Rimward Classes v2.3
Rimward Classes v2.3
0
CRIMINAL LOADOUTS
Civilian Clothes (AP 1), Portable Computer
Terminal, HUD, Satchel, Caffeine Pills
from the reach of
anything resembling Civilian Clothes (AP 1), Bioscanner,
1 Electronic Tool Set, Lockpick Set,
government oversight or Screwdriver
corporate control.
Standard Crew Attire (AP 1), Revolver (12
Criminal enterprises 2 shots), Binoculars, Stun Baton
have found fertile
ground to grow in these Heavy Duty Work Clothes (AP 2), Tranq
3 Pistol (6 shots), Drill, Lockpick Set, Forged
far reaches, and the desperate or ID Badge
unscrupulous flock to them.
Vaccsuit (AP3), Laser Cutter (charged),
4 Crowbar, Chemlight (x5)
Stats & Saves Skills
Vaccsuit (AP3), SMG (2 shots), Mag Boots,
+5 Strength OR +5 Rimwise, Computers 5 Satchel, Recreational Drugs (12 doses)
Speed OR Chemistry
+5 Combat Bonus: 1 Expert skill Salvaged Armor (AP 4), Rigging gun,
OR 2 trained skills 6
+10 Body Save Infrared Goggles, Electronic Tool Kit
0
ROBOT LOADOUTS
Mop and bucket, cleaning chemicals, hi-viz
vest (AP 1), personal locator
old model mechanical
automatons are still in 1 Mag boots, short range comms, nail gun
service, the new human- (32 shots), assorted toolkit
like androids being too
Hand welder, rigging gun (2 shots), radio
expensive or untrusted. 2 jammer, explosives and detonator
Their toughness is
testament to their SMG (10 shots), Body cam, sunglasses,
original functions, but their old model logic 3 Razor mohawk, brightly spray-painted
body
cores are not sophisticated and they are
far past their warranty expiration. Robots 4 Flamethrower (4 shots), bioscanner, rat
don’t need to breathe or wear vaccsuits. poison (5 doses), gas mask (decorative)
1
RANGER Rangers are the ones
D10 RANGER LOADOUTS
Standard Crew Attire (AP 1), Combat Knife
0 (1d10 DMG), Binoculars, Long Range
they send to set foot on Comms, Emergency Beacon
new worlds, answer Heavy Duty Work Clothes (AP 2), Hand
distress calls, or 1 Welder, Crowbar, Bioscanner
otherwise be a first
responder. Most rangers Fatigues (AP 2), Vibechete, MoHab Unit,
2 Water Filtration Device, Flashlight
end up dying in horrible
ways. The ones that Vaccsuit (AP 3), SMG (3 shots), HUD, Drone
3
survive tend to be tough enough to live (recon)
through anything the universe throws at Vaccsuit (AP 3), Tranq Gun (6 shots),
them. 4 Bioscanner, Medscanner, First Aid Kit, Pain
Pills
Stats & Saves Skills Vaccsuit (AP 3), Rigging Gun, Hand Welder,
5
+10 Speed Botany, Wilderness Paracord, Patch Kit (x2)
+5 Intellect Survival, Field Hazard Suit (AP 5), Revolver (12 shots),
+5 Body Save Medicine 6 Bioscanner, Geiger Counter, Radiation Pills
+5 Fear Save Bonus: 2 Trained (x5)
Skills Hazard Suit (AP 5), Combat Shotgun (8
7 shots), MoHab Unit, Combat Knife (as
Scalpel), Water Filtration Device
Trauma Response Hazard Suit (AP 5), Foam Gun (3 shots),
8 Boarding Axe, Folding Stretcher, First Aid
Once per session when you Panic, you can Kit
choose to take 2 stress instead.
Standard Battle Dress (AP 7), Pulse Rifle (3
9 shots), Body Cam, Flare Gun (2 shots)
2
PSYCHIC D10 PSYCHIC LOADOUTS
Stats & Saves Skills Vaccsuit (AP 3), Mag Boots, Patch Kit,
5 Chemlight (x5)
+20 Intellect Linguistics,
+30 Fear Save Psychology Vaccsuit (AP 3), Nail Gun (32 shots),
Bonus: 1 Expert or 2 6
-10 Sanity Save Crowbar
Trained Skills plus
Psionics* Experimental Psi Suit (AP 4, Increase range
7 of psi effects one range until broken),
Trauma Response Stimpak (x1), Body Cam, Personal Locator
While your Stress is 10 or higher, your Salvaged Armor (AP 4), Vibechete, Water
8
Psionics rolls are at [-]* Filtration Device, MRE (x7)
EMISSARY D10
0
EMISSARY LOADOUTS
Standard crew attire, part of your skin and
can’t be removed (DR 1).
Somewhere at the edge
of the known Rim you 1 Void glass knife. Can sever emotional
were reborn, rebuilt, or bonds and excise memories.
maybe created whole Revolver, deals no DMG but causes the
cloth, found only with a 2 target to fall unconscious for 2d10 rounds.
Fires 6 shots then never works again.
strange item. By what,
you don’t remember, but Uniform with Company logo (the logo is
3
you’re pretty sure they wrong). Never gets dirty or torn (AP 1).
are watching through your eyes with cold A radio, brightly colored like a children’s
curiosity. Human by all accounts. You have toy. Signals aren’t detected by normal
4 comms. Receiving, you get messages from
your doubts. the recently deceased.
Vaccsuit (The oxygen tanks are filled with
Stats & Saves Skills 5 spongiform flesh. Always provides air if
+30 All Saves Sophontology and fed. AP 3).
Xenoesotericism (no Clothes of overlapping organic onionskin
prerequisite skills) 6 (AP 3). Regenerates AP after 54.6 hours.
2 Trained skills Two metallic marbles suspended an inch
1 Psionic ability*. 7 apart. No amount of force can separate or
Manifests as alien compress them.
technology.
Full face insectoid helmet. Wearing it
Trauma Response 8 deprives all sensation.
You are unaffected by other player’s trauma
responses. Standard battle dress (AP 7).
9 Autonomously moves and wraps you in a
*See Psionics on next page loving embrace at a command.
3
PSIONICS
Psychics get a new stat: Potential. Roll 2d10 + 10 to determine your starting score.
Keep note of this value, as it will temporarily decrease as you use your abilities.
When you want to use your power roll 1d100 under your Potential. On a success it
works as planned, but drains your energy: reduce your Potential by the amount rolled.
This is fully recovered with rest. On a failure you over-extend your abilities: It works but
you gain 1 Stress and all your Potential is drained until you rest.
A critical success indicates an increase in ability: it works better than expected and you
increase your max Potential by 1d10. A critical failure means psychic blocks or scarring:
your ability goes catastrophically wrong and you decrease your max Potential by 1d10.
If your max Potential ever reaches zero, you lose all psychic capabilities forever.
Psionic Abilities: Every psychic has specific abilities, and unlock more with increasing
power. Roll on the abilities table a number of times equal to the tens digit of your
Potential. If you roll a repeat ability it gets stronger by a level. If your Potential’s tens
digit increases, roll a new ability or level up an existing one. You do not lose these
abilities even if your max Potential decreases.
D10 ABILITY LEVEL I LEVEL II LEVEL III
You project into
Your mind can wander Hyperspace. Gain 1d5
Your projection range
0 Astral Projection separate from your body Stress and ask the Warden
increases to Extreme.
within Long range. one question they answer
truthfully.
Roll 1d100 and note the You may use your You may transpose the
1 Clairvoyance result, which you may use in pre-rolled result for numbers of your pre-rolled
place of a future roll. another character. result when rolled.
2 Energy Healing You can heal 1d10 HP or 1 You heal 1d10 HP You heal to max HP and
Stress. and 1 Stress. 1d5 Stress.
You conjure an illusion in The minds of those seeing
the minds of people within You can project up to your illusions treat them as
3 Illusions Close range. Does not work Long range. real, and are physically
on Androids. affected by them.
You control one
Manipulate the mind of
another person you are in person within Close You control up to 1d5+1
4 Mind Control* range. If they suffer people in Close range.
physical contact with,
bending them to your will. harm the connection (Roll each time)
breaks.
You render invisibility You focus existing light into
You bend light, shaping
pools of light and shadow to a person or object a weapon, blinding those
5 Photokinesis in Close range, with eyes and dealing
in Close range. including yourself. 1d10 DMG.
You start fires with your You can increase You may invert your
mind within Close range.
6 Pyrokinesis range to Long or deal power, freezing instead of
This deals Burning +1 (as Burning +2. burning.
Bleeding).
You move an object within You move an object You move a heavy object
Close distance with your within Long range. It
mind. It can be no heavier can be up to twice as (up to 5x what you can
7 Telekinesis carry) or 1d5 separate
than what you can heavy as what you objects within Long range.
physically carry. can carry.
You read deeper
You read surface level at Adjacent You read deeper thoughts
thoughts and communicate thoughts at Long range or up to 1d5
8 Telepathy without speaking in range OR read different people at Close
surface thoughts in
Adjacent range. range.
Close range.
You teleport yourself within
Long range. If teleporting to You can teleport You can teleport both
a point you can’t see, there yourself or another yourself and one other
9 Teleportation is a 50% chance you person or object within
person or object.
teleport yourself into a wall Long range.
or other danger.
*Check in with your group about mind controlling effects. If it makes anyone uncomfortable,
remove or change this option.
4
RIMWARD WEAPONS
D10 WEAPON COST RANGE DAMAGE SHOTS WOUND SPECIAL
Bleeding/ Re-purposed industrial sprayer.
0 Acid Sprayer 500cr Close 2d10 DMG 4 Fire Deals Double DMG to armor.
Body save or all rolls at [-]. Crit
fail is stunned for 1d5 rounds.
1 Biostunner 1kcr Adjacent N/A 6 N/A Only works on organic
organisms.
Re-purposed electromagnet.
2 Mag Gun 400cr Close N/A 4 N/A Pulls all loose metal objects in
Close range toward it.
Pressure or motion sensor. Fires
Nanowire a tangle of monofiliment around
3 1.2kcr Adjacent 4d10 DMG 1 Gore
Mine body. Further movement deals
1d10 DMG.
Target can’t move until cut free.
500cr for electrified net ammo.
4 Net Gun 250cr Close N/A 1 N/A Body save or stunned for 1d5
rounds.
Unwisely modified. 30% chance
Overcharged 1.3kcr 2d10 [+] each shot to jam. 10% chance
5 Long 5 Gunshot
SMG DMG explodes, dealing 1d10 DMG to
user.
Pocket Two sawed-off barrels,
6 1kcr Close 3d10 DMG 2 Gunshot
Shotgun concealable.
Ammo cost is halved. Can turn
Scrap
7 2kcr Long 2d10 DMG 6 Gunshot loose metal into ammo in 1d5
Flechette rounds.
If DMG dealt: enemy must Body
save or be unconscious 1d10
8 Tranq Rifle 500cr Long 1d5 DMG 5 Blunt force rounds. Toxin ammo 2kcr.
Enemy takes a Wound in 1d5
rounds.
Fatal in Extreme range or closer.
Fire/
Warp Core 1d10 Explosive[+] 15% chance of ripping open a
9 1.5mcr Extreme 1
Bomb MDMG or Gore [+] hole in Hyperspace for 1d10
hours.
RIMWARD EQUIPMENT
D10 ITEM COST DESCRIPTION
Deprograms androids and robots, removing original commands and fail-
0 Chainbreaker 2kcr safes.
Retrieves data from terminal ports, destroying port. When used on a
1 Data Knife 5kcr subdued Android, copies logic core and destroys original. Logic core can be
communicated with via interface. Can hold one logic core at a time.
Decoy
2 200cr Emits sounds of talking, laughter, yelling, or screams for 1d10+5 rounds.
Grenade
Disposable 5kcr As Salvage drone, but can only fit one add-on equipment and when battery
3 Drone expended cannot be recharged.
Dream 250cr Records your dreams, and can holographically project the recording. Can
4 Projector hold one dream at a time.
Holograffiti 100cr Disposable button holo-projector emits pre-programmed image for 1d5
5 Emitter days.
Holo-jewelry 500cr Projects programmed images of necklaces, bracelets, rings, etc. Especially
6 favored in jobs where wearing real items is dangerous.
7 ID Cloner 10kcr Copies an ID or security card when held Adjacent to it for 10 minutes.
5kcr Small synth-pet often used for surveillance in low class stations and
8 Synth Rat settlements. I:30 W:1, 1 Trained skill.
Haptic feedback gloves let you play music simply by making the movements
Synthesizer
9 1.5kcr of playing an instrument. Can interface with HUD or OGRE giving visual
Glove cues to the wearer or audience.
5
RIMWARD VEHICLES
KALITEC “TRAVELER” TOMIDA “HELIX”
25KCR 30KCR
SPHERECYCLE TECHNICAL
DR:1 AP:5 WOUNDS: 2(5) DR:1 AP:5 WOUNDS: 2(15)
Top Speed: 240kph/ Crew Capacity: 2 Top Speed: 160kph/ Crew Capacity: 4
150mph 100mph
Can Travel For: 1 week Can Travel For: 1 week
Description: Patented pan-directional spherical Description: These basic utility platforms
“wheels” move this bike over a variety of terrain. converted to ad-hoc military vehicles enjoy
Comes with small cargo storage. Optional popularity throughout the Rim for their durability
sidecar expansion can be purchased for an and cost. Mount a GPMG for an additional 10kcr.
additional 5kcr, increasing rider capacity to three.
TUG
Tugs are small, inter-system craft used to tow large ships into ports. They have frequently
been retrofitted to a number of purposes, including piracy and smuggling. Their
diminutive size means they rely on the element of surprise. Standard Tugs can’t make
Jumps, although they can be upgraded with Jump drives.
TUG
25 05 15 5 4 3 2
1
THRUSTERS BATTLE SYSTEMS
Cost: 60mcr Hull: 0
Crew Capacity 6 Cryopods 4 TUG DECKPLAN
Fuel Capacity 10 Escape Pods 0 1 Airlock. Main entry.
0/1 Hardpoints Bonus 2 Command and Habitat. Small
No Weapons Installed. piloting deck.
Megadamage 0* (Base 1)
1/2 Upgrades
3 Cryochamber. With four cryopods.
Magnetic Towing Clamps. 4 Life Support and Engineering. O2
This ship must have a weapon and utilities.
installed to deal 1 MDMG 5 Reactor. Mini-nuke reactor suitable for
small craft. Level 1 (trace) Radiation.
6
RIM ENCOUNTERS
D100 ENCOUNTER
00 An old friend. They have a job for you.
10-12 Two evangelists of a fringe religion. They press a flier (real paper, homemade) into your hands.
A bounty hunter checking a portable terminal. C:55 Pulse Rifle 3d10 DMG or Net Gun I:35
13-15 AP:7 W:3.
16-19 2d10 rowdy miners on leave, black encrusted hands. C:25 fists 1d5 DMG I:25 W:2.
20-23 Uptight corpo agent trying not to look like a corpo agent.
28-31 Scientific expedition team reading for a mission. One scientist, two assistants, two rangers
(C:50 Pulse Rifle 3d10 DMG or Tranq Rifle 1d5 DMG I:45 W:2).
32-35 Smuggler in a battered flight jacket chatting up a customer.
40-43 A dealer leaning nonchalantly. Two goons nearby C:30 Revolver 1d10+1 DMG I:20 W:2.
44-47 1d5+1 Pirates C:40 Overcharged SMG 2d10[+] DMG I: 20 AP:3 W:3
48-51 A talkative academic going on about alien runes. An enormous silent bodyguard endures the
torrent on information C:35 Handgun 1d10 DMG or brass knuckles 1d5 DMG I:25 AP:3 W:3.
52-55 1d10 Resistance forces, cloaked in tattered beige robes C:40 SMG 2d10 DMG I:30 AP:5 W:2.
A Synthetic Liberation Front android spray painting a complex symbol on a wall. Viewing it
56-59 triggers a Sanity save in humans. Underneath: “Built but not owned.”
60-63 1d5 Street urchins, curious, cajoling, begging. 50% chance they attempt to pickpocket you.
64-67 Three robot work crew, welding enormous steel plates back into place.
83-85 3d10 singing festival goers adorned in brightly colored flowing cloth.