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BOOST 6 Space Fantasy
BOOST 6 Space Fantasy
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
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Adventures 10
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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
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
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
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
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).
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.
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.
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).
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.
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.
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
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.
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).