- INTRODUCTION
- Astrography and History
- The Commonwealth of Star Systems and Technology
- Travelling and Adventure
- DEPARTMENT OF COMMUNICATION AND TRADE
- Security Assessments
- Starport Inspections
- Trade Classifications
- Weapon and 'Special' Permits
- TRAVELLER'S AID SOCIETIES
- The Navigator's Guild
- The Commonwealth Stars
- The Paradisan Far Rangers
- Offworld Safari Club
- The StarNet
- RACES IN DETAIL, ABILITIES IN BRIEF
- HUMANITY - Solarian, Paradisan, Makhali, Belter, Minor Human subraces
- CHEL'NOIRN - Albinos, Blackspots, Copperheads, Redskins
- AKELLI - various
- PAPALON - various
- MINOR RACES - Floaters, Raan-yay
- Abilities in brief
- CHARACTER GENERATION
- Assigning ability scores, choosing a homeworld, selecting a class and skills
- CHARACTER GENERATION - continued
- Selecting Feats, conducting Prior History
- PSIONICS AND WARPSPACE
- History of Psionics in the Commonwealth
- Citadels
- Determining Psionic affinity
- Psionic Spheres and Talents
- Psionics and cybernetics and geneering
- Psionic drugs
- WEAPONS, ARMOUR AND OTHER ARMAMENT
- Weapon Proficiencies: Simple, Archery, Swordsman, Marksman, Rifleman, Lasers, and Heavy Metal. Corresponding weapons in each category
- Armour Proficiencies: Light, Medium, Heavy. Corresponding armour in each category
- Other Armament, including special equipment, accessories for weapons and armour, special weapons like grenades and mines
- PERSONAL EQUIPMENT
- Personal Equipment
- Personal Devices
- Visual Aids
- Tools
- Shelters
- Medical Equipment
- Drugs
RPG Reference thread (WIP)
Moderator: B4UTRUST
- Stofsk
- Secret Agent Man
- Posts: 1710
- Joined: Mon Jun 13, 2005 4:46 pm
- 19
- Location: Melbourne, Australia
- Contact:
#1 RPG Reference thread (WIP)
CONTENTS
Last edited by Stofsk on Fri Aug 12, 2005 5:21 am, edited 7 times in total.
- Stofsk
- Secret Agent Man
- Posts: 1710
- Joined: Mon Jun 13, 2005 4:46 pm
- 19
- Location: Melbourne, Australia
- Contact:
#2 RPG Reference thread
INTRODUCTION: Astrography and History
There are four directions in astronavigation, with respect to the galaxy's shape and rotation: to head to the galactic core, with its collection of dense stars and irradiated planets, is Coreward; to head in the direction of the galactic rim, where star density decreases and intergalactic space begins, is Rimward. The direction from which the galaxy spins is Trailing; to follow the spin is Spinward. The Twilight Reaches is the location of the Commonwealth of Star Systems. These settled stars are in the direction of Trailing and Rimward. Sol is believed to be Spinward from this location, though no-one knows where exactly Earth is anymore.
This is because vast fleets of colony ships departed Sol millenia ago to settled on dozens of planets hundreds of parsecs away. The motivation of these pioneers is not clear, aside from the telling fact that they felt forced to abandon Sol and their ancestral homeworld, to gamble their luck on the void between stars. Whether it was to flee some danger or to start a new life, these pioneer fleets succeeded as they landed on worlds and made them their own.
The oldest colonies were settled on the Spinward edge of the Twilight Reaches sector. To Coreward and Trailing lies the Chel'noirn Union, a confederation of worlds inhabited by an alien reptillian bipedal race. This race has come into conflict with humans, though neither side saw the value of complete and utter destruction. Chel'noirn society also happens to be loose, with the result that some Chel'noirn worlds are allied with some human worlds, while others remain belligerent.
Dotted all throughout the sector on dozens of worlds lie ruins of ancient civilisations and failed colonies. To Rimward lies the Cauldron, a Dark Nebula that obscures some systems from exploration. An alien humanoid race known as the Akelli live in low-technology subsistence; there is evidence that this alien race once ruled the sector, but were felled by some ancient calamity. On many gasgiants live the Floaters, nickname for a race of hydrogen breathing gasbags who seem intelligent and self-aware, yet incapable of achieving any meaningful technology. Yet their presence is seen on hundreds of gasgiants throughout the sector. This remains a mystery to solve, and one somewhat difficult to do so, as communication between humans and Floaters is difficult at best. A similar mystery appears to be the presence of the Raan-yay, an avian alien race who glide on low-gee worlds, yet do not have any appreciable technology, or appear to be intelligent, yet have somehow been transplanted to different systems.
FTL travel is achieved through the use of the warpdrive. Warpdrive distorts space around the vessel, and allows it to 'jump' interstellar distances through a realm known as 'Warpspace'. Astronavigation is vital, and is always at a premium. 'Misjumps' can occur and often results in the loss of all hands and equipment. Derelict starships have been found that are more or less intact, but inside holds the grim remains of a misjump. Warpspace is a frightening realm for two reasons: if a misjump should happen, few survive and most leave distorted remains. Second, those that do survive seem possessed of strange powers, or are left mad due to the experience. Should both occur, few individuals are as dangerous.
While FTL travel is commonplace, FTL communications or scanning technology is nonexistent. Thus, news travels as fast as the fastest ship. A planet that lives far from the center of civilisation can experience a calamity, yet go unnoticed unless a passing ship discovers the colony's fate.
The Twilight Reaches Sector was for centuries under the control of the Akelli Matriarchy. Before the arrival of humans into the sector, some unknown calamity struck the Akelli civilisation, and it fell into a dark age. Humans arrived and have effectively dominated the sector since. The Chel'noirn Union has had little ambition in the way of conquering neighbouring races, but have been provoked into waging wars against adventurous humans. The Terran Dominion fought half a dozen small, border wars against the Union, in addition to oppressing minor races such as the Akelli, Papalons and Raan-yay. The Akelli integrated themselves into human society with ease that can be attributed to both race's striking physical similarities. The Papalons were a minor power who only had a few settled systems to their name, which facilitated the ease in which they were conquered.
The Human's (sometimes called Terrans) arrival to the Twilight Reaches was dated as year 1, with the prefix DC (Dominion Calendar). Time before this was recorded as BT (Before Terra). The Terran Dominion lasted in control of the sector for over 800 years, with expansion slowly giving way to decadence. In the year DC 837, a catastrophe occurred which has never been explained: a warpspace distruption caused many thousands of starships to misjump, which resulted in an extraordinary amount of lost ships. It also gave rise to freaks of nature who are often disparagingly named warped or warpers. These people survived the misjumps, and became blessed or cursed with supernatural powers. Some even went insane, and caused terror and destruction throughout the Dominion. Due to the lax reactions from the core systems, many people took the law into their own hands and hunted down warpers even if they hadn't done anything wrong.
These events caused the downfall of the Terran Dominion, which resulted in hundreds of years of a dark age.
The COMMONWEALTH OF STAR SYSTEMS and Technology
The Terran Dominion was too centralised in its control over systems and worlds, which became problematic as soon as resources dedicated to control began to decrease. Periods of war often had this effect, but the nature of the Warp Blink as it became to be called was many and pervasive. The extensive courier network that allowed news as well as Terran decree to spread, systematically failed. For the first time in decades or even centuries, many colonies and worlds experienced a brief moment of autonomy, and had no idea what to do.
Terran control of the sector failed not as a result of external threats but of a break down of communication and travel. It took years for the Warp Blink to dissipate, and no-one knew then or since what caused it (or if it would occur again). Once the Dominion realised it was safe to come out again, they found their worlds had grown either chaotically unstable or comfortably autonomous. Dormant issues came to the surface, and civil disturbances, terrorism and rebellions stretched an already fractured interstellar civilisation to breaking point.
Bit by bit the Dominion relinquished control on contentious systems in order to concentrate resources elsewhere. This resulted in many colonies having to sustain themselves, over a dark age where technology regressed and many worlds fell into ruin. This period lasted for hundreds of years. Those worlds that could not sustain themselves, died off. There are many planets in systems throughout the Sector that shows the ruins of these failed colonies. During this period star travel all but ceased, except in certain areas where systems maintained contact and communication.
Pocket empires rose and fell, bandit kingdoms rose and terrorised worlds that had no capability to defend themselves. A common event would have nukes being detonated on agrarian worlds to cow the inhabitants into line. Often the bandits who launched such weapons had no capability to replace their spent ordnance. In the grand scheme of things, few would miss a single uncharted village when slavers came to cart off people for whatever purposes they had in mind.
It was actions like these that caused many systems to band together. This was the birth of the Commonwealth of Systems. The Paradisan Kingdom, a human monarchy on a number of systems, banded together with an alliance of aliens and other human factions, and organised a rebirth of interstellar civilisation. Trade and communication became a priority, as was guarding member worlds from the bandit kingdoms. In the year DC 2050, the Commonwealth became a reality, although for decades before it had steadily began picking up momentum. It has since lasted almost a thousand years.
That might suggest the Commonwealth is a stable civilisation, and on the surface this appears to be so. Unlike its predecessor, the Commonwealth is less centralised that the Dominion. It more or less grants autonomy to its members, with the proviso that nothing must interfere with trade or communication. The 'borders' of the Commonwealth have remained fixed for most of this time, but no matter how peaceful things seem eternal vigiliance must be observed to continue civilisation's progress.
The Twilight Reaches shows a wide range of technology being employed by people living on worlds or orbiting habitats. In terms of weaponry, there is sophisticated firearms and autopistols, or old-fashioned revolvers of solid design. Lasers are rare and expensive, but can kill quite effectively in zero-gee or low-gee environments thanks to negligible recoil. They also have their own disadvantages, such as vulnerability to 'anti-laser' aerosols or atmospheric dust, and having to clip cumbersome 'power packs' to a belt or backpack. Sometimes it's better to use a slugthrower due to it's reliability than a fancy energy weapon.
AI has seen a resurgance in use, in the form of Utility Robots (shortform: U-Bots), Combat Robots (Combots), nanobots, and Biological Robots (Biobots). These machines are common on worlds with a high technological level. Nanobots are used in medical applications to treat injuries in a non-invasive fashion. Biobots are a dream of scientists and madmen for centuries, but are prohibitively expensive as well as being outlawed on most worlds. In addition to robotics, cybernetics takes a front row importance on some worlds. Brain augmentation can allow cyber networks that allow practical democratic consensus to take place, changing the shape of society for the better. It can also be used unscrupulously by those who have a profit motive and have no conscience. It is a simple matter to take over someone's body if one can sequestrate their augmented brain and control them remotely. Armies of children can be used in this way, or brothels made up of unwilling subjects. Slavers often find work by providing hosts for sequestered augments.
Geneering (genetic engineering) can cure deficiencies while increasing life span. It's not uncommon to live past one hundred years, and some have reached two hundred without any depreciation in mental faculties. The very limits of human life can be pushed. Anti-gravity 'suspensors' allows floating cities in high technological opulence. Stasis booths replace cryonic suspension in a safer manner. Worlds are powered by atomic energy, fusion and solar.
Large scale construction has given many wondrousal world of Kaishu. Skyhooks give cheap surface-to-orbit freight transport achievements. From the grav cities of Paradiso, to the Halos surrounding the Commonwealth capital of Kaishu and the former Dominion capital of Solaria. Interstellar travel is provided by warp drives, however some ships do not have these engines onboard and must make do with tremendously large carrier vessels that dock with them and warp to the next system on their route. These massive vessels are owned by megacorporations that use freighters to provide supplies to distant colonies. Smaller, 'free' traders exist to provide more specialist goods and services.
Planetary invasions are a thing of the past. Military service is provided by the Navy, Marines, and the Commonwealth Scout Service. The Navy is split into two branches: a system branch and a stellar branch. System ships have no warpdrives, and their only duty is to defend the system they are assigned to. The most common combat ship encountered from this branch is a 'system defence boat', a small ship that runs orbital patrols throughout a planetary system. Larger ships, called 'monitors' provide more muscle in a strategic location but give up mobility (IE the ability to project force or to retreat). Even bigger ships provide more muscle: the bigger the ship, the bigger their guns.
A Stellar or Star Navy has ships with a warpdrive. Warpdrives take up a great deal of space and power onboard a starship, which necessitates taking power away from weapons and defences. Thus, two ships with the same tonnage can have wildly different capabilities depending on which branch they belong to in their navies. A battleship in a Star Navy can be outgunned by a battle monitor, for example. Ships range in size and capability, from small destroyers to medium cruisers with spinal mounted cannons, to immense battleships with arrays of planet killing weaponry.
The primary mission of the Navy is defined by the respective system or world it belongs to. Some worlds only desire to keep their skies clear of hostiles, and so form a System Navy. They ferry their ships to their holdings through large carrier vessels, and let them defend their planets. Other powers have a desire to project force and be able to retreat as well as extend their forces. Thus, they have a Star Navy.
Marines are divided into three branches: Line, Garrison, and Fleet. Line Marines are reserves for the most part and are called up whenever there is a need for their services. Garrison Marines are planet bound and make up a colony's planetary armed forces. Fleet marines are the most prestigious of the three and are commonly seen onboard Star Navy battlegroups. Though planetary invasions are not at all common, a planetary landing is possible and likely. These actions usually come in the form of attacking or raiding a city while the orbiting fleet holds a planet to ransom with the threat of nuclear bombardment. Or interventions on a surface that is in uprising.
The Commonwealth Scout Service is an exploratory, intelligence-gathering and diplomacy organisation. They map out new worlds and survey planets, while at the same time they can land and meet new societies with first contact protocols. They also act as a defacto spy service, and one of their missions is to destabilise any bandit kingdom or infiltrate pirate vessels to break up slavers and other tyrannical organisations. Scouts are very cosmopolitan in outlook given their exposure to many different cultures and people. Their primary mission above all else is to maintain the courier network and thus, civilisation's lifeblood: communication, and trade.
TRAVELLING and ADVENTURE
The Twilight Reaches sector is a melting pot of different cultures and societies, unified by the Commonwealth. Each planet has its own unique history, its own diversity, and its own fair share of opportunities. It all depends on where you travel to.
Most people would rather stay in their home system and let things work themselves out. But a select few of hardy individuals seek the stars to find their destiny. They might be prospectors looking for 'the Big One' that could earn them a motherload of money. They might be hired guns who fight for honour, prestige, or money... or just the thrill of a fight. They might be hunters on safari, looking for that big beast to bag, and to tell a story to their comrades at the next party. They might be merchants and traders, shadowy agents of secret societies, intelligence operatives, pirates and criminals, terrorists or bounty hunters.
The choice is up to you. Just remember that travelling is a dangerous occupation. You're not a tourist, so don't act like one. And remember to keep your gun hand steady and sure.
There are four directions in astronavigation, with respect to the galaxy's shape and rotation: to head to the galactic core, with its collection of dense stars and irradiated planets, is Coreward; to head in the direction of the galactic rim, where star density decreases and intergalactic space begins, is Rimward. The direction from which the galaxy spins is Trailing; to follow the spin is Spinward. The Twilight Reaches is the location of the Commonwealth of Star Systems. These settled stars are in the direction of Trailing and Rimward. Sol is believed to be Spinward from this location, though no-one knows where exactly Earth is anymore.
This is because vast fleets of colony ships departed Sol millenia ago to settled on dozens of planets hundreds of parsecs away. The motivation of these pioneers is not clear, aside from the telling fact that they felt forced to abandon Sol and their ancestral homeworld, to gamble their luck on the void between stars. Whether it was to flee some danger or to start a new life, these pioneer fleets succeeded as they landed on worlds and made them their own.
The oldest colonies were settled on the Spinward edge of the Twilight Reaches sector. To Coreward and Trailing lies the Chel'noirn Union, a confederation of worlds inhabited by an alien reptillian bipedal race. This race has come into conflict with humans, though neither side saw the value of complete and utter destruction. Chel'noirn society also happens to be loose, with the result that some Chel'noirn worlds are allied with some human worlds, while others remain belligerent.
Dotted all throughout the sector on dozens of worlds lie ruins of ancient civilisations and failed colonies. To Rimward lies the Cauldron, a Dark Nebula that obscures some systems from exploration. An alien humanoid race known as the Akelli live in low-technology subsistence; there is evidence that this alien race once ruled the sector, but were felled by some ancient calamity. On many gasgiants live the Floaters, nickname for a race of hydrogen breathing gasbags who seem intelligent and self-aware, yet incapable of achieving any meaningful technology. Yet their presence is seen on hundreds of gasgiants throughout the sector. This remains a mystery to solve, and one somewhat difficult to do so, as communication between humans and Floaters is difficult at best. A similar mystery appears to be the presence of the Raan-yay, an avian alien race who glide on low-gee worlds, yet do not have any appreciable technology, or appear to be intelligent, yet have somehow been transplanted to different systems.
FTL travel is achieved through the use of the warpdrive. Warpdrive distorts space around the vessel, and allows it to 'jump' interstellar distances through a realm known as 'Warpspace'. Astronavigation is vital, and is always at a premium. 'Misjumps' can occur and often results in the loss of all hands and equipment. Derelict starships have been found that are more or less intact, but inside holds the grim remains of a misjump. Warpspace is a frightening realm for two reasons: if a misjump should happen, few survive and most leave distorted remains. Second, those that do survive seem possessed of strange powers, or are left mad due to the experience. Should both occur, few individuals are as dangerous.
While FTL travel is commonplace, FTL communications or scanning technology is nonexistent. Thus, news travels as fast as the fastest ship. A planet that lives far from the center of civilisation can experience a calamity, yet go unnoticed unless a passing ship discovers the colony's fate.
The Twilight Reaches Sector was for centuries under the control of the Akelli Matriarchy. Before the arrival of humans into the sector, some unknown calamity struck the Akelli civilisation, and it fell into a dark age. Humans arrived and have effectively dominated the sector since. The Chel'noirn Union has had little ambition in the way of conquering neighbouring races, but have been provoked into waging wars against adventurous humans. The Terran Dominion fought half a dozen small, border wars against the Union, in addition to oppressing minor races such as the Akelli, Papalons and Raan-yay. The Akelli integrated themselves into human society with ease that can be attributed to both race's striking physical similarities. The Papalons were a minor power who only had a few settled systems to their name, which facilitated the ease in which they were conquered.
The Human's (sometimes called Terrans) arrival to the Twilight Reaches was dated as year 1, with the prefix DC (Dominion Calendar). Time before this was recorded as BT (Before Terra). The Terran Dominion lasted in control of the sector for over 800 years, with expansion slowly giving way to decadence. In the year DC 837, a catastrophe occurred which has never been explained: a warpspace distruption caused many thousands of starships to misjump, which resulted in an extraordinary amount of lost ships. It also gave rise to freaks of nature who are often disparagingly named warped or warpers. These people survived the misjumps, and became blessed or cursed with supernatural powers. Some even went insane, and caused terror and destruction throughout the Dominion. Due to the lax reactions from the core systems, many people took the law into their own hands and hunted down warpers even if they hadn't done anything wrong.
These events caused the downfall of the Terran Dominion, which resulted in hundreds of years of a dark age.
The COMMONWEALTH OF STAR SYSTEMS and Technology
The Terran Dominion was too centralised in its control over systems and worlds, which became problematic as soon as resources dedicated to control began to decrease. Periods of war often had this effect, but the nature of the Warp Blink as it became to be called was many and pervasive. The extensive courier network that allowed news as well as Terran decree to spread, systematically failed. For the first time in decades or even centuries, many colonies and worlds experienced a brief moment of autonomy, and had no idea what to do.
Terran control of the sector failed not as a result of external threats but of a break down of communication and travel. It took years for the Warp Blink to dissipate, and no-one knew then or since what caused it (or if it would occur again). Once the Dominion realised it was safe to come out again, they found their worlds had grown either chaotically unstable or comfortably autonomous. Dormant issues came to the surface, and civil disturbances, terrorism and rebellions stretched an already fractured interstellar civilisation to breaking point.
Bit by bit the Dominion relinquished control on contentious systems in order to concentrate resources elsewhere. This resulted in many colonies having to sustain themselves, over a dark age where technology regressed and many worlds fell into ruin. This period lasted for hundreds of years. Those worlds that could not sustain themselves, died off. There are many planets in systems throughout the Sector that shows the ruins of these failed colonies. During this period star travel all but ceased, except in certain areas where systems maintained contact and communication.
Pocket empires rose and fell, bandit kingdoms rose and terrorised worlds that had no capability to defend themselves. A common event would have nukes being detonated on agrarian worlds to cow the inhabitants into line. Often the bandits who launched such weapons had no capability to replace their spent ordnance. In the grand scheme of things, few would miss a single uncharted village when slavers came to cart off people for whatever purposes they had in mind.
It was actions like these that caused many systems to band together. This was the birth of the Commonwealth of Systems. The Paradisan Kingdom, a human monarchy on a number of systems, banded together with an alliance of aliens and other human factions, and organised a rebirth of interstellar civilisation. Trade and communication became a priority, as was guarding member worlds from the bandit kingdoms. In the year DC 2050, the Commonwealth became a reality, although for decades before it had steadily began picking up momentum. It has since lasted almost a thousand years.
That might suggest the Commonwealth is a stable civilisation, and on the surface this appears to be so. Unlike its predecessor, the Commonwealth is less centralised that the Dominion. It more or less grants autonomy to its members, with the proviso that nothing must interfere with trade or communication. The 'borders' of the Commonwealth have remained fixed for most of this time, but no matter how peaceful things seem eternal vigiliance must be observed to continue civilisation's progress.
The Twilight Reaches shows a wide range of technology being employed by people living on worlds or orbiting habitats. In terms of weaponry, there is sophisticated firearms and autopistols, or old-fashioned revolvers of solid design. Lasers are rare and expensive, but can kill quite effectively in zero-gee or low-gee environments thanks to negligible recoil. They also have their own disadvantages, such as vulnerability to 'anti-laser' aerosols or atmospheric dust, and having to clip cumbersome 'power packs' to a belt or backpack. Sometimes it's better to use a slugthrower due to it's reliability than a fancy energy weapon.
AI has seen a resurgance in use, in the form of Utility Robots (shortform: U-Bots), Combat Robots (Combots), nanobots, and Biological Robots (Biobots). These machines are common on worlds with a high technological level. Nanobots are used in medical applications to treat injuries in a non-invasive fashion. Biobots are a dream of scientists and madmen for centuries, but are prohibitively expensive as well as being outlawed on most worlds. In addition to robotics, cybernetics takes a front row importance on some worlds. Brain augmentation can allow cyber networks that allow practical democratic consensus to take place, changing the shape of society for the better. It can also be used unscrupulously by those who have a profit motive and have no conscience. It is a simple matter to take over someone's body if one can sequestrate their augmented brain and control them remotely. Armies of children can be used in this way, or brothels made up of unwilling subjects. Slavers often find work by providing hosts for sequestered augments.
Geneering (genetic engineering) can cure deficiencies while increasing life span. It's not uncommon to live past one hundred years, and some have reached two hundred without any depreciation in mental faculties. The very limits of human life can be pushed. Anti-gravity 'suspensors' allows floating cities in high technological opulence. Stasis booths replace cryonic suspension in a safer manner. Worlds are powered by atomic energy, fusion and solar.
Large scale construction has given many wondrousal world of Kaishu. Skyhooks give cheap surface-to-orbit freight transport achievements. From the grav cities of Paradiso, to the Halos surrounding the Commonwealth capital of Kaishu and the former Dominion capital of Solaria. Interstellar travel is provided by warp drives, however some ships do not have these engines onboard and must make do with tremendously large carrier vessels that dock with them and warp to the next system on their route. These massive vessels are owned by megacorporations that use freighters to provide supplies to distant colonies. Smaller, 'free' traders exist to provide more specialist goods and services.
Planetary invasions are a thing of the past. Military service is provided by the Navy, Marines, and the Commonwealth Scout Service. The Navy is split into two branches: a system branch and a stellar branch. System ships have no warpdrives, and their only duty is to defend the system they are assigned to. The most common combat ship encountered from this branch is a 'system defence boat', a small ship that runs orbital patrols throughout a planetary system. Larger ships, called 'monitors' provide more muscle in a strategic location but give up mobility (IE the ability to project force or to retreat). Even bigger ships provide more muscle: the bigger the ship, the bigger their guns.
A Stellar or Star Navy has ships with a warpdrive. Warpdrives take up a great deal of space and power onboard a starship, which necessitates taking power away from weapons and defences. Thus, two ships with the same tonnage can have wildly different capabilities depending on which branch they belong to in their navies. A battleship in a Star Navy can be outgunned by a battle monitor, for example. Ships range in size and capability, from small destroyers to medium cruisers with spinal mounted cannons, to immense battleships with arrays of planet killing weaponry.
The primary mission of the Navy is defined by the respective system or world it belongs to. Some worlds only desire to keep their skies clear of hostiles, and so form a System Navy. They ferry their ships to their holdings through large carrier vessels, and let them defend their planets. Other powers have a desire to project force and be able to retreat as well as extend their forces. Thus, they have a Star Navy.
Marines are divided into three branches: Line, Garrison, and Fleet. Line Marines are reserves for the most part and are called up whenever there is a need for their services. Garrison Marines are planet bound and make up a colony's planetary armed forces. Fleet marines are the most prestigious of the three and are commonly seen onboard Star Navy battlegroups. Though planetary invasions are not at all common, a planetary landing is possible and likely. These actions usually come in the form of attacking or raiding a city while the orbiting fleet holds a planet to ransom with the threat of nuclear bombardment. Or interventions on a surface that is in uprising.
The Commonwealth Scout Service is an exploratory, intelligence-gathering and diplomacy organisation. They map out new worlds and survey planets, while at the same time they can land and meet new societies with first contact protocols. They also act as a defacto spy service, and one of their missions is to destabilise any bandit kingdom or infiltrate pirate vessels to break up slavers and other tyrannical organisations. Scouts are very cosmopolitan in outlook given their exposure to many different cultures and people. Their primary mission above all else is to maintain the courier network and thus, civilisation's lifeblood: communication, and trade.
TRAVELLING and ADVENTURE
The Twilight Reaches sector is a melting pot of different cultures and societies, unified by the Commonwealth. Each planet has its own unique history, its own diversity, and its own fair share of opportunities. It all depends on where you travel to.
Most people would rather stay in their home system and let things work themselves out. But a select few of hardy individuals seek the stars to find their destiny. They might be prospectors looking for 'the Big One' that could earn them a motherload of money. They might be hired guns who fight for honour, prestige, or money... or just the thrill of a fight. They might be hunters on safari, looking for that big beast to bag, and to tell a story to their comrades at the next party. They might be merchants and traders, shadowy agents of secret societies, intelligence operatives, pirates and criminals, terrorists or bounty hunters.
The choice is up to you. Just remember that travelling is a dangerous occupation. You're not a tourist, so don't act like one. And remember to keep your gun hand steady and sure.
Last edited by Stofsk on Fri Aug 05, 2005 4:54 am, edited 5 times in total.
- Stofsk
- Secret Agent Man
- Posts: 1710
- Joined: Mon Jun 13, 2005 4:46 pm
- 19
- Location: Melbourne, Australia
- Contact:
#3
DECAT
DECAT or the Commonwealth's Department for Communications and Trade operates numerous services to all citizens of the Commonwealth that to do with travelling. DECAT offers bulletines at all starports to update travellers with the latest trade classifications as well as security alerts. All systems that operate within the Commonwealth of Systems or neighbouring it receives a trade classification that provides the amatuer and professional traveller alike with quick and relevant information on a would-be destination.
SECURITY ASSESSMENT
The first detail is security zones, with the vast majority of planets and systems falling under 'Green Zone'. This does not mean that there is no danger in a Green Zone, only that there is nothing specific to be cautious of.
In addition to reporting on the security assessment of star systems, DECAT also reports on the quality of its starports. Starports are installations that allow the berthing, servicing, refueling and repairing of interstellar starships. DECAT advises all travellers with independent means of travelling where to go for the best possible service for their vehicles. It's a rough, generalised classification that works in a pinch - more detailed information has to come from the system's own Bureau for Interstellar Affairs. So for example, if a system has an 'A' starport classification it does not mean that every starport is a 5 star resort for the weary traveller.
After both the security assessment and starport inspection comes the trade classification for the system, which details what type of economy exists in the system, and what kind of governments and laws and tech-base is available on the planets of the system.
While the planet and system a traveller or group of travellers visit will have its own Law Level that determines what can and cannot be brandished in public, DECAT recognises that travelling can be a hazardous occupation. While the Commonwealth cannot impose its own legislation onto member worlds, it can control the space outside those worlds to the extent that weapons can be freely owned and operated on private territory, which in realistic terms refers to one's space vessel.
There are a number of permits that travellers can apply for at their nearest DECAT office. The first deals with weaponry, its use, and the categories many items fall under.
DECAT or the Commonwealth's Department for Communications and Trade operates numerous services to all citizens of the Commonwealth that to do with travelling. DECAT offers bulletines at all starports to update travellers with the latest trade classifications as well as security alerts. All systems that operate within the Commonwealth of Systems or neighbouring it receives a trade classification that provides the amatuer and professional traveller alike with quick and relevant information on a would-be destination.
SECURITY ASSESSMENT
The first detail is security zones, with the vast majority of planets and systems falling under 'Green Zone'. This does not mean that there is no danger in a Green Zone, only that there is nothing specific to be cautious of.
- Amber Zone:
An amber zone classification warns of caution when travelling to a system. Amber implies that there is a danger to unprepared travellers and thus they are not encouraged to visit or land. This danger can come from some kind of low or mid level conflict, such as from pirates or terrorists, or other criminal elements. There may be a simmering insurgency on a planet, there may be some kind of trade embargo or blockade. Amber zone systems are sometimes patrolled by a dedicated military or paramilitary (mercenary) presence, or sometimes with as little as an automated beacon/tracker. It all depends on the threat assessment and the convenience of nearby forces. The more remote a system is, the less forces that can be on call to patrol.
There are no penalties for violating an amber zone, as it merely stresses to travellers to be cautious in their travels.
Red Zone:
A red zone classification quarantines a system from any kind of travel by unsanctioned vessels. Red implies that there is an extreme risk in travelling to this system, and thus even prepared travellers are restricted from touching down without the highest authority backing their presence. The extreme nature of the danger may be disclosed to the travellers in question or they may be classified under secrecy. Such levels of danger are rare, however, but can come from: high level conflict, such as in a warzone, or a planet that is being attacked as part of a military operation (while invasions are impractical, short-term 'limited' conflict is common); a highly virulent plague or infection; or some kind of astrophysical catastrophe that has rendered the planet or system uninhabitable (proximity to a supernova, an asteroid/comet collision, solar flares). On some occasions, a system or world can be classified as a red zone if it possesses a culture that is in an extraordinarily low stage of development. They are quaratined not due to any danger they represent, but a danger from unscrupulous travellers who will exploit them.
DECAT does not impose a Red Zone classification, but reports them - usually on the advice of the Scout Service.
Penalties for violating a Red Zone depend on the conditions that enable the classification. If the system has been quarantined due to plague or infection, then in order to stop the spread of the plague the military patrol will stop trespassers by any means necessary. If this includes targetting your vessel, then so be it. If the red zone is there in place to protect a culture, then violators will be treated as pirates and prosecuted as such.
STARPORT INSPECTIONSDECAT Public Service Announcement wrote:RED ZONE: GHAEA SYSTEM!
Travellers are hearby notified under the Commonwealth Scout Service charter that the system of Ghaea has been attacked by pirates. Travel to this system is prohibited until such time as an intervention force can be sent to restore order. Do not under any circumstances divert your ship to this system or you will be considered a pirate and be fired upon accordingly.
- End Announcement.
In addition to reporting on the security assessment of star systems, DECAT also reports on the quality of its starports. Starports are installations that allow the berthing, servicing, refueling and repairing of interstellar starships. DECAT advises all travellers with independent means of travelling where to go for the best possible service for their vehicles. It's a rough, generalised classification that works in a pinch - more detailed information has to come from the system's own Bureau for Interstellar Affairs. So for example, if a system has an 'A' starport classification it does not mean that every starport is a 5 star resort for the weary traveller.
- Starport quality:
- A - Excellent class. Refined fuel is available, as is maintenance overhaul facilities and starship construction yards. A Naval base may be present.
- B - Good class. Refined fuel is available, as is maintenance overhaul facilities and interplanetary ship construction yards. A Naval base may be present.
- C - Standard class. Unrefined fuel is available, while there are some reasonable facilities for repair. A Naval and/or Scout base may be present.
- D - Frontier class. Little provisions have been made to ships landing in the system. Unrefined fuel would be available, but no repair facilities. A Scout base may be present.
- X - No starport. No provisions at all have been taken for landing ships.
After both the security assessment and starport inspection comes the trade classification for the system, which details what type of economy exists in the system, and what kind of governments and laws and tech-base is available on the planets of the system.
- Trade Classification:
- Capital - A subsector capital. This system will be a seat of interstellar government, a trade and courier nexus, and base of operations for Naval forces as well as megacorporations.
- Rich world - A great place to live. Population is usually in the high billions and technologically high. Exports luxury goods and raw materials. Imports little.
- Asteroid Belt - Belter settlement. The majority of the population is centered around asteroid settlements in orbit of a gasgiant or the system's sun. Belters work in asteroid mining, and thus can export raw materials. They also mine Helium-3 from gasgiants and export that as well.
- Agricultural - A farming world. Exports foodstuffs. Imports luxury items, manufactured goods, and raw materials. Will usually have a population in the low to tens of millions.
- Water world - A farming world. Exports sea-based foodstuffs, as well as water. Most of the planetary surface (95% and above) is covered by water, with settlements being artificial islands and underwater settlements.
- Industrial - A factory world. Exports manufactured goods and some luxury items. Imports raw materials and food. Commonly, industrial worlds are not heavily populated. Rarely self-sufficient.
- Poor world - A remote backwater. Exports little. Imports everything. Barely self-sufficient; sometimes never.
- Desert world - No water. These worlds have little in the way of vegetation and rarely have a high population. Like Poor worlds.
- Vacuum world - No atmosphere, no water. A world that is exposed to vacuum and cosmic rays. Like Poor worlds.
- Government structure:
- Gov-01 - Frontier. No world government in place, either due to anarchy, low population, low technology, or for being a poor backwater world. In such cases, the highest form of authority comes from the local community council.
- Gov-02 - Balkanisation. There are typically many regional governments vying for control over the other. No world government, there may be many 'superpowers'. Wars over territory and 'national prestige' are relatively common.
- Gov-03 - Corporate plutocracy. World government is maintained by a megacorporation. The average citizen is a member of a corporation rather than a citizen of a nation. He or she may elect to purchase shares in the governing company in order to have some influence, otherwise the average person has little ability to affect change or cast a vote.
- Gov-04 - Participatory democracy. Government based on the consent and outright participation of those that are governed. Legislative control is in the form of referendums. Executive and Judicial authorities are temporary after a term of office, and then replaced. Democratic consensus is the goal.
- Gov-05 - Representative democracy. Government based on democratically elected representatives. Executive, legislative, and judicial power is split, to prevent one charismatic leader to have control of all three.
- Gov-06 - Constitutional monarchy. Government combines representational democracy with a aristocratic line. The nation is ruled by a monarch, but the role is ceremonial for the most part. The actual power is wielded by the Prime Minister and the majority party.
- Gov-07 - Absolute monarchy. The ruling monarch controls and commands all aspects of society, and is a tyrant. Can combine secular and religious authority into one, so-called God-kings.
- Gov-08 - Technocratic oligarchy. Ruling elite is in the Inner Party, everybody else has to do what they say. Bureaucracy is centralised.
- Gov-09 - Military dictatorship. The military rule the government, usually through a bloody coup.
- Gov-10 - Theocratic dictatorship. The ruling elite is a small cadre of priests who act out God's will.
- Law level:
- Law-01 - Frontier. No taxes. No weapons restrictions. No law. Common in frontier worlds, poor backwaters, or early stage colonies with low populations. Justice tends to have the "eye for an eye" flavour, and lynchings are more likely to happen than a court trial. Trade only requires a buyer.
- Law-02 - Low. Explosives, poisons, and body pistols prohibited. Carrying weapons in public is acceptable, but entering an establishment requires the surrendering of any weapons as a form of insurance. Low taxes. No tarrif barriers; trade is free.
- Law-03 - Low. Clear military weapons (machine guns, armour piercing rounds, military grade equipment, vehicle mounted weaponry or "gun racks") prohibited, unless as part of a mercenary company (and even then, there must be some kind of permission to be on the surface). Low taxes.
- Law-04 - Moderate. Lasers as well as 'light assault' weapons (SMGs, automatic rifles) are controlled and require permits. Moderate taxes. Carrying a weapon in public is not encouraged.
- Law-05 - Moderate. Lasers and most firearms (with the exception of shotguns) prohibited. Concealable firearms (revolvers, autopistols) are controlled and require conceal & carry permits. Moderate taxes.
- Law-06 - Moderate. Shotguns are prohibited. Carrying any type of weapon in public is actively discouraged, and require a special permit. Moderate taxes.
- Law-07 - High. Bladed weapons, to the point of knives, are controlled. Open possession is prohibited. High taxes (40-50% of ones income). Trade is more protectionist than free.
- Law-08 - High. Possession of weapons outside of one's residence is prohibited. (50% + of one's income.) Trade is protected with tarrif barriers.
- Law-09 - Extreme. Weapon possession is prohibited. Unrestricted invasion of privacy is actively condoned and permitted. Taxes are brutal. (easily two thirds of your income is taken.) Propaganda casts offworlders in a negative light. Legitamate trade is hard if not impossible and requires 'backroom' deals. Black market is highly common.
- Law-10 - Oppressive. Petty crime is penalised harshly. Public executions are common. Police state is in effect, with secret police being common enough to inspire dread in the citizenry. Offworlders are automatically suspicious in the eyes of the ruling elite, and the local citizenry will be reluctant to help or assist said offworlders out of fear of reprisal. Taxes are oppresive (three quarters or more.) Legitimate trade is all but impossible, while black marketeers flourish (though are also shot on sight).
- Technology level:
- Tech-01 - Primitive. Little technology. Muscle power and fire. Messengers ride on horseback. Medieval outlook (ie technology is not important for society, stability is better than progress). Blade weapons and bows. Archaic armour. Eugenics (selective breeding in animals, aristocratic lines differentiated from commoners). Medical technology resolves around a simple imperative: don't get hurt. Life expectancy is in the 30s, anything higher is optimistic.
- Tech-02 - Primitive. Steam engine, dams, railways and early automobiles. Revolvers and rifles. Personal armour is useless, armoured vehicles reign supreme. Over the horizon artillery, but towed. Balloons used for recreational and some limited reconnaisance uses. Medical technology improves to the point where life expectancy can increase to the 50s.
- Tech-03 - Primitive. Early aircraft, from propellers to early jets. Electricity is common. Power is dirty, coal or other fossil fuels. Wireless transmissions. Machine guns, automatic rifles and pistols. Self-propelled artillery and battletanks. Antibacterial technology, followed by antiviral begins to make an appearance. Life expectancy in the 60s.
- Tech-04 - Planetary. Atomic power. Jet aircraft and helicopters. First rockets launch. Satellite communication. Information 'highway' increases the use of communication resources. Primitive robotics used in manufacturing. Assault rifles and submachine guns. Flak jackets and ballistic cloth. Early cybernetics in the form of mechanical organs and life support. Medical technology increases life expectancy to over 80.
- Tech-05 - Planetary. Quantum computing makes its first appearance. Robotics advance to the point where large scale manufacturing requires fewer people. Advanced combat rifles (ACRs) and Combat Suits. Limited geneering in vitro can provide some limited 'designer babies'. Hereditery diseases are thus all vanquished. Cybernetics in the form of better organ replacement, as well as subcutaneous devices. Cloning is possible and can provide an alternative to replacement organs. Solar power and wind power can be used in small scale communities. Nuclear power advances. Experimental fusion, advanced fission. SCRAM jets enable quick surface-to-orbit transport. Medical technology achieves the nano level, and thus non-invasive surgery is introduced. Life expectancy can hit 100.
- Tech-06 - Interplanetary. Space age. Interplanetary space vehicles built in space. Skyhooks. Asteroid capturing and settlement. Orbital habitats. Lasers, ACRs and ACS (Advanced Combat Suits). Limited habitats on arid, inhospitable terran worlds. (ie Mars can be colonised, but not terraformed) First appearance of Quantum AI. Cybernetics advance to the point where mind-machine interfaces and brain augmentation are possible. Geneering results in greater control of the human body, and resistance to the effects of zero-gee is geneered into Belter communities (those who live and work in space and never or rarely touch down onto a planetary surface). Robotics continues to grow and automates a great deal of industry. Robotic devices are used in hazardous planetary environments. Ion engines and nuclear powered spaceships. Medical technology seeks to combat the effects of exposure to radiation and general space. Some limited resistance to radiation exposure is possible, but treatments are more common. Life expectancy in the 100s.
- Tech-07 - Low Interstellar. Early starships, early warpdrive. Lasers and nuclear weaponry is the most common form of ship mounted weaponry. Early interstellar colonisation and terraforming (terra-compatible worlds can be colonised and terraformed, while vacuum worlds can support thousands of people). Warpdrives take up a lot of space and eat a lot of power, requiring fusion for starships. Most energy is produced by nuclear power, and fossil fuels are the product of a bygone era. (their use will continue on low-tech colonies, however) AI is common, and gives sapients more freedom. AI-controlled robots make their first appearance. Cybernetics continue to the point of personality duplication and downloading (not 100% foolproof however, a lot of memories will be lost), as well as artificial personalities (AI). Cloning can provide 'technical' immortality (clone yourself and download your personality into the body). Personalities can be 'erased'. Medical technology strives to control exotic diseases from colonisation. Life expectancy is increased dramatically with early anti-aging treatments.
- Tech-08 - Interstellar. Terraforming/colonisation advances. Water worlds can be made by melting the polar ice caps. Desertification can be reversed. Weather manipulation. Vacuum worlds can support millions of people. First interstellar battleships. Personal Lasers become more sophisticated, previously they had been beam only, now can switch modes from beam to pulse. Anti-laser aerosols and Reflec Armour provide some protection and thus, slugthrowers are never made obsolete on the ground (in space, lasers rule supreme). Guided bullets and anti-personnel missiles make an entry. Flares counter the missiles. Medical technology is so impressive that a bullet wound is something to scoff at (a bullet to the head is still a bullet to the head, but personality downloading can provide a kind of insurance against even that). Lasers are still used despite their disadvantages because they're perhaps the best 'one shot, one kill' weapon available. Portable medical packs have nanobots in a gel that can be slapped onto a wound and acts as a bandage as well as a form of field surgery. Medical kits can be programmed (since the nanobots do all the work) to treat certain wounds, which only increases life expectancy in hostile environments (say prospecting on an uncharted world or on a battlefield). Anti-aging is practical, and can extend life to over 200 years.
- Tech-09 - Interstellar. Pseudogravity technology in the form of suspensors. (ie floating cities) Suspensor vehicles provide quick travel. Nuclear power is miniaturised. Power armour gives a blend of robotic and biological soldiers. Cybernetics is at the point where you can download programs and communicate to others via IM, and upload yourself into a computer hive-mind at death. Nano-scale implants can give better medical attention than some low tech hospitals. Geneering is at the point where you can retroactively tinker with your DNA. Life expectancy is still over 200, but with the mind upload an entry, practical immortality is thus possible. (though you 'fade' after a time so even this isn't immortality)
- Tech-10 - High interstellar. Halo construction. Spaceships use advanced Ion engines that provide greater acceleration. Holography advances to the point of totally immersive artificial environments that can be used for recreation and entertainment purposes. Sequestration technology is introduced, making cybernetic slaves from brain augmented people. Geneering provides people with the recourse to modify themselves in many bizarre and terrifying ways.
While the planet and system a traveller or group of travellers visit will have its own Law Level that determines what can and cannot be brandished in public, DECAT recognises that travelling can be a hazardous occupation. While the Commonwealth cannot impose its own legislation onto member worlds, it can control the space outside those worlds to the extent that weapons can be freely owned and operated on private territory, which in realistic terms refers to one's space vessel.
There are a number of permits that travellers can apply for at their nearest DECAT office. The first deals with weaponry, its use, and the categories many items fall under.
- Weapon Categories
- Category 1 – All melee weapons, such as knives and clubs, swords, brass knuckles and so on. Also, non-lethal weapons such as stun guns, stun batons, and so on. Non-lethal ammunition also falls under this category, even though firearms do not. Travellers do not need to do anything to prove proficiency with these weapons, and a Cat-1 permit can be purchased for a paltry 50 credits.
- Category 2 – Firearms that are used for civilians, such as revolvers and autopistols, shotguns and sporting rifles and carbines and so on. Standard ammunition falls under this category, as do reasonable modifications. Those aiming for a Cat-2 permit must demonstrate safe, effective use out on the range for at least 30 minutes. A background check to see if applicants have a StellarPol warrant or security record attached to their names will be conducted. A Cat-2 permit costs 250 credits, and often takes a week for the bureaucracy to catch up to the applicant.
- Category 3 – Paramilitary firearms. These include automatic rifles, so-called 'assault weapons', SMGs, laser weapons and grenades and standard explosives and such the like. Also included is flak jackets. Standard ammunition falls under this category, as do reasonable modifications. Cat-3 permits are usually applied for by lightweight security and bodyguard services, though individual travellers can apply for them and are given the same background checks Cat-2 applications go through. In addition, Cat-3 applications must be interviewed by a DECAT official to ascertain what the traveller will use the weapons for, under what situations, with what restraint etc. This permit costs 500 credits, and will often take between a week or two weeks to be issued and approved (assuming the application was successful).
- Category 4 – Military firearms. These include ACRs, sniper rifles, high performance modifications, RAM grenades, light machine guns, heavy-duty explosives, combat suits and ballistic shields and cloth armour. Military grade ammunition is included, such as armour piercing rounds, high explosive rounds, and so on. Cat-4 permits are applied for by accredited mercenary units or ex-military personnel who are awarded a Cat-4 freely when given an honourable discharge (and if they applied for it, not every ex-serviceman has a Cat-4). In the case of the former, a Cat-4 permit costs 1'000 credits. Needless to say, most worlds take a dim view of travellers armed with ACRs and combat suits walking down a street in public, irrespective of the presence of a Cat-4 permit.
- Category 5 – Advanced military firearms and support weapons. These include heavy machine guns, 'smart' guns and missiles, and a list of items that are probably classified. A Cat-5 permit is granted on a case-by-case basis, virtually in all cases to a mercenary company involved in a current operation to assist present military forces, and again in virtually all cases the permit will be temporary in duration. Cat-5 can be applied for by travellers, but the permit can cost upwards of 10'000 credits if not more, and that doesn't take into account the ability to purchase top-of-the-line military hardware (which will be negligible). Only those individuals with the highest backing can be given a Cat-5.
The StarNet public database wrote:Personal Defence and Ownership of Weapons -
“The private citizen is by no means qualified to either own or operate a weapon, no exception. Weapons are dangerous, and casualties are common – but does that stop so-called travellers from leaping into fights rather than summoning the proper authorities? Of course not, and as usual, these travellers leave a trail of corpses behind them as they visit planet after planet.
“Someone must be held accountable for the mess these vigilantes create.”
- interview with Sora Michelle Burkstrom, Commodore Royal Navy 5th Fleet.
The next list deals with 'special' permits.The StarNet public database wrote:Self-defence in known space -
“The Navy often overthinks solutions to problems that don't exist. Just what does the good Commodore propose to do about it? Ban weapons ownership across the Commonwealth? Good luck with that.
“She makes one very important point – the first thing you should do in a hostile situation is to escape your attackers if possible. Of course, sometimes it isn't, and in those times it becomes necessary to defend oneself from harm. And what are you going to do if the world you're on has weapons prohibitions? What if you're a law-abiding citizen of the Commonwealth and only have a Cat-1 permit, while the bad guys have guns? Not a whole lot, I can tell you.
“Do yourself a favour, and travel safe, travel secure.”
- Colonel Mori Benzane, Solarian Federation Marine Corps (ret).
- Special Permits
- Starship Weapons Licence – This requires a Cat-3 or better permit, as well as a space vessel that has undergone a full maintenance overhaul. Even then, the ship itself won't be allowed to land if the world in question is too nervous. In such cases, travellers can use unarmed shuttles, pay an 'increased starport fee' (read: bribe) or do nothing but scream at starport administration until frustration gets the better of them. Only a Cat-4 or -5 permit can allow a starship clearance to land quickly, and often because they are part of a military operation. An SWL gives the owner and operator of a starship the allowance to arm his ship with defensive weaponry if he or she can afford them. Such weapons can act as a deterrent to pirates and other criminals. An SWL can cost anywhere between 25'000 credits to 50'000, not including the maintenance overhaul and a Cat-3 or higher purchase.
Important note: Some travellers might feel no need to obtain an SWL to put weapons on their ships. There is a word for such people: pirates. You have been warned. - Starship Trade Licence – An STL is relatively easy to come by, and is only really necessary to inform DECAT of what you're trading and so on. Most subsidied merchant vessels operate under megacorporations that have already provided an STL to the captain. Independent traders must own an STL in order to engage in 'speculative trade' as it is called. Cost is usually 15'000 credits.
Important note: Trade and communication is how the Commonwealth can maintain control over the space between stars, and thus exert political influence over worlds. It is also how it can exert personal influence over individuals. Those merchants operating without an STL can be fined if found to be trading without a licence. Cynics might argue this goes against free enterprise and trade, but it is a historical fact that when given free reign to go where one likes and trade whatever one fancies, abuse of such privileges is all-too-common. Commonwealth traders are placed under greater expectations. - Bounty Licence – This licence gives a traveller the legal authority to track down and bring to justice criminals who have a warrant issued by StellarPol for their arrest. StellarPol cannot be everywhere at once, and this can allow elements from the underworld to assist in law enforcement. A Bounty Licence is a serious item that is issued to those who have been given clearance. It is not something that can or should be abused.
Important note: Bounty Hunters are members of law enforcement, and as such must engage in rules of professional conduct. That said, there are obvious leeways given to bounty hunters, and they will either be welcomed or despised by other travellers or members of 'legitimate' policing organisations. Something that must be stressed: a bounty licence does not give those that are issued with it the licence to kill, indiscriminately. StellarPol does not issue 'dead or alive' warrants. There is a difference between bounty hunting and assassination.
Last edited by Stofsk on Wed Aug 03, 2005 7:44 pm, edited 1 time in total.
- Stofsk
- Secret Agent Man
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#4
TRAVELLER'S AID SOCIETIES
Travellers are not only assisted by official Commonwealth organisations, but also by a range of privately funded 'societies' that a traveller can belong to. It should be noted that there is a difference between a traveller and a tourist. Travellers work as well as travel, while tourists do little more than sightsee. A TAS organisation often provides it's own hostels for members in most starports, with preferential pricing for members (and expensive rates for nonmembers). They can provide legal services if required (many TAS field agents are certified lawyers or at least know of a few). They also provide a setting for travellers to socialise and trade stories, and ship deals as well as equipment procurement is all available to TAS members (again, at preferential rates). Opportunities for employment can be made through TAS membership, while some are actually founded on a profession (such as the Navigator's Guild). A TAS organisation can even sponsor travels, giving a member a free passage on a liner depending on how frequently he travels, as well as making more expensive services available (if you're an academic who wants to make it to a remote offworld dig to study, but that is an extreme example).
Some TAS organisations also maintain their own news services to give reports for general public as well as private membership consumption (like with all things, members get preferential treatment).
TAS membership is not cheap, however. It can cost hundreds of thousands of credits, but the benefits are obvious to those willing to make the investment. A high passage alone costs 10'000 credits, and if each member gains a high passage on any liner - when you factor in the many members a TAS will have – then this is quite a steep expenditure. That said, it is quite obviously a privilege that can be revoked. TAS membership is something you work towards. It is rarely something you purchase off the bat, unless you happen to be rich. All TAS organisations have their own membership requirements, as well as behaviour for their members to maintain.
What follows is some detail on the few pre-eminent Traveller's Aid Societies of the Commonwealth:
The Navigator's Guild:
The Navigator's Guild is one of many Traveller's Aid Societies, and is founded on a profession: astrogation. Navigators are responsible for putting a ship safely through warp towards its intended destination. It also has a heirarchy to it as well, with those entering the Navigator's Guild holding the level of Trainee. (assuming they're navigators. Non-navigators can be a member of the guild but do not get the professional opportunities.) The Guild itself is quite prestigious, and entry into it carries a hefty fee of 1'000'000 credits and more for non-navigators. Navigators are sought after, and training is some of the best in the Commonwealth. Thus, those who are technically proficient with astrogation have an easier time of entering the Guild. Those who are gifted are given a free ride (the Guild loves its prestige, which is founded on quality Navigators - if they can have the best and deny them to other rivals, then so be it).
The Commonwealth Stars is one of the most accessible Traveller's Aid Societies, in that the membership fee is reasonable. While the Navigator's Guild is more prestigious, the Commonwealth Stars has more members, and though high quality navigators are in the NG, this doesn't have any effect on the Commonwealth Stars as it is not a guild for professionals. There is no heirarchy, every member has one star to signify their membership which is programmed into their travel holo-documents.
The Paradisan Kingdom is one of the largest interstellar societies in the Commonwealth of Star Systems. For many centuries during the fall of the Terran Dominion, the Paradisan systems were some of the most prosperous and well guarded in all of known space. This reputation continues to this day. It is a mark of respect to belong to the Kingdom and be a Far Ranger, as the first implies that you are prosperous and secure, and the second states you have the experience to back that up.
In all known space, there exists many dangerous creatures the likes of which can terrify humans and other sapient beings. These creatures are monstrous killers and predators – to hunt them shows off one's prowess in cunning. The Offworld Safari Club provides thrill-seeking travellers the opportunity to test their mettle with monsters on a hundred alien planets.
The StarNet is a Commonwealth communications and news outlet that seeks to keep all citizens of the Commonwealth informed as quickly as possible through the interstellar courier network. StarNet is a bulletine board in the local system's datanet. Updates don't come all that often if you live in a remote system, but when they do come subscribers are given notice. On average, an update can be expected every week (if in a courier nexus system, which is usually a subsector capital or otherwise rich world), every fortnight (if along a main courier arterial route), every fortnight to a month (if along a branch-out route from the main arterial), to every half year, or sometimes every year or more (this depends on a number of factors, from the planet's location and relative isolation, to the planet's and system's populace and conditions which make offworld contact either particularly difficult or hostile - the former could be in the form of a low tech backwater that doesn't even have satellites let alone running water, to the latter which might have a xenophobic and isolationist society).
The StarNet service gives subscribers a chance to find out what is going on in the rest of the galaxy. Many articles are compiled onto couriers from nexus worlds, where major news services provide all journalistic articles, holo-interviews and footage from scenes-as-they-happened (a popular segment giving the viewer a chance to see a correspondent's-eyes-view over an important event as-it-happened, through a holo-suite), as well as special documentaries that give viewers an immersive experience of important events (want to see the Fall of Troy? AI assisted programming and extensive academic research will give you an 'on the ground' perspective on the former Dominion world's demise in the last planetary invasion to take place in millenia).
Travellers are not only assisted by official Commonwealth organisations, but also by a range of privately funded 'societies' that a traveller can belong to. It should be noted that there is a difference between a traveller and a tourist. Travellers work as well as travel, while tourists do little more than sightsee. A TAS organisation often provides it's own hostels for members in most starports, with preferential pricing for members (and expensive rates for nonmembers). They can provide legal services if required (many TAS field agents are certified lawyers or at least know of a few). They also provide a setting for travellers to socialise and trade stories, and ship deals as well as equipment procurement is all available to TAS members (again, at preferential rates). Opportunities for employment can be made through TAS membership, while some are actually founded on a profession (such as the Navigator's Guild). A TAS organisation can even sponsor travels, giving a member a free passage on a liner depending on how frequently he travels, as well as making more expensive services available (if you're an academic who wants to make it to a remote offworld dig to study, but that is an extreme example).
Some TAS organisations also maintain their own news services to give reports for general public as well as private membership consumption (like with all things, members get preferential treatment).
TAS membership is not cheap, however. It can cost hundreds of thousands of credits, but the benefits are obvious to those willing to make the investment. A high passage alone costs 10'000 credits, and if each member gains a high passage on any liner - when you factor in the many members a TAS will have – then this is quite a steep expenditure. That said, it is quite obviously a privilege that can be revoked. TAS membership is something you work towards. It is rarely something you purchase off the bat, unless you happen to be rich. All TAS organisations have their own membership requirements, as well as behaviour for their members to maintain.
What follows is some detail on the few pre-eminent Traveller's Aid Societies of the Commonwealth:
The Navigator's Guild:
The Navigator's Guild is one of many Traveller's Aid Societies, and is founded on a profession: astrogation. Navigators are responsible for putting a ship safely through warp towards its intended destination. It also has a heirarchy to it as well, with those entering the Navigator's Guild holding the level of Trainee. (assuming they're navigators. Non-navigators can be a member of the guild but do not get the professional opportunities.) The Guild itself is quite prestigious, and entry into it carries a hefty fee of 1'000'000 credits and more for non-navigators. Navigators are sought after, and training is some of the best in the Commonwealth. Thus, those who are technically proficient with astrogation have an easier time of entering the Guild. Those who are gifted are given a free ride (the Guild loves its prestige, which is founded on quality Navigators - if they can have the best and deny them to other rivals, then so be it).
- Membership requirements: No criminal record or involvement. This means that convicted felons are automatically disqualified, but also criminals who have escaped justice will be immediately blackballed and the appropriate justice authorities will be contacted. The Navigator's Guild prides itself on its reputation, and likes to keep things quiet. Membership costs in excess of 1'000'000 credits, though exceptions have been made for particularly gifted navigators with great potential (who are offered a free membership as well as professional opportunities).
Membership benefits: Preferential treatment in all Navigator chapters. Guild sponsorship carries an enormous amount of weight when seeking employment in a professional field such as Astronavigation - there is the prestige of being a member of the Navigator's Guild that simply cannot be understated. In addition, the Navigator's Guild sees a lot of travel, almost on par with the Scout Service. This can lead to many sources of information gathering for members to take advantage of and use to their own benefit. Membership is for life, unless blackballed for failing a requirement.
The StarNet public database wrote:On the Navigator's Guild -
The Guild is the pre-eminent civilian organization for the recruiting, training, and placement of navigators within the Commonwealth.
It is not the only service for this, as the military trains its own navigators, and there are other, smaller organizations that also provide such services. However, for commercial purposes, the Guild has a near-monopoly on top-ranked, quality navigators, and it guards this near-monopoly very jealously.
Guild certifications run in four levels - Trainee, Apprentice, System, and Master. Trainees and Apprentices train under System and Master Navigators. System Navigators are licensed for any intra-Commonwealth navigation, and Master Navigators are licensed to anywhere, inside or out of the Commonwealth.
The Guild offers standard service contracts as well as special services, as negotiated by Guild arbitrators. All contracts must be Guild-approved, and fit within their standard pay schedule. Navigators can (and regularly do) negotiate their own contracts, but if they fall outside the standard guidelines, they must be approved by the local Guild chapter.
Penalties for contract violation can be quite severe. The Guild will not tolerate violations of contract by its own members, and given the exclusive nature of Guild membership, the threat of decertification is quite a club. Lesser penalties can include fines and loss of rank, but the Guild is not shy about hanging the threat of exile over its members.
The Guild is equally adamant about its dealings with employers of navigators. Fines and blacklisting from Guild services can cripple larger commercial operations, and it is rumored that particularly egregious offenders have been the target of Guild-sponsored mercenary raids against their properties and personnel. However, as yet no legal proof of such actions has been presented.
- StarNet correspondent Attila Petrosjko
The Commonwealth Stars:The StarNet public database wrote:The Chip -
The Chip is what distinguishes members of the Navigator's Guild from its competitors. Embedded in the tip of a member's index finger (or suitable substitute extremity), it carries a download of all a Guild Member's journeys. One of a Navigator's first duties upon arriving at a world with a Guild office is to perform a data exchange with the local office, depositing the records of their latest travels into the database for review by their peers. At the same time, they generally download records concerning their planned routes.
The Chips themselves are remarkable devices. Containing each Guild member's full Guild records and profile, they are virtually tamper-proof. Among the safety measures included in the chip is a sensor that insures a constant flow of microvoltage from the host's body. If this flow is interrupted, the sensor triggers a microburst capacitor that erases the chip's memory. As a guard against coercion, each Guild member is assigned a specific tap code, a rhythm with which they tap the sensor pads at both Guild offices and their own personal data units.
It's generally conceded that the only sure way to access the contents of a Chip are via the consent of its bearer.
- StarNet correspondent Attila Petrosjko
The Commonwealth Stars is one of the most accessible Traveller's Aid Societies, in that the membership fee is reasonable. While the Navigator's Guild is more prestigious, the Commonwealth Stars has more members, and though high quality navigators are in the NG, this doesn't have any effect on the Commonwealth Stars as it is not a guild for professionals. There is no heirarchy, every member has one star to signify their membership which is programmed into their travel holo-documents.
- Membership requirements: Must be a Commonwealth citizen. This society is open to any and all members of the Commonwealth of Stars. Membership can be applied for and requires 55'000 credits for a period of ten years before membership must be renewed. Should anything happen to one's travel holo, whether it be lost or subverted, membership is put into stasis. In this time it can be reapplied, for a fee of 20'000 C minus 1'000 C for every year you were a member. Like with all your things associated with your personal identity, it is the responsibility of the member to keep this safe and secure
Membership benefits: In terms of material benefits, being a Commonwealth Star member can give you access to travel hostels in most starports, that range in quality (though never 5 stars). Every year you receive one free high passage for any liner of your choice, which can be redeemed for cash to the sum of 10'000 C. Alternatively, a member can elect to receive a free low passage for any liner every month, which can be redeemed for 1'000 C per low passage. There is also the opportunities one can find by socialising with many fellow travellers of diverse backgrounds. Literally, you can meet anyone and trade stories with them: Chel'noirn merchants from their homeworld of Klenta'thorn, who will gladly regale you with tales of its subterranean cities, to an Akelli skin-dancer who'll agree to put on a 'special performance' if you ask her nicely enough; from a grounded Papalon pilot who's a little down on his luck and itching for a chance to fly again, to a haughty Solarian who wonders why no-one speaks Sollac anymore; to a Belter who's never been 'landed' before, and a Makhali professional who has an important corporate function she has to attend in a week's time, and the last liner left twenty minutes ago. There are all kinds of people and all kinds of stories and all kinds of opportunities waiting to be discovered and realised by the savvy traveller.
The Paradisan Kingdom is one of the largest interstellar societies in the Commonwealth of Star Systems. For many centuries during the fall of the Terran Dominion, the Paradisan systems were some of the most prosperous and well guarded in all of known space. This reputation continues to this day. It is a mark of respect to belong to the Kingdom and be a Far Ranger, as the first implies that you are prosperous and secure, and the second states you have the experience to back that up.
- Membership requirements: The first requirement is one must be a loyal citizen of the Kingdom, a servant of the King or Queen (whichever applies currently), and hold all relevant and current documents to that effect. To be born in the Kingdom grants citizenship, but naturalised citizens are also encouraged to become a Far Ranger - so long as you swear yourself to the Crown. The second requirement is the absence of any criminal record or involvement, which may even be as significant as a suspicion (the Paradisan Far Rangers take pride in their Kingdom, and don't consider criminals worthy enough to represent the reigning monarch as ambassadors for the Crown). The third requirement is to be a professional in something that can provide the Kingdom with your services - in effect, you are encouraged to work as you travel. The fourth requirement is to pay the fee of 125'000 C. If you were ever a member of the Royal Star Navy or the Royal Marines, this fee can receive a discount or in rare circumstance even be waived.
Membership benefits: Far Rangers host a number of middle quality travel lodgings in every Paradisan starport in the Kingdom. Every member can receive a free low passage per month that can be redeemed for money. This is for members who merely travel. For members that are professionals and work for the Crown, they receive a free middle passage every two months. Among these members, there is a contest every year to see who has done the most notable thing for the Kingdom. The winner receives a free high passage to anywhere in the Kingdom, and can only be used in there as well. Most of the time this translates into who was the most successful entrepreneur businessperson that year, but this isn't set in stone: philanthropists, humanitarians and notable academics are also given accolades. Sora Vira Janel dumped her cargo of exotic shorka silk (the shorka is a giant water spider from Ravi Shankar, a water world in the Kingdom; its silk is prized for its resiliance) and stax-sealed foodstuffs to provide space for a thousand refugees from a planetary disaster in the Gregorfield system that she was passing through at the time. Many people wouldn't get their clam chowder, but a thousand people owed their lives to her.
Important note: the benefits for being a Paradisan Far Ranger are best felt in the Kingdom. While highly prestigious to those in the Kingdom, the prestige wears a little thin outside of it.
In all known space, there exists many dangerous creatures the likes of which can terrify humans and other sapient beings. These creatures are monstrous killers and predators – to hunt them shows off one's prowess in cunning. The Offworld Safari Club provides thrill-seeking travellers the opportunity to test their mettle with monsters on a hundred alien planets.
- Membership requirements: A good reputation is required for applicants, 200'000 or more credits, and no criminal record. It probably helps if you're a licensed rifleman. Or whatever you wish to hunt with. Obviously some medical insurance helps.
Membership benefits: You get to meet lots of fascinating and well-travelled individuals, you get to see lots of interesting flora and fauna, and then blow 'em away. Every fourth year the Safari Club meets at a designated world to engage in competition. Such competitions can last weeks or longer, and give opportunities for travellers to engage in recreation, trade and employment, or anything they wish.
The StarNet is a Commonwealth communications and news outlet that seeks to keep all citizens of the Commonwealth informed as quickly as possible through the interstellar courier network. StarNet is a bulletine board in the local system's datanet. Updates don't come all that often if you live in a remote system, but when they do come subscribers are given notice. On average, an update can be expected every week (if in a courier nexus system, which is usually a subsector capital or otherwise rich world), every fortnight (if along a main courier arterial route), every fortnight to a month (if along a branch-out route from the main arterial), to every half year, or sometimes every year or more (this depends on a number of factors, from the planet's location and relative isolation, to the planet's and system's populace and conditions which make offworld contact either particularly difficult or hostile - the former could be in the form of a low tech backwater that doesn't even have satellites let alone running water, to the latter which might have a xenophobic and isolationist society).
The StarNet service gives subscribers a chance to find out what is going on in the rest of the galaxy. Many articles are compiled onto couriers from nexus worlds, where major news services provide all journalistic articles, holo-interviews and footage from scenes-as-they-happened (a popular segment giving the viewer a chance to see a correspondent's-eyes-view over an important event as-it-happened, through a holo-suite), as well as special documentaries that give viewers an immersive experience of important events (want to see the Fall of Troy? AI assisted programming and extensive academic research will give you an 'on the ground' perspective on the former Dominion world's demise in the last planetary invasion to take place in millenia).
- Subscriber requirements: To enjoy the holo-articles, a holo-suite or projector must be owned by the subscriber. The more extensive articles, such as the total immersive recreations (historical documentaries and so on), require a holo-suite. Everything else requires a projector. If subscribers want reading material on their voyages, or to simply read at their leisure in one's residence, this preference can be selected and a published magazine can be sent to a postal address for a fee (the 'magazine' comes in huge volumes). Or a subscriber can simply have a selected article printed off in one's home. The StarNet Magazine costs 100 C for subscribers, and is of very high quality and written by some of the Commonwealth's best writers and journalists and correspondents. Non-subscribers can find the Magazine at an outlet for more expensive prices.
Subscribers have to renew their commitment every five years. A subscription fee of 25'000 C must be paid, either in yearly installments or in one full payment. Subscribers get a discount in the purchase of the magazine, while non-subscribers have to pay whatever the local economy demands they pay. Professional journalists can submit their own articles to the StarNet. Lifetime subscriptions are prizes that aren't available for purchases but can be won in contests.
Subscriber benefits: To subscribe to the StarNet puts you in touch with the rest of the Commonwealth. This can be trivial or important depending on your own perspective. If you're from Solaria, you might not care so much about what's going on in other parts of the galaxy, or on the other hand you might; while if you're from a minor world on a courier arterial branch-out you could be waiting for that next big update for weeks or months at a stretch. If you're a citizen of an authoritarian regime that is xenophobic it's possible you don't even have a chance to subscribe. If you're a pioneer on a frontier world you might not hear from the galaxy for years, and when you do it's likely to come from a Scout rather than a courier.
In addition to giving you the news and putting you in touch with the rest of the galaxy, StarNet subscription also gives you access to other subscribers as well. If you want to trade with others, or communicate with friends, then the StarNet provides that service. You can also purchase exotic products from other systems, provided you don't mind waiting for delivery.
Last edited by Stofsk on Wed Aug 03, 2005 8:21 pm, edited 2 times in total.
- Stofsk
- Secret Agent Man
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#5
RACES IN DETAIL, ABILITIES in brief
The Twilight Reaches is home to many alien races and cultures. After centuries of one oppressive rule after another, the Commonwealth of Star Systems rose to keep the peace between all members.
HUMANITY
Humans are still the most numerous species in the sector. They have a haughty demeanor in their dealings with each other, knowing full well that they ruled the sector for close to two thousand years in one form or another. They are not especially strong or intelligent. What they lack in individual ability they make up for with the memory of Pax Humanica, that period in galactic history when the stars were ruled by humans, which inspires them to achieve greatness.
Physically, humans of this time period have many 'racial' traits that continue to the present day. Skin pigmentation ranges from black to white, while hair colour can be blonde, red, brown or black. Asian eyes are common, but with the advent of geneering technology and the ability to design your genes, racial characteristics don't take on the same meaning as they once did in the distant past. Interestingly, geneering has brought about a form of modern racial traits that have a peculiar slant. (see subraces)
There are a number of minor human colonies and worlds that either maintain their independence and autonomy while still belonging to the Commonwealth, or are protectorates of various larger polities that have yet to be mentioned. Bandit Kingdoms still exist, and megacorporations similar to Makhali Corporate have their own personal fiefdoms. Such worlds vary in technology, laws and governance.
THE CHEL'NOIRN
The Chel'noirn are a major alien race that live in relative harmony with their neighbours. They are members of the Commonwealth of Star Systems, but Chel'noirn society is large and fracturous like human society. The Chel'noirn Union is another confederation like the Commonwealth, although not as large as the latter. Due to their reptillian nature, Chel'noirn have an easy time sustaining injury and are generally tough. They're not as dextrous or as nimble than other species, but are quicker in short bursts. They're a tall race, and two meters is considered an average.
Akelli are another numerous alien race in the sector. Unlike the Chel'noirn, the Akelli are delightfully humanoid. So much so, in fact, that they appear human and even carry human DNA. This has confounded many biologists of both Akelli and Human races, but has lead to the Divergent Ancestry theory. That is to say, that Akelli must have been human at one stage but were transplanted from Earth to the Twilight Reaches millenia ago and from there progressed on a divergent evolution. The presence of Preserver artifacts seems to suggest an ancient race could have done this. But to what purpose remains unknown. Humans and Akelli can have sex with each other, but they can never consumate their romance in the form of shared offspring.
Papalons are considered a medium race due to living on a few worlds that are solely theirs. However, they can live on any water world due to their amphibious nature. Their experience with watery environments often strengthens their constitution and fortitude, but they have a disdainful temperament for 'surface dwellers'. This doesn't necessarily translate into snide contempt or hostility, but more of a bemusement at those that do not share the simple joys of life under the waves. Then again, some Papalons do feel contempt and xenophobia.
Being a short species, the Papalons are fiercely independent and insular. They travel and spread constantly, but unlike either Humans, Akelli or Chel’noirn, they lack any group cohesion. This is due to an enlightened sense of paranoia – in a universe where they happen to be the shortest stuff around, it’s always a risk to be eaten by big sharks or taken captive by aliens.
FLOATERS
Inhabitants of gas giants, Floaters don't seem to have any ability to create technology and thus, are not possessed of higher intelligence. They seem to be smart animals, like whales. For reasons that defy explanation, floaters are found in numerous gas giants (not every gasgiant ever surveyed, but many). How they got there is unknown. The pre-eminent theory is that they were transplanted there by an ancient intelligence that has left signs and ruins all throughout known space.
RAAN-YAY
The Raan-yay are intelligent avians who live on low-gee moons, and at one point seemed to have been space faring, but evidentally fell from their perch, so to speak. There is evidence that they and the Akelli were once rivals who both vied for control of the sector; it is clear neither triumphed in this struggle. Raan-yay are reptillian avians and some have horns while others have a skull fin. From what has been seen of them so far in known space, few Raan-yay have progressed beyond the stone age (after somehow being kicked down there).
The Twilight Reaches is home to many alien races and cultures. After centuries of one oppressive rule after another, the Commonwealth of Star Systems rose to keep the peace between all members.
HUMANITY
Humans are still the most numerous species in the sector. They have a haughty demeanor in their dealings with each other, knowing full well that they ruled the sector for close to two thousand years in one form or another. They are not especially strong or intelligent. What they lack in individual ability they make up for with the memory of Pax Humanica, that period in galactic history when the stars were ruled by humans, which inspires them to achieve greatness.
Physically, humans of this time period have many 'racial' traits that continue to the present day. Skin pigmentation ranges from black to white, while hair colour can be blonde, red, brown or black. Asian eyes are common, but with the advent of geneering technology and the ability to design your genes, racial characteristics don't take on the same meaning as they once did in the distant past. Interestingly, geneering has brought about a form of modern racial traits that have a peculiar slant. (see subraces)
- Human racial traits:
- 4 free skill points at first level, 1 free skill point every level up.
- 1 free feat at starting level.
- Medium sized (no penalties or bonuses due to size).
- Automatic Languages: Various (see subraces).
- SOLARIAN
Solarians are the descendants of the original colonists that arrived from long lost Earth millenia ago. They were thus highly mixed when they first came and settled on a rich planet that was called 'Solaria' in remembrance of Sol. Solaria was the seat of the first human interstellar government, the Terran Dominion, and was the birthplace of the Pax Humanica, the 'Human Peace'. Yes, it was brought about by oppression, but for over 800 years there was a civilisation every human could marvel at and feel secure in. Nowadays the Solarian Federation maintains a respectable presence in the Commonwealth, although the past fills them with a sense of wistful nostalgia.
Though the initial colony fleet was mixed, over centuries Solarian geneering began to give typical traits that were publicised as traditional 'Solarian' (the irony of a tradition being engineered was not lost on the wise), which modern society has produced as common: hair is usually golden blond or silvery blond, or black; a Solarian's height is the tallest a human could achieve and it is not uncommon to see two meters as an average; weight tends to be on the side of thin rather than fat, giving the physical characteristic of a tall, lanky people; in terms of skin pigmentation, Solarians enjoyed extremes mixed with contrasts, for example a black complexion paired with golden blond hair, or typically snow white. No range (brown instead of black, or fair white instead of tanned).
Status: Major race, somewhat disgruntled at no longer being the top dog.
Homeworlds: Solaria, Troy, Hallicon, Constance. Many more minor colonies.
Languages: Anglo and Sollac.
Religion: Nothing except humanistic philosophy. Atheistic in that sense, though Solarians often feel humanity has a divine destiny – not necessarily godly, but certainly a touch above everyone else.
PARADISAN
The Paradisan Kingdom was responsible for ushering Humanity out from the dark ages after the Warp Blink. In the original colony fleet that landed on Solaria millenia ago, many humans were asian as well as white and black. In a form of racial isolation, many of these racial groups departed and settled on other worlds: those of anglo-saxon descent settled on the world of Paradiso, Japanese landed on Kaishu, and Indians settled New India - all in the same system (an extraordinary astrographical coincidence). These worlds remained independent while the Terran Dominion fell into decay and eventual fall, and due to being settled in the one system, they never stopped trading and communicating with each other.
Eventually the problem from pirate raids grew too large for one world to reliably handle for itself, and after New India was nuked by pirate marauders, Paradisan and Kaishu forces rushed to help their neighbour. The unified Fleet Admiral, a Paradisan by the name of Sora Avril Lola, returned and in a coup took control of the government and created a constitutional monarchy (many blamed the individual governments for failing to respond adequately to the pirate menace, and the nuking of New India solidified this in the common mind). Thus, the Paradisan Kingdom was born with the reign of Queen Lola.
The Kingdom began colonisation of neighbouring systems. It found more than a few sites of failed colonies that died thanks to the fall of the Dominion, while others existed in subsistence. These worlds were absorbed into the Kingdom without any fuss. Bandit kingdoms were attacked and conquered by the Royal Navy and Royal Marines. Eventually the Paradisan Kingdom spearheaded the formation of the Commonwealth of Systems. Physically, Paradisans look either white, Asian, or South asian.
Status: Major race.
Homeworlds: Paradiso, Paradise, Kaishu, New India, Ravi Shankar.
Languages: Anglo.
Religion: The Churches of Paradise, a polytheistic religion.
MAKHALI
The Makhali Corporate was founded by Eric Makhali, who could trace his ancestry to South Africa of long lost Earth. Disgusted by what he saw as deficient governance by the Solarian 'technocrats', Eric Makhali (who had become rich utilising the Belters) founded the colony of Prime. On Prime, what he saw as the perfect society took shape: democracy for those who had a share in the company.
Instead of being conquered by the Terran Dominion, Makhali gave Solarian rulers shares in the corporation. Simultaneously, he put into motion mercenary companies to offworld Dominion dependencies, to ferment rebellion. With nothing to tie the mercenaries to Makhali, the corporation's hands would remain clean while the Dominion struggled against destabilisation. In a feat of cunning, Makhali offered the Solarian inner party the location of the rebel movement, claiming to have acquired this information from his own intelligence services. Shortly thereafter the rebellion was exterminated. Makhali was given greater autonomy than before, while the Terran Dominion continued to grow.
During the dark age after the Dominon's fall, the Makhali Corporation took its founder's example to heart and began what would be termed 'asset realisation'. This was simple piracy. Like before, the Makhali funded so-called 'Bandit kings' to raid outlying backwaters and colonies. This gave the Corporation some successful increases in resources as well as territory, but it proved to be a two-edged sword. Some of the Bandit kings knew of Makhali's reputation with regards to its pawns, and had no desire to end up the same way. In any case, it can be said that the Makhali Corporate created the problem of piracy to the extent that it is today, though this is by no means common knowledge.
Makhali's chief demographic is descendants from Makhali and his countrymen. Eric Makhali was himself a racist, though the propaganda would call him a Black Soul - rather than anti-something, he was pro-something. However, the modern Machali society is more progressive than its founder would have liked, allowing immigration from offworlders. The Makhali Corporate is made up of blacks for the most part, though asians and whites can be citizens (few hold enough shares to become influential however).
Status: Medium Race.
Homeworlds: Prime. In orbit of Prime is an O'Neil ring, essentially a ring of O'Neil habitats that are owned by those rich enough with shares in the Corporation.
Languages: Ebony.
Religion: Atheism. Religion is seen as a competitor in Makhali society and a foolish endeavour.
BELTER
While most humans decided to settle on colony worlds in orbit of main sequence stars, many felt a greater kinship with living and working in space that they settled on asteroids. Belters are truly diverse and mixed, and unlike Solarians do not feel a need to 'tweak' the appearance to come up with something distinctly 'Belter', with one exception: Belters are shorter on average.
When the first colony was established on Solaria thousands of years ago, the Belters first began to settle the asteroids of the system. They still considered themselves members of the colony that they had not yet achieved a degree of national identity. When Eric Makhali used the Belters to fund his own offworld endeavour, the Belter identity formed. They realised they had been used by others for decades, and so, they began to construct their own nation. With their deep space expertise, Belters settled their asteroids in orbit of gas giants, and became the only suppliers of helium-3 to the Solarians. It was in orbit of the sector's gas-giants that the Belters first contacted the Floaters.
Although no meaningful contact could really take place, the Belters grew to appreciate the Floaters and to study them. Through years of study, it was discovered that when Floaters died, the carcass was devoured by its fellows. Due to a biochemical reaction that was unique to the Floaters, the dead Floater's memories could be 'absorbed' by the rest of the pod. This revelation gave the Belter community a new goal: to achieve a hive mind for its society's individuals. Quantum AI as well as personality uploading combined to created the Belter Hive, an experiment where the leader of this ideological movement committed suicide and uploaded himself to the Settlement Forlorn Hope's AI (something which had never been contemplated let alone achieved - up until then, personality uploading had been confined to personal mainframes or cloned bodies. Never through the merging of an AI). Forlorn Hope became sentient.
The leader (whose name was ironically Adam Chandrovich) and his movement revolutionised Belter society across the whole Dominion. Democratic consensus could be achieved through votes by all members of Belter society. Belter ships had a Quantum AI that could allow 'personality uploading' for its crew in times of danger. Such ships invariably became mobile hive minds of its own, and spoke with the voice of the past crew. Immortality became something feasible for Belters.
Status: Major race.
Homeworlds: None. Belter society is scattered throughout the entirety of known space in the form of Asteroid settlements. The first official Belter asteroid settlement was called 'Forlorn Hope', but there are litterally millions of asteroid settlements which each can support a population in the tens to hundreds of thousands. Cloning as well as cybernetics give the Belters their high population as well as the Hive Consciousness ideological movement momentum.
Languages: Link, a direct cybernetic language all Belters can speak whilst 'linked' within the Hive Consciousness. In their travels, Belters can also know other languages, most commonly Sollac or Klenathor.
Religion: The Hive Consciousness. Immortality of the individual spirit by merging it with the sentient AI. They don't believe in 'god' so much as consider their form of personality upload a kind of heaven.
Special: Belters can only be one class. Not surprisingly, this is the Belter class.
There are a number of minor human colonies and worlds that either maintain their independence and autonomy while still belonging to the Commonwealth, or are protectorates of various larger polities that have yet to be mentioned. Bandit Kingdoms still exist, and megacorporations similar to Makhali Corporate have their own personal fiefdoms. Such worlds vary in technology, laws and governance.
THE CHEL'NOIRN
The Chel'noirn are a major alien race that live in relative harmony with their neighbours. They are members of the Commonwealth of Star Systems, but Chel'noirn society is large and fracturous like human society. The Chel'noirn Union is another confederation like the Commonwealth, although not as large as the latter. Due to their reptillian nature, Chel'noirn have an easy time sustaining injury and are generally tough. They're not as dextrous or as nimble than other species, but are quicker in short bursts. They're a tall race, and two meters is considered an average.
- Chel'noirn racial traits:
- +2 Constitution, -2 Dexterity.
- +1 to attack with natural weapons (retractable claws). Cultural note: Chel'noirn are very reluctant to use their claws as weapons, and only do so under the clearest provocation.
- +2 to damage reduction due to natural armour (tough leather hide)
- +2 to Spot checks (superior sense of smell).
- Heat vision. Due to their reptillian eyes, Chel'noirn have a slight heat vision that allows them to be sensitive to fluctuations in another subject's demeanour. +2 to Sense Motive and Diplomacy when the subject is warm-blooded (ie, human or similar).
- Low-light vision. Can see much better in the dark than other species can due to a reflective membrane on the inside of the eye.
- Cultural custom: for a period of one to two hours a day, a Chel'noirn must spend 'basking time' in either sunlight or some kind of artificial basking room.
- Medium sized (no penalties or bonuses due to size).
- Reptillioids: Chel’noirn evolved from reptiles, and as such are partially cold blooded. When in Cold Conditions Chel’noirn suffer a –2 penalty to any checks and saves that require physical movement. If in hot, tropical or sub-tropical conditions Chel’noirn enjoy a +2 bonus to any checks and saves that require physical movement.
- Automatic Languages: Klenathor.
Personality: Chel’noirn are austere and appear to be cold blooded and ruthless. Such a depiction is only one facet of their personality. In general Chel’noirn have a strong sense of order and of justice; society is stratified with the Nobles governing and administrating, the merchants buying and selling, the warriors fighting and dying, and the workers toiling away. Each Chel’noirn feels a kinship with his crèche or Thornmates (Thorn is the Chel’noirn word for “crèche”) rather than developing a bond with individual parents. Chel’noirn are highly protective of their defenceless crèches – full of eggs containing the next generation. Smashing the eggs is a sure way to infuriate a Chel’noirn. Laying of eggs is considered a sacred, but also communal, event.
Chel'noirn rarely use their claws in fights with each other. They have an in-built weapon that can kill quite easily; thus, their society evolved in such a way that to use such weapons carries with it a grave implication (to the death). Dueling is practiced for acquiring a mate, and hunting mammalian creatures is considered a worthy past-time.
Chel'noirn are not expansive, but highly territorial. In all its wars with the Terran Dominion, the Chel'noirn Union never once struck first. They have naturally long lives thanks to a metabolism that's fairly slow. This affords them a natural sense of patience, which is useful in hunting in jungles as well as negotiating with warm blooded mammals. Chel'noirn have a neutral outlook on life, and each Chel'noirn world holds an independent clan. A confederation became the natural evolution of their interstellar society.
Physical description: Descended from reptilian lizards that can walk upright or on all fours, Chel'noirn are on average taller than humans, at two meters for most Chel'noirn. They also tend to look a lot tougher, with a leathery natural armour that's hard enough to protect against most blows. Unlike humans Chel’noirn females are the dominant gender in terms of physicality, growing taller and broader than male Chel’noirn. Neither the males nor females have hair. The Chel'noirn hand has three fingers, with a central thumb. On both upper arms a retractable sickle-shaped claw can come out for fights. Chel'noirn have a number of subraces that is only apparent from the differing skin pigmentation. (see subraces)
Chel'noirn subraces: Albinos (white scales, red eyes), Blackspots (green scales with black spots of different shapes), Copperheads (coppery head, black scales for the rest of the body, yellow eyes), and Redskins (rust coloured scales, green eyes). It should be noted that Chel'noirn society is not immune from racism, and many clans form based on single racial lines. Of the four races, the Copperheads are the most dominant in terms of numbers (and over half of Klenta'thorn's population is Copperhead, with less than 5% Albino - the latter were driven off the homeworld by the former in the distant past, and now live on numerous other worlds). Also it should be noted these races names are the human nicknames. The Chel'noirn have their own terms in Klenathor.
Status: Major race. Human and Chel'noirn population is roughly equal, with the former just barely squeesing ahead. Humans have more territory and systems under their control, but Chel'noirn worlds have vast subterreanean cities. They make do with more space on their worlds.
Homeworlds: Klenta'thorn is the ancestral homeworld of the entire Chel'noirn species, but currently it is the seat of the Copperhead races dominance.
Languages: All Chel'noirn can speak Klenathor. There are a variety of other languages based on class; Nobles speak a Noble dialect, warriors speak a Battle language etc. Klenathor is a raspish hissing language, and is difficult for a non-Chel’noirn to master – few do, but those that do are often regarded in high esteem. Chel'noirn can also speak Anglo if they strive to learn.
Religion: Religion doesn't play an extensive role in Chel'noirn society.
THE AKELLIThe StarNet public database wrote:Chel'noirn Sports
SN: “I'm here with other hunters in the Union, and I've found quite a character in Korath, a member of the merchant class in Chel'noirn society.
“So, Korath. Another meeting of the Offworld Safari Club is underway, and you've come to Chinosa to hunt. Do you want to tell the Commonwealth what game can be found on this humid Chel'noirn world?”
Korath (hunter): “Mammals-ss. Biped mammals-ss. ss-Similar to you. More hair. More personality. Less brains. Rarely in a hurry. Just how we like it.”
Akelli are another numerous alien race in the sector. Unlike the Chel'noirn, the Akelli are delightfully humanoid. So much so, in fact, that they appear human and even carry human DNA. This has confounded many biologists of both Akelli and Human races, but has lead to the Divergent Ancestry theory. That is to say, that Akelli must have been human at one stage but were transplanted from Earth to the Twilight Reaches millenia ago and from there progressed on a divergent evolution. The presence of Preserver artifacts seems to suggest an ancient race could have done this. But to what purpose remains unknown. Humans and Akelli can have sex with each other, but they can never consumate their romance in the form of shared offspring.
- Akelli racial traits:
- +2 Charisma, -2 Wisdom.
- +2 Reflex saves.
- +2 to Listen checks (keen hearing from pointed ears).
- Culture: Matriarchy. Akelli females are more numerous than males by a staggering amount. They thus control more of their society than males do, but males are more revered due to their less numerous presence.
- Female Akelli: cannot choose Academic, Belter, or Professional as their initial class. They an multiclass into Academic and Professional at a later stage. Belters are human only character classes. Akelli females are impressed into some kind of service whether it be as a Noble (not just in leadership, but also as a courtesan or Skin-dancer), a Merchant, or some kind of soldier.
- Male Akelli: cannot choose the Mercenary, Service Classes, or Noble and Belter class. These character classes are too risky to allow the males to join. Belters are human only, and males are forbidden from being Nobles due to the nature of the society (being a matriarchy).
- Pheromones. A certain organ located on the chest of a female Akelli releases a pheromone that can drive males to extreme heights of pleasure. That's males of both Akelli, Humans, and surprisingly Papalons (both males and females find the pheromone pleasurable but not sexually arousing). Though Chel'noirn males don't seem to be affected in any other way other than a mild discomfort, while Chel'noirn females are repulsed by the smell. Akelli females thus gain a +4 bonus to any Charisma-based check or skill when the target is a male Akelli, Human, or Papalon. Chel'noirn males are not affected at all, and Chel'noirn females will react in a hostile manner if this is attempted on them. Needless to say, other Akelli females find it bemusing if this technique is used on them.
- Breeding peak. Once a year for a short time, Akelli males experience a biological imperative to breed. This can lead to many awkward situations and rising tempers. In this period, which can last a few weeks or until the tension has been released, the Male gains a +4 bonus to Bluff and Intimidate checks when dealing with a member of the opposite sex for the purposes of seduction. This doesn't usually faze female Akelli due to generations of having to deal with it, but human females are usually made uncomfortable by such advances. (no kissing on the first date! dinner, then a show, then sex...)
- Medium sized (no penalties or bonuses due to size).
- Automatic Languages: Akrek, Anglo.
Personality: The Akelli often know how to put on a good face and assimilate well with their surroundings, but sometimes seem to have a careless (some would generously call it 'carefree') attitude, which if not careful, can lead them into trouble. The Akelli are right-brain dominant, which results in a disproportionate number of left-handed Akelli. The right-brain dominance implies a greater feeling of passion, which corresponds with an artistic and sensual society. This is evident in the warm music, the seductive dance, the uplifting art and the stirring rhetoric of stateswomen. Men are just as passionate as the females, but aren't as numerous.
This leads many women to have a protective attitude in regards to their men. This often takes the form of a loving concern for their wellbeing to a callous regard for males as playthings. Another example of a carefree attitude. Unlike in modern human society where monogamy is the standard (unless you are a Makhali, where the number of wives you have is a sign of prestige, or a Belter, who are celibate in terms of marriage), Akelli practice polygamy, and due to the gender disparity most members of such marriages will be female. There will be one prime wife, a secondary or third, and the male will inevitably be breeding stock (though genunine feelings of affection are not prevented in this relationship). Most marriages are formed on mutual attraction for each member, although arranged marriages are also quite common. Sometimes both occur in the one.
Physical description: Physically, the Akelli are humanoid. They appear almost like humans, but are shorter on average, ~170cm. A fast metabolism ensures that they won't be fat on average, but this can lead to shorter lifespans - a problem that geneering can combat but an Akelli will never live as long as a human or Chel'noirn with equivalent anti-aging treatments.
Akelli have pointed ears that confer a keen sense of hearing. They also give an elfin appearance. In terms of skin pigmentation, Akelli range from having indigo skin to bergundy, navy, green, and golden olive. Eye colour ranges from emerald, red, yellow, and violet; while they do not 'glow' per se, they do have a slight luminescent quality to them. Akelli females wear their hair long with side fringes. Most hair is arranged in intricate weaves and coiffures that are an art in themselves. Akelli males are often bald, and often tattoo their skin for artistic reasons. Some males have hair, and like the females they wear it long too, usually arranged in a pony tail with a bald top.
Status: Major race. Due to their physical similarity, Akelli have no problem at all in assimilating themselves to Human society, and have done so for the last thousands of years.
Homeworlds: Chakulu. When explorers from the Terran Dominion surveyed this planet, they contacted the Akelli who were living in a primitive subsistence. After a few generations, Akelli fully assimilated with human society. Since the first contact it has since been discovered that Akelli were on many worlds, and were once in command of the sector the same way the Terran Dominion was. Something evidentally happened to result in their fall as well.
Languages: Akrek is the Akelli language that seems to have the same prominence in Akelli society as Anglo and Sollac has for the Commonwealth and the Terran Dominion before it. Zsuzsanna body language can be learnt if an Akelli female wishes to learn skin-dancing. All Akelli know Anglo and Sollac, making them the most lingual of all the races in the Twilight Reaches.
Religion: There may not be a religion per se, but art and creativity is often regarded as a mystical or divine force. Anything artistic can be seen as worship, but this might stretch the definition of religion.
THE PAPALONSThe StarNet public database wrote:Two Eyes on Chakulu -
Skin-dancers and skin-dancing is a performance that has ties in millenia-long traditions of seductive dances. Modern skin-dancers wear a nano-weave that is sprayed onto the skin, while traditional skin-dancing had intricate tattoos with special properties that would change the colour of the tattoo as the mood of the dancer changed. In the case of the former, the nano-weave can be controlled a lot easier by the dancer, which frees up more concentration for athletic movements. Opinions are divided over which is more impressive – but I can tell you, the view is great from where I'm sitting.
Though difficult, it is not impossible for human females to learn skin-dancing, but in such cases it takes on a different format. Whereas Akelli females have a more mature sensual performance, human females give off a more innocent sensuality akin to virginity.
- StarNet travel correspondent Rivshir “Riv” Morongolon
Papalons are considered a medium race due to living on a few worlds that are solely theirs. However, they can live on any water world due to their amphibious nature. Their experience with watery environments often strengthens their constitution and fortitude, but they have a disdainful temperament for 'surface dwellers'. This doesn't necessarily translate into snide contempt or hostility, but more of a bemusement at those that do not share the simple joys of life under the waves. Then again, some Papalons do feel contempt and xenophobia.
Being a short species, the Papalons are fiercely independent and insular. They travel and spread constantly, but unlike either Humans, Akelli or Chel’noirn, they lack any group cohesion. This is due to an enlightened sense of paranoia – in a universe where they happen to be the shortest stuff around, it’s always a risk to be eaten by big sharks or taken captive by aliens.
- Papalon racial traits:
- +2 Constitution, -2 Charisma.
- +4 to swim checks.
- +2 to pilot checks and to ride checks for domesticated aquatic animals.
- +2 Fortitude saves.
- Low-light vision. Can see much better in the dark than other species can due to a reflective membrane on the inside of the eye.
- Small sized: as small sized creatures, Papalons gain a +1 size bonus to defence (dodge bonus), a +1 size bonus on attack rolls, and a +4 size bonus to Stealth checks, but they must use smaller weapons than medium sized races, and their lifting and carrying limits are ¾ of those of medium sized races.
- Amphibian Mammals: Papalons can hold their breath for much longer than a human can, and can dive to a depth of 240 metres without mechanical aid. In addition, Papalons get sick if in dry weather for too long, and as a result their lifesupport focuses on putting moisture in the air.
- Automatic Languages: Sonnerlonlor is the universal Papalon language. In addition, each colony (and the definition of colony is a lot looser than the Commonwealth one) will form it's own dialect.
Personality: Papalon are generally paranoid, and some are even xenophobic. They don’t trust other races easily, given how in the distant past they had been kidnapped and used as slaves by pirates (and sometimes, worse fates befell them). Papalon rarely turn their backs on someone they’ve just met, as to do so invites betrayal. Papalon are independent minded, fiery of spirit and temper, and at times seem almost hyperactive and playful. They can be rather vicious if provoked.
Papalons enjoy being left alone, as they do not fully trust the other races. That said, a lot of Papalons explore space and work alongside Humans, Chel’noirn, and especially Akelli (whom they like). Those that do have mastered their prejudices and swallowed their pride long enough to get along with others; those that don’t keep to themselves, and attack intruders on sight. As stated above Papalons have no large-scale political cohesion – a worry or a blessing, given your perspective.
Physical description: Papalons are amphibious mammals. They can breath underwater for a lot longer than either Humans and Akelli, or even Chel’noirn. They vaguely resemble old Terran seals. Papalons have three fingers and a thumb, and they see the world through deep, dark soulful eyes. They have whiskers which are managed for the latest fashions. Papalons rarely grow higher than 120 cm, with the average being 100-110 cm. Their coat varies somewhat in colour, some being a rusty red while others a black sheen. Papalons have shorter lifespans than humans, the maximum seems to be 60 natural years. They breed fairly rapidly, and sometimes war on each other or neighbouring races (as a cynical form of population control).
Status: Medium race. There are billions of Papalons, but they're spread out across the sector.
Homeworlds: No-one knows where exactly Papalons originated from, as they don’t seem to know either. It was common for ancient starfarers to kidnap large numbers of Papalons from their homes and spread them throughout the galaxy. As such there are a number of worlds that hold Papalons, but they don’t consider themselves a unified group, and as such every Papalon world that holds more than one colony is considered balkanised. Papalons like to live on water worlds similar to terra-compatible worlds but they choose to live entirely on the surface of the sea in artificial or natural islands, or sometimes beneath the waves in shallow waters.
Languages: Sonnerlonlor is the universal Papalon language. In addition to knowing Sonnerlonlor, a Papalon colony will develop its own dialect over time to differentiate itself from other colonies. Papalons can understand other languages, but they cannot speak them. Or perhaps they won't speak them.
Religion: If Papalons have a religion, they keep it to themselves. Some think they have an apocalyptic religion based on some mysterious 'deep ones'. This could be an ancestral fear of leviathan monsters of the deep. Or it could be superstitious nonsense.
MINOR RACESThe StarNet public database wrote:'Scuse me, do you happen to speak Sonnerlonlor?
"I never met a Papalon I didn't like. I have met Papalons I've had to shoot, in order to defend myself. Contradiction? Well, YOU'VE never lived with them."
- StarNet Papalon correspondent Ricky "Darlin'" Dali.
FLOATERS
Inhabitants of gas giants, Floaters don't seem to have any ability to create technology and thus, are not possessed of higher intelligence. They seem to be smart animals, like whales. For reasons that defy explanation, floaters are found in numerous gas giants (not every gasgiant ever surveyed, but many). How they got there is unknown. The pre-eminent theory is that they were transplanted there by an ancient intelligence that has left signs and ruins all throughout known space.
RAAN-YAY
The Raan-yay are intelligent avians who live on low-gee moons, and at one point seemed to have been space faring, but evidentally fell from their perch, so to speak. There is evidence that they and the Akelli were once rivals who both vied for control of the sector; it is clear neither triumphed in this struggle. Raan-yay are reptillian avians and some have horns while others have a skull fin. From what has been seen of them so far in known space, few Raan-yay have progressed beyond the stone age (after somehow being kicked down there).
- ABILITIES in brief:
Strength (Str) - your muscle power. What you need it for - strength checks, feats that have a strength pre-requisite, melee attack rolls and damage rolls, carrying and lifting objects, athletic skills (jump, climb, swim). Someone with high strength is good in a fight. Someone with poor strength would commonly strike from behind or use cunning.
Dexterity (Dex) - your controlled reflexes and hand-eye co-ordination. What you need it for - ranged attack rolls, defence in the form of dodge (assuming you can react to the attack; if caught surprised then a high dex is useless), feats that have a pre-requisite in dexterity, athletic skills (such as ride or perform if the performance is something physical, like ballet or a dance), sneaky skills (hide and move silently), and such the like, and reflex saves. Someone with high dexterity is quick, nimble, and hard to hit. Someone with low dexterity has a problem with co-ordination and probably shouldn't shoot when drunk.
Constitution (Con) - your endurance and stamina, as well as overall health. What you need it for - fortitude saves, skills and feats that require Constitution either as a pre-requisite or can be modified by Con. Stamina and lifeblood, which both represent how much damage your character can sustain in a fight; if Stamina is at 0 your character is fatigued, if Lifeblood is at 0 your character is knocked out. If Lifeblood is below 0, your character is dying. If Lifeblood hits -10, your character is dead. Since your Lifeblood is equal to constitution score, this makes it a somewhat important skill should you wish to get involved in combat. A character with a high constitution is healthy and vital, can probably hold his liquour and take quite a beating. A character with a low constitution looks like a sharp gust of wind can blow him over.
Intelligence (Int) - your ability to reason and learn. What you need it for - the number of skills gained each level, skills and feats that require intelligence as a pre-requisite or can be modified by Int. A high intelligence means you know a lot of things and can research effectively to increase your knowledge. A low intelligence means you're a bit slow and find concepts difficult to grasp.
Wisdom (Wis) - your willpower, your intuitions and your perceptions. What you need it for - will saves, psionics, skills and feats that require wisdom as a pre-requisite or can be modified by Wis. A high wisdom implies that your character is a tough guy to sneak up on, fool or bluff, or cheat. A low wisdom implies that the character is not necessarily stupid, but rather short-sighted, or fails to see the obvious and tends to overthink something (say for example, a character has a high intelligence score but a low wisdom).
Charisma (Cha) - your force of personality as well as how attractive you appear. What you need it for - reputation checks, psionics, skills and feats that require a pre-requisite in charisma or can be modified by Cha. A high charisma implies that your character can sell ice to an eskimo, seduce somebody, manipulate them, inspire them. A low charisma implies that your character is shy, shut-in, a wallflower, gruff and hard to be friends with.
Code: Select all
Ability Score Modifier 1 -5 2-3 -4 4-5 -3 6-7 -2 8-9 -1 10 0 11-12 +1 13-14 +2 15-16 +3 17-18 +4 19-20 +5
Last edited by Stofsk on Wed Aug 03, 2005 7:43 pm, edited 1 time in total.
- Stofsk
- Secret Agent Man
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#6
CHARACTER GENERATION
In order to generate a character, a number of steps must be taken. They are:
There are four playable species: Human, Chel'noirn, Akelli, and Papalon. Each has a number of races in it. Humans have Solarian, Paradisan, Makhali, Belters and Minor Human races. Chel'noirn have Albinos, Copperheads, Blackspots, Redskins. Akelli 'races' are varied, but there is zero division. All Akelli do not see race as an issue, it is just the colour of your skin (literally). Akelli are not racist, but they are sexist. Finally the Papalons have some variation in physical appearance, but they do not divide on arbitrary racial distinctions; instead, they organise themselves into colony clans.
ABILITY SCORES
Standard point buy with 30 points. Each ability – Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma – starts at 8 (-1 modifier). Each point buys one ability point, up until 14. At that point, to progress further requires 2 points for each ability point. Until 16, which requires 3 points to reach 17. You can't go further than 18 without harming your character.
Example: so you start with one ability at 8, and you want to get it to 14. That costs you 6 points. 30 – 6 = 24. You have 24 points left to spend in the rest of your abilities. If you want that 14 to go to 15 it will cost you 2 points; to 16 it will cost you 4 points; to 17 it will cost you 7 points; and to 18 it will cost you 10 points. Don't forget that your species can increase or decrease your ability score. For example if you are playing a Chel'noirn and you spent 16 points to get an Ability score of 18 in Constitution, you then add the +2 racial bonus and you end up with 20.
This may all be hideously complicated. So here are some 'packages' that you can take if you want to get through this bit quickly. The point buy method is complicated, but it does provide the best customisation possibilities for your character. Dice rolls can be too random, and can lead to results where one character is excellent in everything while another character is mediocre.
Characters are born somewhere. Where they're born determines the environment in which they're raised. This in turn determines the kind of skills which are commonly needed to get by in a particular environment. Some character classes can only be born on certain worlds, due to the nature of their society. Belters will come from asteroid settlements, for instance, while Pioneers will come from low-tech, frontier worlds.
Someone from a high tech world will likely know how to use technology like computers. Someone from a low-tech world probably has a lot of experience surviving out in the wilderness. And someone from a mid-tech world probably knows how to drive a car, but not ride a horse or pilot a speeder. Use the trade classifications of planetary systems as a starting point. Is your homeworld a water world? A desert world? A capital planet or a rich world? Or a poor world? Is it a airless rock, or an asteroid settlement? What about tech level? Is it high, or low, or somewhere in-between?
Your homeworld can give you access to extra skills and feats. For example, if you were raised in a water world then you're 99% likely to know how to swim. On the other hand if you're from a desert world, you've probably never even seen water!
In addition to miscellaneous skills you acquire due to your environment, you also start play with a cascade skill called Knowledge/Your Homeworld which you can use untrained (unusual for a knowledge skill, but there you go). This represents what you know about your homeworld from growing up in it. Some uses for this skill can include facts about your homeworld, history, important dates and events, and so on.
CORE CLASSES
These classes are meant to be archetypal but not the be-all, end-all of a character. They should act as a stepping off point to determine who your character is, but not to cement him or her in a rigid formation.
Academic
This character uses logic and reason to study the universe and pursue knowledge. Most Academics travel to discover more about the galaxy.
A member of the human Belter society. This character lives and works in space and is comfortable in zero-gee or low-gee conditions. Belters take advantage of cybernetic enhancements to better their lives. Belters that travel do so to work independently of their society. Their expertise extends to work on ships, repairs, technical work, prospecting and surveying.
A skilled fighter who fights for the almighty dollar. Mercenaries come in all shapes and sizes but are not members of a military organisation or government forces.
A spacefarer who seeks to make an honest (and sometimes dishonest) profit through trade and enterprise.
A leader amongst his peers, and an inspiration for the masses. Nobles are highly skilled and charismatic people who also have access to resources the common people do not have.
A settler on a frontier world. This character is hardy and used to tough environments, but is not used to high technology.
The classic adventurer, the rogue is a vagabond or a scoundrel, and is more than willing to bend the rules to suit the occasion, or to suit himself.
Sentinels are shadowy agents who employ psionic powers to achieve their objectives.
A jack of all trades, master of none, the traveller is a versatile generalist, well suited to adapting to life as he sees fit while travelling amongst the stars.
Service classes differ from Core classes in one way: you can't play with them beyond your starting level, with the exception of the Scout. To play as a Marine or as a Navy spaceman, you either have to play in a specific, military campaign, or you have to 'muster out' when you conduct your prior history. What this means is that if you select one of the service classes as your starting level, then you have to multiclass out of it when you next level up. The exception to that is the Scout. If you select the Scout you cannot multiclass out of it. The Scout Service is a breed apart of the Navy and Marines. Service as a Scout is permanent. However, Scouts who wish to adventure can be placed on 'detached duty' which allows them a greater degree of autonomy.
Service Class: Marine
A soldier who fights first and fights hardest. Marines are used to assault operations and shipboard defence.
A skilled spaceman who is a part of a system defence force or star navy.
The scout is an explorer, diplomat, spy, and first contact specialist.
This is just a list of skills. No real detail, since I need to be paid for that kind of detail. It ought to be fairly intuitive what each skill does though.
Cascade skills are different from normal skills in that a cascade skill refers to something specific. For instance, if you take Knowledge, you select a specific subject, such as “The Arts” - the skill is K/The Arts, and you increase it via skill points. You can select another Knowledge subject, such as “Galactic History” and you get a second skill called K/Galactic History.
PSIONIC SKILLS/"SPHERES"
Psionics will be elaborated on in a later update. There are only five skills and they're called 'Spheres'.
In order to generate a character, a number of steps must be taken. They are:
- Choosing your Species/Race.
- Selecting your Ability scores.
- Choosing your Homeworld.
- Selecting a Character Class from the list below.
- Conducting Prior History to determine starting funds and materials.
- Selecting your Skills and Feats
- Acquiring any equipment you might want.
- Finalising miscellaneous details (your character's appearance, age, height/weight etc).
There are four playable species: Human, Chel'noirn, Akelli, and Papalon. Each has a number of races in it. Humans have Solarian, Paradisan, Makhali, Belters and Minor Human races. Chel'noirn have Albinos, Copperheads, Blackspots, Redskins. Akelli 'races' are varied, but there is zero division. All Akelli do not see race as an issue, it is just the colour of your skin (literally). Akelli are not racist, but they are sexist. Finally the Papalons have some variation in physical appearance, but they do not divide on arbitrary racial distinctions; instead, they organise themselves into colony clans.
ABILITY SCORES
Standard point buy with 30 points. Each ability – Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma – starts at 8 (-1 modifier). Each point buys one ability point, up until 14. At that point, to progress further requires 2 points for each ability point. Until 16, which requires 3 points to reach 17. You can't go further than 18 without harming your character.
Example: so you start with one ability at 8, and you want to get it to 14. That costs you 6 points. 30 – 6 = 24. You have 24 points left to spend in the rest of your abilities. If you want that 14 to go to 15 it will cost you 2 points; to 16 it will cost you 4 points; to 17 it will cost you 7 points; and to 18 it will cost you 10 points. Don't forget that your species can increase or decrease your ability score. For example if you are playing a Chel'noirn and you spent 16 points to get an Ability score of 18 in Constitution, you then add the +2 racial bonus and you end up with 20.
This may all be hideously complicated. So here are some 'packages' that you can take if you want to get through this bit quickly. The point buy method is complicated, but it does provide the best customisation possibilities for your character. Dice rolls can be too random, and can lead to results where one character is excellent in everything while another character is mediocre.
- "Strong": 16, 14, 14, 14, 10, 8. You're strong in one particular ability, above average for three others, average in one, and weak in one.
- "Above average": 14, 14, 14, 12, 12, 12. You're not weak in anything, you've a modifier for every ability, albeit not too impressive. You're basically good in everything, but not excellent.
- "Specialised": 18, 14, 14, 10, 8, 8. You're very good in one ability, above average in two others, average in one, and weak in two others.
- The PSI ability is determined by me, via a dice roll. Only those who wish to play a psionic character or have undergone a misjump whilst travelling will get this roll.
Characters are born somewhere. Where they're born determines the environment in which they're raised. This in turn determines the kind of skills which are commonly needed to get by in a particular environment. Some character classes can only be born on certain worlds, due to the nature of their society. Belters will come from asteroid settlements, for instance, while Pioneers will come from low-tech, frontier worlds.
Someone from a high tech world will likely know how to use technology like computers. Someone from a low-tech world probably has a lot of experience surviving out in the wilderness. And someone from a mid-tech world probably knows how to drive a car, but not ride a horse or pilot a speeder. Use the trade classifications of planetary systems as a starting point. Is your homeworld a water world? A desert world? A capital planet or a rich world? Or a poor world? Is it a airless rock, or an asteroid settlement? What about tech level? Is it high, or low, or somewhere in-between?
Your homeworld can give you access to extra skills and feats. For example, if you were raised in a water world then you're 99% likely to know how to swim. On the other hand if you're from a desert world, you've probably never even seen water!
In addition to miscellaneous skills you acquire due to your environment, you also start play with a cascade skill called Knowledge/Your Homeworld which you can use untrained (unusual for a knowledge skill, but there you go). This represents what you know about your homeworld from growing up in it. Some uses for this skill can include facts about your homeworld, history, important dates and events, and so on.
CORE CLASSES
These classes are meant to be archetypal but not the be-all, end-all of a character. They should act as a stepping off point to determine who your character is, but not to cement him or her in a rigid formation.
Academic
This character uses logic and reason to study the universe and pursue knowledge. Most Academics travel to discover more about the galaxy.
- Homeworld: Academics can come from any world, though the higher the technology the more common they are.
Prior History: Academics are required to attend University. This will determine what starting funds and materials the character begins play with, as well as their reputation.
Stamina: 1d6 + Constitution modifier.
Starting skills: (8 + Intelligence modifier) x 4.
A member of the human Belter society. This character lives and works in space and is comfortable in zero-gee or low-gee conditions. Belters take advantage of cybernetic enhancements to better their lives. Belters that travel do so to work independently of their society. Their expertise extends to work on ships, repairs, technical work, prospecting and surveying.
- Homeworld: Belters universally come from Asteroid Settlements.
Prior History: Belters work in space and they are well familiar with the environment that entails. Determines the character's starting funds and material resources. Reputation is also determined, as well as past escapades.
Stamina: 1d6 + Constitution modifier.
Starting skills: (8 + Intelligence modifier) x 4.
A skilled fighter who fights for the almighty dollar. Mercenaries come in all shapes and sizes but are not members of a military organisation or government forces.
- Homeworld: Mercenaries can come from any world.
Prior History: Most mercenaries are either former service members, paramilitary soldiers, or street fighters. Determines the character's starting funds and material resources. Reputation is also determined, as well as past escapades.
Stamina: 1d10 + Constitution modifier.
Starting skills: (4 + Intelligence modifier) x 4.
A spacefarer who seeks to make an honest (and sometimes dishonest) profit through trade and enterprise.
- Prior History: Merchants are apprenticed to a starship involved in trade, and they learn what they need to learn through this experience. Alternatively, they can enter university. Either way, starting funds and material resources are determined.
Homeworld: Merchants can come from any world.
Stamina: 1d6 + Constitution modifier.
Starting skills: (8 + Intelligence modifier) x 4.
A leader amongst his peers, and an inspiration for the masses. Nobles are highly skilled and charismatic people who also have access to resources the common people do not have.
- Homeworld: Nobles can come from any world.
Prior History: Nobles are a part of the ruling elite, or have some kind of celebrity status. Determines the character's starting funds and material resources. Reputation is also determined, as well as past escapades.
Stamina: 1d6 + Constitution modifier.
Starting skills: (8 + Intelligence modifier) x 4.
A settler on a frontier world. This character is hardy and used to tough environments, but is not used to high technology.
- Homeworld: Pioneers are born on low-tech, frontier worlds.
Prior History: Pioneers will have lived their lives on a frontier settlement. Determines the character's starting funds and material resources. Reputation is also determined, as well as past escapades.
Stamina: 1d10 + Constitution modifier.
Starting skills: (4 + Intelligence modifier) x 4.
The classic adventurer, the rogue is a vagabond or a scoundrel, and is more than willing to bend the rules to suit the occasion, or to suit himself.
- Homeworld: Rogues can come from any world.
Prior History: Rogues tend to be familiar with the criminal element of society, and may have their prior history determined by this experience. Determines the character's starting funds and material resources. Reputation is also determined, as well as past escapades.
Stamina: 1d8 + Constitution modifier.
Starting skills: (6 + Intelligence modifier) x 4.
Sentinels are shadowy agents who employ psionic powers to achieve their objectives.
- Homeworld: Sentinels can come from any world.
Prior History: Determines when the character became psionic. Starting funds and material resources are also determined.
Stamina: 1d8 + Constitution modifier.
Starting skills: (6 + Intelligence modifier) x 4.
A jack of all trades, master of none, the traveller is a versatile generalist, well suited to adapting to life as he sees fit while travelling amongst the stars.
- Homeworld: Travellers can come from any world. To travel though, the world must have some kind of access to space.
Prior History: Travellers can attend university and then travel, or study via correspondence while they travel. Or they can simply travel and teach themselves all they feel they need to know. Regardless, starting funds and material resources as well as reputation is determined.
Stamina: 1d8 + Constitution modifier.
Starting skills: (6 + Intelligence modifier) x 4.
Service classes differ from Core classes in one way: you can't play with them beyond your starting level, with the exception of the Scout. To play as a Marine or as a Navy spaceman, you either have to play in a specific, military campaign, or you have to 'muster out' when you conduct your prior history. What this means is that if you select one of the service classes as your starting level, then you have to multiclass out of it when you next level up. The exception to that is the Scout. If you select the Scout you cannot multiclass out of it. The Scout Service is a breed apart of the Navy and Marines. Service as a Scout is permanent. However, Scouts who wish to adventure can be placed on 'detached duty' which allows them a greater degree of autonomy.
Service Class: Marine
A soldier who fights first and fights hardest. Marines are used to assault operations and shipboard defence.
- Homeworld: Line and Garrison Marines can be recruited or conscripted from any world. Fleet Marines must come from a world that has space faring technology, as it is a volunteer service.
Prior History: Determines if the marine is commissioned or non-commissioned. Determines the character's starting funds and material resources. Reputation is also determined, as well as past escapades.
Stamina: 1d10 + Constitution modifier.
Starting skills: (4 + Intelligence modifier) x 4.
A skilled spaceman who is a part of a system defence force or star navy.
- Homeworld: The world must have extensive spacefaring technology.
Prior History: Determines if the character is an officer or spaceman, and what specific rank they attained. Determines the character's starting funds and material resources. Reputation is also determined, as well as past escapades.
Stamina: 1d8 + Constitution modifier.
Starting skills: (6 + Intelligence modifier) x 4.
The scout is an explorer, diplomat, spy, and first contact specialist.
- Homeworld: Scouts can be recruited from anywhere, and are a completely volunteer service.
Prior History: Determines the character's starting funds and material resources. Reputation is also determined, as well as past escapades.
Special: Cannot multiclass.
Stamina: 1d8 + Constitution modifier.
Starting skills: (6 + Intelligence modifier) x 4.
This is just a list of skills. No real detail, since I need to be paid for that kind of detail. It ought to be fairly intuitive what each skill does though.
- Animal Empathy (Cha) – exclusive skill for the Pioneer.
Appraise (Int)
Balance (Dex)
Bluff (Cha)
Bribery (Cha)
Climb (Str)
Combat Engineering (Int)
Decipher Script (Int)
Demolitions (Dex)
Diplomacy (Cha)
Disguise (Cha)
Drive (Dex)
Forgery (Dex)
Forward Observer (Int)
Gambling (Wis)
Gather Information (Cha)
Gunnery (Wis)
Handle Animal (Cha)
Hide (Dex)
Intimidate (Cha)
Intuit Direction (Wis)
Jump (Str)
Leadership (Cha)
Listen (Wis)
Move Silently (Dex)
Pilot (Dex)
Read Lips (Int)
Ride (Dex)
Search (Int)
Sense Motive (Wis)
Sleight of Hand (Dex)
Spot (Wis)
Survival (Wis)
Swim (Str)
Technosavvy (Int) – exclusive skill for the Pioneer.
Trader (Wis)
Tumble (Dex)
Use Alien Device (Wis)
Cascade skills are different from normal skills in that a cascade skill refers to something specific. For instance, if you take Knowledge, you select a specific subject, such as “The Arts” - the skill is K/The Arts, and you increase it via skill points. You can select another Knowledge subject, such as “Galactic History” and you get a second skill called K/Galactic History.
- Craft (Int) – Gunsmithing, Weaponsmithing etc.
Entertain (Cha) – select some kind of performance art.
Knowledge (Int) – anything goes, but some subjects can be: Galactic History, Interstellar Law, Commonwealth Politics, etc.
Profession (Wis) – Administration, Hunting, Journalist, Prospecting, Surveying etc.
Read/Write Language
Speak Language
Technical (Int) – Astrogation, Communications, Computer, Gravitics, Electronics, Mechanical, Medical, Sensors.
PSIONIC SKILLS/"SPHERES"
Psionics will be elaborated on in a later update. There are only five skills and they're called 'Spheres'.
- Awareness (PSI)
Clairvoyance (PSI)
Empathy (PSI)
Telekinesis (PSI)
Teleportation (PSI)
Last edited by Stofsk on Thu Aug 18, 2005 8:08 am, edited 3 times in total.
- Stofsk
- Secret Agent Man
- Posts: 1710
- Joined: Mon Jun 13, 2005 4:46 pm
- 19
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- Contact:
#7 RPG Reference thread
CHARACTER GENERATION - continued
SKILL/ATTRIBUTE FEATS
Psionic feats are called 'talents'.
PRIOR HISTORY
Not every adventurer is a green wet-behind-the-ears newbie. Sometimes they're quite experienced. As a result, it is necessary to account for this in character generation. If you want your character to be higher-than-level-one, there are two basic courses open to you, and both have their own implications.
EDUCATION vs EMPLOYMENT
Education comes from admission into University. Employment relates to the class you've picked. Everyone can apply to University, or forego this and find employment in one of the adventuring classes. In both cases, a length of time takes place for your character. What this means is that your character ages. If you want your character to start at level one at the age of 18, then conducting Prior History isn't for you. If you want to start playing with a character at level ten but is still in his early 20's, then conducting Prior History won't yield you results.
Now onto the pros and cons of each...
EDUCATION
You have applied for entry into a University. Some courses include Bachelor of Arts, Science, Education, Engineering. What you choose to Major in is up to you.
You have decided to get practical experience rather than esoteric higher learning. Employment relates to what class you choose for your character. A Marine will have a very different set of responsibilities and duties than a Rogue.
SKILL/ATTRIBUTE FEATS
- Ambidexterity – You can use your 'off hand' without penalties; you can fight with two weapons.
Conditioning - You gain +1 to each saving throw through mental and physical training.
Connections – You have connections in various areas of society.
Dumb Luck – You can reroll any one check or save once a week.
Endurance – You gain a +4 to ability checks related to physical endurance.
Great Fortitude – You gain +2 to Fortitude Saving throws.
Heavy Gravity Adaptation – You have grown accustomed to heavy gravity conditions.
Hobby – Choose a cross-class skill; it is now a class skill.
Iron Will – You gain +2 to Will Saving throws.
Lightning Reflexes – You gain +2 to Reflex Saving throws.
Skill Focus – You gain +3 to any skill of your choice
Surgery - You can perform surgery without this feat, it's just that with this feat the patient has a chance at surviving the experience.
Toughness – You gain +3 to Lifeblood.
Track&Trap - You can create traps that do a variety of different effects. You can Track a creature or person through the wilderness.
Vitality – You recover stamina at twice the normal rate.
Zero/Low Gravity Adaptation – You have grown accustomed to low gravity conditions.
- Proficiency, Armour – Light, Medium, Heavy
Proficiency, Vehicles – Ground, Watercraft, Speeders, Spacecraft
Proficiency, Weapons – Simple, Archery, Swordsman, Marksman, Rifleman, Lasers, Heavy Metal
Proficiency, Martial Arts – Fast, Power, Non-percussive; Beginner, Intermediary, Master
Assassin – With a melee weapon, you can autocrit an enemy who is flatfooted.
Brawling - You can knock 'em and sock 'em without any particular finesse, you can use improvised weapons without the associated penalties involved.
Combat Expertise – You can take a penalty up to -5 and apply that to your defence rating.
Combat Reflexes – You can make a number of attack of opportunities per your Dexterity bonus.
Dodge – You can add +1 to your defence rating.
Far shot – The range of your firearm is increased.
Improved Critical – The threat range of a selected weapon you are proficient in is doubled.
Improved Initiative – You can add +4 to your initiative roll at the start of the combat round.
Point Blank Shot – You enjoy a +1 to attack and damage with any ranged weapon if the target is within 10 meters from you.
Precise Shot – You can shoot into a crowd without the normal penalties associated with risking friendly fire.
Rapid Shot – You can make a second attack with a firearm.
Quickdraw – You can draw a weapon as a free round action rather than a move action.
Sniper – You can autocrit with a firearm if the target is unaware of you.
Vehicle Specialisation - You can choose a particular vehicle in its associated class, such as 'race car' in the Car field, and enjoy a +3 synergy bonus to skill checks when in the vehicle.
Weapon Finesse – You can use your Dexterity modifier to attack and damage with a selected melee weapon.
Weapon Focus – You enjoy a +1 bonus to attack with a selected weapon.
Weapon Specialisation – You enjoy a +2 bonus to damage rolls with a selected weapon. You must have Weapon Focus in the selected weapon.
Psionic feats are called 'talents'.
- Stasis - Awareness sphere.
Burst of Speed - Awareness sphere.
Regneration - Awareness sphere.
Farsight - Clairvoyance sphere.
Shield - Empathy sphere.
Empathic Rapport - Empathy sphere.
Illusion - Empathy sphere.
Probe - Empathy sphere.
Compulsion - Empathy sphere.
Whirlwind - Telekinesis sphere.
Assault - Telekinesis sphere.
Psionic Fury - Telekinesis sphere.
Guided Teleportation - Teleportation sphere.
PRIOR HISTORY
Not every adventurer is a green wet-behind-the-ears newbie. Sometimes they're quite experienced. As a result, it is necessary to account for this in character generation. If you want your character to be higher-than-level-one, there are two basic courses open to you, and both have their own implications.
EDUCATION vs EMPLOYMENT
Education comes from admission into University. Employment relates to the class you've picked. Everyone can apply to University, or forego this and find employment in one of the adventuring classes. In both cases, a length of time takes place for your character. What this means is that your character ages. If you want your character to start at level one at the age of 18, then conducting Prior History isn't for you. If you want to start playing with a character at level ten but is still in his early 20's, then conducting Prior History won't yield you results.
Now onto the pros and cons of each...
EDUCATION
You have applied for entry into a University. Some courses include Bachelor of Arts, Science, Education, Engineering. What you choose to Major in is up to you.
- PROS
- You start play with a variety of cascade skills that you can use.
- If you graduate you are granted a title you can add to your name.
- You gain a reputation bonus if you graduate with flying colours.
CONS - You have to choose skills based on the Course and Major you are undertaking. This doesn't necessarily mean a bad thing, but it DOES mean you aren't as flexible when it comes to skill selection.
- Going to University doesn't give you any monetary benefit.
You have decided to get practical experience rather than esoteric higher learning. Employment relates to what class you choose for your character. A Marine will have a very different set of responsibilities and duties than a Rogue.
- PROS
- You start play with experience in your class. This means you can have plenty of money at the start of the game.
- You are free to select whatever skills and feats you feel best represent your character and his class or classes.
- In addition to the greater monetary benefits, you can also gain or choose to elect to receive material benefits. These can be seen as 'gifts' from your employer for exceptional service.
CONS - Your age will raise depending on how many terms of service you undertake.
- Since the potential gains are greater, there also happens to be a greater risk. This can mean a lot of things to your character, from loss of material benefits received to even loss of ability scores. Players should be aware of this.
Last edited by Stofsk on Fri Aug 05, 2005 1:16 am, edited 6 times in total.
- Stofsk
- Secret Agent Man
- Posts: 1710
- Joined: Mon Jun 13, 2005 4:46 pm
- 19
- Location: Melbourne, Australia
- Contact:
#8
PSIONICS AND WARPSPACE
There are those few who have travelled through warpspace and have become... altered, as a result. These individuals radiate an aura of power and demonstrate themselves when challenged or confronted. Few are as dangerous as a well trained psionic-powered sophont.
History of PSIONICS in the Commonwealth
The Commonwealth of Star Systems is quite enlightened, but even they are wary when dealing with such a frightening capacity as displayed by those who are 'warped'. To a psionic, no secret is sacred, no mind is private, and no body is immune. With proper training the impulse to use such powers in cases other than self-defence can be curbed. The problem becomes apparent when those who do find themselves gifted with psionic talents, find that the old rules only apply to everyone else, not them; this coupled with the somewhat random distribution of the power, contributes to a society of fear against those that have been changed by travel through the warp.
This is why those who have been 'warped' and have become psionics, must register with the Commonwealth's Bureau for Psionic Affairs (BPA, Bee-pah). BPA funds numerous nondescript and discrete institutes that deal with the training (or cynically, the restraining) of psionics. These institutes are run by Sentinels, agents who work for the Commonwealth and use psionic powers in their work. Their primary duty is to find and locate psionically-gifted individuals and to train them in the safe use of their powers. Their more sinister duty is to terminate those individuals who are either unwilling (in a hostile sense) to bow to their authority, or who have been made dangerously unstable thanks to the effects of the warp. Sentinels are agents of the Commonwealth, but are still autonomous in their work. It is a partnership that favours both sides: the Commonwealth deals with the 'psionic problem' while the Sentinels and their psionic charges are allowed to live semi-normal lives.
There were few psionics during the early years of exploration. Most misjumps that occured resulted in a ship that was permanently lost with no hope of recovery, due to the lack of any search-and-rescue interstellar craft or infrastructure. As exploration gave way to expansion, many derelict vessels were discovered years, in some cases decades to even centuries, after they were lost. Inside the hull bore grim testimony to the crew's fates.
For whatever reason, a warp 'misjump' results in the crew becoming altered to the point where some have a chance at developing psionic powers. Unfortunately, while only a small percentage become psionically gifted, most simply become insane. And the most dangerous is insanity paired with psionic capability. Many crews thus killed each other in psychotic episodes and barely restrained unleashing of terrifying powers. When the Terran Dominion finally made public what it had discovered, it simultaneously made psionics illegal. This drove many stable people underground, in the hopes of slipping the net that had been cast for them. Some decided to go out in a blaze of glory than meekly bow down to destruction. Their exploits gave the Dominion authorities good PR to use against them.
The Warp Blink that occured in DC 837 caused many thousands of misjumps, which resulted in interstellar distruption of trade and communications. It also turned many normal people into psionically gifted individuals. Unfortunately, there were some who were also insane, or used their powers unscrupulously. These individuals caused terror and destruction, and fought a running battle with Dominion security services that were already overextended. This period precipitated the Dark Age, where Dominion authority steadily declined to be replaced by thugs, brigands, and anarchy. In regards to psionics, this caused many disasters.
The Sentinels formed as a response to this. Rather than simply hiding and running, those who had been changed by the Warp and saw the terror and destruction caused by wayward abuse of power, not to mention 'mob rule' and lynchings that occured in reaction to such abuses, lead to their resolve in using their powers to reign in their more tempestuous fellows. In the environment that bore rise to many psionics, the mightiest held the upper hand. The Sentinels attempted to change this with organisation as well as teamwork and co-ordination. And an overriding goal: to keep both the innocent and their own safe from themselves.
CITADELS
Citadels are the designation given by Sentinels to 'Commonwealth-funded Institutes for the training and surveillance of Psionics'. Citadels can be found on numerous worlds, though their presence is a carefully guarded secret known only to a few in the upper echelons of the Commonwealth heirarchy. Few outside of the BPA know the locations of any Citadels, and those who work for the Bureau only know which systems have a Citadel, anything else is pure guesswork. This is the way the Sentinels like it.
Citadels are centres for learning and training. They are run by instructors who hold a more individualistic approach to learning. Due to this, many Citadels are very individualistic in both appearance and duty, which gives rise to specialisation. Some Citadels deal more in training, while others serve as safe houses for travelling Sentinels. Although technically all 'Psionic Institutes' that are administered by the BPA must be training and monitoring centres, realistically only a few serve in this regard. The great majority act as way stations, and mask their presence by masquerading as frontier starports with the actual installation erected underground.
All Citadels utilise stealth and secrecy as the first line of defence. When those fall apart, the next line comes in the form of various auto-defences, as well as psionic Sentinels that have received combat training. Team work is how these units operate. Surveillance units utilise clairvoyance and empathy to determine both the location of intruders as well as their intent and goals; this information is given to fast-response teams that utilise teleportation to warp to the intruder's location, awareness for regeneration in case fellow comrades are injured, and telekinesis to hold the intruders in place if an interrogation is required. Sentinels that are placed on 'remote duty' travelling the stars are often generalists that can utilise as many of the different powers as possible.
Determining PSIONIC Affinity
Becoming 'warped' (aka as Psionic Affinity, or Affinity for short) is a random affair with unknown causes. What is known:
Recovery of psionic individuals leads to a period of examination and fitness evaluation at the nearest Citadel. From there it is decided what the next course of action will take, whether the individual will be trained further or simply kept isolated from the rest of society and under guard (effectively imprisoned, but Sentinel justice is different from normal justice).
There are five spheres of influence a psionically gifted individual can train in. These are: Awareness, Clairvoyance, Empathy, Telekinesis, and Teleportation. Skill ranks can be spent to increase one's proficiency in these spheres. In addition, these skills can be modified by the ability known as Psi. Selecting special psionic feats called 'talents' can make full use of these skills and increase one's abilities. Thus, the five spheres represent basic skills that provide a grounding in psionics, but greater power comes from both increasing the ranks in each sphere as well as selecting feats to make use of a chosen sphere.
When going through the period of examination and fitness evaluation, it will be determined which of the five spheres your character has an affinity for. Sentinels however are trained to be generalists. Which means they will try to gain an affinity with all five skills if possible.
To determine affinity for each sphere, you must roll a d20 for each of the five spheres down a pre-selected order. The DC for the first check is 4, the second check is raised by +2, so 6. The third check is raised by +3, so 9. The fourth check is 13, and the fifth check is 18. The player can select any order for the five spheres, from most-favoured to least-favourite. It is possible to fail the DC for each sphere, which will result in a weak psionic character. Well, psionics is a bizarre and mystical art, so this is to be expected. It is also possible to succeed in meeting each DC, and come up with an especially strong psionic capability. Such individuals are rare and frighteningly powerful.
AWARENESS SPHERE
This skill deals with the sense and control of one's own body. Basic use allows the psionic to increase his or her abilities for a short duration. Advanced training can empower your body with greater speed, or to accelerate healing in both yourself and in others.
This skill deals with the ability to sense distant events as they occur or to remotely 'see' locations or people. Basic use involves seeing distant locations in 'real-time'. Advanced training includes seeing events that occur in the future or in the past, and beyond.
Empathy is the ability to sense, communicate, influence and manipulate another sentient being. At its basic form, Empathy allows the user to sense a nearby lifeform. You can also transmit vague 'impressions' to others in the form of a feeling. Advanced training can entail greater abilities.
Telekinesis involves the manipulation and movement of objects without physically touching them. The basic use allows the psionic to move an object of varying size for a short duration. Advanced training can confer greater refinement.
Teleportation allows the user to move instantly to another location without regards to any intervening matter. Without assistance she can only transport herself to a place she can see via line of sight. With assistance and advanced training (an ally remote viewing the target location), she can be teleported without seeing the target.
The psionic can increase his knowledge of his powers by the two cascade skills: Knowledge/Psionics and Knowledge/Warpspace. Both are intelligence skills and imply information the character has learned, observed, or has heard. Such skills allow checks to be made when attempting to answer a question related to each field, do not allow retries, and are full-round actions. (which is pretty irrelevant to combat, but nevermind) In addition, if the psionic witnesses a phenomena he's never encountered before he can make a knowledge check to see if that provides some clue. This implies that a knowledge check can also involve reasoning and deduction.
Also, the skill Use Alien Device can be useful if the alien device is psionic in nature. Not every alien device will be psionic though, and some that look like a back scratcher will actually be a back scratcher (or... equivalent). But if the device is psionic, then having another psionic around can help.
PSIONICS AND CYBERNETICS
In short: they don't mix. For this reason alone there are no Belter psionics.
PSIONICS AND GENEERING
In short: they do mix for the most part, but some geneering options are useless (why do you need to clone new limbs due to old ones being severed? Simply regenerate them).
PSIONICS AND DRUGS
There are drugs that can affect the use of psionic performance.
There are those few who have travelled through warpspace and have become... altered, as a result. These individuals radiate an aura of power and demonstrate themselves when challenged or confronted. Few are as dangerous as a well trained psionic-powered sophont.
History of PSIONICS in the Commonwealth
The Commonwealth of Star Systems is quite enlightened, but even they are wary when dealing with such a frightening capacity as displayed by those who are 'warped'. To a psionic, no secret is sacred, no mind is private, and no body is immune. With proper training the impulse to use such powers in cases other than self-defence can be curbed. The problem becomes apparent when those who do find themselves gifted with psionic talents, find that the old rules only apply to everyone else, not them; this coupled with the somewhat random distribution of the power, contributes to a society of fear against those that have been changed by travel through the warp.
This is why those who have been 'warped' and have become psionics, must register with the Commonwealth's Bureau for Psionic Affairs (BPA, Bee-pah). BPA funds numerous nondescript and discrete institutes that deal with the training (or cynically, the restraining) of psionics. These institutes are run by Sentinels, agents who work for the Commonwealth and use psionic powers in their work. Their primary duty is to find and locate psionically-gifted individuals and to train them in the safe use of their powers. Their more sinister duty is to terminate those individuals who are either unwilling (in a hostile sense) to bow to their authority, or who have been made dangerously unstable thanks to the effects of the warp. Sentinels are agents of the Commonwealth, but are still autonomous in their work. It is a partnership that favours both sides: the Commonwealth deals with the 'psionic problem' while the Sentinels and their psionic charges are allowed to live semi-normal lives.
There were few psionics during the early years of exploration. Most misjumps that occured resulted in a ship that was permanently lost with no hope of recovery, due to the lack of any search-and-rescue interstellar craft or infrastructure. As exploration gave way to expansion, many derelict vessels were discovered years, in some cases decades to even centuries, after they were lost. Inside the hull bore grim testimony to the crew's fates.
For whatever reason, a warp 'misjump' results in the crew becoming altered to the point where some have a chance at developing psionic powers. Unfortunately, while only a small percentage become psionically gifted, most simply become insane. And the most dangerous is insanity paired with psionic capability. Many crews thus killed each other in psychotic episodes and barely restrained unleashing of terrifying powers. When the Terran Dominion finally made public what it had discovered, it simultaneously made psionics illegal. This drove many stable people underground, in the hopes of slipping the net that had been cast for them. Some decided to go out in a blaze of glory than meekly bow down to destruction. Their exploits gave the Dominion authorities good PR to use against them.
The Warp Blink that occured in DC 837 caused many thousands of misjumps, which resulted in interstellar distruption of trade and communications. It also turned many normal people into psionically gifted individuals. Unfortunately, there were some who were also insane, or used their powers unscrupulously. These individuals caused terror and destruction, and fought a running battle with Dominion security services that were already overextended. This period precipitated the Dark Age, where Dominion authority steadily declined to be replaced by thugs, brigands, and anarchy. In regards to psionics, this caused many disasters.
The Sentinels formed as a response to this. Rather than simply hiding and running, those who had been changed by the Warp and saw the terror and destruction caused by wayward abuse of power, not to mention 'mob rule' and lynchings that occured in reaction to such abuses, lead to their resolve in using their powers to reign in their more tempestuous fellows. In the environment that bore rise to many psionics, the mightiest held the upper hand. The Sentinels attempted to change this with organisation as well as teamwork and co-ordination. And an overriding goal: to keep both the innocent and their own safe from themselves.
CITADELS
Citadels are the designation given by Sentinels to 'Commonwealth-funded Institutes for the training and surveillance of Psionics'. Citadels can be found on numerous worlds, though their presence is a carefully guarded secret known only to a few in the upper echelons of the Commonwealth heirarchy. Few outside of the BPA know the locations of any Citadels, and those who work for the Bureau only know which systems have a Citadel, anything else is pure guesswork. This is the way the Sentinels like it.
Citadels are centres for learning and training. They are run by instructors who hold a more individualistic approach to learning. Due to this, many Citadels are very individualistic in both appearance and duty, which gives rise to specialisation. Some Citadels deal more in training, while others serve as safe houses for travelling Sentinels. Although technically all 'Psionic Institutes' that are administered by the BPA must be training and monitoring centres, realistically only a few serve in this regard. The great majority act as way stations, and mask their presence by masquerading as frontier starports with the actual installation erected underground.
All Citadels utilise stealth and secrecy as the first line of defence. When those fall apart, the next line comes in the form of various auto-defences, as well as psionic Sentinels that have received combat training. Team work is how these units operate. Surveillance units utilise clairvoyance and empathy to determine both the location of intruders as well as their intent and goals; this information is given to fast-response teams that utilise teleportation to warp to the intruder's location, awareness for regeneration in case fellow comrades are injured, and telekinesis to hold the intruders in place if an interrogation is required. Sentinels that are placed on 'remote duty' travelling the stars are often generalists that can utilise as many of the different powers as possible.
Determining PSIONIC Affinity
Becoming 'warped' (aka as Psionic Affinity, or Affinity for short) is a random affair with unknown causes. What is known:
- It is known that any race is capable of becoming psionically-gifted. No one race holds a 'monopoly' of psionics, and thus many Citadels are multi-racial and multi-specist.
- Becoming warped has nothing to do with sex, and both males and females of any species seem to have an equal chance of becoming a psionic. The trait does not appear to be inherited, though this may not be conclusive (it has been known that children from two psionic couples resulted in inherited Affinity, but there are cases of couples who conceive and who's offspring are normal).
- Age does seem to have an effect on Psionic Affinity: the younger the subject, the greater the chance he or she will become warped. It is theorised that this is due to the development of the brain in formative years that gives rise to 'warped' children. Teenagers are just as common, but are more temperamental. Adults are less common, with the older the subject resulting in decreased chances. There is no known event of an old age subject becoming warped.
- Affinity is granted due to a 'misjump' that results from faulty astronavigation as well as downright 'bad luck'. With the state of current Commonwealth star travel, misjumps are rare. This is the official method that causes psionic Affinity. (Sentinels are rumoured to have their own methods...)
- It has been shown that the more heavily populated a starship that experiences a misjump, the more likely Affinity is to be granted to passengers. However, not everyone can be granted Affinity, and those that do not are usually made psychotic by the experience of coming into contact with warpspace.
- Using psionic powers tires the user. Training, experience, and special drugs can increase a user's abilities in the sense that he or she has more stamina to use them. Training and experience give an agent more capacity, while special drugs can be used to boost a Sentinel's (for example) endurance. There are rarer drugs that are rumoured to do more than simply boost one's stamina reserves, and they are obviously a carefully guarded secret.
- Psionic powers, even if supernatural, have limits. Drugs can boost their use, but other drugs can prevent their use, such as tranquilisers. Physical items can also have an effect on psionic powers: special helmets can mask one's thoughts from empaths, but won't do anything to other powers. Rooms can be made of the same material and construction, and be used to hide from clairvoyants. These are known to the Sentinels. There are rumours of other items that have a variety of effects. Some alien artifacts can do this. As an extreme resort, lobotomisation can render a psionic individual powerless for good.
- No-one knows why or how psionic powers can even exist. It is taken for granted that they simply do. It is theorised that warpspace and psionics are intimately entangled with each other, eg teleportation is seen as a low-scale 'warp jump' by individuals rather than warpdrives.
- No-one knows if there is a universal limit to psionics, other than what can be achieved by individuals. In other words, an individual's limits can be reached quite conclusively, but the actual power itself may be limitless or higher than thought (clairvoyance and empathy, for example, can both work at its extreme range over a planetary distance, but no-one knows if it is possible to remote-view another interstellar system, or communicate faster than light, and it simply hasn't been done yet - it may not be possible).
- No-one knows what the cost is from a sociological perspective. While using psionic powers tires the user out, this is a physical cost. In terms of society, the upheaval caused by psionic abuse is on the record and inarguable. It is seen as a fact of life, which makes dealing with the 'problem' a difficult endeavour. With advances in astronavigation resulting in less accidental 'misjumps', is the advent of psionically gifted individuals one of the past? If so, why do Sentinel Citadels proliferate?
- Finally, no-one knows why warpspace causes psionic Affinity, nor why misjumps seem to be the catalyst, nor why it renders most people insane in the result of a misjump. It is one of life's greatest mysteries.
Recovery of psionic individuals leads to a period of examination and fitness evaluation at the nearest Citadel. From there it is decided what the next course of action will take, whether the individual will be trained further or simply kept isolated from the rest of society and under guard (effectively imprisoned, but Sentinel justice is different from normal justice).
PSIONIC SPHERES and TALENTSThe StarNet public service Bulletin wrote:"If travellers experience a misjump and survive, they are advised to seek safety and advice from local Commonwealth authorities. The Bureau for Psionic Affairs is a part of the Department of Justice, which holds offices on every Commonwealth system. Even though they may not be equipped to handle 'special cases', they can inform those that are. The most important thing to remember in a misjump is to seek safety and security. The effects of warpspace is highly random and can result in unfortunate circumstances. Your first priority if you survive and are not rendered insane is to seek your own safety and the safety of those who have survived along with you. Beware of those who have been changed for the worst - they are no longer the person or loved one you knew, but something else."
- From the Bureau for Psionic Affairs, Department of Justice
There are five spheres of influence a psionically gifted individual can train in. These are: Awareness, Clairvoyance, Empathy, Telekinesis, and Teleportation. Skill ranks can be spent to increase one's proficiency in these spheres. In addition, these skills can be modified by the ability known as Psi. Selecting special psionic feats called 'talents' can make full use of these skills and increase one's abilities. Thus, the five spheres represent basic skills that provide a grounding in psionics, but greater power comes from both increasing the ranks in each sphere as well as selecting feats to make use of a chosen sphere.
When going through the period of examination and fitness evaluation, it will be determined which of the five spheres your character has an affinity for. Sentinels however are trained to be generalists. Which means they will try to gain an affinity with all five skills if possible.
To determine affinity for each sphere, you must roll a d20 for each of the five spheres down a pre-selected order. The DC for the first check is 4, the second check is raised by +2, so 6. The third check is raised by +3, so 9. The fourth check is 13, and the fifth check is 18. The player can select any order for the five spheres, from most-favoured to least-favourite. It is possible to fail the DC for each sphere, which will result in a weak psionic character. Well, psionics is a bizarre and mystical art, so this is to be expected. It is also possible to succeed in meeting each DC, and come up with an especially strong psionic capability. Such individuals are rare and frighteningly powerful.
AWARENESS SPHERE
This skill deals with the sense and control of one's own body. Basic use allows the psionic to increase his or her abilities for a short duration. Advanced training can empower your body with greater speed, or to accelerate healing in both yourself and in others.
- Check: The psionic enters a trance-like state of consciousness. Using this skill in its basic form confers a temporary bonus to any check or save for the duration.
Range: Close. To affect someone else requires the psionic to touch them.
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AWARENESS BONUS DC +1 To any check or save 5 +2 " 15 +3 " 25 +4 " 30 +5 " 35
Special: You can take 10 with this skill.
Duration: 10 rounds (60 seconds).
Stamina cost: The bonus multiplied by two. So if you gain a +4 bonus the stamina cost will be 8.
Stasis (feat)
You can put yourself or another subject into a state of suspened animation.
Prerequisite: 4 ranks in Awareness.
Benefit: The suspended animation puts you into a comatose state wherein you can spend time recuperating from damage. You will stay in stasis until your lifeblood is completely recovered at a rate of 1 per day. You can put someone into a state of suspened animation as an attack action (you have to be able to touch them and hold them for a short time, it's not enough to simply punch them). This improvised attack will place the subject into suspended animation long enough to be imprisoned. The target gets a Will save to resist the effect at a DC of an Awareness skill check. If he resists then he is still stunned for one round.
Normal: Lifeblood is regained at a rate of 1d4 per week of dedicated rest, light nonstressful activity and nursing. The rate can increase to 1 per day immersed in a medical tank of nanobots.
Burst of Speed (feat)
You can move extremely fast in a short time.
Prerequisite: 6 ranks in Awareness.
Benefit: In addition to its normal use, rolling an Awareness check can allow you to move faster than normal.Your movement speed is multiplied by 10. So if you could cover 100 meters in one minute of exertion, you can cover that distance in 6 seconds or a single game round.
Stamina cost: The skill cost is tripled instead of doubled. So if the check resulted in a bonus of +4 then the stamina cost would be 12, rather than 8.
Regeneration (feat)
With this talent, the psionic can regenerate his body from damage instantly.
Prerequisites: 10 ranks in Awareness, Stasis.
Benefit: You can heal lifeblood damage in either yourself or another subject by spending stamina in its place. For example, if you or a subject have suffered 6 points of lifeblood damage you can spend 6 points of stamina and heal yourself instantly.
Normal: Lifeblood is regained at a rate of 1d4 per week of dedicated rest, light nonstressful activity and nursing. The rate can increase to 1 per day immersed in a medical tank of nanobots.
Special: You can regenerate lost ability points and severed limbs by combining Stasis and Regeneration, at a rate of 1 day per regained ability point, or 1d6+1 days for each severed limb.
This skill deals with the ability to sense distant events as they occur or to remotely 'see' locations or people. Basic use involves seeing distant locations in 'real-time'. Advanced training includes seeing events that occur in the future or in the past, and beyond.
- Check: To use this skill involves 'sensing' a remote location; you gain vague impressions of the location, such as "you sense a room with a table in it and the presence of two people" or "you sense an open plain with a running stream"; at higher DC you gain greater detail and can choose to either view or hear everything going on in the target location, but not both; if the DC is met and exceeded by 20 or higher you hear perfect detail, both sight and sound.
Range: Planetary.
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CLAIRVOYANCE BONUS DC Sense 15 Clairvoyance 20 Clairaudience 20 Combined Clairvoyance/Clairaudience 25
Special: You can take 10 with this skill. You can only gain the vague, 'sense' version of the skill if you choose to take 10. Entering a meditative state for some time prior to an attempt increases your performance (thus, you gain +1 or more bonus to any skill check, at the GM's discretion). If the target location or subject is familiar with the psionic, this grants another increase in performance. The DC is increased primarily due to range and is left up to the GM's discretion. Some rooms or locations can distrupt remote viewing.
Duration: 10 rounds (60 seconds). After this duration is spent, the psionic can 'extend' his concentration for a further 5 rounds (30 seconds), at a cost of half the stamina. This can continue until the psionic grows bored or fatigued (ie, 0 stamina).
Stamina cost: 2 if the DC is met, 4 if the DC is exceeded by 10 or higher; 8 if the DC is exceeded by 20 or higher.
Farsight (feat)
This allows the clairvoyant the remarkable ability to see into the future or into the past.
Prerequisite: 10 ranks in Clairvoyance.
Benefit: This talent gives the Clairvoyant pre- or post-cognition, in a manner similar to the usual use of the skill. Only instead of seeing an event in 'real-time', the event or location takes place in the past or in the future. This adds 10 to the usual DC, and like above you can take 10 but if you do so you can only 'sense' what occurs without seeing or hearing any detail.
Special: The psionic is not immediately aware of what he is sensing or seeing or hearing is from the past or the future. In addition, the DC to see and hear detail is extraordinary, so this skill usually involves getting a brief 'sense' from taking 10 rather than chancing an impossible result (though you can still try to get those details, just realise the DC may very well be 35 or 40+).
Stamina cost: 12 stamina if taking 10, 12+2d4 stamina if rolling against the DC.
Empathy is the ability to sense, communicate, influence and manipulate another sentient being. At its basic form, Empathy allows the user to sense a nearby lifeform. You can also transmit vague 'impressions' to others in the form of a feeling. Advanced training can entail greater abilities.
- Check: To sense a nearby lifeform or lifeforms, the DC is 15. To transmit vague 'impressions' to a specific target has a DC of 10, plus how far away the target is. The vague impression comes in the form of a single thought: "Help!", "Leave!", "Danger!" for example.
Range: Planetary.
Special: You can take 10 or 20 with this skill.
Duration: Move action (under 1 round, or less than 6 seconds).
Stamina cost: 1d4 stamina per attempt.
Shield (feat)
Your training in Empathy has provided you with the ability to protect yourself from other psionics.
Prerequisite: 2 ranks in Empathy.
Benefit: This training grants a psionic with the ability to protect oneself from another psionic. Sentinels often have to face dangerous and unstable individuals who have access to psionic abilities but don't know how to control them or restrain themselves. Erecting a shield gives the psionic the ability to resist another psionic talent being used against them. The shield is on all the time and alerts the psionic instantly when a talent is being used against him. The psionic can elect to lower his shield should he choose to allow someone he trusts inside.
Stamina cost: 0 stamina.
Empathic Rapport (feat)
You have established a firm connection with a lover.
Prerequisites: 4 ranks in Empathy, Charisma 12, and a relationship with someone you have strong feelings for.
Benefit: You can make an Empathy check to transmit a feeling or impression at the subject with no stamina cost. To sense the person's presence requires a DC of 5 and stamina cost of 1. If the subject is injured in lifeblood or stamina damage, that damage is halved and transferred over to you as stamina damage. Should they die, your stamina is instantly reduced to 0, as is your lifeblood. You can make a will save (DC 20) to remain conscious, but you can only perform partial actions afterwards due to the shock and devastation. This effect is reversed if you should happen to be injured or killed.
Special: This talent is not without its risks both to you and your lover. In terms of role-playing, it can be useful. It can also provide a nebulous benefit: should you be kidnapped or lost your counterpart will know where you are (vaguely, but this feeling will get stronger the closer he or she gets to you), which can provide quick rescue rather than suffer the indignity of a ransom attempt.
Illusion (feat)
An illusion manipulates a target or group of targets by invoking fear, rage, charm or confusion.
Prerequisites: 6 ranks in Empathy.
Benefit: The actual illusion itself is left up to the imagination of the player, but it should be noted that it is completely in the mind of the target, and the character's appearance takes on the form of the illusion. The player must declare what kind of emotive reaction he is trying to invoke: fear, rage, charm, or confusion. Fear invokes an illusion that terrifies the target and will result in them in most cases retreating. Rage makes the target blindly angry and prone to violence. Charm makes a target enamoured with your presence, and very open to suggestion. Confusion will result in a target that is dazed. In all cases, the target or targets must make a Will save vs an Empathy check.
Special: Multiple targets can be 'hit' by the illusion.
Probe (feat)
Using Empathy, a psionic can enter the mind of a target and sift through the mindscape looking for information.
Prerequisites: 8 ranks in Empathy, 4 ranks in Awareness, Stasis.
Benefit: The subject is rendered into a state of stasis. Once there, the psionic can enter the mind and look through the memories. If the subject is awake then he or she will get a Will save vs an Empathy check. The psionic can always retry.
Special: The psionic can 'hide' fake memories in an unaware subject, and can uncover them as well. The target will have plenty of bad dreams as the subconscious resists the implanted memories uselessly. A Will save of DC 20 by the target can uncover the fake memories.
Stamina cost: 2d6+2 stamina per attempt.
Compulsion (feat)
A more terrifying version of Probe, Compulsion allows a psionic to enter the mind of a target and create a command that the target will find to be imperative.
Prerequisites: 10 ranks in Empathy, 6 ranks in Awareness, Stasis, Probe.
Benefit: The subject is rendered into a state of stasis. Once there, the psionic can enter the mind and implant a directive. If the subject is awake then he or she will get a Will save vs an Empathy check. The psionic can always retry.
Special: The target will sometimes find himself forgetful and absent-minded from the time the compulsion was implanted to the time the directive is meant to be carried out. He will simply stare off into space and lose track of time, unaware of what he is doing, and will sometimes lose track of a conversation as well. He will also have a headache. Otherwise, he will act normally. In the case of a target who was awake at the time of the compulsion attempt, he will be fully aware of what he is doing but will not be able to prevent himself from acting out the compulsion. (assuming the Will save was a failed roll)
Stamina cost: 3d6+3 stamina per attempt.
Telekinesis involves the manipulation and movement of objects without physically touching them. The basic use allows the psionic to move an object of varying size for a short duration. Advanced training can confer greater refinement.
- Check: See below.
Range: Line of sight. The psionic must actually see the object being moved.
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TELEKINESIS WEIGHT DC STAMINA COST 1-1 kg 10 1 1-10 kg 15 2 11-100 kg 20 4 100-1'000 kg 25 8 1'000-10'000 kg 30 16 etc. etc. etc.
Special: The TK skill assumes you want to be gentle with the object, ie pick it up and place it down in a new location. It can also be used to 'throw' an object without regard to its condition on landing. An object can be 'held' by a psionic each round be spending half the stamina cost used to move the object. You cannot take 10 or 20.
Duration: Full action (1 round or 6 seconds) to move an object. To throw an object becomes an attack action. Holding an object depends on how much stamina you can exert.
Stamina cost: See above.
Whirlwind (feat)
You can telekinetically fling multiple small objects into an impromptu maelstrom that hampers your opponent's concentration while dealing stamina damage.
Prerequisites: 4 ranks in Telekinesis, 13 in Intelligence.
Benefit: You can create a flurry of small items and whip them into a swirling whirlwind that engages a target or group of targets. The whirlwind has a radius of roughly 5 metres, or more. All targets in the range of the whirlwind take -4 on all checks or saves that require some physical action (reflex saves, attack rolls etc) as they are continuously struck by countless small objects (rocks, tools, scrap, anything that's on hand). They take 2d8 points of stamina damage every round they remain in the whirlwind's radius, and can make a Reflex save at DC 20 to escape with half damage, while whirlwind lasts for 3 rounds.
Special: Doing this requires a Telekinesis check of DC 20, and a full-round action. You can take 10 but not 20. You must have a line of sight on the target or targets, but you can be still be far away (up to 50 metres)
Stamina cost: 6 stamina.
Assault (feat)
Assault can liquify an opponent's mind, or knock it out.
Prerequisites: 8 ranks in Telekinesis, 4 ranks in Awareness, 4 ranks in Empathy, Stasis, Probe.
Benefit: Using a combination out of three spheres, the psionic with no compunction against lethal force can subject a target to grueling telekinetic and empathic stresses that first cripplingly terrifies the target, before melting her brain. If the brain is unshielded the target's stamina reserve is reduced to 0 in the first round, causing her to become fatigued; in the second round, her lifeblood reserve is reduced to 0 and she falls unconscious; in the third round, her brain has been effectively destroyed. The psionic must have a line of sight on the target, and the target can escape if something blocks the line of sight. She must make a Reflex save at DC 20 in the first round and hope for initiative in the second, as after the second round it will be too late.
Special: If the target's mind is shielded then she gets a Will save vs DC 20 before the Reflex save. If the target possesses the same talent then they duel each other until one or the other is reduced to 0 lifeblood, or dies.
Stamina cost: 4 stamina in the first round, 8 in the second, 16 in the third and final round.
Psionic Fury (feat)
This terrifying ability can tear apart a target.
Prerequisite: 10 ranks in Telekinesis, 10 ranks in Teleportation.
Benefit: By combining two spheres - Telekinesis and Teleportation - the psionic can use this wicked talent to pull a target's limbs through telekinetic stresses while simultaneously weakening the joints through the latter. The end result is... messy. The target gets a Reflex save at DC 20. Failure results in death. The only way the target can escape is if he blocks the line of sight between himself and the psionic.
Special: If the target's mind is shielded then he gets a Will save vs DC 20 before the Reflex save. If the target possesses the same talent then the 'fury' is redirected back at the target who must make the same Will and/or Reflex saves. If successful the fury will be redirected again, until one target or the other dies.
Stamina cost: 4d4+4 stamina to create the Fury.
Teleportation allows the user to move instantly to another location without regards to any intervening matter. Without assistance she can only transport herself to a place she can see via line of sight. With assistance and advanced training (an ally remote viewing the target location), she can be teleported without seeing the target.
- Check: See below.
Range: Line of sight. Can be 'guided' by a fellow psionic.
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TELEPORTATION DC STAMINA COST Self, unclothed: 10 1 Self, clothed: 15 1d4 Self, equipped: 20 2d4 Self, heavily equipped: 25 3d4 Self and passenger: 30 4d4
Special: Teleporting whilst in warpspace leads to a misjump. You cannot take 10 or 20. Teleporting onto a moving object adds +5 to the DC and doubles the stamina cost.
Duration: Instantaneous.
Stamina cost: See above.
Guided Teleportation (feat)
You can teleport without relying on line of sight through the guidance of clairvoyance.
Prerequisite: 10 ranks in Clairvoyance and Teleportation. If there is no affinity with Clairvoyance then the psionic must rely on an ally who is clairvoyant and providing him with guidance; in such cases the prerequirement of 10 ranks in Clairvoyance is waived.
Benefit: Disregard the line of sight requirement due to range. The psionic can now teleport at planetary distances so long as he is being 'shown' the target location either by his own clairvoyance or through an ally's.
Stamina cost: Triples the stamina cost.
The psionic can increase his knowledge of his powers by the two cascade skills: Knowledge/Psionics and Knowledge/Warpspace. Both are intelligence skills and imply information the character has learned, observed, or has heard. Such skills allow checks to be made when attempting to answer a question related to each field, do not allow retries, and are full-round actions. (which is pretty irrelevant to combat, but nevermind) In addition, if the psionic witnesses a phenomena he's never encountered before he can make a knowledge check to see if that provides some clue. This implies that a knowledge check can also involve reasoning and deduction.
Also, the skill Use Alien Device can be useful if the alien device is psionic in nature. Not every alien device will be psionic though, and some that look like a back scratcher will actually be a back scratcher (or... equivalent). But if the device is psionic, then having another psionic around can help.
PSIONICS AND CYBERNETICS
In short: they don't mix. For this reason alone there are no Belter psionics.
PSIONICS AND GENEERING
In short: they do mix for the most part, but some geneering options are useless (why do you need to clone new limbs due to old ones being severed? Simply regenerate them).
PSIONICS AND DRUGS
There are drugs that can affect the use of psionic performance.
- Stimulant: Stimulants, or stims, come in many forms. The most common and non-threatening is in a cup of coffee or equivalent. However, in this case Stimulant refers to a specific concentrated dose in the form of a pill. This drug adds a temporary 1d10 bonus to stamina for 1 hour. Repeat doses do nothing in this hour, but in the next hour another dose can be had to give another bonus.
Double: Double is the same as the above, but is an unwise double dose. This results in a temporary 2d10+2 bonus to stamina for 1 hour. The obvious side-effects come in the form of the shakes, sweating, perhaps nausea etc. Nothing too seriously. Repeating the dose in the next hour requires a Fort save DC 5 to avoid 1 lifeblood of damage. Any subsequent extra doses in subsequent hours raise the DC by 5.
Tranquiliser: Tranquilisers, or tranqs, come in many forms. Related to psionics, tranqs are a liquid drug that must be injected. When done so, psionic spheres will not be available as the subject's stamina will be reduced to 0 and result in fatigue for several hours (depending on the dose).
Special: Special drug is rare, expensive, and known only to few. It comes in a liquid that must be injected. When done so, the subject will regain 1d3 stamina points every round for 10 minutes (or a 100 rounds). Taking Special is not without a degree of risk. After each minute, you must make a Fort save at DC 10 to avoid taking 1 lifeblood damage. Each subsequent DC is raised by +1 each minute. After the second minute the DC will be 11, after the third the DC will be 12. The tenth minute will have a DC of 19. If you happen to overdose, your Stamina is reduced to 0, you take an immediate 3d6 damage to lifeblood (Fort save DC 15 to take half damage), and will lose a point of lifeblood each minute while you can only take partial actions (move a little, not too far, maybe call for help). If an antidote is administered the effects of the drug abate and you stop losing lifeblood, but you take a permanent loss of -1 to either Constitution, Intelligence or Wisdom (choose the ability and make an ability check at DC 10 to make the loss temporary. If you fail, well... drugs are bad mmmkay).
Last edited by Stofsk on Thu Aug 11, 2005 10:27 am, edited 1 time in total.
- Stofsk
- Secret Agent Man
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#9
WEAPONS, ARMOUR and OTHER ARMAMENT
I'll only be listing minor information and short descriptions. If a weapon interests you let me know and I'll go into greater detail. Also, if you don't have the feat needed in order to use the weapon, you can still use it but you incur a -4 circumstance penalty.
WEAPONS
Weapons Proficiency: Simple
Armour Proficiency: Light
Standard rounds cost 1 credit for every round. All guns have a damage rating which assumes you use standard rounds. However, you can use non-standard rounds of ammunition for your weapons. These have a variety of effects:
These can be added to a handgun or rifle, enhancing their abilities while increasing their cost.
Grenades do not require a weapon proficency; you simply pull the pin and throw. The grenade then does the work. Same goes for mines, which explode once armed - it doesn't matter who steps on one.
I'll only be listing minor information and short descriptions. If a weapon interests you let me know and I'll go into greater detail. Also, if you don't have the feat needed in order to use the weapon, you can still use it but you incur a -4 circumstance penalty.
WEAPONS
Weapons Proficiency: Simple
- Club/Cudgel: (1d6/1d6, crit. x2)
The Club is nothing more refined than a piece of wood. The Cudgel is more refined (metal baseball bats) or the buttend of a rifle.
Cost: 10 credits. - Quarterstaff: (1d6/1d6, crit. x2)
A Quarterstaff is a long, wooden pole that is wielded two-handed. It deals the same damage as a club, but has longer reach, and can also make a second attack.
Cost: 25 credits. - Shortspear/Bayonet: (1d8/1d8, crit. x2)
The shortspear is a pole weapon that has a dagger affixed to the end, and is used by thrusting the tip into an opponent. The bayonet is affixed to the end of a rifle, turning it into a mini-spear.
Cost: 15 credits. - Baton: (1d6, crit. x2)
The baton is a special club weapon made of modern materials. There are some varieties: telescoping baton, which can be retracted and made easier to carry; stun baton, which can deliver an additional electric charge to a target requiring them to make a Fort save; and a stealth baton, made of material that won't register on weapon scanners.
Cost: 50/350/300 credits for telescoping, shock and stealth batons, respectively.
- Shortbow: (1d6, crit. x2)
The Shortbow is used by hunters in the wild to shoot game. It's range is rather short, accordingly. It is also rather primitive.
Cost: 50 credits. A quiver of x20 arrows costs 10 credits. - Longbow: (1d8, crit. x2)
The Longbow is used by archers to attack approaching infantry armies. It has a long range (obviously), but due to its size it is difficult to use whilst riding or within tight enclosed spaces (like a room or corridor). It is also fairly primitive.
Cost: 75 credits. A quiver of x20 arrows costs 10 credits. - Compound Bow: (1d8+1, crit. x2)
The Compound Bow is made of materials other than wood, to give maximum performance.
Cost: 200 credits. A quiver of x20 arrows costs 10 credits. - Crossbow (Sporting) (1d8, crit. 19)
Can be used to hunt game etc. Can also be used whilst riding. Reloading provokes an attack of opportunity.
Cost: 200 credits. A quiver of x20 bolts costs 10 credits. - Crossbow (Military) (1d10, crit. 19)
Heavier weapon and can be used whilst riding. Requires 1 round to reload. Reloading provokes an attack of opportunity.
Cost: 250 credits. A quiver of x20 bolts costs 10 credits. - Crossbow (Repeating): (1d8, crit. 19)
You can store up to 5 bolts to be used in a repeating fashion - meaning you don't have to stop to reload (which provokes an attack of opportunity).
Cost: 200 credits. A quiver of x20 bolts costs 10 credits.
- Throwing Knives: (1d3, crit. 18)
Small bladed weapons that can be thrown at opponents, they can be deadly if they strike a critical area.
Cost: 10 credits for 10 knives. - Dagger: (1d4, crit. 19)
A Dagger is a weapon that can be used in close-quarters or by being thrown. A thrown dagger, if it hits, deals double damage. Stealth daggers are made up of sharpened plastic materials that are no less dangerous, but do not set off weapon scanners.
Cost: 10 credits. - Blade: (1d6, crit. 19)
A Blade is a long knife that is often used in the wild to cut through bushes - a very utilitarian weapon that is common to pioneers.
Cost: 50 credits. - Shortsword: (1d6, crit. 18)
A Shortsword is curved to give it a sharper edge.
Cost: 125 credits. - Longsword: (1d8, crit. 18)
A Longsword is curved to give a sharper edge. A longsword can be used one-handed (with the other hand being armed with a shortsword, dagger etc).
Cost: 250 credits.
- Revolver: (1d10, crit. x2)
A revolver has 6 bullets, loaded individually into the chamber (so no magazine). As such, reloading takes 2 rounds (if evading) or 1 round (which provokes an attack of opportunity). They're good solid, reliable weapons however.
Cost: 150 credits. - Autopistol: (1d10, crit. x2)
An autopistol uses a magazine that has 15 rounds, which is loaded quite conveniently. As such reloading is a move-equivalent action (meaning you can reload, then move, or shoot, or shout out obscenities etc) yet it still provokes an attack of opportunity.
Cost: 200 credits. - Dartgun: (special)
A gun that fires darts, usually used on ships or in situations where lethal force hasn't been warranted. There are different types of darts (such as tranq-darts, or even poison darts), yet the standard round can even be used by hand (though it will only do 1 point of damage and it's range is very low). Dartguns are loaded 1 round at a time, and reloading is a move-equivalent action and provokes an attack of opportunity. Flareguns are also included in this group, but the flare deals lingering fire damage. (1d6 in the 1st round; 1d4 in the second round; 1d3 in the third round, where it finally goes out)
Cost: 100 credits. - Stealth Pistol: (1d8, crit. x2)
Stealth pistols are made of a material that do not trigger standard weapon scanners. They are also smaller, and thus easily concealable. They do not have a great deal of ammunition, however, and do not have the same stopping power as bigger revolvers and autopistols.
Cost: 500 credits. - Shotgun: (3d6/2d6/1d6, crit. x2)
Shotguns are devastating in short ranges, while their effect tends to lessen the further the target is to the shooter. They're fed by a magazine that contains 10 rounds, and reloading takes 2 rounds (and provokes an attack of opportunity).
Cost: 150 credits. - Sub-machine Gun (SMG): (1d10, crit. x2)
SMGs are compact automatic weapons that fire in bursts or fully automatic. They are excellent in close quarters battle, easy to carry, and are fed by a 30 round magazine.
Cost: 500 credits.
- Auto-shotgun: (3d8/2d8/1d8, crit. x2)
Auto-shotguns are military-grade weapons that are fed by a 12-round magazine. Reloading takes 1 round, and provokes an attack of opportunity. This weapon is absolutely devastating up close and personal.
Cost: 1'500 credits. - Rifle: (1d12, crit. x2)
A rifle can shoot targets from a fair distance away, and the buttend can be used as a cudgel. They're fed by a 20-round magazine, reloading takes 1 round (and provokes an attack of opportunity).
Cost: 200 credits. - Carbine: (1d10, crit. x2)
Essentially a short rifle, carbines are fed by a 20-round magazine, reloading takes 1 round (and provokes an attack of opportunity).
Cost: 200 credits. - Auto-Rifle: (1d12, crit. x2)
The assault rifle has a higher rate of fire, firing 4 bullets for every pull of the trigger, though you can switch to semi-automatic fire. It's fed by a 30-round magazine, reloading takes 1 round (and provokes an attack of opportunity).
Cost: 1'000 credits. - Sniper Rifle: (2d6, crit. x2)
A sniper rifle has an effective range of 1000m, and fires 1 round for every pull of the trigger. Due to their specialised nature, Sniper Rifles can come equipped with Telescopes and laser range-finders. Sniper rifles can only fire one round per load.
Cost: 3'500 credits. - Advanced Combat Rifle (ACR): (1d12+2, crit. x2)
Think "pulse rifles." An ACR is fed from a 30-round magazine, but it can also fire RAM grenades, which have to be loaded individually. Reloading takes 1 round (and provokes an attack of opportunity).
Cost: 2'500 credits.
- Pistol: (see description)
Laser weapons are special, they are made of sophisticated metal and plastic components with electronic wiring. There is no actual charge in the weapon itself, as it is fed by a power cable to a battery pack that provides energy for the laser to work. There are three kinds of batteries: belt-batteries, backpack batteries, and heavy backpack batteries. Each provide power units. Belt and backpack batteries are the same size and weight, they are simply equipped in different fashions. They provide 50 power units. The Heavy backpack provides 100 power units.
Each laser weapon has five settings that can be dialed. Level one deals 1 point of damage, and can be used to stun an opponent and make him think twice about tangling with you; it draws 1 unit. Level two deals 1d10 damage, and draws 2 units. Level three deals 2d10 damage, and draws 5 units. Level four deals 3d10 damage, and draws 10 units. And level five deals 5d10 damage, and draws 50 units.
Lasers have a very mild recoil, and make a sharp sound when fired. They all have laser sights, are expensive, and sometimes rare.
Cost: 2'500. - Carbine: (see above description)
Carbines are smaller, more compact than rifles, but don't have as much range as the latter. Their range is still better than the pistol.
Cost: 4'000 credits. - Rifle: (see above description)
Rifles cannot be fed by a belt or a backpack battery, only by a heavy backpack battery. Rifles have a range comparable to some sniper rifles.
Cost: 5'000 credits.
- Flamer: (3d6, crit. x2)
A flamethrower shoots fire in a 1.5m wide stream, with a maximum effective range of 10m. Flamers have enough fuel to be used for 10 minutes (in a bottle attached to the weapon) or 30 minutes (if attached to a back-pack fuel tank).
Cost: 1'000 credits. - Grenade Launcher: (n/a)
Grenade launchers are nothing more than a platform for shooting grenades beyond their effective hand-thrown range, with a maximum range of 100m. They can fire any type of grenade, 1 at a time, and reloading takes 1 round (and provokes an attack of opportunity). A grenade launcher can be attached to a rifle for 50 credits.
Cost: 200 credits. - RAM Grenade Launcher: (n/a)
RAM stands for Rocket Assisted Multi-Purpose grenade launcher. Tiny boosters in a special RAM grenade increase it's velocity, and thus its range, allowing for a maximum effective range of 200m. They can only fire RAM grenades. They can be affixed to a vehicle and can be fired while on the move, or affixed to a rifle for 50 credits.
Cost: 400 credits. - Mortar: (n/a)
A mortar is a portable artillery device that can fire explosives from ranges between 100m to 7000m. It requires special mortar ammunition.
Cost: 800 credits. - Light Machine Gun (1d10, crit. x2)
A light machine gun is a portable heavy weapon that can fire 10 rounds in a single burst. They're fed by belt from an ammo case that can contain hundreds of rounds. If fired by a single operator reloading takes 3 rounds (while provoking an attack of opportunity), however standard procedure has this weapon being operated by 2 people - a shooter and a loader. In this case, reloading takes 1 round (but still provokes an attack of opportunity upon the loader).
Cost: 1'200 credits - Heavy Machine Gun - (2d12) - A heavy machine gun is usually found on top of tank vehicles and used as anti-personnel weapons (or to tear apart buildings). They're twin-barreled (some versions can be tri- or even quad-barreled) guns that can fire thousands of rounds a minute. They can fire 20 rounds in a single burst. Portable versions are a 3-man operation, and takes between 5 rounds (30 seconds) to 10 rounds (1 minute) to set up.
Cost: 5'000 credits.
Armour Proficiency: Light
- Jack: (+2 damage reduction vs melee)
Jack is a leather jacket or full body jumpsuit, and affords great mobility while giving some damage reduction. It gives no protection against firearms or lasers, but is good against melee weapons.
Cost: 200 credits. - Mesh: (+3 damage reduction vs melee)
A mesh is a leather jacket that has a layer of chain mesh reinforcing it underneath. Wearing it can be tiresome, and penalises the use of certain physical skills (Swim being the common one). It gives no protection against firearms or lasers, but is good against melee weapons.
Cost: 250 credits. - Flak Jacket: (+4 damage reduction vs firearms)
A cheaper version of Cloth, Flak Jackets are standard issue in most armed forces that use firearms. They generally only cover the torso, leaving the arms and legs vulnerable. Flak jackets do nothing against slashing or bludgeoning weapons.
Cost: 350 credits. - Reflec: (+6 damage reduction vs lasers)
Reflec is a superlightweight material that is worn under another type of armour, and protects against laser fire. It does nothing against other types of weapons. Reflect is expensive and hard to find.
Cost: 1'500 credits.
- Ablat: (2/10 damage reduction vs melee/lasers)
Ablat is a material that vaporises when struck by laser fire. Everytime it is hit by a laser, the damage reduction is decreased by 1. Ablat provides a similar protection to Jack, in that it allows the wearer to take hits in melee.
Cost: 150 credits. - Cloth: (+6 damage reduction vs firearms)
A full body-suit made out of ballistic cloth, Cloth is often the best and most versatile armour available. Mobility isn't severely hampered, no power sources are required, and they can deal with bullets quite easily (unless they happen to be Armour Piercing rounds). They are moderately expensive, so are quite common in most armies.
Cost: 500 credits. - Combat Environment Suit (CES): (+6 damage reduction vs firearms; NBC)
The CES is an expensive version of Cloth. It is a full body suit made out of ballistic cloth, left open at the wrists and neck, and an outer layer of a specially-taylored material that gives NBC protection. Power gauntlets and a fully-enclosed helmet can be worn, with an oxygen tank often connected to it. Because of all the accoutrements, CES armour is rarely standard issue military protection, except for special forces.
Cost: 1'250 credits.
- Vac suit: (+4 damage reduction vs all; NBC)
Vac suits protect against the vaccum of space, as well as harmful atmospheres where exposure means death. It only grants limited protection, and isn't designed for combat. Due to the nature of hazardous environments, NBC protection is standard. There is enough oxygen to last several hours. Mobility and Dexterity is severely limited when wearing this type of armour.
Cost: 8'000 credits. - Combat Armour: (+8 damage reduction vs all)
Combat Armour is a special advanced form of ballistic impact cloth that provides protection against all weapons. It usually comes in the form of a full body suit, not unlike a CES, but without the NBC protection. Of course, NBC coating can be applied, for extra cost however.
Cost: 20'000 credits. - Power Armour: (+10 damage reduction vs all; NBC)
Power Armour is the best protection money can buy. It protects against melee, firearms, and lasers, as well as providing the wearer with physical enhancements (strength) as well as NBC protection. Suspensors can be fitted to the armour and powered to give the wearer incredible leaps and bounds. The battery lasts for one hour of operation, and can be used to power a laser weapon. Most forms of Power Armour are specialised for certain roles: recon, command and control, heavy assault.
Cost: 50'000 credits.
- Ballistic Shield: (+10 damage reduction vs firearms; can provide cover)
A large tower shield made out of ballistic materials, they protect against guns. Essentially a "moving wall," the Shield can provide cover for people behind or beside it. 1/4 Cover confers a +2 bonus to defence, 1/2 Cover confers +4 to defence, 3/4 confers +7 and 9/10 confers +10. Total cover assumes you're untouchable (at least from standard ammo), but it also means you can't shoot back. These shields are highly useful in CQB (Close Quarters Battle). They are usually operated by 1 man who moves the shield while under total cover, and 2 or 3 men back him up by firing out from the edge.
Cost: 150 credits. - Ablative Shield: (+10 damage reduction vs lasers; can provide cover)
Similar to the ballistic shield, ablative shields function like Ablat armour. They protect against lasers, but each time the shield is hit the damage reduction rating is chipped away.
Cost: 50 credits. - Chameleon: (provides concealment)
Chameleon is a special nano-fibre that is programmed to mimic the surrounding environment. It is sprayed onto vac suits, CES', Combat Armour or Power Armour, and provides bonuses to defence based on concealment. It makes the armour difficult to detect via the naked eye or IR tracking. It does nothing against LIDAR though.
Cost: between 1'000 to 5'000 credits. - Smoke grenade: (provides 90% concealment)
This grenade releases a thick cloud of smoke that rapidly engulfs a 10-metre radius. Though the gas isn't dangerous, it can be harmful - inhaling it deals 1 Lifeblood damage. Smoke grenades obscures vision, preventing the enemy from seeing you as you make your escape. The special smoke can block IR scans and laser sights, while visibly providing 90% concealment (basically affording a +8 to defence while in the cloud).
Cost: 10 or 160 credits for a case of x20. - Anti-laser aerosols: (provides 90% concealment; aerosol scatters laser beams)
Same as above, only laser beams are rendered completely useless by the cloud.
Cost: 12 or 200 credits for a case of x20. - Psionic Shielding: (immunity from psionic attacks)
Made from a top secret material, psionic shielding can be applied to any armour – however, to protect against mind reading, the only practical counter is in the form of a helmet or mask.
Cost: 4'000 credits.
Standard rounds cost 1 credit for every round. All guns have a damage rating which assumes you use standard rounds. However, you can use non-standard rounds of ammunition for your weapons. These have a variety of effects:
- Flechette: These rounds break apart in flight releasing numerous small, sharp shards of metal. This makes hitting a target easier (+2), but decreases damage dealt (replace any damage die for any weapon to 1d4). Flechette rounds are useless against armour. Cost is x2 that of a standard round.
Flares: Not actually designed for combat, flares can conceivably used for such a fashion. They deal 1d6 damage in the 1st round; 1d4 in the second round; 1d3 in the third round, where it finally goes out. Flares are more useful to attract rescuers, or to light up the night sky for use in battle (or as a possible diversion/distraction).
Tranquiliser - low, medium, high: Used to knock out a beast, or a person. Low tranqs require the target make a Fort Save (DC15), with the effect that the animal/person is stunned for one round, then falls unconscious the following round. Medium requires a Fort Save (DC20), and upon success the target must make another Fort Save at a rising DC of +1 for 3 rounds (so at 2nd round, the DC is raised to 21, 3rd round its at 22, and at the final 4th round the DC is 23). Failure at any point knocks the person/beast out. High tranqs need have DCs of 25-35, depending on the type. They are used against the toughest and most aggressive of beasts. If used against a human it actually deals 2d6 Con damage (Fort Save DC 25 for half damage). Tranqs can cost x2 (low), x5 (med), and x10 (high) that of a standard round.
High Explosive: HE rounds are used to increase the damage dealt by the weapon, designed to explode once they've penetrated a target. Add an extra damage die to whatever weapon is used. Cost is x10 that of a standard round.
Armour Piercing: AP rounds are designed to penetrate armour, making them effective against ballistic cloth and vehicles. Any DR bonus that comes from an armour source is halved. Cost is x10 that of a standard round.
Shotgun shells: Shotguns are devastating in short ranges, but minimises out to it's effective range. At up to 3 metres, a shotgun shell inflicts 3d6 points of damage; at 6 metres the damage is 2d6; at anywhere from 6 metres to 10 metres the damage is 1d6. However, shotguns don't do well against armour and any damage done to an armoured target is reduced by 1d6.
Beanbags: Specialised bullets that are designed to be non-lethal, and are ideally suited for use in riot suppression. Getting hit by one deals Stamina damage rather than Lifeblood, requires a Fort Save (DC20) or be stunned for 1d3+3 rounds. Cost is x2 that of a standard round.
These can be added to a handgun or rifle, enhancing their abilities while increasing their cost.
- Telescopic Sights: These increase the accuracy of a weapon, while increasing their effective range. The effective range of the weapon is doubled. They're very fragile, and they could be knocked out of alignment quite easily. A DC12 Spot check must be made to determine if such has happened. Cost is 200 credits.
Electronic Sights: They allow the use of a weapon in the dark, through using infrared ranges. Treat any low-light condition as normal. They are still fragile. Cost is 2'000 credits
Combination Sights: These combine Electronic sights and telescopic sights in the one package. They are still fragile. Cost is 3'000 credits.
Laser Sights: This attachment is useful for snipers, who can direct artillery or orbital strikes by using lasers as a rangefinder. Laser sights provide a +1 to attack rolls, and +2 at ranges under 10 meters. Laser weapons have these automatically. Cost is 1'000 credits.
Silencer: Attached to the end of a pistol or revolver (they're not really useful for anything higher), silencers decrease the sound a gun makes when a bullet is discharged. Cost is 200 credits.
Head's Up Display (HUD): Using a microcamera and Laser Sight attached to the rifle, the HUD beams a holographic projection onto a helmet visor or pair of special sunglasses. This accessory can turn an ACR into an even more fearsome weapon for the futuristic warrior. Bonuses to attack, motion detectors, low-ammo warnings are just some of the things this device can bring. Cost is 5'000 credits.
Grenades do not require a weapon proficency; you simply pull the pin and throw. The grenade then does the work. Same goes for mines, which explode once armed - it doesn't matter who steps on one.
- Frag Grenades: This is the standard antipersonnel grenade, inflicting 6d6 damage in a 6-metre blast radius. Anyone caught in the blast must make a Reflex Save for half damage (DC15). Fragments can be thrown up to 20 metres, which inflict 2d6 of damage. Anyone in the periphery blast must make a Reflex Save for half damage (DC10). Cost is 12 or 200 credits for a case of x20.
Tranq Grenades: Anyone caught in the 6-metre blast radius must make a Fortitude Saving throw (DC15) or immediately fall unconscious. A Save must be made for every round a character persists in the blast zone. The gas lingers for 1d3+6 rounds (1d3+1 in windy conditions). Cost is 25 or 400 credits for a case of x20.
Smoke Grenades: See above.
Nerve Gas Grenades: This grenade releases a deadly neurotoxin which will kill anyone caught within the 6-metre radius, a Fort Save (DC20) will cause you to have a seizure and "hang on" for a minute or two, making it possible for an antidote to be administered. Due to the rather nasty reputation, only the most warlike of societies employ their use; and even then, their troops have to be wearing NBC protection. Cost is 100 or 2'000 for a case of x20.
HEAP Grenades: High Explosive, Armour Piercing grenades are ideal for use against armoured targets or buildings, dealing 4d6 damage against said targets. Anyone caught in the 4-metre blast radius must make a Reflex Save (DC15) for half damage. In any case, HEAP grenades aren't used against personnel - making them well suited for demolitions work. Cost is 15 or 240 credits for a case of x20.
Plastic Explosive: These are used as high explosives for shaped demolitions. They deal 2d10 points of damage to whatever they have been attached to, and are usually used with a timer that can have a variable hour count-down (some models only allow 24 hrs, some allow 100 hours - while others still have an almost limitless amount of time that can be set), or are set off by a radio signal. Cost is 5 credits.
Flash Grenades: These grenades, upon detonation, release a short, sharp flash that can temporarily blind a person or animal. The target must make a Fort Save (DC25) or be blind for 1d6+3 rounds, suffering -4 penalty to any check or roll that requires the use of one's eyes (eg Balance and Awareness skills, attack rolls that require co-ordination etc). Those wearing nightvision goggles have a DC35 to beat. Some electronics can be disabled. Cost is 20 or 350 for a case of x20.
Sonic Grenade: These grenades, upon detonation, release a squealing ultrasound that can temporarily stun a person or animal. The target must make a Fort Save (DC25) or be knocked unconscious. Success nevertheless deafens the target for 3d6+6 rounds, leaving a disorientating sensation behind which incurs a -4 penalty to any check or roll that requires the use of one's ears (eg Balance and Listen skills, attack rolls that require co-ordination etc). Cost is 20 or 350 for a case of x20.
RAM Grenades: RAM grenades are futuristic equivalents of all of the above grenade weapons, and are used for RAM launchers or ACRs. They give an increased range. Cost is x3 from a standard grenade.
TDX: A gravitationally polarised explosive, TDX expends it's explosive energy along a horizontal plane. A TDX set 10 meters off the ground will only damage things that are ten meters off the ground; if you're under 10 or over it, you're not hit. A TDX charge costs 150 credits.
All mines cost 10 or 200 credits for a case of 20.
Anti-personnel Mines: Essentially a frag grenade that is used on the ground.
Anti-armour Mines: Essentially a HEAP grenade that is used on the ground.
Gas Mines: Essentially the same as a gas grenade, though the type of gas can range as can the application and nerve gas is not used. A gas mine could be "armed" with sleepy gas, laughing gas, or some kind of poison or toxin.
Flash Mines: Essentially the same as a flash grenade, and can have the same application as a gas mine (ie used as a booby trap onboard a ship or ops centre).
Sonic Mines: Essentially the same as a sonic grenade, and can have the same application as a gas mine (ie used as a booby trap onboard a ship or ops centre).
- Stofsk
- Secret Agent Man
- Posts: 1710
- Joined: Mon Jun 13, 2005 4:46 pm
- 19
- Location: Melbourne, Australia
- Contact:
#10
PERSONAL EQUIPMENT
Personal items, devices or equipment that can help characters. It's too much effort to list all of the items and give a description of each. They ought to be fairly intuitive, anyhow.
Personal items, devices or equipment that can help characters. It's too much effort to list all of the items and give a description of each. They ought to be fairly intuitive, anyhow.
Code: Select all
PERSONAL EQUIPMENT COST
Artificial Gills.............4'000 credits
Cold weather Gear..............200 credits
Combination Mask...............150 credits
Filter Mask.....................10 credits
Oxygen tanks...................100 credits
Protective Suit................700 credits
Respirator.....................100 credits
Scuba gear.....................200 credits
Underwater Oxygen tanks........800 credits
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PERSONAL DEVICES COST
Active scanner...............4'000 credits
Comlink........................250 credits
Communicator, SR...............100 credits
Communicator, MR...............200 credits
Communicator, LR...............500 credits
Gauntlet.....................5'000 credits
Hand Calculator.................25 credits
Hand Computer................3'000 credits
Handcuffs.......................10 credits
Magnetic compass................10 credits
Metal detector.................300 credits
Radiation counter..............250 credits
Wrist watch.....................50 credits
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VISUAL AIDS COST
Binoculars......................75 credits
Electric Binoculars............350 credits
Electric Torch..................10 credits
IR Goggles.....................500 credits
Light Intensifier Goggles......500 credits
Torch............................1 credit
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TOOLS COST
Artist's kit...................200 credits
Carpentry kit..................300 credits
Climbers kit...................250 credots
Disguise kit.................1'000 credits
Electronic tool kit..........2'000 credits
Lockpick set....................20 credits
Mechanical tool kit..........1'000 credits
Musical instrument.............500 credits
Code: Select all
SHELTERS COST
Tent...........................200 credits
Pressure Tent................2'000 credits
Prefab Cabin................10'000 credits
Advanced Mobile Base........50'000 credits
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MEDICAL EQUIPMENT COST
First Aid kit..................500 credits
Medikit......................5'000 credits
Nano gelpack................11'000 credits
Autodoc..................1'000'000 credits
Code: Select all
DRUGS COST
Stimulant......................100 credits
Double.........................200 credits
Anagathics..................10'000 credits
Broad-spectrum Anti-toxin......150 credits
Combat Drug..................1'050 credits
Speed..........................800 credits
Psionic: booster.............1'500 credits
Psionic: sleepers..............400 credits
Psionic: special.............2'500 credits
Narcotics......................... -------