic systems of a living being. Stun rays only variation.
cause strain damage. Add j to Perception and Vigilance checks made
while using a field meter. In addition, the GM may
Armor determine that there are narrative benefits to using this
ARMORED TUNIC device.

A fitted tunic with plates of impact resistant and energy HAND RADIO
dispersing material woven into the fabric.
A common communication device with a range of up to
COMBAT ARMOR orbital scale, though requiring line of sight (while
ignoring minor obstructions like buildings or station
Consisting of thick plates of hardened material layered walls).
over an under-suit of protective mesh, this armor also
has a self-contained pressure suit with two hours of HEEL ROCKETS
breathable air when sealed. Sealing the combat armor When activated, these small rockets allow the user to fly
requires a maneuver. or hover for the duration of one encounter, or ten
minutes.
Table 3.1 Weapons
NAME SKILL DAM CRIT RANGE ENCUM PRICE RARITY SPECIAL
brawl WEAPONS
Blunder Knucks Brawl +2 4 Engaged 1 150 3 Sunder
MELEE WEAPONS
Boarding Mace Melee +3 4 Engaged 2 300 4 Stun 3
Molecular Thread Melee 2 2 Engaged 1 400 6 Breach 1
MELEE WEAPONS
Burner Ranged (Light) 6 4 Short 1 300 5 Burn 2
Coil Gun Ranged (Heavy) 7 2 Medium 4 450 6 Knockdown, Pierce 2
Flare Pistol Ranged (Light) 6 2 Medium 2 450 7 Pierce 1, Vicious 2
Flare Rifle Ranged (Heavy) 9 2 Long 3 1000 8 Pierce 2, Vicious 3
Stinger Ranged (Light) 4 3 Short 1 350 4 Pierce 2
Stun Ray Ranged (Light) 6 5 Short 2 350 4 Blast 5, Stun Damage

BOOST #6: SPACE FANTASY


GENESYS
24
After use, the heel rockets’ fuel cell must be recharged. Table 3.3 Equipment and Gear
This can be done at any shop that sells them, or at a fuel Item Encum Price rarity
station, for 25 Sols. Tool
MEDICAL CASE Adrenaline Hypo
Field Meter
0
1
50
200
4
6
Necessary to perform Medicine checks to heal Hand Radio 1 150 4
characters, the medical case also provides the benefit of Heel Rockets 2 350 6
either one palliative tonic or adrenaline hypo per Medical Case 3 400 4
encounter.
Palliative Tonic 0 25 3
PALLIATIVE TONIC Punch Card Machine 2 400 5
Slide Rule 1 100 6
This single use vial, when imbibed, works exactly like a
Standard Tool Kit 4 275 4
Painkiller (Page 95 of G ENESYS C ORE R ULEBOOK).
Garment
PUNCH CARD MACHINE Lab Coat 2 150 5
Ship’s Suit 2 75 3
This device is required to perform Computers checks to
Ship’s Suit (Tailored) 2 200 5
interact with computer terminals.
Space Suit 3 500 7
SLIDE RULE
A trusty slide rule greatly assists in any calculation. SHIP’S SUIT (TAILORED)
Add j to any Computers or Astrocartography checks Officers tend to wear better made and more expensive
made while using a slide rule. versions of the common ship’s suit.
Add j to all social checks made while wearing a
STANDARD TOOL KIT tailored ship’s suit.
Required to perform Mechanics checks to repair
mechanical devices or Robot characters. SPACE SUIT
Space suits are needed for extra-vehicular activities and
Garments when exploring environments that lack a breathable
atmosphere. Modern space suits are sleek and form
LAB COAT fitting, while older models are quite bulky and stiff. For
In addition to lending an air of authority, lab coats also an older space suit, reduce the cost to 300 Sols and add
possess useful pockets and pouches of all sizes. j to all Athletics and Coordination checks made while
Add j to any Leadership or Negotiation checks made wearing the suit.
while wearing a lab coat and increase the encumbrance Once sealed, which takes a maneuver, the suit
threshold of the wearer by 2. provides 3 hours of breathable air.

SHIP’S SUIT
The common attire of ship hands everywhere, ship’s suits
are usually marked with the colors and crests of the ship
that employs the wearer.

TABLE 3.2 Armor


Name Defense Soak encum price rarity
Armored Tunic 0 2 2 200 3
Combat Armor 1 2 5 2000 8
Deckhand’s Belt 1 1 1 150 4
Repulsion Field Generator 3 0 2 1500 6

BOOST #6: SPACE FANTASY


25 GENESYS
SECTION 4: Spacecraft Control Skill: Piloting (Space).
Fusion Drive: No.

S pacecraft in The Solar Republic! setting maneuver on


high impulse plasma thrusters when near planetary
systems, space stations, and engaged in ship-to-ship
Complement: 2 crew.
Passenger Capacity: 4.
Consumables: 4 days.
combat. This form of propulsion is represented by the
Gate Capable: No.
Max Speed rating and in all ways follows the normal
Encumbrance Capacity: 16.
rules for vehicle combat as described in the G ENESYS
C ORE R ULEBOOK. Price/Rarity: 100,000/4.
Weapons: Light Flare Lens (Fire Arc Forward; Damage
When traveling to the edge of a star system to reach a 2; Critical 3; Range [Short]).
Gate-Point that allows rapid travel between stars, star
ships engage their fusion rockets. It takes two rounds to ATTACK SAUCER
cycle up a fusion drive, and once activated in the third When outfitted as a fighter craft, the Saucer’s Handling is
round, the craft cannot change direction until the fusion reduced to 0, Passenger Capacity to 0, Encumbrance
drive is deactivated. When a ship’s fusion drive is active, Capacity to 6, and the following weapon profiles replaces
its speed is doubled. the existing profile: Paired Light Flare Lenses (Fire Arc
It becomes nearly impossible to target a ship that has Forward; Damage 2; Critical 3; Range [Short]; Linked 1).
engaged its fusion drive, upgrading any combat checks Torpedo Launcher (Fire Arc Forward; Damage 6;
targeting the vessel three times. Further, it is extremely Critical 3; Range [Long]; Blast 4, Breach 2, Limited
dangerous to pursue a ship with an active fusion drive Ammo 2).
too closely. When within Long range a Dangerous
Driving action is required instead of the Reposition BAADAL-CLASS SHUTTLE
Maneuver to close one range band. hh generated on This sleek, arrowhead-shaped craft is the standard
this check result in a vehicle critical hit for the pursuer as Daradeen shuttle. Nimble, and sporting a powerful
fusion exhaust sweeps across their ship. accelerator cannon, this craft is suited to transport high-
It should be noted that it generally takes several weeks value passengers.
to a few months of travel under fusion drive to reach a
3 5 1 DEFENSE ARMOR
Gate-Point. A successful Astrocartography check is
SILHOUETTE MAX SPEED HANDLING
0 2
needed to plot a Gate-Jump, and then a successful HT THRESHOLD SS THRESHOLD
Computers check is required to create a punch card for 16 10
the massive Gate Processing Computer. Once these steps Control Skill: Piloting (Space).
have been completed and the ship has reached the jump Fusion Drive Rating: No.
point, the actual jump is instantaneous. Of course, Complement: 3 crew.
another period of weeks or months is required to reach Passenger Capacity: 6.
the inner system of the target star. Consumables: 10 days.
Gate Capable: No.
small Craft Encumbrance Capacity: 20.
Price/Rarity: 250,000/8.
SAUCER-CLASS SHUTTLE Weapons: Turret-Mounted Accelerator Cannon (Fire
Nearly ubiquitous in settled space, this six-seater craft is Arc All; Damage 4; Critical 3; Range [Medium], Breach
a capable shuttle used for landing on the surface of 1).
moons and small planets. These craft can also be
outfitted with heavier weapons, sacrificing passenger escort ships
and cargo capacity to instead play the role of a star
fighter.
KISSIMMEE-CLASS CUTTER
A well-built and durable ship, the Kissimmee-class
3 5 1 DEFENSE ARMOR
Cutter is favored by merchant escort and light transport
SILHOUETTE MAX SPEED HANDLING
0 2 crews for its versatility and dependability. Able to accept
HT THRESHOLD SS THRESHOLD
12 8 a wide variety of parts and relatively easy to retrofit, this
class has been in service for several decades.

BOOST #6: SPACE FANTASY


GENESYS
26
1 Port and 1 Starboard Rear-Mounted Paired Flare
4 5 0 DEFENSE ARMOR

SILHOUETTE MAX SPEED HANDLING


2 4 Lenses (Fire Arc Rear; Damage 4; Critical 3; Range
HT THRESHOLD SS THRESHOLD [Medium]; Breach 1, Linked 1).
45 35 2 Batteries of 5 Port Mounted Heavy Accelerator
Control Skill: Operating. Cannons (Fire Arc Port; Damage 8; Critical 3; Range
Fusion Drive: Yes. [Medium], Breach 2, Linked 4).
Crew Complement: 100 crew. 2 Batteries of 5 Starboard Mounted Heavy
Passenger Capacity: 20. Accelerator Cannons (Fire Arc Starboard; Damage 8;
Shuttle Complement: 2 Saucer-class Shuttles Critical 3; Range [Medium], Breach 2, Linked 4)
Gate Capable: Yes. 6 Forward and 2 Rear Torpedo Launchers (Fire Arc 2
Consumables: 2 years. Forward and 2 Rear; Damage 6; Critical 3; Range [Long];
Encumbrance Capacity: 100. Blast 4, Breach 2, Limited Ammo 2).
Price/Rarity: 2,500,000/7.
Weapons: 1 Port and 1 Starboard Forward-Mounted CHAANDANEE-CLASS SLOOP
Paired Flare Lenses (Fire Arc Forward; Damage 4; Daradeen ships are advanced, and punch well above
Critical 3; Range [Medium]; Breach 1, Linked 1). their weight. The experimental Chaandanee-class Sloop
Battery of 5 Port Mounted Heavy Accelerator is no exception, being as fast as other vessels of its class
Cannons (Fire Arc Port; Damage 8; Critical 3; Range but better armored and carrying heavier weapons. This
[Medium], Breach 2, Linked 4). small, versatile warship will fill many roles for the
Battery of 5 Starboard Mounted Heavy Accelerator Daradeen navy, from light patrol to convoy escort to
Cannons (Fire Arc Starboard; Damage 8; Critical 3; transport of vital personnel.
Range [Medium], Breach 2, Linked 4).
2 Forward and 2 Rear Torpedo Launchers (Fire Arc 2 4 5 1 DEFENSE ARMOR

Forward and 2 Rear; Damage 6; Critical 3; Range [Long]; SILHOUETTE MAX SPEED HANDLING
2 5
HT THRESHOLD SS THRESHOLD
Blast 4, Breach 2, Limited Ammo 2).
55 35
CA DEN RAIDER-CLASS FRIGATE Control Skill: Operating.
Fusion Drive: Yes.
This sturdy and well-armed warship serves as the
Crew Complement: 120 crew.
backbone of the Vordunish fleet. Two Ca Dens are
Passenger Capacity: 20.
enough to subdue a small colony or space station, and a
Shuttle Complement: 2 Baadal-class Shuttles
single Raider can often withstand a Solarian Cruiser’s
Gate Capable: Yes.
barrage long enough to ignite their out-sized fusion
Consumables: 2 years.
drive and escape the larger vessel.
Encumbrance Capacity: 100.
5 4 -1 DEFENSE ARMOR Price/Rarity: 10,000,000/10(R).
SILHOUETTE MAX SPEED HANDLING
2 5 Weapons: 1 Port and 1 Starboard Forward-Mounted
HT THRESHOLD SS THRESHOLD
Paired Flare Lenses (Fire Arc Forward; Damage ; Critical
70 55 3; Range [Medium]; Breach 1, Linked 1).
Control Skill: Operating.
2 Batteries of 3 Port Mounted Heavy Accelerator
Fusion Drive: Yes.
Cannons (Fire Arc Port; Damage 8; Critical 3; Range
Crew Complement: 300 crew.
[Medium], Breach 2, Linked 2).
Passenger Capacity: 60.
2 Batteries of 3 Starboard Mounted Heavy
Shuttle Complement: 2 Saucer-class Shuttles, 4 Attack
Accelerator Cannons (Fire Arc Starboard; Damage 8;
Saucers
Critical 3; Range [Medium], Breach 2, Linked 2).
Gate Capable: Yes.
3 Forward and 2 Rear Torpedo Launchers (Fire Arc 2
Consumables: 2 years.
Forward and 2 Rear; Damage 6; Critical 3; Range [Long];
Encumbrance Capacity: 150.
Blast 4, Breach 2, Limited Ammo 2).
Price/Rarity: 5,000,000/8.
Weapons: 1 Port and 1 Starboard Forward-Mounted
Paired Flare Lenses (Fire Arc Forward; Damage 4;
Critical 3; Range [Medium]; Breach 1, Linked 1).

BOOST #6: SPACE FANTASY


27 GENESYS

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