Professional Documents
Culture Documents
Acknowledgements
Character Creation
Technology
Occult
This Fan-conversion assumes you are using the Basic Roleplaying 4th Edition Ruleset. The Heroic campaign level is best
suited for Fading Suns. For humans, all characteristics are rolled at 3D6 (Except for SIZ and INT which are rolled at
2D6+6). If Point Buy is preferred, then 36 characteristic points is recommended. 325 professional skills, 15×INT for
personal skills as well as the Psychic Abilities Power.
The Steps for Character Creation are found on the 2nd Chapter of the rulebook.
Humanity
Humans are by far the most populous interstellar race. The Diaspora spread humanity to hundreds of star systems.
Characteristics:
Ur-Obun
The Ur-Obun are one of the races know as the Children of the Ur. Having a close connection with the Anunnaki they
called the "Venkalli" or Lightbringers whom they revered as gods. They have developed a pacifist and philosophical
society. One of the only humanoid races ever discovered they suffer the least prejudice of all alien races. Ur-Obun are
recognizable as being very similar to humanity but have dark pupilless eyes. Their home planet Velsimil is controlled by
House Hawkwood.
Characteristics:
STR 2D6+2 SIZ 2D4+4 POW 2D6+6 APP 3D6
Ur-Obun automatically starts with Psychic Powers (Any) or Theurgic Casting and Allegiance (Any). They also get
Language (Obunish), Language (Urthish) and Language (Uryari) at INTx5 or EDUx5.
Ur-Ukar
Along with the Ur-Obun, the Ur-Ukar are one of the two races recognised as Children of the Ur. They hold a close
relationship to the Anunnaki (specifically, the Kadani) whom they revere as gods. Displaced from the Obun homeworld
after the War in the Heavens, they were placed on Kordeth. Ukari are tribalistic and clannish and have become physically
accustomed to living underground and in the dark.
Ukari are largely suppressed by humanity and either live as supplicants or mercenaries. Their natural ability to fight and
work in the dark gives them a huge advantage over their human counterparts. In a long history of conflict, the Ur-Ukar
have come to value the traits of the warrior. Their culture is naturalistic and honest, and they rely heavily on tradition.
These qualities made them very popular in the media for a time.
They are recognizable by their pale coloring and extensive body scarification. They share the black eyes of the Ur-Obun,
as well as having a natural gift for Psi powers, though the two races are definitely not on friendly terms. The humans
were not the first to exploit and suppress the Ur-Ukar, and traditionalist Ukari have not forgotten.
Characteristics:
Ur-Ukar automatically starts with Psychic Powers (Any) or Theurgic Casting and Allegiance (Any). They also get Language
(Ukarish), Language (Urthish) and Language (Uryari) at INTx5 or EDUx5.
Vorox
Native sentients of the brutal world of Ungavorox, these multilimbed monstrosities are highly valued as shock troops or
guerrilla warriors. Only “civilized” Vorox are allowed to leave their homeworld, for the “feral” kind are considered too
unruly and dangerous. But most Known Worlders are hard-pressed to tell the difference between the two. Civilized
Vorox have their poisonous claws removed to prove their commitment to civilization. Noble Vorox are allowed to keep
one claw as a sign of their rank. Civilized Vorox societies are proud of these declawing ceremonies, and view the sacrifice
of their native weaponry as a true sign of civilization — by forcing themselves to depend on tools (swords, guns, etc.) to
defend themselves against Ungavorox’s hideously dangerous lifeforms, they prove over and over how technology
trumps nature. Feral Vorox — those who live in the jungles, heedless of humans and their civilization — consider it a
mark of weakness to lose one’s claws.
Characteristics:
Ascorbite
These insectoid sentients are one of the most persecuted of all aliens. They are fearsome to look upon and unnerving to
behold, they are blood-drinkers and often look down upon humanity as dominating flesh-bags. They have mythologies
that concerning dark beings now disappeared.
Characteristics:
Ascorbite have a 3-point carapace armor. Their inhuman physiology makes them unable to wear armor fitted for
humans and they require expensive modifications in order to. Ascorbite cannot eat solid food and will need to acquire
sustenance from blood or some other liquid substitute. While grappling, they have a blood drain attack that deals 1
point of damage per turn. You have the option of playing a young Ascorbite which has a STR 2D6, SIZ 1D6+4, INT 3D6+4
and FLY 12. They automatically have Language (Urthish) at INTx2 or EDUx2, Language (Ascorbite) at INTx5 or EDUx5 and
Jump 65.
Hironem
These reptilian sentients are remarkable in that their culture seems to have descended almost directly from Vau culture.
It has been speculated that they were once under the patronage of renegade Vau mandarins.
Characteristics:
All Hironem have Psychic Discipline Sixth Sense at 25% giving them access to the Sensitivity, Darksense and Subtle Sight
psychic powers. They can use Subtle Sight psychic power while ignoring the 1st Power Point cost. Hironem automatically
have Language (Urthish) at INTx2 or EDUx2, Language (Hironem) at INTx5 or EDUx5.
Shantor
These ungulate (horse-like) aliens were the first alien sentients to be encountered by humanity. Since then they have
been subjugated into living on reserves.
Characteristics:
STR 3D6+18 SIZ 4D6+12 POW 3D6 APP 2D6
Shantor have 1-point muscle and hide. They do not have opposable thumbs and cannot manipulate complex devices.
They have to use specialized harnesses that allow them to strap devices onto their mouths in order to use them. Shantor
automatically have Language (Urthish) at INTx2 or EDUx2, Language (Shantor) at INTx5 or EDUx5.
Below is a list notes and new skills for games in the Fading Suns.
Craft (Alchemy)
Drive (Landcraft)
Language
• Barbarian
There are two main barbarian tongues: Kurgan or Vuldrok.
• Graceful Tongue
A form of speech that is formed in the basis of Urthish, but it is steeped in layers metaphor so to be as to be
unintelligible to those unfamiliar with its nuances.
• Dialects
Players may choose different cultural or area dialects to reflect character backgrounds.
• Latin
The ancient, dead language that originated from Earth. Only scholars and members of the Church speak it.
• Scraver Creole
A hodgepodge language made up of vulgar slang and coded gestures spoken only by spacers.
• Urthish
This is the most common language in the Known Worlds, and is possessed by all human characters
• Xeno
(Obun, Ukar, Vorox, Ascorbite, Gannok, Vau, etc.) As with Barbarian, when choosing Xeno the player must
choose a specific language as well.
Literacy
Characters don’t automatically know how to read and write and must spend points learning to.
Martial Arts
Below is a list of the more famous martial styles. Others exist, but teachers are rarer.
• Shaidan
A no-nonsense power form similar to ancient Urth karate. The popularity of this style has spread far and wide,
and it is now considered the art of choice for people of class and distinction.
• Koto
A tricky art using misdirection to deliver unexpected blows onto an opponent. Named after a mythological
trickster bird from the folklore of the planet Aylon.
• Mantok
Named for Mantius, the Prophet’s disciple (also known as the Soldier) whose purview is Protection. This is the
Brother Battle martial fighting style, taught only to members of that order. There are harsh penalties for
teaching its secrets to outsiders.
• Iron Heel
An art practiced by the Muster. It is a down-and-dirty commando art which recognizes the necessity of
incapacitating an opponent over the need for honor.
• Jox Kai Von (Jox Boxing)
A nasty and dirty Ur-Ukar art with no-holds barred — eye gouges, groin punches, ear pulls, etc.. It is a close-in
fighting style, and thus relies on few kicks.
• Graa
Because this style relies on a Vorox’s six limbs, non-Vorox may not learn Graa. Vorox physiques allow for special
techniques, and a few Vorox have taken advantage of this and raised their techniques to a martial form.
• Fencing
Fencing is the art of the blade. Fencing duels are the preferred method of resolving disputes of honor among the
nobles of the Known Worlds.
• Shield Fighting
A martial art used to bypass the AP provided by an energy shield.
Technical Skill
• Mechanical
The proficiency in the operation of mechanical objects.
• Volt
The operation of electrical circuitry or powered items.
• High Tech
The operation of extremely complex and/or immaterial tech, such as devices that operate on magnetism or
other fields.
Knowledge
• Beast Lore
• Beyond the Known Worlds
• Bureaucracy
• Guilds
• Jumpwebs
• Known Worlds
• Military
• Occult
• Xeno
Science
• Anthropology
• Archaeology
• Astronomy
• Biology
• Chemistry
• Cybernetics
• Engineering
• Genetics
• Meteorology
• Physics
• Terraforming
Repair
• Mechanical
• Volt
• High Tech
Ride (Beast)
Pilot
• Aircraft
• Spacecraft
• Watercraft
Psychic Power ()
Theurgic Casting
Allegiance ()
Technology
Melee Weapons
Melee weapons saw a resurgence after the Fall, since energy shields are common among the nobility and those who can
afford them.
Weapon Skill Base Dmg Special Rng HP Parry Hands SIZ Cost
Knife Knife 25 1d3+1+db Impaling S 15 Y 1H 0.5 2
Dirk Knife 25 1d4+db Impaling S 15 Y 1H 0.5 4
Rapier Sword 15 1d8+1+db Impaling M 15 Y 1H 1 10
Broadsword Sword 15 1d8+1+db Bleeding M 20 Y 1H 1.5 15
Scimitar Sword 15 1d8+1+db Bleeding M 19 Y 1H 1.5 20
Katana Sword 15 1d10+1+db Bleeding M 15 Y 2H 1.5 20
2-Hand Sword Sword 05 2d8+db Bleeding M/L 18 Y 2H 2.5 35
Vorox Sword Sword 15 1d8+2+db Bleeding M 20 Y 1H 2 251
Axe Axe 15 1d8+2+db Bleeding M 15 Y 1H 1 5
Spear Spear 15 1d6+1+db Impaling M 15 Y 2H 2 1
Staff Staff 25 1d8+db Crushing M 20 Y 2H 1.5 1
Club Club 25 1d6+db Crushing M 15 Y 1H 1 1
Mace Mace 25 1d6+2+db Crushing M 20 Y 1H 1 10
Flail Flail 10 1d6+db Crushing M 7 Y 1H 2 4
Whip Whip 05 1d3-1 Entangle L 4 N 1H 0.5 3
2
Suresnake Whip Whip 05 1d3-1 Entangle L 4 N 1H 0.5 100
Garrote Hand 15 Special - S 4 N 2H 0 5
Frap Stick3 Club 15 2d6+1 Impale M 10 Y 1H 1 15
1. 15 for a Vorox
2. Can take an action to automatically entangle the target at 5 Dex ranks lower
3. Takes a -10 penalty to attack in order to Slip past Energy shields. After each successful attack, a turn must be spent “reloading” the weapon.
Hybrid Weapons: Combines a melee weapon with a range weapon of choice, characters no longer need to take time
switching weapons. However, the complicated design makes hybrid weapons more prone to failure. They use the HP of
the more fragile weapon. Cost +2x add-on weapon.
Shield Breaker: A melee weapon attachment that creates an energy field on its striking end designed to overload energy
shields. A successful attack deals the weapon’s normal damage, but it causes a Burn Out (see below) effect against an
energy shield. While on, you cannot slip past shields. A fusion cell is required work. Cost +200.
Shocker Weapon: Any melee weapon can be rigged with a shocker, which releases an electrical charge whenever the
weapon hits a target. When successfully used, roll the weapon’s normal damage and if it overcomes the target’s armor
make a resistance roll vs the target’s current hit points. If the attack is successful, the character is stunned for a number
of rounds equal to the damage dealt. See rules for Stunning and Subduing on page 232 of Chapter Seven: Spot Rules for
details. A fusion cell is required work. Cost: +30.
Splinter Sword: These unique plastic blades are designed to shatter on impact to leave tiny, sharp fibrous threads in the
victim’s body which continue to cut the victim’s flesh until they are removed. If it does one point of damage it
automatically causes bleeding. The bleeding can only be stopped with a Difficult First Aid Check and Surgery afterward
to remove the shards. When these swords strike a target, it loses HP equal to the damage dealt.) Cost: +50.
Vibrating Blade: Any bladed weapon can be modified with an electrical apparatus that causes the blade to vibrate
minutely but very quickly. A vibrating blade gains +2 to its base damage and gives a +10% bonus to Shield Fighting. A
fusion cell is required work. Cost: +100.
Melee weapons from the time of the Second Republic, they are not crafted but found or inherited.
Weapon Skill Base Dmg Attk Special Rng HP Parry Hands SIZ Value
1
Wire Blade Sword 5 3d12 1 Bleeding M 12 N 1H 1.5 10000+
Flux Sword Sword 20 2d10+db2 1 Impaling M 30 Y 1H 1.5 15000+
Attuned Plasma Sword3 Sword 15 2d10+db2 1 Bleeding M 15 Y 1H 1.5 30000+
1. Reduce the armor value by ½ (round up) versus this weapon (not energy shields).
2. Reduce the armor value by ½ (round up) versus this weapon (Includes energy shields).
3. Requires 15 POW to Wield Properly, otherwise it becomes a normal flux sword.
Wireblade: At first glance it looks like an elegant bladeless hilt from which a monofilament blade extends from when
activated. A faint luminescent hologram is projected from the handle along the length of the blade (the only way to see
it with the naked eye). If the fusion cell is damaged and the hologram is no longer being projected, the weapon gains a
Mal range of 91-00.
Flux Sword: An energy sword. At the flick of a switch, a sword-shaped force field is created which instantly fills with
plasma. These swords are powered by a fusion cell.
Attuned Plasma Sword: A Plasma Sword which is psychically attuned to the wielder. The wielder must have at least 15
POW and one Psi Power. This attunement process needs at least 30 minutes whereby the wielder does a POW vs POW
Resistance Check against the sword which has a POW of 15. If she succeeds, the sword is considered “bonded” to the
character — she can use psychic powers on it easier. It is not alive and has no mind to be read, but FarHand powers
costs one less power point to cast.
Attuned Plasma Swords can become channels for psychic energy. The attuned wielder can spend Power Points to
increase his damage and accuracy (1 Power Point per +1 to damage and +5% to skill). The maximum Power Points which
may be spent to channel energy is equal to half the character’s POW characteristic.
Slug Guns
Bullet-firing guns are not exactly rare in the Known Worlds, but they are outlawed among the peasantry. Thus, the
majority of the Known Worlds population is forbidden to handle a gun, leaving the sport up to freemen and nobles.
Weapon Skill Base Dmg Attk Special Rng HP Mal Ammo Value
Derringer Slug Gun 20 1d6 1 Impaling 3 5 00 4 50
Light Revolver Slug Gun 20 1d6 2 Impaling 15 10 00 6 100
Light Autofeed Slug Gun 20 1d6 2 Impaling 10 6 00 13 150
Medium Revolver Slug Gun 20 1d8 1 Impaling 25 8 00 6 200
Medium Autofeed Slug Gun 20 1d8 2 Impaling 20 8 98 10 250
Heavy Revolver Slug Gun 20 1d10+2 1 Impaling 20 14 00 6 250
Heavy Autofeed Slug Gun 20 1d10+2 1 Impaling 15 8 00 8 300
Imperial Rifle Slug Gun 25 2d6+4 1 Impaling 110 12 00 10 200
Assault Rifle Slug Gun 25 2d6+2 2-B Impaling 90 12 00 30 500
Sniper Rifle Slug Gun 25 2d10+4 1 Impaling 250 10 00 5 700
SMG Slug Gun 15 1d8 2-B Impaling 40 8 98 20 350
Shotgun (Shot) Slug Gun 30 4d6/2d6/1d6 1 Impaling 10/20/50 10 00 7 300
Shotgun (Slug) Slug Gun 30 2d6+4 1 Impaling 50 10 00 7 300
Splinter Pistol Slug Gun 25 2d41 1-B2 Impaling 15 14 99 7 70
Splinter Rifle Slug Gun 25 4d41 1-B2 Impaling 30 14 99 13 100
Light Machine Gun Slug Gun 15 2d6+4 3-B Impaling 90 11 00 50 750
1. Against a foe with “hardened” armor, a splinter weapon only deal half damage (roll normally and round down before subtracting armor protection). Soft armors only provide ½ protection (Round down).
2. Splinter weapons fires clusters of flechettes, either as a single shot or a long burst that empties the magazine.
Splinter Pistol, Rifle: Splinter guns uses a fusion cell to empower a magnetic field which propels a stream of metal
shards down the barrel with each pull of the trigger.
Energy Guns
Most energy guns came from Voutech filtered through Second Republic manufacturers. At the height of the Second
Republic, some of these weapons were even improved beyond the Vou’s own level of design, but that was a long time
ago.
Weapon Skill Base Dmg Attk Special Rng HP Mal Ammo Value
Palm Laser Laser 15 1d6 2 Impaling 10 12 99 7 200
Laser Pistol Laser 20 1d8 3 Impaling 20 14 99 15 300
Laser Rifle Laser 15 2d8 2 Impaling 100 20 99 23 500
Assault Laser Laser 20 2d8 3 Impaling 60 20 99 20 700
1
Blaster Pistol Blaster 15 1d8+4 1 Impaling 20 14 98 10 700
Blaster Rifle Blaster 10 2d8+31 1 Impaling 60 18 98 15 1000
Blaster Shotgun Blaster 10 4d8/2d8/1d81 1 Impaling 10/20/50 14 98 8 1200
3
Scheecher Other 10 2d6 1 Knockback 50 16 97 15 300
Flamegun Other 05 2d6+fire1,2 1 - 25 6 93 10 150
Stunner Other 20 Special4 2 Knockback 50 18 98 15 300
1
Jet Pistol Other 20 4d6+4/1m 1 Knockback 20 18 98 2 100
1. Reduce the armor value by ½ (round up) of energy shields.
2. If the target is hit by a flamegun, it is on fire and will take 1d6+2 points per round in additional damage until the fire is extinguished.
3. Ignores AP, halved if the character has hearing protection. Covering ears with hands still counts as hearing protection.
4. Stuns Target, see rules for Stunning and Subduing on page 232 of Chapter Seven: Spot Rules for details
Jet Pistol: A rocket pistol, firing mini, jet-propelled capsules holding a large blast capsule.
Explosives
Weapon Skill Base Dmg1 Attk Special Rng HP Mal Ammo Value
2
Demolition Rig Demolition - 2D6/1m Knockback 3 3 00 - 200
Frag Grenade Grenade Throw 4d6/4m 1 Knockback Thrown 8 99 - 20
Plasma Grenade Grenade Throw 3d10/2m3 1 Knockback Thrown 10 98 - 30
4
Flash Grenade Grenade Throw /3m 1 Knockback Thrown 8 99 - 70
Shock Grenade Grenade Throw 3d8/2m5 1 Knockback Thrown 8 98 - 90
6
Mist Grenade Grenade Throw /3m 1 Knockback Thrown - 70
Grenade Launcher Launcher 25 4d6/2m 1/3 Knockback 20 12 99 - 500
Rocketeer Launcher 25 6d6/2m 1 Knockback 50 12 98 5 400
Missile Launcher Launcher 1 10d6/5m 1/3 Knockback 400 12 99 - 800
1. Damage is expressed in dice per meters; damage done each meter past the initial radius decreases by 1d6 per meter.
2. Can combine other demolition rigs to increase damage and blast radius, each cumulative demolition rig gives +1d6/+1m to a max of 6d6/6m.
3. Reduce the armor value by ½ (round up) of energy shields. If struck, the target should make a Difficult Luck roll. If the roll fails, the target is on fire and will take 1d6 points of damage every other round until
the fire is extinguished.
4. Targets without eye protection are blinded for 1d3+1 combat rounds. The target can roll a Difficult Idea check to recognize the attack and close their eyes, only being blind for 1 combat round.
5. Roll damage as normal and if overcomes the target’s AV use the damage vs the target’s HP in a resistance roll. If the target succeeds, he or she takes minimum damage. If the target loses, he or she is
stunned for a number of rounds equal to the damage dealt. See rules for Stunning and Subduing on page 232 of Chapter Seven: Spot Rules for details
6. Fills an area with vision obscuring mist instead of doing damage. Laser weapons deal ½ damage (round up) when shooting through the mist.
Artifact Guns
These weapons are no longer manufactured, as the secrets behind their technology have been lost since the Fall.
Weapon Skill Base Dmg Attk Special Rng HP Mal Ammo Value
Fusion Gun Other 20 6d6+61 1 Impale 40 20 5000
2
Neural Disruptor Other 15 2d6 1 - 20 12 99 6 3000
1. Reduce the armor value by ½ (round up) versus this weapon (not energy shields).
2. Ignores AP, except from Psi Cloak. If the damage rolled normally but is not applied – if it is equivalent to half of the target’s Hit Points, then the target falls unconscious. Psychics may make a Psi check to
avoid the attack, similar to dodge.
Fusion Gun (TL8): This large, sleek black rifle generates an energy discharge capable of liquefying even ceramsteel.
Neural Disrupter (TL8): These small palm guns fire a nearly invisible and slightly erratic stream of energy which causes
destruction to nerve cells and brain matter.
Ammunition
Standard ammunition costs depend upon the availability of the ammo and caliber (size). The cost of clips or magazines
to hold the ammo is usually 1/10th the cost of the gun.
There are a variety of slug calibers and types of slugs, from slappers (riot ammo) to needlers (armor-piercing) to blast
capsules (explosive)
Blast Capsule (+7 fb): Blast capsules have a special charge of stored plasma that is released upon impact. Blast Capsules
add +3 damage and reduce the armor value by ½ (round up) of energy shields. They cannot be made in calibers below
.40.
Slapper (+3 fb): Meant for use against rioting crowds, slappers knock people down but don’t damage them as much as
most slugs.
Weapons with Slappers roll damage normally but it is not applied – if it is enough damage to cause a major wound, then
the target is knocked out for 1d10+10 rounds. The target then takes the minimum damage the weapon can inflict and is
not knocked out.
Sunder Slug (+10 fb): Ceramsteel fragments in a gel medium, encased in steel. Ignore 4 points of AP and add +1 damage.
Vorox Claw (+7 fb): An expanding bullet that opens into a five-claw blossom upon impact. +2 damage.
Primitive Armor
Primitive Armors only offer ½ protection against high velocity or energy weapons.
Advanced Armor
Chameleon Suit: Any type of armor can be upgraded with these holographic nanites that form a clear lacquer coating.
These nanites can adjust the color and texture of the armor to match its surroundings, effectively blending in to those
surrounds. Gain a +20% to hide rolls. Cost +300.
Blur Suit: When this high-tech gear is activated, the wearer becomes blurry and difficult to see. As long as the wearer is
standing still, there is a -40% penalty to spot rolls to see them. A blur suit cannot be combated with energy shields. Cost
+500.
Morph Suit: This high tech nanite suit generates just about anything the wearer wants, from spikes to camouflage.
Although complicated machinery with many moving parts is not possible. Morph suits cannot be combined with energy
shields.
Shields
Energy Shields
Energy shields are not uncommon in the Known Worlds. Anyone involved in dangerous work has one.
Shields are impact- and energy-activated, meaning that they automatically turn on when their field (usually an inch
around the body) is compromised by a kinetic or energetic force of a certain magnitude.
Features: Shields require medium-sized fusion cells to function. They can be set for any value between 1 and 20 AP,
determined by the user. The shield expends a number of charges equal to its AP setting every 15 minutes, plus 1
additional charge for each damage point absorbed. It takes 5 DEX ranks to adjust the AP value.
Burn out: Shields are designed to stop direct impacts in a small area. When confronted with a broad-area impact or
multiple small impacts (like those of a shotgun or an explosive), the shield may be overwhelmed. It will expend a
number of charges equal to x5 the damage point absorbed. If the damage exceeds the shield’s AP setting, it collapses for
as many combat rounds as the excess damage.
Shield Fighting (01%): One of the tried-and-true methods in defeating an energy shield would be to attack slowly and
deliberately in order to avoid the activation of the energy shield. To do this, you use Shield Fighting in combination with
another melee combat skill.
Shield Fighting works exactly as the Martial Arts skill and can also be used in conjunction with other normal damage
boosting Martial Arts skills.
If using larger melee weapons, the usefulness of Shield Fighting diminishes dramatically.
• Small melee weapons with an SIZ/Enc of less than 1, Shield Fighting can be used with no penalty.
• Medium melee weapons with a SIZ/Enc between 1 and 2, Shield Fighting is reduced by ½ (round up).
• Large melee weapons with a SIZ/Enc of greater than 2, Shield Fighting is reduced to 0%.
If the rolled result is less than the skill rating in both Shield Fighting and the appropriate combat skill, the energy shield’s
AP is bypassed. If rolled a successful attack, but the roll is over the Shield Fighting skill rating then the attack activated
the shield. Damage should be rolled to see how many charges is expended and if it overcomes the shield.
Shield Damper
When activated, the damper will shut down all energy shields in its area of affect. Different models have different areas
(minimum 10 feet, maximum 200 feet). Generally, a damper will work for one hour, but less if it covers a larger area.
After the time is up, it burns out, and exchanging batteries will not make it work again; only a repair session with high-
tech tools will do so.
Using a damper on a starship can cause damage to the stardrives or even jumpdrives.
Gear
Cybernetics
Jumpgates are giant, hoop-shaped artifacts in space, most of them as large as or larger than a moon. They allow for
ships to travel between the stars. The Known Worlds are connected by the jumpweb – the known routes between
jumpgates in systems. A ship must have a working jumpdrive and jumpkey in order to use the jumpgates.
Crew
Each ship class has a minimum crew needed to fully operate the ship. The typical shipboard positions are:
Captain: All military ships have a captain — almost always a noble — presiding over the vessel’s missions. Nonmilitary
vessels may or may not have a captain in addition to the positions listed below — League merchant vessels are often
captained by their pilots.
Pilot: All ships must have a pilot, can double as the navigator. Wage: 20 per jump.
Navigator: The navigator mans the sensors and helps the pilot plot a course. Wage: 10 per jump.
Bridge crew: Larger ships need a complement of crewmen on the bridge to run all the functions. Wage: 3 per jump.
Chief Engineer: They oversee the operations and maintenance of a ship’s engines and other functions. Wage: 15 per
jump.
Assistant engineers: They help the chief engineer, however smaller ships don’t require them. Wage: 5 per jump.
Gunner: They man and operate the ship’s weapons. Wage: 5 per jump.
Miscellaneous: Different ships have different needs. A cruiser might need a chef to feed its huge amount of crewmen,
while a luxury liner needs pursers and butlers to attend the needs of its wealthy passengers. Military ships need jet
jockeys to operate their maneuver jets. Most ships also have a number of swabbies, crew whose job it is to fill in the
blanks: scrub the floors, peel the potatoes, or fill in for an injured or sick crewman. Wages vary between 1 – 3 firebirds
per jump.
Types of Ships
Star Drives
The above ships use the standard Engine and Thruster Type. You will need to recalculate a ship’s speed and handling if
you change it.
Armaments
Direct Fire
Indirect Fire
Sensors
Sensors are rated on a scale of 1-10 and by type. The rating represents the distance in Astronomical Units (AU) that it
can function from. To operate them requires a Technical Skill (High Tech) roll. However, they take a -5% penalty to the
check for each AU its distance is. Sensors cannot detect anything past their range.
Transmissions
Sending information is easier than passively receiving it. Assume a ship has a transmitter similar to its sensor, but the AU
range at which it can send viable signals is 5x its sensor range
Miscellaneous
Any modules not being used for any of the above can be used for extra crew, passengers, cargo space, etc. A more
comprehensive list can be found in M-Space.
Space Combat
Capital Ships
Capital ships are starships that have a minimum crew of 4 or greater. Due to the fact that capital ships require a large
crew to operate, they rely on Officers to coordinate the crew’s efforts during an engagement.
Officers
Officers use the Command Skill in a Combined Skill check with Pilot (Starships), Gunnery and any other skills. The Officer
gets two Action Points and every additional officer that is active on the ship grants another Action Point.
Every Officer can coordinate fire from up to twenty identical guns. Attacks from those weapons are treated as an
autofire attack. With Short Bursts (1d3, +10%) requiring at least six guns, Medium Bursts (1d6, +20%) requiring at least
twelve guns and Long Bursts (1d10, +30%) requiring at least twenty guns.
Other skills can be combined with Command for different effects. This is not a comprehensive list and other skills can be
used.
• First Aid and Medicine: Coordinating medical personnel to save injured crewmembers during a battle.
• Technical Skill (): In order to operate Sensors, computers and comms which could be crucial during a battle.
• Repair (): Coordinating engineers to form quick and temporary fixes during a battle.
Occult
Psychic Powers: Psychics powers work differently from the core rules. Instead of having individual powers each
requiring its own skills, each psychic path is now its own skill starting at 0 and new powers being unlocked as that skill
gets higher. When a power or situation calls for a resistance check, use the POW score. The psychic can spend a
maximum of power points on a single power equal to ½ his POW score.
Far Hand: The path of Far Hand, or Psychokinesis deals with the manipulation of physical objects and energy fields
through the application of pure will. The range for nearly all Far Hand powers is sight, which cannot be extended without
one of the Sixth Senses. Activation of the Far Hand requires at least one power point.
The psychic can generate a simple field of directional force which can either slowly lift a single object up (1
meter per turn) OR move it to one side. He can lift objects of a SIZ equal to his POW plus any power points
spent.
The psychic can both lift AND propel an object with appreciable velocity and force. He can throw objects of a SIZ
equal to ½ his POW (Rounded up) plus any power points spent. Determine the object’s base damage (use
weapons from the core book as reference) and add a damage bonus derived from adding the object’s SIZ and
the psychic’s POW score.
The psychic now is able to hold an object steady or crush it altogether. He deals damage equal to the damage
bonus derived from the POWx2, which bypasses armor worn by the object.
The psychic can perform complex and precise manipulations of single objects, enabling him to operate a
machine or fight with weapons using only the mind. A successful Psychic (FarHand) roll must be made to lift the
weapon first, after which he substitutes his combat skills with Psychic (FarHand).
The psychic can use all of his previous powers with a number of objects equal to ½ his POW score.
51-60% – Far Wall:
The psychic can now generate a force barrier similar to an energy shield. The intensity of the barrier, as well as
its shape and position, can be modulated by the psychic to allow for air flow, letting friends in while keeping foes
out, and directing attacks to the outside of the barrier.
The armor rating of the Far Wall is equal to the psychic’s POW score. It has all of the weaknesses of the energy
shield.
The psychic can now use his powers to lift himself off the ground and fly. He now has a MOV rating equal to 4x
his POW score. This effect lasts for 30 seconds and each extra power point spend can be used to extend the
duration of the effect by another 30 seconds. Unlike other powers, the character can do this after the activation
roll.
The psychic compresses a field of energy at a point on or near the target’s body and explodes it. The energy is
equal to ½ his POW plus any power points spent and is applied like damage, though no wounds are inflicted. The
damage bypasses energy shields. If the target takes ANY damage (after taking physical armor into
consideration), the target must roll a CON vs POW resistance check or be stunned. If the damage inflicted would
bring the target’s current HP to 0, then he is knocked unconscious instead.
The psychic can use his Air Stride power for a number of people equal to ½ his POW score.
Omen: The Omen Path seeks to expand normal time-bound human awareness to include perceptions of the past and
possible futures, known as Postcognition and Precognition. Activation of Omen powers cost one power point.
Past Resonance allows the psychic to see, hear and feel what has happened in the past around a particular
object. For instance, a knife used in a murder can be “read” to get a vision of the murderer, as well as the room
where it took place, etc. Multiple items may not be selected. The psychic chooses the time period, but it can be
accompanied with a request for a particular event. How far she can see into the past depends on her success. A
normal success allows her to see a number of years back equal to her Psychic (Omen) skill divided by 10
(rounded up). A special success allows her to see a number of years back equal to her Psychic (Omen) skill. A
critical success allows her to see a number of years back equal to her Psychic (Omen) skill multiplied by 10. The
psychic can see the past for a period of about 30 seconds, but can extended the duration for 30 seconds per
extra power points spent.
Future Resonance allows the psychic to see, hear and feel what will happen in the future around a particular
object, place or person. These are shadows of the future, not what WILL happen. Multiple items may not be
selected. The psychic chooses the time period, but it can be accompanied with a request for a particular event.
T How far she can see into the future depends on her success. A normal success allows her to see a number of
months forward equal to her Psychic (Omen) skill divided by 10 (rounded up). A special success allows her to see
a number of months forward equal to her Psychic (Omen) skill divided by 5. A critical success allows her to see a
number of years back equal to her Psychic (Omen) skill divided by 10. The psychic can see the past for a period
of about 30 seconds, but can extended the duration for 30 seconds per extra power points spent.
71-80% – Voices from the Past:
The psychic can channel the personality of someone who is dead. The ghost will speak through the psychic long
enough to give her tale.
81+% – Oracle:
The psychic can foretell the future with accuracy – but cryptically. The psychic goes into a trance and says things
which must then be interpreted.
Psyche: The path of Psyche is the direct transference of thought and feeling from one mind to another. Characters may
try to block mental intrusions with a POW vs POW check. Activation of Psyche powers cost one power point.
01-10% – Intuit:
The psychic can read another’s surface emotional state, whether she is angry or sad, happy or confused.
Emotions are read directly from the target’s mind, as opposed to aura reading, which can be subject to
misinterpretation.
11-20% – Emote:
The psychic can project emotions to another, to let them know how he feels (although he can fake emotions,
with the target resisting with an Insight check. The target simply senses the emotion, but does not have to react
in any particular way to it. The target will know whose emotions he is sensing, although he may not know that
his intuition is caused by a psychic power.
21-30% – MindSight:
MindSight allows the psychic to read another’s surface thoughts. Note that surface thoughts are only what is
occupying the target’s attention at the moment, and rarely involve long-range plans, habitual behavior or
detailed recollections. If Psychic (Psyche) becomes 81+%, the psychic is able to delve deeper, into the target’s
deepest thoughts and memories. Language can be a barrier.
31-40% – MindSpeech:
The psychic is able to project her thoughts into the mind of another. The psychic can choose to hide the source
of these thoughts, but the target may become aware that something is happening if a thought seems too
strange or unfamiliar to him. Language can be a barrier.
The psychic can actually telepathically control another’s emotions. Language is not a factor here, but differences
in alien psychology can pose a problem.
51-60% – HeadShackle:
The psychic gains the ability to telepathically dominate the minds of others. Detailed commands may be
projected, which the target will carry out to the best of her ability, but only as long as this power is actively used
upon her (this requires one action per turn). Language can be a barrier.
61-70% – Brain Blast:
BrainBlast instantly overloads all pain receptor sites in the target’s brain. The target suffers a -5% penalty on all
actions with a -5% bonus for every extra power point spent.
71-80% – Sympaticus:
The psychic can easily communicate with, or feel the emotions of, bonded targets, allowing the formation of a
telepathic network among non-psychic characters. However, communication only comes from the psychic to
bonded targets. Use of Sympaticus makes it harder to manipulate or control the targets, their POW score is
treated as being 4 higher when resisting Psych powers.
81+% – Puppetry:
The psychic can telepathically project her will upon the target, dominating them completely and possessing
them body and soul. The psychic’s own body must remain inactive during the possession.
Sixth Sense: Also known as Extra-Sensory Perception, this path seeks to cultivate modes of perception which are
considered inherent in all sentient beings, but which are seldom or never consciously accessed.
01-10% – Sensitivity
This power improves the physical senses, allowing the character to see in darker situations (but it does not
confer IR or UV vision – he still cannot see in total darkness), hear better and even smell or taste drugs or
poisons in food and drink (at the gamemaster’s discretion). If successful, the character receives a +15% bonus to
checks based on their perception. Any extra power points spent increases the bonus by another +15%.
11-20% – Darksense
Darksense allows the character to perceive when there is no light or when she is somehow blinded. She suffers
no penalties to perception when in total darkness or when she is somehow blinded. She can now use her Sixth
Sense powers in the dark. However, printed words or pictures may not be seen with Darksense.
The character can perceive the psychic auras of others. Auras can reveal general emotions and states of mind,
whether someone is human or alien, and if he/she has psychic powers. Auras cannot reveal specific thoughts,
although special and critical successes can supply quite a lot of useful information about the target; colors
correspond to emotions, movement of the aura indicates general state of mind, and shapes within the aura can
show what type of thoughts the target is thinking.
31-40% – Premonition
The psychic can sense danger before it harms her. She must deliberately sense or this; it does not work
automatically. Premonition will only warn the psychic that danger exists, not exactly what is about to happen; if
rolled a special success, the gamemaster may reveal more information (such as the direction or the nature of
the coming danger). This power will only indicate immediate peril, not long-term dangers. When the power is
active, the character has a +4 to her initiative in combat.
41-50% – FarSight
Also known as clairvoyance, FarSight allows the psychic to see a distance place. The difficulty is based on the
familiarity of the target location. Places that the psychic spends a lot of time in (like his own home) are EASY.
Places that the psychic has been to and can consciously remember are NORMAL. Places unfamiliar to the psychic
count as DIFFICULT.
51-60% – FarSound
Also known as clairaudience, FarSound allows the psychic to hear a distant place. It has the same difficulties as
FarSight.
This power opens a direct sensory conduit from a bonded target to the psychic, who can then see what the
target sees, hear what he hears, and so on. Shared Sense allows the psychic to use her powers fro a bonded
target’s perspective, treating the targe’s tough, sight and sensory ranges as her own.
The psychic can perceive normally invisible occult activity, such as theurgy rites, psychic powers, occult artifacts,
etc. This can be considered an extremely refined form of Subtle Sight, revealing things which do not register at
the lower level. Wyrd Sight does not automatically does not automatically confer the aura-reading ability of
Sublte Sight.
With Senses Shock the psychic can break down his target’s natural adjustment of the intensity of sensory input,
overloading adjustment of the intensity of sensory input, overloading the target’s senses. If activation is
successful, the target is stunned and incapacitated for one turn, 1D3 in a special success and 1D6 in a critical
success.
Soma: The path of Soma (also called Prana Bindu) is the use of powers to improve the physical attributes of the psychic.
The maximum amount to which any trait may be raised is twice its natural rating. Soma powers only affect the psychic
and have no range.
01-10% – Toughening
While this power is activated, the psychic may add +4 to his Constitution score, with a +2 bonus for any extra
power points spent.
11-20% – Strengthening
While this power is activated, the psychic may add +4 to his Strength score, with a +2 bonus for any extra power
points spent.
21-30% – Quickening
While this power is activated, the psychic may add +4 to his Dexterity score, with a +2 bonus for any extra power
points spent.
31-40% – Hardening
This power hardens the skin to a steely consistency, providing an AP of 3, with a +2 bonus for every extra power
points spent. The AP is halved (rounded up) if hit with an energy melee or ranged weapon.
41-50% – Sizing
While this power is activated, the psychic may add or subtract +/-4 from his Size score, with a +/-2 for any extra
power points spent.
51-60% – Masking
The psychic may physically change her facial features. One facial feature may be changed with every power
point spent.
61-70% – Recovering
With this power, the psychic can regenerate two HP per power point spent.
71-80% – Slowing
The psychic can slow down his bodily operations to an almost undetectable rate, feigning death and reducing his
need for oxygen. The duration of this power can be increased by 15 minutes per power point.
81+% – Closing
Closing renders the psychic immune to averse environmental effects, such as airborne drugs and toxins,
conventional diseases, extreme weather, etc. Closing does not render one immune to heat or cold in excess of
freezing or boiling temperatures, corrosive atmospheres, explosive decompression or Symbiot invasion.
Sympathy: The path of sympathy allows for fellow psychics to form bonds with one another in order to gain some
advantage or to share their power together.
01-30% – Bonding
A character can psychically bond with another person. This makes it easier to use psychic powers on that person
later. The target of the bond must be willing, although he can be tricked or psychically coerced to do so. It costs
a number of power points equal to ½ the target’s Power Score and must spend 15 minutes in meditation. When
using powers against Bonded targets, the power point cost for extending range, duration or choosing multiple
targets is one less, making it easier for the psychic to affect those Bonded to him at range or more than one of
them at once. A psychic bond can last for years, but it will slowly wear away if not reinforced through use.
31-40% – Sanctum
The psychic may attune himself to a particular place so that his powers may be used easier in connection with
that place. While the place may be anywhere (it does not have to be planetbound – it could be a stateroom on a
spaceship, a cave on an asteroid, etc.) it can only be a spot 10 meters in diameter. When within that spot, the
psychic gains a +15% bonus to activate any of his psychic powers and activation of psychic powers cost one less
power point. The psychic must meditate within that place for 15 minutes before creating a Sanctum Bond. If the
psychic also has the FarSight power, he is automatically alerted when someone enters his sanctum, as long as he
is within the same solar system.
41-50% – Totem
The character can create a bond with an item, allowing him to use his powers easier in association with that
item. Power point costs are one less, and all tasks receive a +10% bonus – although this does not allow him to
more easily use the item itself. In addition, the character gains such an affinity with the item that he always
knows where it is anywhere within his sensory range. This does not confer any form of FarSight, it simply a sense
of the item’s location. Also, he knows whenever the item is damaged (as long as it is within his affinity range).
The size of the item determines the Power point cost to bond it:
Size Cost
1 or less 1
2 to 3 2
4-10 3
11-20 4
21-30 5
31-50 (huge, crate) 6
51-85 (gigantic, rhinoceros) 7
86-150 (immense, tank) 8
151-249 (gargantuan, building) 9
250+ (monumental, large building or starship) 10
The psychic must meditate while touching the object for 15 minutes for every power point spent before
activating the Totem bond.
A particular psychic is declared anathema, and has a sort of anti-bond placed upon him whereby it is harder for
him to use his own powers against the psychic. This is cast just like Boning, except that the recipient must accept
the brand. When a branded psychic uses powers against the psychic(s) who branded him, the power point cost
for any of his powers is increased by one. In addition, the psychic suffers a -10% penalty to activate psychic
powers against those who branded him.
The psychic can form a bond with another person against their will, even if the power previously stated that the
target needed to be willing. To do so, he must have a sympathetic focus, an item that bears the target’s psychic
resonance, such as a well-worn item of his clothing, a lock of hair, fingernail clippings, etc. These items must
have been a relatively fresh connection to the target, having been on him within the past month.
The psychic does not need to mediate or spend more than 1 power point and the duration of Mojo Bond may
not be extended – he only has 30 seconds in which to gain his advantage. Once successfully used, this power
may not be re-used on the same target for the rest of the day, and a fresh sympathetic focus must be used.
The psychic can sever any type of bond between two psychics (including a Mojo bond or a Coven bond).
This severing is permanent, although new bonds may be formed again using the same powers. More power
points may be spend to increase the targets if more than two people share the bond.
Two or more psychics who share a bond can merge their psyches into greater sympathy, allowing them to place
their power points into a collective pool from which any of them can draw upon at will for the duration of the
power. Each participants determine how many power points they contribute to the pool, a psychic can only
contribute half of his available power points. This pool exists for only one day, after which is disappears, the
participants do not get any unspent power points back. This power is often used by covens performing group
powers.
Note that this power is not confined to psychics alone; a theurge who shares a psychic bond may also contribute
and draw the power points.
Vis Craft: This path allows for the psychic to manipulate material energy: kinetic, electric and fusion, as well as spiritual
energy (power points).
The psychic can sense the use of energy around him and discern the type of energy and trace its source.
At 20+%, this power allows the psychic to sense and discern spiritual energies.
The psychic can drain or cut off the flow of power to or from various items, such as fusion cells or a building’s
power grid. The amount of power points spent determines how much power can be drained from a source. The
psychic can spend power points to increase the duration.
Note that the range on this power may not be increased. Instead, at 61+%, its range is sight, which may be
increased with power point expenditure.
The psychic can channel incoming energy to charge fusion cells, flashlights or starship engines. He must touch
the item to be charged and the source of energy (a sparkling live wire, a fusion charging plug, a Symbiot giving
its Lifeforce). Mild shocks will not harm the psychic while this power is active, but he is not immune to energy
attacks or severe power surges. It is possible to use this power when being attacked by lasers, blasters or higher
levels of Vis Craft, but regardless of success on channeling energy, the psychic will suffer any damage normally
(if an energy shield is used to absorb the damage, it also absorbs the energy – the psychic cannot transfer this
energy.)
Generally, the transfer is power to power: a blaster bolt will charge one use by a blaster on a fusion cell. If 61+%,
this power allows the psychic to transfer spiritual energies to add to his power points. The target has to be
willing to transfer power points to the psychic.
The range of this power may not be increased, but at 81+%, its range is sight.
31-40% – Vis Shock
The psychic can transform her own bioelectrical field into a high voltage discharge with a hand-to-hand weapon
or melee attack. This adds 1d6 damage per power point spent; with a maximum of 3 points, on top of the
damage that the attack deals.
The psychic may use his own bioelectrical energy to erect a personal energy shield around him.
The psychic can project energy at a target from a distance. The attack deals 1d8 damage per power point spent.
This attack reduces the armor value by ½ (round up) of energy shields.
The psychic can generate power, which he can use to recharge fusion cells, power skimmers, etc. Use the chart
given with the Vis Drain power to determine power point cost.
The psychic can unleash an energy surge on an area from a distance. The blast radius is 10m and anyone
standing within this radius is affected. The radius may be increased by 5m per power point spent. The damage is
1d6, which can also be increased by +1d6 per power point spent that hasn’t been already spent on increasing
the radius. This attack reduces the armor value by ½ (round up) of energy shields.
The psychic can tap into an invisible, universal spiritual power grid to replenish and/or add to his power points.
This power can be used once per hour, but generates 1d6+3 power points on a success. The psychic can hold
power points equal to twice his POW score.
Other Paths
Other paths are rumored to exist, but they are even rarer than ones listed above. Ideas for other paths include:
Urge
This is the dark side of psionics. When a psychic fumbles a psychic powers check, commits a heinous deed or
breaks a strong personal conviction, they must roll against their Sanity. If the psychic succeeds, his Sanity is reduced by
1D3. If the psychic fails, his Sanity is reduced by 1D6 and he has awakened his Dark Twin.
The Dark Twin is the psychic’s shadow that represents all of their darkest desires and base emotions that is
normally kept under control. The Dark Twin can make the psychic do everything that he is capable of, except for suicidal
actions, and knows everything that the psychic knows.
If the psychic’s sanity reaches 0, the Dark Twin is physically manifested into reality as a separate person. This
causes the psychic to regain 5d6 Sanity Points. The Dark Twin has all of the same stats as the psychic, except his Sanity
stays at 0.
A psychic can use his Urge to empower his psychic abilities; his Urge is calculated from the difference between
his maximum sanity value and his current sanity value divided by 10 (rounded up). The psychic’s Urge is then added as
power points to all of his psychic abilities. This does not use the psychic’s own power points although he may still use
them normally to further empower his abilities. For example, a Psychic with a Max Sanity of 75 and current sanity of 12
has an Urge of 7. If he casts the Vis Bolt power, it automatically deals 7d8 damage without expending any power points.
This automatically awakens the psychic’s Dark Twin and immediately reduce his Sanity by 1D6. The effect lasts for a
number of combat rounds equal to his POW score. (POWx12 seconds). Any effects of insanity occur after this is over.
Theurgy
Unlike psychic powers, theurgy rituals all use the same Theurgic Casting skill; however, each ritual requires the character
to have the appropriate Allegiance points (BGB pg 315) and the rites must be taught to the character. Theurgists cannot
have multiple allegiances and must commit to one.
The theurge may aid the target in a particular task, adding +20% to the skill check on a Success, a +40% for a
Special Success and +80% on a Critical Success. This effect lasts until the target has made the roll for the
particular task blessed. This power requires the expenditure of one power point to activate.
The theurge heals the target for 1d6 hit points on a Success, 1d6+6 on a Special Success and 1d6+12 on a critical
success. This power requires the expenditure of one power point to activate.
The theurge may hinder the target in a particular task, subtracting -20% to the skill check on a Success, a -40%
for a Special Success and -80% on a Critical Success. This effect lasts until the target has made the roll for the
particular task blessed. This power requires the expenditure of one power point to activate.
This rite allows the party to pledge themselves to each other under the patronage of a saint. This rite must be
cast by an ordained priest not of the party, although any theurges within the party may assist in the rite. This
power functions similarly to Bonding, it allows all members of the party bonuses when casting theurgy upon one
another. This power requires the expenditure of one power point per person to activate.
This rite enables a theurge to understand and speak almost any language that he doesn’t already understand.
This rite does not confer the ability to read the language, unless it phonetically spelled out in a language they
can read before casting the rite. This power requires the expenditure of one power per person to activate.
This rite produces an effect similar to an energy shield. It can a number of charges equal to the Theurgic Casting.
This power requires the expenditure of one power point to activate.
01-20% – Light
This rite creates a glowing insubstantial sphere in the theurge’s palm capable of casting light in a 3 meter radius.
The rite can alternatively be used to create a tight search-light type beam with a range of 10 meters. The light’s
brightness can be adjusted at will for various effects. This power requires the expenditure of one power point to
activate.
This rite produces a similar effect to an energy shield, like the Shield of Faith rite. However, unlike the Shield of
Faith rite, the shield effect can be projected to another person. This must be declared when the rite is cast and
cannot be transferred to anyone else. The power requires one power point to activate.
This rite protects the soul and minds of target against mental invasion or domination by psychics and their
Urges, theurges, alien telepaths or Antimonists. This rite makes all mental attacks on the target Difficult. The
power requires the expenditure of one power point to activate.
This rite forms a field centered on the theurge that repels the husks of the dead, dopplegangers and other
manifestations of evil. The field has a radius equal to theruge’s Theurgic Casting skill divided by 10, rounded up.
The rite lasts for a minute and requires the expenditure of one power point to activate.
This rite enables the theurge to purify or enrich food equal to his POW score in SIZ. This neutralizes impurities
and organic poisons, restore perishable foods or make unspoiled food more nutritious and filling. The activation
of this power requires one power point.
71-80% – Exorcism
This rite enables the theurge to drive out any dark power which is influencing or possessing the target. Exorcism
can be a long and arduous process. It is a sustained action, where the exorcist reduces the target’s Power Points
by 1d3 per successful casting, 1d6 on a special success and 1d3+3 on a critical success. If the target’s POW is
reduced to 0, it has been banished. The target can choose to resist this with a POW vs POW test, if it succeeds it
loses no power points. This rite requires one power point to cast and sustain. If the theurge runs out of power
points or is interrupted, the target regains all lost power points.
81+% – Sealing the Temple
This rite creates a large energy shield that can surround a large building, usually a temple. The shield has an AP
of 20 and has a number of charges equal to the Theurgic Casting skill. The power requires 1 power point to
activate.
This rite grants the theurge a +15% bonus to all non-combat rolls involving physical actions (such as running,
jumping, lifting, etc.). This rite requires the expenditure of 1 power point to activate.
This rite grants the theurge a +30% bonus to one combat action which is casted as part of that action. This rite
requires the expenditure of 1 power point to activate.
This rite produces a similar effect to an energy shield, like the Shield of Faith rite. However, unlike the Shield of
Faith rite, the shield effect can be projected to another person. This must be declared when the rite is cast and
cannot be transferred to anyone else. The power requires one power point to activate.
This rite allows for the Theurge to declare a duty and makes them immune to all mental or social obstacles
which would hinder that duty. In addition, he also receives a +15% to his perception to notice physical obstacles.
This rite grants the theurge and all those who listen to him a +20% bonus to Sanity checks against fear, this
bonus increases to +40% on a special success and a +60% on a critical success. The liturgy takes 10 minutes to
cast and the range of the effect is not extended by long-distance communications. The power requires one
power point to activate.
This rite causes fear to all enemies within sight of the theurge. The targets must make a POWx5 test and if they
fail, they can take no action for that turn. This power requires the expenditure of one power point to activate
and sustain.
This rite allows the theurge to band his comrades into an elite fighting unit. He can easily communicate with, or
feel the emotions of his chosen targets, allowing the formation of a telepathic network among the characters.
However, all information flows through the theurge. Only characters with at least 1% in Allegiance (Brother
Battle) can benefit from this rite, or any character who owes the theurge duty or loyalty as per GM fiat.
81+% – Salutation to Zakhayelos, Lord of Hosts
This rite summons the angelic being Zakhayelos, the embodiment of military virtue. Zakhayelos doesn’t fight
among the troops in battle, but has a myriad of capabilities to assist the theurge in a battle. Zakhayelos has been
known to aid the those that call to him with signs and omens that reveal enemy positions and tactics, or to
bolster troops with substantial (but temporary) increases in their skills, or to appear in the sky above Brother
Battle armies, displaying its most fearsome form to the enemy. Due to the limitless potential of the rite, the
benefits that it confers are up to the GM’s discretion. This rite requires the expenditure of one power point to
activate and it lasts until the battle ends.
This rite enables the theurge to keep perfect mental notation of all the movements of the surrounding solar
system, as well as the constellation (as they appear to an observer on the planetside). This allows the theurge to
determine time and track his position, direction and motion with a glance at the sky. This rite requires one
power point to cast and the effect is permanent, but it only affects the planet where it was cast.
This rite guarantees the theurge some kind of insight into whatever problem is vexing her. The gamemaster
should adjust the degree of insight based on the success. A normal success will only offer the slightest of clues,
something which might not even seem important to the player; a special success provides a more substantial
answer that will lead the theurge towards a solution; a critical success allows for profound leaps of logic where
the gamemaster may opt to give the player information to which they might not normally possess. This rite
requires one power point to cast.
This rite is the theurgic equivalent to the psychic power Subtle Sight. It allows for the theurge to perceive the
auras of others. Auras can reveal general emotions and states of mind, as well as the moral state of the target.
Auras cannot reveal specific thoughts, although special and critical successes can supply quite a lot of useful
information about the target; colors correspond to emotions, movement of the aura indicates general state of
mind, and shapes within the aura can show what type of thoughts the target is thinking. This power requires the
expenditure of one power point to cast.
This rite is the theurgic equivalent to the psychic power Wyrd Sight. It allows for the theurge to perceive
normally invisible occult activity, such as theurgy rites, psychic powers, occult artifacts, etc. This power requires
the expenditure of one power point to cast.
This rite allows for the theurge to fossilize any object or body of substance of a SIZ equal to or less than his POW
score. Every extra power point spent increases the SIZ that the rite can fossilize by one. The transmuted object is
composed of a gray chalky sandstone-like substance, which is strong enough to support a human’s weight but
brittle enough to crack under sharp impact. The effect is permanent. Ur-artifacts and living organic tissue cannot
be affected by this rite. This rite requires the expenditure of one power point to cast.
61-70% – All-Seeing Eye
This rite is the theurgic equivalent to the psychic power FarSight. It allows the theurge to see a distance place.
The difficulty is based on the familiarity of the target location. Places that the theurge spends a lot of time in
(like his own home) are EASY. Places that the theurge has been to and can consciously remember are NORMAL.
Places unfamiliar to the theurge count as DIFFICULT. This rite requires the expenditure of one power point to
cast.
This rite is like a more specialized form of Osseous Transmutation, it allows for the theurge to cast out impurities
or non-essential elements from an object or body of substance of a SIZ equal to or less than his POW score.
Every extra power point spent increases the SIZ that the rite can purify by one. Refinement may be used to
purify fuel, strengthen building materials and detoxify food, water or the atmosphere in an enclosed and sealed
space. It can also be used on living beings for beneficial effects. This power requires the expenditure of one
power point to cast.
This rite summons the archon known as Tholumiyelos, the embodiment of otherworldly knowledge.
Tholumiyelos rarely takes a physical form when summoned and prefers to converse with the theurge who
summoned it. The archon can share with the theurge his vast knowledge, however he rarely answers a direct
question and is more likely to ask the theurge questions which will lead him to his own answer. This rite requires
the expenditure of one power point to cast.
This rite allows for the theurge to act as a human lie detector, although it will only detect deliberate falsehoods
and intentional dishonest. It is also possible for the target to dissemble, hiding or twisting the truth with a POW
vs POW check. This rite requires the expenditure of one power point to cast and only affects a single target.
This rite allows for the theurge to sense acts of Antimony, the actions of a psychic’s Urge and the presence of
demons or alien artifacts with a negative influence. It only detects the presence of evil, but it does not show the
theurge exactly what is going on. Special or Critical successes allows for more specific information. This rite costs
one power point to activate.
This rite will make the target feel incredibly guilty about some past sin or misdeed. If they fail a POW vs POW
test, the target will feel compelled to confess and make up for the transgression. If the rite is casted without a
specific verbal accusation, it can lead to unintended consequences. A relatively guiltless person may begin to
obsess about some minor mischief they committed in their youth and be driven to self-destructive acts. This rite
costs one power point to activate.
31-40% – Torchbearing
This rite allows for the theurge to create a flame. Without a constant effort to maintain the fire, it will burn out
in one minute. The flame emits from the theurge’s hand. This rite requires the expenditure of one power point.
41-50% – Fault of the Soulless
This rite targets a piece of technology and causes it to malfunction. It is normally used to target personal
technology at the cost of one power point. This rite can be used to target larger machines with an additional
power point expenditure based on the size and complexity of the object. Two points to disable a personal land
vehicle, five points for a building’s security system, and fifty points to take out a starship. The severity of the
malfunction is based on the roll: a normal success only lasts 1d3 turns, a special success means that the damage
is repairable and a critical success means that the machine is unfixable. This rite costs one power point to
activate.
This rite causes fear to all enemies within sight of the theurge. The targets must make a POWx5 test and if they
fail, they can take no action for that turn. This power requires the expenditure of one power point to activate
and sustain.
This rite compels the target to answer all questions addressed to them. Questions must be answered truthfully,
completely and honestly. If the target choses to contest the rite, they can make a POW vs POW check. This rite
costs one power point to activate.
This rite is the theurgic equivalent to the psychic power BrainBlast. It instantly overloads all pain receptor sites in
the target’s brain. The target suffers a -5% penalty on all actions with a -5% bonus for every extra power point
spent.
This rite summons the arbiter of disputes, Jachemuyelos. It possesses truly objective intelligence with a perfect
comprehension of the balance between retribution and repentance. Only the most malevolent enemy of life and
faith will ever see the harsh and vengeful aspect of Jachemuyelos, which is only spoken of in euphemistic
whispers. All interactions with Jachemuyelos must be worded in rigid and precise legalese, as a counselor
approaches a judge. This rite costs one power point to activate.
01-10% – Cleansing
This rite allows for the theurge to purify a target of from evil taint or influence. The target can resist the effects
of the rite with a successful POW vs POW test. This rite is also effective in treating wounds when there is no
antiseptic available. The rite requires the expenditure of one power point to activate.
11-20% – Hearth
This rite creates a campfire with enough light to see in a 10 meter radius. The fire is not natural, it is hot enough
to cook food with, but not hot enough to fire pottery or smite ores and it cannot be used to start more fires and
ignite flammable material. This power requires the expenditure of power point to activate.
21-30% – Calming
This rite calms the target from negative emotions. The target can resist with a POW vs POW test. This power
requires the expenditure of power points to activate.
31-40% – Knowing Heart
This rite enables the theurge to observe the internal workings of the target’s psyche, both emotional and
intellectual. It only allows for the theurge to read the target’s current state of mind; subconscious or deeply
buried feelings, thoughts or intentions are not disclosed by the power. They can only be disclosed with a special
or critical success and only if the GM allows for it.
This rite increases the mass of a single target substance (such as food, water, clothing, building materials,
breathable air, etc.) by a factor equal to the theurge’s POW score. It will not replicate manufactured items, only
basic materials. Attempting to use this rite on money or precious metals is grounds for excommunication. This
rite requires the expenditure of one power point to cast.
51-60% – Restoration
This rite allows for the theurge to cure diseases, expel poisons from the target’s body and mend mental
ailments. If a particular disease or ailment is severe enough, the rite won’t cure them but will start them on the
recovery process. This rite requires the expenditure of one power point to cast.
This rite produces enough food to feed 10 adults for one day per power point spent.
This rite allows for the theurge to heal the target’s hit points equal to the Theurgic Casting skill divided by a
factor of 10, a factor of 5 on a special, or all of their missing hit points on a critical success. The rite may also be
used to reattach severed limbs, remove deeply embedded shrapenel, diseased organs and insidious parasites. At
the GM’s discretion, the recently dead may be revived with a critical success.
81-90% – Sanctuary
This rite creates a large field of non-violence that extends out in a 10 meter radius. All combat actions reduce
their corresponding skills to 1/20 of their original value, and any malevolent or overly aggressive action must be
contested with a POW vs POW check. This rite requires the expenditure of one power point.
This rite summons the being, Hamomeyelos. Even though Hamomeyelos never reveals himself to during the
duration of the rite, he is always manifested in the form of a good Samaritan who will provide some form of
assistance to the theurge. The assistance doesn’t have to be something that the theurge asks for, but it will
always be something he needs. This power requires the expenditure of one power point to activate.
Hubris
The dark side of theurgy. When a theurge fumbles a Theurgic Casting check, commits a heinous deed or breaks a
religious taboo, they immediately roll against their Sanity check. If the theurge succeeds, his Sanity is reduced by 1D4. If
the theuge fails, his Sanity is reduced by 1D8.
This represents the theurge’s human fallibility and growing ego due to his ability to call forth miraculous powers.
He has lost touch with the fact that his powers are not his own, that he was merely a conduit in which the pancreator
enacts his will onto the universe. This distances the theurge from his God and so reduces the ceiling on the Theurge’s
Allegiance (Any); starting from 100, equal to the difference of the Theurge’s maximum Sanity Points to his current Sanity
Points. If the Allegiance’s new cap is below the required threshold to cast a rite, the theurge can no longer cast that rite.
They need to somehow recover enough sanity points to get their maximum Allegiance above the minimum requirement.
Miracles
A miracle is a seemingly random act of grace granted from the pancreator. Any character can pray for a miracle.
The benefit that it confers must be clearly stated and why. If the reason was only to further the character and his
group’s interests, the miracle does not happen. A miracle requires the expenditure of a power point and if the miracle is
granted, cannot naturally recover power points for a week. The roll for Miracles is equal to the character’s POW score
plus 1/10 of his Allegiance (Any) skill rating. If the roll is a success, some simple fortuitous event that can easily happen
without divine intervention but are especially beneficial to the characters can occur. If the roll was a special success,
events that are highly improbable, but not impossible can occur which are beneficial to the characters. If the roll was a
critical success, impossible and deeply profound events can occur which are beneficial to the characters.
Examples of miracles:
Success: Finding a needed item or bit of information, bumping into the very person they need to help out the party, a
runaway vehicle collides with an enemy.
Special Success: Lightning strikes an enemy, all shots at point blank miss the character, a mysterious stranger arrives to
save the day then vanishes.
Critical Success: Mass visions, parting of the seas, new constellations form, raising the dead and halting the sun.
Antinomy
Antinomy is the forbidden practice of summoning demons of the Infernos Prime. Its worshipers are the mirror image to
the priests of the Celestial Sun.
Rules for summon demons can be found in the Basic Roleplaying 4e or Advanced Sorcery books.
Rules for Rulers
Using Great Houses in your Campaign
These rules are mainly here to facilitate the actions of larger organizations that the PCs may or may not control. They are
not meant to be a crutch for roleplaying nor are they a separate mini-game for the GM while the players watch. All of
the actions of the Great Houses, whether it be against each other or an individual endeavor, are done in a single roll. A
great battle for control of the capital or a diplomatic visit with the purpose of securing trade between two wealthy
systems? Both are done in a single roll. The exceptions are in situations where the Player Characters are directly
involved in. Their roleplaying and the consequences will take precedence. Such is the ability of the Player Characters to
influence the setting.
A Great House is just a group of people who have some shared goal that they’re working towards and pooling their
resources together. In theory, any organization would qualify as a Great House. Examples would include crime
syndicates, beleaguered rebel groups, or even a noble house and their retainers.
Each Characteristic is an abstract estimation of a Great Houses ability to affect the setting. The Characteristics are
measured on a scale of 1-10. This is to prevent the tedium of keeping track of all of the details of a Great House by
summarizing it into one number. It is completely unnecessary to have an exact number of the inexhaustible fleets of a
Great House and their naval composition, better to have it be a number.
• Hard Power – The prowess in which a Great House can use force. It can mean the number of soldiers under their
command, their logistical capability to bring them to battle, or the skill of their commanders and more.
• Wealth – It refers to the money that a Great House can access and use, whether it comes from their own
coffers, a complex fiscal system or even their ability to borrow vast sums from the Banking Clans.
• Soft Power – The skill of a Great House in matters of espionage, diplomacy, counter intelligence and other
actions that involve manipulation.
• Assets – This characteristic refers to the infrastructure of a Great House. It is the most vaguely defined
characteristic and is most often used to describe industrial or scientific capacity, but it can be used for other rolls
where the other characteristics are not appropriate.
• Morale – It is the cohesion and unity of a Great House. How difficult it is to sow division among their ranks and
break up. Morale is the most important characteristic of any Great House, if it falls too low then the Great House
is in danger of internal power struggles.
Starting a Great House
When creating a Great House for the game, use this table below to determine its characteristics.
Characteristic
Example
Rating
1 Hard Power: Can barely maintain a poorly trained militia.
2 Wealth: The money produced by a small company.
3 Soft Power: Has a burgeoning diplomatic corps that is mostly staffed by newcomers.
4 Assets: The infrastructure and industrial capacity of a powerful Minor House.
5 Morale: The typical loyalty of a healthy Great House.
Hard Power: Possessing an army and fleet that is better trained or equipped then its
6
contemporaries, but is otherwise identical to them.
7 Wealth: A Great House that has access to the vast wealth of several systems.
Soft Power: The influence to guide other Great Houses into war and make them think that it’s
8
their idea.
9 Assets: A House that possesses scientific abilities to revive some aspects of Grand Republic.
Morale: The fanatical zeal of a religious movement, its members are absolutely loyal to their
10
leader and cause.
Actions
The Actions of Great House represent a mass movement of manpower, resources and wealth towards a goal. A member
of a Great House acting independently does not count as a Great House taking an “Action”. You determine the relevant
characteristic based on the nature of the Action, for example if a Great House’s military were to be tasked with taking a
city it would use its Hard Power characteristic. You just take the relevant characteristic x10 and make a D100 roll. Great
Houses can use their Action to attack a rival Great House, in that case you take the relevant characteristics and make a
resistance check.
Every time a Great House takes an action, it reduces all of its characteristics (except Morale) temporarily by -1 until the
start of the next month. The Characteristics tire through use, wealth and resources must be replenished, manpower and
industries need to rest. A Great Houses lives and dies by the prioritization of its Actions.
Improving Characteristics
Great Houses can take the time to permanently improve their base characteristics. Each month, the Great House must
take an action to work on improving a specific characteristic. It must do so for a number of years equal to the value of
that characteristic. This counts as the first action that the Great House takes in the month so every successive action will
have the -1 penalty. Improving a characteristic from 1 to 10 like this is a long and arduous journey and will take several
years.
Alternatively, they could cannibalize other Great Houses to improve their characteristics in a much more efficient
manner. Compare the characteristics of both of the Great Houses. Characteristics will only improve if the cannibalized
House’s characteristic is greater than the recipient House and it will only improve by a +1. The only exception is Morale,
which cannot improve through cannibalization. It takes 2 months for every +1 improvement and during this time, the
recipient Great House may not take any other Actions as it incorporates the new manpower, resources and wealth
under its control.
Morale
Morale is treated differently from all of the other characteristics. Every time a Great House gets attacked by a rival Great
House and loses the Resistance Check, it’s Morale is temporarily reduce by -1. Unlike other characteristics, Morale only
replenishes by +1 a month. If a Great House’s Morale ever reaches 0, confidence in the current leadership is shaken and
rivals within vie for control of the Great House. It may immediately take an action in order to raise its Morale by +1. If
that fails then the Great House has a new leader who may want to sue for peace. A defeated house that is not
cannibalized permanently loses -1 to all of its characteristics. If its Morale is permanently reduced to 0, then the Great
House is disbanded. Whatever ties of comradery that existed before is now gone for good.
As stated earlier, the PCs are exceptional people whose actions can disproportionally affect the world around them.
Appropriate actions that the PCs take can give penalties or bonuses to a Great Houses’ Action. The bonuses and
penalties can range from a +/-1 to a +/-3, depending on how relevant the PC’s actions are to the result. Sometimes the
PCs can do something of such great importance to the result of an Action that it might just bypass the need to make a
roll. For example, if a PC manages to successfully negotiate on behalf of a Great House there is no need for them to
make a Soft Power check since it was already done.
Foes and Fiends
Skills
Every unit can have a variety of skills, divided into Professional Skills and Personal Skills. Professional Skills are skills that
the character should be expected to know as part of their job and should be higher than their Personal Skills.
Animalized Barbarians
One of the unfortunate creations of the genetic Brutal and uncouth outsiders who lust after the riches
tampering that occurred during the Grand Republic was of the Empire. They come from any number of non-
the Animalized. Scientists of the time experimented Empire worlds and systems.
with all sorts of animal, alien and human combinations
that led to these pitiful abominations. Kurgish Caliphate
Minotaur Eunuch Guard