Anima Beyond Science PDF
Anima Beyond Science PDF
BEYOND SCIENCE
Written and Edited by
Reverare
Playtested by
Popo; The Silver Monk; Rachel Alucard; Schmidt1001
Illustrations by
Various artists, including Shimmering-Sword, GENZOMAN, Jamesbiff,
aestheticmachine, EspenG. Flycan and many others.
Introduction 4
Character Creation 5
Races 12
Classes 20
Secondary Abilities 31
Starships 35
Equipment 44
Weapons 49
Armour 64
Training Modules 67
Advanced Technology 76
Genetics 84
Combat Drugs 93
Cybernetics 96
Heritage 104
Accidents and Hazards 110
The Galactic Stage 118
Introduction
Anima: Beyond Science is a fan-made The basic Anima rules have been
supplement to the popular Anima: largely left intact to ensure that your
Beyond Fantasy role-playing game, experience moving from one to
attempting to combine the feel and another is quick and easy, and to
atmosphere of the best science fiction enable you to add components of one
with the versatile rule mechanics of to the other, such as Psionics or
the Anima game. Magic.
Whether cinematic Space Opera, Beyond Science is an ongoing project,
gritty cyberpunk or star-faring and continues to be updated with
western in space, Beyond Science’s new material and revisions are
objective is to give you the tools to slowly made to rules.
run that game using Anima rules.
Because of this, suggestions and
Anima: Beyond Science requires the comments on the project are
Anima RPG rulebook to play. particularly welcome.
Character
Creation
Players generate their rolls
using the normal methods.
Appearance and wealth are
rolled at the same time,
players may choose which
to allocate.
Bonuses to primary
attributes that are not racial
in nature are halved if they
would bring the total to
above 10. Odd bonuses are
rounded down, and only the
excess above the maximum
are affected in this way.
Mastery
Every 100 points of final ability is
known as a mastery level. Each
mastery level a character achieves
Mechanical Engineering is your ability to alters the roll required to incur a
construct robotic chassis and heavy duty fumble or an open by one point in
equipment and depends on intelligence. your favour.
For example, 01-05 becomes 01-04,
Other Abilities and 96-00 becomes 95-00.
Heritage is an affinity to your ancestors, Remember, however, that a 01 is
and a source of unexpected ability during always a fumble.
times of difficulty. It depends on power.
All characters receive one heritage point Creation Notes
per level, including the first.
The maximum number of points
Sensory range is your effective range with you can spend on any primary or
skills and attacks and depends on secondary skill is one quarter your
perception. maximum.
For example, a level one character
cannot spend more than 150 DP on
a single skill.
New Character Creation Rules
This rule supersedes all previous
Natural Bonus limits on purchasing skills.
Characters no longer receive a natural Characters may spend any amount
bonus, instead they gain a bonus to two of their points on combat or
secondary skills of their choice each level technological skills, but must
equal to their intelligence modifier. If the spend at least one quarter of their
character has a negative intelligence development points on secondary
modifier they do not gain this bonus. skills.
Human characters also receive a +10 There is no longer a
innate bonus to five secondary skills of maximum cap on innate or
their choice at each level, called a Racial class bonuses.
Bonus.
Wealth
Creation Points CP: 1,2, 3
New Advantages You gain 200k, 500k or 1m CR at character
creation, depending on how many creation
Heritor points you invest on this advantage.
CP: 1,2,3 Additionally, every session after the first,
For every Advantage point you you receive 1/10th of this amount,
invest into this advantage, you representing canny investment.
gain a Heritage Point.
Superb Conditioning
Tech Jockey CP: 2
CP: 1,2,3 You gain a +15 bonus to physical and
For every Advantage point you mental resistances, and an additional +5 to
invest into this advantage, you both every level, on top of your normal
gain 50 Technology Points. bonus. Additionally, you gain a +2 bonus
to attribute tests.
Mutant Physiology
CP: 1,2,3 Transcend Limits
Gain 2 Genetic Potential Points CP: 1,2,3
for every advantage point you Your constitution is treated as being 2
invest into this advantage at points higher for the purposes of
character creation. cybernetic or genetic abilities. Each
additional point increases your effective
More Machine than Man constitution for this purpose by 2.
CP: 1,2,3
Gain 2 Cybernetic Potential Weapons Training
Points for every advantage CP: 2
point you invest into this You gain a +5 class bonus to attack per
advantage at character creation. level. This bonus does not apply if your
class would ordinarily give you a class
bonus to attack..
Signature Starship
CP: 2,3
You start off with 2m credits, which may
only be spent on a starship or on starship
equipment. A third advantage point
increases the allowance to 5m credits.
Signature Equipment
CP: 1,2,3
You begin play with a special weapon,
suit of armour or other piece of
equipment. The benefits this gives you
will be unique, and must be negotiated
with the DM, though a greater
investment of CP will bring
greater benefit.
Robotics Expert
CP: 2
The cost to purchase Cybernetics
or Artificial Intelligence Primary
Skills reduces by 1 point (eg.
From 2:1 to 1:1). If it was already
1:1, you gain a +5 bonus per level
to these skills.
Additionally, you gain 10 Tech
Points for every 10 you would
normally receive, which may only
be used to build robots.
Advantages Changed Advantages
Adrift
CP: 1
Whether by cruel fate or
deliberate choice, you have no
link to your past. You receive
no heritage point at first level,
but gain them normally
thereafter.
Sensitive System
CP: 1
You receive half effect from
combat enhancement drugs,
twice the side-effect and must
pay double for cybernetic or
genetic potential points.
Rookie
CP: 2
You start the game as a level
zero character (400 DP), and
must gain 75 experience points
to progress to level one. Approved
Disadvantages
Bad Luck
Severe Allergy
Rookie Disadvantage Addiction/
Keep in mind when Serious Vice
handing out experience, Deep Sleeper
that being level zero will Reduced Attribute
increase the difficulty of Unfortunate
most encounters and Exhausted
therefore, the amount of Severe Phobia
experience that characters Slow Healing
will receive. Slow Learning
Unattractive
Vulnerable to
Heat/Cold
Slow Reaction
Aliens
Players may choose to make their starting character an alien. Aliens receive a
number of advantages over humans, but also have costs associated with them.
Firstly, aliens only receive 2 advantages at creation, rather than the 3 that
humans receive. Second, aliens cannot choose their Racial Skill Bonuses they
wish to receive a +10 per level innate bonus from, instead they are assigned
them.
It is important to note that racial bonuses to attributes are an exception to the
rule halving attribute bonuses above 10.
Praav (Mikael)
A race of philosophers. missionaries and priests,
the Praav are determined to be a force for good
in the galaxy. Peaceful and optimistic, and with
a penchant for charity, they are appreciated
nearly everywhere they go.
Caidos (Meseguis)
A once proud people, now enslaved
by the Lide, Caidos are nonetheless
determined to make those who
would belittle their race pay dearly.
They are now as famous for their acts
of terrorism as they are for their
reverence for their ancestors.
Yed’ig (Abbadon)
Slimy in more ways than one, nearly all Yed’ig
possess considerable disdain for concepts of law
and morality, a quality which has made them into
ideal crime lords, loan sharks and moneylenders.
Yed’ig are an extremely old race, and the race
possesses more reserves of Precursor technology
than almost anyone else.
Tuerii (Raphael)
Honourable and compassionate, the Tuerii
were originally one half of a symbiotic race.
Though this is no longer the case, the Tuerii
retain an instinctual desire to protect the
helpless.
Karran (Noah)
Obsessive and excitable, the Karran evolved on
a world thought too dangerous for sentient life.
A race of thrill seekers, the Karrans often decide
to do something simply because the odds are
against them. Neither particularly nefarious or
virtuous, Karrans admire skill and daring, even
in their enemies.
Lide (Jedah)
Manipulative and independent, Lide have
an instinctive need to control their own
destiny- and the destiny of others. They are
ancient, almost as old as the Yed’ig,
moving slowly and remaining behind the
scenes.
Lupa (Raphael)
Self-proclaimed caretakers of life in the
galaxy, the Lupa consider genetic
manipulation to be a natural part of
evolution, and include a new code in every
generation.
Gla’ade (Gabriel)
Lovers, not fighters, the Gla’ade appreciate beauty
and peace in all its forms. Evangelists and
entertainers, the Gla’ade travel everywhere in
search of new experiences to document for the
famous Overmind, which contains all the
experiences of an entire race.
Karrans are notorious for their love Caius are patient hunters, and famous
of a semi-legal drug known as for always getting the prey eventually.
Cardium. Karrans that take A Caius receives a cumulative +5 all
Cardium receive twice the normal action bonus (to a maximum of +50)
benefits and side-effects. against a particular enemy every time
they face them, after the first. This
Voice of the Master bonus also applies to all rolls to track or
Lide have extremely complex vocal find them.
chords, capable of mimicking just Dement
about any sound. In addition, the
complexity of intonation available Caius are solitary creatures, finding
improves the Lide’s social little comfort in social interaction. All
secondary skills by their social interactions are considered one
intelligence modifier. step more difficult for them. Intimidate
is an exception to this rule.
Light Sensitivity Additionally, Caius suffer a -10 all
Lide come from a shadowy world action penalty in large crowds.
where all light is simply reflected Shaperate
from other planets. As a result, they
suffer a -10 all action penalty in Lupa see value in genetic diversity, and
bright light (such as daylight). are constantly encouraging their race to
Darkened lenses will not reduce the take on the traits of aliens. They gain
penalty, as the darkening of vision one additional genetic adaptation point
will have the same effect, though it per level.
may be more comfortable for the Hate the Machine
Lide.
Lupa take a penalty equal to their level
x5 on all attempts to use or create
robots, cybernetics or other advanced
technology.
Sensory Overload
Gla’ade receive a bonus equal to their
perception to initiative and social
interaction.
Respect for Life
Praav and Gla’ade receive a non-
cumulative -20 all-action penalty after
killing a sentient creature. This
penalty disappears at a rate of 5 per
day without firsthand witnessing
violence.
Sensory Increment Short Range 2m
A weapon’s range is no longer limited Medium Range 5m
only by the weapon in Beyond Science.
In an age when most weapons can hit Long Range 10m
the horizon, a weapon’s maximum
range is less important. What matters Extreme Range 20m
more is the spatial awareness, hand-
eye-coordination and all round skill of Sight and Sound are considered
the user, which is where sensory to be extreme in range. A Human
increments come in. sense of smell is considered to be
short range. Touch and taste are
Weapons come in four range varieties: not affected by sensory
Short, Medium, Long and Extreme. increment.
You multiply the distance modifier of
your weapon by your perception to get Different species may have
your weapon increment, beyond which different sensory increments.
you begin to suffer a penalty to your Perception attributes above 10
attack. You suffer a -50 penalty for have additional bonuses, as
attacking beyond your increment, plus detailed in Dominus Exxet.
another -50 per increment beyond, to a
maximum of -200.
Notice and Search checks are also Optional Rule: Sniper’s Eye
affected by your sensory increment. You may substitute your
perception bonus for an aiming
bonus if it would be higher.
Combat
Each round, before initiative is
rolled, players must declare how
many actions they intend to take.
For each action beyond the first,
they receive a -25 penalty to their
initiative that round.
Drawing a Weapon
Drawing a light or pistol sized
weapon is considered a passive
action.
Drawing a heavy or rifle sized
weapon is considered an active
action.
Cover
Your cover bonus is taken from
an enemies ranged attack when
you are benefiting from it,
1/2 cover -40
3/4 cover -60
9/10 cover -100
Visibility
Visibility modifiers are now the
same as they are in melee combat.
Changing Target
Each time you change target
during a turn you take a
cumulative -25 penalty to attack.
actions next turn. Each defence you
Defences make inflicts a -10 penalty to your next
Failing a defence does not attack, whether melee or ranged.
prevent you from taking active Counterattacks are unaffected by this
rule. You may not suffer more than a -
100 penalty from this rule.
This penalty is called Taking Fire.
Elite Trooper
Archetype: Military
Life Points: +15 per level
Initiative: +5 per level
Resistance: +10 per level
Attack: 2:1 +5 per level
Defence: 2:1 +5 per level
Wear Armour: 1:1 +10 per
level
Technological Abilities
Genetic Potential: 40
Cybernetic Potential: 40
Prototype Development: 3:1
Artificial Intelligence: 3:1
Mechanical Engineering: 3:1
Tech Points: 25 per level
Adaptation: +1 per level
Integrity: +1 per level
Secondary Skills
Athletics 2:1
Social 2:1 The best of the best, elite
Perceptive 2:1
Intellectual 3:1
troopers are taken from the top
Technical 2:1 of their classes in each
Vigour 2:1 academy throughout the
Subterfuge 2:1 galaxy and trained exclusively
Creative 2:1
in the art of war.
+10 composure per level
+10 leadership per level
Heroes each, their only failing
is that in a universe full of
Training Modules cost half freaks, they are only human.
the normal DP for an elite
Elite troopers have the best
trooper.
armour and weapons training
in the game, but lack special
abilities.
Commando
Archetype: Military, Scoundrel
Life Points: +5 per level
Initiative: +10 per level
Resistance: +5 per level
Attack: 2:1 +5 per level
Defence: 2:1 +5 per level
Wear Armour: 1:1 +5 per level
Technological Abilities
Genetic Potential: 40
Cybernetic Potential: 40
Prototype Development: 2:1
Artificial Intelligence: 3:1
Mechanical Engineering : 3:1
Tech Points: 50 per level
Adaptation: +1 per level
Integrity: +1 per level
Secondary Skills
Athletics 2:1
Social 3:1
Perceptive 2:1
Intellectual 3:1
Technical 2:1
Vigour 2:1
Subterfuge 1:1
Creative 2:1
Never fight fair if you can help
+10 notice per level
it. Though superbly trained in +10 stealth per level
combat, the commando’s true +10 hide per level
strength is their skill with +10 demolitions per level
stealth and explosives. +10 security per level
Technological Abilities
Genetic Potential: 40
Physical Potential: 25
Prototype Development: 2:1
Artificial Intelligence: 2:1
Mechanical Engineering :
1:1 +5 per level
Tech Points: 50 per level
Adaptation: +1 per level
Integrity: +2 per level
Secondary Skills
Athletics 2:1 Whether by freak accident or
Social 3:1 lust for power, Cyborgs use
Perceptive 2:1
Intellectual 2:1
technology to rebuild
Technical 2:1 themselves, stronger, faster,
Vigour 2:1 tougher than before.
Subterfuge 2:1
Creative 3:1
Dangerous combatants with
+10 forging per level excellent cybernetic abilities
+10 technology per level but weak genetics and few
+10 repair per level
social graces.
Supersoldier
Archetype: Military, Genetic
Life Points: +20 per level
Initiative: +5 per level
Resistance: +10 physical per
level
+5 mental per level
Attack: 2:1 +5 per level
Defence: 2:1 +5 per level
Wear Armour: 1:1 +5 per level
Technological Abilities
Genetic Potential: 25
Physical Potential: 40
Prototype Development: 3:1
Artificial Intelligence: 3:1
Mechanical Engineering : 3:1
Tech Points: 25 per level
Adaptation: +2 per level
Integrity: +1 per level
Born and bred for war, every
Secondary Skills
major military keeps millions of
Athletics 2:1
genetically altered super soldiers Social 3:1
ready and trained for war. Perceptive 2:1
Intellectual 3:1
Technical 2:1
Quick-grown, and not as module- Vigour 1:1
heavy as the elite troopers, super Subterfuge 2:1
soldiers make up for any lack of Creative 3:1
training in spades with the best in +10 feats of strength per level
genetic conditioning and mental +10 withstand pain per level
reprogramming available, making
them the toughest combat type in
the game.
Android
Archetype: Cybernetic
Life Points: +15 per level
Initiative: +5 per level
Resistance: +10 physical
per level
+5 mental per level
Attack: 2:1
Defence: 2:1
Wear Armour: 2:1
Technological Abilities
Genetic Potential: N/A
Physical Potential: 20
Prototype Development:
2:1
Artificial Intelligence: 1:1
+10 per level
Mechanical Engineering :
1:1 +10 per level
Tech Points: 50 per level
Adaptation: N/A
Integrity: +2 per level
Technological Abilities
Genetic Potential: 40
Physical Potential: 40
Prototype Development: 3:1
Artificial Intelligence: 3:1
Mechanical Engineering :
1:1 +5 per level
Tech Points: 50 per level
Adaptation: +1 per level
Integrity: +1 per level
Secondary Skills
Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 3:1
Subterfuge 2:1
Creative 2:1
Technological Abilities
Genetic Potential: 30
Physical Potential: 30
Prototype Development: 2:1
Artificial Intelligence: 2:1
Mechanical Engineering :
2:1
Tech Points: 50 per level
Adaptation: +1 per level
Integrity: +1 per level
Secondary Skills
Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 2:1
Technical 2:1
Vigour 2:1
Subterfuge 2:1 When something needs getting
Creative 2:1 done and no-one else can do it,
+10 to two skill fields of
corporations and governments
your choice per level, the turn to the operatives.
skills of which become 1:1 in
cost thereafter. These fields Highly skilled in a number of
must be chosen at first level. fields, the operative is a catch-all
class designed for the player
unsure of what to specialize
in.
Scientist
Archetype: Specialist
Life Points: +5 per level
Initiative: +5 per level
Resistance: +5 physical per
level, +10 mental per level
Attack: 2:1
Defence: 2:1
Wear Armour: 2:1
Technological Abilities
Genetic Potential: 30
Physical Potential: 30
Prototype Development:
1:1 +10 per level
Artificial Intelligence: 1:1
+10 per level
Mechanical Engineering:
1:1 +10 per level
Tech Points: 75 per level
Adaptation: +1 per level
Integrity: +1 per level
Secondary Skills
Scientists specialize in Athletics 3:1
Social 2:1
uncovering the secrets of Perceptive 2:1
technology and cybernetics, Intellectual 1:1
though rarely stoop to Technical 1:1
experimenting on themselves. Vigour 3:1
Subterfuge 2:1
Scientists have the best Creative 2:1
technological and inventive +10 science per level
powers and superb technical +10 repair per level
skills, but comparatively weak +10 analysis per level
+10 technology
in combat. per level
+10 medicine per level
Analysis 1:1
Evolutionary
Archetype: Genetic
Life Points: +10 per level
Initiative: +5 per level
Resistance: +10 physical per
level, +5 mental per level
Attack: 2:1
Defence: 2:1
Wear Armour: 3:1
Technological Abilities
Genetic Potential: 20
Physical Potential: 50
Prototype Development: 3:1
Artificial Intelligence: 3:1
Mechanical Engineering : 3:1
Tech Points: 25 per level
Adaptation: +2 per level
Integrity: +1 per level
Secondary Skills
Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 2:1 Life is strength, or so say the
Technical 3:1 evolutionaries. When natural
Vigour 2:1
selection gets a little slow, why
Subterfuge 2:1
Creative 2:1 not give it a push?
Technological Abilities
Genetic Potential: 30
Physical Potential: 30
Prototype Development: 3:1
Artificial Intelligence: 3:1
Mechanical Engineering : 3:1
Tech Points: 25 per level
Adaptation: +1 per level
Integrity: +1 per level
Secondary Skills
Athletics 2:1
Social 2:1
Perceptive 2:1
Intellectual 3:1
Technical 2:1
Vigour 2:1
Subterfuge 1:1
Creative 2:1
Technological Abilities
Genetic Potential: 40
Cybernetic Potential: 40
Prototype Development: 2:1
Artificial Intelligence: 3:1
Mechanical Engineering : 3:1
Tech Points: 75 per level
Adaptation: +1 per level
Integrity: +1 per level
Bastions of order in a lawless
Secondary Skills
Athletics 2:1 galaxy, Bounty Hunters are
Social 3:1 charged by planetary
Perceptive 1:1 governments to dispense semi-
Intellectual 2:1
Technical 2:1 legal justice light years away
Vigour 2:1 from where the crime occurred.
Subterfuge 2:1
Creative 2:1
Powerful combatants with
+10 track per level superb technology and
+10 notice per level perceptive skills but poor
+10 technology per level special abilities.
Intimidate 2:1
Secondary Skills
Obsolete Skills
The Occult, Magic Appraisal,
and Lockpicking skills no
longer exist.
New Skills
Analysis [Perceptive] (Int)
The ability to analyse data,
such as a crime scene,
historical records or star map
and reach a logical result.
Security [Subterfuge] (Dex)
The ability to disarm or evade
security measures, such as
mechanical locks, alarms,
motion sensors etc.
Cultures [Intellectual] (Int)
Knowledge of strange or alien
cultures, traditions and Piloting [Technical] (Dex)
etiquettes. The ability to manoeuvre and control
all kinds of vehicles, mecha and
starships effectively.
New Skill Field: Technical
Demolitions [Technical] (Int) Technology [Technical] (Int)
Knowledge of cutting edge or alien
The ability to create, set and technology, such as specs, alternate
disarm explosive devices of all uses, new prototypes etc.
kinds.
Repair [Technical] (Int)
Computers [Technical] (Int)
The ability to repair mechanical or
The ability to effectively use, electronic equipment. See Page 35 for
hack or create computerised details.
devices.
Repairing in combat suffers a -80
Hacking in combat suffers a - penalty to the result.
80 penalty to the result.
Characteristic Tests
Sometimes a situation challenges a
character’s natural talents rather
than her learned skills, such as
avoiding a fissure that suddenly
appears underneath her feet, or
solving a complex riddle.
In such circumstances, characters
may be asked to make a
Characteristic Test. A
Characteristic Test in Beyond
Science is a d10 roll, with a bonus
to the roll equal to the relevant
attribute, plus bonuses or
penalties, as appropriate.
Skill Specializations
When choosing a secondary skill, you
may decide to focus on a particular
aspect of it. For example, you may
specialize in Forge armour, or in the
Science of Genetics.
You receive a +40 Specialization bonus
when that particular aspect of the skill
is relevant, but a -20 penalty when
called to use the skill for another
purpose.
For example, a character takes the Pilot
skill and specializes in Snub Fighters. If
she were to fly any kind of super-light
craft, she will receive a +40 bonus to
her Pilot Check. Flying anything else,
she would take a -20 penalty.
At each Mastery Level, Specialization
bonuses increase by 20, and the penalty
increases by 10.
Every Artificial Intelligence and
protected computer has a
firewall skill, which is compared
against your Computers check
every time you make a hacking
attempt.
Unprotected computers require a
routine Computers check to
hack.
Artificial Intelligences roll a d100
on top of their skill, while
protected computers have only
their set skill.
If the computer is actively being
used by another operator, who
has administrative control, they
may make a computers check
themselves if you beat the
firewall. If they beat your result,
your attempt is nullified, and
Hacking they maintain control. If you
beat their result, you gain control
Computers are an everyday part of life in as normal.
Beyond Science, and most characters will
Trying to access a single function
have had considerable experience dealing
requires you get a result 40
with them. Simple things such as
points below the target. Having
browsing HoloNet, or checking your
access to a single function (a
email can be done without a check. More
weapon, a limb, a process)
advanced uses of a computer, such as
allows you to use that function
programming or hacking are more in-
only. Self-destructive procedures
depth and may require a Computers
are never considered to be a
check.
single function.
Hacking requires a computer, and a
Administrative access requires
connection to the target intelligence,
beating the firewall skill with
either by a cable, a wireless connection, or
your Computers check, but
by connection to a proxy with it’s own
allows you total access to the
connection to the target.
computer.
Once a connection has been made, you
may make one attempt per round to take
control of a particular function, or to gain
administrative access.
Making a command when you
have access to a combat-ready
computer (CRC) is a passive
action. Otherwise, it is an active
action.
A CRC requires a HUD (see the
technology chapter), and costs
Technology Points.
The complexity of the
commands you can make of a
computer depend on it’s
intelligence. You cannot
command a computer to do
something beyond it’s
capability (such as exploding
without a self-destruct, or
moving without parts).
You can also command a
computer to Lockout, which
will cause it to ignore all further
It should be noted that in the Beyond
commands, whether given by
Science universe security concerns
you or not. This lockout can be
about rogue hackers taking over
permanent or last for a given
multiple systems have led virtually all
amount of time. The only way
System companies to separate computer
to end a lockout is to physically
networks, and to severely restrict the
get inside the computer and
use of wireless connections.
manually turn it off.
Generally speaking, you should only be
Until told otherwise, even if a
able to access a computer in the room it
computer is taken control of by
is in, and then that computer will not be
another, it will continue
linked to any others unless absolutely
performing tasks given to it
necessary for it’s function.
previously. A computer can
perform millions of low-level Similarly, it is not possible to exert any
tasks simultaneously, so it control over any computer over the
possible that the new user may HoloNet, and downloads and other
not notice that the computer is indirect attempts can no longer effect
doing it. Noticing this may core functions. Only a direct Computers
require a Computers or check will suffice.
Analysis check.
The repair skill can also be used to
Repairs salvage components from
It will likely become necessary to repair mechanical or electronic devices.
equipment over time, as it takes Salvaging an intact piece is usually
damage, or is subject to extreme forces. less cost effective than selling it as
Repairs are the only way to restore life is, but in some cases, such as if you
points to starships or robots, treated as lack the space to transport the
if a Medicine check, with additional whole piece, or if the object is
components with a CR cost equal to the broken, it can be a worthwhile
number of life points restored squared. venture regardless.
Otherwise, repairs to equipment will Salvage recovers useable
cost anywhere from 1/100th to 1/2 the components worth ¼ the normal
original price of the equipment, value of the object if it were intact.
depending on the severity of the
damage and the availability of Severe damage may reduce this
components. The repair check will be 40 amount considerably, though a
points lower than the check required to high repair check may mitigate
craft the item originally. the damage for this purpose.
Piloting Vectored Thrust
Piloting Techniques: An unexpected, jerky movement,
allowing the pilot to make a
Evasive Maneuvres
change of any direction while
For one round, the defence of the moving.
piloted craft is replaced by a piloting
Requires a Piloting Check of:
check, modified by the size of ship.
The pilot may not make attacks with
the weapon systems while taking 45 degrees Moderate
evasive manoeuvres. 90 degrees Hard
135 degrees Very Hard
Ramming Speed 180 degrees Absurd
Make a piloting check rather than an
attack to ram into another ship. You Vector Thrust movement during a
deal base damage equal to your size turn can surprise an opponent if
modifier multiplied by the in a dogfight, or leave themselves
movement value you attain while vulnerable. In a dogfight the
ramming, to both yourself and the enemy must make a piloting
enemy ship. check opposed by the player’s.
The loser is considered surprised
against that opponent if he failed
by 40 or more.
Only light cruisers and smaller
can make a vectored thrust
manoeuvre.
Broadside
You may take a -30 penalty to
your defence to grant a +10 bonus
to your attack. You may do this
up to three times to gain a
cumulative effect.
Flying Cautious
Alternatively, you may take a -30
penalty to your attack to grant a
+10 bonus to your defence. You
may do this up to three times to
gain a cumulative effect.
Starships
To accelerate past the
speed of light, and explore
beyond their own systems
the races of Beyond Science
developed a technology
enabling a ship to fold
space, dramatically
reducing the amount of
time spent in transit.
Gravity Wells
Speed
Any object with a mass of a small moon or
A ship’s sub-light speed is greater is considered to have a gravity well.
worked out by subtracting Gravity wells cannot be folded through- your
it’s size from the engine trip will end when you enter a gravity well. You
power as a fraction of the may also not fold inside a gravity well, you
speed of light. must leave it first.
Those ships capable of it It is quite typical for a fold route to take a ship
may also fold space by the through many gravity wells, which is where the
amount given, which is majority of space combat will take place.
multiplied with the sub-
light speed to give the If a sub-light engine’s speed would reduced to
ship’s Fold Speed. less than 0,1 of the speed of light, they are
instead reduced to 0.05 instead. If the same
would increase an engine’s speed above 1.0, the
DM may decide if he wants the law of Lorentz
Invariance to be absolute in his game- or not.
Classifications
Quality modules
require 1 less slot
per grade of
quality
(minimum 1).
They also grant
their bonus to
any relevant
checks or tests to
use them.
Starship Rules
In most respects, a starship is
treated as being a creature
directly controlled by the pilot.
For example, a starship rolls
defence using the pilot’s base
defence primary ability,
modified by it’s agility
(manoeuvre) instead of the
pilot’s own. Quality increases both manoeuvre and
mass attributes by 1 point, and increases
Initiative is calculated as if the available module slots by 50%.
pilot were using the ship as a
weapon, with the base initiative Double the ship’s manoeuvre to find it’s
being it’s speed. Flight Value when in atmosphere.
Ships gain life points as if they The ship’s Lift Value is equal to it’s mass,
were level 0 damage resistance and it can carry as much cargo as a human
characters with a constitution of that strength could have as it’s
equal to it’s mass attribute. maximum load. Battleships can carry 1m
tons, not an infinite amount!
Ships have physical resistance
equal to 25 plus their You may reduce the ship’s Lift Value for
constitution modifier (assuming the purposes of cargo by any amount to
the ship’s mass attribute is gain the same amount of module space, to
considered to be it’s a minimum Lift Value of 10.
constitution), Ships have no
mental resistance.
1 A newsdisc or a bottle
of distilled water
5 A basic meal or a
Galactic Net
subscription
20 A RTE meal or a
standard travel fare to
another city
100 A standard
ammunition clip or a
wilderness survival
kit
500 A handgun and a clip
of ammo or 1 months
rent in a standard
dormitory
1k Standard fare for an
interplanetary trip or
an entertainment
system
10k A second-hand land
transport or a 2yr
lease on a standard
dormitory
20k A new land transport
Equipment or a cramped
Characters roll a d10 to determine their dormitory freehold
starting wealth: 100k A small freighter or a
dormitory suite
1 Underclass 4k Credits freehold
2-4 Proletariat 8k Credits
5-7 Petty Bourgeois 15k Credits
8-9 Bourgeois 25k Credits
10 Minted 40k Credits
Quality
Not all equipment is created equal.
Superior craftsmanship, better
materials and cutting-edge
technology can set a select few
apart from others. Of course, this
kind of power doesn’t come cheap-
costs are multiplied accordingly,
and the level of skill required to
craft them ensure they remain rare.
Underslung Grenade
Launcher
Fires Grenades at Long
rather than thrown range.
Each launcher can hold four Red Dot Laser Sight
grenade at a time.
+20 attack once/round against an
Non-Pistol Firearms Only opponent who is unaware of the dot.
Cost: 1.5k CR You must be able to see the dot to gain
the bonus. Spotting the dot is easy (40) if
Scope the opponent knows where you are and
Halve penalty for a targeted can see on that spectrum. If the opponent
shot while aiming. doesn’t know where you are, the
Halve distance penalties for difficulty increases two steps.
sight based notice checks
while focusing on particular Comes in Standard, Infrared, Ultraviolet
area. forms.
Cost: 1k CR
Single-shot capable rifles
only Extended Clip
Cost: 500 CR As standard clip, but contains twice as
much ammunition.
Suppressor Cost: 250 CR
Increases Notice check to
hear sound of gunshot or to Bayonet
see muzzle-flash by two Convenient mounted knife, has same
steps. statistics as Longknife.
Armoured 1 1 2 1 1 1 0 10
Clothing
Jumpsuit 1 1 1 2 3 2 1 20
Thinsuit 2 2 2 3 3 3 1 30
Flak Jacket 3 2 3 1 1 1 1 40
Tactical 3 2 5 1 2 1 1 50
Vest
Riot 3 4 4 3 1 2 2 75
Armour
Light 4 5 5 3 1 2 2 90
Combat
Medium 5 6 6 3 1 2 2 105
Combat
Heavy 6 7 7 3 1 2 3 130
Combat
Assault 7 8 8 3 1 2 3 160
Plating
Armoured 2 2 2 8 6 8 4 200
Spacesuit
Modifying Armour Costs
In addition to enhancing armour with Generally speaking, armour costs the
technology points, you may also requirement to wear it squared in
improve a single AT of your choice credits, though circumstances may
for each 10 points of additional alter the price.
requirement. This increases the cost
of the armour as normal. If this
enhancement occurs after the armour
Additional Rules
has already been paid for, you must
If your wear armour skill is lower
pay the difference between the
current and improved armour. than the requirements of the armour,
you take the difference as a penalty to
Damage Barrier all physical actions, including
initiative.
Your damage barrier in armour is
your modified AT x10 against the You may no longer stack armour,
weapon used, rather than a set unless you naturally possess it, in
number. which case the lower AT is
halved and added to the total.
Vehicles Medium Penalty
Travelled
For non-space faring adventures,
characters may need to travel by Open Space No Penalty
land, air or sea. Fortunately, vehicles Flight
are here to get them where they High -40 to Pilot/Defence
want to go. Atmosphere
Vehicles are treated as being Flight
starships for the purposes of life- Low -80 to Pilot/Defence
points and AT, although the Atmosphere
minimum size of a vehicle is much Flight
lower, allowing for even Medium
size vehicles such as bicycles. Ground -120 Pilot/Defence
Surface
Factors such as air-resistance, grip
and poor manoeuvrability can Water -120 Pilot/Defence
hamper a driver’s ability to avoid Surface
attacks, however, causing them to be Underwater -200 Pilot/Defence
more vulnerable in combat than
starships.
These penalties also apply to
The pilot/driver therefore, takes the starships entering atmosphere,
following penalty depending on the
medium travelled.
Training Modules
Weapon Class Modules
To effectively use a class of
weapon, you must possess the
weapon class module relating to
it. If you use a weapon without
the requisite module, you suffer a
-30 penalty to attack and
initiative.
Each weapon class module costs
20 points. You may buy a
particular weapon class module
once then once again per level of
mastery. Buying the same module
again grants a stacking +10 attack
and initiative bonus when using
that weapon class. This is called a
specialization.
Specializations beyond the first
one grant additional bonuses:
2nd Specialization
+20 criticals with class Weapon Classes
Make additional attacks at -20 Pistol
penalty
Rifle
3rd Specialization
Energy
+40 criticals with class
Heavy
Make additional attacks at -15
Blade
penalty
Unarmed
4th Specialization
Blunt
+60 criticals with class
Polearm
Make additional attacks at -10
penalty Exotic (per weapon)
Improvised
Mental Conditioning Hail of Bullets
Whenever your will might be tested, You only suffer a -10 penalty per
either by torture, propaganda or additional attack when making
confidence tricks, your training multiple attacks in a round, while
always sees you through. using a semi-automatic weapon.
+2 on willpower tests and +10 Cost: 30
mental resistance
Cost: 40 Combat Martial Arts
You deal 30 points of damage with
Linguistic Training your unarmed strikes, and gain a +10
You can speak any language still in nonclass attack bonus when striking
circulation and available to the unarmed.
galactic community, regardless of Cost: 30
your intelligence.
Cost: 40 Defensive Martial Arts
You halve the penalties to attack when
Perfect Form attempting to trap, take down or
You reduce the Strength disarm an opponent. You gain a +2
requirements for wielding a ranged characteristic bonus to perform these
weapon in two hands by 2 points. attempts.
Cost: 30 Cost: 40
Double-Tap
You may gain an additional attack
with a semi automatic weapon once
per round. The usual multiple attack
penalties apply.
Cost: 40
Bull's-eye
You are treated as aiming for a
round after spending an active
action doing nothing but aim. You
may do this once per round for each
time you take this module.
Cost: 40 (may take up to 3 times)
Galactic Fighting Championship Coolness under Fire
Contender You gain a +40 bonus to composure,
Prerequisite: Having qualified to fight and take only half the normal penalty
in the GFC; Combat Martial Arts for Taking Fire.
You now deal 50 points of damage Cost: 40
with your unarmed strikes, ignore 2
points of armour and increase Rapid Reload
criticals inflicted by your unarmed You can reload in half as many active
attacks by 20 points. You gain an actions. Short range weapons may be
additional +10 attack and +20 reloaded with a passive action.
initiative when fighting unarmed. Cost: 30
Cost: 50
Longshot
Shoot from the Hip You take half the normal penalty for
You suffer no penalty to ranged attacking beyond your range increment.
attacks when moving quarter your Cost: 40
speed in a turn or less. If you run
faster than this, the penalty for Hacking Protocol
making ranged attacks is halved. No penalty for attempting to hack
Cost: 30 computer systems during combat.
Cost: 40
Defensive Specialization your base damage during a counter, and
Requires 100 Defence per grade gain an additional +20 to defence and
You gain an additional defence per +10 to initiative when fighting unarmed.
turn, a +10 training bonus to Cost: 50
defence, and a +1 bonus to attribute
tests to defend against combat Extreme Sports Fanatic
manoeuvres. You may take this You gain +10 physical resistance and +1
module multiple times. to all physical characteristic tests.
Cost: 60 Cost: 40
Gla’han Do Lightning Draw
Prerequisite: Trained for at least two You suffer no penalty for attacking in the
years in traditional Gla’ade martial same turn that you draw a weapon, and
arts; Defensive Martial Arts gain a +20 attack on one attack
You take no penalty to trap, immediately after drawing a pistol-sized
takedown or disarm an opponent, weapon. You may only gain this bonus
add four times your opponents once per combat.
strength modifier as a bonus to Cost: 40
Armour Specialization
Cost: 40
Blackblood Initiate
Requires Mastery in Poisons
You do not have to pay the first -25 Increase the PhR difficulty of
initiative penalty to gain an additional any poison you craft and
action on your turn.
Cost: 50
then use by 40.
At the creation of the poison you
may introduce a sample of the
species to be affected
(hair/skin/blood etc.). If you do
so, the difficulty to cure the
poison you develop increases two
steps, and it’s duration is doubled
when used on a species of that
type.
Cost: 60
Ancient Style
Requires Combat Martial Arts or
Defensive Martial Arts
Accelerator (weapon)
+1/+2/+3 Strength
Cost: 10/30/60 TP
HUD* (equipment)
Combat-ready computer and
display
Cost: 10 TP
IFF (weapon)
Requires HUD, area attack with
an automatic weapon safely,
never hit friendly targets
Cost: 10 TP
TrIdent (weapon)
Requires HUD
Halves cover bonuses
Cost: 20 TP
SecLock (equipment)
Requires HUD
Raises difficulty to hack HUD
two or four grades
Cost: 10/30 TP
PeRad (equipment)
Requires HUD, automatic notice
180 to spot movement within
100m.
Cost: 30 TP
Phosphorous Rounds
(ammunition)
Ignites on receiving damage, roll
on table 73 In Flames.
Cost: 30 TP
Jetpack*special (equipment)
Grants a Flight Value of 4. Requires 1
unit of power for the first 10 rounds, 2
for the second 10 rounds, 3 for the
next ten rounds etc. Power
requirements reset after 1 minute
without use.
Increasing your constitution by any means other than heritage does not
increase your constitution for the purposes of genetic adaptation or cybernetic
integrity. Only your Natural, Racial and Heritage bonuses apply in this case.
Feline
+1 Agility; +1 Perception
Night Vision; Acute Hearing
Racial Bonus (Notice)
Requirement: 6
Canine
+1 Constitution; +1 Willpower
Acute Smell; Natural Weapon
(Bite)
Racial Bonus (Track)
Requirement: 6
Rodent
+1 Dexterity; +1 Intelligence
Small Frame (-2 Size); Increased
Movement 2
Racial Bonus (Stealth)
Requirement: 6
Primate
+1 Strength; +1 Power Rhinoceros
Large Frame (+2 Size); Rage +20/- +2 Strength; +1 Constitution
30 -1 Power
Racial Bonus (Climb) Nearsighted; Natural AT 2; Natural
Requirement: 6 Weapon (Gore); Large Frame (+3 Size)
Racial Bonus (Withstand Pain)
Crocodile Requirement: 8
+2 Constitution; +1 Strength
-1 Intelligence Avian
Vulnerable to Cold; Natural +2 Agility; +1 Perception
Weapon (Bite); Increased -1 Constitution
Regeneration 2 Natural Flight 6; Acute Senses (Sight);
Racial Bonus (Swim) Natural Weapon (Beak)
Requirement: 8 Racial Bonus (Search)
Requirement: 8
Shark
+2 strength; +1 agility Instead of gaining a Heritage
-1 Dexterity Point at a level up, you may
Reduced Movement 2 choose to gain an enhancement
Aquatic Breathing; Natural relevant to your splice with a
Weapon (Bite) cost of 1 Genetic Point.
Racial Bonus (Swim)
Requirement: 8
Mutaven Xenat
+2 Intelligence; +1 Power; +1 +1 Agility; +2 Constitution; +1
Dexterity; -2 Constitution Dexterity
Basic Shapeshifting (Humanoid Only) -1 Perception; -1 Intelligence
Racial Bonus (Cultures) Survivor; Appearance = 2; Small
Requirement: 10 Frame (-2 Size)
Racial Bonus (Acrobatics)
Darkener Requirement: 10
+1 Mental Attributes
-1 Physical Attributes Ravager
Mental Communication (Medium); +2 Strength; +2 Dexterity; +1 Agility
Half Penalty for Unfamiliar -1 Constitution; -2 Intelligence
technology or weapons; Double Cost -4 Adaptation; Immune Inclement
Physical Secondary Skills Conditions Large Frame (+5 Size)
Racial Bonus (Technology) Racial Bonus (Intimidate)
Requirement: 10 Requirement: 12
Enhancements Ambidexterity
-10 penalty only for off hand
Enhancements require a Can be taken once
minimum constitution plus Requirements: 5
genetic adaptation equal to or Cost: 1
greater than the requirement,
and costs a number of genetic Aquatic Breathing
potential points equal to the Breathe normally underwater
cost. Can be taken once
Requirements: 9
Increased Damage Cost: 2
+20 damage to natural weapon
Can be taken up to 3 times. Natural Weapon
Requirements: 6 per grade Gain a natural weapon
Cost: 1 Can be taken up to 3 times.
Requirements: 6 per grade
Increased Speed Cost: 1
+10 initiative
Can be taken up to 3 times. Acute Sense
Requirements: 6 per grade +40 to use of one sense and +1 to sensory
Cost: 1 increment
Can be taken up to 5 times.
Increased Physical Ability Requirements: 5 per grade
+1 to any physical ability and Cost: 1
+10 to a skill of that type
Can be taken up to 3 times per
ability.
Requirements: 5 per grade
(even if in different abilities)
Cost: 1
Unusual Size
Change size by 5 points
Can be taken once
Requirements: 7
Cost: 1
Cardiovascular Endurance Aquatic Compatibility
+40 athleticism and +2 fatigue +40 swim and Aquatic Movement
Can be taken up to 3 times. Can be taken once.
Requirements: 6 per grade Requirements: 8
Cost: 1 Cost: 2
Genetic Memory
+40 to three secondary skills
Can be taken up to 3 times for
the same three skills. Adding an
additional grade increases the
bonus by 40, or adds 3 new
secondary skills to receive the
same bonus.
Requirements: 5 per grade
Cost: 1
Thermal Camouflage
+200 to Hide against infrared sensors or
sight.
Can be taken once
Requirements: 10
Cost: 1
Poison Blood
Requires Natural Poison
Creatures within 2m suffer your natural
venom when you are injured.
Can be taken once
Requirements: 13
Cost: 1
Modifications Phase Out
You may become Intangible for 1
round for every 5 rounds that pass.
Modifications function exactly like
enhancements, but are far more Can be taken once
invasive and have much more Requirement: 21
dramatic results. Modifications are
Cost: 4
suitable for higher level genetic
specialists.
Ionic Epidermis
You gain a natural AT of 4 against
Napalm Breath Energy attacks.
Damage 100
10m cone Can be taken once
Immolate on hit
Requirement: 17
Useable once per 10 rounds Cost: 2
Can be taken once
Psionic Potential
Requirement: 19 Choose one level one psychic power
Cost: 3
from the telekinetic or telepath
discipline. You may use this power
Chameleon Skin as if a psychic.
When not moving and not wearing
armour, others must make a Notice Can be taken multiple times.
check of Very Difficult to spot you. Requirement: 15 plus 3 per grade
Cost: 2
Can be taken once
Requirement: 18
Cost: 3
Combat Drugs
The quest for an edge does not stop at
genetics. When a temporary solution
is required, some unscrupulous
militaries turn to combat-enhancing
drugs. Caution is advised, however,
as the side-effects can be more lasting
than the enhancement.
Karrans and other creatures with the STIMMS are painful, not addictive,
Cardium Addiction racial trait gain but extended use (more than four
life points equal to their times in a month) requires a Rating I
Constitution x40. check, or suffer the Slow Healer
disadvantage during Withdrawal.
The effect lasts for the user’s
constitution in minutes, or until life
points are exhausted.
VII DEX 15 11 20
Grade Effect Potent. Integ.
Metallic-Skeletal Implant I PER 9 1 8
Invasive in the extreme, Metallic- II PER 10 2 10
Skeletal Implants offer massively III PER 11 3 12
improved resistance to pain and
injury. IV PER 12 5 14
In addition to the extra Life Points, V PER 13 7 16
this implant grants half it’s bonus to VI PER 14 9 18
physical resistance against the effect
of critical hits. VII PER 15 11 20
Mechanical Legs
Originally designed to help para-
athletes compete in games,
Mechanical Legs are treasured
by thieves, couriers and long-
distance runners all over the
galaxy.
Mechanical Legs do not come
separately, always in pairs.
Inbuilt Weaponry
Cybernetics may be illegal on
most worlds, but inbuilt Wetware
weaponry is a declaration of war Wetware makes a specific cybernetic
on all but a few. Most conceal enhancement look, sound and feel natural,
their true purpose until moment though intense scrutiny may reveal an
of use. artificial origin (flesh that doesn’t sweat,
Inbuilt weaponry costs 1 bleed or flush red, for example).
cybernetic potential per weapon, Wetware costs Credits, not cybernetic
and can be placed inside any potential, as shown on the following table:
other cybernetic enhancement as
an upgrade. More innocuous
equipment, such as PerCom units
and other tools can also be inbuilt Grade Notice Difficulty Cost
at the same cost. It doesn’t cost
much, either way: 1k CR I Difficult 1k
II Very Difficult 4k
The men and women of the future Perhaps your culture had an interest in
come from a very long line, their social Darwinism, your family married for
genetic code inherited from many genetic strength, or perhaps you’ve had a
who have defined their few modifications along the way. In any
civilization. Heritage is a means of event, you’re much more than the
quantifying the effect that being average specimen of your kind.
the product of thousands of
generations of heroism and Each of your attributes under 10
evolution, as well as the inspiring increases by 1 point. This does not
effect an advanced culture can increase your attribute maximum.
have on those that live inside it.
Political Savant 1pt
Characters receive one heritage
point per level, rather than
Your ancestors knew when to talk, when to
receiving a bonus to a
listen, and how to get what they wanted.
characteristic every other level.
Bonuses to attributes are subject to Add your power modifier to all skills
the usual rules if they would from the social field. If the skill was
increase an attribute above 10. already modified by power, you may
add the bonus twice.
Standing on the Shoulders of Giants You gain your power modifier to
1pt all technical skills.
You’re only one in a long line of innovators- Legacy of Dread 2pts
their genius is your genius, and your hard
req. Disquieting
work is only the end of a long line of
struggle for the betterment of mankind. Your ancestors sat on a throne of the
skulls of the vanquished, unapologetic
Add your power modifier to all
about the suffering they had caused.
knowledge skills.
You are similarly unconcerned with the
Hidden Legacy 1pt petty plights of others, and are able to
channel your ancestors malevolence in
Never in the spotlight, your ancestors
your own life.
preferred to work behind the scenes.
Intimidate always costs 1:1 for you.
You gain your power modifier to all
Using Coercion with intimidate
subterfuge skills.
increases the penalty by your
Machine Lord 1pt power modifier when used
successfully.
You’ve never been more at home than
among whirring gears and hissing pistons.
The Call of Duty 1pt
None may ask for what your
ancestors delivered.
You die at (5+power)x
constitution rather than 5x and
automatically overcome the
state between life and death.
Fearless Pioneer 1pt
Your ancestors boldly went where
none had gone before.
Add your power modifier to
checks to resist natural hazards,
such as pitfalls or acid.
Additionally, you may add
your power modifier to all
social rolls with other species.
Daredevil 1pt
Danger never stopped your
ancestors from surviving to
adulthood.
Add your power modifier to all
athletic skills. In Blackest Night 2pts
Ladies Man/Black Widow 2pts Req. The Call of Duty
Maybe Casanova was a distant Your willpower is legendary, your strength of
relative of yours? purpose unbeatable.
Add your power modifier to all You add your power modifier to all
checks opposed by a sentient resistances.
member of the opposite sex.
Enhanced Ability 1pt
Additionally, these types of
Stronger, faster, smarter.
opponents will usually try to
capture you alive rather than Increase one of your ability scores by one
kill you, unless explicitly point.
ordered to do so. To retain this
Genetic Recombination 2pts
benefit, you must seek to do the
same. The animal within…
You may take a spliced template, provided
you meet the requirements.
History of Service 1pt When reduced to half or less life
points, when engaged in an
Your father served in the military, and his
impossible ranked challenge, or
father before him, and his father before him,
when a companion has just been
and his father before him… reduced to 0 life points or less
You gain your power modifier as an all within your line of sight, you may
action bonus whenever you are enter your ‘Finest Hour’, gaining
affected by an emotional effect (even a an all action bonus equal to your
negative one). When commanding power, halve any critical or fatigue
others, you may grant this bonus with penalties and becoming immune to
a leadership check. all emotional effects. This lasts for
the current scene, or until you die
Finest Hour 1pt heroically.
You have a reputation for amazing heroism
under the worst situations. When cornered, As a side effect, this ability
you are able to share this cultural relic with improves all style results you make
those sceptical of your prowess. by two categories while it is active.
Strong-Minded 1pt
Roll Result
1 Disfigurement Reduce appearance to 2
2-3 Muscle Atrophy -2 to a physical attribute (determined
randomly)
4-5 Brain Damage -2 to a mental attributes (determined
randomly)
6-7 Damaged Nerves -30 Initiative
8-9 Weak Immune Halve Physical Resistance
System
10 Memory Loss Lose a level
Psychological Dangers
Not all dangers an adventurer
faces will be physical. The
universe is full of things so
terrifying, so mind-blowing
that even the staunchest of
wills and highest of intellects
have trouble comprehending
them.
Mind Control
Failure to pass the mental
resistance against these effects
results in being controlled for
1 minute per point of failure.
You get another save for each emotional effects may run much longer.
different act against your
nature you are asked to Mental Overload
commit.
A sudden influx of knowledge requires an
Resisting ‘Direct Control’
intelligence check. Failure will reduce all of
requires opposed mental
your mental scores by 1 per 3 points of
resistance checks. Passing
failure, for 1 hour per point. Reducing any
three times renders you
mental score to zero causes the character to
immune to the effect for an
enter a permanent vegetative state.
hour.
Trauma Coercion
Short-term mental trauma,
Attempts to manipulate a character rely on
such as losing a close friend,
skills from the social field and are resisted by
or being surprised by a
mental resistance. Consider the difficulty of
particularly gruesome sight
the tests to be half the result of the secondary
requires a mental resistance
skills. The effect will be appropriate to the
check. You take an all action
intent and will be at most half the level of
penalty equal to half the level
failure.
of failure. The penalty lasts for
1 minute per point, though
Coercion may only be attempted once per
the
combat on a target or group, and requires a
shared language, or suffers a -100 penalty.
The DM is the final arbiter of what coercion
can or cannot do.
The Galactic Stage Though all-out war is uncommon, the
galaxy remains an extremely dangerous
The Galactic Stage is the phrase place, filled with piracy, ancient
sentients use when they talk defences and thrill seekers.
about what is going on in at a
Every race handles its own affairs, and
galactic scale. Developed over
is responsible for it’s own defence.
millennia, it has seen countless
Though Tuerii patrols and Karran
races rise and fall, and it’s face
Bounty Hunters may occasionally save
changes with every event.
merchant ships passing through neutral
Generally speaking, every race space, it remains a hazardous place to
has a role in the galactic stage. linger.
Though species may spread their
However, many enterprising souls do
resources out to remain
exactly that, as uncharted territory can
independent, every species does
be a lucrative opportunity for the
one thing well- or else they
business-savvy. With the discovery of
wouldn’t have risen to
the Rim, a vast collection of habitable
prominence.
worlds far removed from normal space,
it is the beginning of a new Age of
Discovery.
The Rim So far, only one colony has been
established in the Rim, the now
This sudden discovery has led to the legendary Heavens Gate biosphere,
formation of thousands of minor hovering over a gas giant at the
expedition companies being formed, hyperspace entry-point to the sector.
each seeking to make their fortune in
Millions of new species have also
the Rim.
been documented in the Rim, some
The rewards are many- some of these so alien as to be completely unlike
Rim worlds were once thriving anything found elsewhere. Others,
communities of long dead species, like the Ravager and Mutaven were
who left behind highly sought after thought to have been hunted to
Precursor Technologies. Others hold extinction, and have recently been
vast reserves of natural resources rediscovered.
desperately in demand back in normal
space, such as Iridium, Bauxite and
liquid Wiscardium, a semi-organic
mineral which can command up to a
hundred thousand credits per kilo in
Karran space.
Bestiary