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Anima Beyond Science PDF

This document provides character creation rules for a science fiction supplement to the Anima roleplaying game. It details new primary attributes, resistances, and combat abilities adapted for sci-fi settings. It also introduces rules for technological abilities involving genetics, cybernetics, and artificial intelligence. New character creation options are presented, such as advantages that grant wealth, genetic/cybernetic points, or increased ability scores. The document aims to combine the feel of science fiction with Anima's versatile mechanics.

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100% found this document useful (1 vote)
320 views122 pages

Anima Beyond Science PDF

This document provides character creation rules for a science fiction supplement to the Anima roleplaying game. It details new primary attributes, resistances, and combat abilities adapted for sci-fi settings. It also introduces rules for technological abilities involving genetics, cybernetics, and artificial intelligence. New character creation options are presented, such as advantages that grant wealth, genetic/cybernetic points, or increased ability scores. The document aims to combine the feel of science fiction with Anima's versatile mechanics.

Uploaded by

ergodgo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 122

BEYOND SCIENCE

BEYOND SCIENCE
Written and Edited by
Reverare

Playtested by
Popo; The Silver Monk; Rachel Alucard; Schmidt1001

With Additional Material from


Raybras

Illustrations by
Various artists, including Shimmering-Sword, GENZOMAN, Jamesbiff,
aestheticmachine, EspenG. Flycan and many others.

With Special Thanks to


Cipher Studios’ Anima Boards
Fantasy Flight Games
Edge Entertainment

Anima: Beyond Science is a fan-made, non-profit supplement


to the Anima: Beyond Fantasy RPG. No infringement of
intellectual property law is intended.
BEYOND SCIENCE

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.

Concepts such as ‘Inhuman’


or ‘Zen’ no longer exist, you
can gain the full benefit
from your attribute
regardless of how high it
might be. Agility (AGI)
Defence, Movement, Actions
Characteristics
Constitution (CON)
There are eight primary Life Points, Physical Resistance,
attributes, as in Beyond
Fantasy. The effect that they Intelligence (INT)
have on a character differ Secondary Skills and Technology
slightly however, as shown:
Power (POW)
Heritage, Style, Leadership

Strength (STR) Willpower (WP)


Melee damage, Wear Armour Mental Resistance

Dexterity (DEX) Perception (PER)


Attack, Actions Sensory Increment
Resistances Genetic Adaptation is the
maximum level of genetic
There is no such thing as Presence in
modification you can undergo.
Beyond Science, and there are only two
Your adaptation is added to
types of resistance- physical and mental.
your constitution score for this
Each resistance begins at 20 plus either
purpose.
your constitution modifier (physical) or
your willpower modifier (mental), and Cybernetic Potential is the cost
increases according to your class. for purchasing cyber points,
which you can spend on
Combat Abilities
enhancements.
Attack depends on Dexterity
Integrity is the maximum level
There is no block or dodge ability in of cybernetic modification you
Beyond Science, replaced by a single can undergo. Your integrity is
Defence ability, which depends on added to your constitution
Agility. score for this purpose.
Wear Armour depends on Strength. Prototype Development is
your ability to invent new
Training Modules are no longer simply
forms of technology and
for combat, and subsume martial arts.
depends on intelligence.
Technological Abilities
Artificial Intelligence is your
Genetic Potential is the cost for ability to program computer
purchasing gene points, which you can code and depends on
spend on enhancements or splicing. intelligence.
Fumbles and Opens
Fumbles occur on a roll of 01-05
and incur a d100 penalty to the
action. Opens occur on a roll of 96-
100 and apply a d100 bonus to the
action. You cannot receive more
than one open per check.

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.

Additionally, for every 10 Tech Points


you normally receive, you gain 5 more
for use on your starship only.

If you invest 3 creation points in this


advantage, you gain 10 more tech points
instead for use on your starship.

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

Not all advantages from the core Anima Acute Senses


rules are appropriate for a Sci Fi setting. The
following advantages are approved for use In addition to the usual
in Beyond Science. benefits, Acute Sense
increases your perception
Approved Advantages by one for the purposes of
calculating range
Ambidextrous Immunity to Pain
increments.
Charm and Fatigue
Disquieting Fortunate
Nearsighted
Animal Affinity Quick Reflexes
Danger Sense Learning
In addition to the usual
Been Around Natural Learner
penalties, Acute Sense
Aptitude in a Subject Natural Learner,
reduces your perception by
Aptitude in a Field Field
three for the purposes of
Good Luck Light Sleeper
calculating range
Jack of all Trades
increments, to a minimum
Untiring
of 1.
Uncommon Size
Advantages from Other Sourcebooks
New Advantages may be taken from other sourcebooks in the Anima series with DM permission
Disadvantages
New Disadvantages

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.

+1 willpower; Sensory Empathy; Acute


Hearing; Respect for Life
Medicine; Repair; Composure; Persuasion;
Cultures

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.

+1 constitution; Ancestral Spirit; Heat Resistance; Cold


Vulnerability; Infrared Spectrum
Demolitions; History; Withstand Pain; Intimidate; Security
Purnata(Barakiel)
Undisputed masters of a number of primitive
worlds on the fringes of civilised space, the
Purnata make up the ‘Deity’ caste among their
own people. Used to being the centre of attention,
and commanding a considerable number of lesser
minions, many believe their own propaganda and
are convinced that they are gods given form.

+1 power; Extra Arms; Deific Grandeur; Slow


Learner 2
Leadership; Style; Science; Athletics; Composure

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.

+1 agility; Aquatic Breathing; Profiteering;


Vulnerable to Heat; Aquatic Movement
Swim; Persuasion; Hide; Theft; Appraise

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.

+1 strength; Protect the Weak;


Armoured Skin; Naïve
Feats of Strength; Forging; Leadership;
Demolitions; Climb
Anlayis (Erebus)
Keepers of Secrets, the Anlayis consider machine
maintenance and innovation to be a religious duty.
Meticulous and close-lipped, Anlayis habitually take
on cybernetics at each stage of their biological
development, until nothing is left but machine.

+1 intelligence; One additional cybernetic


potential point per level; Hear the Machine;
Forlorn; Ultraviolet Spectrum
Computers; Repair; Science; Technology;
Analysis

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.

+1 dexterity; Redundant Systems; Cardium


Addiction; Immune to Climatic Conditions
Pilot; Forging; Science; Art; Athletics

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.

+1 intelligence; Night Vision; Tentacles;


Voice of the Master; Light Sensitivity 10
Persuade; Leadership; Analysis;
Memorize; Appraise
Caius (Zemial)
Brilliant, deadly and numerous, it is just as
well the Caius find it difficult to work
together. Premier hunters and assassins, the
Caius are natural psychopaths, completely
lacking empathy or remorse.

+1 strength; Withstand Death; The Grand


Hunt; Dement; Infrared Spectrum
Poisons; Tracking; Stealth; Intimidate; Jump

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.

+1 constitution; Shaperate; Sense the Forest;


Hate the Machine
Animals; Herbal Lore; Tracking; Notice;
Traps

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.

+1 Perception; Sensory Overload; Quick


Learner 2; Respect for Life; Ultraviolet
Spectrum
Art; Music; Style: Acrobatics; Navigation
Alien Abilities
Sensory Empathy
The Praav can take on another’s
negative emotions and pain. The
creature touched has the penalty of
any emotional or pain effect
currently active on him halved. The
Praav takes no penalty in return,
but the use of this ability can be
extremely uncomfortable for him,
Ancestral Spirit
Caidos naturally feel the imprint of
history everywhere they go. It is
not an exact science, but Caidos Protect the Weak
often get glimpses of important Tuerii suffer no penalty to defend
events that have occurred nearby. another, and may do so more than
The DM may roll a d100 for the once a round. When fighting to
Caidos in an area where an directly defend another weaker than
important event took place. On an themselves, they may add their
Open Result (using the Caidos’ willpower as an all-action bonus.
History), they get a glimpse of the
event occurring, as if using the See Hear the Machine
in History Sentience Power at Zen Anlayis can realize faults in
Level. machinery just by listening to it’s
Deific Grandeur operation. Fumbles with machinery
that an Anlayis is using are treated as
Millennia of godhood has left the 40 points lower, to a minimum of 0.
Purnata confident of their personal
and collective destiny. Purnata add Forlorn
an attribute bonus of their choice to Anlayis don’t understand people,
all social rolls and to all coercion and suffer twice their intelligence
bonuses or penalties they inflict. bonus to all social interactions, not
Profiteering including resisting coercion.

Yed’ig know opportunity when it Redundant Systems


presents itself, and rarely let it pass Karrans have an extra set of most
them by. They add their major organs, and are therefore very
intelligence and their power difficult to kill. They receive a +40
modifier to critical results they bonus to PhR.
inflict, and to all secondary skill
rolls that the DM believes to be to
satisfying a base interest.
Cardium Addiction The Grand Hunt

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

Powerful combatants with


superb subterfuge skills but
few special abilities.
Cyborg
Archetype: Military,
Cybernetic
Life Points: +10 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: 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

Secondary Skills Constructed, not born, androids


Athletics 2:1
Social 3:1
are built for a variety of purposes-
Perceptive 2:1 espionage, infiltration, sabotage.
Intellectual 2:1 Illegal on most worlds, Androids
Technical 1:1 must cope with being cybernetic
Vigour 2:1
Subterfuge 2:1 in a galaxy full of biologicals.
Creative 3:1
Unusual, with no genetic abilities
+10 computers per level at all, androids would suit a
+10 repair per level player looking for a more
+10 analysis per level
complex role-playing challenge.

Androids cannot be hacked, nor can they buy frame components.


They can, however, purchase AI packages and are always
considered to possess a CPU of the same Intelligence they are.
Ace Pilot
Archetype: Specialist
Life Points: +5 per level
Initiative: +10 per level
Resistance: +10 per level
Attack: 2:1
Defence: 2:1 +5 per level
Wear Armour: 2:1

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

+10 pilot per level


The flyboys, daredevil smugglers +10 repair per level
and elite pilots of the galaxy, Ace +10 analysis per level
Pilots are fast, tough and always +10 style per level
+10 persuasion
look like they have a plan.
per level

Aces are clever scoundrels, with Pilot 1:1


decent skills, and are the quickest Composure 2:1
combatants in the game.
Operative
Archetype: Specialist
Life Points: +5 per level
Initiative: +10 per level
Resistance: +5 per level
Attack: 2:1
Defence: 2:1
Wear Armour: 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?

+10 animals per level Evolutionaries specialize in


+10 herbal lore per level practical genetic engineering,
+10 poisons per level using cutting-edge life sciences
+10 medicine per level
+10 cultures per level
to produce astonishing
biological effects. They have
little interest in other
technologies, however.
Scum
Archetype: Specialist
Life Points: +10 per level
Initiative: +10 per level
Resistance: +10 per level
Attack: 2:1 +5 per level
Defence: 2:1
Wear Armour: 2:1

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

+10 intimidate per level


Experts on all matters criminal +10 repair per level
and illicit, scum are +10 theft per level
unpredictable, innovative and +10 security per level
+10 trap lore per level
opportunistic, always waiting
for that next big score.
Scum are survivors with a wide
range of skills and abilities.
Bounty Hunter
Archetype: Military,
Technological
Life Points: +10 per level
Initiative: +5 per level
Resistance: +10 per level
Attack: 2:1
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: 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

Size Category Examples


Big 0.1 Super-Light Snub Fighter; Personal Shuttle
Enormous 0.2 Light Bomber; Planetary Shuttle

Giant 0.3 Heavy Small Freighter; Superiority


Fighter
Colossal 0.4 Frigate Freighter; Missile Ship

Cruiser 0.5 Drone Host; Commercial


Freighter
Battleship 0.6 Capital Ship; Super Freighter
Object Type Well Radius The well radius given is for ships moving at
light speed. Multiply the time required by your
Small Moon 1 round
sub-light speed to find the amount of time you
Large Moon 2 rounds need to escape the gravity well. All values
Planetoid 3 rounds assume you are moving at full speed.

Life-bearing 4 rounds Working out your exact speed is not necessary,


Planet as all distances will be measured as if moving at
the speed of light- i.e. Light years- so you just
Gas Giant 5 rounds need to divide the time given by your sub-light
Small Star 1 minute speed.
Medium Star 2 minutes Your fold speed multiplies this speed by the
number given when folding through open space.
Large Star 3 minutes
Giant Star 4 minutes Module Effect Cost

Neutron Star D50 F-Type Fold X750 Fold Speed 4 10k


minutes A-Type Fold X1000 Fold Speed 5 50k
Black Hole D100 S-Type Fold X1250 Fold Speed 7 120k
minutes
X-Type Fold X1500 Fold Speed 9 250k
M-Type Fold X2000 Fold Speed 1 600k
1
Starship Costs
Every starship starts off as a frame, which by itself does nothing but take
punishment and hold modules. The larger the frame, the more modules it can
carry inside of it, and the more modules it has, the more it can do. Remember
that you must pay for both the frame and modules for a ship to work.

Frame Cost Manoeuvre/ Module Size


Mass Slots
Personal Shuttle 15k 9/11 4 Super Light
Escape Pod 20k 8/12 4 Super Light
Snub Fighter 30k 8/12 5 Super Light
Planetary Shuttle 25k 7/13 6 Light
Heavy Fighter 50k 7/13 8 Light
Bomber 60k 7/13 10 Light
Small Freighter 200k 6/14 15 Heavy
Yacht 360k 6/14 20 Heavy
Missile Ship 520k 5/15 25 Frigate
Freighter 600k 5/15 30 Frigate
Assault Ship 720k 4/16 35 Frigate
Drone Host 800k 3/17 40 Cruiser
Commercial Freighter 1.2m 3/17 60 Cruiser
Blockade Runner 1.6m 2/18 80 Cruiser
Super Freighter 5m 1/19 100 Battleship
Carrier 6m 1/19 120 Battleship
Capital Ship 10m 1/20 200 Battleship
Module Effect Slots Cost
Single Pulse Sub-light 0.4, requires 1 Power 1 10k
Engine
Twin Pulse Sub-light 0.6, requires 2 Power 2 25k
Engine
Impulse Engine Sub-light 0.8, requires 3 Power 3 60k
Flow Engine Sub-light 1.0, requires 4 Power 4 150k
Splash Engine Sub-light 1.2, requires 5 Power 5 400k
Life Support Supports 5 human-sized biologicals: 1+ 2k per
each slot doubles this number (stacking
exponentially), requires 1 Power
Weapon System 1 slot +1 per size category above 1+ 6k per
Medium, each weapon requires 1 Power
Tech Array 1 slot +1 per size category above Super- 1+ 10k
Light; uses Tech Points, each array per
requires 1 Power
Facility A Medical Bay, Workshop or other 1 6k
facility
Fusion Reactor Provides 2 points of power per slot 1+ 15k
Living Quarters Allows 1 person to survive onboard for 1+ 3k per
long trips: each slot doubles this number
(stacking exponentially)

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.

Size Physical Natural Base Action Multiple Damage Armour


Attack Weapon Initiative Area Resistance
Frigate 80 160 -40 50m 25 12
Battleship 100 200 -60 100m 30 14

The Importance of Piloting


A starship’s maximum defence and initiative bonus is limited to the
final skill bonus of the pilot’s Pilot secondary skill.
Module FROM TO
Shield -50% x2 Regen
Regen
Weapons Half Extra
Base Grade of
Damage Quality
Life Barely No effect
Support enough
to
survive
for 24
hrs
Engine Half +0.1
speed sublight

The above table lists the effect of


rerouting power away and towards
a module. You can’t ‘overcharge’ a
module with extra units of power,
Power it must be rerouted.
Rerouting for a long period of time
Starship Reactors generate Power every
can be dangerous. Modules that
round, which can be used to power a
have been rerouted power TO them
ship’s sub-light speed, shields, weapon
can suffer the effects of a long-term
systems, and a number of functions.
build up of power.
Power can be rerouted with an easy
For each minute of time that passes
computers or repair check (depending
while rerouting power TO a
on whether the character is using a
module, roll a d100. On a roll of a
computer or manually rerouting
01-05, the module short-circuits and
power), drawing most of the power
becomes damaged. Each minute
from one module and putting into
that passes the roll becomes 5
another.
points more difficult- 01-05
Each unit of power rerouted in a round becomes 01-10.
increases the check difficulty by two
Quality modules are not damaged,
grades. In a combat situation, this
but temporarily lose a grade of
check may be subject to the relevant
quality instead. This does not effect
penalties.
the number of modules they take
These effects are temporary, but once up.
rerouted, the bonus and penalty
remains in place until rerouted again.
Damage Targeting a Module
The difficulty of targeting a
Ships take damage as characters do,
module depends on what
applying their defence and AT to attacks,
percentage of the ship’s total
then subtracting the result from their life
modules it makes up.
points. Similarly, they receive critical hits
as characters do, when suffering 50% of
Percentage Attack Penalty
their remaining life points in a single blow,
or when a vital point is struck for 10% of <5% -100
their remaining life points. 5-10% -80
A ship’s reactor and bridge is considered 10-25% -60
to be a vital point for this purpose.
>25% -40
Additionally, specific modules may be
targeted to damage or destroy them.
Dealing 10% of the ship’s remaining life
points will inflict a special critical
dependent on the type of module attacked.

Module Hit Level of Failure Effect


Engine Per 10 -0.1 sublight
Weapons Fail Damaged condition
Life Support Fail As FROM table
Bridge Fail As Critical
Reactor Fail As Critical
Hull Per 20 Decompression in one area
What’s a credit worth?
Value Purchase

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.

Quality Cost Multiplier


-5 X0.5
+0 x1
+5 x20
+10 x50
+15 x100
+20 x200
Community Size Maximum
Purchase
Availability Village/Fuel 5k CR
Depot
Keep in mind that high quality
weapons and armour are difficult to Town/Mining 10k CR
come by. Even a +5 weapon Colony
represents decades of experience Minor 20k CR
and tens of thousands of credits of City/Orbital
investment beyond the simple cost Station
of purchase. Not every community
is capable of such a feat, much less Major City/ 50k CR
eager to do so. Deep Space
Station
Purchasing beyond these limits
requires special circumstances, such Metropolis/Pirat 200k CR
as an auction or unique trade deal. e Mega Station
Hub/Galactic 1m CR
Exchange

Note: When making a conversion from Beyond


Fantasy, assume a credit is worth 1 Silver Piece
Equipment
Rebreather Fire Extinguisher
A more advanced form of gas mask, Highly pressurized foam held
the rebreather filters out airborne tightly within a handy red
toxins and allows for a short time container. Extinguishes a 1m/1m
spent in zero atmosphere. The air area per round, and there are 10
supply will last 8 hours in areas applications inside each canister.
without oxygen, 24 in areas of low Cost: 20 CR
oxygen.
Cost: 50 CR Med-pack
In extensive use throughout the
Spray-on LCD galaxy, the humble medpack grants
Performs all the usual functions of a a +40 bonus to medicine checks to
monitor, on any surface and at any treat injury, poison or disease.
size. Higher quality versions grant a +20
Cost: 150 CR bonus per grade of quality.
Cost: 100 CR
PersoCom
Available in a variety of sizes, this NutriPAK
small computer performs all the Ubiquitous artificial food on the go,
functions you would expect of a NutriPAK is available in thousands
modern computer and more. of different flavours and
Cost: 300 CR surprisingly nutritious, though the
texture is worryingly consistent
PersoComs grant a +20 bonus to with cardboard.
Computers checks per grade of Cost: 1CR
additional quality.
Power Generator Power Cell
Constructed in a multitude of Smaller than a generator, and
different ways, power generators use without the tell-tale signature,
ionized water to produce energy. Note Power Cells store energy in a
that a fully fuelled power generator is complex series of compressed
fairly heavy (10kg), and produces a nanotubes. Provides one energy
distinctive energy signature that can unit for 10 rounds of use.
be read by most sensors at range with Recharging a cell is possible, but
an analysis check. More generators dangerous, and voids the
make a signature easier to read. warranty. After a recharge, a result
of 51-00 on a fumble causes the cell
Cost: 2k CR
to explode, inflicting damage as
Multitool per an Overloaded Power Source.
The quintessential tool, able to Cost: 50 CR
perform a vast array of electronic and
Portable Jamming Device (PJD)
mechanical tasks. Grants a +20 bonus
to all repair, security and forge tasks. A handheld, easily concealed
Each 5 points of quality improve this device that jams most forms of
bonus by 10 points. wireless communication. Requires
a Computers check to use and has
Cost: 750 CR
an effective range
500m. Higher quality versions jam at but they remain popular in arcades
an increased range (1km per grade of and in other public entertainment
quality) and grant a +10 bonus per areas.
grade of quality to the computers
Immersion feed is difficult to design,
check. The DM dictates the difficulty
requiring at least a very difficult
of the check depending on the
computers check to design simple
strength of the signal, from routine for
programs.
a children’s walkie-talkie to near
impossible for a planetary defence Cost: 50 CR per hour, 15k CR to own
alarm. A successful result jams all
OPTCAM
signals (including friendly ones) of
that grade or lower within the range. Cheap, ubiquitous security,
OPTCAMs function like modern
Cost: 4k CR
CCTV over a wireless or cable
Complete Immersion Chamber (CIC) network. Special programs and
connection to a CPU is required to
As often used for training as
recognise insignia, faces, weapons
entertainment, the CIC allows an
etc. Notice checks are considered to
individual to experience scripted
be made by the camera at a +20
events and view Immersion feed as if
bonus.
she were actually there. Expensive to
buy, and complicated to program, few
own a chamber, Cost: 20 CR
Weapons
Name Dam Speed Req Str Clip Range Special Cost
age Str

Holdout 30 20 3 7 4 Short Pistol 600


Light Pistol 40 10 4 7 8 Short Pistol 400
Heavy Pistol 50 0 5 9 8 Med Pistol 800
Machine 35 5 5 7 16 Short Burst; 1.8k
Pistol Pistol
Dart Pistol 20 20 2 5 8 Short Poison; 2k
Pistol
Flame Pistol 40 0 5 - 4 5m Immolate 2.4k
; Pistol
Rocket Pistol 80 -40 6 11 2 Med Blast 1m; 8.4k
Pistol
Hunting 60 -10 5 9 8 Long 1.6k
Rifle
Shotgun 70 -20 7 11 8 Short 1.2k
Assault Rifle 55 -15 6 9 16 Med Burst 4.8k
SMG 45 -5 6 9 16 Med Burst 3.6k
LMG 65 -25 7 11 16 Med Burst 6.4k
MG 75 -35 9 13 16 Med Burst 9.8k
HMG 95 -55 11 15 16 Med Burst 12.4k
Light AAR 80 -30 8 13 4 Long Blast 1m 8.6k
Heavy AAR 100 -50 10 15 4 Long Blast 3m 10k
Sniper Rifle 90 -40 7 13 4 Ext 7.4k
Name Dam Speed Req Str Clip Range Special Cost
age Str

Flame- 60 -20 6 - 4 10m Immolate 4.8k


thrower
Industrial 50 -5 7 11 8 Short Improvis 280
Rivetgun ed
Needler 40 10 4 7 8 Med Poison 6k
Machine 35 5 5 7 16 Short Burst 1.8k
Pistol
RPG 100 -80 9 15 2 Long Blast 5m 4.8k
Energy Pistol 50 0 5 - 8 Short Energy; 8k
Pistol
Energy Rifle 70 -20 7 - 8 Med Energy 12k
Adhesive - -20 5 11 4 Short Trapping 6k
Rifle
Compression 20 0 5 13 8 Short Knock- 4.2k
Rifle back
Beam Rifle 65 -25 7 - 16 Med Beam, 24k
Energy
Launcher - -20 6 11 - Long Grenade 1.2k
Rifle
Grenades and other Explosives

Name Damage Speed Range Special Cost

Frag Grenade 60 0 Thrown Blast 3m 400


ANAR Grenade 80 0 Thrown Ignore ½ AT 1k
CRYO Grenade 40 0 Thrown Freeze 1k
INC Grenade 40 0 Thrown Immolate 800
Pulse Grenade 80 0 Thrown Pulse 2.2k
Shock Trigger 40 0 Thrown Stun 1.4k
Impulse 20 0 Thrown Knockback 15 1.8k
Grenade
Render Mine 120 -100 Stationary Blast 5m 3.2k
Tear Gas - 0 Thrown PhR 140 1.6k
Incapacitate
10m
Flashbomb - 20 Thrown PhR 140 Blind 800
3m
Overloaded 50 0 Thrown Blast 3m; -
Power Source Improvised
Smoke Bomb - 0 Thrown Blast 10m; 100
Obscure
EMP Bomb - 0 Thrown Blast 10m; 400
Interference
Fusion Bomb 200 -100 Stationary Blast 20m 12k
Melee Weapons
Name Damage Speed Special Cost

Plasma Torch 20 0 Energy 2k


Breach Axe 60 -10 Ignores 2 AT 400
Longknife 40 10 Precise 240
Stunrod 40 -10 Stun 1.2k
Combat Gloves +10* -20* Unarmed 500
Power Fist +20* -40* Unarmed 6.2k
Industrial 80 -40 Improvised; Noisy 200
Chainsaw
Combat 90 -30 Noisy 4k
Chainsaw
Industrial 70 -50 Double Damage on Trapped 2.4k
Pincers Opponent; Precise
Industrial Drill 50 -40 Ignores 4 AT; Improvised; 400
Noisy
Whisperblade 50 0 Notice 80 or Partially Blind 1.4k
Power Claw +20* -40* Unarmed; Cut/Thrust 4.2k
Energy Blade 40 15 Energy; Precise 12k
Energy Sword 70 -35 Energy 28k
Weapon Upgrades
Sometimes called ‘Tactical
Upgrades’, these attachments
add versatility to a weapon
at the cost of speed.

Each upgrade chosen from


this list lowers the weapon’s
speed by 5 points.

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.

Conventional Firearms Only Non-Pistol Firearms Only


Cost: 1k CR Cost: 300 CR
Notable
Manufactories
DynaTech
A Human/Anlayis company
based on Veraya, DynaTech
specializes in designing state-of-
the-art computerised weapon
systems as well as a well
established reputation for
pushing the acceptable limits of
VI technology.
DynaTech equipment have a
fumble and open range two
points higher than normal (01-05
becomes 01-07 and 96-00
becomes 94-00).
Additionally, you can ignore half
the penalty to a skill or attack
from a single source with a
computers check with a
difficulty equal to the opponent’s Reaving weapons have a fumble one
defence or the normal difficulty point lower than normal.
of the check. This feature
requires a HUD to activate in Additionally, Reaving weapons reload
combat. one action faster than normal (becoming
passive if already one action), and never
Cost: 2x normal cost suffer a Break or Explodes result on a
fumble. Replace such a result with Jam.
Reaving
All this reliability comes at a cost,
More religious than corporate, however, as the heavy components slow
this Caius-owned manufactory the wielder somewhat, applying a -5
takes quality very seriously, penalty to speed.
putting out weapons on a case-
by-case basis, and threatens it’s Cost: 2x normal cost
employees with corporal
punishment for poor work. This Nightborn Industries
unusual setup appears to work, A Yed-ig consortium of considerable
for it produces reliable weapons influence, Nightborn specialize in covert
of the very highest quality every operations, and their equipment
time. demonstrate their mastery of subterfuge.
Nightborn weapons have very little weapon by 1 per grade of mastery the
muzzle flash or weapon trail. wielder possesses in that weapon
Attempts to detect their presence group.
have their difficulty increased by
two steps. Cost: 6x
Additionally, the final damage of Vanquisher
the weapon is increased by 50%
against an opponent who does not When the excrement hits the engine
know where the wielder is. exhaust, you’ll wish you had a
Vanquisher.
Nightborn armour improves Stealth
Fields, increasing the difficulty to Made notorious by a popular action-
spot them by one grade, and vid featuring a hard-bitten Karran
attempts to use the Hide or Stealth detective sharing his ‘culture’ with
skills normally receive a +20 bonus other aliens, Vanquisher weapons
per grade of quality. make up for what they lack in
subtlety in sheer firepower.
Cost: 4x
Vanquisher firearms apply a 1m blast
SynTale Masters Guild radius to their ammunition. If the
Innovation and perfection is the weapon already has a blast radius, it
mantra of SynTale, a Gla’ade increases by 50%.
society dedicated to designing the
Vanquisher weapons apply a +5
perfect weapon. They do not
bonus to base damage per grade of
take just any commission, and their
quality.
pride in their work evinces itself in
every piece they produce. All that firepower makes Vanquisher
weapons unwieldy however, and
SynTale weapons always possess they suffer a +1 penalty to their
the Precise quality, and increase the Required Strength.
open range of any
Cost: 3x
Purchasing Manufactory
Equipment
Difficult to come by, Manufactory It is not possible to stack
equipment often fetches a high price on Manufactory modifiers together on
worlds far from their place of origin. a single item, though you may use
On the planet of origin, a Manufactory separate equipment from different
object costs the same for purposes of manufactories together.
availability.
In the system of origin, a Manufactory
object costs double for the purposes of
availability and the cost multiplier is
increased by 1.
In the sector of origin, a Manufactory
object costs quadruple for the purposes
of availability, and the cost multiplier
is increased by 2.
Otherwise, a Manufactory object costs
ten times it’s usual amount for the
purposes of availability, and the cost
multiplier is increased by 4.
It is common for manufactory
equipment to be of an exceedingly high
quality. You do not multiply the
manufactory cost increase by quality
multipliers, you simply add the
multipliers arithmetically. For example,
a +5 quality DynaTech weapon would
cost 22x the weapon’s normal price.
Fumbles
When making a fumble with an attack Fixing a break requires components
roll while using a firearm, there is the worth 1/10th the cost of the weapon
chance that the weapon can jam, (taking into account any quality
break, or even worse- explode. When multipliers) and a difficult repair
fumbling with a firearm, consult the check, increasing in difficulty one
following table. grade per grade of quality.

Fumble Result Effect A weapon can be repaired with


lower quality components, but
01-40 As Normal functions at the lower quality until
41-60 Jam proper replacements are found.
61-80 Break Explode
81-00 Explode An explosive component overheats
and explodes, showering the wielder
Jam with heated shrapnel.
A Jammed weapon cannot fire until it The weapon explodes as if it were an
is fixed. You must make a repair check overloaded power source in the
of moderate difficulty to unjam it. wielder’s hands. It’s attack is
Remember that Combat modifiers to considered to be Absurd (180).
this check may apply in challenging
As you might expect, the weapon is
circumstances. Unjamming a weapon
ruined after an explode result.
takes an action per attempt.
A weapon may be rigged to jam,
Break
break or explode the first time it is
A crucial component in the weapon used with a moderate repair
overheats and breaks, leaving the check, increasing in difficulty one
weapon useless. grade per grade of quality.
Additional Weapons
Rules
The physical AT of all
archaic armour (pre-
modern) is halved against
attacks made by firearms.
Fully Automatic weapons
can attack a number of
metres up to 1/3 their
maximum clip size in a line
as a Full Automatic attack,
attacking everything within
that arc. The attack is made
at a -40 penalty and costs
half the maximum clip size
in ammunition. Everything
stepping into that arc
during that turn is also
attacked at the same
penalty.
Weapons whose Strength is
higher than the strength of
the enemy hit may knock
their target over. In such a The weapon must have hit and caused
case, both weapon and damage, and suffers a -3 to this test if it did
enemy must make an less than 100% damage.
opposed strength test. Knockback weapons always incur this test,
If the weapon beats the regardless of strength, and grant a +2 bonus
target by 3 or more, the to the weapon’s result.
opponent is knocked
prone. Reloading
If the weapon beats the
target by 6 or more, the Every projectile-based weapon has a set clip
opponent is knocked flying size, after which the character must reload.
back a number of metres Reloading time depends on the range of the
equal to the amount they weapon:
failed by, then falls prone.
Short 1 Active Actions
Medium 2 Active Actions
Long 3 Active Actions
Extreme 4 Active Actions
Counterattacking
Remember that only melee
weapons are capable of being
used in a counterattack. To
make a counterattack when
attacked in melee, you must be
wielding a melee weapon,
have a bayonet or similar
device attached, or possess a
natural weapon.

Bayonets deal 30 base damage


and have a +20 speed modifier.
They inflict a -10 penalty to
attack to whatever weapon
they are attached to. It is an
active action to attach or
remove a bayonet, and are
enhanced separately to the
weapon.

Alternatively, you may


counterattack with a melee
weapon in your offhand, an
Required Strength unarmed strike or a natural
Many firearms are too heavy or have too attack.
much recoil for a weak character to properly
use. For each point a character fails to meet Weapon Special
the required strength of a weapon, they Qualities
receive a cumulative -10 to initiative and
attack rolls.
Burst
Increased Size Burst weapons can target an
The same rules for increasing the size of a area instead of an individual.
weapon apply in Beyond Science as they did For each metre of radius you
in Beyond Fantasy. Larger weapons are often choose to attack, you receive a
used in weapon systems on vehicles and -20 penalty to attack, to a
mecha. maximum of 10m.

Quality and Resistance Immolate


Weapons that induce resistance checks Immolate weapons force an
increase the difficulty by 10 per grade of enemy hit by the attack to roll
quality. on the In Flames table, page 216
of the Core Anima rulebook.
Poison Trapping
Enemy hit must make a PhR check Traps enemies hit, using the weapon’s
against the damage dealt plus 40, strength for all relevant tests.
taking an all-action penalty equal to
the failure, and to all future Knock-back
applications of this poison. Failure Always forces enemies hit to make
by 80 or more knocks the enemy opposed knock-back tests. Weapon
unconscious. The penalty wears off receives a +2 bonus to these tests.
at a rate of 1 point per minute.
Beam
Blast The base damage of the weapon
Affects everything and everyone increases by 10 points per consecutive
within the blast radius. round it hits a specific enemy. Damage
resets if a round passes without the
Scope weapon hitting that enemy, even for no
After aiming with a weapon with a damage.
scope, you halve the penalty for
making a directed attack on the Grenade
next attack roll. Weapon fires a grenade, rather than
dealing damage directly.
Energy
Hits enemy on the Energy AT,
ignoring most forms of armour.
Freeze stunned for a number of rounds
Enemy hit must make a PhR check equal to the failure.
with a difficulty equal to the damage
Stun weapons do not deal life point
plus 40, taking a penalty to initiative
damage.
equal to the failure. Failing by 40 or
more inflicts minor paralysis, while Obscure
failing by 80 or more inflicts partial
Sight or shooting through obscured
paralysis. Penalties fade at rate of 1
area is considered ‘partially blind’.
per minute.
Sight or shooting through 6m of
obscured area is considered
Pulse
‘completely blind’. Special methods
Electrical equipment and robots hit
of vision, such as infrared can negate
with a pulse weapon must make a
this penalty. For twice the cost, an
PhR check with a difficulty equal to
obscure weapon can obscure one
the damage plus 40, Failing by 60 or
special method as well as normal
more causes the equipment or robot
sight (ie. Hot smoke obscures
to shut down, restarting in 1 minute.
thermal imaging).
Pulse weapons only deal damage to Interference
electrical equipment and robots.
Electronics are blocked out within
the affected area, preventing HUD
Stun
use and wireless communication
Enemy hit must make a PhR check
including giving commands to
with a difficulty equal to the damage
robots, much like a jammer, but
plus 40, losing an active action next
much smaller in range, and requires
round per 10 points of failure. Losing
no knowledge of computers.
more active actions than you have
results in being
Unarmed
Unarmed weapons apply a
damage bonus to your
unarmed damage, and their
penalty to your unarmed
speed.
You do not gain the benefit of
your unarmed modules to
combat manoeuvres while
wearing Unarmed weapons,
though you gain any other
benefit.
Improvised
Improvised weapons weren’t
designed for combat, and
suffer a non-proficiency
penalty when used.
The improvised weapon
module halves this penalty
but does not remove it
entirely.
DMs should consider any
object that wasn’t designed
for combat as a potential
improvised weapon.
Noisy
Noisy weapons are easily
heard, requiring a Routine
Notice check to hear if no
other modifiers are present.
Intervening doors, walls,
background noise etc. may
change the Notice check
required.
All Firearms are considered to
be Noisy as standard,
Infrared
Visibility and Light
The original night-fighting spectrum,
Not every form of light is visible to infrared sight allows you to see heat
the human eye. Some parts of the signatures and infrared beams of light,
spectrum, such as Infrared, or such as those commonly used in
Ultraviolet remain invisible to those remote controls and red dot targets.
without the means to detect them.
Ultraviolet
Poor visibility can drastically
reduce your chances of successfully An extremely versatile spectrum,
scoring a hit in combat. DMs may Ultraviolet sight allows you to notice
apply the partially obscured or organic substances against any
totally obscured penalty under such surface, spot ‘invisible’ fluorescent
circumstances. markings and see in what is total
darkness to others with an ultraviolet
For each mastery you possess in light.
Notice, and for each point you have
above 10 in Perception, the penalty
for poor visibility is reduced by 10
points, to a minimum of 0.
Armour
Armour Cut Impact Thrust Heat Ele Cold Ene Required

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

Trained Marksman Bodyguard


While aiming, you are treated as if You can defend someone else before
you have aimed for an additional or after your initiative, and take no
round. penalty to do so.
Cost: 40 Cost: 20

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

Reduce all Wear Armour


requirements for armour you
wear by 10. Additionally, you
may reduce the final damage
from blows you take by 5 points
when wearing any type of
armour.

You may take this module more


than once, but each additional
time requires you to have gained
a mastery in Wear Armour.

Cost: 40

Blackblood Initiate
Requires Mastery in Poisons

Increase the PhR difficulty of any


poison you craft and then use by
20.
Assault Training
At the creation of the poison, you
You gain the Shield Weapon Module. may choose a particular species to
When using a shield, you may declare effect, e.g. Human. When used on
one direction for it to face at the that species, the poison has twice
beginning of your turn. the normal effect (e.g. damage
When attacked from that direction by becomes x2 damage). Effects that
a ranged attack, your physical AT cannot be doubled have their
increases by 2 +1 per grade of quality onset time halved instead.
that the shield possesses. This bonus
stacks with armour. Cost: 40

Cost: 50 Blackblood Adept


Requires Blackblood Initiate; Two
Lightning Reflexes Masteries 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

Choose one benefit from the list


below each time you take Ancient
Style. You may take this module
multiple times.
Cost: 40

Aikido Hold Position


You suffer no penalties to combat You do not receive penalties for Taking
manoeuvres during a Fire during a turn where you do not
counterattack and may add twice move.
your opponent’s strength Cost: 30
modifier to your final unarmed
damage on a counter. Ghost-Step
You take no penalty to Stealth for full
Kung Fu movement.
You gain a +20 bonus to final Cost: 30
damage, unarmed attack, defence
or initiative. You may change Advanced Weapons Training
where this bonus is applied each Halve the penalty for using unfamiliar
round. equipment or weaponry.
Cost: 30
Muay Thai
You may add your strength Combat Technician
modifier to your unarmed base You suffer no penalty for attempting to
damage, and again to your repair equipment or vehicles during
unarmed final damage. combat.
Cost: 30
Misdirection
Halve the penalty to Hide in front of
someone.
Cost: 40
Training Packages Caius Headhunter
Rifle Module; Trained Marksman
Often a particular race or group Increase difficulty to be tracked two
will train their members in a steps
particular set of skills, a holistic Cost: 40
package rather than one aspect at a
time. Training packages are a Human Special Forces
larger investment, but each part of Mental Conditioning; Defensive Martial
the package will be cheaper, and Arts; Unarmed Module
often will have benefits greater Half effect from enemy coercion
than the sum of the whole. Cost: 50
You may only take one training
package at each level. Tuer’ii Peacekeeper
Assault Training; Bodyguard; Shotguns
Module
Gla’ade Celebrantte Ignore PhR checks of less than 80
Linguistic Training; Extreme Sports Cost: 80
Fanatic
Additional Racial Bonus (Cultures) Lupa Keeper
Cost: 60 Blackblood Initiate; Polearm Module
Immunity to Natural (not custom-made)
Karran Errant Poisons
Blades Module; Coolness under Cost: 50
Fire; Lightning Draw and In the
Face of Adversity (see Core Book
p267)
Cost: 80
Super-Heavy Armour
Lying somewhere between heavy
armour and Mecha class, super-
heavy armour or ‘Tactical
Battlesuits’ enable the most
experienced and well-off soldiers
the same kind of protection as
being behind six feet of steel.
Many sport exotic abilities and
defences, such as protective force-
fields, radar and power-
assistance, but their prohibitive
cost in both training to use and
expensive components leave
them out of the reach of the
ordinary soldier.

Any armour with a Wear Armour


requirement of more than 200,
unmodified by training modules
is classified as Super-Heavy
Armour.
Being Super-Heavy has a number
of benefits and restrictions.
Benefits:
Penalties:
Characters wearing super-heavy armour
The character using Super-Heavy are more difficult to knock over or trip.
Armour suffers a -40 penalty to They receive half their impact AT as a
initiative and any secondary skill bonus against such tests.
that would be affected by Natural Characters wearing super-heavy armour
Penalty in the Core Rulebook. no longer have a vulnerable point.
Similarly, the character suffers a - Attacks against the head or heart are
2 penalty to movement speed. treated as if they were normal attacks.

Neither penalty can be reduced Additionally, half of the Damage Barrier


by virtue of the character’s Wear they receive against conventional attacks
Armour. now applies against attacks that ignore it
(such as energy weapons or AT
reduction weapons).
Only cutting edge equipment that
Technology cannot be easily bought with credits will
Sufficiently advanced technology be found here- for everything else, see
may appear as magic to the the equipment section.
uninitiated, but for the properly
educated, it can mean the If you see the asterix symbol (*), then
difference between life and death. the technology requires a power source
This section details how players can to function. More asterixes mean more
use advanced technology to power is required.
improve their equipment and
construct prototype weapons and Inventor
droids. You may develop new technologies
using the Prototype Development
primary skill.
Cost: 20 TP

Massive Calibre (weapon)


+5/+10/+15 Final Damage
Cost: 10/30/50 TP

Carbide Matrix (armour)


+5/+10/+15 Damage Barrier
Cost: 10/30/50 TP

Digital Camouflage* (armour)


+40/+80 Hide
Cost: 10/30 TP

Polymer Mesh (armour)


+1/+2/+3 AT (two types)
Cost: 10/30/60 TP

Accelerator (weapon)
+1/+2/+3 Strength
Cost: 10/30/60 TP

Linear Compensator (weapon)


-10/-20/-30 Range Penalty
Cost: 10/30/60 TP

Custom Action (weapon)


+5/+10/+15 Speed
Cost: 10/30/60 TP
EX Rounds (ammunition)
1m blast radius
Cost: 30 TP

Gel Rounds (ammunition)


Non-Lethal
Cost: 20 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

Monoedge (weapon) Environmental Shielding* (armour)


Bladed weapons only, ignore Immunity to inclement weather
1/2/3 AT and increase final condition, the vacuum of space and low
damage 5/10/15 level radiation
Cost: 10/30/60 TP Cost: 40 TP

Ultraviolet Lenses* Power Assistance* (armour)


(equipment) Strength 9 or +1 strength
See enhanced spectrum Cost: 50 TP
(ultraviolet)
Cost: 20 TP Enhanced Power Assistance** (armour)
Strength 11 or +2 strength
Cost: 90 TP
AEX Rounds (ammunition)
3m blast radius
Cost: 50 TP

Tracer Rounds (ammunition)


+10 attack
Cost: 30 TP

Target Lock (equipment)


Requires HUD,
+10 attack on same opponent
attacked last turn
Cost: 10 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

Hollow Rounds (equipment)


+40 critical, -2 AT penetration
Ultimate Power Assistance** (armour) Cost: 20 TP
Strength 13 or +4 strength
Cost: 130 TP Hidden Compartment
(equipment)
Depleted Rounds (ammunition) Hidden compartment ¼ the size
Ignores 2 AT of the object it is placed in
Cost: 10 TP Cost: 10 TP

APDS Rounds (ammunition) Concealed Radiation


Ignores 4 AT (equipment)
Cost: 30 TP Conceals the signature given off
by a power source for 10 rounds
Infrared Lenses* (equipment) per minute. You may only have
See enhanced spectrum (infrared) one radiation concealment device
Cost: 20 TP per power source.
Cost: 20 TP
Magnified Targeting (equipment) Thermal Camouflage (armour)
Requires HUD You gain a +200 bonus to hide
Halve penalty to shoot beyond normal from infrared sensors or sight.
range when aiming for at least 1 round. Cost: 30 TP
Cost: 10 TP
Plasma Sheathe (weapon)
Electric Generator * (per grade) (weapon) Ignore 20/40/60 points of
Deal extra 10/20/30 electrical damage damage barrier. Melee weapons
with melee attack,, may stun opponent at only.
full damage dealt Cost: 10/30/50 TP
Cost: 10/30/50 TP
Cardio-Regulator (armour)
Thermal Sink (weapon) +10 PhR, increase regeneration
+10 speed, increase clip size 50% by 2 points and automatically
Cost: 40 TP stabilizes wearer when he is
between life and death.
Integrated Equipment (armour) Cost: 50 TP
Integrates a piece of equipment or
weaponry into a suit of armour. Miniature Power Source
Cost: 5 TP (equipment)
A miniature but stable fusion
Hidden Equipment (armour) reactor, producing 1 unit of
Conceals an already integrated piece of power with no telltale signature.
equipment or weaponry in a suit of Cost: 20 TP each
armour.
Cost: 10 TP
Flechette Rounds (ammunition) up to three times.
Doubles damage for purposes of Cost: 30TP
inflicting criticals only.
Cost: 20 TP Shield Capacitor (equipment)
Requires Personal Shield
Personal Shield * (equipment) Increases the maximum LP of a shield by
A 100LP shield, protecting the 100 points. This does not increase the
character at a defence of 140. Each shield’s regeneration rate.
round the shield takes no damage, This technology may be taken any
but still has power it regenerates number of times.
10LP, to a maximum of 100. Cost: 20 TP
Damage that exceeds the personal
shield’s LP is transferred to the Shield Regenerator * per grade
user. The maximum LP and (equipment)
regeneration is multiplied by 10 Requires Personal Shield
when placed on a starship instead Increases the LP regeneration of a shield
of a person. by 10 points per round. This increases
Cost: 40 TP the amount of power required by one
per regenerator technology.
Shield Projector * per grade Cost: 10 TP
(equipment)
Requires Personal Shield Power Recirculator (equipment)
Increases the defence of the shield Requires a power source, but does not
by one grade- from 140 to 180, or draw power
from 180 to 240, for example. This Recycles a point of power for use from
does not increase the LP of a every two a character uses in a round.
shield. Cost: 30 TP/50 TP for starships
This technology may be taken
High Yield Explosives
(equipment)
Characters regain the TP
from explosives after the
session they use them.
Explosives must be set with
timer or detonator. Cannot
be detonated on the same
round they are set. All TP
costs are for one explosive.

Damage 100 Blast 10m


Cost: 10 TP
Stealth Field Augmentation * (armour)
Requires Stealth Field
Damage 150 Blast 20m
Increases Hide check result to Almost
Cost: 30 TP
Impossible, and taking offensive actions
only reduces the check
Damage 200 Blast 30m
Result to difficult, instead of turning off.
Cost: 50 TP
Cost; 70 TP
Stealth Field Generator**
Nanoparticle Spray (equipment)
(armour)
A small steel capsule pecked with holes,
Grants an Absurd Hide
Nanoparticle spray detonates missiles,
result, irrespective of skill or
grenades and other explosives when
penalties, including being in
they move through the area of effect.
front of someone.
Detonation occurs at a distance of 4m
from point of blast, which may leave
Shooting or taking any other
targets in the area anyway.
offensive action ends the
field effect until your next
This technology must be activated to
round. Cannot be used in the
work, and lasts for 5 rounds before
same round as a Shield
disintegrating into a barely noticeable
Generator.
black powder, and can be activated 5
times before needing a refuel at a cost of
Cost: 50 TP
50CR.
Cost: 20 TP

Stealth Field Generators only


hide characters from the visible
spectrum. Ultraviolet or
Infrared sensors or sight will
still detect them.
consumption do not apply.
Cost: 40 TP

Vectored Thrusters (equipment)


Increases the Flight Value of the
attached Jetpack by 2/4/6 points,
to a maximum FV of 10.
Cost: 10/30/50 TP

Flash Suppressor (equipment)


Grants Immunity to Partial
Blindness caused by bright light,
and a +100 bonus against Total
Blindness caused by bright light.
Cost: 10 TP

Microfibre Pads (equipment)


Allows user to walk or climb sheer
surfaces at half normal speed.
Cost: 30 TP

Hacking Protocols (equipment)


Requires HUD
Hack as a Passive action.
Cost: 20 TP

Sensor Array (equipment)


Reactive Nanoparticles (equipment) Requires HUD
Requires Nanoparticle Spray Scan as if inside a Starship
Increases the range of detonation to Cost: 50 TP
8m, but quadruples the refuel cost.
Cost: 10 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.

In space, or if attached to vehicles,


these increases to power
Multi-Chamber (weapon) costing the tech points squared, an
You may assign two clips of hour per tech point and a repair
ammunition to a firearm, using only check to fix.
one at a time. It is a passive action to Creating technology takes the tech
switch between the two clips. points needed to use it squared in
Cost: 20 TP credits, a relevant secondary skill
check and two hours per tech point to
Composite Materials create.
The strength required to use the
modified firearm is reduced by 1,2 Purchasing or creating technology
or 3 points. does not mean you have the tech
Cost: 10/30/50 TP points to use it. Technology only
functions for you if you can invest the
tech points into it. If not, the
The Cost of Technology
technology either remains dormant
Purchasing new technology costs the
or breaks, as you do not yet
tech points needed to use it squared
understand how to maintain or use it
times 10 in Credits.
effectively.
Purchasing used technology costs the
At the beginning of each session, you
tech points needed to use it squared
may change the technology you use
times 5 in Credits, though any fumble
and reinvest points as you see fit.
made while using it will lead to the
technology breaking, Technology can be applied to other
characters as well as yourself, but
you can only sustain one particular
piece of equipment every time you
pay the technology cost.
Inventors with a mastery in
Prototype Development reduce the
time required by one half. Possessing
two masteries in that skill reduces the
time required by a further quarter.

Instead of gaining a Heritage


Point at a level up, you may
choose to receive an extra 50
Technology Points.
Genetics freaks by most societies, that has not
Originally intended to counter prevented a whole subculture of
disease and extend life, the science ‘Evolutionaries’ emerging throughout
of Genetics has developed to a the galaxy. In their minds, who you
point where an individual can have are is not determined by your birth,
near-total control of what his DNA but rather what you can change your
makes him. While many choose to code to be.
become smarter, stronger, better
Genetics is cheaper and easier than
looking, some go deeper,
cybernetics, but a more difficult route
questioning their own humanity
to power, as it builds upon what is
and becoming something else
already present, rather than replacing
entirely.
it.
While so-called ‘extreme’ Gene
Different planets will have different
Therapy, such as Splicing and other
rules regarding genetic manipulation.
modifications are illegal on many
The Lupa, for example, consider all
worlds, and those who voluntarily
genetic modification a blessing, while
allow themselves to be changed are
the Caidos consider it sacrilege.
considered to be
Splicing Additional Rules:

Splicing is the art of genetically Splicing bonuses are not subject to


combining two species to gain Attribute Bonus rules- the remaining
the benefits of both. Splicing is bonus is not halved once the attribute is
expensive, requiring both genetic increased above 10. Penalties will
abilities and advantage points, however, reduce your maximum.
but the results it produces are
superior. You may splice more than once, but add
all the requirement value of all previous
Splicing requires a minimum splices to the requirement of the new
constitution plus genetic splice you want to acquire, and requires
adaptation equal to or greater you gain the Spliced Advantage again.
than the requirement, and the
Spliced advantage. Racial bonuses are added to your normal
list, gaining a +10 to that secondary skill
every level.

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

Natural Poison Alacrity


Level 40 Poison+20 levels per grade +2 Movement
thereafter Can be taken twice.
Can be taken up to 3 times. Requirements: 6 per grade
Requirements: 7 per grade Cost: 1
Cost: 1
Flight
Increased Critical Natural Flight 6 +2 per grade
+20 critical with natural weapon thereafter
Can be taken up to 5 times. Can be taken up to 3 times.
Requirements: 6 per grade Requirements: 8 per grade
Cost: 1 Cost: 2

Tentacles Extra Heart


Trapping 8 +4 per grade thereafter +20 to physical resistance
Can be taken up to 3 times. Can be taken twice.
Requirements: 7 per grade Requirements: 5 per grade
Cost: 1 Cost: 1
Hive Mind
As Mental Communication at
Moderate Difficulty.
Can be taken once.
Requirements: 9
Cost: 3

Advanced Hive Mind


Requires Hive Mind
Improves result to Very
Difficult.
Can be taken once.
Requirements: 11
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

Perfect Physique Cold Tolerance


Increase Appearance to 10 Gain a Cold AT of 4, and a +80 to all
Can be taken once. physical resistance checks to resist cold
Requirements: 3 effects.
Cost: 1 Can be taken once
Requirements: 9
Heat Tolerance Cost: 1
Gain a Heat AT of 4, and a +80
to all physical resistance checks Electrical Resistance
to resist heat or fire effects. Gain a Electrical AT of 4, and a +80 to all
Can be taken once physical resistance checks to resist
Requirements: 9 electrical effects.
Cost: 1 Can be taken once
Requirements: 9
Cost: 1
Regeneration Spider-Walk
+2 regeneration Walk at half speed on walls/ceiling
Can be taken up to 3 times Can be taken once
Requirements: 5 per grade Requirements: 11
Cost: 1 Cost: 1

Armoured Skin Adrenal Glands


Physical AT +2 Activate with passive action to gain
Can be taken up to 3 times additional active action with +20 all
Requirements: 7 per grade action bonus at +20 initiative. Can be
Cost: 1 used once per minute.
Can be taken twice
Rending Requirements: 12 per grade
Natural Weapon ignores 2 AT Cost: 2
Can be taken up to 3 times
Requirements: 7 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.

Every combat drug has an effect, a


side-effect, an overdose effect and an
addiction rating. Using a combat
drug requires an active action
without an Auto-Injector (see the
technology chapter). The effect and
side-effect kicks in immediately, and
lasts for the stated duration.

Overdose occurs when you take a


particular combat drug again within
24 hours, or by taking it while still
under the effect of another combat
drug. Addiction checks are made the
second time you take a combat
The effects of addiction apply unless drug.
under the effect of the combat drug
or it’s overdose, and lasts until you
go for the stated time without taking
it again. Taking the combat drug
again resets the addiction withdrawal
time.

Addiction PhR to Withdrawal


Rating Resist Duration
I 100 1 week
II 140 2 weeks
III 180 1 month
IV 220 3 months
ProtoCardium Protein Redevelopment
Cardium only appears in it’s natural Stimulation (STIMMS)
form on Karran worlds, and is Ubiquitous but painful, supplies of
considered poison anywhere else. In STIMMS are kept in reserve by
a refined state, it accelerates the many major corporations.
metabolism and modifies signals
given off by pain receptors. Grants Regeneration 15 for 1 minute,
but does not restore limbs.
Gain Damage Resistance life points
equal to your Constitution x20. User is considered to be under the
While effected, your defence is Pain state while using STIMMS.
halved rather than negated due to
Damage Resistance, as if you were Overdose leads to double pain state,
Absorbing Blows. but no additional healing.

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.

At end of effect, user must make a


PhR check equal to half the number
of life points they gained. Each point
of failure inflicts a point of life point
burn.

Overdose leads to twice as many life


points being gained, which of course
means that the PhR to resist the
effect is twice as high..

ProtoCardium is Addictive Rating


III, and inflicts the Low Pain
Threshold disadvantage during
Withdrawal. Those with a naturally
Low Pain Threshold suffer x3 effect
instead of x2.
Transcenscion Transcenscion is addiction Rating II,
A little white pill marketed by the and inflicts the Exhausted disadvantage.
Yed’ig, Transcenscion causes the
normal limits the brain puts on the
muscles to degrade, massively
increasing their strength, at the cost
of safety.

Transcension increases the number


of fatigue points you can spend on
a single action to 5, and the bonus
granted by each point of fatigue is
increased to 25.

You must make a PhR check or take


an all-action penalty equal to the
failure level every time you use a
fatigue point this way. The
difficulty is equal to the bonus
gained.
Additionally, bonuses granted by a
high strength attribute double
during use.
The effect lasts for 10 minutes,

Overdosing requires a PhR check or


suffer 1 point of Strength burn per
10 points of failure.
Cybernetics
Cybernetics started as a way to
replace body parts that had been
damaged or destroyed, allowing
the user some semblance of their
former utility.
However, as technology grew
ever more advanced, prosthetics
began to outperform their
biological counterparts. The result
was that perfectly healthy people
began to choose to remove parts
of their body and replace them
with cybernetic versions.
Opinion of cybernetics differs
among alien groups. Some, such
as the Yed-ig and Karrans view it
with indifference, while others,
such as the Lupa and Purnata
hate anything related to
cybertechnology with a passion.
Others, such as the humans, ban
or allow cybernetics on a case-by-
case basis, allowing ones that
improve a lifestyle but banning
dangerous enhancements
The Anlayis however, see
cybernetics as the natural
progression of evolution, and
continue to sell enhancements,
even on planets where
enhancement is banned, leading
many humans to pick up
‘wetware’ from the Anlayis,
highly illegal cybernetics
designed to look and feel
completely natural.
Enhancements
To purchase an enhancement,
a character must first pay the
required amount of cybernetic
potential and possess a
cybernetic integrity bonus
equal to or exceeding the
integrity prerequisite.
There is a CR cost associated
with the enhancement as well,
but this is waived at character
creation.
Replacement limbs and
organs that are identical to the
character’s natural function
have no potential cost, and are
considered Grade 0.
You may replicate a cybernetic limb at the
All enhancements possess an same grade for 1 cybernetic potential extra,
AT of 4+their grade when rather than pay the cybernetic cost again (i.e.
attacked. buy two mechanical arms rather than one).
Each cybernetic enhancement CR costs are normal, however.
chips a piece of the user’s You cannot gain more limbs this way, if you
sense of identity as an organic naturally had more than 2 limbs of that type,
being away, meaning that the cost is 1 cybernetic potential per
heavily enhanced creatures additional limb.
have a difficult time
understanding and adapting Atrophied or destroyed limbs can be
to societal norms. replaced, but if a cybernetic negates a
disadvantage, you will lose an advantage
As such, characters suffer a -5 point or a heritage point.
penalty to all social skills per
cybernetic enhancement they The CR cost of cybernetic enhancements is
possess. equal to it’s cybernetic potential cost
multiplied by the integrity requirement,
multiplied by 100.
Note: Potential Costs and
Integrity Requirements are You may create cybernetic enhancements at
not cumulative. Upgrading 1/10th this cost with the Inventor Tech
an enhancement costs the Ability and the Mechanical Engineering
difference between the primary skill.
grades in potential.
Mechanical Hand Grade Effect Potent. Integ.
Originally designed for delicate I +40LP 1 9
surgical procedures, Mechanical
Hands offer precise and dextrous II +60LP 2 11
movement and hand-eye III +80LP 3 13
coordination.
IV +100LP 5 15
Grade Effect Potent. Integ. V +150LP 7 17
I DEX 9 1 8 VI +200LP 9 19
II DEX 10 2 10 VII +300LP 11 21
III DEX 11 3 12
Retinal Prosthesis
IV DEX 12 5 14
Available in a variety of spectral
V DEX 13 7 16 wavelengths, Retinal Prosthesis’ give
VI DEX 14 9 18 sight to the blind.

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.

Grade Effect Potent. Integ.


I MV 9 1 7
II MV 10 2 9
III MV 11 3 11
IV MV 12 5 13
V MV 13 7 15
VI MV 14 9 17
VII MV 15 11 19

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

A Search check reduces the III Absurd 9k


difficulty to notice wetware by one
grade. IV Near Impossible 16k
Protein Therapy Grade Effect Potent. Integ.
Capable of quickly and safely I +100 PhR 1 7
regenerating damaged tissue, vs gases;
Protein Therapy Implants are Aquatic
standard issue for many Breathing
commando units. 1 hour
Unlike natural regeneration, II Immunity 2 9
Protein Therapy cannot reattach or to Gas
regrow missing limbs, only heal effects;
damage. Resist
Decompre
Grade Effect Potent. Integ. ssion for 1
minute
I Regen 4 1 9
II Regen 6 2 11
III Regen 8 3 13 Spring Legs Upgrade
IV Regen 10 5 15 Enhances a character’s Mechanical
Legs, allowing them to make
V Regen 12 7 17
incredible leaps easily and reliably.
VI Regen 14 9 19
VII Regen 16 11 21
Grade Effect Potent. Integ.
Implanted Rebreather I Jump 180 1 7
A lifesaver in toxic conditions, the II Jump 280 2 11
Implanted Rebreather does the
work of an additional lung, filtering
out chemicals and oxygenating
blood.

Secondary Skill Upgrades,


such as the Spring Legs
replace a character’s
secondary skill, rather
than adding to it. You may
still roll normally,
however, and gain the
benefits of any masteries
you have in that skill.
Social Interaction Enhancement
A favourite of unscrupulous politicians,
celebrities and negotiators, the Social
Interaction Enhancement monitors the
breathing, heart-rate and other tell-tale
signs of emotional change to the user.
Programmed for use on any sentient
species, it grants a bonus on social skills
when within line of sight.

Grade Effect Potent. Integ.


I +40 1 7
Social
Skills
II +60 2 9
Social
Skills
III +80 3 11
Social
Skills
IV +120 5 13
Social
Skills

Synthetic Pheromones Upgrade


If a target is successfully effected,
Not content to simply analyse attempts to influence him with
emotion, users of the SIE cybernetic social skills are made easier by
use tailored pheromone packages to two steps.
assist them in delicate social
situations. A release of Pheromones require
an Acute Sense (smell) to detect.
Pheromones work as a very potent The noise of the nanotube
inhaled poison, delivered invisibly at dispensers can be heard with an
short range. Impossible Notice check
(hearing).
Grade Effect Potent. Integ.
I PhR 200 1 9
II PhR 300 2 13
Mechanical Arm
Popular with construction
workers and soldiers, mechanical
arms offer massively increased
strength without overly affecting
the body’s natural functions.
In addition to the listed strength,
a mechanical arm is treated as a
Natural Weapon, and is fitted
with a Grade 0 mechanical hand
at no cost.

Grade Effect Potent. Integ.


I STR 9 1 7
II STR 10 2 9
III STR 11 3 11
IV STR 12 5 13
V STR 13 7 15
VI STR 14 9 17
VII STR 15 11 19
Robotics Frame
Robots are machines designed to Size Check Manoeuvre/
perform a task independently of the Mass
user. A character may use robots as Miniscule 180 7/3
assistants, guards or even as mecha.
Tiny 20 6/6
A Robot’s physical characteristics are
dependent upon it’s Frame, while it’s Medium 40 5/9
mental characteristics (if any) are Big 80 4/11
dependent upon it’s AI.
Enormous 120 3/14
A character can build a Frame with a Giant 140 2/17
Mechanical Engineering check, and an
AI with an Artificial Intelligence Colossal 180 1/20
check. Creating a frame requires
access to robotic components and AI
relevant tools, while creating an AI
requires a useable computer and a Check Development
data disc. Points

Creating a Frame costs the Mechanical 80 100


Engineering check squared, while 120 150
creating an AI costs nothing. Both
160 200
require a number of hours work equal
to the check. As with Inventor, each 200 250
mastery in the relevant skill reduces 240 300
the time required to build it.
280 400
To a frame cost, components may be
added, which increase the Mechanical 320 500
Engineering check required to create 360 600
it, and the subsequent cost.
All primary and secondary skills cost 2:1 for an
AI. They may not take Genetic or Cybernetic
skills. They may purchase Training Modules as
normal, however.
Components
Pilot (Big or Larger Frames Only) Technology/Equipment Array
Adds a piloting compartment to the Allows a single piece of
frame, allowing it to be manually technology/equipment to be added to
controlled from inside. the frame. It is considered to be part of
Cost; 40 the robot thereon.
Cost: 5
Loadbearing Joints
Increases the frame’s strength by one Weapon System
point. Allows a single weapon of equivalent
Cost: 20 size to be added to the frame. A robot
does not have to ‘draw’ a weapon
Composite Construction system, and is always considered
Increases the frame’s agility by one armed.
point. Cost: 10
Cost: 20
Additional Limbs (arms)
Gimballed Joints Adds two additional arms to the
Increases the frame’s dexterity by one chassis.
point. Cost: 40
Cost: 20
Additional Limbs (legs)
Hardened Chassis Adds two additional legs to the chassis.
Increases the frame’s constitution by Cost: 20
one point.
Cost: 20
Program Packages
Assassin Package
Advanced Weapon Training module
Add Intelligence modifier to all Attack
rolls
Cost: 40 DP
Protocol Package
Linguistic Training module
Add Intelligence modifier to all Social
Field skills
Cost: 20 DP
Sensor Package
Halve all penalties for distance
Add Intelligence modifier to all
Artificial Intelligence Perceptive Field skills
A robot’s AI may be spent on Mental Cost: 30 DP
Characteristics, Combat and
Secondary skills. They may not Firewall Package
purchase technological skills, and do Locks out after failed hacking attempt
not receive heritage points, class for a determined period of time.
bonuses,
Add twice Intelligence modifier to
Mental Characteristics must be hacking difficulty
purchased using Table 81
(Characteristics in Magical Beings) Cost: 20 DP
from the Core Rulebook. Computerized Package
An AI’s willpower characteristic Hacking Protocol module
increases the difficulty to hack it. Add
twice the AI’s willpower modifier to Add Intelligence modifier (again, if
it’s difficulty when an attempt is necessary) to all Technical Field skills.
made. Cost: 40 DP
As you might expect, AI’s can
specialize in certain tasks. For the
listed cost in DP, an AI may have a
Program Package, allowing it to
perform specific tasks more easily. An
AI can have as many Program
Packages as it can afford.
Mecha
Simply put, a Mecha is a (usually While piloted, a mech uses the pilot’s
humanoid-shaped) robot you can defence and initiative as modified by
pilot. Part-vehicle, part it’s size as if it were it’s own. A pilot
automaton, Mecha are prized for may choose to use the weapons or
the versatility and protection that sensor systems, using his own attack
they bring to the pilot within. and perception-based skills, or leave
it to the AI, if the mecha has one. He
Their cost, however, is may not roll twice and choose the
prohibitive, and often have better result!
weaker armour or weapons than
a vehicle or starship of equivalent While being piloted, a mecha’s
size, leading many militaries to piloting compartment is considered
use only smaller versions to to be a vulnerable point. Destroying
support squads of footsoldiers. the robot this way requires the pilot
Adding the Pilot component to a to make a separate critical damage
frame is all that is necessary to PhR at the same difficulty as the
turn a robot into a mecha. mecha.
Hacking Hacking or Artificial Intelligence
check is made. Success by less than 40
Hacking into a robot without an AI is
confuses the AI, and it makes no
easy, you just need to connect to it
actions this turn. Success by more
with a computer. Most AI-less robots
than 40 allows the winner to
require a direct connection via cable
command the AI this turn. Success by
to do this, leading many engineers
more than 80 induces a lockout, and
secure the access panel at the back
prevents the loser from making
with locks and other security
another attempt for a pre-set amount
measures. Since robots have only one
of time, set at creation, usually a
access point, only one person may
minute.
attempt to do this.
Hacking an AI is more in-depth,
Access Panels (Security)
requiring a connection and a hacking
check with a difficulty equal to the Type Cost Access
result needed to create the AI.
Successfully hacking an AI allows Unprotected None Routine
you to give it commands as if you Basic 50 Moderate
were it’s owner and edit or remove
Advanced 200 Difficult
existing instructions.
Expert 1k Very
If more than one person is trying to Difficult
command an AI- e.g. two hackers, or
one hacker and the rightful owner- an Master 10k Absurd
opposed Welded Shut None Wireless
Only
Heritage Survival of the Fittest 2pts

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

Your ancestors weren’t the smartest or


the strongest of their race, their true
strength was their persistence and
determination to never give up.

You ignore the penalty for the fear


effect, and take half effect from
terror. Additionally, you add your
power modifier to all mental
resistance checks.
Your ancestors specialized in making sure
others met theirs.
After dropping an opponent to 0LP, you
gain your power modifier as a bonus to
initiative and attack for the rest of this
and your next turn.
Child of Karras 2pts
Your ancestors believed life to be the ultimate
competition, and they aimed to win.
You ignore your power modifier worth
of penalties when rolling percentile dice.
Accidents and Hazards Gravity
Zero gravity inflicts a -40 all
action penalty, while low gravity
The universe is a dangerous place for the
inflicts a -20 all action penalty.
unprepared. Acid, killer plants and low
High gravity halves each
gravity represent new threats for
character’s derived lift capacity
adventurers to face.
and movement speed.
Acid
Radiation
Powerful acids or alkali can cause serious,
Radiation causes an all action
long-lasting damage to characters.
penalty equal to the amount the
Significant contact (ie. splashed) causes
character fails the Physical
damage equal to the amount the character
Resistance check by, and a -1 to
failed her PhR by. Total immersion causes
all physical attributes per 10
double the failure rate in life point
points of failure. Radiation
damage.
poisoning must be treated with a
Visibility medicine check, and does not
heal naturally.
Areas of low visibility require perception
tests to see through. Notice checks and Vacuum
attack rolls suffer a -20 penalty per point
The cold vacuum of space is not
of failure.
a safe place to be. Unprotected,
characters take a PhR check of 40
every round, taking damage
equal to the failure. The
difficulty increases by 20 for each
additional round thereafter.
Breathing apparatus reduces the
difficulty by half, and wearing
an environmental suit negates
this effect.
Overcoming Death 10 masteries worth, at least 1 mastery
per member.
For high level or wealthy characters
in Beyond Science, even death may Third, you need the body of the
not be final. With sufficient character, mostly intact. Organs can be
resources, technology and replaced, but the more you lose, the
disrespect for the natural order, more difficult the procedure is. More
characters can be rebuilt. difficult procedures cost more, require
more from their team and cause more
First you need a scientific facility strain on the character.
equipped for the task, it must have
dedicated facilities at least 10 The Lead Scientist makes three skill
million credits in value. checks at the end of the project- one for
Science, Medicine and Technology.
Second, you need a lead scientist The dead character must make three
and team. The lead scientist must constitution checks. To revive without
have at least 2 levels of mastery in incident, all three must be passed.
Science, Medicine and Technology.
The team must have a combined If any fail any of these, consult the next
skill total in each these three fields page…
of at least

Condition Secondary Constitution Procedure


of Body Skill Check Cost
Difficulty Difficulty
Intact 280 10 25k CR

Minor 320 12 50k CR


Damage
Significant 440 14 100k CR
Damage
Playing God
Some forces were never meant
to be tampered with, and even
the most cunning and
insightful discover more than
they bargain for. These forces
rarely work in the favour of
those that would subvert
natural laws.
Failing a Secondary Skill
If the lead scientist’s secondary
skill check fails to meet the
target number, the constitution
check required by the character
to be resurrected is increased
by 1 for every 20 points the
lead scientist failed by.
Failing a Constitution Check
If the character fails one or two
of the constitution check, it can
have a significant effect on his
faculties. Roll on the following
table for each failed check.

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

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