Professional Documents
Culture Documents
BOUNTY
HUNTER
CORE RULES
RULE BOOK
Seek
Capture
return
get paid
BH:R 25-02
CONTENTS
CORE RULES _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 4
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BASIC MECHANICS _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ _ 5
SKILLS _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 10
HEALTH _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 13
COMBAT _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ _ 14
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CHARACTER CREATION _ __ __ __ __ __ __ __ __ __ __ __ __ 16
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EQUIPTMENT _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 22
BOUNTIES _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 24
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STARSHIPS _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 26
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SHIP COMBAT _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 29
BIHHGGE SYOIPE
RULE BOOK
WECBNKO MHLOAT
BH:R 45-04
INTRODUCTION
“Bounty hunting is a complicated profession. It’s hard, it’s The rest of you and your friends will each impersonate a bounty
harsh, it ain’t easy and by the stars it ain’t pretty. Go in guns hunter character. You’ll make that bounty hunter using a set of rules
blazing, come out in a body bag. Bounties don’t just sit around described in this book. Then the GM will set the scene of where you
waiting for you to show up. They don’t just politely walk onto yer and your friends’ characters are, and it is then up to you to decide
ship. They hide, they fight, and you know what? They’re more what your characters will do – which is most probably starting to
INTRODUCTION
desperate than you. Every. Damn. Time.” look for bounties. As a player you should know the rules of the game
too. That way you can help the GM to run the game.
“So, let me give you some advice: As a bounty hunter, you’re You do not need any dice to play this game. Merely a
a predator. Find yer pack. Know yer mark. Know yer turf, know character sheet (if you are a player) or your adventure plan (if
yer time and place to strike, and above all else know yer way you are a GM) both of which can be downloaded free from www.
out. Play it smart. Or you won’t be playing it long. Haja, you’ll greatgamemaster.com.
probably all die on your first hunt anyway. Dunno why I’m
wasting my breath. Just, remember this: Never forget that out
there… you’re on your own. Ain’t nobody coming to rescue you.” TERMINOLOGY
- Tragador Domikin, Bounty Hunter Recruitment Officer “First things first, hunter. Know your enemy. Do some research:
what are they like, where do they go, who do they meet? Try to
The Bounty Hunter TTRPG is a role-playing game where you
figure out what they’ll do when they go on the run… and they
and your friends get to play as bounty hunters, tracking down
always go on the run.”- TD
bounties across the galaxy. The game system is meant to be
fun, light, and easy to use allowing you to be as creative as you
like in collectively building stories about your adventures. Action: When a character does something – there are two types
One of you will play the role of the Game Master (GM) – the of action: Significant and Free.
person who runs the galaxy and the game. This should be the
Free Action: Performing this type of action does not cost AP.
person who enjoys working with others to create a story, and
someone who likes planning adventures. They should also Significant Action: Performing this type of action costs 1 AP.
know the rules (fairly well). Those rules are outlined in this AP: Action Points - used by characters to determine the
book and are designed to support the GM as much as possible. outcome of character actions.
GJNI5H-D
Judge anything that isn’t covered in these rules against the
NPC: Non-Player Character - A character that the GM controls following criteria:
during the game. • Does it enhance the story and make it more interesting if I say yes?
Opposed: A skill is opposed when something is attempting to • Does it move the adventure forward if I say yes?
counter the use of that skill. • Does it unbalance the game experience for all the other players?
• If the request breaks the game, or makes it too simple, then
PC: Player Character - the character that is under the control say no. Bounty Hunter is meant to feel like a movie. Keep the
and management of a player. action flowing, and the hero’s heroic and you’ll be on track.
Phase: First phase and Last phase - separate periods during a
round in which characters either act first or last, respectively.
Player: An individual who will be playing in the game and PLAYER CRITICAL CONCEPT
responsible for one PC of their making. You do not need for the GM to ask you for a skill. Simply deduct
1 AP from your characters total and declare: My character does
PP: Power Pool - used by vehicles and equipment to determine
(insert the skill) successfully. The GM cannot stop your character
their condition. from succeeding in unopposed skill use. If you wait for the GM
Reputation: Your character gains reputation points each time to prompt you each time, it can slow the game down. It will
they successfully complete a bounty. These points align with become easier the more you play.
your Reputation level which indicates how competent and well
known your character is.
Round: The period in which all characters get to take a single
turn, one after the other.
SCENES, ROUNDS, PHASES, TURNS
Scene: A variable amount of time in which the characters take The GM will typically describe a scene for the players in which
turns to perform actions within a single location. the PCs are present. Then it is up to the players to decide what
Skill: A specific capability to do something. their PCs will do in that scene. However, how things play out
depends on the type of scenes. The game is broken down into
Turn: A turn is the moment when a character gets to perform
bite-sized pieces of action. Each chunk has a specific name to
an action within a round.
make it easy to identify what needs to happen in that period.
RULE BOOK
WECBNKO MHLOAT 5
The NPCs have laid an ambush for the PCs. The GM determines
ROUNDS, PHASES, AND TURNS that the PCs did not notice it. The NPCs now all act in the First
phase without having to spend 1 AP each. The PCs may only
BH:R 65-06
What can you do on your TURN? How many things can target you in one round?
There are two classifications of actions: significant and free. A character can be subject to only so many different actions.
A significant action has an AP cost. Free actions do not have As there are only two phases, a character can be subject to
an AP cost. A character can only take one significant action only two mental actions, only two physical actions, and an
per turn. A character is not limited to a certain number of free unlimited number of ranged attacks.
actions they can take on their turn; however, Players and the Mental actions: These are skills that use a vocal component
GM should consider what is ‘reasonable’ based on the tone and to be effective: charm, deception, intimidation. The target can
pace of the scene. only hear so many people speaking at once – one in the first
Free actions: (they don’t require your character to spend and one in the last phase.
an AP): saying a few hurried words, drawing your weapon, Physical actions: These are physical attacks. A character
closing a basic door. Simple things that don’t require a lot of can be grappled by one character and hit by another. Any more
concentration or a skill to use. You may not perform the same than that and there are risks of hitting others involved and not
free action more than once per round. the target. GM discretion is advised.
Significant actions: Most activities count as an action, Ranged attacks: These are attacks made at range. As there
meaning your character can only perform one action per turn, is no need to be in the same physical space, a target can be
and must spend 1 AP. Such as using the charm skill to make shot from multiple locations.
RULE BOOK
WECBNKO MHLOAT 7
DATA STREAM \\ [ONLINE]
EXAMPLE OF PLAY
Guy is the GM. Holly is playing Ugura, Dominik is playing fused and doesn’t act. Dominik what does your character do?
BH:R 85-08
Max Reaver, and Sam is playing Nemik. The scene begins DOMINIK: I shoot it!
with the PCs walking into a warehouse that they know con- GUY: You can’t, you’re in close range. You can use Melee
tains the bounty because they chased her in there. attacks, Martial Arts, or punching.
They also know there are no other exits. DOMINIK: I didn’t take those. I guess, I’ll punch the creature.
I spend 1 AP.
GUY: You stand in warehouse looking around. The lights are
low, and old crates clutter the floor. Somewhere in here, you GUY: Sam, what is Nemik doing?
know, your bounty is hiding. What do you do? SAM: I pull out my sword and cut the bounties head off!
HOLLY: I take out my torch. “We should split up, and Max, you GUY: Or try to. It’ll cost you 1 AP. As the bounty lands on Max,
should guard the door, it’s the only way out.” clawing and biting deep into his shoulder, Ugura stands motion-
less, frozen by panic. Quickly Max punches hard, dealing 2 AP. At
DOMINIK: “OK, Captain.” Can I see anything in the dark using
the same time, Nemik strides forward slashing out at the boun-
my Infra-red goggles?
ty’s back, cutting deep for 4 AP. Next round, you can all act. Who
GUY: Spend 1 AP and use Awareness or Investigate. wants to act in the First phase? The bounty will spend 1 AP to go
DOMINIK: (Marking off 1 AP) “Let’s see what is going on.” I in the First phase, she is desperate. Holly, what about Ugura?
scan the room using Investigate. HOLLY: Err… umm… I … um… well… damn!
GUY: Sam, what is Nemik doing whilst Ugura and Max are GUY: Nope, you are out of time. Dominik?
looking around?
DOMINIK: Yes. I do. I spend 1 AP.
SAM: I am watching the roof – “They’re always in the roof.”
GUY: Sam?
GUY: Suddenly, Max, you get a flare of bright yellow and red
SAM: I… no. I’ll wait for Last phase.
on your goggles! The bounty is directly above you! It drops
GUY: Dominik, what is Max doing in the First phase? The bounty
down upon you!
is going to use you as a meat-shield and take a defend action.
DOMINIK: Help!
DOMINIK: I – punch it some more and do so by spending 1 AP.
SAM: “Called it.”
GUY: The creature doesn’t defend against your attack. You
HOLLY: I pull out my RAN Pistol – deal 2 AP. Last phase. What are Ugura and Nemik doing?
GUY: - Hang on Holly. The bounty gets to act in the First phase HOLLY: I shoot it! I spend 1 AP.
because she ambushed you. Your characters cannot act in this phase.
SAM: I cut it. I spend 1 AP.
It spends 1 AP to make a Melee attack and bites Max for 4 damage!
GUY: The bounty will defend against Ugura’s attack. As
DOMINIK: That hurts! “Ouch! Get off me you monster!”. you fire Ugura, it ducks behind Max, and your shot misses.
GUY: Right, Last phase – who is doing what? Holly? However, it can’t protect itself against Nemiks sword attack,
HOLLY: I … er… I … um… well… and so it takes 4 AP damage as you stab forward into its leg.
GUY: Your five seconds is up, Ugura stands shocked and con- Next round, who wants to act first?
RULE BOOK
WECBNKO MHLOAT 9
SKILLS skill would be needed to oppose it. The PC must then spend 1
AP to initiate the attempted skill. The GM must then decide if
the opposing character will spend 1 AP to oppose the attempt.
“It’s time to find out what kind of bounty hunter you are! Every
If the GM decides that the character will oppose it the attempt
bounty hunter is different, some are tough fighters, other
BH:R 105-010
spend any AP. Igrin does, and chooses to spend 1 AP. The GM This only applies to non-combat-based opposition.
informs him, he knows that the local space patrols use older A character can only ever attempt to defend against one
scanners and if he masks his engine using an Engineering skill, attack each round.
he can avoid detection. Sadly, Igrin is no engineer and does not If a character is subject to multiple skill attempts using differ-
have the skill. Sure enough, a few moments later, a patrol vessel
ent skills in a single round, and can oppose each skill, then the
hails Igrin. The commander of the ship is Goraanian and angry.
Captain Igrin tries to use the charm skill to convince the captain character must spend 1 AP per skill being opposed or resisted.
he has a navigational error and will leave the system at once.
The GM decides the captain won’t resist as he (the NPC) doesn’t Sabu is being interrogated by two Bounty Hunters. Bounty
care, and the navigational error was a good reason for Igrin to be Hunter 1 declares he will use Intimidation. Sabu has Psychology
off course. Igrin spends 1 AP and is escorted across the restricted and can (as per a GM ruling) oppose the Intimidation attempt.
space and on towards his bounty. Bounty Hunter 2 decides to use Intimidation as well. Sabu does
not need to spend any AP to oppose this attempt as it is the
same round and the same skill. Thus, each bounty hunter in the
OPPOSING SKILLS scene has spent 1 AP each, whilst Sabu has spent 1 AP.
However, the next round Bounty Hunter 2 decides to use
There are instances where a character will attempt something, Psychology to outthink Sabu, whilst Bounty Hunter 1 continues
and another character might be able to oppose that attempt. to use Intimidate. Sabu must oppose both skills spending a total
This could be attempting to pick someone’s pocket, hide from of 2 AP that round.
someone, or persuade someone to change their mind.
To succeed at an opposed skill, the Player announces they
will attempt a specific skill. The GM must determine if the skill
is opposed. If it is opposed, the GM must then determine what
SKILL CHART
GJNI11H-D
SKILL TYPE DESCRIPTION AND GENERAL USE
Acrobatics Physical You know how to jump up to 3 meters up or forward, roll effectively and or escape from your foes grasp.
You can function in zero-G without difficulty.
Awareness Mental You are aware of your surroundings and can spot things hidden from view.
Bargain Mental You know how to haggle to get 10% off the price when buying or 10% over the regular price if selling.
Charm Mental You can convince someone to treat you favorably. They will not violate their own code of conduct or
ethics but will consider you a close friend.
Computer Acumen Mental You can use computer systems more efficiently than most. You easily see how digital systems interact with
one another.
Craft Physical You can make non-mechanical useful objects if you have some scrap resources.
Culture Mental You know and understand different cultures, customs, and religions.
Deception Mental You can lie with a straight face, and obscure information in verbal, visual, or written code that only the
intended recipient will be able to understand.
Engineering Physical You can design, understand, and build complex mechanical devices.
Evaluate Mental You can gauge the value of something and estimate the relative strengths and abilities of individuals
or objects.
Forgery Physical You can make exact duplicates of objects, documents, or images with enough time.
Hacking Mental You can decode, alter digital code, and invade computer systems.
History Mental You can recall common historic events gaining insight into current events.
Intimidation Mental You know how to intimidate and scare people into surrendering.
Investigate Mental You examine an area closely and work out events as they might have unfolded based on the evidence you
have found. The GM will provide you additional insights into what happened.
Logic Mental You can work through problems methodically and understand complex systems. You apply cause and
effect principles and frequently use Occam’s Razor.
Martial Arts Physical You can make a Martial Arts attack using just your body as the weapon.
Medicine Physical You know how to help those in physical need. See Restoring Points
Melee Combat Physical You know how to use melee weapons in combat to make a Melee Combat attack with the appropriate weapon.
Mounted Weapons Ranged You are trained in using mounted weapons (starship weapons, tanks, mechs) and may make an attack with
Mounted Weapons.
Nature Mental You understand the rhythms of nature and have good general knowledge on flora and fauna.
Navigation Mental You can navigate using the stars, the sun, or a star map.
Obscure Lore Mental You know unusual facts. Unlike history this is special interest information.
Perform Physical You can sing, dance, or act. Imitate someone you are not, or something you are not.
Psychology Mental You understand the intentions and motivations of others or see-through deceptions and charming smiles.
Ranged Attack Ranged You can fire a pistol, bow, or rifle and know how to throw a grenade. You can make an attack with
Ranged weapons using this skill.
Repair Physical You can fix non-organic things that are broken. You restore 3 PP per hour to objects, devices, and ships.
Science Mental You understand scientific data, can read molecular codes, as well as understand Physics, special
phenomena, and quantum mechanics.
Sleight of Hand Physical You are a capable pickpocket and know how to pick locks.
Strength Physical You know how to climb, run distances, and lift heavy objects.
Survival Mental You know how to live off the land, track footprints and so on.
Vehicle Operations Mental You can control a vehicle - spaceship, land cruiser, or Mech.
Wrangler Physical You understand wild animals’ natures. You can ride animals and calm nervous beasts. You can issue basic
commands to domesticated animals – stay, heel, come, attack.
RULE BOOK
WECBNKO MHLOAT 11
SKILL CHAIN ADVANCED AP RULES - OPTIONAL
Some actions – particularly those involving Starship Operations This rule replaces the standard 1 AP cost of using a skill.
might list multiple skills after the word CHAIN. This represents The GM sets the AP cost of all skill attempts, in a range from 1-5
skills that the character must have to attempt the action in
BH:R 125-012
AP. The GM may give the player some cryptic information about
the first place. It does not represent the character performing the attempt: It looks complex, or this is simple everyday stuff.
three skills. It represents the character knowing all three skills The character must then volunteer how much AP they will
and understanding their interrelationships. The character spend to attempt the task. If the amount volunteered is equal
must spend as much AP as the number of skills listed in the to or greater than the GMs secret value, the attempt succeeds,
CHAIN to perform the single action. and the character spends the AP. If the amount volunteered
If a character does not have all the skills required by the is less than the GMs secret value, the attempt fails, and the
action, they cannot perform the action. Other characters character still spends the AP they declared.
cannot assist or help in this situation. This can be applied to all skill use types (repeated skills,
extended skills, and Chained skills).
Sabu wants to “Mask her ship from Scanners”. This requires her
to have the logic, science, and stealth skill. It takes her 1 turn and
The maximum amount of AP that can be spent in this way is 5 AP.
3 AP to succeed.
DIFFICULTY SET BY THE GM AP COST
Simple use of skill 1 AP
Complex use of skill 3 AP
Repeated Skills Most trained individuals would fail to do this 5 AP
Some Skills require multiple uses to be effective and are called
Repeated Skills. This represents tasks that require time to Gufra is attempting to charm the Priestess. She is resistant
perform and concentration to successfully perform. Flying because Gufra is not an acolyte and it is not normal for the
a starship through an asteroid field, hacking into an AI, or temple to give out private records (which Gufra is asking for)
interrogating a subject for example. and the GM tells Gufra’s player, “The priestess looks uneasy.
If the GM declares a skill is to be a Repeated Skill, then the She says that is it highly irregular for someone to gain access to
player must be told how many rounds their character thinks it will the records, especially someone not from the temple.” The GM
decides Gufra will resist using Psychology with 4 AP.
take. Each time the character uses the skill they must pay 1 AP.
Gufra’s player declares she will use 3 AP as she tries to win the
priestess over (using the Charm skill). The value is less than the
Sabu just spent 1AP on an easy hacking job into a cheap system
amount the priestess used and Gufra fails to charm the priestess.
that took her a single round to hack into. Now, however, she’s
The next round, Gufra declares she will spend 4 AP and
trying to hack into a more complex system which will take 5
continue her Charm attempt. The Priestess decides she cannot
rounds of hacking to succeed. This will require a Repeated Skill
waste another 4 AP defending against her charm and so
use of 5 rounds, spending 1 AP each round.
becomes charmed by Gufra, and hands over the files. This means
Gufra has spent a total of 7 AP to Charm the princess NPC who
spent a total of 4 AP to resist.
Extended Skill Use In combat the amount of AP used determines the value of AP
Opposite to Repeated Skills are Extended Skills. These are skills the target must spend to defend against an attack. Both PCs
where one success allows the character to continue performing and NPCs may elect how many AP to spend on their attack and
the same skill for minutes or even hours without having to defense actions.
spend AP each round.
Any skill that initiates an action that will not change for Kajal finds themself in a corner, facing off against two Texavore
at least 1 minute, and is in a situation that is unchanging, aliens. In the First phase, Kajal declares a defense action. Then in the
becomes an Extended Skill. The character merely performs the Last phase Texavore 1 attacks. The GM determines the creature is
angry and will spend 4 AP in its attempt to bite. Kajal’s player does
skill once and spends 1 AP. Thereafter, until conditions change,
not know what this value is and declares Kajal will use 3 AP to de-
the character does not need to continue spending 1 AP per fend. As Texavore 1 spent more AP, the attack succeeds, and it deals
round of skill use. 3 AP damage. Kajal has lost 7 AP (1 AP to act first, 3 AP to defend, and
3 AP damage) this round, the Texavore has lost 4 AP (0 AP to act
When piloting a starship from one side of the Tuln system to the first, 4 AP to bite). The second Texavore attacks. Kajal cannot defend
other, which would take three hours, Gufra Ulgo does not need against this second attack and loses 3 AP from the bit.
to spend 1 AP every round on Vehicle Operations. She engaged The next round, Kajal realizes they are in trouble. Instead of
the thrusters in the first round for an initial 1 AP to begin defending Kajal attacks. They pay to act in the First phase, and
travelling, but each consecutive round in which the conditions then only spend 1 AP in their attack, because they know that both
remain the same - travelling through wide open space - does Texavores are acting in the Last phase. They automatically succeed
not require an additional AP. However, when her ship enters the and deal 4 AP damage to the first Texavore, killing it. The second
Kavalla nebula, she must spend 1 AP each round as the nebula attacks Kajal in the Last phase, dealing another 3 AP. Kajal has 4 AP
constantly changes and it becomes a Repeated Skills situation. left. If they don’t act first in the next round, they will most likely die.
GJNI13H-D
the GM should create a list of languages to choose from, if
appropriate to the setting. All Species’ can learn any of the
Languages presented here unless otherwise noted. ENVIRONMENTAL DAMAGE
Some damage might arise from falling, from poisons, from
SPECIES/CULTURE LANGUAGE drowning, or environmental causes. The amount of damage is
Humans Humani or Olde speak up to the GM, however, below is a general guide.
Rakesh Melding (only Rakesh can do this as they meld
their forms with others of their species and
communicate telepathically) DAMAGE TYPE DAMAGE
Lonlaneek Erku or Losluri Acid / Electrical exposure 8 AP
Goraan Gora Taal Dehydration 5 AP per day (lost AP is restored by
drinking suitable liquid)
Baharresk Hessek
Drowning / Suffocation 3 AP round
Trarfye Trari or Noso
Exposed to space vacuum 5 AP per round
Wedwed Xix’cla
Falling 3 AP – per 3 meters
Karo Kangari
Fire 5 AP per round
Slave tongue Slavesk
Freezing temperatures 2 AP per hour
AI common tongue Zerone
Heavy objects falling on 3 AP per 10kgs.
Trader tongue Dexsi character
Old Trader tongue Starsi Poison 4 AP depending on poison
Sleep Deprivation 5 AP per 24 hours not slept (lost AP is
If you want to communicate with another being, you need to restored by sleeping 8 hours)
speak their language. There is a universal translator device, but Starvation 2 AP per day (lost AP is restored by
eating suitable food)
it has a delay, often makes mistakes, and is highly impersonal.
To speak another language your character knows does not
require an AP spend and it is a free action.
RESTORING POINTS
There are a few ways to get back spent AP.
HEALTH MEDITATION: You spend 10 minutes quietly collecting your
thoughts, reflecting upon your actions. You regain 3 AP. This
“You are going to get hit. Fact-o-life in this game. You can try to can only be done at the end of a scene and out of combat.
be polite, but the bounty is just gonna turn around and shoot SLEEP: If your character sleeps - uninterrupted for 8 hours -
you. They don’t want to go back to prison, or face execution or they regain all their AP. They cannot gain more AP than they
whatever it is that they deserve. That’s why they are running. So, normally have when at full AP for their level of reputation.
be prepared, like I said – it’s gonna hurt.” - TD After sleeping successfully, a character must be awake for at
least 12 hours before electing to sleep again.
As you use skills and take damage throughout the game, your
character may eventually run out of AP. Your character must MEDICINE: Anyone with the Medicine skill can spend 1 AP to
sleep or recharge once every 24hours. restore 5 AP to themselves or any one other character. Each
character can only receive this once per 24 hours. It takes 5
minutes to perform. This does not require a Medipack to perform.
UNCONSCIOUSNESS MEDIPACKS: Various medicine packs allow for a character to
If your character must lose any AP from their pool and they regain AP. Each medicine pack will list how many AP it restores.
have none remaining, they are knocked unconscious. It takes 1 turn to use a medipack. A character may only benefit
When your character is unconscious, they cannot perform from one use of a Medipack per 24-hour period. You do not
any actions and are completely unaware of their situation need the Medicine skill to use a Medipack.
and surroundings. Your character will naturally wake up OTHER: Some skills, or orders given by crewmembers can
from being unconscious after 8 hours. When they wake from restore lost AP during the game. These will each describe their
unconsciousness, they only recover half of their AP pool. own effects. For example, the Captain’s ability to Inspire crew.
If another character can restore AP to you - using a skill or
medipack for example, your character wakes up instantly but
with only the amount of AP restored to you through whatever
means was used. You do not regain all your AP.
RULE BOOK
WECBNKO MHLOAT 13
BH:R 145-014
COMBAT
“I always like to have a little something up my sleeve whenever Damage
I go into a joint. I don’t want to die. Haja I don’t even wanna
Each type of attack causes different levels of damage. To make
get shot. It hurts. So, I get as much intel as I can, then I make a
the attack you must have the appropriate skill and weapon.
secondary surprise for my target. Doesn’t have to be something
big, just a grenade or an AI deathkiller bot. One time I even just TYPE OF ATTACK SKILL REQUIRED DAMAGE
pointed my starship at the planet and fired. Didn’t hit nothing, Punching/Kicking None Your target loses 2 AP
but boy, that bounty was spooked.” - TD Martial Arts / Natural Martial Arts Your target loses 3 AP
Weapons (claws, teeth)
There are two types of combat within the game: PC versus NPC Melee (swords, knives, Melee Combat Your target loses 5 AP
axes)
combat and Spaceship Combat. Both follow similar rules. See Ranged Attack (bows, Ranged Attack Varies depending on
Ship combat for its particulars. pistols, rifles, grenades) the weapon used
Mounted Weapon Mounted Weapons Your target loses 50 AP
or 5 PP*
TURN ORDER *Power Pool (PP) are unique to vehicles and count as vehicle AP but are termed
differently for differentiation.
When a battle initiates, the first thing to determine is the Turn
Order for the round. Certain Illegal weapons may deal more damage or different
types of injury. These weapons are illegal for various reasons.
COMBAT
ATTACKING AND DEALING DAMAGE To throw a weapon – such as an axe or knife – uses the Ranged
Attack skill, but still deals the same 5 AP damage.
To make an attack a character declares what skill they are When attempting to damage an object or vehicle using
using, then they spend 1 AP to make the attack. The target character scale weapons (rifles etc.) use the conversion of
is then hit unless the target is defending. Each weapon has a 10 to 1. 10 AP deals 1 PP damage. In order to deal sufficient
fixed damage value that is dealt to the target. This damage is damage the character may need to attack the object multiple
deducted from the target’s AP total. times over successive rounds accumulating the necessary AP to
• Attacks cannot be opposed by skills. Attacks must be affect a 1 PP amount of actual damage.
defended against using the defense action.
• Punching/Kicking is the only attack any character can make Armor
without needed a prerequisite skill. It does require the There are some advanced armors in the galaxy that can mitigate
character to spend 1 AP. damage. Some armor mitigates melee damage, others ranged dam-
• You cannot make a ranged attack or mounted weapon attack age. Each armor entry is specific about the kind of damage it helps
if there is an enemy using Melee, Martial Arts or Punching reduce. When wearing armor and the character takes damage from
actions within 3 meters of you. an attack, most armor will reduce the damage to 0 for one attack
• You can improvise a Melee weapon by breaking a bottle, per scene. Thereafter the armor does not provide any additional
using a chair, or table, provided the GM allows for it based protection. Although some unique armors might do more.
upon the objects available in the scene. Other types of armor might protect from environmental
damage but not from attacks. See each armor listing for details.
A character can only ever wear one type of armor at a time.
GJNI15H-D
to defend themselves, such as natural defensive structures to character is using the Strength skill to keep your character
hide behind, by attempting to avoid an incoming attack using held in place – grappling them for example – then you will
reflexes (most common), or by blocking the attack with an need to oppose that action (in this case using the Strength
object or weapon. or Acrobatics skill). If you successfully oppose the restraining
This requires the character to spend a 1AP but does not action, your character can, if they want to, move away from
require the character to have any specific skill. Any character the target by taking a free action to move. Otherwise, they will
can elect to defend themselves if they are able (not bound, need to act before their attacker in the next round.
immobilized or unconscious). On their turn they declare they If the character is not being physically restrained, the
are going to defend. You do not need to declare against whom character can always use their action on their turn to move
you are defending, just that you are. away from another character.
You can defend against any one physical attack. You choose In the case of a character moving away and in the same
which attack you are defending against. phase another character making a close ranged attack against
You can only defend against attacks made in the same that character, the actions happen at the same time. The GM
phase as you, or attacks made in a phase after the phase in must decide if the attacking character can reach the character
which you acted. who is moving away with a single step.
A character cannot defend against an attack that has already If the attacking character has a long weapon in hand (a
been made in an earlier phase. spear or sword) the GM should consider them able to make
A defend action does not carry over to the next round. It an attack and hit at the same time as the other character is
must be performed again in the next round. moving away. If the attacking character is using their fists,
then the GM should rule the character moved out of reach first.
COVER
If there is an object big enough to hide your character behind,
END OF ROUND
then your character is in cover and cannot be targeted by any At the end of the round, once all characters involved in
ranged attacks. You cannot have cover in melee, martial arts, the scene have had a chance to act, the round is over. Any
or punching combat situations. characters who remain in the scene, are not unconscious, or
If you make a ranged attack from behind cover, for the who are willing to continue fighting, begin a new Round, and
round, you are no longer considered to be in cover. must determine the Turn Order again.
Any characters who did not act in the First phase must act in the Last Phase (this includes doing ‘nothing’).
PHASE PCS NPCS
LAST PHASE – DECLARE ACTIONS
Cannot defend against any attacks made in the First phase.
RULE BOOK
WECBNKO MHLOAT 15
BH:R 165-016
CHARACTER CREATION
As you create your character you gain the skills listed next to the PLAYER CRITICAL CONCEPT
entry you select from each step. You cannot have two of the same Whatever character you make, remember to discuss with your fellow
skill - it offers no benefit. So, if you gain the same skill twice, players what character they are trying to make. Your character will
simply choose a different skill of your choice from the skill list. have worked with the other PCs before and should have complemen-
All characters share a few common characteristics. This tary skills. Otherwise, why would your character work with them?
If your group is going to have space combat (ask your GM if
might change as you gain abilities, different equipment or if
this is part of their campaign) read through the Starship section
you use the Huntari Region Setting book. first BEFORE creating your character! There are roles and skills you
• They can speak one of their own native languages and Galactic. need to operate a starship successfully. As a group you should
• Can carry 12 items at a time. discuss who will do what.
• Have a movement speed of 12 meters per round.
• Can see in daylight and have limited vision at night or in darkness. Do you have to be a bounty hunter?
CHARACTER CREATION
• Can hold their breath for 1 minute. There are many roles you can play in the game. Being a Bounty
• Must eat, rehydrate and sleep. Hunter is just one of them. Everyone needs someone else: you
From step two onwards, each choice includes a paragraph that might be a crackerjack pilot, a trained doctor. The choice is yours.
you can copy and paste into your character sheet. Each paragraph When you get to step five – why you became a Bounty hunter,
will prompt you to insert a name of a person, starship, or planet. change that to: why do you work with a bounty hunter (if you have
Consult your GM or the setting guide if you are not certain. Most of a player in your group who wants to be a bounty hunter) or create
the time you’ll be making up the answers. your own backstory snippet and select a skill you prefer.
As you work through the character creation process you
will create a full character History by including each new
paragraph associated with each step. This should help you tell
a great story about your character’s past and provide you with
STEP ONE SPECIES
insight about your characters future and their goals. Each species has a specific set of Skills they start with.
It is recommended that you generate different names and SPECIES DESCRIPTION SKILLS
characters for each step, when prompted. This fills your character Human A standard human being Choose any 1 skill
backstory with many characters and places, enhancing the biog- Rakesh Microbe colonies assuming Science
raphy. You can insert the same name multiple times if you want a humanoid shape
close relationship with a specific character or set of characters. Lonlaneek Short blue aliens with long Awareness
heads
Alternatively, you can make up your own history, subject to Goraan Tall, thin, green aliens with Medicine
the GMs approval. big eyes
Every character starts the game with 20 AP. Baharresk Large, feline-humanoids Strength
You can find form-fillable character sheets at www. Trarfye Large eared, blue, genderless Logic
aliens
greatgamemaster.com
Wedwed Insectoid aliens Psychology
GAME MASTER CRITICAL CONCEPT: Karo Tall kangaroo-like aliens Acrobatics
The player characters all begin the game knowing one another If you are not using the setting for Bounty Hunter consult your
and have all worked one job together before. What circumstances GM as to what Species are available in any. For even more
brought them together is up to you, base it upon their character details, players can use the Bounty Hunter setting book – The
information which you’ll get once they’ve made their characters.
Huntari Region for more advanced benefits of each species.
GJNI17H-D
BIRTHRIGHT DESCRIPTION SKILLS
Poor Family I was born a scrapper. Family worked in the <insert planet name> system junk yards. Not much Repair
money in it, but I did learn how to crawl through crumbling, dead starships. I found my pet, Survival
<insert name> though, inside a locker on an old cruiser. And then it all changed... Gain the language: Starsi
Average Family I was born into a totally normal, middle class family on <insert name> planet. We lived in one of Engineering
those mega towers and I spent most of my time helping my parent/guardian <insert name> run Evaluate
their shop in the Starport. We used to sell reserviced engine parts the scrappers would trade us. Gain the language: Dexsi
Rich Family I was born into a life of luxury, indescribable and unimaginable to most, on <insert planet name>. Charm
My family made our money on the slave fights, in the arenas - we supplied the slaves. I never met Culture
any slaves myself, except for one, <insert name>. Gain 100 Deca Credits
Slave pits I was born a slave, forced to survive in the fighting pits, on <insert name of planet>. It was tough. Strength
Most people I knew died along the way and I’ve lost count of the number of bones I’ve broken. I Melee Combat
grew close to the weaponsmith, <insert name>. Thankfully, it ended when I turned 12... Gain the language: Slavesk
Integrationists I grew up in no single location, particularly since we were constantly travelling from system to Culture
system. My parents would travel to independent planets, and on behalf of the <insert name of Psychology
government>, try to assimilate them into our culture. I enjoyed spending time with the captain of
our ship <insert name>.
Off-the-grid I spent my childhood climbing huge trees and eating whatever we could grow, or hunt. I had Nature
many friends, although <insert name> was my best. Life was simple on <insert planet name>, until Wrangler
the integrationists arrived.
Military Family My parents were both in the service. It was what we did: War. <Insert planet name> was Awareness
always fighting someone. We weren’t on the front lines though, we were in the tactical room, Intimidation
strategizing the next attack. I’ll never forget <insert name> and the lesson they taught me about
always keeping my eyes open. Then the war ended...
Orphan I never knew my parents. Left at an orphanage as soon as I was born. Which meant I was sent to Acrobatics
<insert planet name> military training camp as soon as I could hold a RAN Rifle. I was part of the Stealth
<insert color> <insert animal species> squad. That was when things changed.
Space I was born on the <insert ship name>, a piece of junk spaceship. We went wherever the ship needed Navigation
to go. Didn’t have many friends. Just <insert name>. Learned a lot the day our ship went down... Vehicle Operations
If you want your character to have real depth, add a sentence after the description about how your character felt emotionally about
their birthright. Do they look back fondly on it? Do they hate it or have regrets?
If you want your character to have real depth, add a sentence after the description about how your character felt emotionally about
their growing up education.
RULE BOOK
WECBNKO MHLOAT 17
STEP FOUR - CAREER
As before, choose a career that your character had before the adventure begins. This could be related to what you think they do, or
not, sometimes we all end up in dead-end jobs.
BH:R 185-018
If you want your character to have real depth, add a sentence after the description about how your character felt emotionally about
their initial career.
As with all the previous steps, how does your character feel about their choice? Was it a good one?
You cannot choose a skill that you already have. There is no benefit.
RULE BOOK
WECBNKO MHLOAT 19
STEP EIGHT - NAME YOUR CHARACTER
Now you need to give your character a name. This completes your character sheet. The names below were supplied by the
Kickstarter backers. You are free to use one of these names or create your own!
BH:R 205-020
Volka Daag Kaius Ralu Longinus The cat with no name No-knock Thragar Gunspar Starbreaker
Chad Sawyer C0-L7 Talen Marogath Sarka Rezka Zok
Ion Ian from Ix Matanga Boots Panitari Novakri Arn the Angry Fen Darkwolf
Dive Cobalt Aldem Arran Beta Seitheach Jorgo S’Neer Trinian Sung
Got’m Found Reaper Crow Venin Krieg Halo Quain Gormilach the Shuffler
Jo’Dan Kree The Far Shot Nóra Grae A’talos Veela Zataz “Zed” Liadon
Nale Ciffon Lira “Rally” Sarov Feldor Elgoth Grizz “The Grizzled” Mahonri Maos
Moren Wyatt Bruegar Damien P. Barrius Duncan Ambroise De La Croix
Aldon Test Galwin Dradik Ebron Tarask Aaron Kael Nine-Oh-Nine
Erik “Leech” Gardner Elenellee Derniner Kannek
Rizzo
Ogo Lightbringer Rackzul Paige Zashley Jim Grant
Zetha Farseer
Duskryn Esa Cordo Diggs Garguth “Danger” Behnton Rei
Godon Rasay Leliouchenko
Yagolnitzer Benor D’Aversart McCoy
Rob McBear Doon McMulroughy Shin Glitch Valkann
Zapz Killmoore
Mando N’Guilla General Tangent Kex Veno Egan Koth Naylim Kesaj
Bhimasara Valdimir Djokovic Andria Galaga Mordecai Gold Triple D Alliance
K’felk the Turgid Ridir Semii Velon “Ash” Ryver Sierra ‘The Iron Cyclone’ Quantum Quack
“Black Abe” Abelard Danik Toborg Bal Thax Ferron Janco ‘Nabab’ Nukaya
Tywysog Heliwr Damocleave Yestesh The Wisperer Captain Nathaniel Shaw Quorr’Sakh-aj
Dirt Actual Fritz Buckler Silvius Altus Ssalaren Salish Hidding in shawdows.
Orin Nurgsbad Booth Draven Herara Trustik 670 Reptil
Martego Wraith Ro-San Kelgar Max Strikker IRSU (Integrated Capn Howdy
T’Shar Dunn Castle Mr. Skid Response Support Unit) Tahs Nadeen
Drago Ivanov Anion ‘Phenix’ Borealis Raz Belasco Cadvar III Remvorax Durantes
Dante Sarmaud Meris Niryon, (AKA The Valen Blackwater Neener Dormar Colton Zygost
Zarg Kragsby Matriarch) Stewart Vega Coco Valkyrie Ganna Woldrich
Khazhim Yashat Wakaba Gahaba Taleth Reigon Barnes Jop Qbold
Zola-997 Orihala Wynn Colt Rhysa Kennon Andalson Treskia of the Iridium
Treznor Sullak Jaxon Steele Noos Greeblie Revork Ikub (‘Rev’) Way
Guul the Dissolver Varik Markos Shad Zolenka Ergo T. Ryzer
Dolf Bronco
Wyatt Sullivan Zarelius Koort Gandius Skyspark Kaira Fortuna
Jorel Val’Keth
Jacq Young Selrahc Abeloth Harald Coin Rex Tucson
Troveus B. D. Clucks Szalaczar ‘Mags’
Thorne Tanaka Thradon
Genevieve von Muck Seren Blooddog Ezra ‘Shotgun’ Fandon Uurbhana
Strausenburg Dimi “The Anvil” Forbes Dagmar Holland Delilah Durgo Caranbrox
Manata Kettleblack Onica van Havensburgh Osmit Sckaliger Eliar Kneight Zillard Zapphire
Morgen Gabe Nazak Skelle Spontaneous Bonaparte Hawl Dr. Ezekiel Thermite,
Mortas Aleander Stroheim The Pidgeon and The Keleos “Jackal” Geraki PhD
Tamida Grendal Whipoorwhill Cockatoo (they are a pair Coorta Tembo Idun Wolfpower
Desiree Cabrera Honey Nan t’Scaggio of bounty hunters) Jedro Vankles Jen Nine
Garth BlackStone Dividor Cane Faraday Xanic Michael Henchard Ursa Major
Short Saur Breckett Jaxon Artemis Blackthane Festus Dionix Chilel
Reginald Mahlstrom Rin “Shadow” Felidae Rexillian Trask Bellas Habribellum Noj Drib
Duke “Irongrip” Sullivan Sethane Crybb Caligar Shadow Taipan Keikeil McAndliesder
Krystal Śmierć Norujn Orroah Richard Drackmar Xerxes Cosimo Gideon Black
Dex Omen Finnigan Fare Kuenga Lhaden Dewy Cheatem Odaari Krenn
Gernes Heningwa Madam Delirium Brandon Corey Warvigilent Vor Eck Nom
Jack Thatch Slyn Vodran Derrick Wildstarr Ham Sammich Aldeen “Clean Shot”
Hypatia McQueen Baron Edward H. Staines Náirda O’zyrrak Celza Nefarious
Garrin
Lance “Decker” Alisaz Haera the Prismatic Rook Moonchaser Hajima Mashtea
Marc “Griz” Tomkins
Jorge X. McKie Inquisitor “Gold Boost” River Kenra Aramil Ja’Don
Jackson Finn Fragador Spartacus Klowny the trickster
Dav Wefi Silvanus Jamb
Morein Kar Kelath the Red Wesley Bishop Virion Varze Ricardo “Bruiser”
Artorious Constantine Thzbaht Krea Barrie “Mack” MacKenzi Marten Crumps Pichardo
Kragar Lokasena Hoke Boulder Osender The Mauve Jason Taverner
Merik Anthony (AKA V’sseth’ik-Reth Mellesande Iacco Znab Phoemony
Fireswift) Gor Mataz Runim Krymok Sweet William John McDead
Endril Mercon Crome X’tre Mep-Sy Raff Barrowminder Garrity Singh
Kravyn Voidstalker Mic Lasren Circe Romanova Lefwyn the Peerless Omutas
Cawdor Puao Sir Lyttle Dregan Garnet Revel Layla Lamerton Darius Reave
RULE BOOK
WECBNKO MHLOAT 21
DATA STREAM \\ [ONLINE]
EQUIPMENT
BH:R 225-022
RAN – Rail-Assist Nil Point Variance Projectile or RAN for short. Fires a small solid slug bullet using electromagnetic
discharge. Still the most effective means of killing someone.
JET PACK FUEL
RAN PISTOL RAN RIFLE COMPUTER INTERFACE PAD
SNIPER RIFLE
BASIC ARMOR
ZERO-G SUIT TITAN ARMOR
GJNI23H-D
JET PACK
PHASE RIFLE
LONG RANGE PERSONAL SCANNER
MOG BOT
PHASE PISTOL
KRAGIK BATTLESWORD
PHASE – Phased Hyper-Accelerated Single Electron or PHASE technology fires a stream of energetic electrons at a target.
Cooks most objects in nanoseconds.
RULE BOOK
WECBNKO MHLOAT 23
BH:R 245-024
BOUNTIES
“Done sharing? And spending all your precious Deca’s? Good. Now Delivering - The bounty is already in custody but must be
we can talk business. This here, is a bounty board. Most worlds transferred somewhere specifically without being harmed.
have got one. Folks are running away all the time. Our job is to There are many who will try to rescue this bounty before they
bring them back. Pay attention to the ‘dead or alive’ part. If it says arrive at the destination. This is a very tense, time sensitive
alive – you kill that SOB, you’re a murderer not a hunter. If it says type adventure with a focus on defense.
you bring back the bounty plus the Karoki cookie he was eating, Discovering - The bounty has completely vanished. The PCs
you bring it all back. Don’t be sloppy. I hate sloppy.” - TD must find the bounty and typically return the bounty, deliver
something to the bounty, or merely report on where the
As getting, tracking down, and bringing back bounties is an
bounty is. This is a planning and investigation style adventure.
integral part of this game, making sure that bounties are
BOUNTIES
GJNI25H-D
2 +1 - 5 Some might know your name for regular bounties. The reputation gain is also the same.
4 - - 5 Qualified Bounty Hunter However, after 5 Illegal bounty missions successfully complet-
6 +1 - 5 You are the best in the ed, the legal Bounty Hunters will issue a bounty on the heads of
system
8 +1 +1 5 Reliable Bounty Hunter
each character who participated in these illegal jobs. To clear this
10 +1 - 5 You are the best in six-star kind of bounty costs 400 Deca Credits or 2 years imprisonment.
systems
14 - - 5 Expert Bounty Hunter
18 +1 - 5 You are known
throughout the region THE FOUR ADVENTURE TYPES
22
25
-
+1
+1
+1
5
5
Master Bounty Hunter
Grand Master – there
APPLIED TO THE SAME BOUNTY
can be only one… Tyrgol Assassinated planetary governor and must be brought to
Each time there is a +1 in a column you may add +1 Skill or justice.
Special Ability (depending on which column). You can choose As a Thwarting adventure
any skill or any Ability available. Tyrgol is aboard his warship, the Jakara and headed for Dark Space.
He knows he is being hunted and has left behind thugs at his last
known location to deal with anyone trying to follow him. He was
SAMPLE BOUNTIES last seen at Partha in Kitkat’s Lounge hiring a pilot for his warship.
As a Collecting adventure
NAME OF BOUNTY DETAILS
Tyrgol is holed up on a planet in the Howden system. His base is
Rado Burut Smuggler, thief, and in possession of a rare heavily shielded from aerial attack and the only way in is via old
artifact. Return Artifact.
caves under the complex. The PCs must make it through the caves,
Hodain “Killer” Homicidal maniac and leader of the “Bloodglut”
Garas mercenary clan. get Tyrgol and not alert his army of mercenaries.
Burkins Jabat Stole millions of Deca Credits from local Mob boss. As a Delivering adventure
Ola Bondingo Rogue scientist escaped maximum security prison. Tygol is being held onboard the Human warship Jakara. The PCs
Makeek Wedwed refusing to join a local Hive, fled Hive. must collect him and transport him to Vasdar Prime to face his
Must be returned alive. trial. He must survive. His lieutenant is going to try and rescue him
N5-P52 AI with top-secret military intel, on run from from the PCs at all costs.
military. Destroy on sight.
As a Discovering adventure
Irurias Shedol Slaver who knows location of Senators daughter.
Tyrgol was last seen at the Kitkat lounge on Partha, six months
Wassat Pagee Rebel leader and criminal known for cannibalism.
ago. Where he is now is unknown. A waitress will remember he
was looking for pilots who knew how to fly Lantree class cruisers.
Only three pilots have that skill as Lantree ships have not been
VALUE OF BOUNTIES built for 200 years. One of them tells them of a system where
Each bounty should have some monetary reward alongside Lantree ships were taken to be decommissioned… the PCs must
follow a trail to find Tyrgol and his lantree class warship.
the Reputation increase. To calculate the reward, use the
following formula:
The (average reputation score of the PCs x10) +
(the number of PCs x 10) + 200 + ALIVE/DEAD
The Alive/Dead value represents the difficulty of bringing in
bounties alive. The GM must decide if the bounty is an Alive
or Dead or either option. Alive adds 150 Deca Credits to the
bounty total. Dead does not add anything. When either option
is available, the additional 150 Deca Credits will be given if the
bounty is brought in alive.
RULE BOOK
WECBNKO MHLOAT 25
BH:R 265-026
STARSHIPS
“Daddy buy you your first starship huh? I’ve seen better. If you’re • Quadrant – A quadrant is divided up into ten regions.
going out there, you better know what you can do in that thing. • Region – A region is made up of 10 sectors.
And have a crew for Haja’s sake and pay them well. Otherwise, • Sector – A sector contains between one and ten systems.
you might just find yourself adrift in the Rift, and your crew • System – A system usually contains three to twelve planets.
heading off with their new ship.” - TD • Planet – A planet is … just a round chunk of rock, ice, gas.
STARSHIPS
Without a starship no Bounty Hunter could hope to make any In practical terms, the space within a single system is broken
progress. Starships are expensive and require a good crew or a into five range increments from a starship point of view:
highly skilled operator. Close Range – Ships are visible out windows; docking can occur
To keep 3-dimensional combat easy, all ships can fire if the ships remain in close range with one another.
weapons in all directions at targets they can scan or see. Mid-Range – A safe range for most ships to operate comfortably
Ships have Power Pools (PP) which represent their capability in. Recommended distance by most galactic nations.
to function. A ship consists of Hull PP and Component PP. A
Long Range – Maximum distance a ships sensors can reach
ships Component PP is separate from the Hull PP. If a component
under normal conditions. Looking out a window reveals nothing.
is reduced to 0 PP it does not affect the Hull PP. However, if a
component is already at 0 PP, and receives additional damage, Out of Range – Anything beyond Long Range that doesn’t
that damage is subtracted from the ship’s Hull PP. have a transponder transmission is effectively invisible to the
If the ship’s Hull PP reaches 0, the ship explodes in 3 rounds ship’s sensors.
during combat or sixty seconds out of combat. Transponder Transmission Marker Range – The design of the
Transponder, and why it uses so much power, is to make the
STARSHIP OPERATIONS ship visible to an entire star-system. This gives away basic ship
and crew information to all ships in the system.
Space is big. It is divided up into zones to help those adventurous
enough to go beyond their local star systems navigate. GAME MASTER CRITICAL CONCEPT
• Universe – the known partially explored limits of Dive technology. Because if the immense scale of space, the amount of time each
round takes in space combat is not a 5 second period but is kept
• Galaxy – A large collection of stars spanning thousands of
vague to allow weapons and ships travel time. This is keeping in
light years. A galaxy is divided into four quadrants. the spirit of cinematic game rather than calculating real speeds.
GJNI27H-D
to 0 PP it is no longer functional and must be repaired or have increment closer or further away from an object (provided the
power transferred to it from another component. object isn’t intentionally attempting to move away).
The PP of each component can be moved to any other If the object is moving each round the pilot of the ship must
component using the functions of the Captain or Engineer spend 1 AP to continue approaching. If both are piloted, it
onboard the ship (see page 28). Any component that receives becomes an AP spend race to see who stops spending AP first
double the amount of PP than it normally has (when undamaged) as to whether the ships close distance or not. Once a ship or
doubles its effectiveness, in favor of the best outcome. object moves beyond Long Range it is no longer visible to
These are all the components and weapons a ship can have. scanners and has ‘escaped’.
Not all ships will have the same components or the same
DIVING: All starships can dive into a quantum state and travel
number of components. The PP listed in the below table is for a
faster than light allowing them to move from one star system
single-pilot fighter. Bigger ships have more PP.
to the next in a single hour. Often called a ‘Dive’. This uses
SYSTEM DESCRIPTION PP
their Dive Engines. To initiate a ‘Dive’ one member of crew
Communications The ship can receive and send internal and 10
must use the Navigate skill to correctly identify where the ship
external communications within long range. will emerge, and it takes one round to make the calculations.
Double PP: The ship can communicate with All ships have an Autopilot which can make Dive calculations.
another adjacent star system.
Countermeasures Discharges a cloud of microparticles which 10 It takes five full rounds for the ship to ‘auto calculate’ the dive
destroy any missiles or torpedoes fired in the due to the AI being pickier about exact information. However,
same phase as the countermeasures or later
in the round. Cloud lasts until the end of no crewmember is required, and no AP need to be spent.
the round.
Double PP: The countermeasures last an SCANNING: All starships have scanners. To perform a scan
additional round. requires the use of a Science skill to understand and interpret
Movement - Dive The ship can make a Dive jump. 10 the data. Each round spent scanning costs 1 AP.
Engine Double PP: The ship jumps in half the time. Or
the AI calculates the dive in 2 rounds only. In a single round only one range increment can be scanned.
Movement - Main Moves the ship at sub-light speeds one range 10 In round one, Close range is scanned, in round two, Mid-range
Thrusters increment closer or further away from the is scanned, and in round three long range is scanned. This
target.
Double PP: The ship moves two range means if a ship is at Mid-Range, it will not be discovered until
increments per turn. the second round of scanning when Mid-range is scanned.
Movement - The starship’s helmsman or AI Autopilot 10
Navigation can pilot a course. The helmsman can avoid There are many facts that a scan reveals: all ships in the
System attacks. scanned area, basic information like what type of weapons the
Double PP: The ship automatically avoids the
first attack made against it each round. ships have, how many crew are onboard, the species of each
Life Support The ship has reserves for 1 year for the crew. 12 crewman, all planetary and spatial phenomenon, and any
Double PP: All crew regain 1 AP per round in dangers they might pose to the ship.
dramatic scenes.
Scanners The ship can initiate scans. 10 WEAPONS: All starships usually have at least one weapon
Double PP: The range of the scanners is system. Space is full of nasty things that need to be shot.
extended to 2 billion kilometers.
Transponder Unit Identifies the ship, captain, and location of 12
If a ship has the same weapon listed twice, it indicates
the ship. the ship is fitted with more than one of that weapon type. It
Double PP: The transponder can be detected
in an adjacent star system. requires a tactical officer or gunner to fire each weapon even if
Weapon Array - May fire at targets within Close or Mid- 10 the weapons are from the same type. Each weapon listed as its
RAN Turret Range. Deals 5 PP damage. own PP and must be destroyed independently from others.
Double PP: Deals 10 PP damage.
Weapon Array - May fire at targets within Mid-Range or Long 10 OTHER: All ships have life support capable of sustaining the
PHASE Cannon Range only. Deals 8 PP damage. crew for 1 year before depleting and needing to be replaced.
Double PP: Deals 16 PP damage.
All ships have a Communications hub which connects the
Weapon Array - May fire at targets within close range 10
Railgun only. Deals 3 PP damage. Cannot target ship to the intra-Galactic Network or IGN – a network of
components. information, communications and illegal holovideos. This also
Double PP: Deals 6 PP damage
Weapon Array - May fire at targets within close-mid or long 10
allows a ship to communicate with other ships and personnel
Fletching Torpedo range. Deals 2 PP damage to all components. on the planet or personnel inside and outside the ship. Range
Double PP: Deals 4 PP damage to all
components is limited to Long range only.
Weapon Array - May fire at targets within close range only. 10 The IGN is present in almost all systems within a nation’s borders.
Barratts Missile Deals 4 PP damage. Ignores Helmsman’s
Pod attempt to avoid being hit. A TRANSPONDER UNIT. This unit broadcasts the ship’s
Double PP: Deals 8 PP damage. registration details to other ships in the system. It is illegal
Weapon Array - May fire at targets no smaller than 20 meters 10 to not have a working Transponder Unit in most civilized
Mark Five in length and at long range only. Deals 10 PP
Torpedoes damage. star systems. It can be turned off after three rounds using
Double PP: Deals 20 PP damage. Computer Acumen, Engineering, or Hacking.
RULE BOOK
WECBNKO MHLOAT 27
Standard Equipment aboard most ships USING A STARSHIP
All ships have enough Escape pods, capable of carrying 5 When a PC is aboard a ship, the PC can crew the ship. Each
people each, to evacuate the minimum required crew to the role aboard a ship has a function and an associated skill set.
nearest habitable planet, moon, or station within a single
BH:R 285-028
RULE BOOK
WECBNKO MHLOAT 29
SINGLE-PILOT CRAFT
These small craft are ideal for solo pilots. They are usually quick, lightly armed, and inexpensive.
BH:R 305-030
GJNI31H-D
PEREGRINE CLASS LIGHT ESCORT KAROIKI PERSONAL CRUISER
Hull PP: 40 Cost: 2250 DC Hull PP: 45 Cost: 2800 DC
SPECIFICATIONS SPECIFICATIONS
Length: 65m Width: 25m Depth: 12m Length: 90m Width: 30m Depth: 12m
SHIP MAINTENENCE/CARGO SHIP MAINTENENCE/CARGO
Minimum Crew: 3 Monthly Crew Cost: (200 DC each) Minimum Crew: 5 Monthly Crew Cost: (200 DC each)
Monthly Upkeep: 30 DC Maximum Cargo: 10 Tons Monthly Upkeep: 40 DC Maximum Cargo: 20 Tons
SHIP SYSTEMS SHIP SYSTEMS
PP Components PP Components
15 Communications 15 Communications
15 Countermeasures 15 Countermeasures
15 Movement - Dive Engine 15 Movement - Dive Engine
15 Movement - Main Thrusters 20 Movement - Main Thrusters
15 Movement - Navigation System 15 Movement - Navigation System
20 Life Support 25 Life Support
15 Scanners 15 Scanners
20 Transponder Unit 20 Transponder Unit
WEAPONS WEAPONS
PP Weapon Array MinTarget Range Damage X2 PP PP Weapon Array MinTarget Range Damage X2 PP
15 RAN Turret - Close to Mid 5 PP 10 PP 15 Railgun** - Close only 3 PP 6 PP
15 RAN Turret - Close to Mid 5 PP 10 PP 15 Railgun** - Close only 3 PP 6 PP
15 Barratts - Close only 4 PP 8 PP 15 Mk.5 Torpedoes 20m long 10 PP 20 PP
Missile Pod*
** Cannot target components
*Ignores Helm’s attempt to avoid being hit.
RULE BOOK
WECBNKO MHLOAT 31
CARGO TRANSPORTS
Although not as fast, graceful, or powerful as starships of similar size, cargo transports have the advantage of carrying lots of cargo.
BH:R 325-032
GJNI33H-D
ADATH DOMINARI CAPITOL SHIP VIKING WARSHIP
Hull PP: 140 Cost: 5 000 000 DC Hull PP: 250 Cost: 25 000 000 DC
SPECIFICATIONS SPECIFICATIONS
Length: 650m Width: 40m Depth: 30m Length: 1250m Width: 140m Depth: 60m
SHIP MAINTENENCE/CARGO SHIP MAINTENENCE/CARGO
Minimum Crew: 60 Monthly Crew Cost: (200 DC each) Minimum Crew: 120 Monthly Crew Cost: (200 DC each)
Monthly Upkeep: 580 DC Maximum Cargo: 5 500Tons Monthly Upkeep: 1,600 DC Maximum Cargo: 8,500 tons
SHIP SYSTEMS SHIP SYSTEMS
PP Components PP Components
50 Communications 60 Communications
50 Countermeasures 60 Countermeasures
50 Movement - Dive Engine 50 Movement - Dive Engine
50 Movement - Main Thrusters 50 Movement - Main Thrusters
50 Movement - Navigation System 60 Movement - Navigation System
50 Life Support 70 Life Support
50 Scanners 50 Scanners
50 Transponder Unit 70 Transponder Unit
WEAPONS WEAPONS
PP Weapon Array MinTarget Range Damage X2 PP PP Weapon Array MinTarget Range Damage X2 PP
45 RAN Turret - Close to Mid 5 PP 10 PP 50 RAN Turret - Close to Mid 5 PP 10 PP
45 RAN Turret - Close to Mid 5 PP 10 PP 50 RAN Turret - Close to Mid 5 PP 10 PP
45 RAN Turret - Close to Mid 5 PP 10 PP 50 RAN Turret - Close to Mid 5 PP 10 PP
50 PHASE Cannon - Close to Mid 8 PP 16 PP 50 PHASE Cannon - Close to Mid 8 PP 16 PP
50 PHASE Cannon - Close to Mid 8 PP 16 PP 50 PHASE Cannon - Mid to Long 8 PP 16 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP 50 PHASE Cannon - Mid to Long 8 PP 16 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP 50 PHASE Cannon - Mid to Long 8 PP 16 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP 50 Mk.5 Torpedoes 20m long 10 PP 20 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP 50 Mk.5 Torpedoes 20m long 10 PP 20 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP
50 Mk.5 Torpedoes 20m long 10 PP 20 PP
RULE BOOK
WECBNKO MHLOAT 33
BH:R 345-034
• A light battle includes half as many NPCs as there are PCs. TRAINED SKILLS
• A Fair battle includes as many NPCs as there are PCs. Acrobatics, Awareness , Computer Acumen, Engineering,
• A Tough battle includes double the number of NPCs as there Evaluate, Hacking, Intimidation, Investigate, Logic, Melee
are PCs. Combat, Mounted Weapons, Ranged Attack, Repair, Science,
Stealth, Strength, Vehicle Operations
Use these two bases to create dynamic and interesting
combats: A Hard but light battle will be a small skirmish EQUIPMENT
that lasts a while, whilst an easy but tough battle is a huge Armor – Basic, Jet Pack, Jet Pack fuel (10 uses), Manacles –
engagement of many characters. standard, Weapon Ammo - RAN Ammunition
PILOT
BUREAUCRAT
GJNI35H-D
MERCENARY
AP: 10 Species: ANY
TRAINED SKILLS
BUREAUCRAT Acrobatics, Awareness, Charm, Computer Acumen,
Engineering, Evaluate, Intimidation, Investigate, Martial Arts,
Medicine, Melee Combat, Mounted Weapons, Ranged Attack,
AP: 10 Species: ANY Repair, Stealth, Strength, Survival, Vehicle Operations
TRAINED SKILLS EQUIPMENT
Bargain, Culture, Deception, Evaluate, Forgery, History, Armor – Basic, Backpack, Manacles – standard, Propelled
Investigate, Logic, Psychology, Ranged Attack Grappling hook, Rations, Rope, Surveillance - Thermal
EQUIPMENT binoculars, Tech - Interpersonal Communicator and digital
access device, Water canteen
Tech - Computer Interface Pad, Tech - Interpersonal
Communicator and digital access device WEAPONS
PILOT
GEEL WORM
AP: 10 Species: ANY
AP: 50 Species: Giganticus Muraenidae
TRAINED SKILLS
TRAINED SKILLS
Acrobatics, Awareness, Charm, Engineering, Logic, Melee
Acrobatics, Awareness, Deception, Intimidation, Investigate, Combat, Mounted Weapons, Navigation, Ranged Attack,
Melee Combat, Science, Stealth, Strength, Survival Repair, Science, Stealth, Vehicle Operations, Wrangler
EQUIPMENT EQUIPMENT
none Manacles – Charged, Surveillance - Holovid recorder
(audio and holovideo), Tech - Computer Interface Pad, Tech -
WEAPONS Universal Translator, Zero-G Suit
None
WEAPONS
SPECIAL Weapon - RAN Pistol, Weapon - Shock Grenade
Bite Attack (Melee Attack), Deals 15 AP damage. Can only
SPECIAL
attack objects bigger than 10m.
None
RULE BOOK
WECBNKO MHLOAT 35
BH:R 365-036
SCARANGAR MAULER
TECHIE
AP: 15 Species: ANY SCARANGAR MAULER
TRAINED SKILLS
Awareness, Computer Acumen, Engineering, Hacking, AP: 35 Species: Biggus Bastardasaur
Investigate, Logic, Obscure Lore, Repair, Science
TRAINED SKILLS
EQUIPMENT
Awareness, Deception, Investigate, Melee Combat, Nature,
Surveillance - Holovid recorder (audio and holovideo), Stealth, Strength, Survival
Tech - Computer Interface Pad, Tech - Interpersonal EQUIPMENT
Communicator and digital access device, Tech - Long range
personal scanner None
WEAPONS WEAPONS
none none
SPECIAL SPECIAL
None Bite (Melee Attack) Deals 8 AP damage
GJNI37H-D
Jeffrey W Collyer Sophie Dauphinais Scott Christian
Marie Listopad Crysostomos Tsergas Duccio Salvia
Will Lentz Chris Frei Luke Alexander McGovern
Jayson Lasarde Edouard Contesse Lars-Erik Vellene
Christian Lindke James Cruise Sebastien Nuss
John William Leach Recoing Jason Hylton Stewart
Jason Corley Ronald Lago Matthew Ouzts
Kathy Evans Sam Dailey Tobias Linder
David Ells Steven Barrett Steven Ward
Casey Cain Joachim Hoffmann Berg Laura Renwick
Christopher Brendan Armstrong Miguel Rebollo de Miguel Alex Malcom
Mikko Lainio Corey Rich Andreas Kapl
Kayden Zada Andrew Parrock Anthony Gascoigne
Orin Might Mark Bradley Brittany Ward
Chris Bloom Krzysztof Paszczyk Peter J Gillotte
Arthur Ivers Eric Gerds Trent G Kelly
Timothy Lawson Lisa Winkler Karel Izera
Tony tony Dictus Miedema Gary Thomson
G. Michael Truran Greg Patchett Clay Thurston
Roy Bridges Adam Yusof Zachary Grainger
Daniel Vander Kooy Marco Schilling Sophie Williamson
Robert Jensen Mark Fenlon Ethan Marino
Joshua Zawislak Victor Amorim Abreu Pereira Steven J. Zeve
Sebastian Padilla Jonathan Bird Mark Dalrymple
Joshua Gonzalez Waco Glennon Krys Kamieniecki
M Seyfang Mike Musteric Robert John Duff
Terrence P. Broadbent Nathan Glaesemann Ryan Schnackel
Kevin McCourt David Hodson Kelly Stokes-Sanders
Jacob Slingsby Janette Fletcher James Vun Kannon
Łukasz Czubek Mariano Ras Athena Rollins
Bryce McWhirter Declan Lowry Andrey Sanin
Reese Lloyd Rudy Mangual Ethan Khanolkar
Nathan Yaworski Philip Reed Will Shattuck
Kristoffer Nymark Thomas Ulfstrom Janet Forbes
Nick Perry Clyde Lee Graham Daniele Anacleto Meiattini
Forrest G. Emerson Miguel F Santiago Irizarry Nuutti Vertanen
Michael Bruce Jon R Terry William Jahncke
Martin Gallo Ronald Ronald Yves Dreiling
Eric Hallstrom Peter Wallis Andy P Fundinger
Justin Colquhoun Daxton Newberry Jarrod Holmes
Philip Hebden William Treadwell Eric Lopez platon
Keith Ryzowski Nathan Bolt Dylan Cole
Shaun Vellucci Keith Rohlman Denise Atwood
Dave DuBois Grant Bischoff Oliver Makowsky-Stoll
Cameron Frament Scott Adams Konrad Gut
Hugh McKee Dominik Danielewicz Philip Rogers
James Lamerton Landon Jamieson Jesee Mcgatha
Phillip Andrew Schwab Klil Neori Richard Logue
Aubertin Laurent Mr M A Brown Emily Finch
RULE BOOK
WECBNKO MHLOAT 37
Dawid Bodora Joshua Hawfield Max Max
Nathan Teel Nash DeVita Matthew Cole
James Michael Dickey Terry Heying Tobias Junge
Jaken Babbitt Wim Thys Shayne Immen
BH:R 385-038
PERSONAL INFORMATION
GJNI39H-D
CHARACTER NAME SPECIES
RULE BOOK
WECBNKO MHLOAT 39
DATA STREAM \\ [ONLINE]
PERSONAL INFORMATION
BH:R 405-040
BACKGROUND PORTRAIT
BIRTHRIGHT
EDUCATION
CAREER
NOTES
SHIP INFORMATION
GJNI41H-D
SHIP NAME
SHIP CLASS LENGTH WIDTH DEPTH
Cargo
MAIN COMPONENTS
SYSTEM DESCRIPTION ORIGINAL PP CURRENT PP
Communications The ship can receive and send internal and external communications
within long range.
Double PP: The ship can communicate with another adjacent star system.
Countermeasures Discharges a cloud of microparticles which destroy any missiles or
torpedoes fired in the same phase as the countermeasures or later in the
round. Cloud lasts until the end of the round.
Double PP: The countermeasures last an additional round.
Movement - Dive Engine The ship can make a Dive jump. Double PP: The ship jumps in half the time.
Or the AI calculates the dive in 2 rounds only.
Movement - Main Thrusters Moves the ship at sub-light speeds one range increment closer or further
away from the target.
Double PP: The ship moves two range increments per turn.
Movement - Navigation System The starship’s helmsman or AI Autopilot can pilot a course. The helmsman
can avoid attacks.
Double PP: The ship automatically avoids the first attack made against it
each round.
Life Support The ship has reserves for 1 year for the crew.
Double PP: All crew regain 1 AP per round in dramatic scenes.
Scanners The ship can initiate scans.
Double PP: The range of the scanners is extended to 2 billion kilometres.
Transponder Unit Identifies the ship, captain, and location of the ship.
Double PP: The transponder can be detected in an adjacent star system.
RULE BOOK
WECBNKO MHLOAT 41
DATA STREAM \\ [ONLINE]
SHIP INFORMATION
BH:R 425-042
WEAPONS
SYSTEM DESCRIPTION ORIGINAL PP CURRENT PP
HUNTARI REGION
Capture
get paid
return
Seek
A Diceless Tabletop Roleplaying Game
DATA STREAM \\ [ONLINE]
CONTENTS
HOW TO USE
THIS GUIDE _ _ _ _ _ _ 3
GBNHKDBLOMQ
SPECIES _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ _ 5
SECTORS _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ _ 10
GBNHKDBLOMQ
RAAK SPACE _ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __10
GREYPAN ALLIANCE 13
_ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ _
NOSO PROTECTORATE 19
_ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ _
BIHHGGE SYOIPE
Huntari Region
Created by: Guy Sclanders
Developmental Editor: Dominik Danielewicz
Graphic Design: Martin Hughes
G3 NI-D
Fires a small solid slug bullet using electromagnetic discharge.
Each of the nations presented in this book have suggestions Still the most effective means of killing someone.
for Bounties, locations, and NPC names, as well as small PHASE – Phased Hyper-Accelerated Single Electron or PHASE
insights into the nature of each planet or place discussed. technology fires a stream of energetic electrons at a target.
Merge the description of the nation’s space with local details Cooks most objects in nanoseconds.
to create vivid experiences for your PCs.
Starships make use of much larger versions of these
weapons, but the technology remains largely the same.
Defending against these weapons has proven difficult –
THE BASICS hence the weapons popularity – with some armors being
developed to help mitigate some damage, but ultimately
The galaxy is a big place, and the huntari region is only a small failing after extended exposure to attacks.
piece of that. However, physics remains largely unchanged and Starships do not possess any kind of ‘shielding’ technology
as a result certain levels of technology exist universally. aside from an electromagnetic bubble that deflects atomic
and smaller particles whilst the ship is operating at sub-light
FASTER THAN LIGHT TRAVEL speeds. Thick hull armor and clever piloting skills are the only
real defense against attacks.
AND TRAVEL IN GENERAL
Solving the problem of faster than light travel is the principle CYBERNETICS
of quantum entanglement drives. The process is known as
‘Diving’ or ‘Dive’. Vessels do not travel faster than the speed of Bio-mechanical implants are common in most cultures,
light, they simple cease existing in one location and exist in although some shun visible components (skin breachers,
another. Using a specialized scanner, the ship targets a nearby they call them). Cybernetics is a legal market, with a massive
star system, finds an area of relative atomic density (to the illegal black market. Enhancements include computer hacking
ships current state). Then it transfers the quantum states of ports, augmented senses, internal communications systems,
those atoms (of the ship and all aboard) to the state of the data storage systems, personal storage pods and more. Most
target location atoms. That quantum reordering forces the Species can only tolerate 5 implants before their bodies
ship to exist in the new star system and causes it to no longer immune system begin to reject them.
exist in the old space. All that remains is the final dive scanner
(factored into the costs of running the ship). Thus, ships can
move from one system to the next in a matter of hours (the
AI AND ROBOTS
initiation and transfer of data takes time). There are five tiers of AI (see Species below). Although AI have
Most populated star systems have special Dive ports – areas varying status across the region in terms of rights, most agree
artificially heavy in atomic matter for this express purpose. that Tier 5 AI are sentient, self-aware, and fully entitled to all
For sub-light travel, most starships utilize ion-thrusters rights afforded organic beings.
which propel the ship forward at incredible near-light speeds. Most AI is designed to anticipate the users desires and needs
This allows a starship to cross a star system in about 6 hours, based on behavior analysis. Most starships do not integrate
or to travel to the next star system in 5 years. Inter-planetary AI in their systems because so much is at stake and relying on
jumps often take 30 minutes or less. AI – which has temperamental issues – is seen as needlessly
Within the atmosphere there are a few atmospheric only reckless. As a result, most ships rely on non-AI computer cores
craft, although those are antiquated curiosities rather than which have some automation but are not capable of making
the norm. Surface travel is usually facilitated through anti- illogical assumptions or guesses.
gravity carriers – tubes with a vacuum that cover most major Robots are commonplace, replacing most of the menial labor
cities in which ‘grav trains’ carriages speed along at 700 KPH. on most developed worlds. Worlds with high electro-magnetic
Person vehicles use ionic repulsion tech, allowing a hover-bike interference, or close to the Rift (notorious for causing AI to
or “skycar” to reach roughly 1000m above ground level, and go mad) tend to rely on slaves or organic workers.
travel at around 400 KPH.
IGN
PHASE AND RAN TECHNOLOGY The Intergalactic Network – or IGN – is present in most star sys-
RAN and PHASE technology are two advanced forms of tems and can often be tapped into using long range scans if not
weaponry developed and used galaxy wide given their energy found locally. The IGN is a marvel of the modern age and carries
use to damage output ratios. trillions of pieces of dense data a second across the reaches of
HUNTARI REGION
WECBNKO MHLOAT
3
H:R 47-14
space using quantum drives. Most social information on most minds of the bodies were all living in VR. Since then, VR has
individuals is available – sometimes legally, sometimes not. been relegated to entertainment only.
Social media data is a premium commodity and having the Holovideos have become the major form of entertainment.
ability to gain access to an individual’s last IGN access location Many species imbed micro-receptors into their populations
is often seen as the greatest violation of privacy known. It is, at birth. This allow for Augmented-Holo or AH projected
however, not illegal to check. Making false accounts is illegal holographic videos in real space to be seen and interacted
and costs dozens of Marks to be done. Once a PC is born, the with by the user. Holographic images record everything into
IGN knows about them and can track their public records. 360 high detail, and AI enhancements correct and replace any
All communications use the IGN backbone, leaving tell- missing data. The benefit of AH over VR is that the user is still
tale trails in quantum space. Personal devices – called physically aware of their body and it’s needs.
different things by different Species, but essentially person
communicators and IGN interface devices – or Comms, URs,
IG’s, Netties, Links, amongst other things – will allow a MEDICINE
character to make holographic video calls across a solar- Medical advances are constantly happening in the region and
system free of charge. Calling further costs 1 Deca Credit per beyond. Wounds that would have taken weeks or months to
minute. These comms devices also allow characters to access recover from, are now resolved in under 24 hours thanks to
most of the publicly visible components of the IGN. various nano-botic solutions coupled with aggressive drugs
designed to stimulate the cells of the body.
VIRTUAL REALITY AND HOLOVIDEOS Medical care is free for non-self-inflicted injuries, on all
worlds. What each establishments “terms” are regarding self-
This was banned nearly two hundred years ago after the “Tamra inflicted – is variable. Most of the time, there will be a cost for
V incident”. Over 80% of the population starved to death seeking out medical attention. All medical attention is logged
then their robot caregivers failed to feed the ‘virtually living, on the IGN if performed free.
physically alive’ population. Tamra V was at the forefront of Most diseases are cured within a year or two of being discov-
VR existence. Robots tended massive chambers filled with the ered, but, given that space is so vast, and so many planets exist
bodies of the population, feeding, and nourishing them. The with unique viral breeding grounds, it is a never-ending battle.
G5 NI-D
RAKESH
Living colonies of millions of microbes, the Rakesh consider
themselves the most advanced form of democratic life in
the galaxy. They take many forms and could be described
as gelatinous yellow colored mold in their natural state.
Frequently they adopt bipedal form to integrate with others in
the Region. Each Rakesh colony weighs around 70 kilograms.
Raak space is controlled entirely by the Rakesh who do work
HUMANS with other Species, but never allow other Species to work with
them. The singular voice of other species is seen as a limited view.
Humans have spread across the region. Generally, a mix of Pronouns: We, us, our.
skin-colors from exotic blues and greens to pinks, browns and
oranges, the species genetically mixes so easily with other
Species, that after a few centuries non-human Species tend to Typical Rakeshian names
vanish under the onslaught of human DNA. Suwaa, Taruviaan, Uruloo, Vinduain, Wadsuur, Yenetsadai,
Primary custodians of the Greypan Alliance, humans can be Aldaana, Brusivia, Colrudoon, Dalruthaa, Ehlaan, Furoogadian,
found working in all spheres of operations, as independents or Geemna, Hashlasoosh, Indariaal
as part of other nations militaries.
Pronouns: He, him, she, her, they, them. Benefits
Provided that at least one microbe of the original colony
Typical names for Greypan Alliance members remains alive, in ten to thirty years the character will regrow
Trivas, Cotharen, Ilebuth, Hurro, Makul, Garro, Petruk, Jihn, into their original colony, thus cheating death.
Hagi, Mioraco, Tusho, Ovuna, Burerd, Jome, Weltur To change form takes 10 minutes of concentration as the
microbes rearrange themselves. Anything worn or carried is
dropped during this time and does not transform with the
Benefits character. The character can transform into resembling other
Humans are found across the Region. This integration allows people but is always yellow in color.
humans to move freely about in all nations space without With no specific sense organs, the Raketh feel vibrations
raising suspicion, even in times of war. in the air, taste anything they touch, and can “see” color in a
Most alien Species find it difficult to remember human faces, 360-degree arc around them, but their senses are limited to
and as a result human achieve a remarkable amount of anonymity. 100 meters range.
HUNTARI REGION
WECBNKO MHLOAT
5
H:R 67-16
LONLANEEK
Fire-eyed, eight tentacled, small humanoids which have two
fingers and two thumbs per hand. They have flat faces, long
braincases, and excellent memories. The Lonlaneek reached
the stars millenia ago and have remained there ever-since.
Their pale-blue skin and usually gentle natures make them
natural diplomats.
They are at war with the Goraan nations in the region. The
GORAAN
reasons for the war are many, but neither side is fully committed The Goraan have five digits on hands and feet. They have large
to territorial invasion, border skirmishes flare up from time to eyes capable of seeing into the infra-red spectrum. They have
time and there are months of intense diplomatic tensions where large heads, massive yellow eyes, and weak jaws. They are
a full war might explode. So far this has been avoided. usually green in color with small yellow markings on their skin.
Long arms, and long fingers give them a gaunt look.
Typical Lonlaneeki names Their war with the Lonlaneek is an annoyance for the
militaristic rulers of their nations but nothing more. They have far
Alakoona Namsala, Bwasooka Ord, Cioru Pidraala, Dendeeki bigger goals on the horizon than a couple of Lonlaneek worlds…
Quasalat, Eekwaloo Vantas, Farugu Wisaloon, Glah Yashadee,
Hamunee Zine, Iye Ayradool, Juja Buloween, Kwadoo Cotti, Lanloo
Dagoonti, Malcoorn Effrot, Nikra Fashatook, Omri Gwalgwanoot Typical Goraanian names
Thega Grotas, Ulka Harak, Vidan Iruki, Wenat Jaa, Yuger Krus,
Benefits Ardat Londan, Bolka Grosa, Canot Ferd, Dugoi Nakra, Eherk Hulan,
Folka Ebrud, Guido Baas, Hirat Modal, Inik Duris, Jorju Cadassa
Their tentacles are a benefit and a curse. A Lonlaneek
can perform any skill requiring the use of tentacles (GM’s
direction) twice in a single round. The primary advantage eight Benefits
long tentacles offer, is the capacity to hold onto more objects Goraan are naturally immune to Intimidation, Charm, and
simultaneously. Being small allows the Lonlaneek access Seduction and automatically succeed at opposing any skill
to spaces others wouldn’t normally in. A lonlaneek can fit attempt made against them in these areas. They are naturally
through a 10cm hole or fill up at 40cm cube. dispassionate creatures.
HUNTARI REGION
WECBNKO MHLOAT
7
H:R 87-18
WEDWED KARO
As a hive insect, the Wedwed operate on two levels – the indi- Second only to humans for spreading across the galaxy and
vidual and the collective. When multiple Wedwed are in prox- reproducing quickly, the Karo are tall (typically 2 meters plus)
imity they can form a single consciousness. This collective humanoids with dark brown skin and covered completely in a thick
being can see through all eyes, hear through all ears, and fur. They have large ears and a remarkable skeleton. It is designed
controls each body as an extension of its own. Documented to absorb impact well, making the Karo far more flexible than oth-
range is approximately half a kilometer. Individuals within er Species. The downside is that their physical strength is reduced
this state retain no memory of being in the hive and cannot as their bones give and bend under less pressure.
act independently. The hive must relinquish control back to Highly independent thinkers, the Karo hate highly organized
the individuals. life, and prefer to blow where the solar winds go. They are
Wedwed find it difficult to form relationships with other typically care-free pleasure seekers. As they get older, they
species. They are simply unable to form hives and that is a generally settle down and begin to focus on academic issues,
foreign concept for the Wedwed. Solo Wedwed often seek engineering problems or educating the next wave of Skampers
adventure on their own to prove to themselves they have value (young Karos).
before returning to their home planet and joining a hive. Pronouns: He, him, she, her, they, them.
Pronouns: This one, those ones, these ones.
Typical Karoki names
Typical Wedian names Rongu Dakkra, Haddi Gratzal, Yebbo Tessa, Rivva Flowan, Starbrite
Craak, Sassa, Dikdak, Taaklik, Ekrik, Ururur, Fash, Vakyak, Greik, Hopin, Macka Burd, Chopsie Wult, Drigo Babbat, Foddie Baru,
Whirwhurwhur Rainbow Shully
Benefits Benefits
When two Wedwed work together only one of the pair needs Karo are naturally fast runners and take long strides. A Karos
to spend AP for both Wedwed to successfully use a skill. Both movement is 18 meters per round instead of the usual 12 meters.
Wedwed must perform the same action in the round. Only two They also have an additional carrying capacity of 4 items
Wedwed can take advantage of this ability. Multiple Wedwed owning to having a naval fold (a pouch of skin used for
must form pairs. incubating Skampers until they’re born).
HUNTARI REGION
WECBNKO MHLOAT
9
Sectors
H:R 107-110
RAAK SPACE particularly interested in space conquest, the Rakath have only
commercialized a single home-world for intergalactic trade,
the rest remain verdant planets full of life and usually lacking
any inorganic structures. Some smaller planets with Rakath
GENERAL DESCRIPTION populations allow non-Rakath to live on the surface and to
construct small ports or towns, but nothing of significance.
The Rakath species are microbial colonies. A unique property
of their cellular structure causes the microbes to become self-
aware once the colony reaches around sixty billion individual POLICING/MILITARY PRESENCE
microbes. These ‘individuals’ can then assume any form they
like for a few hours but cannot change their mass or their color The Rakath has a straight-forward policy regarding crime or
– which is a range from olive yellow to burnt ochre. violence being committed by individuals. Those who commit
Most often Rakath are found traveling through space seeking to a crime, once apprehended are split into six new colonies and
learn more about the universe. The best means of facilitating this allowed to grow on six different worlds. This is problematic for
is by adopting a humanoid shape and wearing environmental suits species incapable of surviving being split into six pieces. As a
to keep their shape for extended periods of time. result, Raak space tends to be very lawful.
An individual cannot be separated and put back together. Once Their spacecraft are mainly purchased from other nations
separated the microbes will begin a new growth cycle and form who specialize in working with inorganic materials.
multiple individuals distinct from the original. They will retain the
memories of the original form. It takes a colony of microbes about NPC Military personnel
30 years to mature into a single individual if starting from a base The enforcement arm of the government is ranked from ‘Trained’
of several thousand microbes. This is how the species reproduces. the rough equivalent of a junior officer through to Advanced – a
Rakath are susceptible to all forms of damage. If an
captain in command of Proficients and Trained. The Highest, or
individual is reduced to 0 AP and sustains further damage,
Admiral is responsible for planetary scale operations.
the entire colony dies from shock. They are particularly
affected by cold, and exposure to freezing temperatures
RANK NAME NAME NAME
deals damage at twice the usual rate.
Highest Hamdural Jevaso Vedrulian
The Rakath generally go for flowing names. They seldom Superior Namdarial Banalan Kawalail
have surnames, believing that a single name is sufficient for a Advanced Tamraval Utrelio Inndilian
million microbes to share. Proficient Ulgural Hiostulan Kalladai
Trained Opsurian Ikluro Evendiana
NPC Names
Olrian, Kannadari, Forturial, Kinarian, Powdaurian, Sekelial, Example patrol starship names
Volili, Agathian, Edrusiaka, Maldorian, Mondiwalia, Cannosian,
Vosabrolia, Bradusial, Genno, Shadalan, Jurival, Ortial, Cravalian, The RAAK Defense governance committee names its starships
Usorias, Wunduri, Malbaruia, Vendaria, Ilial, Urvuliak, Haldoa, after great leaders. The official transponder code of a Raak
Yenurdian, Pasaran, Namadia, Gilgurian ship is RKS.
RKS 0211 Tamraval’s Dream RKS 3111 Will of Shadalan
GOVERNANCE RKS 9113 Hurokol’s First
RKS 0892 Might of Inndiliar
RKS 8821 Tamdashars Reach
RKS 8832 Breath of Katarai
The Rakath are a dictatorship of billions. Any Rakath wanting RKS 3141 Domriks Grace RKS 8943 Growth of Vucurion
a voice in the government merely submits a single microbe as RKS 6654 Hendaris’ Pulse RKS 1102 Vision of Ginarian
a delegate. These then combine with all the other delegate
microbes into a new individual who decides upon policy. Bounties
The bounties in Raak space are paid once a sample microbe of
UNIQUE FEATURES / WELL KNOWN the target Rakath has been delivered to an ‘Advanced’ officer
PLACES OF INTEREST within Raak space. The bounties never require the individual to
be returned, merely a single microbe from the individual colony.
Raak space is unique. Massive structures of microbial growth In the case of a bounty for a non-Rakathian, the head of
– not Rakath but of various micro-organisms for long tendrils the individual is usually sufficient, except in the case of the
across planets bringing oxygen, nutrients, and water to Kaldovilians, where both heads are required.
those who know how to tap into these mega-structures. Not
G11 NI-D
Ilorogian Theft of a prototype starship approximately sixteen thousand kilometers long and wrap
Poslian Selling of medical grade Rakath seeds around the planet. Often called the lifeblood of the planet,
Kalburia Harboring spores of Tadafid Orchids these arms facilitate travel around the planet, transport of
Hannalia Selling Rakath microbes on black market cargo, and dozens of other transportation functions. Most of
Erdalia Desecration of Bio-architecture the accommodation to be found of the planet are built into
Burian For growth (of individual colony) beyond accepted size these arms allowing for easy travel inside the massive tunnels
Wessaslia Distribution of poison “Icekiller” amongst young folk that run the length of each arm.
Cities on Cura
Cura is home to 143 major ports (terrestrial and space) and
CURA boasts nearly 2000 major cities with populations of single
colonies numbering near 5 billion. Individual microbes
account for nearly a billion times this number.
Osian, Larukatos, Manalsa, Pordianos, Tanari, Ginos, Rakat Cursika
(Norther Capitol), Nedalion
Trade commodities
Cura produces a vast amount of medical chemicals,
pharmaceuticals, and illegal drugs. The natural affinity that
the Rakath have for plants gives them excellent insight in how
to use them for a variety of medical uses.
Cura Life Stick 15DC Restores 4 AP when ingested.
Venues
Cura is home to many, many hotels, and bars. Of great curiosity
to non-microbial based lifeforms are the ‘Hasia’. These are
large pool-like structures that contain a soup of chemicals and
rotting vegetation. Rakath enjoy taking a dip in these pools as
it is like swimming in roast beef and roast potatoes. You leave
the pool feeling refreshed, thoroughly nourished and with
enough bacterial culture to keep your microbes fed for a day.
CURA Non-microbe-based life, or Species who cannot absorb
nutrients through their skin, find the bath to be slimy, slightly
warm, and with a strong smell of compost. The ‘nutrient shake’
GENERAL DESCRIPTION sold to foreigners at the bar tastes just as bad and can only be
described as moist.
This green planet might look like it contains almost no
structures. This is because almost all the buildings on Cura are TYPE OF VENUE NAME NAME
covered in various microbial growths which provide power for Hasia Ulrithias Bath and Eat Jolrians All you can absorb
the buildings via photochemical exchange. Nutrient Baths
There are thousands of ports in high orbit around the planet, Hasia Ololos Talrians Fine Dining
and births usually are charged at 5 DC a day, or 20DC a week. Brothel Mimria’s Pink Orchid Sia Sorai
There is almost always a birth. Shuttles take individuals down Brothel Inalias Buds Thorns and Roses
to the planet every ten minutes. Private shuttles are allowed Bar Kornalias Two for the Dive
and on the planet’s surface there are hundreds of shuttle ports Bar Figsia Wither and Wilt
to choose from. Hotel Cura Five The Tolvasian
This is the center of the Raak civilization and there are Hotel Pallasia Folia Mimria’s Blue
hundreds of government buildings, libraries, and cultural
structures to be found everywhere.
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DATA STREAM \\ [ONLINE]
TORTH
GREYBORN
H:R 127-112
GREYPAN
ALLIANCE
HOWDEN LEE
CAMBORIA PARTHA
TULN PRIME
DURAN V
VASPAN III
G13 NI-D
GENERAL DESCRIPTION UNIQUE FEATURES / WELL
The Alliance started with a few human colonies banding KNOWN PLACES OF INTEREST
together in a mutual defense pact, nearly two thousand years
The ruined planet of the Eight founding world of Mosmard
ago. Over the century’s others have joined the defense pact
is a galactic site of beauty. The experiment that destroyed
which now includes trade deals, cultural exchange, religious
Mosmard caused a total Quantum Inversion and so the planet
exchange and so much more that individual planets are already
appears to be there, and scans of the planet reveal the
so mixed that the original cultures are often a thing of history.
inhabitants are still alive and going about their business.
Being on the border of the Rifts has forced the Greypan
However, it is an illusion – the planet and its inhabitants were
governments to adopt a strong military presence around the
inverted on the quantum level and exist in a different phased
edges of their territory. The focus is on keeping Rifters out and
dimension. The image of the world and the people is a lensing
preventing illegal trade from crossing into the Rift from within
effect of the massive tear in space/time.
Greypan space. Deeper within their territory patrol ships
Many pilgrimage to the planet to watch – from a safe
become infrequent and individual planetary systems are left to
distance of long range – the planet in the hopes of seeing a
patrol their own.
sign from the other-side.
Humans make up much of the species found within the Alliance.
There is also an area near the middle of Greypan space that
Various strains of skin colors once kept the various worlds
is neutral yet surrounded by Greypan controlled worlds. This
separate but now a blue-skinned Howden inhabitant is as common
is known as Keylo’s Refuge. Established nearly eight hundred
as a red-skinned, a purple-blood as common as a Green-blood.
years ago, Keylo was awarded nearly an entire sector of space
Even the old slurs and curse names have mostly been forgotten.
as her personal space to do with as she chose. She had rescued
Greypan space is mostly ordered and calm with excellent
the Council of Eight from a rather nasty hostage situation on
communications coverage across its territory.
Torth Prime. She declared the space neutral and forbid Greypan
military vessels from entering it. Although Keylo is no longer
NPC Names alive, her descendants keep the title and the space neutral.
Graeme Addanlord, Sam Kiesto, Akuri Jokatsu, Eddarn Greyborn,
Phyllis Kavaen, Antoni Labardori, Maximillian Borstak, Jenn
Howdenward, Klaasim Fador, Alket Nemser, Brand Russo, Keylo
POLICING/MILITARY PRESENCE
Morboria, Tevor Sunseeker, Gretchia Ulrov, Alexi Montorov, Camelia The Alliance makes use of the Viking Class Warships as the
Bloombright, Gleen Tunglun, Guygen Landersin, Charlen Windswarn, mainstay of their fleets. Smaller gunboats, tactical cruisers
Hilt Wartgenstein, Michmackle Kevesan, Victoriana Deduchi, Ryno and rapid-response attack craft make up the remainder of the
Holdman, Cai Mitchallo, Alexander Steenbor, Dominic Wix, Kenrith fleet. The officers are all nominated by the Elected Voice who
Smoth, Hugon Boatmaker, Hendari Baard, Alax Brightlad ensure their loyalty to the Alliance before assigning them to
ships. This makes them highly resistant to bribery.
GOVERNANCE They also have excellent training and most Greypan ships
can outperform their equivalents in a straight-up battle.
The Greypan Alliance is administered by a complex tiered
system. Leading the Alliance is the Council of the Eight. The NPC Military personnel
eight being the original founding worlds, however members
All officers aboard Greypan ships, or patrolling cities, have had
of the Council are elected from any planet within the Alliance.
excellent training and are dedicated to their tasks. Although
The council provides direction for the Alliance. Each planetary
brute force is frowned upon, it is seen as a sometimes-
system within the Alliance is then governed by a System
necessary evil in preventing a greater evil.
Marshal. Each planet within a system is run by a Planetary
Governor. This is purely the Administrative branch. The Judicial RANK NAME NAME NAME
branch is independent of the entire process and is beholding High Commander Patrika Will Kurk Katel
only to the founding constitution. There is a third branch – Chamberlain Morningbore
The Elected Voice - which operates the electoral process of Commander Billim Ryder Leono Bella Tordascal
Namesake
both the Judiciary and Administrative branches, ensuring Captain Brent Nebulor Hana Solio Timot Rusart
any citizen of any world within the Alliance can be elected Lieutenant Georgian Monter Ethnan Felix
to any office, provided they meet the electoral mandates of Firestar Scotts-Leer
the Elected Voice. Members of the Voice are not elected but Enlisted Jates McFolger Christar Robbard
Charvel Pacadillio
selected from individuals who have extreme wealth.
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Example patrol starship names
Most of the Greypan Alliance use the standard naming
convention for ships: either famous rivers or natural
geographic locations from the Alliances worlds.
H:R 147-114
TREBUCHET CRUISER
Hull PP: 180
Cost: 1 000 000 DC
SPECIFICATIONS
Length: 750m Width: 100m Depth: 45m
SHIP MAINTENENCE/CARGO
Minimum Crew: 80 Monthly Crew Cost: (200 DC each)
Monthly Upkeep: 1 900 DC Maximum Cargo: 4 500 Tons
SHIP SYSTEMS
PP Components
35 Communications
35 Countermeasures
35 Movement - Dive Engine
35 Movement - Main Thrusters
35 Movement - Navigation System
Bounties
50 Life Support The Greypan Alliance pride themselves on having excellent
35 Scanners security and monitoring within their space. They recognize
40 Transponder Unit however the need for individuals who can cross borders and
enter areas that their own agents might struggle to access or
WEAPONS run significant risk to life should they try.
PP Weapon Array MinTarget Range Damage X2 PP Bounties are always to be brought in alive to the nearest
35 RAN Turret - Close to Mid 5 PP 10 PP policing outpost. The Greypan Alliance never fail to pay a
35 RAN Turret - Close to Mid 5 PP 10 PP
bounty in full and immediately upon receipt of the bounty.
35 PHASE Cannon - Mid to Long 8 PP 16 PP NAME BOUNTY TYPE
35 PHASE Cannon - Mid to Long 8 PP 16 PP Jina Tyru Terrorist, leader of the Whuta Hon Dissidents
35 Barratts - Close only 4 PP 8 PP Juon Bellindun Rogue scientist suspected of plotting end of the
Missile Pod* Alliance
35 Barratts - Close only 4 PP 8 PP Koath Longi Artist and murderer, uses victims’ entrails to
make art
Missile Pod*
Dounna Dusin Master thief and fence
50 Mk.5 Torpedoes 20m long 10 PP 20 PP Ilbart Sconurs Forger, hacker, and fence
50 Mk.5 Torpedoes 20m long 10 PP 20 PP Phelas Touga Known Rifter smuggler
* Ignores Helm’s attempt to avoid being hit. Potruce Elavo Slave trader holding High Commander daughter
hostage
Cithurona Religious lunatic and founder of The Singularum
Haruri – a cult of cannibals
Jisaf Hiron Ex-High Commander wanted for war crimes
during the Greygorian War
Mura Mocmekul Assassin and gun for hire
G15 NI-D
PLACES OF INTEREST PLACES OF INTEREST
Vaspan III is home to the Mefausa Henad, or Henad as its Considered the most beautiful of the eight founding worlds,
often just called. The Henad is a ruthless criminal syndicate Greyborne is a mix of massive commercial ports and leisure
known for operating all kinds of illegal schemes. Although resorts. The planet is focused on food production for the
local authorities have tried to stamp them out, the Henad are population and must import most of its day-to-day materials.
resilient and grease many palms. The Council of the Eight spend a great deal of time on
Greyborne, and as a result, security is incredibly tight on the
Cities on Vaspan III planet with the average response time of policing units being
under two minutes in almost all areas of the planet.
Thousands of ports dot the Vaspan mainlands, and thousands
more are hidden on the many islands that chain across the
large oceans of the world. Cities on Greyborne
Nuwerk, Landin, Sur Juhun, Jihennosbar, Pirus, Maskika, Greyborne has as many ports as it has leisure resorts, although
Zorachi, Tukyi Yiko, Barlonis (Capitol), Umstordim all access into and out of Greyborne is controlled through eight
planet-ports. These ports have expanded into mega-cities
dwarfing those on the surface.
Trade commodities Port Cipa Taun, Port Ulanebith, Port Adwird, Port Sunta Jens,
Tagarium Ore is found in great abundance in the Humeliyos Port Julloca, Port Vudel, Port Oir, Port Hewak, Gebornia
mountain range, a massive range of mountains spanning most (Capitol), Morutzbarg
of the southern continent. The world also produces fine textiles.
Tagarium Armor 40DC Absorbs damage from all sources
twice per scene.
Trade commodities
Mostly everything comes into Greyborne. Include tourists,
revelers, and those seeking a relaxing get-away from it all. A
Venues stay at one of the Yaruthian hotels is never forgotten for the
Vaspan III is full of cities that are full of bars, cantina’s, hotels, pampering, food, and luxurious accommodation.
and brothels. The majority are law-abiding venues which serve Yaruthian room 8DC Includes breakfast, one sporting
up common drinks like Pana Beer, Wuna (a fermented grape (per night) activity, a local tour.
alcohol), and Sike (a strong alcohol). Of course, the Henad run
illegal gambling dens, bars and brothels. These no-questions
asked, no surveillance allowed venues provide discrete places Venues
of meeting. Greyborne features millions of locations for relaxation and
enjoyment. The spa’s, the hot baths, the beaches, and the
TYPE OF VENUE NAME NAME
many adventure parks are always busy and provide excellent
Spa Equi Wutor Spa The falls of Hiwuck
places for meeting and relaxing.
Bar Five Stars Right Pillan and Pestin
Gorgis Late Night Blue Nebula TYPE OF VENUE NAME NAME
Resort Jiressco Adventure Park Crutecus Waterworld
Spa Equi Wutor Spa The falls of Hiwuck
Mini-Galaxy Holiday Park Hurbeals Ideal beach
Resort Bar Five Stars Right Pillan and Pestin
Resu Resort and Spa M&N’s Sports Resort Gorgis Late Night Blue Nebula
Hotel Wefro and Wefro Northern Suns Resort Jiressco Adventure Park Crutecus Waterworld
The Yaruthian Jemps Cheap Luxury
Hotel Mini-Galaxy Holiday Park Hurbeals Ideal beach
Resort
Resu Resort and Spa M&N’s Sports Resort
Hotel Wefro and Wefro Northern Suns
The Yaruthian Jemps Cheap Luxury Hotel
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CAMBORIA PARTHA
G17 NI-D
PLACES OF INTEREST PLACES OF INTEREST
The battlefields of Duran V are monuments to the epic losses Often called Burns world because the planet often looks as
suffered during the Greygoranian War. Nearly one hundred and if it is on fire, the thousands of factories that smelt iron and
fifteen million square kilometers of the planet (nearly a quarter) other metals into alloys work constantly. Geothermal energy
is given over to the mass graves that the war resulted in. stations drive mega-energy plants. There is not much to see
The planet also features several megalites. Massive unless you like liquid metal, environmental pollution on a
scanning satellites that peer into the neutral space beyond global scale and acid rain.
the Alliances borders. Flying near these megalites is a
criminal offence, and as the saying goes: “There is always
room for more (graves) on Duran.”
Cites of Tuln Prime
Tulns cities are lost between the mega-factories and furnaces that
cover most of the planet or are buried under the landfills. What
Cities of Duran V remains of discrete cities is often unknown even to the locals.
Grivas, Murtas, Mirdar, Doith, Dosust (Capitol), Crimoteram, Northern Sector N5 031ESS, Eastern Sector E33 154NE, Central
Atornul, Rast, Skiluten, Binas Line C02 031NE, Southern Sector N 02 256 NW, Wester Sector
W43 210SW, Cokes Gate (Capitol), Uther, Grants, Hallot, Bruns
Trade commodities
Principal exports from Duran are stellar charts, cartographic Trade commodities
holograms and navigational data. Positioned on the edge of Various metal alloys, heavy machinery, starship parts, if it can
the Alliance, the nav-sheets are invaluable to traders and ships be made by destroying the environment, it is made here.
seeking to enter the Taal Empire, the Demis Oso Republic, the
Gora Empire, or neutral space. Hull Plating per meter 55DC Improves starship PP by 50
HUNTARI REGION
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TORTH HOWDEN
G19 NI-D
UNIQUE FEATURES / WELL KNOWN
PLACES OF INTEREST
There are to many to catalogue, but the most interesting
feature of Noso space are the billions of relay stations and
outposts that cover the entire area under their control in
constant surveillance at the atomic level. This information is
sent back to several data-worlds – planets converted almost
entirely into mega-AI facilities.
These worlds are kept a secret from the public, but keep a
constant vigil on the universe, ensuring everything continues
to happen as it should. This allows the government to track
every Trarfye individual in real-time regardless of where they
are within their space.
POLICING/MILITARY PRESENCE
GENERAL DESCRIPTION Almost the entire space-fleet of the Noso is comprised of
civilian owned and operated vessels. These can be called upon
The Trarfye are by nature curious and inquisitive. Their space in time of need, but with the Relay net in place, the Military
reflects this by being expansive yet underpopulated. The focus the know exactly what is happening in their territories in real-
individual far outweighs the collective and the government is run time. Response time is near instant.
by those who feel it is their duty to keep everything operating, or
who were unable to make a living discovering or inventing things.
Being almost completely surrounded by the Rift is a benefit NPC Military personnel
and a hindrance. The benefit comes from the Rift itself – it Of the few warships that the Military does own, the majority
is a constant source of wonder and scientific discovery. The of crewed by non-Trarfye personnel. The ranking structure is
opportunities far outweigh the risks. The hindrance is the amazingly simple given that the warships’ sole purpose is to
constant attacks by Rifters who try to take what they need. rescues ships in distress and repel Rifter attack. A Leader or
This has forced the Trarfye to adopt a defensive approach First is usually in charge of a warship.
to the construction of most of their ships and their military
reflects this. Their non-expansion policy is one of the reasons RANK NAME NAME NAME
the Trarfye are currently not at war with any other nation. Administrator Pitruk Suweri Jimos Kurn Binjema Sosk
Leader Wolla Rakir Lanur Namer Karu Noras
NPC Names First Mochul Dirna Hukora Silir Rinau Obinujin
Second Mureno Sartes Nachulo Mulas Ebruna
Jeano Dallan, Robrin Graan, Pharrin Volt, Endraw Smalt, Brunan Naklus
Storward, Cimbale Hemoni, Demani Wiltza, Hella Skur, Tover Crewman Brint Sponar Pivor Chukav Jolen Boshar
Griss, Dwen Mallurn, Dovud Paglor, Idword Torder, Frunny Nue,
Grihos Hewurd, Geruld Dulancho, Ogar Unwin, Jaruma Frix, Koat
Noker, Linor Maney, Mekel Dirna, Nagul Furragi, Ulavir Twun, Example patrol starship names
Potor Istunev, Quanton Snayid, Ruke Skawilk, Stovun Stold, Usually named after the designer of the ship, each ship in the
Tarunci Pulleu, Olrac Pondrugin, Vuctar Hellut, Wultir Mattoo fleet is different. All Trarfye ships, civilian and military, use the
prefix code NPS – the Noso Protectorate Ship
GOVERNANCE NPS Umizan Brisol NPS Nulo Dalti NPS Thimus Rovar
NPS Yingzu Kon NPS Vilgur Revin NPS Musso Sappa
Consigned from the under-achievers, or retired inventors NPS Emgina Tatu NPS Blae Doniba NPS Uringa Strium
and explorers, the Directors the Noso Protectorate take their NPS Cilurde Fliw
roles seriously. Seen as only marginally useful, government
positions are the lowest rung in society.
This often causes the government to run extremely Example patrol starship
efficiently as no one cares how the job gets done, just so long Although each warship is uniquely designed, the Trarye place a
as it does not interfere with general day to day life. great deal of value on learning and defense.
HUNTARI REGION
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RIFT-SEEKER SCIENCE CRUISER FYFEN
Hull PP: 140 Cost: 800 000 DC
SPECIFICATIONS
UNIQUE FEATURES / WELL KNOWN
H:R 207-120
G21 NI-D
GENERAL DESCRIPTION NPC police/military personnel
The joy of the hunt features high on most Baharresk. Advancing
An expanse of limited stars and desolate ports patrolled by
in rank is through battle prowess – if you can get your superior
a ruthlessly erratic military and stuffed with the most exotic
to yield in battle – as chose by them – you can claim their rank
experiences imaginable. The Adara, or diving territory, of
and force them to submit to your command. This ensures all
Bakrash is regarded by many scholars as one of the oldest
ranks are highly trained and eager to prove themselves.
territories in the region. The Baharresk are an ancient culture
of hunters, and fiercely loyal to their Pridems – their houses. RANK NAME NAME NAME
The space is vast and although the government has many Khalat Vidaskot Fandesh Cressdya
patrols, they are not capable of keeping tabs on everything Rardash Madruthu Mufasadesh Lankor
that transpires within their borders. Dash Soothanan Vadya Ganamen
Gralla Paraja Gosheldam Nerturi
Kra Wadwalja Guptarathi Raptoram
Table of NPC Names
PRIDEM NAME PERSONAL NAME PUBLIC NAME Example patrol starship names
Khrasaven Nosh Gradanosh
The Pridem that has the most individuals’ stations aboard a
Sodratha Mana Manador
starship get to name the starship. The prefix is always ABSS –
Khrytas Sedji Krasedjidu
Adara of Bakrash Service Starship for transport ships, or ABAS
Jorgandur Ugul Hamuguldri
Makhan Opi Bolopiran
– Adara of Bakrash Armed Ship for military vessels.
Duthra Janya Iljanyadesh ABAS Hajaguthu, ABAS Shevalajat, ABAS Lamkot Kor, ABAS
Grokhal Grevi Megrevidida Shavradatham, ABAS Khanadash, ABAS Tigrasami, ABAS Rathanbori,
Inbathraseek Tojab Haltojabtot ABAS Jaksanathi, ABSS Alurfintas Dread, ABSS Gaeelawadi
Padajya Waki Polowakina
POLICING/MILITARY PRESENCE
The Adarakha – or leader of the Adara – maintains a large fleet
of starships to patrol and enforce law through their space.
Often drawn from Pridems who enjoy the many privileges that
come from serving for the Adarakha, there is no shortage of
eager warriors ready to test their battle skill.
This has often led to a shoot first ask questions later policy.
Surrender means enslavement and most ship crews would
rather die than be turned into slaves.
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EXAMPLE PATROL STARSHIP BARHAKEEN
The patrols are often made up of individual ships with one- or
two-man crews that hunt in a pack. Three to nine ships usually
UNIQUE FEATURES / WELL KNOWN
H:R 227-122
work in tandem moving into attack range and then pulling out
to a safe distance whilst the next fighter does a strafing run.
PLACES OF INTEREST
Once covered in dense jungle and ice at the poles, the planet
MOWGALLI STRIKE CRAFT changed over millennia and now is mostly desert. The water
Hull PP: 15 Cost: 800 DC resources locked away by the lords of the cities. The wastes
SPECIFICATIONS
offer little food and almost no water and exile to them is
almost certainly death.
Length: 9m Width: 6m Depth: 3m
The grand palaces of the lords who rule are always a
SHIP MAINTENENCE/CARGO wonderous sight to see. Hunting trophies dating back six or
Minimum Crew: 1 Monthly Crew Cost: (200 DC each) seven hundred years line the walls, intricate mosaics of glass
Monthly Upkeep: 10 DC Maximum Cargo: 1 Tons forged in the Rift create a kelidoscope of shifting colors.
SHIP SYSTEMS Given the nature of the Adara, there is no alcohol on the
PP Components planet, and men are required to always cover their shoulders.
10 Communications Women are free to socialize as they choose. The law extends to
10 Countermeasures all Species, including Species that typically don’t wear clothing.
8 Movement - Dive Engine
All ports typically have clothing vendors, specializing in clothing
for all Species. Bearing one’s shoulders to the sun is an act of
10 Movement - Main Thrusters
defiance and sacrilege and is usually punishable by death.
10 Movement - Navigation System
12 Life Support
8 Scanners Cities of Barhakeen
12 Transponder Unit The Ossa, the Oasis cities, have massive walls and white domes
WEAPONS
that keep the sand and sun out. Completely enclosed, these
lush biospheres protect populations of millions. Structures are
PP Weapon Array MinTarget Range Damage X2 PP built into the dome and those lower down are considered the
10 Railgun** - Close only 3 PP 6 PP most prestigious as higher up, the heat increases.
** Cannot target components Ossa Callacun, Ossa Umbaiya, Ossa Burmiadesh, Ossa Tygara,
Ossa Djettidesh, Ossa Podandawari, Ossa Hedda (Capitol), Ossa
Taglavani, Ossa Iloroka, Ossa Namdach
BARHAKEEN
ISAADAM
HUNTARI REGION
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Kajar Rift
H:R 247-124
Aghara, Borcallius, Cedania, Dolphard, Engruth, Fordurance, Second Mate Palorvia Hurratan Uvrul
Gerg, Hentiri, Israan, Jaqual Sulate, Kadobi, Londegrace, Mij, Cook / Doc / Bestasa Necridesh Walro Tura
Gunner
Noa Orteesh, Paladru, Quillos Rexi, Sansavra , Tworin, Urit Vorda,
Crewman Kradrin Dorgan Boskala Shedrin
Xanzor, Yoffa Zur, Artune Bugra, Calladan Dext, Enroro, Filduri
Gwaas, Haquard, Ivrios, Jeccasta, Konute Laal, Mohok Nerduvra
Example patrol starship names
Rifter ships have no Transponder prefix or suffix, although they
GOVERNANCE do have names. A name of a ship is often the name the crew will
collectively call themselves or choose as their second name.
There is no governance in the Rifts. You make your own
laws; you follow your own code. A group of Rifters might Cunrushka, Didecks Crusher, Biganticus Pensi, Molgee’s Maiden,
band together, and then the leadership typically falls to the Starf__cker, Rada Rakad, Fist of Jorduria, Helltrusk, Ebbelvaffra,
strongest commander within that group. Damnations Beast
None of the other nations will even send in patrol ships into
the Rift and anyone hoping for a rescue should abandon that
hope. The moments ship passes the warning beacons – present
in most civilized space – the ship is considered lost.
G25 NI-D
SHAGRATTI LIGHT CORVETTE PLACES OF INTEREST
Hull PP: 20 Cost: 1200 DC
So-named because of the long corridors of “safe” space that
SPECIFICATIONS crisscross the region. These corridors are relatively stable.
Length: 40m Width: 20m Depth: 8m The Trench has a few planets that have isolated populations,
SHIP MAINTENENCE/CARGO usually heavily guarded and suspicious of all newcomers.
Minimum Crew: 5 Monthly Crew Cost: (200 DC each) The light filtering through the orange dust clouds has
Monthly Upkeep: 15 DC Maximum Cargo: 5 Tons a detrimental effect on Human vision, and after being in
SHIP SYSTEMS the Trench for more than a week without wearing a survival
helmet, most humans lose their sight. It returns once they are
PP Components
no longer exposed to the orange light.
10 Communications
10 Countermeasures
12 Movement - Dive Engine Cities of the Trench
15 Movement - Main Thrusters There are not many at all. Most planets don’t even have names
12 Movement - Navigation System other than the name of the colony or outpost based on it.
15 Life Support Ivanila Spit, Hackandia, Bracks, Ta’Sadas, Last Laugh, Noplace,
10 Scanners Paradiser, Kost, Wrong, Hole
10 Transponder Unit
WEAPONS Trade commodities
PP Weapon Array MinTarget Range Damage X2 PP The Rift has no major production. Salvage, lost technology, and
10 RAN Turret - Close to Mid 5 PP 10 PP artefacts are the main ‘export’ if on a one-on-one basis and all
10 RAN Turret - Close to Mid 5 PP 10 PP
items from the Rift are considered illegal outside of the Rift.
12 Mk.5 Torpedoes 20m long 10 PP 20 PP Komarig Artefact 15M – 500M GM to be creative.
12 Mk.5 Torpedoes 20m long 10 PP 20 PP
Venues
The Rift might be home to a few planets, and even fewer
Bounties outposts, but per living being, it is home to hundreds of
brothels, bars, and places of ill-repute.
The Rift never issues bounties as there is no single government
to issue them. Most bounties flee to the Rift, hoping to elude TYPE OF VENUE NAME NAME
bounty hunters and get lost among the red dust and gas Bar Drunkards Toji Cosets
clouds. There are many bounties floating about in the Rift. Brupen Ifo Leathas Blue Moon
Dead End Shatya Drinup
NAME BOUNTY TYPE Brothel Trenched Girls Funtim Lontim
Captain Jarakus Rogue captain from Greypan Alliance, stole a and Guys
Davier Viking class warship Pogrulu Gesha Doarsh Kiddarals Rest
Trajalo Rakath scientist attempting to develop super- Artefact Mongers San Desako the Red Kulruvi Five Fingers
growth hormone
Professor Athriniods Mordaru the Goraanian
Yakittesh Pridem Pridem in violation of Adara law and now Collectables
seeking own planet
Repair Shops Bada Sadumo’s Port Port Ordurion
Predun Olrikir Tauran master thief and defiler of men
The Last Outpost Zragga’s Weld and Seal
N9 415 AI AI labor robot attempting to insight AI
rebellion
Ishiti Trude Trarfye scientist attempting to destroy the Rift
Tashal Pacarda Archeologist and grave robber, expert on
Komarik ruins
Myrus Rook Cadet from Partha Elite Ops Academy, for
stealing exam papers
Vorduri Ull Lonlaneek who knows too much about Vaspan
III farming
Tur Adach Giir Goraanian Admiral wanted for the massacre
of Demis
HUNTARI REGION
WECBNKO MHLOAT
25
MAELSTROM
Independents
GATHRA PRIME AND DORUSH ZEDDA
H:R 267-126
Home to the only two official planets in the Rift, the Maelstrom GENERAL DESCRIPTION
section of the Kajar Rift is still a dangerous section of unstable
The Independents are a cluster of star systems in the Huntari
space. The planets serve as a lure for those who want to get away
Region that are not affiliated with any of the major nations of
from oppressive governments. Once they arrive at either planet,
the area. They often actively must resist the influences of the
they learn that life in the Rift is far worse.
other nations as many represent worlds with good resources.
There are no rights, no liberties, no governments to help
The reason these worlds choose to remain independent is
control the population. There is anarchy, survival of the
because of a pact signed nearly seven thousand years ago. The
strongest, and death. Both planets offer a city, dozens of
pact was against the Komarig Empire – once a large empire
smaller towns, and a single spaceport, often independent of
that controlled most of the Huntari Region.
the planetary inhabitants.
The pact was for the planets to remain apart from the
Empire, and to foster trade and mutual defense for all
Cities of Gathra Prime and Dorush Zedda members. That the treaty remains in effect after millennia is
Neither boast large populations, nor any form of government testimony to the strength of the planets in resisting outside
aside from the warlords that attempt to wrest control from influence. As a result, the independent worlds tend to treat
one another. outsiders with extreme skepticism.
Independent space is well patrolled within the home
Gathra Prime, Dorush Zedda, Iloros, Wavazalla, Fraguras Farm,
systems but are empty beyond these territorial boundaries
Nedosh, Last Chancer, Brettish, Exru (Capitol), Enders Outpost
making this region of space an ideal escaping ground from
bounties on the run who do not want to risk the Rift. However,
Trade commodities since settled worlds within the Independents space are all
Unlike the Trench, Komarig artefacts are not as common in relatively sophisticated, there is a greater risk of detection
the Maelstrom, give how chaotic it can be. Instead, slaves are or identification.
often the primary means of export. Any ships captured in the Each planet rules itself, although they will all cooperate if
Rift by Rifters can expect their crews to be sold into slavery to the need arises.
either the Adara of Bakrash, or possibly to the Rakath.
Slave 100-500M (Restraints not included) no guarantees NPC Names
or refunds.
Duvadi Gragetto, Orent, Abadach, Efrulu Mbobe, Pithoo Craffar,
Ban Yoden, Funukra, Quartum Allanad, Kesillian, Gwilt Zenekar,
Venues Rigard, Devodi Emudyosh, Hermal Kissendora, Skord Haradai,
Folkain, Ik Jolork, Teglurio, Goch, Kaan Singari, Unk Turiant,
If you want to indulge any vice, drink yourself into a coma, Ihriliam Na, Lurashid, Vivespi, Ji He Lo San, Molgura Issut,
or watch a pit fight, either planet, within the Maelstrom, will Walkan, Lourdeal, Nih Neh Ekira, Xafas Hadakim, Nurn Bassa
happily put on a show you’ll never forget.
G27 NI-D
CALUMSTAR LIGHT PATROL SHIP
Hull PP: 15 Cost: 800 DC
SPECIFICATIONS
Length: 14m Width: 36m Depth: 4m
SHIP MAINTENENCE/CARGO
Minimum Crew: 3 Monthly Crew Cost: (200 DC each)
Monthly Upkeep: 30 DC Maximum Cargo: 2 Tons
SHIP SYSTEMS
PP Components
15 Communications
15 Countermeasures
12 Movement - Dive Engine
Each planet will claim to have its own unique features, and 12 Movement - Main Thrusters
many do, however, most are standard habitable planets. 12 Movement - Navigation System
Of particular significance is the Central Port. A space station 16 Life Support
roughly in the middle of the space that serves all ships, 16 Scanners
regardless of origin. This mega-space station sees millions of 16 Transponder Unit
inhabitants moving through its doors daily. WEAPONS
PP Weapon Array MinTarget Range Damage X2 PP
POLICING/MILITARY PRESENCE 12 RAN Turret - Close to Mid 5 PP 10 PP
Most home systems have strong military presences and are 15 PHASE Cannon - Close to Mid 8 PP 16 PP
strictly controlled. Each field slightly different craft to carry
out these duties, but without the wealth that the larger
nations of the region command, these craft are often smaller
and less armed. Bounties
Each system is responsible for issuing and paying out bounties.
NPC Military personnel Most are reputable and do pay for bounties brought in. All
require bounties to be brought in alive so that an example can
Most systems use the same ranking structure for simplicity
be made.
when performing join operations in space.
NAME BOUNTY TYPE
RANK NAME NAME NAME
Hallos Rymor Operator of Slave ring
Fleet Admiral Vadnask Greffon Halcord
Sortan Bovar Horin Murder and assault across the region
Commodore Kadjika Iogla Weng Morrak Puppin Jiroshi Nabrashi AI hacker and information blackmailer
Captain Zarulli Kovsk Folcun Bard Oregun Ulrikovia Assassin for hire
Strudar Marguria Theen Vocal dissident of the Treaty, proponent of
First Officer Lexna Huppage Jurians Independent Empire
Volkeen Lonculat Petty smuggler and criminal with inside
Soldier Deriki Vanta Rlbitres Sier Zakarad information on Rakar
Uffrolt Marlun Wozur Tech-wizard known for causing the Dec Cred
Collapse four years ago
Keng Irth Crime lord
Example patrol starship names Murgenni Lofai Sister of Keng Irth and second in command of
his syndicate
The Independent space planets all operate under the same Lord Mardrid Exile from Greypan Alliance, self-proclaimed
prefix but vary their suffix to indicate which planet they warlord of Trugin Prime
are from. The ISS – independent Starship, is recognized
throughout the region.
ISS Barakadash-Ra, ISS Brallad-Tau, ISS Iroshi-Ga, ISS Dadnisk-
Dem, ISS Kura Morad-Va, ISS Rolka-Ra, ISS Wasrall-Tau, ISS
Tsuguri-Ga, ISS Ludvanta-Dem, ISS Tan Equar-Va
HUNTARI REGION
WECBNKO MHLOAT
27
VANNA DEMIS
Trade commodities
Venues As the leading manufacturer of heating equipment in the
Vanna is host to many bars, brothels, hotels, and fertility region, Demis specializing in heating units for starships that
zones. These zones celebrate procreation and an increase in balance power consumption with efficiency.
personal fertility.
Demis Thermal Mark II 500DC +5 to Life support PP
TYPE OF VENUE NAME NAME
Bar Herets Tavern Mordurs Wet Whistler
Sporals Sports and Nuri Turva Venues
Drinks
Demis has many places to celebrate Dadruki sho Ugravya, and
Triple Ess Kay Gullies
many resorts to enjoy Dadruki sho Incorsidich. It also has a
Brothel Lasanlassess The Wild Rose
remarkable number of wrestling gymnasiums and sporting arenas.
Starpoint Pleasure Voruns Discrete Dance
Dome Parlor and Pub TYPE OF VENUE NAME NAME
Fertility Zone N’Hance Eruos 4 You
Ugravya Bars Shlotska Drink Drunk
Vanna-Dur Centre Kirsuri Shal Danasa
Alpha Tangos Hadorshkikas
Hotels Vanna Star Kroshura Baan
Jajovoridiskis Happy-R-We
Bedden Soke Spa and Oru Nis Elegance
Hotel Incorsidich Sumraji Skii Incorsidich Year-Round
Resorts
Raduri Sun Spa and Stay Charduras Hot Springs
Wrestling Yakaks Iru Dodobo Djojo
arenas
Demis Sporting Arena Mawl
Hotels Icebreaker Bladubalz
Freesivi Regional Namachki Sleeper
G29 NI-D
PLACES OF INTEREST PLACES OF INTEREST
A single city on a single planet. Gal Fura is not a natural planet, Originally part of the Greypan Alliance until fifty-two years
but a construct. Heretics claim it was a Komarig Harbinger – a ago, Tauran fought the Six Hour War against the alliance and
planet scale invasion ship designed for invading entire regions won. Weapons and tech were rumored to be supplied by Gal
of space in a single invasive. The rulers of Gal Fura refute Fura but it was never proven. The Six Hour Was cost the Greypan
this, claiming that there is no evidence to suggest Komarik Alliance nineteen Viking class warships before the Alliance
influerence. Yet others claim the planet was built by the First. officially allowed Tauran to cede to its own authority.
A race of people from the Gal Fura people are descended. After the war, Tauran collapsed into a civil war which rages to
Whatever the origin of the planet, the entire surface is covered this day. Seventeen factions fight for control of the northern
in city. As a trade hub between Demis, Vanna, Tauran and Rakar half of the planet, and more than thirty battle for the southern
the planet enjoys unrivaled financial power. half. Inhabitants abandoned the major cities long ago and
formed nomadic caravans that scour the planet surface for food
Regions of Gal Fura Mega-city and try to avoid the fighting factions.
Each faction takes prisoners, makes slaves, frees slaves,
Managing the colossal form of the mega-city, the planet is and rescues prisoners in an unending cycle of violence and
divided into a grid, and each section of the grid is expected destruction. Most natural resources are either depleted, or
to be self-governing and supporting. A central administrative inaccessible due to the collapse of the central government
body exists but is almost entirely comprised of AI units nearly fifty years ago.
following protocols and laws set down four hundred years ago.
Sector 002 – Alcridi Duchimo, Sector 011 – Wassa Suplicara, Sector
143 – Jaro Dontalleli, Sector 209 – Gallo Studaria, Sector 339
Major Factions of Tauran
– Poporia Expenda, Sector 497 – Polturia Agmenris, Sector 500 – Each faction manages to trade with outside planets for
Goventari Centrulia (Capitol sector), Sector 647 – Guyus Colandari, resources, albeit on a limited scale. These are the largest
Sector 843 – Miltros Shuti, Sector 999 – Finias Enduriendi factions currently.
Shar Naruth (The Righteous Truth), Independent Democratic
Trade commodities Front (IDF), Hand of Danbaris, Democratic Independent Front
(DIF), Kolsa Drava (Will of the People), Bassa Karach (Boys of
Gal Fura deals mainly in industrial grade machinery and AI the Dead), Urvuka Resistance, Shenga Tigers, The Lodus Gang,
integration technology. It is said that one in five AI in the Blurvika Solidariat (The Solidary Partisans)
region of Fura-bots.
Mobile AI Unit 50DC Mobile AI humanoid capable of
independent thought
Trade commodities
Extraordinarily little is produced on Tauran that is capable of
being exported off-world. Each of the factions happily trade
Venues or steal commodities their warlords think are needed for their
Most of Gal Fura is home to bars, brothels, and hotels, but all of war-efforts.
Gal Furia has AI demonstration venues. From mega-machines to
Nano-machines, Gal Fura makes, sells, and demo’s it all. Table of Caravans
TYPE OF VENUE NAME NAME Whilst the factions claim to offer hospitality to any who would
Bar Dazattas Hobinsarios trade with them, in truth the only ‘safe’ havens are the convoys of
Sikes Delight The Demo Room caravans that remain staunchly neutral in the wars. Even though,
Brothel Olvieries House of Love Pumpenario convoys get hit by factions all the time and offer little protection.
Pamperini
The Olive and Fig Cocorollo TYPE OF VENUE NAME NAME
AI Demo Facility Skuratia AI Undo Nemuros Tech and Convoy Irtas Southern Sechra’s
Machiari Demo
The Kolbarian Convoy Nordaren Haluchid
Adorey Technico AI Grade 8 Demo
Facility Panaoks People Remnanti (The Remnants)
AI-Duno Facility Secondi Nuno Shalharook Sheltered Torguri Tam Protectors
Special Tech Lonars Lost Ladya Grudi
Hotels Li Frazzari Ligrada Imprio Central Independents Kladrana
Kessadia Sectorial The Grand Ludisio Freedmen North Essad Toria (You’ve been
warned)
Mams Travelling Fair Socralities (Tinkerers)
HUNTARI REGION
WECBNKO MHLOAT
29
DEMIS
TAURAN
H:R 307-130
RAKAR
GAL FURA
RAKAR Port Sydar, Port Oblaine, Port Sinstar Korl, Port Blash , Port
Isolaat, Port Darda Iluman, Vinsadow (Possible Capitol),
Hyradax, Stragarios, Daknasa
HALCORD MIDMO
Capture
get paid
return
Seek
A Diceless Tabletop Roleplaying Game
HAL: 29-52
By Guy Sclanders
Created by: Guy Sclanders
Developmental Editor: Dominik Danielewicz
Graphic Design: Martin Hughes
GTINI-3
him on the wreck of a military cruiser, they discover he has AP: 15 Species: Baharresk
built an army designed to destroy half the region. The PCs can
TRAINED SKILLS
be true heroes or just claim the bounty.
Acrobatics, Awareness, Deception, Intimidation, Melee
Text in this block should be Read out Aloud to the PCs. Combat, Ranged Attack, Strength
EQUIPMENT
Text in this block is Critical information that the PCs need to Backpack, Rope, Weapon Ammo - RAN Ammunition
complete the mission. They must get this information to follow
the adventure. WEAPONS
Weapon - Knife, club, axe (melee weapon), Weapon - RAN Pistol
The values used in this adventure assume a party size of 4.
SPECIAL
None
SCENE 1: GRADUATION DAY The PCs can intimidate teamsters into surrendering, or just
shoot their way out. This combat should teach the PCs about
The dojo is hot and stinks of RAN pistol smoke. Several training how combat works. Jakaji and his men will go for embarrassing
AI robots lay about, broken and unmoving. Your trainer Tragador solutions: Using Strength to grab their targets and hold them
Domikin – stands watching over your training. So far, you have into submission for example.
defeated all the robots, breached the inner chamber, and secured Whether the PCs win or lose it does not matter. They’ve
the bounty. Now, you must get the bounty across the courtyard tasted their last training combat.
and into the safe zone. All that stands between you and complet-
ing the bounty hunter training course is Jakjaji – a Barharessk and You all assemble in the great hall – a large chamber decorated
his team. Jakaji is known for being tough on new recruits. with banners from countless bounty hunters hanging on the
walls. One day your own banner will hang here – once you have
achieved a big enough reputation. For now, you stand with the
The team must safely escort their bounty prisoner from the
twelve other bounty hunters who have just earned the right
inner chamber and across the courtyard to a safe zone. Jakaji to call themselves bounty hunters. This is your graduation
is going to try to stop them. ceremony. The old and wrinkled form of Yuguru Dan stands on
Everyone’s weapons are firing modified RAN ammo. It the podium in front of you.
digitally records a hit but does not physical damage.
“Today I am glad. For today I see twelve bright stars join our
cosmos. Welcome bounty hunters. Welcome.”
JAKAJI AGROOKHAN He steps aside and Tragador steps up. He bows courteously to
Yuguru Dan. Then he snarls as he turns to look at you.
AP: 22 Species: Baharresk “Just cause you past ya training, don’t make you bounty hunters.
TRAINED SKILLS You gotta take a bounty. S’only difference is now, you can legally
do it.” He glares at each of you.
Awareness, Computer Acumen, Intimidation, Investigate,
Melee Combat, Psychology, Ranged Attack, Strength, Survival, “What are you waiting for? Go get a bounty!”
Vehicle Operations
EQUIPMENT There is a bounty board in the great hall. A large interactive
Armour – Basic (reduce damage to 0, once per combat), display lists all the known and public bounties in the region.
Manacles – Charged, Tech - Universal Translator, Weapon All the other bounties are quickly snapped up by the other
Ammo - RAN Ammunition (20 shots) hunters leaving only one for the PCs.
WEAPONS WANTED: ALIVE – Halcord Midmo – Trarfye heavy weapons
Weapon - RAN Rifle (deals 7 damage, range of 120 meters), expert. Last known location Vanna, Wun Disha city, Kroshura
Weapon – Sword (deals 5 damage) Baan hotel 3 days ago. Return bounty to any Trarfye Consulate.
SPECIAL
None
GTINI-5
Acrobatics, Awareness, Deception, Intimidation, Melee Awareness, Computer Acumen, Engineering, Hacking,
Combat, Mounted Weapons, Ranged Attack, Repair, Strength, Investigate, Logic, Obscure Lore, Repair, Science,
Vehicle Operations
EQUIPMENT
EQUIPMENT
Surveillance - Holovid recorder (audio and holovideo), Tech
Armour – Basic (reduce damage to 0, once per combat), - Computer Interface Pad, Tech - Interpersonal Communicator
Weapon Ammo - RAN Ammunition and digital access device, Tech - Long range personal scanner,
300 Deca Credits, Key Card
WEAPONS
WEAPONS
Weapon – Knife (deals 5 damage), Weapon - RAN Rifle (deals 7
damage, range of 120 meters) none
SPECIAL SPECIAL
None None
The PCs should see Halcord and Frolt rushing for the centre of
the complex – to the smelter. When they arrive: AI GUARD BOT
As you force the door to the smelter, heat slams into you AP: 50 Species: AI Tier 5
and several of your suit’s warnings alert you to the extreme
temperatures within this massive chamber. At the far end you TRAINED SKILLS
glimpse Halcord climbing into a shuttle and departing. Standing
Acrobatics, Awareness, Computer Acumen, Engineering,
on the launch pad is Frolt, who instantly turns and raises his Hacking, Intimidation, Logic, Melee Combat, Mounted
hands. “Don’t shoot – I’m unarmed.” Weapons, Ranged Attack, Repair, Science, Stealth, Strength,
He will attempt to bargain with the PCs whilst secretly trying Vehicle Operations
to activate his remaining AI guard bot. EQUIPMENT
Awareness: Frolt is pressing a remote calling device he has
Armor – Basic, Jet Pack, Jet Pack fuel (10 uses), Manacles –
hidden in his sleeve. He also has a Key Card around his neck. standard,
Charm or Intimidation: Halcord bought a rare military Weapon Ammo - RAN Ammunition
grade Adonine Crystal. It is used in AI control mechanisms.
This Adonine crystal was big enough to power a starship. WEAPONS
Psychology: Frolt is trying to buy time. He means to kill the Weapon - RAN Rifle
PCs as his dealings with Halcord are illegal and he will not go
down without a fight. SPECIAL
If the PCs don’t restrain him after seeing him pressing the None
button on his sleeve, he’ll trigger the smelter. Long lines of
conveyor belts begin moving scrap into a massive open furnace
The PCs will most likely want to head for the Garund system.
that turns everything into bright hot liquid metal.
The AI guard bot and Frolt will attempt to throw the PCs onto Navigation: The system has a single habitable planet – Garund
the conveyor belts leading into the furnace. Prime. It has a few ports but is mainly just a refueling station
for cruisers patrolling the upper Rift.
Whatever the outcome of the battle, Frolt has a Key Card Obscure Lore: Halcords AI starship flew into the Garund Star
around his neck which gives entry into his office. ending his career.
Make sure to check which role the PCs will take about their
A search of his office reveals a shipping manifest: The Oroko – a
ship – who is the in the captain’s role, the pilot’s role, the
hauler left this morning for the Garund Prime – a small planet
near the edge of the Kajar Rift Trench, and near the border tactical role, and the engineers role. Refresh the PCs minds if
with the Greypan Alliance. On board is the Adonine Crystal that they have forgotten what those roles mean.
Halcord purchased for 1800 DC. The orders indicate the ship will
be contacted when it arrives in the Garund system.
GTINI-7
that must be avoided. If the PCs do not use Awareness, one of
starship performing the following actions: them takes 2 AP damage.
Engineering: Locate a suitably strong enough airlock to clamp Craft: The PC secures cables together in a plat and forges a
onto so the PCs can board the ship. rope (if they do not already have a rope). They can cross the
Repair: Understand which parts of the TX 02 Beta are safe for use. rift in 4 rounds. Without craft, all the PCs suffer 2 AP damage
Science: Keep the ships emissions low enough that the TX 02 from exertion.
Beta cannot detect them. Engineering: Understanding how the deck was destroyed the
Stealth: Drift the ship in such a way that it appears to be salvage. PC works out where it is safe to step. Without the check one
of the PCs takes 4 AP damage as they step on unstable ground
Vehicle Operations: Pilot the ship inside the hulk of the
and nearly plunge into the chasm.
TX 02 Beta
Martial Arts: Using mind over matter, and extreme poses, the
You lock down the engines and the airlock registers breathable PC can allow others to move across them by acting as a bridge.
atmosphere on the other side. You are now attached to the TX 02 Without it, one PC takes 3 AP damage from slipping.
Beta. Since they don’t know, or care, that you’re here, the airlock
will open without a problem. Question is: where is Halcord? The
Medicine: Knowing that sharp edges can be dangerous the PC
power is still being routed to the bridge and the hold.
advices their fellow bounty hunters on how to avoid cutting
themselves as they cross.
If the PCs head for either location, they are interrupted by two Once the PCs have made it to the other side, they can continue.
options or both (your choice):
SCRAPPER BOT
AP: 7 Species: Tier 1 AI Robot
TRAINED SKILLS
Awareness, Computer Acumen, Engineering, Ranged Attack,
Repair, Science,
EQUIPMENT
none
WEAPONS
Laser Cutter (deals 4 AP damage, range of 10 meters)
SPECIAL
None
The PCs will hopefully get inventive and attempt to sneak IF THE PCS DESTROYED THE TANKS:
into the control station to cause a power surge to destroy the You scramble onto your ship. Airlock sealed, thrusters engaged
tanks. Alternatively, they could try to Hack into the digital and a moment later your ship slips out of the wreck of the TX 02
transfer coupling cable and prevent the tanks from booting up. Beta. Not a moment later the hold explodes.
IF THE PCS DID NOT DESTROY THE TANKS:
Stealth: A Repeated Skill attempt, 5 attempts. Each character
You scramble onto your ship. Airlock sealed, thrusters engaged
uses a stealth action avoids alerting an AI guard. Each one who
and a moment later your ship slips out of the wreck of the TX 02
does not, is attacked by a security bot. Beta. Not a moment later ten tanks eject from the hold. Like a
Computer Acumen: The targets of each tank can be swarm they move out and then quietly and quickly make a dive,
downloaded. It could be useful evidence. heading for their targets.
Engineering: Sending a surge of power up the charge cable
might destroy the tanks. To do that, you need to access the
control room at the end of the hanger.
GTINI-9
Garund Prime. The moon is bare except for a small Trarfye reward is (number of PCs x 10) + 860 Deca credits.
observation station. If the PCs did not destroy the tanks – The Greypan Alliance is
The station has one life-sign aboard it. in a state of war as the crawlers have begun destroying cities.
The PCs will have to divert to Independent space and head to
The station doors hiss open as you engage the airlock. The air is Demis. The reward is then (number of PCs x 10) + 360 Deca
fresh and smells faintly of Karioke Green Gum trees. You become credits (If Halcord is alive).
aware that the sensors are all watching your approach. A thin If Halcord is dead, deduct 150 Deca credits.
voice, Halcord’s voice, suddenly breaks the silence: “I’m rich! Let’s
The PCs all gain 1 Reputation point for their efforts. They
talk about this. I mean, I don’t have – they fired me! I didn’t want
to leave! But they made me. It was sabotage! Sabotage!”
gain a bonus reputation point if they destroyed the tanks.
The PCs can make their way to the center of the station. If the
PCs have 15 or more AP each, feel free to add in more AI robots
for them to fight.
Halcord is sitting in a chair holding a PHASE pistol in his hand.
HALCORD MIDMO
AP: 35 Species: Trarfye
TRAINED SKILLS
Awareness, Charm, Computer Acumen, Engineering, Hacking,
Investigate, Logic, Melee Combat, Mounted Weapons,
Psychology, Ranged Attack, Vehicle Operations
EQUIPMENT
Armor – Basic (aborbs all damage from the first hit in this
scene), Tech - Computer Interface Pad, Tech - Universal
Translator
WEAPONS
PHASE Pistol (deals 10 AP damage, has a range of 15 meters)
Has 5 shots left
SPECIAL
None
HUNTER
RULE BOOK
HUNTARI REGION
BOUNTY : HALCORD MIDMO
This omnibus contains all three booklets needed to start playing the Bounty Seek
Hunter TTRPG today! The Core Rules will give you the rules that unlock the
dark and deadly game of the Hunter. Learn how to conduct epic space combat Capture
and create awesome bounties for your table to track down. The Huntari return
Region is a setting book packed with planets, extra starships, hundreds of get paid
names for NPCs, hotels, taverns, and unique venues to set your bounties in.
A section is dedicated to expanding upon the alien species that the players
have access to. Bounty: Halcord Midmo, Mad Genius is an introductory
adventure for four to five players and takes them from the training halls of
the Bounty Hunter guild out into deep space to stop a madman intent on
destroying all life in the galaxy!